Post by Deleted on Jul 18, 2009 1:29:17 GMT -5
First off, props to LWPD for laying down the ground work for this match, as well as anyone else who's stuff I used as a rough outline for this match.
Also, if you give this match a try, PLEASE tell me what you think. This took forever to do, even after LWPD helped me along. If you've seen the match and feel it's lacking a key part of it, let me know, and I'll do my best to incorporate it.
Essentially, this is me carrying the El Mesias vs. Chessman steel cage match from Rey de Reyes 2009 over to COTG/LOW. The match takes place in a six-sided steel cage, with a scaffold at the end of the left and right sides of the cage, and a spider web of barbed wire around the top of the cage. Inside the cage, there's two chairs, two tables, and two huge light tubes in the cage. The door can be opened for the guys to go out, and the match ends via pinfall (or I'm assuming as well) submission.
STARTING OFF:
- This is a singles match.
- Use cage ratings as opposed to pin ratings.
- Ignore DQ or Count-out instructions, substitute "down - 3" when needed.
- Ignore 'Deathjump' and 'Out of the Ring'. Roll on the weapons chart when you get either of these.
- All finishers become Add 1 moves.
- Whenever a wrestler rolls an even number on offense, you may choose to roll on the weapons chart.
- Once per match, when a wrestler rolls 'down - 3' on L3D, they can have an ally choose to throw an object into the ring through the door. Roll on the weapons chart to determine which weapon it will be.
WEAPONS CHART:
[/u]Also, if you give this match a try, PLEASE tell me what you think. This took forever to do, even after LWPD helped me along. If you've seen the match and feel it's lacking a key part of it, let me know, and I'll do my best to incorporate it.
Essentially, this is me carrying the El Mesias vs. Chessman steel cage match from Rey de Reyes 2009 over to COTG/LOW. The match takes place in a six-sided steel cage, with a scaffold at the end of the left and right sides of the cage, and a spider web of barbed wire around the top of the cage. Inside the cage, there's two chairs, two tables, and two huge light tubes in the cage. The door can be opened for the guys to go out, and the match ends via pinfall (or I'm assuming as well) submission.
STARTING OFF:
- This is a singles match.
- Use cage ratings as opposed to pin ratings.
- Ignore DQ or Count-out instructions, substitute "down - 3" when needed.
- Ignore 'Deathjump' and 'Out of the Ring'. Roll on the weapons chart when you get either of these.
- All finishers become Add 1 moves.
- Whenever a wrestler rolls an even number on offense, you may choose to roll on the weapons chart.
- Once per match, when a wrestler rolls 'down - 3' on L3D, they can have an ally choose to throw an object into the ring through the door. Roll on the weapons chart to determine which weapon it will be.
WEAPONS CHART:
When a wrestler rolls an even number on offense, you may choose to roll on this chart. Note that once a weapon is used (with the exception of the steel chairs), it is gone from the match for good.
Weapon Chart (Roll 1D6):
1.) Light tube #1
2.) Table #1
3.) Steel chair #1
4.) Table #2
5.) Light tube #2
6.) Steel chair #2
NOTE: "You" refers to the wrestler rolling on the chart.
Light Tubes Chart (Roll 1D6):
1 - You swing the light tube at the opponent, but he ducks, kicking you in the stomach, causing you to drop the light tube! The opponent picks up the light tube, and smashes you in the face with it! Add 1 to your pin rating, opponent rolls on Level 3 Offense.
2 - You swing the light tube at the opponent, but he ducks. Luckily, you swing again, just in time to hit him before he ducks! Opponent adds 1 to his pin rating. You can choose to roll again on the weapons chart or Level 3 offense.
3 - You pick up the light tube, but the opponent fouls you with a low blow, causing you to drop the light tube! The match proceeds as normal, but this object can be used again later in the match.
4 - Your opponent beats you to the light tube! He swings it, hitting you in the leg, but not completely destroying the light tube! Add 1 to your pin rating. Opponent can choose to roll on this chart again, or Level 2 Offense.
5 - Your opponent grabs the light tube from you and swings. Roll one dice. EVEN: The opponent misses! You kick him in the gut, causing him to drop the tube. You can choose to roll on this chart again, or Level 2 Offense. ODD: The opponent catches you in the midsection with the light tube! Add 1 to your pin rating.
6 - Your opponent swings the light tube, but you duck, hitting him with one of your signature moves onto the light tube! Opponent adds 2 to Pin. You can choose to go for the cover, or Roll on Level 3 offense.
Steel Chair Chart (Roll 1D6):
1 - You pick up the chair, and begin stalking your opponent. You raise the chair to hit the opponent, but one of their allies runs into the cage, You blast the ally with the chair, but don't see your opponent coming from behind and hitting you in the back! Opponent rolls on this chart.
2 - You got to the chair first. You kick your opponent in the stomach, and blast him in the back with the chair! The crowd roars as you throw the chair to the side. Roll on Level 2 Offense.
3 - You pick up the chair just as the opponent begins to charge at you. You throw the chair at the opponent, hitting him square in the face! Roll on Level 3 Offense.
