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Post by LWPD on Feb 18, 2008 2:59:43 GMT -5
Sandman Random Events Table
Credit Todd Holland (Holland227)
This came about from a discussion on The Deuce about The Sandman. In my feds he would have one or two red hot feuds then he would get lost into the pack looking for a place to fit in. Well now he can come in anytime. here is a chart to roll on anytime during a card to see what the beer drinking lunatic The Sandman is up to:
2: Sandman sees what is going on in the ring and is disquisted. He tries to get up but too drunk falls over and crashes through a table. Sandman is out and unable to head to the ring. Roll 1die:
Even: Sandman is out cold and can not compete tonight- His matches are forfieted
Odd: Sandman recovers but has a terrible headache and is dizzy-: Add 1 to Deathjump
3-4: The Sandman decides to go out and get some more beer from the vendor because three 12 packs just isn't enough. Upon finding the Vendor the Vendor refuses sale to the Sandman because he can not serve someone who is intoxicated. Roll 1 die:
1-2: Sandman tells the vendor he understands and turns away. When the vendor looks relieved and off to finish his night The Sandman taps him on the shoulder and delivers a vicious Singapore Cane Shot... then takes all his beer to the back
3-6: The Sandman threatens the Vendor that if he doesn't give him his beer that he will be very sorry and will learn what extreme is. The Vendor, very scared gives The Sandman his beer and run away crying like a baby
5-8: The Sandman has seen enough sissy crap and heads to the ring. He clears the ring out with a steel chair and his Singapore Cane. He then challenges the toughest SOB in the back to come out and have a hardcore match with him where the winner is the last man standing. Roll 1 Die:
1-2: Promoters Choice 3-4: Random Wrestler 5-6: No One Answers. The Commish or CEO or whoever is in charge comes out and tells the Sandman if he wants a match to sign up for one in the back. This makes the Sandman mad but he tells the person they are right and asks them to lead him to where the sign ups are.
While they walk to the office, The Sandman nails a White Russian Leg Sweep on the boss and tell shim to make a match for him next week and make it hardcore. The person in charge agrees and when Sandman is walking away, the person makes it a special match!!! Up to you promoter!!!!
9-11: The Sandman finds someone to do an interview with him. Sandman is clearly drunk but wants the world to know what a bad a** he is. Suddenly a random wrestler comes out and attacks The Sandman and it degenerates into a brawl. The Commish comes out and orders a falls count anywhere match to begin. A ref comes out and takes control. Guy attacking Sandman rolls on lvl 2 offense
12: The Sandman begins harassing anyone who comes into his way and this prompts the Commish to call the cops. Sandman tells the cops he isn't drunk and he is fine. After a few minutes the officers convince The Sandman to leave the building. While escorting him out he attacks the cops and starts wailing them with his Singapore Cane. Soon about 6 or 8 cops jump on Sandman and taser him and take him away to the drunk tank for the night!!! Sandman is off to jail and unable to compete tonight. He forfeits any matches he is in
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Post by LWPD on Feb 18, 2008 3:01:26 GMT -5
Scaffold Match
Credit Ty States
2 men or tag teams fight on a narrow scaffold extended 20 feet above the ring! The only way to win, is by throwing the opponent off the scaffold 20 feet down to the mat!
Titan Death match rules
Use Cage ratings in place of Pin ratings
Anytime "into the ropes, into the turnbuckle, out of ring, and deathjump" are rolled, roll on the chart below
NOTE* The #'s on the chart refer to the #'s on the dice. (e.g. If one die reads "2" and the other reads, "4", follow the result of the "2-4" roll.)
**To locate the "result" faster, put the dice #'s in order from lowest to highest.. (e.g. If you roll a "5" and "1", put them together as "1-5", not "5?-". It'll be easier to find on the chart.
ROLL RESULT 1-1 You stun gun the opponent on one of the steel railings! He rolls around in pain and may fall off the scaffold! Opponent rolls cage/pin. If unsuccessful, roll again on this chart.
1-2 You yank a steel bar off from a part of the railing and beat the opponent with it! Roll again on this chart.
1-3 The opponent makes a comeback and gives you a "Rocker Dropper" on the steel platform! Opponent roll on this chart.
1-4 You climb the corner rails and attempt a risky moonsault body press! The camera flashes from the stands blind you and you miss! Opponent rolls on level 2 offense.
