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Post by LWPD on Feb 17, 2008 18:00:26 GMT -5
Credit calsnowskier
Ratings System
BASIC POINTS
Pin win (regular televised match) = 6 pts Pin win (dark match) = 3 pts Fin win (regular televised match) = 7 pts Fin win (dark match) = 4 pts DQ/Countout win (regular televised match) = 2 pts DQ/Countout win (dark match) = 1 pts Loss (regular televised match) = 1 pt Loss (dark match) = 0 pt Title win (fin) = 12 pts Title win (pin) = 10 pts Title win (DQ/CO) = 3 pts
BONUS POINTS
PPV win = 1 pt Match of the Night win = 2 points MotN loss = 1 point Win Galactic Title = 5 pts Win GWF Tag Belts = 4 pts Win IP Title = 3 pts Win Jr Title (eligible first 3 years in league) = 1 pt Promoter's discretion = as many points as desired (usually only 1 or 2)
That is the easy part...
To get each wrestler's (or team's) rating, do the following...
- Take their career points and multiple by 0.01 --- This allows for a wrestlers career to influence his heat. Ric Flair, Hulk Hogan, Mick Foley, etc.
- Take 100% of the most recent card, 90% of the prior card, 80% of the card before that, etc. --- This indicates the current heat and is the VAST bulk of the rating.
- Add or subtract the wrestler/team's current winning/losing streak. --- If a "Jobber" goes on a tear and wins 4 or 5 straight, than he would definitely start to get the attention of bookers and fans alike, so this factors that. By the same token, if your Super Stud drops 7 straight, there is no way he deserves a title shot.
I run my fed out of an Access DB I created years ago, so all my rankings are recalculated after each card automatically. I do NOT recommend you trying to calculate each guy's rating every card ________________________________________
Reality Chart
Credit Duce
Use this to see how training turned out between fights. If the time between fights is less then two weeks then omit the roll. 1d6=One dice roll Use the injury chart in the player's handbook. Fighters with the best gymn, coaches, and team mates are considered to have an "A" rating. Fighter who train by themselves without coaches or gyms are considered "C". Everything else is inbetween "B". Many things on this chart may effect the next roll. When our fighter has to roll on this chart again add or subtract the number rolled to the next dice roll.
"C" 2-4 "B" 2 "A" -
Training through injury Either a new injury has reared its ugly head during training or an old injury has been provoked. Your in agony! Roll 2d6 on the injury chart for negative effects and -1d6 on the next Reality Chart roll.
"C" 4 "B" 3 "A" 2
Personal Problems Personal problems have surfaced with other fighters, coaches, or the establishment itself Roll 1d6 ODD-Mild injury shortly before the fight. This carelessness shown by your training partner has created alot of tension within the team. Roll 1d6 for injury and use injury modifications for the next fight.
EVEN-Heated words and discontent looms over you at the gymn. -1d6 on the next Reality Check roll.
"C" 5 "B"4 "A"3
Private Problems Ones private life is part of ones mindset. Roll 1d6
ODD-its up to you promoter: our fighter has requested to reschedule the fight or if possible bow out... what will you do?
EVEN- The private problems have a continued effect on the next Reality Chart roll -1d6
"C"6 "B"5 "A"4
Over-Exhaustion! Your training has been more then pretty intense... You've been getting your butt handed to you on a daily bases! Your team of training partner's and coaches has done an excellent job on you. Unfortunately, it has not all sunk in yet and your tired. At least your not sick or injured. -1 on the next Reality Chart roll.
"C" 7 "B" 6 "C" 5
Light Sessions And Vacation Time Your life is good and you've been living it. Training has taken a back seat in your life. This could effect our fighter negatively. Roll 1d6
ODD-No effect the vacation was needed.
EVEN- -1 on the next Reality Chart roll.
