Post by Scott Fire 54 on Oct 12, 2008 14:17:03 GMT -5
Hi guys,
So I've always been a fan of the Buried Alive Match and I wanted one for future use in my feds. The only one I had seen, written before this one, really didn't have the drama of getting to the gravesite. It was more like wham bam thank you ma'am, the guy is in the grave match over.
Wanting a more true, detailed match I decided to attemp it. I went through and watched every single WWE Buried Alive Match. That combined with my own creativity is what made what is below. Let me know what you think.
Buried Alive Match
- The match ends when one wrestler is able to place his opponent in the grave, located at the end of the aisle, and cover the opponent’s entire body with dirt.
- There is no count-out or disqualifications.
- The match is split up into 4 areas. They are the Ring, Ringside Area, Entrance Ramp, & The Grave.
- When PIN is rolled in any other area but the Grave, simply add 1 to the opponent’s PIN that is on defense.
- When PIN is rolled at the Grave the wrestler on offense can attempt to bury his opponent. This can only be done if the defensive wrestler has a PIN of 10 or higher, otherwise add 1. If PIN is 10 or 11 a wrestler still has a chance, albeit slim one, of preventing the burial but if his PIN is 12 the match is automatically over.
- You must work your opponent through all 4 areas to get them to the grave. No jumping areas!
- That match starts off as normal.
- ‘out of the ring’ becomes a choice to move the match to the next area or proceed as normal.
- On all charts ‘you’ refers to the wrestler on offense.
- Here’s out the 4 areas breakdown.
The Ring
- Use the into the turnbuckle, into the ropes, & deathjump charts as nomral.
- When ‘out of the ring’ is rolled, the wrestler on offense has 2 choices...
o Have the wrestler on defense roll on the ‘out of the ring’ chart as normal.
o Choose to move the match to the 2nd area, Ringside, and have himself (the offensive wrestler) roll on the Ringside chart.
Ringside
- ‘into the turnbuckle’ becomes ‘smash into the post – 3’.
- ‘into the ropes’ becomes ‘whip into the steel guardrail – 3’.
- ‘deathjump’ is used as normal since the guardrail, ring apron, and the ropes of the ring can still be used to jump off of.
- When ‘out of the ring’ is rolled, the wrestler on offense has 3 choices...
o Move the match back to the previous area, The Ring, and roll on Level 3 Offense.
o Roll on the Ringside chart.
o Choose to move to the match to the next area, Entrance Ramp, and roll on the Entrance Ramp Chart.
Entrance Ramp
- ‘into the turnbuckle’ becomes ‘slam onto ramp – 3’.
- ‘into the ropes’ becomes ‘suplex onto ramp – 3’.
- ‘deathjump’ becomes ‘power move onto ramp – 3 add 1.
- When ‘out of the ring’ is rolled, the wrestler on offense has 3 choices…
o Move the match back to the previous area, Ringside, and roll on that chart.
o Roll on the Entrance Ramp chart.
o Choose to move the match to the next area, Grave, and roll on that chart.
Grave
- ‘into the turnbuckle’ becomes ‘whip into railing – 3’.
- ‘into the ropes’ becomes ‘whip into side of entrance ramp – 3’
- ‘deathjump’ can be used as normal since the top of the grave, the steel guardrail, and the top of the entrance ramp can be used to jump off of.
- When ‘out of the ring’ is rolled, the wrestler on offense has 2 choices…
o Move the match back to the previous area, Entrance Ramp, and roll on the Entrance Ramp chart.
o Roll on the Grave Chart.
Charts
Ringside
- (2) You remove the top part of the ring steps and then place one of your opponent’s ankles on the bottom half of the steps. You then pick up the top half and smash the opponent’s ankle, thus creating a step sandwich! Opponent adds 3 and you roll on Level 3 Offense or again on this chart.
- (3-4) You pick up a steel chair from ringside and try to smash the opponent with it. But he gets a surge of energy and begins to fight you for it. Roll 1 Die. Even: You win the struggle and bash the oppoent in the head with the chair. Oppoent adds 1 and you roll on Level 3 Offense. Odd: Opponent wins the struggle and bashes you in the head with the chair. You add 1 and opponent rolls on Level 3 Offense.
