Topic: Open Source Content Archive (Read 21,554 times)
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Open Source Content Archive « Thread Started on Feb 9, 2008, 7:09pm »
Open Source Content Archive
The purpose of this thread is to house a fairly massive collection of open source CotG and LOW material that has been collected and archived over the years into one central location. In addition to which, I have purchased the rights to several 'out of print' commercial efforts for sharing with the larger community. Sources are myriad and all known contributors will be fully credited.
While this will be a 'living resource' with new contributions added on a controlled basis...the thread itself will be closed in order to maintain focus and purity of intent. Any 'live discussion' on a specific concept housed here is encouraged...but best discussed in one of the Fan-Made Cards and Rules threads.
* All charts in the general listing of this Table of Contents are labeled alphabetically and broken down by page number. Directly anchored links are positioned with-in each page listing and click directly to each specific topic.
* You can quickly search by 'keyword' by pressing the 'Ctrl and F' keys and then typing the info you are looking for
How To Incorporate Customized Charts Into The CotG Online Game Table 1. Log in using Internet Explorer (this won't work in Firefox)
2. Copy the text of a given game chart (such as the Tag Double Team Chart) into word pad and leave it open while at the game table
3. When something happens which would trigger the moment that you would use the chart...move 'down' so the wrestler cards are not visible and then roll the dice (hit 1 or 2 as appropriate)
4. After the roll make note of the outcome of the dice roll and then copy/paste the corresponding result into the message part of the Chat Log
5. After pushing 'send' the result will now be incorporated into the body of the PBP log
If you have an IE Window or Tab logged into a specific match from this very archive you can also just 'toggle' between CotG Online and said specific thread and access the text of the chart for copy that way as well
Enjoy and always feel free to PM me anything of merit that you would like to see included and shared with the community at large. The archive can best serve the community to the extent the community contributes to the archive. Be a leader...be proactive! ____________________________________________________________
CotG Open Source Content Archive Table of Contents
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
Special thanks to community member Kevin Wible. Kevin was kind enough to go out of his way to print out and send me the material listed below. Without his generosity this archiving would not have been possible.
While I never knew Jaime I can appreciate the quality of effort he put into his work and it's a pleasure to keep it visible for others to explore. RIP
Special thanks to community member Eric Konecne. Eric was kind enough to take the time to send me the source material, without which this archiving would not have been possible.
Special thanks to community member Mark Vander Zanden for sending me the source material below. Absent his efforts this archiving would not have been possible.
Below is multi-tiered chart system for a match concept called the House of Horrors. Special thanks to creator Mark Vander Zanden for his assistance in making this archiving possible.
Kitchen Massacre Match Commode Combat Chart Bedroom Battle Zone Chart Danger In The Den Exterior Insanity Chart Optional Chart _______________________________________________________
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
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Re: CotG Open Source Content Archive « Reply #2 on Feb 10, 2008, 10:59am »
Credit Scott Pokett
24/7 Rules For Extreme Championship
** At any time during your fight card you attempt to use this chart. Roll two dice and follow the following chart.
** You will need the Ultimate Falls Count Anywhere Match guide by Scott Pokett
** The wrestler attacking will be the person on offense
2 You see the champion leaving the arena. Roll one die. Even – By the time you reach the champ, he is pulling out in his vehicle. Better luck next time. Odd – You attack. Roll on FCA – Outside arena chart.
3 You find the champion ringside doing commentary. That should be you doing commentary. Roll one die. Even – You head down toward the ring, but security stops you. Tough Luck. Odd – You attack. Roll on FCA Ringside chart.
4 You find the champion having a photo shoot in the backstage area. Roll one die - Even – You allow him to have is time in the spotlight. Odd - You attack. Roll on FCA – Backstage Chart
5 You find the champion entering the rest room. Roll one die - Even: you let the champ do his business and you will get him next time. Odd: You attack. Roll on FCA – Restroom Chart
6 You find the champion and the two you exchange blows. Security is right on the two of you and the champion gets away.
7 You find the champion and run after him. But he escapes… better luck next time.
8 You find the champion and go after him. As you close in, a group of fans get in your way asking for autographs and photos. You missed your chance.
9 You find the Champion signing autographs for a group of fans. Roll one die:
Even – You think better and let it go. Better luck next time.
Odd – You attack. Roll on FCA – Crowd Chart.
10 You find the Champion having refreshments with the fans. Roll one die:
EVEN – you join the champ in socializing with the fans; joking about how you are going to get his title. Better luck next time.
ODD – You attack. Roll on FCA – Concessions chart.
11 You find the champion in the locker room. Roll one die –
Even: You attack, but one of the champs allies cuts you off and the two of you begin brawling. Roll on FCA – Locker room chart. A new feud is started.
ODD: You attack. Roll on FCA - Locker room chart.
12 You go after the champ. Total ‘pearl harbor’ job! It is up to you promoter, use your imagination to think of the violent attack and fill in the details. Roll one die.
1 or 6 – Champ keeps the title. Use your imagination on how he pulls this one out of his hat.
Any other roll - You win the title. Roll one die to see how long the former champ is injured.
Here are rules for a match in which a singles championship or title shot is on the line and the top four contenders have been broken up into two tag teams. Whichever wrestler scores the final pin wins the title. Therefore this is a match in which wrestlers will scramble to defeat their opponents AND keep their partners from grabbing the pin as well.
Four Way Singles Championship Tag Team Match
First of all, each competitor is allowed unlimited pin saves. The match is played like a normal tag team match until a pinning situation occurs. When someone attempts a pin, this is what happens:
If the wrestler getting pinned kicks out naturally, then the match goes on like normal.
But if they were to get pinned, they take 1 token right away and each player team rolls 1 die. The highest roll wins. If the defensive side wins the die roll, then the partner tries a traditional pin save. If the offensive side wins the die roll, then the tag partner runs in and stops their partner from scoring the pin and takes over on Level 3 Offense.
When any wrestler's pin rating reaches 10, then they can no longer pin save.