1-5 You the opponent off the corner rails right onto the steel platform! Roll on offense 3
1-6 You attempt to body slam the opponent off the scaffold! But he shakes furiously forcing you to slam him on the platform. Roll on offense 2.
2-2 You climb to the top corner rail. You didn't realize your fear of heights and you fall on the rail...groin first!!! Opponent rolls on this chart.
2-3 You deliver a devastating running bulldog on the opponent. Roll again on this chart.
2-4 You climb over the rails and slingshot yourself over them with a flying clothesline on the opponent! Roll on offense 2.
2-5 You chokeslam the opponent on the platform. Roll again on this chart.
2-6 You Belly to Belly the opponent. Roll of Offense 3.
3-3 You lift the opponent up in a suplex. You fall forward to slam him face first to the steal but he rams you too! You are both down. Both men roll 1 die. Highest roll rolls on offense 2.
3-4 You piledrive the opponent to the steel! Roll on offense 3.
3-5 You put the opponent in an airplane spin. You slam him down to the steel but you are wobbling ! Roll your pin. If no pin, opponent rolls on offense 1.
3-6 You trap the opponent in the corner and attempt a shoulder block to his midsection. The opponent moves and you go flying into the bars! Opponent rolls on this chart.
4-4 You whip the opponent into the corner rails. But he jumps to the top rails and comes flying off with a spinning body press and continuously punches you in the head! Opponent rolls on offense 2.
4-5 You tie your own foot to the rail and attempt to push the downed opponent off the scaffold without you going too! He falls over the side but grabs on to your arm and pulls himself back up! You're tied up and helpless! Opponent rolls on this chart.
4-6 You climb to the top rail. The opponent sees you and delivers a Frankensteiner on you to the platform and you roll off the side! Luckily, you find something to grab underneath the platform! Roll your pin. If no pin, opponent rolls on this chart.
5-5 You both bang heads and roll off the platform! You both find something to grab underneath! You start kicking each other while hanging there! The crowd is losing it!!! Both men roll pin. If both men fall, the match is a draw. IF no one falls, you roll on offense 2.
5-6 You whip the opponent into the corner rail and charge at him. He ducks and you go flying over the rail! But your tights get caught on the scaffold somehow on the way down! We can see EVERYTHING!!! Roll your pin. If no pin, opponent rolls on this chart.
6-6 You both start a heated brawl! You rake the opponents eyes and he steps back almost falling off. You think, "the hell with it!", and execute a high cross body on the opponent sending you both crashing down to the mat!!! You both get up and deep brawling! You both demand to be allowed to continue the match! Roll both dice. Odd-NO! Grogan won't allow it! Even-YES! What the hell! Let'em go! (Start the match over again!)
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Post by LWPD on Feb 18, 2008 3:04:47 GMT -5
Scrap Yard Super Death Match
Credit Aaron H Chiu
This is a match meant to settle all feuds once in for all. Just about everything comes into play here, from running over wrestlers with cars, to angry junkyard dogs. There are even a couple of situation where death can occur. There are a few simple rules:
-follow Titan Death Match rules.
-the first wrestler whose cage ratings reaches 20 can no longer continue and is declared the loser.
-both men are automatically injured. Roll one die for the winner and two for the loser. However, the winner always takes the lesser value.
-on a roll that calls for use of any of the charts (i.e. into the ropes, into the turnbuckle, out of the ring, deathjump), roll on this chart instead. Take the values of both dice, counting the lesser value first (i.e. like the scaffold match,for those of you who are familiar with it.)
(Check it out! There is a chance for something brutal to happen on any roll of doubles.)
1-1 you both climb up a stack of cars until you reach the top. You brawl savagely from your dangerous position many yards above the ground. Roll one die.
1-3: your opponent decides against fighting in the current location and climbs down from the cars. You follow after him, but he reaches the ground first, and takes the advantage. OPPONENT ROLLS ON LEVEL TWO OFFENSE.
4-5: you decide to step down from the stack, prompting your opponent to fall into the same trap. ROLL ON LEVEL TWO OFFENSE.
6: The both of you struggle up above, but as of result, you both fall off the stack of cars and hit the ground hard. Both wrestlers add 2 to their pin ratings and roll one die. The wrestler with the higher roll recovers first and rolls on level three offense.