- (5-6) You and you opponent began to brawl wildly in the crowd. Who comes out on top? Roll 1 Die. Even: Opponent wins the brawl and rolls again on this chart. Odd: You win the brawl and roll again on this chart.
- (7) You grab a monitor from the announcer’s table and crack your opponent in the head with it! Roll on Level 3 Offense.
- (8) You wrap some camera chords around your opponent’s throat and began to choke him! Your opponent on Level 3 Defense.
- (9-11) You take your opponent over to the announcer’s table and attemp to smash his head into the announer’s table. He blocks you however, and smashes your head into the announcer’s table. Opponent rolls on Level 2 Offense.
- (12) You go for a sick and sadistic piledriver on the exposed concrete floor, but your opponent begans to struggle! Roll 1 Die. Even: You deliver the nasty piledriver on the concrete floor. Oh my GOD! Opponent adds 3 and you roll on Level 3 Offense. Odd: The opponent backdrops you onto the cold concrete floor! You add 1 and you on Level 3 Defense.
Entrance Ramp
- (2) You start to brawl up the rampway, but you don’t stop there. Soon your fighting backstage down the hallway. One of your allies then pops out of a nearby dressing room and bashes your opponent with a foreign object (your choice). You then pummel your opponent all the way back down the hallway and back out to the ramp. Opponent adds 2 and you roll on Level 3 Offense.
- (3-4) You pick up a seperated piece of steel railing and attack your opponent with it! Opponent rolls on Level 3 Defense.
- (5-6) You get into a wild fisticuffs battle with your opponent! Roll 1 Die to see who comes out on top. Even: The opponent gains the advantage! Opponent rolls on this chart! Odd: You win the brawl! You roll again on this chart!
- (7) You go to whip your opponent into the staging, but the opponent reverses and sends you crashing into the hard material. You roll on Level 3 Defense.
- (8) You toss your opponent off the top of the stage. Your opponent lands very hard on the hard dirt surface of the gravesite and then rolls into the grave! What luck! 1 of 3 things then happens…
o If opponents PIN is not 10 or higher, he crawls out of the grave and you roll on the Grave Chart.
o If opponent’s PIN is 10 or 11, he rolls his pin as normal.
o If opponent’s PIN is 12, he is buried and you win!
- (9-11) You beat down your opponent enough to drag him to the gravesite. You roll on the Grave Chart.
- (12) You and your opponent aren’t happy brawling out in front of the crowd, so you decide to take it backstage. As you are brawling down the hallway, one of your opponent’s allies pops out of nowhere and clobbers you with a foreign object (opponent’s choice). The opponent then pummels you back down the hallway and back out to the arena. Opponent rolls on Level 3 Offense.
Grave
- (2) You knock your opponent into the grave and began to bury him. But then you are jumped by a group of your opponent’s allies. They unload on you with punches and kicks, forcing you down to the dirt. They then pull their ally out of his dirtnap and roll you in instead! After you add 3, 1 of 3 things then happen…
o If your PIN is 10 or 11, roll your pin. If you the PIN is successful assume you were buried by your opponent and his allies. If the PIN is unsuccessful you add 1 and assume your allies showed up and brawled with the opponents allies out of the arena. Your opponent then rolls again on the Grave Chart.
o If your PIN is 12, automatically assume you were buried by your opponent and his allies.
o If your PIN is not 10 or higher, assume your allies showed and forced your opponents allies backstage. Your opponent then rolls again on the Grave Chart.
- (3-4) You force your opponent near the grave, but then he scores with a low blow out of nowhere! Opponent rolls on Level 2 Offense.
- (5-6) You go to attack the opponent with a shovel! You begins to fight with you over control of the shovel, however. Roll 1 Die. Even: You gain the advantage with a kick to the gut and then you smack the opponent’s back with the shovel. Opponent adds 1 and rolls on Level 3 Defense. Odd: The opponent wins the brawl and smacks you the face with the steel portion of the shovel! You add 1 and opponent rolls on Level 3 Offense.
- (7) You deliver a hard hip toss off the top of the gravesite, sending your opponent on a very hard fall down the dirt mountain and onto the concrete! Opponent adds 1 and you either can roll on Level 3 Offense or again on this chart.
