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Post by LWPD on Feb 14, 2008 20:27:17 GMT -5
Credit Mr. Hyde
Last Man Standing Match
Based closely off of the WWE's version...
LAST MAN STANDING MATCH
MATCH RULES
-There are no pin falls, submissions, disqualifications, or count-outs
-The match is fought until one wrestler is unable to respond to a count of 10
GAME RULES
-There are no pin falls, submissions, disqualifications, or count-outs
-Use the rules and subsequent chart for the Hardcore Titan Death Match --or any other of the Hardcore Charts/rulesets found in the Open Source Archive on the official board
-Into the Ropes and Into the Turnbuckle charts are used normally
-The only way to win is to be the Last Man Standing
LAST MAN STANDING
-To become the Last Man Standing, you must first beat your opponent down to a certain point known as his THRESHOLD and then keep him down for a referee’s TEN COUNT by making him fail his Current Cage Rating 10 CONSECUTIVE TIMES
-Before the match begins, determine both yours and the opponents THRESHOLD by adding your Cage Rating and Basic Pin Rating together. Then, subtract this number from 12 --what you have now is your ‘Threshold’, or how many Fatigue Tokens you must accrue before you can be defeated --It is important to note that a wrestler cannot be defeated until he has reached his ‘Threshold’
-Before the opponent reaches his THRESHOLD, Finisher rolls on offense and Pin instructions on defense or chart results simply Add 1 to the opponent
-As soon as the opponent accumulates an amount of Fatigue Tokens equal to his THRESHOLD, he must roll to see if he has been defeated, as described further below
-After the opponent has reached his THRESHOLD, Pin instructions rolled on defense and chart results continue to Add 1 to the opponent and Finisher rolls on offense have their own rules, as described further below
THE TEN COUNT
-The referee’s TEN COUNT is taken by the opponent in 3 situations:
--Immediately when he has acquired as many Fatigue Tokens as his THRESHOLD --If he is not defeated as soon as he reaches his THRESHOLD, then after the addition of each Fatigue Token past his THRESHOLD --When a Finisher is rolled against him
-In all of these situations, to roll the TEN COUNT, the opponent adds his base Cage Rating to his current amount of accumulated Fatigue Tokens to get his Current Cage Rating --The opponent then rolls two dice 10 Consecutive Times, with one roll equaling one count from the referee --If the roll result his Equal to or Higher than his Current Cage Rating, the opponent has passed this roll and is on his feet; the rolling stops and you immediately roll on Level 3 Offense --Rolls of 12 are ALWAYS Passes, no matter the Current Cage Rating of the opponent --If the roll is Lower than his Current Cage Rating, the opponent has failed this roll, is still down and must make another roll --If the opponent Fails all 10 rolls, he has failed the TEN COUNT, is incapacitated, and you are declared the Last Man Standing and victor
-If the TEN COUNT is taken due to the roll of a Finisher on offense, then the Finisher Rating will effect the Current Cage Ratings during the TEN COUNT --The easiest way to describe this would be in example. Therefore:
---A Finisher Rating of (+5) would add 5 to the Current Cage Rating of the opponent for the first roll, add 4 to the Current Cage Rating for the 2nd roll, add 3 to the Current Cage Rating for the 3rd roll and so on, decreasing in effect by one per roll until it no longer adds anything --In addition, if the opponent Passes a TEN COUNT caused by a Finisher Roll, then Add 1 to the opponent but DO NOT make the opponent take the TEN COUNT for this particular Fatigue Token
-If both wrestlers have exceeded their THRESHOLD and either man is caused to roll a TEN COUNT, then both men must take the count simultaneously --to do this, find which wrestler has the Lowest Current Cage Rating --make only 1 roll for each wrestler per count in the TEN COUNT --if the Lowest Current Cage Rating fails the roll, then obviously the other Cage Rating fails as well --if the Lowest Current Cage Rating passes the roll, then check to see if the other Cage rating passes it as well ---if the other Cage Rating also passes this roll, both men are up and the wrestler who was on Offense continues on Level 3 Offense ---if the other Cage Rating does not pass this roll, then subsequent rolls must be made against ONLY this Cage Rating, either until all 10 rolls are failed, or the Cage Rating passes a roll
NOTE: In this situation, the wrestler who was on offense can NEVER lose the match alone, even if his Current Cage Rating is the higher of the two. So, if both men have exceeded their ‘Threshold’, then all rolls of the ‘Ten Count’ will either result in both men passing and the wrestler who was on offense continuing on Level 3 Offense, the wrestler on defense failing and losing the match, or both men failing to answer the count and the match ending in a draw. No matter what.