1-2 you attempt to smash your opponent's head into a windshield of a nearby car. roll one die. Odd roll: you smash his head through the windshield. Add one to his pin rating, and ROLL ON LEVEL THREE OFFENSE.
Even roll: he reverses the move and smashes your face through the windshield. Add one to your pin rating. OPPONENT ROLLS ON LEVEL THREE OFFENSE.
1-3 you attempt to go for the kill on your opponent, but he grabs a tire iron and smashes it into your face unexpectedly. OPPONENT ROLLS ON LEVEL TWO OFFENSE.
1-4 you take your opponent up on the hood of the car and attempt to piledrive him on to the hood-3. Roll two dice. The move works on a roll of 5 plus the opponent's cage rating or less (kind of like the choice situations chart). If the move fails, then your opponent backdrops you off of the car and takes over on level two offense.
1-5 you knock your opponent down on the ground, and climb to the top of a pickup truck. You measure your opportunities and circumstances before leaping off of the vehicle. ROLL ON DEATHJUMP CHART.
1-6 you look around for some items to use in the junkyard. However, your opponent recovers, and charges at you from a distance. Roll one die.
Odd roll: opponent tackles you, ramming you into a pile of cars OPPONENT ROLLS ON LEVEL TWO OFFENSE. Even roll: you sidestep your opponent and slam the front door of a nearby car into his face. ROLL ON LEVEL TWO OFFENSE.
2-2 you try to whip your opponent into a stack of cars. Roll
two dice. On a roll of 2-6, you continue your onslaught and roll again on this chart. On a roll of 7-11, he reverses the move and whips you into the stack of cars and rolls again on this chart. On a roll of 12, not only do you successfully whip your opponent into the stack of cars, you do so with such great force that the stack of cars fall on top of him. Add three to his pin rating, and at least two to his injury (it is possible for him to accumulate more). Roll again on this chart.
2-3 you open the hood of a car and stick you opponent's head into it. You climb on to the hood of another car and leap on to the hood that your opponent's head is trapped in. Elbow drop on to the hood-3. The move works on a roll of 9 plus or minus the opponent's agility rating.
2-4 you smash your opponent's face into a steel fence. ROLL ON LEVEL THREE OFFENSE.
2-5 you kick your opponent into a car whose window has been broken. However, your opponent reaches into the glove compartment and conveniently pulls out a wrench which he smashes into your face. OPPONENT ROLLS ON LEVEL THREE OFFENSE.
2-6 you hear the barking of the junkyard dog from a short distance. He appears from around the corner, and does not look to be very happy. Roll two dice. 2-6: the dog leaps and brutally attacks you. Your opponent recovers as the dog retreats and takes over on offense. OPPONENT ROLLS LEVEL TWO OFFENSE.
7-12: you kick the dog in the gut, and send him wimpering away, as you go back to business. Roll again on this chart.
3-3 you brawl on a conveyor belt as it inches slowly towards the incinterator. Roll two dice. On a roll of 2-6, you knock him off the conveyor belt, and jump off yourself, continuing your attack. Roll again on this chart. On a roll of 7-11, your opponent knocks you off and he continues his attack on you, and he rerolls on this chart.
On a roll of 12, you get the better of your opponent, but he sees what doom is coming, and leaps off the conveyor belt. You are confused until you turn around and catch a glimpse of your fate, as you are about to be demolished along with the other broken cars on the belt. Opponent automatically wins. A memorial card is held in your honor.
3-4 your opponent knocks you out cold with a baseball bat. OPPONENT ROLLS ON LEVEL THREE OFFENSE.
3-5 you take the hook of a crane and smash it into your opponent's face. ROLL ON LEVEL THREE OFFENSE.
3-6 you brawl with your opponent on the hood of a car, and attempt a hiptoss of hood-3. The move is successful on a roll of 8 plus or minus the opponent's power rating. If the move is not successful, opponent takes over on level two offense.
4-4 Your opponent climbs into a forklift, and you chase after him, jumping up into the driver's seat of the forklift as well. Roll two dice.
2-6: you knock him out the other side, and continue your attack ROLL ON LEVEL TWO OFFENSE. 7-11: He kicks you out, and you fall hard on the ground. OPPONENT ROLLS ON LEVEL TWO OFFENSE.