When defense rolls a pin save, and the result is another pin attempt that would result in a pin(for instance, a roll of 7-10 on the Pin Save chart), then each team rolls one die again and we do it all again. If defense were to keep winning in this situation (i.e. defenses pin saves, rolls 7-10, gets pinned, pin saves again, rolls 7-10 again, etc...), then they can only go through this pin save loop three times before the pin counts for good. This is to prevent an endless loop from happening.
If, for example, the defensive team is out of pin saves and the offensive team is not and there is a pin attempt, both players still roll one die. If the offensive team wins the roll, then the tag partner once again pulls his or her partner off the one getting pinned and takes over on Level 3 Offense him or herself.
However, if the defensive team wins the roll, then somehow that offensive tag partner is disabled from interfering and the original person making the pin competes the pin and wins the match.
Once again, remember that when a wrestler's pin rating reaches 10, then they can no longer pin save any more during the match, whether offensive or defensive.
This is a little confusing, but if you play through it, I think you will see that this system works very well and produces long and exciting four way title matches.
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
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Re: CotG Open Source Content Archive « Reply #3 on Feb 10, 2008, 11:01am »
Credit victoryroll84
9th Layer of Hell Match
In this hellish match two wrestlers wrestle inside a ring surrounded by four thick 20 foot tall walls made of brimstone. At the top is a spider web pattern made of tough trucker chains.
Above that is a small platform that holds a teleporter.In the center of the ring are two steel red ladders connected by the chain web. Midway up all four corner posts are grotesque looking demon statues made of stone.Wrestling historians believe this match too be haunted! though no one knows for sure as it had been rumored that this match concept was created in the late 2200's by an evil promoter that with the aid of a mad shaman conjured up this idea.
It is said that if two wrestlers that are locked in an intense feud and happen too be scheduled in a COSMIC CAGE match that the cage changes into this match!
To win the match a wrestler must climb one of the ladders, scale the spider web chains and lift themselves into the transporter above to gain the victory. Their is no other way out.
- A wrestler that rolls a 3 on lv. 2 offense may roll on this chart. To escape the ring you must first pin your opponent then roll both dice 3 times. If you beat your opponents PIN RATING three times in a row you teleport to the arena floor below winning the match.
-If you attempt to escape the ring and you fail on anyone of your 3 rolls to escape. You fall and land hard on your back! The opponent then gets to roll on lv. 2 offense.
- No DQ's - Female wrestlers cannot participate in this match 9th LAYER OF HELL MATCH
ROLL RESULT
2 The opponent back body drop you into the brimstone wall! Your back is burnt as you reel in pain! The opponent goes for a quick pin! ROLL YOUR PIN.
3 You grab the opponent and choke slam him onto a hot burning slab of brimstone! the crowd winces. OPPONENT ADDS 1 TOKEN. ROLL AGAIN ON THIS CHART OR ON LV. 3 OFFENSE.
4 The opponent uses one of his specialty maneuvers on you! (you decide).The move's momentum carries you face first into the wall!! You toss and turn as you cover your face! ADD 2 TOKENS. OPPONENT ROLLS LV. 2 OFFENSE.
5 You find a steel chair around one of the demon statues. One end is on fire!!! you begin to smash the chair across the back of the opponent!!! The crowd feels every blow as the opponent agonizes in torment! OPPONENT ADDS 1 TOKEN PLUS HIS DEFAULT CAGE RATING! ROLL ON LV. 3 OFFENSE.
6 You are tossed into the burning wall! ADD 1 TOKEN AND THE OPPONENT ROLLS ON LV. 2 OFFENSE.
7 REVERSAL! THE OPPONENT IS NOW ON LV. 2 OFFENSE.
8 The opponent lawn darts you into the flaming wall of hurt!!!! ADD 1 TOKEN. THE OPPONENT ROLLS ON LV. 3 OFFENSE OR AGAIN ON THIS CHART.
9 Finding fire proof gloves resting on one of the demon statues head. You pick up a large slab of brimstone with flames intensely flickering off of it. You smash it in the opponents face and upper chest. The rock explodes into pieces as the fans hoot and holler!!! OPPONENT ADDS 2 TOKENS. ROLL ON LV. 3 OFFENSE.
10 The opponent sees you climbing one of the ladders. He power bombs you to the canvas below! ADD 1 TOKEN. OPPONENT ROLLS AGAIN ON THIS CHART.
11 Finding an illegal foreign object hidden in one of the demon statues. You set it near the wall for a few seconds. You then clock the back of your opponent! branding him with the imprint of the object! OPPONENT ADDS 2 TOKENS. ROLL ON LV. 2 OFFENSE.
12 You super bulldog your opponent onto a piece of brimstone rubble!! HE CATCHES ON FIRE!!!! the opponent stops,drops and rolls putting himself out. After he's out you go for a PIN. OPPONENT ADDS 1 AND ROLLS HIS PIN.
* Special Secret! : If at all during the match any wrestler rolls three six's in a row (as in 666).All four demon statue spirits come out of their slumber and possess the wrestlers body! giving him bad luck! For the remainder of the match the wrestler has the following POWER and AGILITY ratings at +5 and all chart ratings are a C ratings.
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
LWPD Global Moderator L-FSCE/Open Source Architect member is offline
“You may delay, but time will not!”
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Re: CotG Open Source Content Archive « Reply #4 on Feb 10, 2008, 11:02am »
Credit Baby Cindi
SUBMISSION HOLDS AND SUBMISSION FINISHERS OPTIONAL RULES ADDITION
INTRODUCTION:
To reflect the prominence and sheer effectiveness of holds that force an opponent to submit, I developed these special rules below. They are used in conjunction with my character creation rules. The rules also include three new charts ; Submission Hold Chart, Tap-Out Chart and Submission Hold Pin Save Chart. The Rules are also Used extensivly in the WarZone match coming soon.
SUBMISSION HOLDS :
When you roll an attack labeled (SH), you must roll two dice and consult the Submission Hold Chart, using the attack number to determine which column to use. Follow the instructions on that chart. Often, it will direct the opponent to roll on the Tap-Out Chart.