"C" 8-10 "B" 7-9 "A" 6-7
Business As Usual... Life seems to be flying by and as training ended you've neither impressed your coaches nor failed them. Your on as usual. Nothing happened out of the ordinary.
"C" 11-12 "B" 10-11 "A" 8-9
Game Improvement. The training regime has went according to plans. You've meet all the expectations of your coaches. +1D6 on next Reality Chart roll. Automatic first attack.
"C" - "B" 12 "A"10-12
An Epiphany! You've exceded all expections during your current stint of conditioning. During training you've had a revelation that is unique. You've learned so much that your sure to impress the world with your improved skills and new techniques. Its your decision promoter: if necessary a card alteration may be in order.
If not +1D6 on next Reality Chart roll, automatic first attack, and a one saved universal/pin roll(your choice as to when its used during the fight but it must be used before the roll).
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Post by LWPD on Feb 17, 2008 18:01:09 GMT -5
Credit markoda
Ref Charts
This is the chart I use to help spice things up a bit for each match. Could lead to some good angles with refs vs. wrestlers, etc.
Here you go and I hope you like it.
Roll 2d6 for results at beginning of match to see who is the ref.
2-3 Ref favors Heels (-1 roll for heels (pins,CO, and DQ) +1 to faces) 4 Ref fast count (+1 to CO and Pins) 5 Ref will let them fight (-1 to DQ rolls) 6-8 Normal ref, No adjustments 9 Ref takes no BS (+1 to DQ rolls) 10 Slow Count Ref (+1 to CO and Pins) 11-12 Ref favors faces (-1 roll for faces (pins,CO, DQ) +1 to heels)
I have names for my refs, so if someone (Say Morprpheus) gets DQ in two matches by the same ref, I could use the storyline that he feels the ref is out ot get him, etc,
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Post by LWPD on Feb 17, 2008 18:02:52 GMT -5
Credit Chino420697
Reverse Decision Chart
This is a chart i created that i occasionally use if a match has a conterversial ending [i.e.,some one interferes, or a guy gets away with using an illegal finisher...,etc.]i don't recommend using this chart a lot, i only use it on very rare occasions.''you'' refers to the wrestler who made the pin. ----------------------------------------------------------- roll/result ----------------------------------------------------------
2-3/Commissioner orders the ref to restart the match, you protest and the opponent comes up from behind and rolls you up for the pin ROLLYOUR PIN ----------------------------------------------------------- 4/you're arguing with the commisioners and the opp. attacks you from behind OPP. ROLLS ON LEVEL 3 OFFENSE ----------------------------------------------------------- 5-6/the commisioners say the refs original decision stands and you are the winner ----------------------------------------------------------- 7-8/you leave the the ring, the commissioners order you to come back,you do and attack the opponent YOU ROLL ON LEV.3 OFF. -----------------------------------------------------------
9/ the commissioners restart the match and you get so mad you floor both of them and they suspend you for it ROLL TWO DICE FOR SUSPENSION -----------------------------------------------------------
10-12/ you refuse to continue fighting, roll both dice:
even:they restart the match anyway YOU ROLL ON LEVEL 3 OFFENSE
odd:they just throw the match out and suspend you ROLL ONE DIE FOR SUSPENSION
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Post by LWPD on Feb 17, 2008 18:04:07 GMT -5
Credit Nemecys
Ring of Fear
This match takes place in any area with a visible border, such as a wrestling ring or circle drawn in the ground. The "ring" is still similar in size to a wrestling ring. The object is the same, but if a wrestler leaves the ring, a Kabuki (masked fighter) enters play. Kabuki cannot win the match, but they can distact the fighters and/or weaken them.
-OFC or COM rules.
-Treat all charts as a special maneuver, like OFC and OFC cage matches. However, if the dice total is odd, play normally, but a Kabuki fighter enters play.
-Kabuki attack either wrestler, starting on Level 2 Offense. Use battle royal rules for whom gets attacked, etc. Kabuki cannot won the match, and are eliminated when they either are tossed out (any chart is rolled) or their cage equals 10).
