Post by Cernunnos on Mar 28, 2010 12:52:41 GMT -5
AETHRAN ULTIMATE HELL-CHAMBER OF HORRORS MATCH
Background: The Aethran Ultimate Hell-Chamber of Horrors Match was introduced to my GWF by Brute in his bid to become GWF Heavyweight Champion in 2097. It combines a 30 Minute Iron Man Match with many of the GWF specialty matches together and intertwines them with the WWE’s Elimination Chamber Match. Beware: this match is ultra bloody and will result in nothing less than total carnage. Use it sparingly and only to end multiple violent feuds.
Match Description:
- This match takes place in an Elimination Chamber.
- 30 Minute Iron Man Match
- Wrestler randomized entry is in five minute intervals.
- The normal ring is replaced by a hexagonal shaped ring.
- The ropes are laced with barbed wire.
- The turnbuckles are electrically charged.
- Portions of the outside cage area and the vertical chain links are electrically charged at random intervals.
- Each wrestler is given a pair of brass knuckles to use for the duration of the match.
Match Variants:
- If indeed this match is too brutal and bloody you can change the match regulation time, as well as the wrestler entry time.
- You can instead decline to play using the 30 Minute Iron Man Match rules and instead use normal elimination style rules.
- You can instead decline to play using the 30 Minute Iron Man Match rules and instead use Championship Scramble rules.
- You can combine the 30 Minute Iron Man Match rules and Championship Scramble Match rules if there are multiple titles or stipulations involved in the match.
- If you chose to play using Championship Scramble rules, download Mr. Hyde’s Championship Scramble Match and use the “Championship Scramble Chart” during the last seconds of the match.
Rules:
- Use a wrestler’s Cage Rating for this match.
- Use Titan Death Match rules.
- Resolve punching moves as if the match were a CYGNUS BRASS KNUCKLES MATCH.
- Into the ropes becomes “Attempt to whip opponent into the barbed wire.” Use the Official Filsinger BARBED WIRE CAGE MATCH chart when this happens.
- Into the turnbuckle becomes “Attempt to whip opponent into an electric turnbuckle.” Use the Official Filsinger TURNBUCKLE SHOCK MATCH chart when this happens.
- When a wrestler rolls out of the ring, roll one die and substitute the move or roll on the Aethran Ultimate Hell-Chamber of Horrors chart as noted. ODD: “Face into Cage – 3.” EVEN: Roll on the “Aethran Ultimate Hell-Chamber of Horrors Match Chart” presented bellow.
- When a wrestler rolls deathjump, the wrestler on offense may choose to climb one of the retaining pods and attempt a ‘super deathjump.’ When this happens, roll on the normal deathjump chart, however if the result is “Roll on Level 3 Offense," then you add 1 to the opponent now on defense.
- Use the “Triple/Fatal Four-Way” (download dbfnq's Triple/Fatal Four-Way from the board) or the “Tirion Triple Threat Match” (Official Filsinger match) rules when or if applicable. This is up to you however if you choose to play using these rules.
- When a wrestler is dazed, hurt or down, any wrestler can attack him with the corresponding offense level.
- When a wrestler makes a comeback on offense, he can attack anyone he wants to on the corresponding offense level.
- On the below presented chart, ‘You’ refers to the wrestler on offense.
Aethran Ultimate Hell-Chamber of Horrors Match Chart
When a wrestler rolls out of the ring, roll one die. If the roll is odd substitute out of the ring with “Face into Cage – 3.” If the roll is even however, roll on the below presented chart:
*If this number came about by a role of doubles, assume that both wrestlers were standing on a portion of the cage that was electrically charged at the time. Ignore the chart instructions and instead both wrestlers are down. Add 1 to each wrestler’s PIN.
Background: The Aethran Ultimate Hell-Chamber of Horrors Match was introduced to my GWF by Brute in his bid to become GWF Heavyweight Champion in 2097. It combines a 30 Minute Iron Man Match with many of the GWF specialty matches together and intertwines them with the WWE’s Elimination Chamber Match. Beware: this match is ultra bloody and will result in nothing less than total carnage. Use it sparingly and only to end multiple violent feuds.
Match Description:
- This match takes place in an Elimination Chamber.
- 30 Minute Iron Man Match
- Wrestler randomized entry is in five minute intervals.
