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Post by LWPD on Feb 13, 2008 20:00:59 GMT -5
Indian Strap Match Credit Ty States
INDIAN STRAP MATCH
Two wrestlers are tied together to a leather strap. To win, one must drag the other around the ring, touching all four corners.
1. Ignore (lv)
2. When out of the ring is rolled, substitute HEAD INTO TURNBUCKLE - 3, or roll again if out of the ring © is rolled.
3. The wrestler being pinned must roll four separate PIN’S before being declared the loser.
4. When (ch) is rolled, substitute CHOKE USING STRAP - 3.
5. When into the ropes is rolled, use the chart below:
2-4 You are back body dropped. OPPONENT ROLLS ON LEVEL 2 OFFENSE.
5 As you come off the ropes and are about to hit the ropes on the other side, you are yanked back into the center by your opponent. ADD 1 TO YOUR POWER RATING. OPPONENT ROLLS ON LEVEL 3 OFFENSE.
6-9 As you come off the ropes, you wrap the strap around your opponent’s neck and bulldog him to the mat. ROLL ON LEVEL 3 OFFENSE.
10 When you hit the ropes, your opponent sets up for a dropkick, but you grap the ropes and your opponent falls to the mat. ROLL ON LEVEL 2 OFFENSE.
11-12 As you come off the ropes, your opponent sets up for a back drop, but you quickly put him in a neckbreaker and try to end the match. OPPONENT ROLLS UP TO 4 PINS.
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Post by LWPD on Feb 13, 2008 20:01:50 GMT -5
Credit Mr. Hyde
Inferno Match* 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 MATCHMATCH 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 CHARTWhen 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 |
_________________________________ Injury Chart
Credit Mark Vander ZandenRegular Match: For each token that a wrestler receives, roll 1D6. For each 'one' that is rolled consult the chart. Specialty or Grudge Match: For each token that a wrestler receives in a specialty match, roll 1D6. For each "one" that is rolled consult the chart below, adding 1 to each of the die rolls. Note that this is in ADDITION to any time lost because of a result of the match. Basic Chart1-3 No injury 4 Minor injury. Wrestler works with some discomfort, increase his PIN by 1 for each 1D6 cards 5 Wrestler injured and misses 1D6 fight cards 6 Reroll on the extended chart instead Extended Chart2-3 Severe Injury. Wrestler is gone for 3D6 fight cards 4-5 Major Injury. Wrestler is gone for 2D6 fight cards 6-8 Moderate Injury. Wrestler is gone for 1D6 plus 2 fight cards 9-10 Debilitating Injury. Wrestler is gone for 2D6 fight cards and has a PIN+1 for another 1D6 fight cards thereafter. 11 Grievous Injury. Wrestler is gone for 1D6 times 5 fight cards and has a PIN of 1 added for another 1D6 plus 2 fight cards thereafter 12 Hideous Injury. Wrestler is gone for 1D6 times 10 fight cards and his PIN is PERMANENTLY increased by 1. He also has a fifty-fifty chance of having either his power or agility downgraded by one permanently as well.
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Post by LWPD on Feb 13, 2008 20:02:32 GMT -5
Credit Slymm
Injury Status Chart
These are the rules I go by for determining if a wrestler can wrestle and/or appear when injured.
1. Look at the length of injury. Then roll two dice. If the roll is the same or less than the length of injury, the wrestler may not WRESTLE.
2. I then roll a second time.
a. If the roll is the same or less again, the wrestle may not even appear on the card (no run ins, interviews etc.)
b. If he beats the roll the second time, he may appear, but still may not wrestle.
c. On a roll of 7, the wrestler automatically is out of action and may not wrestle or appear.
3. Once a wrestler can wrestle, you need not roll again for the duration of his injury. If a wrestler is only able to appear, the next card you need only roll once to see if he is healthy enough to wrestle (as he is already able to appear).
Example: Rick Rude is injured 9 cards. Roll two dice. Assume the roll is 6. This means Rude cannot WRESTLE. You then roll two dice again. Say the roll is 11. This means though too injured to wrestle, he still may appear, via ringside, run-in etc. The next card, Rude's injury will be down to 8. You would then roll just once to see if he can wrestle.
