Post by Mr. Hyde on Jan 22, 2009 15:18:05 GMT -5
...So, yeah the title explains itself. Credit and thanks here goes to Switchfoot for requesting this match be created, offering his opinions and ideas, playtesting, and overall moral support.
Credit also goes to Big Bri and Cage Escape Charts. Not only am I an adamant user of said charts but also the main victory mechanic in this match is essentially taken right out of said charts. He doesn't even know that he contributed to this, but thanks anyway!
INFERNO MATCH
MATCH RULES:
*Two wrestlers compete in a wrestling ring that is surrounded on all sides by flames that periodically leap from 1 to 6 feet in height
*There are no pinfalls, submissions, disqualifications, or countouts
*The first wrestler to set his opponent on fire wins the match
GAME RULES:
*There are no Pinfalls, Submissions, Disqualifications, or count-outs
*Use CAGE ratings
*Into the Ropes, Into the Turnbuckle, and Deathjump charts are used normally
-If instructed by a normal chart to roll on the Out of the Ring chart, replace that instructions effect with the effect of result #11 on the Inferno Match Chart, allowing the wrestler who would NOT roll on the Out of the Ring chart to roll on the Hardcore Titan Death Match Chart
-In place of the Out of the Ring chart, use the Inferno Match chart
-The Hardcore Titan Death Match chart may also be used if a specific result is rolled on the Inferno Match chart
*Finisher Ratngs should be halved, rounding down, and applied to each of the three rolls that must be completed in order to win the match
*When a wrestler rolls his Finisher on Offense or his PIN on defense, the offensive wrestler will attempt to shove his opponent into the flames
-When the offensive wrestler attempts to win the match by dragging his opponent into the flames, the opponent must roll up to 3 PINs in succession
---On the first roll (the wrestlers are at the ropes), Add 2 to the defensive wrestler’s Cage Rating
---On the second roll (the offensive wrestler has pushed the opponent somewhat through or over the top of the ropes), Add 1 to the defensive wrestler’s Cage Rating
---On the third roll (the offensive wrestler has the defensive wrestler mere inches from the fire), add nothing to the defensive wrestler’s PIN rating
-If any of these three rolls are ABOVE the defensive wrestler’s Cage Rating, the defensive wrestler has successfully kept himself out of the flames for now. Add 1 to the defensive wrestler’s Cage Rating, and continue play as instructed below
---If the defensive wrestler saves himself on roll one, he takes over on Level 2 Offense
---If the defensive wrestler saves himself on roll two, roll 1 die: even-the defender takes over on Level 2 Offense; Odd-the attacker rolls on Level 3 Offense
---If the defensive wrestler saves himself on roll three, the attacker rolls on Level 3 Offense
-If the defensive wrestler rolls AT OR BELOW his Cage Rating on all three rolls, his body has contacted and been lit up by the fire, and he loses the match
-This is to represent the defensive wrestler fighting more fiercely the closer his face or body gets to the fire
*The first wrestler to successfully push his opponent far enough into the flames and set him on fire will be victorious
INFERNO MATCH CHART
When a wrestler rolls on the Out of the Ring instruction on his playing card, his opponent must roll on this chart, adding up the current amount of Fatigue Tokens he has accumulated and referring to the corresponding column. ‘You’ refers to the wrestler on defense when the Out of the Ring instruction was rolled.
...So, that's it! Thanks again!
Credit also goes to Big Bri and Cage Escape Charts. Not only am I an adamant user of said charts but also the main victory mechanic in this match is essentially taken right out of said charts. He doesn't even know that he contributed to this, but thanks anyway!