- The normal ring is replaced by a hexagonal shaped ring.
- The ropes are laced with barbed wire.
- The turnbuckles are electrically charged.
- Portions of the outside cage area and the vertical chain links are electrically charged at random intervals.
- Each wrestler is given a pair of brass knuckles to use for the duration of the match.
Match Variants:
- If indeed this match is too brutal and bloody you can change the match regulation time, as well as the wrestler entry time.
- You can instead decline to play using the 30 Minute Iron Man Match rules and instead use normal elimination style rules.
- You can instead decline to play using the 30 Minute Iron Man Match rules and instead use Championship Scramble rules.
- You can combine the 30 Minute Iron Man Match rules and Championship Scramble Match rules if there are multiple titles or stipulations involved in the match.
- If you chose to play using Championship Scramble rules, download Mr. Hyde’s Championship Scramble Match and use the “Championship Scramble Chart” during the last seconds of the match.
Rules:
- Use a wrestler’s Cage Rating for this match.
- Use Titan Death Match rules.
- Resolve punching moves as if the match were a CYGNUS BRASS KNUCKLES MATCH.
- Into the ropes becomes “Attempt to whip opponent into the barbed wire.” Use the Official Filsinger BARBED WIRE CAGE MATCH chart when this happens.
- Into the turnbuckle becomes “Attempt to whip opponent into an electric turnbuckle.” Use the Official Filsinger TURNBUCKLE SHOCK MATCH chart when this happens.
- When a wrestler rolls out of the ring, roll one die and substitute the move or roll on the Aethran Ultimate Hell-Chamber of Horrors chart as noted. ODD: “Face into Cage – 3.” EVEN: Roll on the “Aethran Ultimate Hell-Chamber of Horrors Match Chart” presented bellow.
- When a wrestler rolls deathjump, the wrestler on offense may choose to climb one of the retaining pods and attempt a ‘super deathjump.’ When this happens, roll on the normal deathjump chart, however if the result is “Roll on Level 3 Offense," then you add 1 to the opponent now on defense.
- Use the “Triple/Fatal Four-Way” (download dbfnq's Triple/Fatal Four-Way from the board) or the “Tirion Triple Threat Match” (Official Filsinger match) rules when or if applicable. This is up to you however if you choose to play using these rules.
- When a wrestler is dazed, hurt or down, any wrestler can attack him with the corresponding offense level.
- When a wrestler makes a comeback on offense, he can attack anyone he wants to on the corresponding offense level.
- On the below presented chart, ‘You’ refers to the wrestler on offense.
Aethran Ultimate Hell-Chamber of Horrors Match Chart
When a wrestler rolls out of the ring, roll one die. If the roll is odd substitute out of the ring with “Face into Cage – 3.” If the roll is even however, roll on the below presented chart:
ROLL | RESULT |
2* | Unspeakable horror! Using any portion of the Hell-Chamber’s environment, you perform one of your signature maneuvers to the opponent. The opponent is hurt badly after your disturbing display of lunacy. Seeing an opportunity you go for a cover. OPPONENT ADDS 1 TO PIN (or an additional 1 to PIN if the move was already an add 1 move) AND THEN ROLLS PIN. |
3 | You Brute! With unseen power and momentum, you launch the opponent toward the closest storage chamber (the promoter may choose or determine this at random). Without warning he crashes through it with devastating force. OPPONENT ADDS 1 TO PIN (if there was a wrestler currently in the chamber, he adds 1 to pin as well.) AND YOU ROLL ON LEVEL 3 OFFENSE OR AGAIN ON THIS CHART. |
4* | Ownage! Grabbing the opponent’s face you run toward the side of the Hell-Chamber and launch them into it. Helplessly, with nowhere to go, a loud metal crashing sound is heard as his body hits the Hell-Chamber’s wall. Roll 1 die: ODD: The bars at the time were electrically charged. OPPONENT ADDS 2 TO PIN. EVEN: The bars were not electrically charged at the time. OPPONENT ADDS 1 TO PIN. |
5 | It’s up to the promoter! Think of something particularly vile, cruel and nasty that the wrestler on offense can perform against the wrestler on defense. Remember promoter, the cell itself, chamber pods, barbed wire, brass knuckles and electrical charges are all valuable tools that can and should be used. OPPONENT ADDS 1 TO PIN AND YOU ROLL ON LEVEL 3 OFFENSE OR AGAIN ON THIS CHART. |