REMEMBER: any roll of 7 automatically disqualifies the wrestler from competing or appearing.
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Post by LWPD on Feb 13, 2008 20:04:53 GMT -5
Credit Jeff 'Doc' Manjarrez
Interview Interference Chart By Jeff "Doc" Manjarrez
We have all seen it (especially in the early 80's of the AWA, and Piper's Pit comes to mind). A wrestler comes out to do an interview segment, and his hated rival comes in to disrupt the interview - and in many cases to injure the wrestler being interviewed. Well, this supplement will hopefully add some spice to the good old wrestling interview in your fed.
Rules: Anytime a heated fued is taking place in your fed, and a wrestler (or group of wrestlers) come out near ringside for an interview, the wrestler's rival has a chance to come in and disrupt the interview. A roll of doubles on two dice (or whenever the promoter feels that it is appropriate) indicates that there will be some kind of confrontation.
Roll on the Interview Interference Chart.
Interview Interference Chart (Villains)
2) Impromptu Match 3) Rival Attack (sneak) 4) Rival Attack (caught) 5) Lip Service 6) Lip Service 7) Lip Service /Referees break it up 8) Lip Service / Commissioner breaks it up 9) Lip Service / Referees break it up 10) Rival's Ally Attack (sneak) 11) Rival's Ally Attack (caught) 12) Group Attack
Interview Interference Chart (Heroes)
2) Impromptu Match 3) Lip Service 4) Lip Service 5) Lip Service 6) Lip Service 7) Lip Service / Referees break it up 8) Lip Service / Commissioner breaks it up 9) Lip Service / Referees break it up 10) Lip Service 11) Lip Service 12) Impromptu Match
Any result of Rival Attack or Rival's Ally Attack may result in the aggressor bringing in a foreign object or weapon to clobber his enemy with (NOTE: only villains will bring wield weapons against rivals). A roll of 5 or 6 on one die indicates that the rival comes down to the interview area armed with a weapon. Roll on the weapon chart to determine which one is used. The number(s) following the weapon description is the number of cards a wrestler will be injured for if the weapon is used against him successfully. NOTE: Any time a weapon is used in an interview attack, the wrestler that uses the weapon must roll for suspension.
Which Weapon Chart?
1-4) Roll on Weapon Chart One 5-6) Roll on Weapon Chart Two
Weapon Chart One
2) Baseball Bat (wooden) (1-6 cards) 3) Brass Knuckles (1-3 cards) 4) Bull Rope (choke) (1-2 cards) 5) 2 x 4 Board (1-6 cards) 6) Steel Knuckles (1-6 cards) 7) Cat O' Nine Tails (1-6 cards) 8) Chair (wooden) (1-3 cards) 9) Coal Miner's Glove (1-3 cards) 10) Chair (steel) (1-6 cards) 11) Trash Can (1-3 cards) 12) Stun Gun (3-8 cards)
Weapon Chart Two
2) Ball and Chain (3-8 cards) 3) Singapore Cane (1-6 cards) 4) Steel Pole (4-9 cards) 5) Morning Star (2-12 cards) 6) Warhammer (3-18 cards) 7) Aluminum Baseball Bat (2-7 cards) 8) Chair (wooden) (1-3 cards) 9) Coal Miner's Glove (1-3 cards) 10) Chair (steel) (1-6 cards) 11) Trash Can (1-3 cards) 12) Stun Gun (3-8 cards)
Impromptu Match: The interfering wrestler comes down to the interview area and a heated shouting match erupts between the two of them. In the end, one of the wrestlers challenges the other to an impromptu match on the spot. Roll two dice.
EVEN ROLL: The wrestler that was being interviewed challenges his rival to match
ODD ROLL: The interfering wrestler challenges his rival to a match. From there both wrestlers enter the ring for an unexpected match. Play out the match as normal, except the first wrestler to either pin or use his finishing maneuver on his opponent automatically wins the match.
Lip Service: The interfering wrestler comes down to the interview area and both get into a heated argument.