- (8) You deliver a sick power move into the grave, causing your opponent to fall 6 feet into a whole lot of pain! Opponent first adds 2 and then 1 of 3 things happens…
o If your opponent’s PIN is 10 or 11, he rolls PIN. If the PIN is successful you bury your opponent! If the PIN is unsuccessful, your opponent adds 1 but is able fight out of the grave. You maintain the overall advantage though. Roll on Level 3 Offense.
o If your opponent’s PIN is 12 automatically assume you buried him!
o If your opponent’s PIN is not 10 or higher, assume your opponent fought out of the grave, but then you regained the advantage. Roll again on the Grave Chart.
- (9-11) You incorporate your FINISHER into a way to place your opponent into the grave! Amazing! 1 of 3 things will happen…
o If your opponent’s PIN is 10 or 11, while including the Finisher +, opponent rolls PIN. If the pin is successful assumed you buried your opponent! If the PIN is unsuccessful opponent adds 1 and you assume your opponent did just enough to prevent the burial. You roll again on this chart.
o If your opponents PIN is 12, while including the Finisher +, you are able to bury him!
o If your opponent’s PIN is not 10 or higher, he fights his way out of the grave but then you manage to maintain the advantage. Roll on LEVEL 3 Offense.
- (12) A group of your allies join in assaulting your opponent. You then push your opponent’s near lifeless body into the grave! After your opponent adds 4, 1 of 3 things will happen…
o If your opponent’s PIN is 10 or higher, he rolls PIN. If the pin is successful, you and your allies quickly bury him ALIVE!!! If the PIN is unsuccessful opponent adds 1 and assume his allies showed up and fought your allies to the back. Your opponent then throws dirt in your eyes and crawls out of the grave. He is, however, to weak to follow up offensively so you maintain control. You roll on Level 3 Offense.
o If your opponents PIN is 12, he’s done for and your group quickly buries him ALIVE!!!
o If your opponent’s PIN is not 10 or higher, he adds 1 and assume his allies showed up and saved him by brawling with your allies to the back. Your opponent then throws dirt in your eyes and crawls out of the ring. That’s all he has energy to do so you maintain the advantage. You roll again on this chart.
So I've always been a fan of the Buried Alive Match and I wanted one for future use in my feds. The only one I had seen, written before this one, really didn't have the drama of getting to the gravesite. It was more like wham bam thank you ma'am, the guy is in the grave match over.
Wanting a more true, detailed match I decided to attemp it. I went through and watched every single WWE Buried Alive Match. That combined with my own creativity is what made what is below. Let me know what you think.
Buried Alive Match
- The match ends when one wrestler is able to place his opponent in the grave, located at the end of the aisle, and cover the opponent’s entire body with dirt.
- There is no count-out or disqualifications.
- The match is split up into 4 areas. They are the Ring, Ringside Area, Entrance Ramp, & The Grave.
- When PIN is rolled in any other area but the Grave, simply add 1 to the opponent’s PIN that is on defense.
- When PIN is rolled at the Grave the wrestler on offense can attempt to bury his opponent. This can only be done if the defensive wrestler has a PIN of 10 or higher, otherwise add 1. If PIN is 10 or 11 a wrestler still has a chance, albeit slim one, of preventing the burial but if his PIN is 12 the match is automatically over.
- You must work your opponent through all 4 areas to get them to the grave. No jumping areas!
- That match starts off as normal.
- ‘out of the ring’ becomes a choice to move the match to the next area or proceed as normal.
- On all charts ‘you’ refers to the wrestler on offense.
- Here’s out the 4 areas breakdown.
The Ring
- Use the into the turnbuckle, into the ropes, & deathjump charts as nomral.
- When ‘out of the ring’ is rolled, the wrestler on offense has 2 choices...
o Have the wrestler on defense roll on the ‘out of the ring’ chart as normal.
o Choose to move the match to the 2nd area, Ringside, and have himself (the offensive wrestler) roll on the Ringside chart.
Ringside
- ‘into the turnbuckle’ becomes ‘smash into the post – 3’.
- ‘into the ropes’ becomes ‘whip into the steel guardrail – 3’.
- ‘deathjump’ is used as normal since the guardrail, ring apron, and the ropes of the ring can still be used to jump off of.