INFERNO MATCH
MATCH RULES:
*Two wrestlers compete in a wrestling ring that is surrounded on all sides by flames that periodically leap from 1 to 6 feet in height
*There are no pinfalls, submissions, disqualifications, or countouts
*The first wrestler to set his opponent on fire wins the match
GAME RULES:
*There are no Pinfalls, Submissions, Disqualifications, or count-outs
*Use CAGE ratings
*Into the Ropes, Into the Turnbuckle, and Deathjump charts are used normally
-If instructed by a normal chart to roll on the Out of the Ring chart, replace that instructions effect with the effect of result #11 on the Inferno Match Chart, allowing the wrestler who would NOT roll on the Out of the Ring chart to roll on the Hardcore Titan Death Match Chart
-In place of the Out of the Ring chart, use the Inferno Match chart
-The Hardcore Titan Death Match chart may also be used if a specific result is rolled on the Inferno Match chart
*Finisher Ratngs should be halved, rounding down, and applied to each of the three rolls that must be completed in order to win the match
*When a wrestler rolls his Finisher on Offense or his PIN on defense, the offensive wrestler will attempt to shove his opponent into the flames
-When the offensive wrestler attempts to win the match by dragging his opponent into the flames, the opponent must roll up to 3 PINs in succession
---On the first roll (the wrestlers are at the ropes), Add 2 to the defensive wrestler’s Cage Rating
---On the second roll (the offensive wrestler has pushed the opponent somewhat through or over the top of the ropes), Add 1 to the defensive wrestler’s Cage Rating
---On the third roll (the offensive wrestler has the defensive wrestler mere inches from the fire), add nothing to the defensive wrestler’s PIN rating
-If any of these three rolls are ABOVE the defensive wrestler’s Cage Rating, the defensive wrestler has successfully kept himself out of the flames for now. Add 1 to the defensive wrestler’s Cage Rating, and continue play as instructed below
---If the defensive wrestler saves himself on roll one, he takes over on Level 2 Offense
---If the defensive wrestler saves himself on roll two, roll 1 die: even-the defender takes over on Level 2 Offense; Odd-the attacker rolls on Level 3 Offense
---If the defensive wrestler saves himself on roll three, the attacker rolls on Level 3 Offense
-If the defensive wrestler rolls AT OR BELOW his Cage Rating on all three rolls, his body has contacted and been lit up by the fire, and he loses the match
-This is to represent the defensive wrestler fighting more fiercely the closer his face or body gets to the fire
*The first wrestler to successfully push his opponent far enough into the flames and set him on fire will be victorious
INFERNO MATCH CHART
When a wrestler rolls on the Out of the Ring instruction on his playing card, his opponent must roll on this chart, adding up the current amount of Fatigue Tokens he has accumulated and referring to the corresponding column. ‘You’ refers to the wrestler on defense when the Out of the Ring instruction was rolled.
RESULT | 0-2 TOKENS | 3-4 TOKENS | 5-6 TOKENS | 7+ TOKENS |
As the opponent grabs you by the head and prepares to launch you into the fire, you pull yourself together and suddenly deliver a dastardly and desperate low blow! The opponent staggers, and lets up on his onslaught, allowing you time to recover! ADD 1 TO THE OPPONENT AND ROLL ON LEVEL 3 OFFENSE | 2 | |||
With you on the canvas, the opponent takes an incredible risk and ascends the ropes to the top turnbuckle! Wary of the flames, your opponent takes too long to climb, and when he reaches the top, you spring up the turnbuckles beside him, wrap him up, and deliver a stunning superplex from the top turnbuckle! The flames leap 6 feet into the air! ROLL ON LEVEL 3 OFFENSE | 3 | 2 | ||
The opponent attempts a diving running tackle, but you are able to duck it! The opponent crashes into the canvas and skids across the ring, almost sending himself into the flames as they leap 6 feet into the air! Momentarily stunned by the blasting inferno, the opponent quickly turns his face away, dazed and blinded! ROLL ON LEVEL 2 OFFENSE | 4 | 3 | 2 | |
The opponent pounds on you as he tries to position you near the ropes, but you fire back, standing toe-to-toe and trading rights and lefts with the Opponent in the center of the ring! ROLL 1 DIE: EVEN- YOU TAKE OVER ON LEVEL 2 OFFENSE; ODD- OPPONENT ROLLS ON LEVEL 3 OFFENSE | 5-6 | 4 | 3 | 2 |
You have been backed into a corner, and the opponent has partially lifted you up into the air, leaving you dangling dangerously over the flames! OPPONENT ROLLS ON THIS CHART AGAIN | 7 | 5-6 | 4 | 3 |