Lip Service / Referees Break it Up: The interfering wrestler comes down to the interview area and both get into a heated argument. The argument proceeds until it looks like things are going to come to blows between the two wrestlers. At that point a host of referees come down to the interview area and break up the conflict.
Lip Service / Commissioner Breaks it Up: The interfering wrestler comes down to the interview area and both get into a heated argument. The argument proceeds until it looks like things are going to come to blows between the two wrestlers. At that point the Commissioneer comes down to the interview area. Roll two dice and use the chart below:
Commissioner Breaks it Up Chart
2) The Commisioner tells them to go and settle the dispute now - Follow Impromptu match rules (above) 3-6) Commissioner breaks up the argument. 7-9) Commissioner breaks up the argument - and signs the two wrestlers to a match (tonight or next week) 10-11) Commissioner breaks up the argument. 12) Commissioner tried to break up the argument. Roll one die EVEN ROLL: The wrestler that was being interviewed tries to punch his rival, but accidentally punches the commissioner. Roll on the commissioner card for suspension.
ODD ROLL: The aggressor tries to punch his rival, but accidentally punches the commissioner. Roll on the commissioner card for suspension. Rival Attack (Sneak): The aggressor sneaks up on the wrestler that is being interviewed. If he has a weapon he attack his rival with the weapon, the wrestler will be injured a number of cards equal to the weapons injury rating (see weapon list). If the aggressor doesn't have a weapon, then he sneaks up on the wrestler being interviewed and applies his finishing maneuver on him (if it doesn't make sense for the aggressor to use his finisher outside the ring, assume he uses one of his favorite moves - no injury), the victim will be injured for a number of cards equal to the aggressor's Finisher Rating. Rival Attack (caught): The agressor tries to sneak up on the wrestler being interviewed, but somehow he is spotted before he can make his attack. If he has a weapon roll one die
1-4: Shocked at being discovered he drops the weapon, roll on Interview Brawl Chart ;
5-6: The wrestler that was being interviewed bashes the aggressor over the head and grabs the weapon from him. The player may either use the weapon on his rival or roll on the Interview Brawl Chart). If the aggressor doesn't have a weapon then roll on the Interview Brawl Chart.
Rival's Ally Attack: The aggressor comes down to the interview area and a heated argument begins. During the argument, one of the aggressor's allies sneaks up on the wrestler that was being interviewed from behind. . If the rival's ally has a weapon he attacks the wrestler being interviewed with the weapon, the wrestler will be injured a number of cards equal to the weapons injury rating (see weapon list). If rival's ally doesn't have a weapon, then he sneaks up on the wrestler being interviewed and applies his finishing maneuver on him (if it doesn't make sense for the aggressor to use his finisher outside the ring, assume he uses one of his favorite moves - no injury), the victim will be injured for a number of cards equal to the aggressor's Finisher Rating.
Rival's Ally Attack (caught): : The aggressor comes down to the interview area and a heated argument begins. During the argument, one of the aggressor's allies tries to sneak up on the wrestler that was being interviewed from behind, but somehow he is spotted. If he has a weapon roll one die
1-4: Shocked at being discovered he drops the weapon, roll on Interview Brawl Chart
5-6: The wrestler that was being interviewed bashes the aggressor's ally over the head and grabs the weapon from him. The player may either use the weapon on his rival and or his rival's ally, or roll on the Interview Brawl Chart). If the aggressor's ally doesn't have a weapon then the aggressor sees that his "well laid plan" is going sour. He runs from the interview area (in disgust/fear?), leaving his ally to deal with the wrestler that was being interviewed. Roll on the Interview Brawl Chart. Group Attack: The aggressor, and all of his allies, rush the interview area and beat the wrestler that was being interviewed within an inch of his life. The victim will be injured for a number of cards equal to the sum of all of the attacking wrestlers Finishing Ratings. Roll for Suspension for all of the attacking wrestlers.
Interview Brawl Chart: 2) The aggressor uses his finisher on the wrestler that was being interviewed. The victim is injured for a number of cards equla to the aggressor's Finisher Rating. NOTE: If it doesn't make sense for the aggressor to use his finisher outside of the ring, assume he uses one of his favorite moves and the victim is injured for one card.