-More than 1 Kabuki can enter play at one time, but they never attack each other, only the 2 fighters.
(For Kabuki stats use any jobber but with a -1 Agility, +4 Power, and 8 Cage.)
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Post by LWPD on Feb 18, 2008 2:50:23 GMT -5
Ringside Brawl Chart
Credit Jeff 'Doc' Manjarrez
We've all seen it. Two ringside allies getting into a brawl while their wrestler's war in the ring. Or, a manager getting nailed by a ringside ally (or another manager) while trying to interfere in a match. This rules set will help put that type of situation in to Champions of the Galaxy.
Anytime a manger (or ringside ally) tries to interfere in a match in any way (ie. Manager interference, using his Distractor rating, or trying to attack a wrestler outside of the ring), his opponent may roll on the appropriate chart below to try and stop him. Use the Ringside Ally vs. Manager chart if the attacker is a Ringside Ally or a BodyGuard. Use the manager vs. manager chart when two managers go at it. And finally, use the Ringside Ally vs. Ringside Ally chart when two ringside allies (or bodyguards) are involved. The player who is trying to interfere always rolls to for the outcome on these charts.
Ringside Ally vs. Manager
2: Your opponent's ringside ally tries to stop you. However, you smash him with a foreign object as he approaches (chair, brass knuckles, etc). Opponent is KO'ed for the remainder of the match, and must also roll on the Blood and Guts Chart. You may interfere in the match.
3: You jump up on the ring apron. At the same moment, your opponent's ringside ally catches up with you and grabs you from behind. Your wrestler's opponent comes over and smashes you in the face as his ringside ally holds you. You are KO'ed for the remainder of the match. OPPONENT ROLLS DQ. If there is no DQ, then the match continues. But, your wrestler has recovered a bit. OPPONENT ROLLS ON LEVEL 1 OFFENSE.
4: You jump up on the ring apron and try to interfere in the match. But, your opponent's ringside ally trips you, and you fall on top of the referee. The referee is injured. All hell breaks loose!!!
5: Your opponent's ringside ally comes over to stop you. You see him coming and run away. A wild chase takes place around and around the ring. However, in the end, you surprise the ringside ally with a hastily found foreign object to the chops!! Ringside ally is KO'ed, and must roll on the Blood and Guts Chart. Roll your Distractor Rating to see if the chase distracted the referee. If not, then play proceeds normally.
6: You jump up on the ring apron, as your opponent's ringside ally grabs your leg from behind. You spin around and kick him hard in the face. As he falls to the ground you continue with your action. You may interfere in the match.
7: You jump up on the ring apron. But, your opponent's ringside ally tries to come and stop you. Roll one die.
EVEN: You wriggle out of his grasp. You may interfere in the match.
ODD: Your opponent's ringside ally grabs a hold of you and pulls you off the apron. As he is about to smash you in the face you wriggle out of his grasp and run for your life! A crazy chase around and around the ring ensues. Finally, you run back stage as the ringside ally follows you. Both of you are gone for the remainder of the match.
8: Opponent's ringside ally Irish whips you into the steel security fence. You are stopped from taking any action at this time. Play proceeds normally.
9: Opponent's ringside ally grabs you and suplexes you on the ringside floor. You are KO'ed.
10: Opponent's ringside ally catches up with you and pummels you with a vicious series of fore arm smashes. You are KO'ed for the rest of the match.
11: Opponent's ringside ally catches you and performs a devastating clothes line on you. You are KO'ed for the rest of the match.
12: Opponent's ringside ally smashes you with a foreign object (chair, brass knuckles, etc). You are KO'ed for the rest of the match, and must also roll on the Blood and Guts Chart.
Manager vs. Manager
If Attacking Manager is a HeroRoll One die
EVEN: Opponent's manager grabs you and physically stops you from interfering. A shoving match ensues. By the time that the two of you get done yelling and shoving with one another it is all too late. Play proceeds normally.
