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Post by LWPD on Feb 15, 2008 3:20:05 GMT -5
LOW Mayhem Table
Credit Dayton Dave
Mayhem Table -use when opening initiative rolls are tied
2-5 Outside Activities
6-7 Pre-Match Event
8-9 During Match Event
10-12 Post-Match Event __________________________________________________________________
Outside Activities- choose one of the wrestlers at random for the following event:
2-3 Wrestler has a bounty placed by a rival wrestler or manager
* If wrestler loses: Opponent rolls attack table
* If wrestler wins: Roll six-sided die 1-3: Attacked by random outside wrestler. Choose another wrestler and roll Attack Table. 4-6: Source of the bounty is revealed
4 Wrestler forms a secret alliance with an unidentified wrestler / manager
* After wrestler receives three fatigue points, his ally will interfere! Roll Wrestler Interference Chart.
* If match is decided before three fatigue points, the ally will attack! Roll Attack Table.
5-6 Wrestler rolls Apter Interview Chart
7 Wrestler will hire (or fire) manager
8-9 Wrestler will roll Gary Michael Cappetta Chart
10-12 Wrestler will recruit (or split from) tag partner __________________________________________________________________
Pre-Match Events
2-4 Referee Bribed! Choose one "protected" wrestler. The protected wrestler can subtract 2 from all his PIN rolls, and add 1 to all his DQ rolls.
5-6 Sneak Attack! Roll one die:
* 1: Attack occurs in ring. Opponent starts on Level 3 Offense * 2-3: Attack occurs in ring. Opponent starts on Level 2 offense * 4-5: Attack occurs in the locker room. Roll Attack Table * 6: Attack occurs in parking lot! Victim rolls Injury Table, +17 Locker Room Brawl! Roll one die:
* 1: Mutual Destruction! Both wrestlers roll Injury Table, +1. Roll one die; roll of 1-5 indicates a feud.
* 2-3: Brawl proceeds to the ring. Roll one die to determine the winner. Winner starts on Level 3 Offense. * 4: Countout! Roll one die to determine the winner. Loser is unable to enter the ring before a 10-count. * 5: Double Countout! Roll one die; roll of 1-4 indicates a feud. * 6: The brawl escalates in the locker room! 1-3 wrestlers join the fracas on each side. Each side rolls one die for each wrestler involved. The team with the highest total roll wins the brawl! The wrestler who rolls lowest rolls on Injury Table +1
8-9 Gang Attack! Choose one "attacking" wrestler, who is joined by 1-2 allies. Roll one die:
* 1: Allies come to assist the victim. Proceed to a multiple wrestler brawl as above. * 2: Victim escapes the attack and makes it to the ring unharmed! * 3-4: Victim escapes with a minor injury, begins match with 1 fatigue token. * 5: Victim escapes with a significant injury, begins match with 2 fatigue tokens. * 6: Locker Room beatdown! Victim rolls on Injury Table.
10-12 Commissioner Ruling! Roll one die:
* 1: Special Stipulation Match * 2: No DQ match * 3: No Countout match * 4: No DQ or Countout match * 5: Referee is secretly paid off! Victim subtracts 2 from all PIN rolls. Favored wrestler adds 2 to all PIN rolls. * 6: Suspension! Victim is out 1-6 matches. __________________________________________________________________
During the Match Mayhem
Choose one wrestler at random to be the perpetrator of the mayhem!
2-4 A randomly selected wrestler storms the ring and attacks one of the wrestlers! Roll Attack Table.
5-6 Wrestler summons outside assistance. Roll Wrestler Interference Chart.
7 Referee is injured! Roll on Hurt Referee Chart.
8-9 Wrestler summons outside assistance. Roll Gang Interference Chart.
10-12 Commissioner interrupts the match and calls for a Special Stipulation! ___________________________________________________________________
Post-Match Mayhem
2-4 Commissioner Ruling! Roll one die:
1-2: Commissioner declares a rematch with a special stipulation 3-4: Commissioner invalidates the decision and orders the match to be restarted! 5: Loser of the match is FIRED from the promotion! 6: Winner of the match is Suspended! Roll Suspension Table.