3) The aggressor power bombs the wrestler that was being interviewed through a table at the interview area. The victim is injured for 1-3 cards.
4) Both wrestlers battle each other away from the interview area and down the aisle leading to ring side. The aggressor get's the upper hand and reverse suplexes the wrestler that was being interviewed onto a seat vacated by a frighted fan. The victim is injured for 1-3 cards.
5) The aggressor is in total control of the brawl. The interview area is destroyed as the aggressor beats the wrestler that was being interviewed into a bloody mess. The victim is injured for 1-3 cards.
6) Both wrestlers battle each other, and the fight slowly spills out from the interview area to the aisle leading to ring side. In the end, the aggressor get's the upper hand and body slams the wrester that was being interviewd on to the steel security rail. Victim is injured for 1-3 cards.
7) Both wrestlers battle each other away from the interview area. The fight proceeds down the aisle and to ringside. There, the aggressor gets the upper hand and body slams the wrestler that was being interviewed on to the announcer's table (destroying the table). Victim is injured for 1-3 cards.
8) Bother wrestlers battle each other away from the interview area. The fight proceeds down to the back of the arean, where the wrestler that was being interviewed power slams the aggressor into a souvenir stand. Victim is injured for 1-3 cards.
9) Both wrestlers battle each other away from the interview area. The fight proceeds down the aisle leading to ring side. There, the wrestler that was being interviewed get's the upper hand and slams the aggressor's head repeatedly into the steel security rail. Victim is injured for 1-3 cards.
10) The wrestler that was being interviewed is in total control of the brawl. The interview area is destroyed as the wrestler that was being interviewed beats the aggressor into a bloody mess. The victim is injured for 1-3 cards.
11) The wrestler that was being interviewed beats the aggressor out of the interview area, and then picks up the aggressor and executes a running body slam into the giant hologram video screen (fortified glass) at the back of the arena. Victim is injured for 1-3 cards.
12) The wrestler that was being interviewed uses his finisher on the aggressor. The victim is injured for a number of cards equal to the Finishing Rating of the wrestler that was being interviewed.
NOTE: If it doesn't make sense for the aggressor to use his finisher outside of the ring, assume he uses one of his favorite moves and the victim is injured for one card.
What if more than one is interviewed? If there are two or more wrestlers being interviewed and interview interference is rolled, then pair up one aggressor against one wrestler being interviewed, until all of the wrestlers being interviewed are paired with an opponent. Roll once on the Interview Interference chart for all of the wrestlers involved in the interference with these exceptions: 1) Treat any Rival's Ally Attack result as a Rival Attack result.
2) Re-roll any Group Attack results on the Interview Interference chart.
3) Treat any Commissioner breaks up the argument result as only Commissioner breaks up the argument (result 3-6 or 10-11 on the Commissioner Breaks it up Chart).
4) Roll once to see if any of the wrestlers have weapons. If they do, then all of the wrestlers involved in the attack roll seperately to see which weapons they will bring to the brawl. If instructions lead you to roll on the Interview Brawls Chart, then roll once for each matched pair. After half of the wrestlers are injured, then pair off the two sides again (as best that you can) and roll on the chart again for each matched pair. Continue this procedure until all of one side or the other in the dispute are left uninjured.
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Post by LWPD on Feb 14, 2008 3:02:53 GMT -5
Iron Man Match w/ 3 Judges Decision (if necessary) Credit Sheila
1. This match is comprised of a total of 60 "successfully completed" moves.
2. Each move is "numbered" with only a successful result leading to the next move number (ex. Move 1 Wrestler X is on offense/ dropkick/ Wrestler Y defense/ counter/Wrestler Y offense/ pile-driver/ Wrestler X defense/ hurt/ Move 2 etc.)
3. Each completed move # represents one minute, with the entire match representing a total of 60 minutes.
4. To emphasize the importance "fatigue" plays in an hour long match, both wrestlers are FORBIDDEN from executing their finishers until their opponent has a pin rating of five or higher.
