Post by Vanity on Jun 21, 2009 9:39:30 GMT -5
I decided I need a few more "spots" in my GWF 2088 fed and so constructed the following charts. Any time a double is rolled on the Into the Ropes/ Deathjump / Turnbuckle charts you may choose to roll on one of the super-charts instead.
You will notice that the moves are not over-the-top crazy indie type spots, but rather are more akin to the spots of late 1980's early nineties form of wrestling. Ive always imagined this is the type of stuff we would see in Golden age GWF.
Ive found that they work really well and add on average perhaps one or two slightly unusual spots to each match. I find in my fed that it gives each match a bit of unique flavour without being ridiculous or bogging down the awesome game system.
Dice Roll SUPER-TURNBUCKLE CHART
2-3 Train wreck. You are thrown hard into the turnbuckles with such ferocity that if you hit them you will surely be badly hurt. If your agility is -1 or better you manage to jump directly onto the top rope and then launch yourself at your opponent from the top OPPONENT ROLLS DEATHJUMP. If you are not agile enough you crash into the turnbuckles face-first almost knocking yourself out! You add 1 fatigue token and then OPPONENT ROLLS ON LEVEL 3 OFFENSE.
4 Tree of Woe. You are hung upside-down in the corner and the opponent begins to unleash hell on you. Your opponent beats you mercilessly until you finally get free and slump to the mat. Add 1 fatigue and OPPONENT ROLLS ON LEVEL 3 OFFENSE.
5 Steel and body collide. You are thrown extremely hard towards the turnbuckles and your body goes through the ropes at speed with your body slamming into the steel pole. But which part of your body hits the unforgiving steel? Roll 1d6: 1-4 You slam into the pole with your shoulder Add 1 fatigue token and opponent rolls on level 3 offense. 5-6 You slam into the pole headfirst!! - You fall to the ground in an almost unconscious state Add 2 fatigue tokens and opponent rolls on level 3 offense.
6 Super-overhead toss. Your opponent hoists you onto the turnbuckle and then climbs up with you. He then grabs you around the waist and attempts to throw you from the top. Your opponent’s power must be -1 or better to pull off this move – otherwise you push him from the top and then attack on LEVEL 3 OFFENSE. If the move is successful then ROLL YOUR PIN.
7-8 Superplex.
Your opponent hoists you up onto the turnbuckle and prepares to unleash a devastating superplex. Roll 1d6:
1-3 The opponent succeeds with the superplex as both of you crash to the mat – the impact shakes the arena. You both add 1 fatigue and then the opponent goes for the pin. ROLL YOUR PIN.
4 -5 You kick the opponent from the turnbuckle and then prepare to dive on him from the top rope – ROLL ON DEATHJUMP CHART
6 Miraculously you manage to reverse the superplex in mid air into a modified cross body block. Opponent ROLLS HIS PIN.
9 Super-Frankenstiener. Your opponent hoists you onto the turnbuckle and then attempts to spring up into a spectacular Super-frankenstiener. Your opponent’s agility must be -1 or better to pull off this move – otherwise you push him from the top and then attack on LEVEL 3 OFFENSE. If the move is successful then ROLL YOUR PIN.
10 Over and out. You are thrown hard into the turnbuckles and flip over the top and crash to the outside of the ring bumping off the apron as you fall. You add 1 fatigue and roll on out of the ring chart. This move may not be performed against stronger wrestlers. If your power rating is less than your opponents then you reverse the move and toss them over instead.
11-12 Finisher from the top.Your opponent hoists you to the top turnbuckle and then attempts to hit you with their finisher from the top. For finishers that result in a PIN (ie impact finishers) you roll 1d6 to determine if the move is successful. 1-4 Opponent is successful they perform the “move of the night!” by hitting their finisher from the top – roll pin +finisher rating +2 for tope rope impact. 4- 5 You reverse the move mid air and perform a super-sunset flip – Opponent Rolls their pin (your agility must be greater than opponents – otherwise they hit finisher) 6 You reverse their finisher into your own!! Opponent rolls pin + your finisher rating +2 for top rope impact.