ODD: You slip away from your opponent's manager. You may interfere in the match.
If Attacking Manager is a Villain Roll One die.
EVEN: Roll one die. 1-3: Same as the EVEN result above, 4-5: Your opponent's manager grabs you and physically stops you from interfering (irish whip into ring post, punches you, etc). Play proceeds normally. 6: Opponent's manager smashes you with a foreign object. (use the rules from result #12 of the Manger vs. Ringside Ally Chart).
ODD: You slip away from the opponent's manager. You may interfere in the match.
Ringside Ally vs. Ringside Ally
2: Your opponent's ringside ally tries to stop you. You apply your finishing move on him (if it isn't appropriate, then pick one of his favorite moves). He is KO'ed and may take no further part in the match. He is also injured equal to the finishing moves PIN modifier. You may interfere in the match.
3: The brawl distracts not only the referee, but also your wrestler's opponent. They both lean over the ropes shouting encouragement or threats. However, during the distraction, your wrestler has recovered. He sneaks up on his opponent and rolls him up for a pin!!! OPPONENT ROLLS PIN. If there is no pin, then your wrestler rolls on Level 1 Offense. Use the rules from #7 below to determine who wins the brawl between the two Ringside Allies.
4-5: You interfere in the match before your opponent's ringside ally can attack.
6: You win a short, but violent, brawl by throwing your opponent into the steel security fence. You may interfere in the match.
7: You and your opponent's ringside ally brawl at ringside. The brawl momentarily distracts the referee. Roll one die
EVEN: You win the brawl, and KO your opponent's ringside ally. He may take no further part in the match. You may now interfere in the match.
ODD: Your opponent's ringside ally wins the brawl. You are KO'ed and may take no further part in the match. Play proceeds normally.
8: You jump up on the ring apron and try to interfere in the match. But, your opponent's ringside ally trips you, and you fall on top of the referee. The referee is injured! Roll on the Referee Injury Chart. All hell breaks loose!!!
9: Your opponen'ts ringside ally catches you, and body slams you on to the ringside floor. You are KO'ed and may take no further part in the match.
10: Your opponent's ringside ally pile drives you onto the ringside floor. You are KO'ed and may take no further part in the match.
11: Your opponent's ringside ally power bombs you through the time keeper's table. You are KO'ed and may take no further part in the match.
12: Your opponent's ringside ally applies his finishing move on you (if it isn't appropriate, then pick one of his favorite moves). You are KO'ed and may take no further part in the match. You are also injured equal to the finishing moves PIN modifier.
Note: A "play proceeds normally" result means that the opponent may try for a pin.
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Post by LWPD on Feb 18, 2008 2:51:55 GMT -5
Roll Of Coins Punch Chart
Credit SoccerGuru54956
This is used when a wrestler is desperately losing a match grabs a roll of coins out and tries using it.
ROLL OF COINS USE rules -- 1.When a wrestler on defense rolls the (LV) option ,he may use the roll of coins chart instead of leaving the ring!
2.Coin punch maybe only used once in each match.Note:Both wrestlers can not try this,only one attempt total!!
3.If coin punch is successful and the referee was distracted by a manager,ally,or spectator!!
4.A "babyface" would not be so eager to use a roll of coins unless he is a champion tryig to defend his belt
5.Try not to over use.This is rare and if coin punch usage becomes normal ,your fed commish may start banning/ suspending wrestlers!
6.You refers to the wrestler on defense.
7.Use two dice on rolls! =========
ROLL OF COIN USE CHART (use two dice) -- 2. As you cower in corner ,you pull out a roll of half-dollars! When the opponent approaches you ; you put opponent in headlock and sneakily punch the oponent in the temple area!!The opponent is down hard and is in troub;e!! Roll DQ:2 If no DQ,the opponent adds +2 to his rating and rolls PIN!!