On a roll of 12: You are thrown through the front by your opponent. He starts the forklift and positions it to hold you pinned to the ground. He finds every weapon available to attack you with, and you bleed profusely. Add 3 to your pin rating. You finally find a way to inch yourself out of your situation, but the damage has been done. OPPONENT ROLLS ON LEVEL THREE OFFENSE.
4-5 Your opponent recovers and runs off into the maze of cars in the junkyard. You take off after him. Roll again on this chart.
4-6 You find an empty beer bottle and take possession of it. Your opponent sees this and tries to take it for himself. Roll one die.
Odd roll- you keep the bottle. Even roll- your opponent gets the bottle from you. In either case, the bottle is broken open and used on the unarmed wrestler. The unarmed wrestler adds one to his pin rating, and the wrestler with the bottle takes over on level three offense.
5-5 You brawl with your opponent underneath a car that hangs precariously above the two of you on a crane. Roll two dice.
2-6: your opponent gets the better of you and advances on you. OPPONENT ROLLS ON LEVEL TWO OFFENSE.
7-11: you deck your opponent with a vicious shot to the jaw and as he backs up, you follow. ROLL ON LEVEL TWO OFFENSE.
On a roll of 12: Your opponent gets a few shots in on you, but you look up and see that the car is about to fall. You dodge out of the way, but your opponent is slow to realize the same. A memorial card is held in his honor.
5-6 you take an exhaust pipe and bust it over your opponent's head. ROLL ON LEVEL TWO OFFENSE
6-6 you go off a distance and start the engine of a car. You try to run over your opponent. Roll one dice.
1-3: you successfully hit your opponent. Add 2 to his pin rating and roll again on this chart.
4-5: your opponent dodges your attack in the last second. You give up the car, and go after him. Roll again on this chart.
6: your opponent suddenly gets possessed, and decides to run directly towards the car. At the last moment, he leaps off the ground and dropkicks through the winshield and into your face. Both wrestlers add one to their pin ratings. Both wrestlers also roll one dice. The wrestler with the higher roll takes over on level three offense.
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Post by LWPD on Feb 18, 2008 20:04:16 GMT -5
Credit HercWad
Screamer Death Match
This is an awesome and yet truly dangerous match. This is sort of based on the movie Screamers. In this match, the ring has a special retrofit. The normal ropes and turn posts are taken out. The ropes are replaced by special tracks. Along those tracks, 2 circular saw blades (Screamers) powered by motors, travel the perimeter of the ring on each track, meaning that a wrestler would need to avoid 6 saw blades in the match. The turn posts are actually canisters which generate a highly concentrated electric current to the tracks, and the buckles that would normally hold the ropes to the turn posts are the conductors of electricity for the tracks, and since the electricity is live, it makes death jumps too dangerous to execute.
Rules:
1. Titan Death Match rules apply
2. All chart moves (ropes,ring,death jump, turnbuckle) become "attempt to throw opponents at Screamer". Roll on the chart below. "You" refers to the wrestler on offense. 3. The loser is automatically injured. Roll 2dice at the end, plus any accumulated injuries.
2- You pick the opponent up into a suplex. You suplex him right onto a Screamer. It slashes his back to the point where he has been paralyzed. YOU ARE DECLARED THE WINNER. YOU WIN THIS MATCH AS IF IT WERE A PINFALL.DOUBLE THE LENGTH OF INJURIES.
3-4 - You whip the opponent into a Screamer, but he stops himself. However, you come up to him and nail him with a dropkick. He goes over the top track after both Screamers slashed an "S" shaped cut on his back. ADD 1 TO INJURY. ADD 2 TO PIN RATING. ROLL ON LEVEL THREE OFFENSE.
5-6 - You whip the opponent hard into a corner. No Screamers cut him, but he hit the metal tracks hard, and he is stunned. ROLL ON THIS CHART AGAIN.
7- You have no control over your opponent. The Both of you whip each other into the tracks and a Screamer cuts the both of you. Now it's a struggle to see who gets up first. ROLL 2 DICE. THE PERSON WITH THE HIGHER ROLL GETS TO ROLL AGAIN ON THIS CHART.
8- The opponent slithers out of your grip outside the ring. He then picks up a foreign object from the audience (trash can, chair, etc.) and it hits you.ROLL 1 DIE. INCREASE YOUR PIN BY THE NUMBER ROLLED. The opponent comes back into the ring and pins you. ROLL YOUR PIN.