_____________________________________________________
Last Man Standing Match
Credit Sheila
1. This match is held under standard Kronos Strong Style rules, no dq's or count-outs. It is designed to allow two wrestlers to pursue the "ultimate challenge", where they push themselves "beyond the limits" of a standard match.
2. It is recommended to have a total of THREE six sided dice, although this is not a necessity. Two will do if you just follow the rules & remember the highest initial roll.
3. After a pin fall is recorded, it is assumed that both wrestlers receive a 30 second rest period. After which, the wrestler who was pinned, has a count of 20 seconds, to "stand" on his feet.
4. At this point, the rolling of three dice comes into play. If the combined roll of three dice is ABOVE that wrestlers pin rating, he has successfully made it back to his feet BEFORE the count of 20.
5. If the roll is BELOW his pin rating, he has failed to make it to his feet.
6. The defensive wrestler has a total of THREE separate chances to make it back up. After the first roll, the HIGHEST rolled #, remains calculated for each subsequent roll, while the other two dice are rerolled. (Example: Defensive wrestler has a pin rating of 11, roll one sees dice rolls of 6, 3 & 1, so the defensive wrestler did NOT get up. Re-roll the other TWO dice, adding 6 (the highest roll) to the next calculation.)
7. The three potential rolls account for the following periods of time with-in the referee's 20 count: Roll 1: Ten Count Roll 2: 15 count Roll 3: 19 count
8. Should the defensive wrestler fail to make it "to his feet" after the third roll, the referee has counted to 20, & the defensive wrestler is deemed "unable to continue". At this point, the offensive wrestler is crowned the "last man standing." The loser faces the humiliation of being "stretchered out"
9. Due to the extreme fatigue of this match, wrestlers who have pushed themselves PAST normal levels of fatigue (past pin ratings of 12) may suffer the consequence of injury. Feel free to explore this factor, especially in the case of the loser. Do so in your own creative way.
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Post by LWPD on Feb 14, 2008 20:29:43 GMT -5
Credit Soccerguru54956
Leave The Ring Chart
When the wrestler decides to Leave The Ring (lv) roll on chart below. Two Dice used.
------------------- 2.You leave the ring and the opponent chases after.Suddenly your Manager or ally blindsides the opponent.You two then started pummeling the opponent.The referee may DQ you. ROLL DQ:6
If No DQ , opponent adds one to pin rating and you roll on level three offense! ---- 3.After you leave the ring you reach up and grab the opponents leg, pulling him/her outside. Opponent rolls on regular Out Of Ring Chart !! ---- 4.You wisely leave the ring and try to recover.Roll dice
2-4=Your opponent amazingly lets you recover a lot.Opponent rolls on L1Offense.
5-9=You recover somewhat before opponent grabs you and drags you back into the ring.Opponent rolls on L2 Offense.
10-12=You get no time to recover as opponent grabs you by the hair and yanks you back in.Opponent rolls on L3 Offense!! --------- 5.You wisely stumble out of the ring and blatantly stall for time. The Referee gets annoyed and starts the ten count.Roll two dice
2-10=You roll back in before the ten count,opponent rolls on L2 Offense
11-12=You are stunned as the referee dares to count you out.Opponent wins by Count-out! ----- 6.You leave the ring and stand behind manager/valet.As you cower ,you talk strategy.You finally slide back in the ring to the boo's of the crowd. Opponent rolls on Level 2 Offense!! (If have no manager/valet at ringside,opponent rolls on Level three offense) ----- 7.You desperately leave the ring , grab an object,and jump back on the ring apron.The referee grabs the object away and your attention turns to the ref.Meanwhile the opponent grabs you and brings you back into the ring with a move (suplex,rope flip etc).You roll on Level Three Defense!! ------ 8-9.You roll-out of ring.Roll normal OUT OF THE RING chart!! ----- 10.You slide to the outside but th opponent follows yo and decides to punish you for being a coward.Roll Dice
1. Opponent rams you into steel railing.You add one to pin rating.Opponent rolls L3 Offense!!
2.Opponent punches you unmercifully.Opponent rolls L3 Offense!