Note - If the opponent has a submission type finisher they attempt to injure you by tying you up through the ropes/turnbuckles and applying their hold. Opponent rolls DQ. This is one of the most dangerous moves in the GWF. You must add 3 fatigue tokens and are automatically injured after the match. If no DQ opponent rolls on level 3 offense.
Dice Roll SUPER-ROPES CHART
2-3 Madman Clothesline. Your opponent charges alongside you as you are thrown into the ropes. He attempts to clothesline you over the top rope but his momentum takes him up and over as well. You both fall over the top ropes to the outside. You both gain a fatigue token. Roll 1d6. ODDS you get up first and OPPONENT MUST ROLL OUT OF RING CHART. EVENS the opponent gets up first and you must ROLL ON OUT OF THE RING CHART.
4 Pin Series Reversals. Your opponent tries to roll you up in a school boy as you come of the ropes, if you escape you may reverse into a small package pin of your own, and so on….. producing a series of pin attempts and reversals. First roll 1d6 to determine the number of pin attempts in the pin series. Your opponent gets the first pin attempt followed by you and it alternates to and fro until the pin series is over or until someone cannot roll under their pin. *Note do not add any fatigue as a result of any pin attempts in the pin series*. If no one is pinned at end of series then opponent rolls on LEVEL 3 OFFENSE.
5 Running the ropes.You both propel off the ropes and charge towards each other. Your opponent ducks your clothesline, you leapfrog your opponent’s backdrop, this exchange continues until you have both built up a head of steam. Eventually you both stop in a stale mate, it is no longer clear who has the upperhand - you turn to face each other roll 1d6: EVENS – OPPONENT ROLLS ON LEVEL 3 OFFENSE. ODDS – YOU ROLL ON LEVEL 3 OFFENSE.
6 Powerslam.As you come of the ropes your opponent attempts to destroy you with a deadly power-slam and hook your leg for the pin. He must be strong enough to do this though. If the opponent has the same or lower (pw) rating than you then you must ROLL YOUR PIN. If you have a lower (pw) rating then you out-power your opponent and hit him with a body slam YOU ROLL ON LEVEL 3 OFFENSE.
7-8 Double Clothesline. Both you and your opponent attempt to hit a clothesline as you both rebound of the ropes. Unfortunately you both succeed in hitting each other and both fall to the ground. The referee begins his 10 count. BOTH ROLL YOUR PIN 4 TIMES. If none of the 4 rolls are under your current PIN RATING you are out for a 10 count. This may result in one, both or neither of you being KO’ed. The player who rolls under their PIN RATING first (or the lowest if both roll under at same time) gets up and attacks on LEVEL 3 OFFENSE.
9 Dropkick. As you come of the ropes your opponent attempts to jump head-height to kick you in the face with an agile dropkick. He must be agile enough to do this though. If the opponent has the same or lower (ag) rating than you then you must ROLL YOUR PIN. If you have a lower (ag) rating then you avoid his clumsy dropkick, your opponent crashes to the floor and YOU ROLL ON LEVEL 3 OFFENSE.
10-12 Sleeper hold. Your opponent hooks you into a sleeper grip and attempts to send you to sleep. You must roll your PIN RATING on 3 occasions. This represents your arm being raised and checked by the referee. If any of the 3 rolls are under your PIN RATING you have survived the hold. If all three rolls are over your PIN RATING then you have been put to sleep and lose the match.
Dice Roll SUPER DEATHJUMP CHART
2-3 Crotched. Your opponent climbs to the top turnbuckle and is about to leap off. However you throw yourself against the ropes knocking him down with a leg on each side of the ropes. Ouch! OPPONENT gains 1 fatigue token and you ROLL ON LEVEL 3 OFFENSE.
5-4 Falling leg/elbow/knee/fist drop. The opponent climbs to the second rope and jumps off to crush your prone body with a leg/elbow/knee or fist. ODDS you get up and move out of the way just in time – you ROLL LEVEL 3 OFFENSE. EVENS the opponent hits you and then goes in for the kill OPPONENT ROLLS ON LEVEL 3 OFFENSE.
6 Missile Dropkick. Your opponent attempts a missile dropkick. However if your opponent’s (ag) rating is 0 or higher you throw him from the turnbuckles and you ROLL ON LEVEL 3 OFFENSE. If your opponent’s (ag) is lower than 0 then your opponent hits you in the face with a flying dropkick and gets the cover – ROLL YOUR PIN.
