Post by Shon Maxx on Apr 2, 2021 6:03:19 GMT -5
So I wouldn't be taking over the other thread, I decided to post here. I've worked on charts for Deathjump and Feuds to fit the Vintage games. Here's what I've got so far (I left out the numbers rolled because I kept messing up the format when pasting here.
Deathjump
-The opponent hurls himself at you, but you catch him with a
roll-up or submission (It’s up to you!). OPPONENT ROLLS PIN.
-The opponent lunges towards you, but you counter with a
takedown, such as a drop toehold or armbar. ROLL LEVEL 3 OFFENSE.
-You either duck out of the way and the opponent falls through
the ropes, or you pick up the opponent and hurl him over the
top rope (It’s up to you!). OPPONENT ROLLS OUT OF THE RING.
-You duck out of the way and the opponent stops in his tracks
but continues his attack.
OPPONENT ROLLS ON LEVEL 2 OFFENSE.
-The opponent hits you with a powerful shoulder tackle, spear,
or knee clip. He then continues his attack.
OPPONENT ROLLS ON LEVEL 3 OFFENSE.
-Ouch! The opponent floors you with a devastating running attack!
You’re in deep trouble! ROLL YOUR PIN.
Feud Table
-Deciding the match ended in a questionable manner, the referee restarts the match.
RESTART MATCH BUT KEEP ALL FATIGUE TOKENS.
-You leave but your opponent jumps up and demands a rematch. Do you accept?
-Both wrestlers brawl but officials jump in and separate the two.
NO INJURIES.
-You continue your assault on the opponent and leave him in bad shape.
OPPONENT IS INJURED FOR 1-6 FIGHT CARDS.*
-The opponent jumps you when you’re not looking. He then performs a brutal series of moves on you.
YOU ARE INJURED FOR 1-6 FIGHT CARDS.*
-*Use this option if the attacking wrestler has an ally. Roll 1d6:
1-2: The ally helps the attacker injure his opponent. OPPONENT IS INJURED AN ADDITIONAL 1-6 FIGHT CARDS.
3-4: The ally attempts to help but his stopped by the opponents ally (or a random wrestler if no ally exists).
NO INJURIES.
5-6: PLAY NORMALLY.
Deathjump
-The opponent hurls himself at you, but you catch him with a
roll-up or submission (It’s up to you!). OPPONENT ROLLS PIN.
-The opponent lunges towards you, but you counter with a
takedown, such as a drop toehold or armbar. ROLL LEVEL 3 OFFENSE.
-You either duck out of the way and the opponent falls through
the ropes, or you pick up the opponent and hurl him over the
top rope (It’s up to you!). OPPONENT ROLLS OUT OF THE RING.
-You duck out of the way and the opponent stops in his tracks
but continues his attack.
OPPONENT ROLLS ON LEVEL 2 OFFENSE.
-The opponent hits you with a powerful shoulder tackle, spear,
or knee clip. He then continues his attack.
OPPONENT ROLLS ON LEVEL 3 OFFENSE.
-Ouch! The opponent floors you with a devastating running attack!
You’re in deep trouble! ROLL YOUR PIN.
Feud Table
-Deciding the match ended in a questionable manner, the referee restarts the match.
RESTART MATCH BUT KEEP ALL FATIGUE TOKENS.
-You leave but your opponent jumps up and demands a rematch. Do you accept?
-Both wrestlers brawl but officials jump in and separate the two.
NO INJURIES.
-You continue your assault on the opponent and leave him in bad shape.
OPPONENT IS INJURED FOR 1-6 FIGHT CARDS.*
-The opponent jumps you when you’re not looking. He then performs a brutal series of moves on you.
YOU ARE INJURED FOR 1-6 FIGHT CARDS.*
-*Use this option if the attacking wrestler has an ally. Roll 1d6:
1-2: The ally helps the attacker injure his opponent. OPPONENT IS INJURED AN ADDITIONAL 1-6 FIGHT CARDS.
3-4: The ally attempts to help but his stopped by the opponents ally (or a random wrestler if no ally exists).
NO INJURIES.
5-6: PLAY NORMALLY.