I'd like to see some Archetype Only SAs... I think that could bring an interesting dynamic to the trait selection process.
Barry (Available to WRs with the Speedster trait only)
Ability Type: Active
Powered By: Sprinting
Activation Condition: While the ball is in the air and you are at least twenty yards from the LoS
Activation Chance: 20% (for all three levels)
Duration: 4 Seconds (for all three levels)
Effects: Receiving Hands/Consistency skills minus 5/10/15, Balance/Sprinting/Quickness/Footwork/Rec Awareness/Route Running + 4/6/10
Reasoning: A test server legend... bad hands, unstoppable skills.
Hot (Available to any player with the Easy Going Trait)
Ability Type: Passive
Activation Condition: Start of any play
Activation Chance: 20%
Duration: Entire Play
Effects: + 3/5/9 to all skills
When you add a point to this SA, you also automatically add a free point to the Cold SA (ditto removing a point, ldo)
Reasoning: Laid back players will sometimes surprise you with skilled plays using that energy that they've saved up... problem is, they sometimes don't put in that effort on every down.
Cold (Available to any player with the Easy Going Trait)
Ability Type: Passive
Activation Condition: Start of any play
Activation Chance: 10%
Duration: Entire Play
Effects: minus 3/5/9 to all skills
When you add a point to this SA, you also automatically add a free point to the Hot SA (ditto removing a point, ldo)
Reasoning: Laid back players will sometimes surprise you with skilled plays using that energy that they've saved up... problem is, they sometimes don't put in that effort on every down.
...you could also combine the two, so long as you make the appropriate SA name pop up when it activates.
1st Quarter Hero (Available to any player with the Early Bloomer Trait)
Ability Type: Passive
Activation Condition: Start of the game
Activation Chance: 100%
Duration: 1st Quarter
Effects: Plus 4/7/12 to all skills, minus 1/2/2 to all skills for the rest of the game
Reasoning: They aren't just great at the start of their careers, they are also great at the start of the game... put they tend to wear themselves out and let the other team back in the game.
Dependable Returner (Available to any player with the Return Specialist Trait)
Ability Type: Passive
Activation Condition: When receiving the ball on a kick-off or punt
Activation Chance: 40%
Duration: Entire Play
Effects: Plus 4/9/15 to Carrying Grip, Carrying Awareness, Return Awareness, and Toughness skills, minimum 50% to all Carrying Grip rolls.
Cannot be selected if you already have the Specialist SA
Reasoning: You've got two kinds of Returners in the world: those who can hold on to the ball, and those who can't. This is the SA you take when you want a reliable ball control return game.
The Specialist (Available to any player with the Return Specialist Trait)
Ability Type: Passive
Activation Condition: When receiving the ball on a kick-off or punt
Activation Chance: 40%
Duration: Entire Play
Effects: Plus 4/9/15 to Elusive Running, Power Running, and Balance skills.
Cannot be selected if you already have the Dependable Returner SA
Reasoning: You may not always be able to secure the ball, but you make tacklers miss and you get those extra yards of field position for the team.