If so, the opponent rolls two dice and consults the Tap-Out Chart accordingly, using his Brawl or Ring rating to determine which column to use.
This will determine the final result of the submission hold.
SUBMISSION FINISHERS :
Submission Finishers are handled in the same manner, with the following exceptions;
* Always use the "Attack 3" column of the Submission Hold Chart.
* Add the Submission Finisher’s rating to the roll on the Submission Hold Chart.
* The opponent adds 1 to his roll on the Tap-Out Chart (in addition to any modifiers gained from the Submission Hold Chart).
* NOTE : Submission Finishers do NOT affect the opponent’s Pin Number.
PIN SAVES :
Anytime the victim is eligible to do a Pin Save, he must make the roll on the Submission Hold Pin Save Chart (whether it’s a Submission Hold or Submission Finisher. Outside Interference is handled normally.
CONVERTING THE CHARACTERS :
As far as the published GWF Wrestlers go, you may want to consider modifying them to suit this special rule. There are only a couple of things you need to add to the wrestler cards. Paragon At the GWF WarZone has included a few rules to avoid too many changes to the original wrestlers, but here are the modifiactions:
* Brawl rating or you can substitute the official "Ring" rating instead if you don't want to do the modifications
* (SH)’s = Submission Hold: Just add this beside submission maneuvers
If you decide to use Submission rules, you should use your best judgement on how to modify the characters. But they should fit within the limitations set by the character creation rules. Those limitations have been put in place after extensive play-testing and serve to keep things from becoming ill-balanced. -Baby Sindi & Paragon
SUBMISSION HOLD CHART
Attack 1 Attack 2 Attack 3:
2-3 2 N/A
You go for the hold, but your opponent is way ahead of you. He slaps on a small package. ROLL YOUR PIN!
4-5 3-4 2-3
You get the hold on the opponent, but he manages to bust out. He takes to the attack at Level 1 Offense!
6-8 5-7 4-6
You get the opponent in the hold. Opponent rollson the Tap-Out Chart with -1 to the roll!
9-11 8-10 7-9
You lock the submission hold on the opponent. The opponent rolls on the Tap-Out Chart!
12 11 10-11
You tightly hook the opponent into the hold. Opponent rolls on the Tap-Out Chart with a+1 to the roll!
N/A 12 12
The hold is beautifully applied. Opponent rolls on the Tap-Out Chart with a +2 to the roll!
N/A N/A 13+
The hold is masterfully executed! Opponent rolls on the Tap-Out Chart with a +3 to the roll!
TAP-OUT CHART
Brawl:A Brawl: B Brawl: C
2-3 2 2
You easily kick out of the hold and gain the upperhand! Roll on Level 2 Offense!
4-7 3-6 3-5
You barely manage to escape, but the opponent maintains control of the fight. Opponent rolls on Level 2 Offense!
8-10 7-9 6-9
You break the hold, but not without a price! You are exhausted!! Your Pin goes up by 2 and the opponent rolls on Level 3 Offense!
11-13 10-12 10-11
You can’t take the pain any longer and tap out!!! The opponent wins the match!
14 13 12-13
You tap out frantically!!! You are injured on a die roll of 5 or 6. Opponent Wins!!!!
N/A 14 14
You submit to the agonizing hold, as you pass out from the pain! You are injured on a die roll of 3 - 6! Opponent wins!!!!!
WarZone submission Rules
SUBMISSION HOLD Tag Team/ Manager PIN SAVE CHART
2-3 Your tag partner storms the ring and saves you! He kicks the opponent in the head and breaks the hold before you actually tap-out. Add +1 to your Pin number . Opponent rolls on Level 3 Offense.
4-6 Your tag partner tries to distract the referee to keep him from seeing you tap out! Roll a die: On a 4-6 the ref does not spot your submission. This gives you enough time to recover and grab the bottom rope. The opponent then continues his attack on Level 2 Offense. If you rolled a 1-3, however, the ref spotted the tap-out and Calls the match! The opponent wins!!!
7-12 Your tag partner comes to break the hold, but is stopped by the opponent’s tag partner. The referee Notices the tap-out and declares the opponents as the victors!!!!
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
LWPD Global Moderator L-FSCE/Open Source Architect member is offline
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Re: CotG Open Source Content Archive « Reply #5 on Feb 10, 2008, 11:03am »
Advanced Tag Rules
Below you will find alternate rules I have developed for tag team wrestling. The following five rules have helped me to add more depth & ring psychology to the standard tag match.
1. "Cutting the Ring off" rule: Defensive wrestling is rewarded throughout these rule adoptions. All defensive tag attempts are an automatic add 1 to pin rating. This is regardless if the tag is successful or not. This is to acknowledge the fatigue involved by the defense "cutting the ring off" & forcing defensive tagging. Dictating the pace of a match is a huge part of any tag team match, this rule acknowledges that fact, & rewards those teams who perform well defensively.
2. "Tag Chain wrestling" rule: Wrestlers are allowed to execute offensive moves & "tag out" before or in "substitute" of a defensive roll the same # of times they have tag options on defense. For example, a wrestler with 4 total tags on defense, can do this four times in the course of a match when on offense. Note that this # carries over to subsequent falls, subtracting the opportunities after each use. This advantage for "tag chain wrestling" allows for "re-rolling" to maximize the offensive effectiveness of skilled tag wrestlers. It is done to reward wrestlers who excel at tag wrestling, as shown by their # of potential tag attempts.
3. "Dead man's tag" rule: If somehow a wrestler reaches a pin rating of 12 or higher, & finds a way to tag out, he is considered "knocked out" of the remainder of the match. This is to emphasis the importance of fatigue in tag situations. More importantly, it rewards effective tag defense. The "dead man" is now unconscious in the corner, unable to either tag back in or attempt pin saves. The match, from this point on, is a two on one situation. If a tag finisher is rolled, assume that it is some form of pin attempt, Example: roll-up, backslide (add zero & roll pin, add one i unsuccessful). In other words, the "dead man" is incapable of assisting in any form of double team move. This definitely rewards strong defensive tag wrestling.