5. Until this point, for ALL finisher rolls, substitute a random pin combo attempt (ex. inside cradle, small package, backslide, etc.). Use a rating of zero, add one after a kick-out.
6. Once the defensive wrestlers pin rating has reached five or higher, finisher use for that offensive wrestler is unlimited.
7. After the 60 moves (minutes) have elapsed, the wrestler with the most pin falls is crowned the winner.
8. In the event that the two wrestlers are "tied" with the same # of pin falls, the match will be decided by a panel of "three judges" at ringside.
9. The judges "score" the match based on the following criteria:
Judge 1 awards the match to the wrestler with the HIGHEST number of successful offensive moves.
Judge 2 awards the match to the wrestler with the LOWEST pin rating
Judge 3 awards the match to the wrestler with the HIGHER # AFTER subtracting the pin rating from the # of successful offense moves.
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Post by LWPD on Feb 14, 2008 3:03:34 GMT -5
Credit Casey Jones
King of the Death Match
Here are the rules used in the Kawasaki Stadium IWA King of Death Match Tournament fought on 8/20/95 in Japan. Yes, this is the one you’ve heard about.
I figure the legendary status of such an event would make the GWF want to give it a run once in a while. I made it my annual August event, always on the 8/20 anniversary.
I’m coming up with these rules myself, and don’t look at anyone else’s rules other than Tom’s, so if I’m using something someone else already created, it’s coincidental, but let me know.
Since all these matches use barbed wire ropes, use the barbed wire cage rules/chart for when someone gets thrown into the ropes. Since the match isn’t in a cage, it can go outside the ring.
Outside, wrestle like a normal match. Assume you roll the guy back into the ring for a pin attempt, though, as these aren’t falls count anywhere matches.
The tournament is divided into two blocks.
Block A’s round one match is a chain match with barbed wire ropes. Tiger Jeet Singh beat Mr. Gannosuke, and Terry Funk beat Leatherface.
Use castor chain match rules but with barbed wire ropes.
Block B’s round one match is a thumbtack match. Cactus Jack beat Terry Gordy, and Shoji Nakamaki beat Hiroshi Ono.
Wrestle like a normal match with barbed wire ropes, but any time a 3 is rolled on offense, INCLUDING the first roll of the match, you can attempt to throw someone into the thumbtacks, if you want. Roll one die-
Even-You slam your opponent onto the thumbacks! Add one to their pin rating, and have them roll on level 3 defense!
Odd-You attempt to pick up your opponent to dump them into the tacks, but they drop toe hold you into the tacks. You land face first. Add one to your pin rating, and roll on level 3 defense.
Keep in mind the thumbtacks are inside the ring.
Block A’s semifinal match was a glass death match, where a big pane of glass is at ringside. When outside the ring, every time a 3 is rolled on offense, you can try to throw your opponent into the glass. It works like the thumbtacks match above, with the even and odd rolls.
AFTER the glass is broken, every time you roll a (C) outside of the ring, you can chose to do a “STAB WITH GLASS SHARD-3 ADD 1.
Block B’s semifinal match was a BED OF NAILS match. Cactus Jack beat Shoji Nakamaki. Assume the beds of nails are on the corner posts(yeah, they moved them in the match, but every match since, they’ve been affixed to the corner posts). All “Into The Turnbuckles” become “Into the bed of nails” and result in the person thrown into the corner adding one to their pin and rolling on level 3 defense. Since these matches are really short and brutal, I chose not to have a reversal system in them.
The finals of the tournament was an exploding ring death match, which saw Terry Funk face Cactus Jack, with Cactus becoming the King of Death Matches.
C4 explosive boards are all over the ring. When you roll a 3 on offense, you have no choice. YOU MUST ROLL ON THIS CHART. Roll 2 dice.
2-5 You and your opponent land fairly safely, or as safely as someone hitting someone else with a wrestling move can land. Roll Defense normally.
6-8 You and your opponent both land on an explosive board. Both wrestlers add three to their pin. Each player must then roll, highest roll gets up first and rolls on Level 3 Offense.
9-12 Your opponent lands right on an explosive board. Add 4 to your opponent’s pin rating, and have them roll pin.