3.The Opponent backdrops you over the steel guard rail.You fall into the crowd you dump a beverage on you.Opponent rolls L3 Offense
4.The Opponent grabs a chair and wacks you across the head. Opponent rolls DQ:4.If No DQ ,you add one to your rating ,opponent rolls on L3 Offense
5.The Opponent whips you into the steel post.Opponent rolls on L3 Offense
6.The opponent takes you and drives you thru the announcers table with a move!!Opponent rolls DQ:5 !! If No DQ ,you add two and opponent rolls on L3 Offense!!!!! --------- 11.As you trying to escape the ring ,you stumble and fall badly to the outside.You have injured yourself trying to leave the ring.You add one to your pin rating,the opponent rolls on L3 Offense!! ----- 12.The Opponent follows you to the outside and begins wailing away. You are deep trouble when the opponent picks you up and decides to drive you into the concrete with a specialty move!! You head bounces badly when you hit and you may get counted out. Add three to your PIN rating and roll PIN!!
If roll is the same or lower than PIN rating ,you get Counted-out!
If roll is higher,opponent rolls on level 3 Offense!!!
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Post by LWPD on Feb 14, 2008 20:31:14 GMT -5
Credit smathias
Legends of Wrestling: Strategy Points
Using Strategy Points
At the start of a match, determine the number of Strategy Points each wrestler or team receives – usually between 2 and 6. If the match is a tag-team match, these points are shared by all team members.
A wrestler may spend Strategy Points to use a Strategy Option at any point during the match if he meets the listed prerequisites. For example, if the Strategy Option stipulates that it can only be used when a wrestler has 4 Fatigue or higher, then the wrestler cannot use that option if he only has 1 Fatigue.
Any Strategy Points left at the end of a match are lost. Some wrestlers will milk their Strategy Points for all they’re worth. Others will have an easy match and use only one or two. There is no in-game reward or penalty for using or not using Strategy Points.
Wrestler Classes
Wrestler Classes are groups of Strategy Options available to a wrestler or tag-team during a match. Each class presents a wrestler with different options that give him an incentive to behave a certain way in the ring. A wrestler can only use the options available to his class.
The classes available to a wrestler are divided into three main categories: Heels, Faces and Tweens.
Faces
Faces are the “good guys” of the squared circle. There are three Face classes: Hero, Technician and Tough-Guy.
Heels
Heels are the “bad guys” – the guys who will do anything to win. There are three classes of Heel: Egotist, Conniver and Madmen.
Tweens
Tweens are capable of acting as Heels or Faces. The Tween classes are a mix of options that combine elements of being a Face with elements of being a Heel. The four classes of Tweens are: The Brawler, the Wildman, the Giant and the Bad-Ass.
How to Pick a Class
It doesn’t matter what class you pick for a wrestler but there are a few obvious limitations. For instance, you don’t want Frank Gotch or Danny Hodge to use the Giant options. Likewise, Koko B. Ware doesn’t have the move set to take advantage of the Madman or Wildman class. So choosing an appropriate class is a consideration of the wrestler’s size, move set and role within your federation. There are no right or wrong answers, only more or less obvious ones. If you are on the fence about a wrestler, consider the role he plays in your fed. Buddy Rogers could be an Egotist or he could be a Conniver. Some might even use him as a Face Badass or Technician. Bruiser Brody could be cast as a Face Wildman, a Giant or even a Madman. It doesn’t make much difference either way and there are no hard rules that will come to bite you. Whatever works best for your fed is always the right choice.
Variant: No Points, Only Options
Points are added bookkeeping and any kind of bookkeeping can be a pain at times. This is an option that changes the bookkeeping or, rather, simplifies it.