7 Flying Clothesline. Your opponent prepares to launch himself from the top turnbuckle with a flying clothesline. If his (ag) rating is equal or less than 0 then he is successful with the move and you must add a fatigue token, then OPPONENT ROLLS ON LEVEL 3 OFFENSE. If his (ag) rating is higher than 0 then he misses the move. Splat and gains a fatigue token then you ROLL ON LEVEL 3 OFFENSE.
8-9 Cross-body. Your opponent flies off the top turnbuckle and tries to catch you with a spectacular flying cross-body block. It may be possible for you to catch him in mid air!! If you have the same or lower (pw) rating than your opponent then you get to attempt a catch, roll 1d6. ODDS you catch him in mid air and turn it into a power-slam – Crash!! OPPONENT ROLLS PIN. EVENS The opponent succeeds with a cross-body block ROLL YOUR PIN. If your (pw) rating is higher than opponents you may not attempt a catch and must ROLL YOUR PIN.
10 Flying Splash. Your opponent flies off the top rope to crush you from the top with a flying splash. This move is made all the more dangerous depending on the size and power of your opponent. ROLL YOUR PIN (+the inverse of your opponent’s pw rating). For example an opponent with -2 power would add 2 to PIN RATING etc. *note 0 is the lowest number possible to add to PIN RATING.
11-12 Death Plunge. In an attempt to escape your opponent you roll to the outside of the ring. The opponent rashly launches himself from the top turnbuckle to the outside of the ring aiming to squash you when he lands! ROLL 1D6: 1= You get out of the way just in time the opponent lands on the concrete! He is automatically injured and the match is stopped. OPPONENT ROLLS INJURY. 2-6 the opponent lands on you. You gain 2 fatigue tokens, and your opponent gains 1 fatigue token. Then you ROLL ON OUTSIDE THE RING CHART. *If you have a ringside ally the opponent decides to launch onto them instead – flying out of the ring he automatically injures your manager or ally (manager/ally rolls injury) then you attack him on the outside. OPPONENT ROLLS ON OUTSIDE OF THE RING chart.
You will notice that the moves are not over-the-top crazy indie type spots, but rather are more akin to the spots of late 1980's early nineties form of wrestling. Ive always imagined this is the type of stuff we would see in Golden age GWF.
Ive found that they work really well and add on average perhaps one or two slightly unusual spots to each match. I find in my fed that it gives each match a bit of unique flavour without being ridiculous or bogging down the awesome game system.
Dice Roll SUPER-TURNBUCKLE CHART
2-3 Train wreck. You are thrown hard into the turnbuckles with such ferocity that if you hit them you will surely be badly hurt. If your agility is -1 or better you manage to jump directly onto the top rope and then launch yourself at your opponent from the top OPPONENT ROLLS DEATHJUMP. If you are not agile enough you crash into the turnbuckles face-first almost knocking yourself out! You add 1 fatigue token and then OPPONENT ROLLS ON LEVEL 3 OFFENSE.
4 Tree of Woe. You are hung upside-down in the corner and the opponent begins to unleash hell on you. Your opponent beats you mercilessly until you finally get free and slump to the mat. Add 1 fatigue and OPPONENT ROLLS ON LEVEL 3 OFFENSE.
5 Steel and body collide. You are thrown extremely hard towards the turnbuckles and your body goes through the ropes at speed with your body slamming into the steel pole. But which part of your body hits the unforgiving steel? Roll 1d6: 1-4 You slam into the pole with your shoulder Add 1 fatigue token and opponent rolls on level 3 offense. 5-6 You slam into the pole headfirst!! - You fall to the ground in an almost unconscious state Add 2 fatigue tokens and opponent rolls on level 3 offense.
6 Super-overhead toss. Your opponent hoists you onto the turnbuckle and then climbs up with you. He then grabs you around the waist and attempts to throw you from the top. Your opponent’s power must be -1 or better to pull off this move – otherwise you push him from the top and then attack on LEVEL 3 OFFENSE. If the move is successful then ROLL YOUR PIN.