9- You lift up the opponent in an atomic drop, and you drop him groin first onto the conductor buckle! He is getting a bad shock, but his muscles tensed up and he cant get off. He stayed on the buckle so long that the medical attendants disconnected the power from the ring. The opponent is quickly rushed out of the ring to a burn center. YOU ARE DECLARED THE WINNER. YOU WIN THE MATCH AS IF IT WERE A PINFALL. ROLL 2 DICE FOR OPPONENT'S INJURY AND SQUARE THAT AMOUNT (For example, if a 7 came up, the opponent would be injured 49 cards.)
10- The opponent reverses, and he gives you a suplex onto the conductor buckle! You not only hit the buckle, but a Screamer slashes your back as well.ADD 3 TO YOUR INJURY, ADD 4 TO YOUR PIN, AND OPPONENT ROLLS ON THIS CHART AGAIN.
11- You whip the opponent hard into the corner of the tracks, and he goes over the corner much like Ric Flair goes over a turnbuckle. He steps on the conductor buckle, gets a big shock, and he flips backward, and you both knock heads. You are both down! He's on top of you! The referee begins to count 1.....2......3....! The opponent has just pinned you! OPPONENT WINS THE MATCH BY PINFALL!
12- You go totally crazy on your opponent! You go outside, grab a table and a chair and bring them in. You nail the opponent with the chair, and he rolls backward, getting his face, back, mouth, and stomach cut. One of his fingers is even severed. You the set the chair underneath the table, and give your opponent an atomic drop onto the conductor buckle! He suffers a tremendous shock, and flips backward through the table, landing head first onto the chair. You have no trouble getting a three count on him. YOU WIN BY PINFALL.FOR OPPONENTS INJURY, ROLL 2 DICE. THAT IS HOW MANY MONTHS HE WILL BE OUT! ______________________________________________________
Credit Author Unknown
Shark Tank Match
This match takes place in a regular wrestling ring set on a small pedestal above a large tank filled with Tzangorian Raptor Sharks. The ring is surrounded on all sides by a 12 inch walkway then drops off into the water.
There are four walkways leading to the ring coming from each diagonal corner. No ringsides allies or managers are allowed in this match. When somebody rolls outside of the ring, roll on the chart below. Also if someone gets a successful pin, that means the opponent is weakened enough to be hurled out of the ring and they roll on the chart below. The match does not end until somebody goes into the pool
Into The Pool Chart
2-4 You are able to duck at the last minute causing your opponent to go over the ropes instead. Opponent then rolls on this chart
5-7 You are fortunate enough to land outside of the ring and not land in the pool. You slowly make your way back into the ring and opponent takes over on Level 2 Offense
8-9 You slide off of the walkway and manage to grab onto the ledge. Roll two dice subtracting either your Agility of Power from your roll (your choice): 2-6 You manage to pull yourself up but the stress weakens you. Your opponent is now on Level 3 Offense; 7-12 Your hands give out under the strain and you plunge into the pool
10-12 You are hurled out of the ring into the pool. Opponent is victorious. Whoever gets thrown into the pool is automatically injured for 2D6 fight cards from the shark bite
Optional Injury Chart
2-5 Miraculously you escape the shark tank with no injuries
6-8 The sharks were just fed. They take a quick nip out of you and leave you alone. You are injured for 1D6 fight cards
9-10 The sharks decide they need a quick snack. You are injured for 2D6 fight cards
11 The sharks are ready for dinner. You are injured for 4D6 fight cards and you come to loathe sharks
12 The sharks are ferociously hungry and leave nothing of you. Your next of kin will be notified
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Post by LWPD on Feb 18, 2008 20:13:57 GMT -5
Credit Chad Olson
Shootfight Match
Description: The rules of this match are similar to those used in Pancrase, UWFI or UFC. This match emphasizes mat work and submission but can include chokes and eye gouges here and there.
Rules:
1. Match can only be won via submission or knock out
2. Use Shootfight Chart instead of Ropes & Turnbuckle charts
3. Roll again in the event of Death Jump or Out of the Ring. If rolled twice you must roll down to the next lower level of offense
4. Only realistic moves can be used in this match. Examples of banned moves include:
Flying body press Piledrivers Foreign objects Hair Pulling etc.
Use your best judgment when deciding which moves to use. If you roll any two of these types of moves in a row, roll down on the next level or some moves may be modified to fix the match context. For example a body slam would be delivered while holding onto the opponent with an attempt to drive him through the mat. Or an elbow or knee drop might be a series of elbow or knee smashes to a downed opponents body.