ALSO, the match has the ring set to explode after a certain amount of time. That’s up to you. Whoever is in the ring when it explodes adds 7 to their pin. If both wrestlers are inside the ring at that time, roll to see who gets up first, and have them go for a cover. They just survived the ring explosion!
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Post by LWPD on Feb 14, 2008 3:04:07 GMT -5
Credit Tom Stone
KING OF THE MOUNTAIN MATCH
This is a mega-event. There's 2 runners, 1 on each side. #1 on each side face #2 in a match, with that winner facing #3 on their side. That winner waits to see who the winner is on the other side. The both winners take on #4 (presumably the champ, unless you want the champ to be a random number on either side.) in a triple threat ladder match for the title.
*To win, a wrestler has to pin both wrestlers at some point during the match. Keep track of who's pinned whom.
*Use the Earth Ladder match chart at the top.
*Ignore grabbing the belt options for this match. Replace with smash with ladder-3 (add 1) or some other high spot involving the ladder-3 (add 1) for the winning roll on that option.
*Assume first pin he's climbing the ladder. The second pin assume he grabs the belt to win the match, or however you see fit.
*In the other cage sectors, play the match as normal, but treat "out of the ring" as "into the cage-3."
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Post by LWPD on Feb 14, 2008 3:04:49 GMT -5
Credit David Barnes
KING OF THE RING MATCH This match takes place on a wrestling ring that is half the size of a normal squared circle. The turnbuckle pads and ropes are removed. The objecct of the match is to remain the last wrestler standing in the ring, defeating your opponent(s) by either gaining a pinfall/submission victory or by throwing your opponent(s) out of the ring.
RULES:
1. INTO THE ROPES and OUT OF THE RING are automatic eliminations.
2. Maneuvers using the ropes are ineffective and your opponent takes over on Level 2 Offense.
3. INTO THE ROPES and "choke using ropes" become INTO THE RING POST-3.
4. Two wrestlers begin the match by wrestling each other until one is pinned or thrown out of the ring.
5. The wrestler remaining in the ring must immediately face the next wrestler in line until he eliminates him or is himself eliminated. This goes on until there's only one wrestler left in the ring. He is then declared the winner of the KING OF THE RING MATCH.
6. There are no disqualifications, no count-outs, no ringside allies, no valets, and no managers; however, if the manager is a wrestler as well, he is more than welcome to enter the match and take his chances.
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Post by LWPD on Feb 14, 2008 3:08:27 GMT -5
King Star Battle Royal Credit Peter Beck
The King Star Battle Royal is a series of Battle Royal Matches in which participants fight their way through a number of preliminary Battle Royals in an effort to reach the King Star Battle Royal finale.
This year’s event included 6 preliminary Battle Royals en-route to the King Star Battle Royal Finale for the male and female wrestlers in the GWF. The winners of the King Star Battle Royal Finales automatically win Galaxian Championship matches.
This year’s preliminary matches were split between Singles and Tag Teams with two 11-man Battle Royals in which the final 5 participants would move onto a 10-man Final Battle Royal for the singles participants.
On the tag team side of the house, each team would be split and one member would be placed in the two 8-man preliminary Tag team Battle Royals in which the final 4 participants would move onto an 8-man Final Battle Royal for the Tag Team participants. The final 5 individuals from both the Singles and Tag Team Battle Royals would advance to the King Star Battle Royal Finale.
Battle Royal Rules:
All participants are placed in a pile and two are randomly drawn to wrestle and see which will be eliminated either by pinfall, submission or by being thrown out of the ring. Imagine a wrestler who has submitted or been pinned was thrown over the top rope as part of the pinning move or immediately after it.
The wrestler who survived is put back in pile and two more are randomly selected to continue the match.
House Rules:
#1, When a wrestler rolls “out of the ring” on offense, the opponent who might be eliminated rolls ½ of current pin rate to determine elimination
#2, if a wrestler rolls 12 for pin roll, assume the wrestler knocks opponent back into melee saving himself/herself from elimination for the time being and two new wrestlers are drawn from the wait pile to continue the match...basically this is a last ditch “save” effort by a wrestler who is on the verge of elimination!