4. Two Optional "Pin Saves" per series: Pin saves are rolled after an actual pin would have occurred. If a wrestler would have been pinned, interference causes an automatic re-roll. Additional attempts are subtracted after use in each subsequent fall.
5. In a multi-fall match, when changing falls, the winning team starts on level 2 offense. The choice of which member of the winning team starts is optional. The losing teams pinned wrestler must start the fall on defense. In the event of an elimination match, the advantaged team always maintains offense. All fatigue ratings are carried forward throughout the course of a multi fall match.
* As always, feel free to modify or adapt any of these rules in a way that makes you feel comfortable.
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
LWPD Global Moderator L-FSCE/Open Source Architect member is offline
“You may delay, but time will not!”
Joined: Jan 2008 Gender: Male Posts: 1,852
Re: CotG Open Source Content Archive « Reply #6 on Feb 10, 2008, 11:03am »
Credit Gregg Kavanagh
GWF Alternate Choice Chart
Use this chart when you roll a (CH) option. Roll two dice and follow the instructions under the Choice 1 or Choice 2 columns. Choose the move that more fits your wrestler’s style!
Roll
Choice 1
Choice 2
2
Attempt a DEATHJUMP. Roll on DEATHJUMP Chart.
Roll your opponent up with PIN GRABBING TIGHTS- 3 Add 1 or a BRIDGING SUPLEX PIN- 3 Add 1. Works on rolls of 7 or lower, +/- the opponent’s AG rating
3
Try a CHOKE SLAM- 3 or a NORTHERN LIGHTS BOMB- 3. Works on a roll of 8 or lower, +/- the opponent’s PW rating.
Attempt a BACK BRAIN KICK- 3 or a CHARGING BIG BOOT- 3. Works on a roll an 8 or lower, +/- the opponent’s AG rating.
4
Scoop your opponent up in a DEATH VALLEY DRIVER –3 or a BRAINBUSTER-3. Works on rolls of 7 or lower, +/- the opponent’s PW rating
Quickly lock on the STF- 3 or a ONE LEG CRAB LOCK –3. Works on rolls of 9 or lower, +/- the opponent’s AG rating
5
Strap your foe into a FULL NELSON- 3 or grueling ASIAN SPIKE- 3. Works on rolls of 7 or lower +/- the opponent’s PW rating.
Slide inside for a ROLLING HIP MARE TAKEDOWN- 2 or a CHINBUSTER –2. Works on rolls of 9 or lower, +/- the opponent’s AG rating
6
Throw the opponent INTO THE ROPES. Opponent rolls on the INTO THE ROPES CHART
Stun your opponent with a SUPERKICK – 2 or a STANDING DROPKICK- 2. Works on rolls of 9 or lower, +/- the opponent’s AG rating
7
Lift the opponent up in a HANGING VERTICAL SUPLEX- 2 or a SHOULDERBREAKER -2. Works on rolls of 8 or lower, +/- the opponent’s PW rating
Catch your opponent with a DRAGON SCREW LEG WHIP – 2 or an ARMDRAG AND LOCK COMBO- 2. Works on rolls of 8 or lower, +/- the opponent’s AG rating
8
Execute a RUNNING POWER SLAM- 2 or a SIDE SLAM- 2. Works on rolls of 9 or lower, +/- the opponent’s PW rating
Throw the opponent INTO THE TURNBUCKLE. Opponent rolls on the INTO THE TURNBUCKLE CHART.
9
Lift the opponent you’re your shoulders for a grueling TORTURE RACK- 2 or a GRINDING BEARHUG- 2. Works on rolls of 9 or lower, +/- the opponent’s PW rating
Show off your agility with an amazing CYCLONE SPIN KICK- 3 or a FLYING BUCKSHOT ELBOW SMASH- 3. Works on rolls of 7 or lower, +/- the opponent’s AG rating
10
Drill your opponent with a powerful SHORT CLOTHESLINE- 3 or a CHARGING SPEAR- 3. Works on rolls of 9 or lower, +/- the opponent’s PW rating
Hit the opponent with a stunning KNEE AND DOUBLE ELBOW COMBO- 3 or a BELLY TO BELLY SUPLEX- 3. Works on rolls of 7 or lower, +/- the opponent’s AG rating
11
Drop you opponent down hard with a URANAGE – 3 or an OVER THE KNEE BACKBREAKER- 3 . Works on a roll of 8 or lower, +/- the opponent’s PW rating.
Try for a FRANKENSTEINER- 3 or an IMPLANT DDT- 3. Works on a roll of 8 or lower, +/- the AG rating.
12
Go for a HIGH ELEVATION POWER BOMB- 3 Add 1 or a RUNNING PILEDRIVER- 3 Add 1. Works on rolls of 7 or lower, +/- the opponent’s PW rating
I'm experimenting with a new fatigue system, and was looking for some feedback from folks, not only on what I'm trying but on anything you folks may have implemented.
Instead of adding 1 token after each pin attempt, I'm considering using a wrestler's defensive result as an indicator of the damage done to their overall stamina. A result of dazed-1 would accumulate 1 point of damage, hurt-2 would accumulate 2 points of damage, and obviously down-3 would accumulate 3 points of damage. When a finisher is applied on a wrestler that doesn't result in a pin, the wrestler sustains damage equal to the finisher rating (i.e., a finisher of +2 would be 2 more points of damage applied to the defensive wrestler).
For every 12 "points" of damage a wrestler sustains, it's 1 additional token added to his pin rating. This could be slightly cumbersome to record in a match, but with the token chart, you could just slide a penny across one 1-12 column, and when it reaches 12, move the pin token counter up 1, and then continue on.
Example: Harley Race is wrestling Buddy Rogers. Race applies in sequence moves that result in Rogers having defensive readings of dazed-1, hurt-2, hurt-2, hurt-2, hurt-2, and down-3. That adds up to 12 points of damage done to Rogers, and in my proposed system, 12 "damage points" equals 1 additional pin token, so Rogers would move his pin token from 1 up to 2. If Race hits his finisher next, it would be add 3 to 2, so a 5 would have to be rolled, just like normal.