---------- 3. As the opponent is encouraging the fans,you grab a roll of quaters and stand-up!!When the opponent comes near you grab him and use a short punch to the chin!!The opponent goes down quickly!!
Roll DQ:3 If no DQ,the opponent adds +1 to rating and rolls PIN!!
------- 4. You start begging in corner,as the opponent shouts in victory. As he is destracted,you pull out a roll of nickels!Once the opponent is hovering over you ,you punch him in the groin!!The opponent is in pain as he writhes on the mat!!
Roll DQ:4 If no DQ, the opponent adds +1 to rating and rolls PIN!!!
------- 5. The opponent starts coming at you with a slow double axehandle. As he is fully wide-open , you punch him in the gut with a roll of dimes!!
Roll DQ:5 If no DQ ,the opponent is stunned and you small package him for a pin attempt!Opponent rolls Pin!!!
-------- 6-10. The referee notices you reaching for a roll of pennys and quickly steps in and takes it away.
(roll odd or even)
ODD=The referee thinks about and may DQ you. You roll DQ:5 ! If no dq ,opponent rolls on level three offense!!
EVEN=The referee grabs the coins away which leads to you and the ref to start to argue!!Meanwhile the opponent sneaks up from behind and hits you with a suplex (or other move)!!
You roll on level three defense!!!
------- 11-12.
As you reach for a roll of coins,the opponent sees you and stomps them into the air!! Unluckily for you ,the coins fall right into the opponents open hand!!! The opponent then wallops you hard with the coins!!
The Opponent rolls DQ:4 If no DQ, roll one die to see what currency the roll of coins was....
1.Roll of Susan B Anthony dollars,you add +3 and roll Pin!!
2.Roll of half-dollars,you add +2 and roll Pin!!
3.Roll of Nickels,you add +1 and roll on level three defense!!
4.Roll of Dimes,you add +1 and the opponent rolls on level three offense!!
5.Roll of Pennies,the opponent rolls on level three offense!!
6.Oh heck the roll is Canadian money!!The punch just knocks you out of the ring!!You roll out of the ring chart!!!
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Post by LWPD on Feb 18, 2008 2:53:13 GMT -5
Credit Tommy Brownell
Roster Management for Warring Feds
At the end of a predetermined period (once a month, once a week, after a supercard, however often you hold them, etc), roll for each fed to determine if they lose any wrestlers. How do you determine that? Count up the roster (you decide if you want managers and women to count for this) and roll 1 die:
If your roster is:
1-19: Lose wrestlers only on 1, subtract 2 from the roll to see how many you lose, minimum 1. 20-29: Lose wrestlers on 2 or less, subtract 1 to see how many you lose, minimum 1. 31-39: Lose wrestlers on 3 or less, roll 1d6 to see how many. 41-49: Lose wrestlers on 4 or less, add 1 to roll to see how many. 50+: Lose wrestlers on 5 or less, add 2 to roll to see how many.
If you are going to lose wrestlers, roll 1 die and apply the specified modifier. The larger the roster, the more likely you are to lose more wrestlers. These rules are designed to keep feds at a manageable level.
To help determine who you lose, I have included a second chart. Roll on it for each wrestler you are losing.
Roll 2d6 Note: In any situation, if you are losing two or more wrestlers this cycle, feel free to substitute a tag team for a singles wrestler and use that to take up two of your exiting wrestler results.
2 Lose a champion! One of your champions has decided to part ways with the company! Roll 1 die: 1- Your heavyweight champion has given notice! 2-3: One half of your tag team champions has decided to head for greener pastures! Roll randomly or pick the exiting wrestler. You can either let the remaining wrestler pick a new partner or vacate the belts, your choice. 4: BOTH of your tag team champions wanna go! 5-6: Your secondary champion quits! Regardless of the result, use the Advanced Injury chart to modify their stats, don't give them any interference or PIN saves, and give them one last defense so they can go out on their backs!