7-8 Superplex.
Your opponent hoists you up onto the turnbuckle and prepares to unleash a devastating superplex. Roll 1d6:
1-3 The opponent succeeds with the superplex as both of you crash to the mat – the impact shakes the arena. You both add 1 fatigue and then the opponent goes for the pin. ROLL YOUR PIN.
4 -5 You kick the opponent from the turnbuckle and then prepare to dive on him from the top rope – ROLL ON DEATHJUMP CHART
6 Miraculously you manage to reverse the superplex in mid air into a modified cross body block. Opponent ROLLS HIS PIN.
9 Super-Frankenstiener. Your opponent hoists you onto the turnbuckle and then attempts to spring up into a spectacular Super-frankenstiener. Your opponent’s agility must be -1 or better to pull off this move – otherwise you push him from the top and then attack on LEVEL 3 OFFENSE. If the move is successful then ROLL YOUR PIN.
10 Over and out. You are thrown hard into the turnbuckles and flip over the top and crash to the outside of the ring bumping off the apron as you fall. You add 1 fatigue and roll on out of the ring chart. This move may not be performed against stronger wrestlers. If your power rating is less than your opponents then you reverse the move and toss them over instead.
11-12 Finisher from the top.Your opponent hoists you to the top turnbuckle and then attempts to hit you with their finisher from the top. For finishers that result in a PIN (ie impact finishers) you roll 1d6 to determine if the move is successful. 1-4 Opponent is successful they perform the “move of the night!” by hitting their finisher from the top – roll pin +finisher rating +2 for tope rope impact. 4- 5 You reverse the move mid air and perform a super-sunset flip – Opponent Rolls their pin (your agility must be greater than opponents – otherwise they hit finisher) 6 You reverse their finisher into your own!! Opponent rolls pin + your finisher rating +2 for top rope impact.
Note - If the opponent has a submission type finisher they attempt to injure you by tying you up through the ropes/turnbuckles and applying their hold. Opponent rolls DQ. This is one of the most dangerous moves in the GWF. You must add 3 fatigue tokens and are automatically injured after the match. If no DQ opponent rolls on level 3 offense.
Dice Roll SUPER-ROPES CHART
2-3 Madman Clothesline. Your opponent charges alongside you as you are thrown into the ropes. He attempts to clothesline you over the top rope but his momentum takes him up and over as well. You both fall over the top ropes to the outside. You both gain a fatigue token. Roll 1d6. ODDS you get up first and OPPONENT MUST ROLL OUT OF RING CHART. EVENS the opponent gets up first and you must ROLL ON OUT OF THE RING CHART.
4 Pin Series Reversals. Your opponent tries to roll you up in a school boy as you come of the ropes, if you escape you may reverse into a small package pin of your own, and so on….. producing a series of pin attempts and reversals. First roll 1d6 to determine the number of pin attempts in the pin series. Your opponent gets the first pin attempt followed by you and it alternates to and fro until the pin series is over or until someone cannot roll under their pin. *Note do not add any fatigue as a result of any pin attempts in the pin series*. If no one is pinned at end of series then opponent rolls on LEVEL 3 OFFENSE.
5 Running the ropes.You both propel off the ropes and charge towards each other. Your opponent ducks your clothesline, you leapfrog your opponent’s backdrop, this exchange continues until you have both built up a head of steam. Eventually you both stop in a stale mate, it is no longer clear who has the upperhand - you turn to face each other roll 1d6: EVENS – OPPONENT ROLLS ON LEVEL 3 OFFENSE. ODDS – YOU ROLL ON LEVEL 3 OFFENSE.
6 Powerslam.As you come of the ropes your opponent attempts to destroy you with a deadly power-slam and hook your leg for the pin. He must be strong enough to do this though. If the opponent has the same or lower (pw) rating than you then you must ROLL YOUR PIN. If you have a lower (pw) rating then you out-power your opponent and hit him with a body slam YOU ROLL ON LEVEL 3 OFFENSE.