NOTE: Finishers and all other pin rolls wouldn't add a token any longer in this proposed system, unless they help add up to another "round of 12 points". The only way pin tokens are accumulated are through this "damage points" system.
This system would make defense even more important, and reflects an "old school" mentality of wearing down an opponent. It makes every offensive move mean something, and also makes reversals on defense and the ability to withstand a lot of punishment crucial to a wrestler's success.
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
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Re: CotG Open Source Content Archive « Reply #7 on Feb 10, 2008, 11:04am »
Credit Sickman74 Alternative Ranking System
To qualify for the rankings; take the number of total matches and divide by the number of total competitors. This prevents rookies or wrestlers that haven't had as many matches from getting into the rankings based on a perfect record after 1 or 2 matches.
Rankings are figured after every 3 month period.
At the beginning of a new year, half of a wrestlers exsisting point total is carried over. If a wrestler was not qualified to be ranked, his points are cut in half twice. For instance, a 40 would become a 10 instead of a 20. Records are reset.
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
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Re: CotG Open Source Content Archive « Reply #8 on Feb 10, 2008, 11:05am »
Credit to frogsplash123
ANNOUNCE TABLE CHART
THIS CHART IS USED IN PLACE OF A ROLL OF "2" ON THE REGULAR OR NO DQ OUT OF THE RING CHARTS. "YOU" REFERS TO THE WRESTLER ON OFFENSE
2- YOU AND THE OPPONENT CAUTIOUSLY CLIMB TO THE TOP OF THE ANNOUNCERS' TABLE. YOU THEN POSITION HIM FOR A DDT AND YOU QUICKLY FALL DOWNWARD, DDT'ING THE OPPONENT THROUGH THE TABLE AND TO THE FLOOR
3-4 YOU SUPLEX YOUR OPPONENT ONTO THE TABLE, BUT IT DOESN'T BREAK. ROLL ON LEVEL 3 OFFENSE.
5-6 YOU AND THE OPPONENT TAKE TURNS BASHING EACH OTHER'S HEAD ONTO THE TABLE. ROLL ONE DIE:
EVEN ROLL- THE OPPONENT GETS THE ADVANTAGE AND GOES BACK INTO THE RING ON LEVEL 3 OFFENSE
ODD ROLL- YOU WIN THE BRAWL AND GO BACK TO THE RING ON LEVEL 3 OFFENSE
7-9- YOU GO CHARGING AT THE OPPONENT, BUT HE SEES YOU COMING AND BACK BODY DROPS YOU RIGHT ONTO THE TABLE. THE TABLE DOESN'T BREAK. THE OPPONENT ROLLS ON LEVEL 3 OFFENSE
10-11- IT'S UP TO YOU! IMAGINE A DEADLY MOVE THAT YOU GIVE TO THE OPPONENT WHILE ON THE TABLE. ROLL ONE DIE
EVEN ROLL- THE TABLE DOESN'T BREAK. ROLL AGAIN ON THE OUT OF THE RING CHART OR ON LEVEL 3 OFFENSE.
ODD ROLL- THE TABLE CRASHES UNDERNEATH THE OPPONENT. THE OPPONENT ADDS 1 TO HIS PIN RATING. YOU GO BACK INTO THE RING ON LEVEL 3 OFFENSE.
12- YOU AND THE OPPONENT CLIMB TO THE TOP OF THE TABLE. YOU PUT THE OPPONENT IN POSITION FOR A POWERBOMB, BUT HE REVERSES THE MOVE AND BACK BODY DROPS YOU FROM THE TABLE, OVER THE GUARDRAIL, INTO THE CROWD! ADD 1 TO YOUR PIN RATING. THE OPPONENT TAKES YOU BACK INTO THE RING ON LEVEL 3 OFFENSE
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
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Re: CotG Open Source Content Archive « Reply #9 on Feb 10, 2008, 11:06am »
Credit Chris Ingersoll
ATTACK RINGSIDE COMPANION CHART
Use this chart whenever your opponent is outside the ring and you want to take the opportunity to attack his ringisde companion (referred to as "the victim" in the chart). Initially, you may only use this chart once per match, but every time the ringide companion interjects himself in the match (via attempting to distract the referee or any attempted interference), you gain an extra chance for payback, whether the attempts are successful or not. If there is more than one ringside companion accompanying your opponent, you choose which one to attack before you roll.
2 You leave the ring, but the victim sees you coming and takes off! You give chase and follow him, right into a big clothesline ambush from the opponent! Your opponent then executes one of his specialty moves on you outside the ring and tosses you back in for the kill! ADD 1 TO YOUR PIN RATING. OPPONENT ROLLS ON LEVEL 3 OFFENSE.
3 You slip out of the ring and charge the victim, but he ducks at the last second and you plow into the ring post! The opponent comes over and heaves you into the ring! OPPONENT ROLLS ON LEVEL 3 OFFENSE.
4 The victim hops up on to the apron but you grab him by the throat! You wind up for a big punch, but the opponent makes the save and pulls you off before you can deliver it! OPPONENT ROLLS ON LEVEL 2 OFFENSE.
5 You reach down and grab the victim by the head! Unfortunately, he slips out of your grasp before you can do anything. Meanwhile, the opponent has recovered a little and re-entered the ring. ROLL ON LEVEL 2 OFFENSE.
6 You grab the victim, but he has the presence of mind to drop and clothesline you on the top rope! Both you and the opponent are down! Roll one die to see who recovers first:
Even Roll -- The opponent crawls into the ring and finds you trying to get back to your feet! OPPONENT ROLLS ON LEVEL 2 OFFENSE.
Odd Roll -- You manage to recover just as your opponent slides under the bottom rope. ROLL ON LEVEL 2 OFFENSE.
7 The victim isn't in a good position for you to do anything. ROLL ON THE OUTSIDE THE RING CHART (or another special chart of your choice if applicable).