5-6 Loser of the match attacks the winner! Roll Attack Table.
7 Winner of the match beats down the loser! Roll Attack Table.
8-9 Gang Attack! Roll on Gang Attack Chart
Odd Roll: Loser attacks Even Roll: Winner attacks
10-12 Referee refuses to count the pinfall! Match is thrown out and declared a "no contest".
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Post by LWPD on Feb 15, 2008 3:20:54 GMT -5
LOW Suspension Table
Credit Dayton Dave
1-2 Wrestler is fined $2,000 - $12,000. No suspension 3 Suspended 1 match 4 Suspended 2 matches 5 Suspended 3-4 matches 6 Roll one die: 1-3: Suspended 5 matches 4-6: Suspended indefinitely
* If wrestler holds a title, he is stripped of the belt due to inability to make mandatory title defenses.
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Post by LWPD on Feb 15, 2008 3:24:39 GMT -5
Credit Jumbo Inoki
Loyal Veteran Chart
* Use this chart when you have an established veteran who is not doing so well in the ring. His time in the 'system' just may get him either an opportunity or the shaft!
2-5 The vet is told to work a humiliating angle to put over the young talent. Roll 1D6 to see how many guys in a roll he has to humiliate himself for creatively. Book angles that make the other guy look good at the expense of the vet!
6-8 As a respected 'Locker room leader' you are selected to teach the latest newcomer how things 'really' work around here. You will work a program with the youngster of your choice for the next several cards. Roll 1D6 to see how long the program lasts for.
9-10 As a vet who's not producing, you know your on the bubble come roster cut time. The booker says he'll give you and a partner of your choosing a chance to move up the ranks. Pick a partner as you get a one night shot at the tag belts!
11-12 Being a company man sometimes has it's benefits. Years of loyalty has earned the vet an unexpected (and undeserved) title shot the very next card!
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Post by LWPD on Feb 15, 2008 3:27:03 GMT -5
Lucha Libre Rules
Credit Sheila
With the advent of the Cruiserweight/Junior Heavyweight wrestlers becoming available, I've decided to post these alternate rules. These rules create an environment which play to the strength of high flying, agility based wrestlers.
I use these rules for two main reasons:
1. To highlight the skills of wrestlers with high agility ratings, Agility plays a strong role in the performance of wrestlers who use this as the source of their attack. This rule takes this factor into account.
2. To create an environment of high risk, fast paced wrestling. The tradition of aerial wrestling will always have an important place in the sports evolution. De3Developing a separate system that focuses on this aspect gives these wrestlers the respect I feel they deserve.
Lucha Libre Rules:
1. Out of the ring & Death Jump attempts are MANDATORY when rolled. Throughout the match, they ALWAYS conclude in some form of pin attempt. Death Jump moves being an aerial move (add one roll pin) & out of the ring being followed by a pin attempt (backslide, small package, etc.) for the successful wrestler. Ex. Wrestler A executes a corkscrew plancha on the outside (add one). Back inside, wrestler A executes a Victory Roll (roll pin). This creates a very intense pacing throughout the matches.
2. All out of the ring rolls are mandatory aerial moves. The only limit is the imagination. Planchas, springboards, suicidas, dives from the ring apron, moves off the top rope, etc. All these moves come with consequences, either for the offense, or the defense, based upon the Kronos Strong Style charts. Should the roll dictate no impact, there is a MANDATORY re-roll. This rule dictates that the match content maintains an aerial style of wrestling, with the style constantly bringing about rewards & consequences.
3. Wrestlers are rewarded based upon their agility rating. The difference between agility ratings for the wrestlers is either added to or subtracted from all out of the ring & death jump rolls. Ex. Wrestler A has agility rating of -5, while B has an agility rating of -3. When A rolls out of the ring or death jump, add 2 to his roll. For wrestler B, subtract 2 from the roll when on offense. This rule favors the wrestler with higher agility because the charts always reward higher roll outcomes.