In this system, wrestlers get a set number of Strategy Options – instead of points – based on the type of match they’re in. The charts themselves can be used to check-off which options are used and also how many options have been used in a match. This variant offers fewer options for some matches. But it is simpler than keeping track of points.
The Options on the Wrestler Class charts (see below) are divided into two types: those costing 1 point and those costing 2 points. In this variant, wrestlers get a certain number of options they can use according to the guidelines below:
In a preliminary Singles match – meaning a non-title, non-feud match that is also not a main event or special event – each wrestler can use 1 option that costs 1 point.
In any other match (including tag matches), a wrestler or team can use either:
* 3 options that cost 1 point and 1 option that costs 2 points or...
* 2 options that cost 2 points
Frequently Asked Questions
Q: What’s it like using Strategy Points?
A: The most notable benefit is that Strategy Points add an element of strategy that’s missing from the standard rules. A lot will still be determined by how your wrestler is performing – meaning that dice and chance still play a huge role. But sometimes, you run into situations where you need to use up your points just to keep a guy in the match. But there are also times when a wrestler’s performance remains competitive and you have the option of using Strategy Points for other things.
Q: Why points? Why not cards or something else?
A: The Strategy Points rules are based on a previous system that used cards. The problem I found was the cards a wrestler drew were not always useful. This led to a revision that included rules for discarding cards to create certain effects in a match. As I continued using the revised rules I found that my discards became more important – and more common – than the options listed on the cards. From that, the Strategy Points system was developed.
Q: Are the options hard to remember?
A: Sometimes. I think it would be easier to keep track of a wrestler’s options in a game against another player. Keeping up with the options in solo play can be a little confusing at first. I found myself looking at the charts a lot for fear of not remembering what a wrestler could do at a given point. I have had wrestlers lose matches because I either forgot or neglected to read an option on their chart. In this case, I stand by the rule of “no do-overs”. But many of the options are repeated from chart-to-chart. Once you’re familiar with the repeated options, the unique options to a Wrestler Class become a lot easier to manage. ______________________________________________________
Lingere Pillow Fight
Credit Brian Barrow
1. Use Titan Death rules.
2. Any move followed by a "1" becomes Whap with Pillow-1.
3. Any move followed by a "2" becomes Whap with Pillow-2.
4. Any move folowed by a "3", or a finisher, becomes Whop with Pillow-3.
5. Any chart move becomes Grab New Pillow Because The Other Ripped Open And Feathers Went Flying, roll again.
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Post by LWPD on Feb 14, 2008 20:33:04 GMT -5
Credit Justin Case (original author unknown)
Live Segments Backstage Drama Chart
BEFORE THE FIRST MATCH AND AFTER THE LAST MATCH RULE:
Before the first match of the show and after the last match, roll 2d6 below to see whether or not there is a backstage segment. If the roll is within the range, roll on the tables to see what happens before either the first match of the show, or before the show goes off the air!
RE-ROLL RULE:
When a segment is done, roll 2d6. If the roll is within the "re-roll" value, add another segment. If not, go on to the next match. For every time you roll on Table 1 in a row, subtract 2 from the "re-roll" (ie: 2-8 becomes 2-6, 2-5 becomes 2-3, etc...).
Roll 2d6: For T.V. (2-6), For PPV (2-4)
TABLE ONE: WHERE IT HAPPENS:
ROLL; SEGMENT LOCATION; RE-ROLLS; BAR (Backstage Assault Roll)
Roll: 2 = Docking Bay or Parking Garage (roll on Table 2), Re-Roll = 2-5, BAR = 2-4.
3-4 = Locker room (roll on Table 2, re-roll 2-3), Re-Roll = 2-5, BAR = 5-7.
5-7 = Backstage somewhere (roll on Table 2, Re-Roll = 2-6, BAR = 8-10.
8 = In the ring (roll on Table 2, re-roll on 2-3), Re-Roll = 2-6, BAR = 11-12.
9 = Panoramic view of Arena (sponsorship plugs), Re-Roll = 2-7.
10-11 = Announcer's Pod (roll 2d6 again): 2-3: Hype upcoming Main Event. 4-5: Hype upcoming PPV (re-roll if at PPV). 6-7: Promo for upcoming match at same card. 10-12: Highlight Reel of (roll 1d6): 1-2: Previous Match! 3-4: Previous Card! 5-6: Video Montage of the Champion!