8 You catch the victim looking the wrong way and ring his bell with a baseball slide kick to the head! The victim is disoriented. THE VICTIM'S DISTRACTOR RATING IS LOWERED BY ONE AND HE ADDS +2 TO ANY ROLL ON THE MANAGER OR WRESTLER INTERFERENCE CHARTS (this does not affect special interference charts). Having taught the victim a lesson, you return your attention to your opponent. ROLL ON LEVEL 2 OFFENSE.
9 You leave the ring and grab both the victim and the opponent, ramming their skulls together with a big noggin knocker! THE VICTIM IS STUNNED (UNABLE TO DO ANYTHING) FOR THE NEXT 5 OFFENSIVE MOVES. You throw the dazed opponent back into the ring and continue without interruption! ROLL ON LEVEL 2 OFFENSE.
10 As the victim checks on the opponent, you tap him on the shoulder; when he turns around, you grab him and whip him into the security railing! THE VICTIM IS STUNNED FOR THE NEXT 10 OFFENSIVE MOVES. With the victim out of the way and the referee momentarily checking on him, you bounce the opponent's head off the steel post without fear of disqualification and return him to the ring in bad shape! ROLL ON LEVEL 3 OFFENSE
11 You sneak out of the ring and attack the victim with a big specialty move! He drops like a stone and is out cold! THE VICTIM IS STUNNED FOR THE NEXT 15 OFFENSIVE MOVES. While everyone is checking on the victim, you drill the opponent's face into the floor with a DDT and continue your assault in the ring! ROLL ON LEVEL 3 OFFENSE.
12 It's up to you, promoter! Imagine a big move that results in a huge collision! The victim is so crushed that he has to be carried away from ringside! THE VICTIM IS REMOVED FROM THE MATCH. While the opponent is checking on his companion, you grab him from behind and hit your finisher (but the referee is busy)! ADD 1 TO THE OPPONENT'S PIN RATING. When the referee returns, your opponent is in deep trouble. ROLL ON LEVEL 3 OFFENSE.
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
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Re: CotG Open Source Content Archive « Reply #10 on Feb 10, 2008, 11:07am »
Attendence Chart
Credit Daniel Betts
Roll 2 Dice
Odds of Result Attendance Pct. 2 1 in 36 50% 3 2 in 36 65% 4 3 in 36 75% 5 4 in 36 85% 6 5 in 36 95% 7 6 in 36 100% 8 5 in 36 100% 9 4 in 36 95% 10 3 in 36 90% 11 2 in 36 80% 12 1 in 36 70%
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
LWPD Global Moderator L-FSCE/Open Source Architect member is offline
“You may delay, but time will not!”
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Re: CotG Open Source Content Archive « Reply #11 on Feb 10, 2008, 6:10pm »
Credit Brian Barrow
Attendence & PPV Buy Rate Chart
EVENT CARD BASE VALUE GWF Meltdown 8,000 GWF WarZone 5,000 GWF Velocity 3,500 GWF PPV 40,000 GalaxyMania 51,000 added to PPV
Attendance Modifiers
Each match scheduled at card +500 Each women’s match scheduled at card +500 Each feud/non-feud under special match +2,000 Feud is under special match rules +1,500 Each tag-team match at the card +500 Each manager/valet scheduled to appear +200 Each bodyguard/ally scheduled to appear +100 -GWF Championship title match +5,000 (+2,500*) -GWF Tag-Team Championship title match +4,000 (+2,000*) -GWF Xtreme Championship title match +1,500 (+750*) -GWF Women’s Championship title match +1,500 (+750*) -GWF HoloVid Championship title match +975 (+500*) Each 3-Man tag-team match scheduled +850 Every person over 3rd in tag match +150 Battle Royal scheduled at card +3,000 Royal Rumble scheduled at card +5,000 Random Ticket Sales-1 2d6x10** Random Ticket Sales-2 2d6**
*Use these values for non-title matches at the card.
**If you roll a 6, add it to the total, re-roll the 6, and add the new roll. Keep doing this until you roll no more 6’s
Pay-Per-View BuyRate:
Take the Attendance - Arena’s Capacity. Any Leftover take x2d6 (use the rule above if you roll 6’s). This is the BuyRate for the PPV
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
LWPD Global Moderator L-FSCE/Open Source Architect member is offline
“You may delay, but time will not!”
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Re: CotG Open Source Content Archive « Reply #12 on Feb 10, 2008, 6:12pm »
Barbed Wire Alternative Credit victoryroll84
Here it is for all you promoters out there an 'Andromeda Barbed Wire Match"! (its really just a normal barbed wire match just with a cool name)
I've tested this match out in singles and in tag team competition.and it plays out very well. I hope you all enjoy ( and more imaginative matches are on the way .
ANDROMEDA BARBED WIRE MATCH
this match can be competed in singles or tag team competition. -Use the longer match PIN rating. -DO NOT add a PIN token after a wrestler has been pinned. -Female wrestler cannot compete in this match -Ignore (lv.) -Whenever a wrestler rolls a choice situation (Into the ropes ect.)
ROLL RESULT
2 - You and the opponant try to trow each other over the the top rope to the outside. However you and the opponant get tangled up together in the wire!! Both you and the opponant ADD 1 Fatigue/ blood token. Whoever had the better POWER RATING untagles himself out first. THE WRESTLER ROLLS ON LV 3 OFFENCE.
3- The opponant use's one of his specialty maneuvers on you! The momentum carries you right into the barbed wire!!! ADD 1 Fatigue/Blood token to your wrestler. THE OPPONANT ROLLS ON LV. 2 OFFENCE.
4- You grab the opponant in a sound military press! You dump your opponant sternum first on the barbed wire!!! The crowd goes nuts! OPPONANT ADD'S 1 FATGUE/BLOOD TOKEN ROLL ON LV. 3 OFFENCE.
5- The opponant tries for a russian leg sweep in to the barbed wire!!! BOTH YOU AND YOUR OPPONANT ADD 1 FATIGUE /BLOOD TOKEN. WHOEVER HAS THE BETTER ROPES RATING GETS UNTANGLED FIRST AND ROLLS ON LV. 3 OFFENCE.