The rule changes are subtle, yet they create a huge difference in the content of the matches. The pacing reflects what I see as the best elements of the hi flying luchador tradition. A tradition of fearlessness, fast paced athleticism and competitive spirit.
* As always feel free to adopt, modify or experiment with anything, in anyway, that would make you feel more comfortable.
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Post by LWPD on Feb 15, 2008 20:19:24 GMT -5
Credit Y2Kirk Angel
Lumberjack Match
DESCRIPTION: This is a standard match except that 20 wrestlers surround the ring.
RULES:
1. The match is No DQ.
2. Ignore (lv) option.
3. 20 wrestlers, 10 faces and 10 heels, surround the ring. (Faces take one corner of the ring, Heels take the opposite corner.)
4. Use CAGE rating to determine pinfalls or submissions.
5. Whenever a wrestler is thrown out of the ring, roll on the chart below:
1-3 - Lands on the faces side. Heels roll 2d6. A roll of 10-12 results in the heel being pounded on before being thrown back into the ring. Faces are thrown back into the ring. Add 1 to your CAGE rate.
4-6 - Lands on the heel's side. Faces are automatically pounded on before being thrown back into the ring. Add 1 to your CAGE rate. Heels get a quick breather, and subtract 1 from their CAGE rate.
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Post by LWPD on Feb 15, 2008 20:21:57 GMT -5
Manager Distraction Chart
Credit S Seager
Part of the rules say managers/valets can distract fine. But if the distraction works there is no chart to decide the action of said manager/valet. Until now!
DISTRACTION EFFECT CHART
*Roll this chart after a successful distraction by manager/valet only ---------------------------
2 =Manager/valet attacks referee before three count and tosses ref out of ring. The wrestler on offense knocks the m/v out cold with a move.Meanwhile the wrestler on defense recovers and attempts a deathjump!! FIRST ROLL ON HURT REFEREE CHART (ASSUME REFS ALREADY KO'd) THEN ROLL ON DEATHJUMP ---------------------------------
3 =Manager/valet grabs referee and turns his back to the action .The wrestler on defense allies attack the offensive wrestler. ROLL ON GANG INTERFERENCE CHART WITH DQ ROLLS SUBTRACT BY 4!! Note:this roll does not count as an outside interference roll! --------------------------------
4 = Manager/valet stands on ring apron distraction referee from counting three. The offensive wrestler also turns his attention and as he does so the defending wrestlers uses an illegal move. MANAGER/VALET ROLLS DQ:3 ,IF NO DQ DEFENSIVE WRESTLER ROLLS ON LEVEL THREE OFFENSE ---------------------------------
5-9 = Manager/valet does the job and distracts the referee from the pin count !!
*ROLL DICE TO SEE REFS ACTION :
(2-6 ) REF SENDS M/V BACK TO THE LOCKER ROOMS !! (7-12) OFFENSIVE WRESTLER SHOVES M/V OUT OF RING!!! M/V HURT 1 CARD!
WRESTLER ON OFFENSE ROLLS LEVEL THREE OFFENSE!!! ----------------------------------
10 = Manager/valet does job but is chased by wrestler on offense.A wild brawl erupts between offensive and defensive wrestler!
*ROLL DICE TO DECIDE BRAWL :
(2) Defensive wrestler wins brawl and uses chair- Roll DQ:6 , If no DQ Offensive wrestler adds 1 to Rating and rolls pin!!
(3-9) Wrestler on offense wins brawl and roll on level three offense!