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Post by LWPD on Feb 14, 2008 20:26:30 GMT -5
Ladder Match
Credit poparuss
The goal of this match is to successfully set up and then climb a ladder and grab something (whatever it's up to you).
1. The match starts as a regular match. Ladders are placed underneath the ring.
2. Take the cage rating then ADD the difference between agility ratings (if there are any) to the slower wrestlers cage rating. This gives an advantage to the faster guy because it's easier for the faster wrestler to climb a ladder.
3. There are no pinfalls but add finisher attempts to cage rating.
4. Only after a defensive wrestlers cage rating has reached 6 or higher, can the offensive wrestler bring the ladder into the ring. This is to prevent the match from ending too quickly. If the ladder is in the ring, a defensive wrestler still cannot attempt to climb the ladder, until he wears down his opponent to cage rating of 6. If not, he ignores other chart instructions & substitutes rolls on level 3 offense.
5. An offensive wrestler can attempt to retrieve the ladder at anytime once when:
a. he rolls his finisher (add to cage rating) b. a defensive wrestler rolls down/pin & has a cage rating of 6 or higher
Bring Ladder Into Ring Chart
2-3 Offensive wrestler successfully tosses the ladder into the ring as the flying ladder crashes head first into the defensive wrestler (add one to cage rating). Offensive now wrestler rolls on Climb the Ladder Chart.
4-7 Defensive wrestler connects with a tope suicida as the offensive wrestler is moving toward the ring. Add one to offensive wrestler. Roll out of the ring chart for the injured Offensive wrestler.
8-9 Defensive wrestler baseball slide dropkicks the ladder into the offensive wrestler before he is able to bring the ladder into the ring. Add one to offensive wrestler as defensive wrestler takes over on Level 3 offense.
10-11 Offensive wrestler slides the ladder under the ring ropes into the ring. He then sets the ladder up in the corner and slingshots the defensive wrestler into the ladder. Add 1 to defensive wrestler cage rating. Offensive wrestler rolls Climb the Ladder chart.
12 Offensive wrestler slides the ladder into the ring. As he attempts to set the ladder up against the turnbuckle, the defensive dropkicks him head first into the ladder, busting him open, as the ladder flies out of the ring to the floor. Add one to offense wrestler, defensive wrestler takes over on Level 3 offense.
Once the ladder is actually in the ring, the offensive wrestler may attempt to climb the ladder whenever:
a. he rolls his finisher b. the defensive wrestler is down or has rolled pin.
Use the following chart:
Climb the Ladder Chart
2-4 The offensive wrestler is inches from the ladder, but the defensive wrestler tilts the ladder over, knocking the offensive wrestler out of the ring and through a table. Add 2 to cage rating of offensive wrestler, who now rolls on level C out of ring chart.
5-7 Both wrestlers are battling at the top rung of the ladder. Roll two dice and combine this number with each wrestlers cage rating. The wrestler with the LOWEST combined number knocks his opponent to the floor, add 2 to cage rating. Now roll the defensive wrestlers cage rating:
a. If the roll is lower, then the man remaining on ladder grabs the thing at the top & wins.
b. If the same or higher, he loses his balances & falls off, add 2 to his cage rating. Reroll two dice again to see which man takes over on level three offense, with HIGHEST roll recovering first.
8-9 The Offensive wrestler attempts to climb the ladder, but is successfully pulled down by the defensive wrestler. Roll both dice, highest roll takes over on level 2 offense.
10-11 The two wrestlers are battling at the top back & forth. Roll two dice. The wrestler with the LOWEST combined # after adding the roll to cage rating executes a spectacular high spot on the defensive wrestler. Add 2 to defensive wrestlers cage rating. Offensive wrestler rerolls on this chart.
12 Both men brawl at the top of the ladder. The combined force of their battle causes the ladder to fall over to the arena floor. Both wrestlers are badly hurt, add 2 to cage rating. To determine which wrestler recovers first roll both dice and add that number to the cage rating. The wrestler with the lowest combined # recovers first. That wrestler now rolls on Bring Ladder Into Ring Chart.
Let the bodies hit the floor!!!!
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