3 Someone that just won a bit match leaves the company! Roll again, on a 4-6 they give notice. Book them in a match and use the injury chart to modify their stats so you can "job them out".
4 The highest ranking non-champion(s) leave the company! Roll to see if they give notice. On a 4-6, they do.
5 A top contender, perhaps frustrated that they aren't getting opportunities or upset that they can't win a belt, leave the company. Roll 1 die: On a four or five, it's half of a top tag team, on a 6 it's an entire tag team! Roll for notice as above.
6-8 You decide who's gone, promoter!
9 A struggling undercard wrestler opts to leave the company. Roll 1 die, on a 5-6, they give notice.
10 You sack the lowest ranking guy in the fed.
11 Someone that just lost a big match decides that's his swan song!
12 One of your champions walks out, without notice! Roll 1 die: 1 - Your heavyweight champion walks, perhaps taking the title belt with him! Imagine what happens if he shows up in another fed carrying the belt! 2-3 One half of your tag champions abandons his parter! You decide how to let the remaining partner handle the situation! 4 BOTH of your tag team champions are done! 5-6 Your secondary champion decides he's being held back and vacates the title!
It is highly recommended that you handle all exits before you do entries, especially if you do all your feds at once, because this frees up exiting wrestlers to jump straight to a competing fed.
To sign new wrestlers, roll 1 die and check your roster size:
If your roster is:
1-19: Gain wrestlers on 2 or better, add 2 from the roll to see how many you gain. 20-29: Gain wrestlers on 3 or better, add 1 to see how many you gain. 31-39: Gain wrestlers on 3 or better, roll 1d6 to see how many. 41-49: Gain wrestlers on 4 or better, subtract 1 to roll to see how many, minimum 1. 50+: Gain wrestlers on 5 or better, subtract 2 to roll to see how many, minimum 1.
When gaining wrestlers, roll on this chart for each incoming roster pick. After rolling on the chart, roll both dice...on a "2" or "12", you can steal a wrestler from a rival fed's roster that fulfills the criteria of the chart selection! Also, any time you roll on the chart and have two or more slots remaining, feel free to substitute a tag team in place of a singles wrestler.
2 A heavyweight champion, former or current, signs with the company! It should be someone with a history with your heavyweight champion if possible! The arriving champion(s) request (respectfully or not, you decide) a title match on the next supercard! Roll 1 die: 1-3 The champion (or authority figure) grants the match! 4-5 A top contender in the fed takes issue with the arriving champion(s) getting such treatment and challenges them instead! 6 The new arrival doesn't get a title shot, but does get made the Special Referee for the next World title match! You decide whether he wants to help the champ or screw him over!
3 A top heel gets a surprise! 1-3 An old enemy of the heel has arrived in the company, seeking to settle old scores! 4-6 It's an old friend of the heel! You can decide if he's come to praise his old partner in crime, or to bury him!
4 A successful, albeit cheating, title holder (from another fed or your fed's past) signs with the company. You decide if he's come flaunting his record or if he wants to turn over a new leaf.
5 A brutal heel with a notorious reputation arrives! Decide how he fits into the current heel power structure! Maybe he's a hired gun for your top bad guy, or maybe he has a problem with the current heels and wants to be the big dog!
6-8 Your choice, promoter!
9 A popular wrestler with a strong following signs with the company! This could a death-defying high-flyer, a brilliant technical wrestler or a rowdy brawler!
10 A well decorated fan favorite announces his arrival! You decide if he's here to fight for the side of right, or if his lust for gold has corrupted him!
11 A top face gets a surprise! 1-3 An old friend arrives! You decide if they want to renew old partnerships, or if they're jealous of their friend's success! 4-6 An old enemy debuts! You decide if the new arrival is still holding a grudge, or if they want to bury the hatchet!