7-8 Double Clothesline. Both you and your opponent attempt to hit a clothesline as you both rebound of the ropes. Unfortunately you both succeed in hitting each other and both fall to the ground. The referee begins his 10 count. BOTH ROLL YOUR PIN 4 TIMES. If none of the 4 rolls are under your current PIN RATING you are out for a 10 count. This may result in one, both or neither of you being KO’ed. The player who rolls under their PIN RATING first (or the lowest if both roll under at same time) gets up and attacks on LEVEL 3 OFFENSE.
9 Dropkick. As you come of the ropes your opponent attempts to jump head-height to kick you in the face with an agile dropkick. He must be agile enough to do this though. If the opponent has the same or lower (ag) rating than you then you must ROLL YOUR PIN. If you have a lower (ag) rating then you avoid his clumsy dropkick, your opponent crashes to the floor and YOU ROLL ON LEVEL 3 OFFENSE.
10-12 Sleeper hold. Your opponent hooks you into a sleeper grip and attempts to send you to sleep. You must roll your PIN RATING on 3 occasions. This represents your arm being raised and checked by the referee. If any of the 3 rolls are under your PIN RATING you have survived the hold. If all three rolls are over your PIN RATING then you have been put to sleep and lose the match.
Dice Roll SUPER DEATHJUMP CHART
2-3 Crotched. Your opponent climbs to the top turnbuckle and is about to leap off. However you throw yourself against the ropes knocking him down with a leg on each side of the ropes. Ouch! OPPONENT gains 1 fatigue token and you ROLL ON LEVEL 3 OFFENSE.
5-4 Falling leg/elbow/knee/fist drop. The opponent climbs to the second rope and jumps off to crush your prone body with a leg/elbow/knee or fist. ODDS you get up and move out of the way just in time – you ROLL LEVEL 3 OFFENSE. EVENS the opponent hits you and then goes in for the kill OPPONENT ROLLS ON LEVEL 3 OFFENSE.
6 Missile Dropkick. Your opponent attempts a missile dropkick. However if your opponent’s (ag) rating is 0 or higher you throw him from the turnbuckles and you ROLL ON LEVEL 3 OFFENSE. If your opponent’s (ag) is lower than 0 then your opponent hits you in the face with a flying dropkick and gets the cover – ROLL YOUR PIN.
7 Flying Clothesline. Your opponent prepares to launch himself from the top turnbuckle with a flying clothesline. If his (ag) rating is equal or less than 0 then he is successful with the move and you must add a fatigue token, then OPPONENT ROLLS ON LEVEL 3 OFFENSE. If his (ag) rating is higher than 0 then he misses the move. Splat and gains a fatigue token then you ROLL ON LEVEL 3 OFFENSE.
8-9 Cross-body. Your opponent flies off the top turnbuckle and tries to catch you with a spectacular flying cross-body block. It may be possible for you to catch him in mid air!! If you have the same or lower (pw) rating than your opponent then you get to attempt a catch, roll 1d6. ODDS you catch him in mid air and turn it into a power-slam – Crash!! OPPONENT ROLLS PIN. EVENS The opponent succeeds with a cross-body block ROLL YOUR PIN. If your (pw) rating is higher than opponents you may not attempt a catch and must ROLL YOUR PIN.
10 Flying Splash. Your opponent flies off the top rope to crush you from the top with a flying splash. This move is made all the more dangerous depending on the size and power of your opponent. ROLL YOUR PIN (+the inverse of your opponent’s pw rating). For example an opponent with -2 power would add 2 to PIN RATING etc. *note 0 is the lowest number possible to add to PIN RATING.
11-12 Death Plunge. In an attempt to escape your opponent you roll to the outside of the ring. The opponent rashly launches himself from the top turnbuckle to the outside of the ring aiming to squash you when he lands! ROLL 1D6: 1= You get out of the way just in time the opponent lands on the concrete! He is automatically injured and the match is stopped. OPPONENT ROLLS INJURY. 2-6 the opponent lands on you. You gain 2 fatigue tokens, and your opponent gains 1 fatigue token. Then you ROLL ON OUTSIDE THE RING CHART. *If you have a ringside ally the opponent decides to launch onto them instead – flying out of the ring he automatically injures your manager or ally (manager/ally rolls injury) then you attack him on the outside. OPPONENT ROLLS ON OUTSIDE OF THE RING chart.