- When ‘out of the ring’ is rolled, the wrestler on offense has 3 choices...
o Move the match back to the previous area, The Ring, and roll on Level 3 Offense.
o Roll on the Ringside chart.
o Choose to move to the match to the next area, Entrance Ramp, and roll on the Entrance Ramp Chart.
Entrance Ramp
- ‘into the turnbuckle’ becomes ‘slam onto ramp – 3’.
- ‘into the ropes’ becomes ‘suplex onto ramp – 3’.
- ‘deathjump’ becomes ‘power move onto ramp – 3 add 1.
- When ‘out of the ring’ is rolled, the wrestler on offense has 3 choices…
o Move the match back to the previous area, Ringside, and roll on that chart.
o Roll on the Entrance Ramp chart.
o Choose to move the match to the next area, Grave, and roll on that chart.
Grave
- ‘into the turnbuckle’ becomes ‘whip into railing – 3’.
- ‘into the ropes’ becomes ‘whip into side of entrance ramp – 3’
- ‘deathjump’ can be used as normal since the top of the grave, the steel guardrail, and the top of the entrance ramp can be used to jump off of.
- When ‘out of the ring’ is rolled, the wrestler on offense has 2 choices…
o Move the match back to the previous area, Entrance Ramp, and roll on the Entrance Ramp chart.
o Roll on the Grave Chart.
Charts
Ringside
- (2) You remove the top part of the ring steps and then place one of your opponent’s ankles on the bottom half of the steps. You then pick up the top half and smash the opponent’s ankle, thus creating a step sandwich! Opponent adds 3 and you roll on Level 3 Offense or again on this chart.
- (3-4) You pick up a steel chair from ringside and try to smash the opponent with it. But he gets a surge of energy and begins to fight you for it. Roll 1 Die. Even: You win the struggle and bash the oppoent in the head with the chair. Oppoent adds 1 and you roll on Level 3 Offense. Odd: Opponent wins the struggle and bashes you in the head with the chair. You add 1 and opponent rolls on Level 3 Offense.
- (5-6) You and you opponent began to brawl wildly in the crowd. Who comes out on top? Roll 1 Die. Even: Opponent wins the brawl and rolls again on this chart. Odd: You win the brawl and roll again on this chart.
- (7) You grab a monitor from the announcer’s table and crack your opponent in the head with it! Roll on Level 3 Offense.
- (8) You wrap some camera chords around your opponent’s throat and began to choke him! Your opponent on Level 3 Defense.
- (9-11) You take your opponent over to the announcer’s table and attemp to smash his head into the announer’s table. He blocks you however, and smashes your head into the announcer’s table. Opponent rolls on Level 2 Offense.
- (12) You go for a sick and sadistic piledriver on the exposed concrete floor, but your opponent begans to struggle! Roll 1 Die. Even: You deliver the nasty piledriver on the concrete floor. Oh my GOD! Opponent adds 3 and you roll on Level 3 Offense. Odd: The opponent backdrops you onto the cold concrete floor! You add 1 and you on Level 3 Defense.
Entrance Ramp
- (2) You start to brawl up the rampway, but you don’t stop there. Soon your fighting backstage down the hallway. One of your allies then pops out of a nearby dressing room and bashes your opponent with a foreign object (your choice). You then pummel your opponent all the way back down the hallway and back out to the ramp. Opponent adds 2 and you roll on Level 3 Offense.
- (3-4) You pick up a seperated piece of steel railing and attack your opponent with it! Opponent rolls on Level 3 Defense.
- (5-6) You get into a wild fisticuffs battle with your opponent! Roll 1 Die to see who comes out on top. Even: The opponent gains the advantage! Opponent rolls on this chart! Odd: You win the brawl! You roll again on this chart!
- (7) You go to whip your opponent into the staging, but the opponent reverses and sends you crashing into the hard material. You roll on Level 3 Defense.
- (8) You toss your opponent off the top of the stage. Your opponent lands very hard on the hard dirt surface of the gravesite and then rolls into the grave! What luck! 1 of 3 things then happens…
o If opponents PIN is not 10 or higher, he crawls out of the grave and you roll on the Grave Chart.
o If opponent’s PIN is 10 or 11, he rolls his pin as normal.
o If opponent’s PIN is 12, he is buried and you win!