12 A heavyweight champion or champion(s) enters the company, demanding a crack at the current champion(s)! This shouldn't be someone with a strong history with your champion(s)...in fact, if possible, it should be a "dream match"! Book it, Promoter!! _____________________________________________________
Rowdy Fans Chart
Credit SoccerGuru54956
1.This is used when a wrestler rolls a 12 on any original Out Of the Ring Chart.
2.It will help reduce count-out but also make a count-out more enjoyable and realistic!!
3.Use one die !!
====== ROWDY FANS CHART - 1. The fans begin taunting the wrestler down at ringside.As the wrestler starts to get up and make it back into the ring , a fan throws a steel chair onto the wrestlers head!!The wrestler is totally out and gets Counted Out by the referee!!! COUNT-OUT!! The wrestler is injured two cards!!
------ 2. As the opponent is laying on the concrete a fan dumps a cup full of beer on him!!The wrestler is awoken and begins climbing towards the ring to beat the ten count! ROLL PINFALL!!
If same or lower,the wrestler gets counted out!!
If higher,the wrestler gets back into the ring!Opponent on level three!!
----- 3. A fan near ringside starts to make obscene jesters to the downed wrestler.The woozy wrestler gets mad,stands uo , and attacks the fan!! Meanwhile the referee begins a ten count and the wrestler is COUNTED-OUT!!
As security rush in ,the crowd at the arena goes insane and a riot starts!! The crowd begin to damage the building and any wrestlers/referee involved in the match are injured one card!!
After order is restored.Your federation head suspends the wrestler who caused the brawl for 1-6 cards!!
Your federation is also barred from appearing at that arena for 2-12 cards !!!!
------- 4. Some rowdy fans take souvenirs and hit the out of ring wrestler with them. The wrestler adds +1 and rolls his PIN rating against a Count-out!! If no Count-out,the offensive wrestler comes out and pulls the defensive wrestler back into the ring. Wrestler originaly on offense rolls on level three offense!!
------ 5. Some rowdy fans begin taunting the downed wrestler with nasty stuff.An ally/manager of the downed wrestler quickly enter the scene and roll him back into the ring. Wrestler originaly on offense rolls on Level Three Offense!!
------- 6. Some dumb fan "marks" the downed wrestler postion!!The opponent comes out of the ring ,hits a speciality move onto the unlucky wrestler and then rolls him back into the ringside!! Meanwhile the referee count has reached 9 (or 19); roll two dice for double count-out
COUNT-OUT=double sixes only!!
If no double count-out ,the unlucky wrestler adds +2 to his PIN rating and the wrestler on offense rolls on Level Three Offense!!!!
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Post by LWPD on Feb 18, 2008 2:55:08 GMT -5
Royal Rumble
Credit dbfnq
I'll soon be running a Rigel Rumble card, and the system I'm using is as follows:
Each wrestler starts with a number of tokens as follows:
1 for showing up +1 if Power is -3 or better +1 if Agility is -3 or better +1 if Ropes and Turnbuckle are both A +1 if weight is 250lbs or more Another +1 if weight is 300lbs or more +3 if Pin is 5(2) or better Another +3 if Pin is 4(1) or better
Note that the numbers above are for the New Beginnings set. You may want to adjust them depending on your competitors. Basically, the more tokens the average wrestler has, the more wrestlers will be in the ring at a time. I've aimed for an average of about five tokens per wrestler, but I may take it down a little.
Anyway, two wrestlers start in the ring. I put poker chips on them to represent their tokens.
Roll a single die for each of them. On a 1-3, the wrestler loses that many tokens. On a 4-6, the wrestler loses no tokens. Any wrestler who runs out of tokens is eliminated. Then add a new wrestler, and roll again for each remaining wrestler. Continue until only one wrestler remains.
To determine order of elimination:
When two or more wrestlers are eliminated in the same round, those who rolled a 3 are eliminated before those who rolled a 2, and the 2s are eliminated before the 1s. If two or more wrestlers rolled the same number, then whoever had less tokens at the start of the round is eliminated first. If that's still a tie, then the eliminations are simultaneous.