6* | You cad! Outside of the ring, you attempt to whip the opponent hard into a chamber strut. Roll 1 die: 1-2: Ouchies! The opponent flies high crashing hard into the steel strut just as the random charge began. He falls to the steel bellow still writhing and twitching in pain. OPPONENT ADDS 2 TO PIN AND YOU ROLL ON LEVEL 3 OFFENSE OR AGAIN ON THIS CHART. 3-4: Your nail him hard! The opponent flies high crashing hard into the steel strut and then crashes again onto the steel floor below. OPPONENT ADDS 1 TO PIN AND YOU ROLL ON LEVEL 3 OFFENSE OR AGAIN ON THIS CHART. 5-6: Your aim was a little off. He crashes hard into the metal cage and then slumps to the ground. ROLL ON LEVEL 3 OFFENSE OR AGAIN ON THIS CHART. |
7 | Close but no cigar! You launch the opponent toward a turnbuckle. However, not wanting to touch the electric pad, at the last viable second he leaps up and over it just barely clearing the top pad, crashing hard to the metal grating outside the ring. You may continue your assault on the downed opponent or choose another victim. ROLL AGAIN ON THIS CHART AGAINST ANY OPPONENT. (Ignore these instruction if this result is rolled again against the same opponent, keep rolling until you get a different result.) |
8* | Ambush or Assault? As you stand, outside the ring, near the barbed wire ropes, the opponent suddenly rises and dashes toward you, hoping to make an attack. Roll 1 die: 1: As he charges you, you perform a hip toss to him up and over the ropes hard onto the ring’s inside mat. ROLL ON LEVEL 3 OFFENSE! 2-4: At the last second you move out of the way and the opponent slams hard into the barbed wire. OPPONENT ADDS 1 TO PIN. 5-6: Standing there hopelessly, you have no choice but to take the opponent’s clothesline. Your flesh peels as your back rakes against the barbed wire and with the momentum land hard on the inside of the ring. YOU ADD 1 TO PIN. |
9 | Momentum Shifter! From inside the ring you charge at the opponent looking for a clothesline. However he ducks and back body drops you up and over the top ropes onto the solid steel floor outside of the ring. OPPONENT ROLLS ON THIS CHART. |
10* | Looking to finish the job! You set your opponent up for a piledriver on the outside cage area. Roll 1 die: ODD: You successfully piledrive the opponent into the cage grating. YOU ROLL ON LEVEL 3 OFFENSE OR AGAIN ON THIS CHART. EVEN: He proves too powerful and performs a back body drop, sending you to the hard steel floor. OPONENT ROLLS ON LEVEL 3 OFFENSE. |
11 | Ten count or jaw dropper? You go to whip the opponent into the corner turnbuckle, however at the last second he reverses it and sends you flying hard into it. You crash hard into the turnbuckle as the electricity flows through your body, the opponent then follows up with a powerful turnbuckle splash. ADD 1 TO YOUR PIN. Seeing an opportunity he then climbs the turnbuckle and begins to unload on your head with brass knuckles in hand. Roll 1 die: 1-4: 10 Count! The opponent successfully beats on your head for a ten count. ADD AN ADDITIONAL 1 TO YOUR PIN AND OPPONENT ROLLS ON LEVEL 3 OFFENSE. 5-6: Jaw Dropper. Although dazed, you’re aware of your surroundings. You grab the opponent’s legs as he starts wailing away and move. You send him face first into the turnbuckle, and he goes down hard. YOU ROLL ON LEVEL 3 OFFENSE. |
12* | Playing possum! Seeing your opponent lying helplessly on the steel floor outside the ring, you go in for the kill. As you approach however he gabs your legs and pulls you toward the ground. You fall forward and through the pod chamber before you (the promoter may choose or determine which pod at random). Seeing an opportunity the opponent goes for a cover. YOU ADD 1 TO PIN (if there was a wrestler currently in the chamber, he adds 1 to pin as well.) AND THEN ROLL YOUR PIN. |
*If this number came about by a role of doubles, assume that both wrestlers were standing on a portion of the cage that was electrically charged at the time. Ignore the chart instructions and instead both wrestlers are down. Add 1 to each wrestler’s PIN.