12 = Promo for Federation Shop Zone!, Re-Roll 2-9. ____________________________________________
TABLE 2: WHAT GOES ON!
ROLL; RESULT.
2-3 = Hover-Limo arrives, and out gets...(roll 1d6): 1-2: The Champion! (Any Title Holder). 3-5: A wrestler on tonight's card. 6: The Commissioner or General Manager.
4 = Spotlight on the Divas! Work a segment involving two or more Divas!
5-7 = Spot Interview. Choose a wrestler at random on the card and roll on interview card.
8 = Random wrestler does a cut promo for an upcoming match/card (roll 2d6): 2-6: Wrestler does the promo, move on the next segment/match 7-8: Promo gets cut short by the Champion! (Any Title Holder). 9-10: Promo gets cut short by loser of previous match. 11-12: Promo gets cut short by winner of previous match.
9 = Back Stage Assault! Two rival wrestlers collide and an impromtu brawl erupts. See Back Stage Assault chart!
10-12 = Angle work. Story an angle between two rivals which will lead them to the next PPV. __________________________________________________________ BACKSTAGE ASSAULT CHART!!
Rules:
* Use for Backstage (BS), Locker Room (LR) and Docking Bay/Parking Garage (DB/P) brawls.
* No Disqualifications or Count Outs, use "down - 3" instead.
* Use Cage Ratings instead of Pin Ratings.
* No managers or allies can interfere in the brawl, only watch on and maybe taunt.
* First one "pinned" loses the brawl and gets roughly escorted away by security.
* Roll 2d6 on the chart below for any chart moves (ropes, turnbuckle, etc...) and any (Ch. X) moves.
* Any moves that are "Into the ropes", "into the turnbuckle", etc. should be modified to fit the theme of a backstage brawl. (ie: sunset flip off ropes could be "sunset flip off dumpster", or something fitting of a backstage brawl!).
Docking Bay/Parking Garage (DB/P) chart:
2 = Smash opponent's skull into metal storage locker - 3.
3-4 = Smash trash can over opponent's head - 3.
5 = Strangle opponent with power cable - 2.
6-7 = Whip opponent into over cam - 2. * roll 1d6: "6" = lose live feed, a draw or no match.
8-9 = Whip opponent into holo Sobe/Pepsi Machine - 2.
10 = Whip opponent into stack of storage pods - 3.
11-12 = Smash opponent thru a door/wall - 3 * roll on Table 1 to see where you end up! (roll on BAR Column). If you roll on the same location you are in, fight stays put. If a brawl takes them to the ring, it's a Titan Death Match with no ref (loser gets cuffed and stuffed). __________________________________________________________
Back Stage (BS) chart:
2 = Smash opponent's skull into metal storage locker - 3.
3-4 = Smash trash can over opponent's head - 3.
5 = Strangle opponent with power cable - 2.
6 = Whip opponent into hover cam - 2. * roll 1d6: "6" = lose live feed, a draw or no match.
7-8 = Whip opponent into holo Sobe/Pepsi Machine - 2.
9-10 = Slam opponent thru catering table - 3.
11 = Whip opponent into stack of storage pods - 3.
12 = Smash opponent thru a door/wall - 3. * roll on Table 1 to see where you end up! (roll on BAR Column). If you roll on the same location you are in, fight stays put. If a brawl takes them to the ring, it's a Titan Death Match with no ref (loser gets cuffed and stuffed). __________________________________________________________
Locker Room (LR) chart:
2-4 = Smash opponent's skull into metal storage locker - 3.
5 = Smash trash can over opponent's head - 3.
6 = Whip opponent into hover cam - 2. * roll 1d6: "6" = lose live feed! A draw or no match.
7-9 = Whip opponent into stack of storage pods - 3.
10-12 = Smash opponent thru a door/wall - 3. * roll on Table 1 to see where you end up! (roll on BAR Column). If you roll on the same location you are in, fight stays put. If a brawl takes them to the ring, it's a Titan Death Match with no ref (loser gets cuffed and stuffed). _________________________________________________________
Credit Brian Barrow
Live Segments Chart
Let's face it, not all of the action in the GWF happens in the ring. These two handy little charts help add a little more " drama" to your cards. These are those backstage interviews, attacks, and other story-type segments you see on pro wrestling shows.