6- You try a high risk maneuver (you pick which one). You send the opponant flying into the wire! It slices into his skin as blood come pouring out. OPPONANT ADD'S 2 FATIGUE/ BLOOD TOKENS. ROLL ON LV. 2 OFFENCE.
7- The opponant uses one of his specialty manuevers on you! The impact bounces you face first into the uncaring barbed wire!!! You scream in agony as your blood stains the wire. ADD 2 FATIGUE/BLOOD TOKENS. OPPONANT ROLLS ON LV. 2 OR AGAIN ON THIS CHART.
8- You rake the opponants face on the second rope! The barbs tear and cut his face!!! OPPONANT ADD'S # WHERE # EQUALS HIS CAGE RATING! ROLL ON LV. 3 OFFENCE OR AGAIN ON THIS CHART.
9- The opponant sling shots you into the barbed wire!! Your whole front portion of your body rips and tears in the wire as you flail about trying in vain too free yourself!!! ADD 2 FATIGUE/BLOOD TOKENS. OPPONANT ROLLS AGAIN ON THIS CHART.
10- The opponant picks up a long strand of broken off wire and begins too whip your back with it !!! You scream as the barbs lash and sting your back!!! ADD 2 FATIGUE/BLOOD TOKENS. OPPONANT ROLLS ON LV. 3 OFFENCE.
11- You easly pry a loose wire in the corner.You wrap the barbed wire around the head and face of your unsuspecting opponant!! He thrash's about trying to break free however you pull tighter! OPPONANT ADDS 2 FATIGUE/BLOOD TOKENS. ROLL ON LV. 3 OFFENCE OR AGAIN ON THIS CHART.
12- Both you and your opponant have the same idea. Hammer toss the opponant into the wire ropes! WHOEVER HAS THE BETTER ROPES RATING TOSS'S THE WRESTLER IN IT! (if thier is a tie in the ratings roll one die higher roll wins). The force of the toss carries the wrestler up and over the ropes. However his head and neck get traped in between the top and middle ropes guillotine style!!!!!! The crowd is stunned!! THE WRESTLER ADD'S 3 BLOOD/FATIGUE TOKENS. (If the wrestler has 14 or more fatigue/blood tokens the ref 's immediatly call for the bell and end the match. the wrestler who sucessfully tossed the wrestler into the wire wins the match.) IF NOT THE WRESTLER WHO WON THE TOSS ROLLS ON LV. 3 OFFENCE. ______________________________________________________
Credit Captain Lou
Barbed Wire Ax Handle Match
A slight variation on the SINGAPORE CANE MATCH rules found in the Legends Of Wrestling Ringside Companion & created specifically for use with TIMBER, THE INSANE LUMBERJACK, who is doing surprisingly well in my ADRENALINE promotion & has become my 11-year old son's favorite...
BARBED WIRE AX HANDLE MATCH
In this match both wrestlers fight with a barbed wire ax handle.
There are no disqualifications or countouts. Ringside allies are not allowed.
When a wrestler rolls a "1" on any level of offense, roll on the chart below:
ROLL RESULT
2-4 The wrestler on offense tries to smash the opponent with the ax handle but the opponent ducks and smashes the wrestler on offense with the ax handle! The wrestler who was originally on offense adds 1 to his PIN rating & becomes the wrestler on defense. The wrestler who was originally on defense becomes the wrestler on offense & rolls on Level 3 Offense!
5-6 Both wrestlers scramble to be the first to pick up an ax handle that is lying on the mat! Roll 1 die to see who grabs the ax handle first:
EVEN ROLL: The wrestler on offense grabs the ax handle first
ODD ROLL: The wrestler on defense grabs the ax handle first
Roll again on this chart to see what happens!
7-8 The wrestler on offense throws the opponent into the ropes & smashes him with the ax handle! The opponent adds 1 to his PIN rating & the wrestler on offense rolls on Level 3 Offense OR again on this chart!
9-10 It's up to you! The wrestler on offense executes a deadly move on the opponent with the ax handle! The opponent adds 1 to his PIN rating & the wrestler on offense rolls on Level 3 Offense!
11-12 The wrestler on offense climbs to the top turnbuckle & dives off, hitting the opponent with the ax handle before covering him! The opponent adds 1 to his PIN rating & rolls his PIN!
The loser of the match is automatically injured. Roll 1 die to see how long & check the injury chart.
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
LWPD Global Moderator L-FSCE/Open Source Architect member is offline
“You may delay, but time will not!”
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Re: CotG Open Source Content Archive « Reply #13 on Feb 10, 2008, 6:13pm »
Barbed Wire Cage Leather Strap Match Credit Sheila
This match is designed to combine the physically taxing aspects of the leather strap match, with the barb wire cage. The rules are intended to reward power (which figures into controlling an opponents weight through the strap) & brawling skills (through usage of the cage rating). Most importantly, the match is designed to take into account the effects of fatigue within the course of such a grueling match.
Here are the rules:
1. Before starting the match, the initial cage rating is "readjusted" in the following way: If one wrestler has a higher power rating, calculate the difference & add that # to the less powerful wrestlers cage rating (Ex. Wrestler A has a Cage Rating of 1 & Power Rating of -4. Wrestler B has Cage rating of 2 & Power Rating of -2. After the readjustment, Wrestler A retains his Cage Rating of 1, while Wrestler B will now have a Cage Rating of 4)
2. All "into ropes" & "into turnbuckle" moves are IMMEDIATELY followed by an "add one" leather strap attack by the successful wrestler (Ex. into ropes: Wrestler A with a shoulder tackle. Wrestler A "use the leather strap to choke/lash/hog tie & beat/etc." Wrestler B. Add one to wrestler B's cage rating. Wrestler A retains control on the corresponding offensive level as dictated by the initial roll)
3. All Death Jump attempts MUST incorporate use of the leather strap in some way, regardless of if the offensive wrestler is successful. Add one correspondingly. (Ex. Wrestler A MISSES a death jump falling knee drop as Wrestler B yanks the leather strap, sending A crashing into the side of the Barb Wire Cage. Add one to Wrestler A's Cage Rating)
4. All "out of the ring" situations are replaced by use of the Head Into Barbed Wire Cage Chart:
* The chart is designed to reward higher roll outcomes. With this in mind, before rolling, calculate the difference between cage ratings. Then either add or subtract that # from the subsequent roll in REVERSE. (Ex. Wrestler A has Cage Rating of 6, Wrestler B has Cage Rating of 8. At this point, when Wrestler A makes the attempt, ADD 2 to his roll, because he is less fatigued. When Wrestler B makes the attempt, SUBTRACT 2 from his roll) The chart & it's rules are purposely designed to increase the consequences of damage as each wrestler becomes more fatigued. Note the Head Into Barb Wire attempt is ALWAYS optional, & fatigued or disadvantaged wrestlers can re- roll if the odds are not in their favor:
Head Into Barbed Wire Cage Chart
Rolls 2-6 Defensive wrestler reverses, Offensive wrestler is raked head first across barb wire cage, add one to cage rating. Defensive wrestler takes over on level 3 offense.