To determine who eliminates whom:
The dominant wrestlers in each round are those who rolled 4-6. The first elimination is given to whichever dominant wrestler rolled the highest that round, the next elimination to the next highest, and so on. If there are more eliminations than dominant wrestlers, start over at the top.
So, putting it all together:
A the start of the round, the Betrayer (1 token left), the Gatekeeper (2 tokens left), Tauran (2 tokens left), Valour (4 tokens left) and Minotaur (3 tokens left) are in the ring. Next entrant is Swarm, who starts with 4 tokens.
Betrayer rolls a 2 (loses two tokens, none left) Gatekeeper rolls a 6 (loses no tokens, 2 left) Tauran rolls a 2 (loses 2 tokens, none left) Valour rolls a 2 (loses 2 tokens, 2 left) Minotaur rolls a 3 (loses 3 tokens, none left) Swarm rolls a 4 (loses no tokens, 4 left)
Betrayer, Tauran and Minotaur are eliminated this round. Minotaur goes first, becuase he rolled a 3. Tauran and Betrayer both rolled 2, but Betrayer had less chips to start with, so he's eliminated before Tauran.
Gatekeeper and Swarm are dominant this round. Gatekeeper eliminates Minotaur. Swarm eliminates Betrayer. Gatekeeper also eliminates Tauran. End of round.
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Post by LWPD on Feb 18, 2008 2:56:34 GMT -5
Royal Rumble Version
Credit Swarm
A new wrestler comes in every two minutes, real time.
Guys on offense: They can attack anyone at anytime on whatever level offense they are on...
example: Rage attacks Zygon on L3O and rolls out of the ring...Zygon rolls his pin and is pinned, thus tossed from the Rumble...
Rage can now attack anyone he wants in The Rumble starting on L3O...
Guys on defense: Just the opposite. Swarm attacks Plethador and hits him with a level 3 move. Plethador rolls down - 3. He can now be attacked by any other wrestler starting at L3O...
and so on...
When someone rolls out of the ring I always roll the pin...if a guy hits his finisher and the opponent is not thrown from the ring I add whatever the + rating is for fatigue.
As far as time...
2 minutes real time...don't get tied up counting "moves" or "rolls" that's boring.
Just let go and get into it...if two guys are having an exciting battle keep it going!
I try to divy up the amount I spend on every set of brawlers during each two minutes but if you get caught up in something hot just go with the flow...that's what makes the rumble fast and fun!
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Post by LWPD on Feb 18, 2008 2:57:25 GMT -5
Credit Jumbo Inoki
Running the Gauntlet
This is a single elimination event. Two man start and the winner continues on to the next challenger until only one man remains and wins the Gauntlet.
Rules
1. Choice who will participate in the Running of the Gauntlet
2. Roll 2D6 for each wrestler. The two with the lowest roll total start in the first match. The other competitors remain at ringside.
3. After the completion of each fall, re-roll 2D6 ro determine which wrestler enters the Gauntlet next.
4. After each completed fall, the winning wrestler receives a 3 minute period of recovery.Roll 1D6 to see how his fatigue is effected:
1-2 The rest period does the wrestler some good, remove 1 from pin fatigue. Opponent start on Level 2 Offense
3-4 Good recovery, remove 1 from pin fatigue. Roll 1D6 to see which wrestler starts on Level 1 Offense
5 Excellent recovery, remove 2 from pin fatigue. In ring wrestler starts 'hot' on Level 2 Offense
6 Fatigue level is great, full fatigue carries over to the next match. Roll on Level 3 Defense to start.
5. In the event that no pin fatigue has been suffered by the winning wrestler he is considered 'on his game' and start immediately in the next fall on Level 3 Offense
6. Continue until one wrestler remains, thus winning the Gauntlet
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