First, roll 2 dice and consult Table-1 to see where the action takes place. Then, roll 2 dice again to see what exactly happens. What wrestlers are involved is totally up to you. More than once, this has sparked new rivalries and alliances in my fed (how else could I get Tongsoon and Wolf to join forces?!).
TABLE-1
2-4: Backstage corridor. 5-6: Locker room 7: Out Back/Docking Bay* 8-9: Announcer's Pod** 10-12: The Ring
*If the arena is a space station, use the Docking Bay. Otherwise, make it the parking lot, or out back where the production cargo ships are parked.
**In this instance, your commentators talk some about either the upcoming main event, or an attack earlier, or some incident that happened on a recent past show (showing highlight clips and all). Do not roll on TABLE-2 if you get this.
TABLE-2
2-4: Qualitar (or whomever is your interviewer) catches up to a wrestler for an on-the-spot interview. Roll on Qualitar's card.
5-6: Backstage Assault! A wrestler (or team) is blindsided by a rival! Maybe they got slammed with a steel chair, or they got beat down with stomps and punches. If the wrestler attacked still has to wrestle on that card, add +2 to their PIN for that card only (like the original Injured rule).
7: Backstage Brawl! Two wrestlers collide, and all hell breaks loose!! Run this like a match, and substitute any (c) moves with stuff like "smash opponent with trash can-2", "slam opponent into Pepsi vending machine-3", etc (make up a fun little chart if you want to). The wrestler who "loses" gets beat up from the brawl. If they have to still wrestle tonight, add +2 to their PIN for that card only.
8-9: Think of something that adds to an existing story angle you have going between some wrestlers. Something that enhances a storyline you have going on, or maybe use it to start a new story angle.
10-12: A wrestler in an upcoming match gets ready for it, either by warming up with stretches, or maybe an ally gives him a last-minute piece of advice (or even a last-minute piece of his mind!). Whatever the case, the wrestler is "hyping himself up" prior to a match.
This has added a lot of flavor to my cards. I call it my "Live Segments" charts, and I use it during my GWF Meltdown and PPV shows (since they are broadcast live). It adds to the saying that "anything can happen when you go live in the GWF". Try it out and have fun!!
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Post by LWPD on Feb 14, 2008 20:33:49 GMT -5
Credit Jumbo Inoki
Locker Room Politics Chart
*Use this chart for a wrestler you feel may be having a hard time 'getting along' with the other boys.
2-3 The inmates are running the asylum. Morale is low and it effects your performance. Increase pin rating by 1 for 1D6
4 The locker room policeman 'enforces' his rules on you harshly. You challenge him to a match that night as an issue of respect.
5-6 You are the victim of a vicious rib that leaves you totally humiliated and a backstage laughing stock. Your pin rating increases 1 for 1D6 due to the psychological damage. 7-8 Things get out of hand between you and a co-worker as harsh words become physical. Roll 2 dice to see who comes out on top. Add one to the losers pin rating. Roll your DQ to see if either is suspended. If yes roll 1D6 to see how long.
9-10 You go out for a 'night with the boys' that leaves you less than ready for the nights matches. Increase pin rating by 2 for that match only.
11 The locker room is in high spirits. You're learning from the vets and up your game! Decrease pin rating by 1 for 1D6!
12 Your night on the town leaves you in no condition to wrestle tonight. The agents remove you from the show and suspend you for 2D6!
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Post by LWPD on Feb 14, 2008 20:34:32 GMT -5
Credit David Basnet
Log Match
I got the idea when visiting Woodfest at St Asaph in North Wales. Woodfest is an canadian idea mainly people make things from wood/axe throwing, climbing high logs etc . There was a display how log cabins homes are built from the begining. Basically like a 4 squared leg wrestling ring. This came me an idea for a 10 foot tall log style cage (with no ropes or turnbuckles)
Use cage ratings only really for singles or triple threat matches not tag .When roll on any (c) instead roll on the following chart. Ignore all Dq'd and count outs .