4 - You set the chair up in the corner, between the turnbuckles. You whip the opponent to the corner. Roll one dice. EVEN: The opponent goes into the corner, hitting the chair! Opponent adds one to pin, and you roll on Level 3 Offense. ODD: The opponent reverses, sending you into the chair! You add one to your pin rating, and the opponent rolls on Level 3 Offense.
5 - Your opponent grabs the chair from you, and hits you in the stomach with the chair. The opponent waits for you to recover, and blasts you in the face with the chair! The opponent rolls on Level 3 Offense.
6 - The opponent gets to the chair first, and begins taunting the crowd, giving you plenty of time to recover. You charge at the opponent. Roll one dice. EVEN: You hit the opponent with a tackle (through a table set up in the corner, if applicable)! If there was a table in place, opponent adds 2 to their Pin rating. Either outcome, you roll on Level 3 Offense. ODD: The opponent hits you in the face with the chair, stopping you dead in your tracks! You add 1 to your pin rating. The opponent rolls on Level 3 Offense.
Table Positioning Chart (Roll 1D6):
1 - You angle the table up against the cage.
2 - You attempt to set one of the tables up, but the opponent attacks you. The opponent rolls on this chart.
3 - You angle the table in the corner.
4 - Your opponent clotheslines you and grabs the table. The opponent sets the table up in the corner.
5 - You set the table up in the middle of the ring.
6 - The table is set up near the corner, blocking access to that corner. (IE the table is set up like normal, not angled in the corner)
Note that if one of the tables is already set up (not angled), you can choose to stack the tables without rolling on this chart.
CAGE ESCAPE CHART:
When one of the wrestler's Cage ratings reaches 10, roll on this chart. This is essentially the ending stretch of the match. If it isn't for you, then holy crap you've got two guys who refuse to stay down.
PHASE 1 - ESCAPING THE CAGE (Roll 2D6):
2 - 4: The wrestler with the lower amount of fatigue escapes the cage first. He slams the door in the face of his opponent, and begins climbing the cage. Begin Phase 2.
5 - 6: The wrestler with the lower amount of fatigue attempts to escape, but his opponent's allies rush the ring, slamming the door into their face. The allies beat the other wrestler down, while the opponent begins his ascent. The wrestler with the lower amount of fatigue tokens adds 2 to cage rating. Begin Phase 2.
7 - 9: The wrestler with the higher amount of fatigue tokens throws the opponent through the open door of the cage, and follows him out. The two exchange punches, and begin climbing the cage simultaneously. Begin Phase 2.
10: The wrestlers both attempt to escape the cage, but end up battling back into the ring. They hit a double clothesline, and both are down. Roll again on Phase 1. If you get this result again, re-roll.
11 - 12: The wrestler with the higher amount of fatigue tokens escapes the cage door, and begins climbing. His opponent slowly follows, but begins his ascent. Begin Phase 2.
PHASE 2 - FIGHTING ON THE CAGE/THE CLIMB:
At this point, both wrestlers are fighting it out on the cage, trying to get to the top of the cage first. The wrestler with the lower cage rating at this point wins the fight, and gets to the top of the cage. Begin phase 3.
PHASE 3 - HOLY CRAP WHAT A FALL:
By now, both guys are sitting atop one of the small scaffold pieces atop the cage. They're above all the carnage they've went through to this point, possibly some tables that have been set up, and a spider web of barbed wire. Yeah, this isn't going to be pretty. The wrestler with the lower cage rating rolls on the following chart.
ATOP THE CAGE CHART (ROLL 1D6):
1 - The wrestler with the lower cage rating begins unloading with right hands (or left, whatever) on the opponent, weakening the opponent. He begins to stand up with the opponent. Roll one dice. EVEN: The wrestler with the lower cage rating hurls the opponent from the top of the cage, through the spider web of barbed wire, and to the mat below! The wrestler descends and covers the opponent! Add 2 to opponent and roll Pin. (If there are any tables, add 2 extra to the cage rating.) ODD: The opponent low blows his opponent, bringing us back to square one. Opponent rolls on this chart.
2 - The wrestler with the higher cage rating throws a fireball (or projectile of some sort) at the opponent, blinding the opponent! Roll again on this chart.
3 - Both wrestlers are wearing themselves out, exchanging punches. The match comes to a standstill as fans begin to boo both wrestlers. Re-roll on this chart.
4 - The wrestler with the higher cage rating is in serious trouble as his opponent picks him up for a chokeslam (or some such move). But just then, the wrestler's ally climbs the cage, and pushes the opponent off of the cage through the carnage below! Opponent adds 2 and rolls pin. (Again, add 2 extra if there are any tables set up, not angled)
5 - The wrestler with the lower cage rating stands up, grabbing his opponent by the face. His opponent low blows him, pushing him off the cage, through everything below. But that's not enough, the opponent sees his foe's broken body, and leaps off the cage onto him! Add 3 to the fallen wrestler and roll pin.
6 - Both wrestlers are standing atop the scaffold, trading punches. They begin to lose balance, and both fall off through the barbed wire to the mat below. (Again, add 2 extra if there are any tables set up, not angled) At this point, the referee is checking on both participants, but neither are able to move! The referee rules the match a draw!**
** If you dislike this outcome, you can re-roll.
[/center][/font]