The opponent drags you laboriously over to the simmering ring ropes, trying to shove you through! You still have enough fight to resist him, elbowing him in the gut, but he quickly responds with a boot to your head, continuing his assault. OPPONENT ROLLS ON LEVEL 3 OFFENSE | 8 | 7 | 5-6 | 4 |
The opponent produces a steel chair, either from a ringside ally or through another devious method, and absolutely levels you with a blast to the skull! ADD 1 TO YOU AND OPPONENT ROLLS ON LEVEL 3 OFFENSE | 9-10 | 8-9 | 7 | 5 |
You are lifted up above the Opponents head, and he charges at the ropes, attempting to send you over the top and into the fire! ROLL 2 DICE, ADDING OR SUBTRACTING YOUR AGILITY TO THE ROLL: IF THE RESULT IS 10 OR LOWER- You slip out of the Opponent’s grasp , shove him into the ropes, and take over! ROLL ON LEVEL 3 OFFENSE; IF THE RESULT IS HIGHER THAN 10- The opponent launches you over the ropes, and you come down face first into the flames! OPPONENT WINS THE MATCH | 11 | 10 | 8 | 6 |
Clutching at the top rope for your life, the Opponent has lifted you into the air, and has you dangling precariously over the roaring inferno! ROLL 2 DICE, ADDING OR SUBTRACTING THE DIFFERENCE IN YOUR POWER AND THE POWER OF THE OPPONENT: IF THE RESULT IS LOWER THAN 10- You are able to reach back and rake the Opponent’ eyes! ROLL ON LEVEL 2 OFFENSE; IF THE RESULT IS 10 OR HIGHER- You lose your grip and you fall headfirst into the flames, catching fire! OPPONENT WINS THE MATCH | 12 | 11 | 9 | 7 |
Seeing your weakened state, the opponent approaches a distant set of turnbuckles, ripping the top turnbuckle pad off, and dipping it slightly into the ringside flames, setting it ablaze! As you scramble to your feet, the opponent charges at you with his fiery foreign object, attempting to set you aflame and win the match! ROLL 1 DIE: 1-2: The Opponent is able to grasp you and hold his fiery weapon to your face, setting you alight! YOU CATCH ON FIRE AND LOSE THE MATCH HORRIFICALLY!; 3-4: You evade the fiery weapon, knocking it out of the Opponent’s hand and out of the ring. But, the Opponent boots you in the gut and continues his previous assault. OPPONENT ROLLS ON LEVEL 2 OFFENSE; 5-6: You kick the Opponent in the gut, causing him to drop the fiery weapon and sending it scattering out of the ring and allowing you to take the offensive! ROLL ON LEVEL 2 OFFENSE | 12 | 10 | 8 | |
You stun the Opponent with a desperate punch to the jaw, and take the gigantic risk of climbing the top turnbuckle! Suddenly, the Opponent shoves you forcefully off the top turnbuckle, sending you crashing into the hard ground far below, on the other side of the flames! As you manage to laboriously pull yourself off the ground, the Opponent comes flying off of the very same top turnbuckle and slams into you, sending you both sprawling across the ground! OPPONENT ROLLS ON HARDCORE TITAN DEATH MATCH CHART. THE FIRST WRESTLER TO RECEIVE THE INSTRUCTION ‘ROLL ON LEVEL 3 OFFENSE’ WINS THE MATCH! | 11-12 | 9-10 | ||
You stagger into the ring ropes and pull yourself to your feet as the opponent charges full force at you with a running clothesline! COMPARE YOUR AGILITY TO THE POWER OF THE OPPONENT: IF YOUR AGILITY IS LOWER THAN THE POWER OF YOUR OPPONENT- You dip down deftly and back drop the overzealous opponent right over the top rope, sending him crashing into the fire on the other side! THE OPPONENT HAS BEEN SET ON FIRE! YOU WIN THE MATCH!; IF YOUR AGILITY IS HIGHER THAN OR EQUAL TO THE POWER OF YOUR OPPONENT- The Opponent nearly takes your head off with a brutal clothesline to the throat, sending you backward over the ropes and into the roaring flames on the other side! YOU HAVE BEEN SET ON FIRE! THE OPPONENT HAS WON THE MATCH! | 11 | |||
With you stunned on the canvas, the Opponent begins to climb the turnbuckles! Wary of the flames around the ring, the Opponent takes far too long to ascend, and you are able to blast him in the gut, and climb up to the top turnbuckle next to him, attempting a superplex! But, the Opponent fights back, and suddenly you are both balancing precariously on the top rope, struggling to keep out of the flames, but also fighting to shove your Opponent into the inferno below! COMPARE YOUR CURRENT ACCUMULATED FATIGUE TOKENS TO THE CURRENT ACCUMULATED FATIGUE TOKENS OF YOUR OPPONENT. THE WRESTLER WITH THE HIGHEST AMOUNT OF CURRENT ACCUMULATED FATIGUE TOKENS IS SENT SPRAWLING INTO THE FLAMES, CATCHING FIRE AND LOSING THE MATCH! IF BOTH WRESTLERS HAVE THE SAME AMOUNT OF CURRENT ACCUMULATED FATIGUE TOKENS, THEN BOTH WRESTLERS CRASH INTO THE FLAMES, CATCHING FIRE AND CAUSING THE MATCH TO COME TO AN UNSATISFACTORY AND HORRIFIC DRAW! | 12 |
...So, that's it! Thanks again!