(10-12) Opponent uses chair on manager/valet and defensive wrestler. Manager/Valet knocked out and defensive wrestler adds 1 to rating and rolls PIN !! --------------------------------------
11 = The Manager/valet is flipped into the ring and is begging in corner. The defensive wrestler recovers and charges into corner but the offensive wrestler sides steps and the defensive wrestler crashes into manager/valet!! The offensive wrestler then rolls up the stunned defensive wrestler ! DEFENSIVE WRESTLER ROLLS PIN (M/V is knocked out) ------------------------------------
12 = Manager/valet jumps onto offensive wrestler who catches the poor m/v. With a might slam the offensive wrestler tosses manager/valet accidentally onto referee. Referee is hurt !! *ROLL HURT REFEREE CHART (ASSUME REF IS HURT & DQ ROLL GOES FOR ORIGINAL WRESTLER ON OFFENSE) ! WRESTLER ON OFFENSE ROLLS ON LEVEL THREE OFFENSE!!!! ------------------------------------
<+>Notes for 2 & 12 : if a referee is biased assume ref would DQ the wrestler he/she hates !! Say Scourge would DQ non-cpc wrestler not Cpc wrestler!!
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Post by LWPD on Feb 15, 2008 20:22:38 GMT -5
Credit John K
Match Timing System
Every offensive move counts as 1 point
Every reversal/counter on the defensive side of the card (i.e. Wolf-1), not reversals based on ag or pw, counts as 1 point
Each point is roughly equivalent to 12 secs
Add these points up, subtract one, and divide this number by 5 (if the number doesnt go in evenly just divided to the nearest possible number.. see example below.. the remaining points are 12 secs each)
Roll one six-sided die (each number is worth 1 second on this roll) and add this number to the total above..
That will be the rough equivalent of the match length.
Example: Say a total of 55 points were scored for a match with Star Warrior and Thantos. Subtract 1 from that, divided it by 5 and then add the results of 1 six-sided die (i.e. roll of 4) for the match length. (55-1=54/12=10 with 4 left over; so 10 mins 48 secs and add the die roll of 4 seconds.. so match Total is 10 mins 52 secs)
I am not trying to be insulting by putting it step by step in basic math (not saying anything against anyone's math skills). It's just easier to explain this way.
I know this may seem like a lot of work, and it can be at first, but once you get used to it the systems is quick and fairly smooth.
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Post by LWPD on Feb 15, 2008 20:23:24 GMT -5
McMuck Burger Chart
Credit Bazzy
With many indie feds struggling to survive financially . Sponsorship is always greatly needed or chances for companies exploiting their products (Maybe chance to sponsor a PPV . Its all money at the end of the day .) . King Muck likes to see his McMuck burgers at your shows . So at some part during a show decide which wrestler will roll on this chart . Then roll on the chart when King Muck trying to seel his burgers to you
(2) You buy one . You eat it . After the card show you become ill with a bad stomach . You are stuck on the toilet for a period of time . Roll 1 x 6 sided dice . You miss that many card show due to illness .
(3) You buy one and eat it . After the show you start to feel great (was it really that burger ?) . You're next card you start the match -1 from your pin and reduce your agility by 1 .
(4) King Muck announces to the wrestling world some big news (maybe next show ? PPV ? New wrestler been signed ? Big Special Match coming soon ? Title match ? etc)
(5) You buy one . Bite it , then suddenly spit it out . Thats roadkill , they're vile . The burger has no effect on you .
(6) "No Thanks ." King Muck insults you . You knock the crown off his head . King Muck is upset (a feud leading somewhere with someone ?)
(7) "No Thanks , I'm a professional wrestler and need to stay in shape ."
(8) You buy one and eat it . Next morning you feel abit bloated . After the card you have a +1 pin and add one on your agility on your next wrestling card show .
(9) You start to get into an arguement with King Muck , over his burgers . A feuding opponent appears and it gets heated (You create an angle) .
(10) To tell King Muck "Sod off you jerk ." (or something similar) . The tomatoe sauce (or brown sauce or mustard etc) is handy by .
Roll the dice Even = You squirt sauce on King Muck / Odd = King Muck squirts sauce on you (you create an angle from here)
(11) Just the man (or woman) . King Muck tells you "What a role model you would be ?" . You sign (or hand shake deal) a contract to sell his burger . Add a little bonus in (if you want . Royality expenses etc) for the expecting wrestler . Next time you roll on this options again . Either use the angle King Muck dumps his last wrestlers due to poor sales etc . Or add another wrestler to his sales team .