(2) Back of head pushed into logs-3
(3) Forearm smash in chest pushing your back into logs . You're winded ! -3
(4) The classic 10 head rams into logs-3
(5) Log face rake -2
(6) You clothesline opponent into logs-2
(7) Wrestler with best pw throw opponent into the logs-2 . If both pw's are equal. Wrestler on offence throws opponent into logs .
(8) You shoulder charge opponent into logs-2
(9) Test of strength-2(pw)
(10)Throw opponent into corner of logs ? . Roll normal turnbuckle chart
(11) Wrestler with best agility climbs up to the top of the logs and rolls on deathjump chart . If ag are equall the wrestler on offence roll on deathjump chart .
(12) You try a running spear but opponent moves just in time. You hurt yourself opponent takes control , you roll on your defence level 3
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Post by LWPD on Feb 15, 2008 3:12:53 GMT -5
LOW Attack Table
Credit Dayton Dave
2 Referee intervenes. Referee is accidentally struck by the victim! VICTIM ROLLS ON SUSPENSION TABLE.
3 Referee intervenes. Attacker assaults referee! ATTACKER ROLLS ON SUSPENSION TABLE.
4 Victim reverses attack and brutalizes attacker! ATTACKER ROLLS ON INJURY TABLE. Roll one die. Roll of 1-3 results in a feud.
5 Attacker brings in outside interference! VICTIM ROLLS ON INJURY TABLE, ADD 1 TO RESULT. Roll one die. Roll of 1-3 results in a feud. Roll of 4-5 results in a faction match!
6 Attacker brutalizes victim. VICTIM ROLLS ON INJURY TABLE. Roll one die. Roll of 1-4 results in a feud.
7 Victim escapes injury. Roll one die. Roll of 1 results in a feud.
8 Victim fights back! Attacker flees. Roll one die. Roll of 1-2 results in a feud.
9 Victim is rescued by outside allies! Roll one die. Roll of 1-2 results in a feud. Roll of 3 results in a faction match!
10 A wild brawl erupts between both wrestlers. Wrestlers are pulled apart by officials. Roll one die. Roll of 1-2 results in a feud.
11 Victim is assisted by outside allies. Attacker is brutalized! ATTACKER ROLLS ON INJURY TABLE, ADD 1 TO RESULT. Roll one die. Roll of 1-3 results in a feud. Roll of 4-5 results in a faction match!
12 A wild brawl erupts! BOTH WRESTLERS ROLL ON INJURY TABLE. Roll one die. Roll of 1-5 results in a feud.
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Post by LWPD on Feb 15, 2008 3:13:39 GMT -5
LOW COUNTOUT TABLE
Credit Dayton Dave
2-5 Wrestlers brawl back to the locker room! Promoter may choose to schedule a grudge match.
6-7 Brawling outside the ring results in an injury! Roll one die: 1-3: Losing wrestler rolls on Injury Table 4-5: Winning wrestler rolls on Injury Table 6: Both wrestlers roll on Injury Table
8-9 The brawl escalates into a brutal attack! Roll one die: 1-4: Winning wrestler rolls on Attack Table 5-6: Losing wrestler turns the tables, rolls on Attack Table
10-12 The brawl escalates into a major feud! Promoter may choose to sign a specialty match.
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Post by LWPD on Feb 15, 2008 3:14:19 GMT -5
LOW Disqualification Table
Credit Dayton Dave
2-3 Disqualified wrestler attacks referee: roll Suspension Table
4-5 Managerial Turmoil: Disqualified wrestler fires / hires / changes manager
6 Tag Team Turmoil: Disqualified wrestler recruits / splits from tag partner
7-8 Disqualified wrestler attacks opponent: roll Attack Table
9 Winning wrestler fights back! roll Attack Table10-12 No event
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Post by LWPD on Feb 15, 2008 3:15:02 GMT -5
LOW Injury Table
Credit Dayton Dave
2-5 Wrestler escapes injury
6 Minor Injury for 1-3 matches
7 Moderate Injury for 1-4 matches
8-9 Severe Injury for 1-5 matches
10-12 Out of action Roll one die: 1-5: out 1-5 matches 6: out indefinitely
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