- (9-11) You beat down your opponent enough to drag him to the gravesite. You roll on the Grave Chart.
- (12) You and your opponent aren’t happy brawling out in front of the crowd, so you decide to take it backstage. As you are brawling down the hallway, one of your opponent’s allies pops out of nowhere and clobbers you with a foreign object (opponent’s choice). The opponent then pummels you back down the hallway and back out to the arena. Opponent rolls on Level 3 Offense.
Grave
- (2) You knock your opponent into the grave and began to bury him. But then you are jumped by a group of your opponent’s allies. They unload on you with punches and kicks, forcing you down to the dirt. They then pull their ally out of his dirtnap and roll you in instead! After you add 3, 1 of 3 things then happen…
o If your PIN is 10 or 11, roll your pin. If you the PIN is successful assume you were buried by your opponent and his allies. If the PIN is unsuccessful you add 1 and assume your allies showed up and brawled with the opponents allies out of the arena. Your opponent then rolls again on the Grave Chart.
o If your PIN is 12, automatically assume you were buried by your opponent and his allies.
o If your PIN is not 10 or higher, assume your allies showed and forced your opponents allies backstage. Your opponent then rolls again on the Grave Chart.
- (3-4) You force your opponent near the grave, but then he scores with a low blow out of nowhere! Opponent rolls on Level 2 Offense.
- (5-6) You go to attack the opponent with a shovel! You begins to fight with you over control of the shovel, however. Roll 1 Die. Even: You gain the advantage with a kick to the gut and then you smack the opponent’s back with the shovel. Opponent adds 1 and rolls on Level 3 Defense. Odd: The opponent wins the brawl and smacks you the face with the steel portion of the shovel! You add 1 and opponent rolls on Level 3 Offense.
- (7) You deliver a hard hip toss off the top of the gravesite, sending your opponent on a very hard fall down the dirt mountain and onto the concrete! Opponent adds 1 and you either can roll on Level 3 Offense or again on this chart.
- (8) You deliver a sick power move into the grave, causing your opponent to fall 6 feet into a whole lot of pain! Opponent first adds 2 and then 1 of 3 things happens…
o If your opponent’s PIN is 10 or 11, he rolls PIN. If the PIN is successful you bury your opponent! If the PIN is unsuccessful, your opponent adds 1 but is able fight out of the grave. You maintain the overall advantage though. Roll on Level 3 Offense.
o If your opponent’s PIN is 12 automatically assume you buried him!
o If your opponent’s PIN is not 10 or higher, assume your opponent fought out of the grave, but then you regained the advantage. Roll again on the Grave Chart.
- (9-11) You incorporate your FINISHER into a way to place your opponent into the grave! Amazing! 1 of 3 things will happen…
o If your opponent’s PIN is 10 or 11, while including the Finisher +, opponent rolls PIN. If the pin is successful assumed you buried your opponent! If the PIN is unsuccessful opponent adds 1 and you assume your opponent did just enough to prevent the burial. You roll again on this chart.
o If your opponents PIN is 12, while including the Finisher +, you are able to bury him!
o If your opponent’s PIN is not 10 or higher, he fights his way out of the grave but then you manage to maintain the advantage. Roll on LEVEL 3 Offense.
- (12) A group of your allies join in assaulting your opponent. You then push your opponent’s near lifeless body into the grave! After your opponent adds 4, 1 of 3 things will happen…
o If your opponent’s PIN is 10 or higher, he rolls PIN. If the pin is successful, you and your allies quickly bury him ALIVE!!! If the PIN is unsuccessful opponent adds 1 and assume his allies showed up and fought your allies to the back. Your opponent then throws dirt in your eyes and crawls out of the grave. He is, however, to weak to follow up offensively so you maintain control. You roll on Level 3 Offense.
o If your opponents PIN is 12, he’s done for and your group quickly buries him ALIVE!!!
o If your opponent’s PIN is not 10 or higher, he adds 1 and assume his allies showed up and saved him by brawling with your allies to the back. Your opponent then throws dirt in your eyes and crawls out of the ring. That’s all he has energy to do so you maintain the advantage. You roll again on this chart.