(12) "No Thanks" . King Muck gets upset and insults you . You slap his crown off his head . Then you start to attack him . King Muck is injured . The fed commissioner and board of directors are upset at your actions on a sponsor . Roll a suspension chart (if you use one)
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Post by LWPD on Feb 15, 2008 20:25:28 GMT -5
Credit Wraith
Mesmer's Labyrinth
Hey guys, a while back I was trying to make a new match on par with a major tournament or royal rumble. I came up with this idea but decided it really didn't fit with my current ideals. But instead of just deleting what I had come up with I decided I would post it here, that way if anyone else wants to try it they can see how it actually works and if they like it for their fed ...
Mesmer's Labyrinth
This event takes place on what is or what was Planet Colby. The sorcerer known as Mesmer was awarded a small territory in the Eastern Hemisphere in the planet. The territory attracts all sorts of unusual and unique creatures while at the same time scares the bejesus out of others.
STAGE ONE - THE LOTTERY: 48 Superstars enter a drawing and are divided into "lethal lottery" tag teams. This round takes place at the Tombs of Necros, think of a sort of decayed coliseum mixed with grave stones around the ring (use the Ruins of Antilla chart with this round). The winning team is then greeted by Count Necros who has two keys. The wrestler that scored the victory gets "KEY A" the other wrestler receives "KEY B," both then enter the Labyrinth. After this round there will be twenty-four superstars remaining.
EXAMPLE - One of the lottery drawn match ups are Havoc & Kill Prey taking on Monolith & Wolf. Havoc scores the pinfall on Wolf and is given Key A and proceeds down path A. Kill Prey still moves on but is given Key B and proceeds down path B.
STAGE TWO - PATH A: This path will lead down the Corridors of Insanity. The twelve superstars wander the halls until they come face to face with another superstar. Each wrestler rolls, if even the corridors effect the wrestler and there pin becomes the regular number. If odd they are unaffected and stay with their pin in parenthesis. The wrestlers square off in Nightmare Matrix matches. After this round six wrestlers remain.
EXAMPLE - Havoc wanders down path A and faces the corridors of insanity. He is effected by the imagery he witnesses and his pin becomes the first number and not the number in parenthesis (this effect only lasts for this stage). He wanders into a room and finds himself face to face with Disaster, the room immediately begins changing, it's the nightmare matrix. Havoc scores the pinfall and continues down path A.
STAGE TWO - PATH B: This path will lead down to the Lost Catacombs. The twelve superstars wander until they come face to face with another superstar. Each wrestler rolls, if odd the corridors affect the wrestler and there pin becomes the regular number. If even they are unaffected and stay with their pin in parenthesis. The wrestlers then square off in a Pictor Four Corners match. The wrestler needs to touch each turnbuckle in successive means in order to unlock the catacomb and to open a path to Stage B. After this round six wrestlers remain.
EXAMPLE - Kill Prey wanders the lost catacombs and gets frustrated, roll and Kill Prey is irritated but unaffected. Kill Prey then wanders into a room with Daiymo. The room seals itself behind each wrestler. Kill Prey defeats Daiymo by touching all four buckles and a secret passageway opens allowing Kill Prey to advance.
STAGE THREE - PATH A: This path guides the six remaining wrestlers to the Hall of Mirrors, each wrestler squares off against a doppleganger of themselves. The four wrestlers with the best time advance to the next round (least amount of moves scores the victory).
EXAMPLE - Havoc meets up with the other remaining wrestlers. Across from them six mirrors are revealed. When Havoc enters he finds himself. A clock begins ticking. Havoc is able to defeat himself at 13:45, the fourth best time and path opens for him to continue on.
STAGE THREE - PATH B: This path guides the six remaining wrestlers to the Spectre's Crypt. Inside a stone room, Mesmer conjures up a doppleganger of a past wrestler. The four wrestlers with the best time advance to the next round (least amount of moves gets the victory)
EXAMPLE - Kill Prey meets up with the other six wrestlers. Across from them six mirrors are revealed. Kill Prey enters and a clock begins ticking. Instead of seeing himself, Kill Prey finds the Bounty Hunter! Kill Prey is able to defeat him in 10:22. The fourth best time and he continues on. This stage is all about being able to use old cards. I like sticking to themes here like seen here, Encubus-Thantos, Payback-Lord Nexus, etc.