Roll 7 Re-roll
Rolls 8-12 Offensive wrestler rakes defensive wrestler head first across the barb wire cage, add one to cage rating. Offensive wrestler retains level 3 offense
5. There are NO PIN-FALLS! The match only ends after one wrestler has touched all four turnbuckles in succession, without interruption. Should the process be broken, at anytime, a wrestler must start the process over again from the beginning.
6. An offensive wrestler may attempt to win the match by beginning the process of dragging an opponent to a turnbuckle at ANYTIME, on ANY OFFENSE LEVEL! If unsuccessful, the CONSEQUENCE, is that the offensive wrestler has 1 added to his cage rating, & the defensive wrestler takes over on level 2 offense!
7. The first attempt to touch a turnbuckle corner is successful by rolling two dice BELOW a wrestlers Cage Rating. For the second & third attempts, retain the INITIAL lowest roll, & combine this with the roll of one dice. (Ex. Defensive Wrestler B has a Cage rating of
8. Offensive Wrestler A attempts to touch his first turnbuckle corner. The first try sees rolls of 4 & 3. The first turnbuckle is successful touched. Both the second & third turnbuckle attempts would retain the initial lowest roll of 3 & combine this # with the roll of just one dice for the outcome.
9. If the offensive wrestler is successful in touching both the second & third turnbuckles,, then fourth turnbuckle attempt involves the re-rolling of BOTH dice to determine the outcome. Once all four corners have been successful touched, that offensive wrestler wins the match!
* This match is designed to be a brutal & fast paced. You will find that fatigue builds very quickly. Needless to say, a powerful brawler will possess a strong initial advantage against a smaller technical wrestler. This is intentional, as it accurately reflects how wrestlers with each of their characteristics would perform against each other, under these conditions. On a similar note, should Pulsar wear down & badly fatigue Chaos, the rules will accurately reflect the change in each wrestlers condition.
As always feel free to adjust & experiment in your own creative way!
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu
LWPD Global Moderator L-FSCE/Open Source Architect member is offline
“You may delay, but time will not!”
Joined: Jan 2008 Gender: Male Posts: 1,852
Re: CotG Open Source Content Archive « Reply #14 on Feb 10, 2008, 6:15pm »
Barbed Wire Match By Ty States BARBED WIRE MATCH
The Barbed Wire Match is nothing more than the ropes being replaced by thick strands of barbed wire, so this match may be combined with any other match to make some brutal matches or it may be wrestled as just a Barbed Wire match.
Roll on the Into Barbed Wire Ropes Chart instead of the Into the Ropes Chart. Read the chart exactly as you would on the Into the Ropes chart.
If it is just a Barbed Wire Match, than the winner is decided by pinfall. If it is combined with another match, use that match to determine a winner. Into Barbed Wire Ropes Chart:
2- 3: The opponent tries to throw you into the ropes, but you stop just before hitting the ropes and turn around. The opponent charges at you, but you back body drop him onto the barbed wire ropes. He lands on the barbed wire and gets all tangled up in it. You kick and stomp at the opponent as the ref tries to untangle him from the barbed wire ropes. Finally, the ref untangles him, and he collapses to the mat. You go for the cover on top of your bloody opponent. OPPONENT ROLLS PIN.
4 - 5: The opponent tries to throw you into the barbed wire ropes, but you reverse it and whip him heard into the barbed wire. His skin tears away as he falls to the mat. ROLL ON LEVEL 3 OFFENSE.
6- 7: The opponent throws you into the barbed wire ropes, but you leap out of the ring in fear of the barbed wire. ROLL ON OUT OF THE RING CHART.
8: The opponent grabs and you and grinds your face into the barbed wire ropes. OPPONENT ROLLS ON LEVEL 2 OFFENSE.
9 - 10: The opponent whips you hard into the barbed wire ropes. You fall hard to the mat as most of your skin stays on the barbed wire. You are bleeding badly! OPPONENT ROLLS ON LEVEL 3 OFFENSE.
11- 12: The opponent power bombs you onto the ropes with all of his strength and you fall right into the barbed wire. You get all tangled up as the opponent gets in your face and begins to taunt you. He backs off as the ref untangles you. Once untangled, you collapse bloodily to the mat and the opponent goes for the cover. ROLL YOUR PIN.
"Man is the only creature that strives to surpass himself, yearning for the impossible. It is the child in man that is the source of his uniqueness & creativeness, and the playground is the optimal milieu for the unfolding of his capacities & talents."-Eric Hoffer
"However fiercely opposed one may be to the present order, an old respect for the idea of order itself often prevents people from distinguishing between order and those who stand for order, and leads them in practice to respect individuals under the pretext of respecting order itself.”-Antonin Artaud
"Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity."- Robert Greene
"Unhappy is the fate of one who tries to win his battles and succeed in his attacks without cultivating the spirit of enterprise; for the result is waste of time and general stagnation. Hence the saying: The enlightened ruler lays his plans well ahead; the good general cultivates his resources."- Sun Tzu