STAGE FOUR - SURVIVOR SERIES: The four survivors of Path A meet the four survivors of Path B in the Throne Room in the Dark Sorcerer's Castle. The ring is located in the center with a giant gargoyle stone statue opposite the entrance to the throne room. The four survivors of Path A, become one team. The four survivors of Path B, become the other team. Regular survivor series rules apply. If it turns out there is only one survivor then the mouth of the gargoyle opens and the winner climbs up and in to The Magician's Lair. If not, the survivors of the team meet in an elimination match. When there are two left it becomes a ladder match with the winner being the one who can climb into the mouth of the gargoyle and greets Mesmer.
EXAMPLE - Havoc, Bloodline, Encubus and The Betrayer take on Kill Prey, The Bomb, US Patriot and Tauran. It comes down to Kill Prey and Havoc. A ladder is lowered into the ring. Havoc knocks out Kill Prey. Havoc take the ring over to the gargoyle. Climbs up and jumps into the mouth finding the Magicians lair and his reward ...
The winner receives something we remember and have wondered what happened to ... the Alpha Stone Scepter acts very much like the ACE essence title. Yes, Mesmer has found Chaos's old Alpha Stone and put the essence of it into the scepter. It gives the winner special abilities until the next event where the winner must give the scepter back to Mesmer who awards it to the next winner.
Thats it ... any feedback is welcome, anything you want to add or change feel free. Just something I had come up with and thought would be an interesting concept to use.
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Post by LWPD on Feb 15, 2008 20:26:54 GMT -5
Mexican Death Match
Credit Ty States
A pole is placed on one corner of the ring. A box is hung from the top of the pole.
Rules:
1. Both wrestlers/teams roll 1D10 to determine what weapons they chose to bring to the ring.
1. Coal miners glove - 3 2. Brass knuckles - (+1) 3. Baseball bat - 3 4. Cat o’ nine tails - (+3) 5. 2x4 board - 3 6. Steel chain - (+1) 7. Bullwhip - 3 8. Morning star - (+2) 9. Cowbell - 3 10. War hammer - (+2)
2. Flip a coin to determine which wrestler/team has his/their weapon(s) put in the box. The losing wrestler/team has his/ their weapon(s) taken away.
3. If a wrestler rolls (ch), he may try to climb the pole. If he chooses to do so, roll both dice. A roll of 6 or lower, plus or minus his agility rating, results in the wrestler climbing the pole and grabbing the weapon(s). Whenever © or (ch) is rolled afterwards, SUBSTITUTE HIT WITH WEAPON - 3 or HIT WITH WEAPON - PIN (+X). __________________________________________
Credit Grash
MMA Rating System
MMARS stands for MMA Rating System, This is intended to be the MMA analogue for Rahl Ratings.
Offensive Moves Move-1 = +1pts Move-2 = +0pts Move-3 = +1pts Offensive Mods ADD1 = +2pts SUBMISSION = +1pts ADD1SUB = +3pts No points are given for Charts here.
Defensive Moves Dazed-1 = +0pts Hurt-2 = +1pts Down-3 = +0pts Reverse1 = +2pts Reverse2 = +1pts Reverse3 = +2pts ` Reverse1/2 = +2pts Reverse1/3 = +3pts Reverse2/3 = +2pts No points are given for KO\SUB here.
OFF Powers Each point above 0 = +2pts Each point below 0 = -2pts (rating * 2)
DEF Powers Each point above 0 = -2pts Each point below 0 = 2pts (rating * -2)
Charts: A = +2pts B = +1pts C = 0pts
KO SUB: Each Point Less than 7 = +1 Each Point More than 7 = -1 (7-rating) If Takes no Fatigue = +5 (aka Nano)
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