5. No (lv) option is allowed
6. No managers, valets, etc at ringside. No outside interference of any type.
7. Ignore (Ch) options, use the stated move.
8. Use PIN rating for submission. KO's and submissions are acceptable when a "realistic" finisher is delivered and the opponent is KO'd or "Pinned" in the same manner.
Shootfight Match
This match takes place in an "Octagon" UFC type ring or a regular wrestling ring. Use the outside PIN number for a submission (Example 6(3) use the 6). When rolling submission or KO use PIN rating. Use when you have rolled any of the chart situations. You refers to the wrestler on offense.
Rating A 2 Rating B 2 Rating C N/A
The opponent unleashes a kick at you, but you grab the leg and deliver a vicious leg whip takedown. You place the foe in a lower body submission of your choice. Opponent rolls submission
Rating A 3-4 Rating B 3-4 Rating C 2-3
The opponent backs you into a corner, but you slip behind him and deliver a German suplex. Roll on Level 3 Offense
Rating A 5 Rating B 5 Rating C 4
You and the opponent trade some thunderous punches in the middle of the ring. You are both stunned, blood is starting to trickle over the sweat that is already pouring. Once again you continue this melee but both of you are stunned. To see who wins this free for all roll one die:
Odd: You recover and roll on Level 2 Offense
Even: Opponent recovers and rolls on Level 2 Offense
Rating A 6 Rating B 6 Rating C 5
The opponent shoots in at your legs but you sprawl and lock in a choke hold. Opponent rolls on Level 3 Defense
Rating A 7-8 Rating B 7 Rating C 6-7
The opponent comes out of the corner and tries to spear you. Roll one die to see what happens:
Even: You block the opponents attempt, bulldog him to the mat and repeatedly bash his skull into the canvas. You roll on Level 3 Offense
Odd: The opponent gores you into the mat hard and begins fisting your head like a piece of meat. Opponent rolls on Level 3 Offense
Rating A 9 Rating B 8-9 Rating C 8
You are tired and can't catch a second wind. Opponent rolls on Level 3 Offense
Rating A 10 Rating B 10 Rating C 9
It's up to you! The opponent executes a deadly maneuver then throws you down to the mat for more punishment. Opponent rolls on Level 3 Offense
Rating A 11 Rating B 11 Rating C 10
The opponent comes at you with a leg sweep and then begins to batter your body with quick elbows to your head and then some devastating knee drives to your face. Add 1 to your submission rating. Opponent rolls on Level 3 Offense
Rating A 12 Rating B 12 Rating C 11-12
It's up to you promoter! Imagine something truly devastating, a punishing move to the opponent that could possibly end the match. Add 1 to both of your submission ratings and roll for knockout! If no KO continue on Level 3 Offense
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Post by LWPD on Feb 18, 2008 20:14:38 GMT -5
Credit Jumbo Inoki
Silver Dollar Challenge
This is a special challenge where two wrestlers agree to hit each other blow for blow with rolls of silver dollars until one of the wrestlers can not answer the ten count.
This is not a sanctioned wrestling bout, but more of a test of wills. I've used this scenario to enhance feuds between two heated rivals.
Rules
1. Always use The lower pin rating. For example a Wrestler with Pin 5 (2) use the 2.
2. Roll to see which wrestler goes first, highest roll wins. They will alternate in that order, going punch for punch until one wrestler is unable to answer the bell.
3. For the first punch add the Power rating into the blow. For example a wrestler with -3 power will add 3 into the opponents pin rating. For each subsequent punch add 1 Power rating lower to the pin rating.
4. Wrestlers with Power rating of zero or a positive number add 1 AFTER each punch.
5. After each blow roll the pin rating. If the roll is at or below that number, it means that the opponent has been knocked down.
Then re-roll to see if the wrestler makes it up before the ten count.
6. A wrestler wins when the opponent cannot answer the ten count. If a wrestler reaches a Pin rating of 12, he is knocked out and loses automatically.
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Post by LWPD on Feb 18, 2008 20:16:00 GMT -5
Singapore Cane Match
by Brian Hillhouse w/ minor editing by Tommy Brownell
From Violent Earth '96
This match is fought between two men with a singapore cane laying on a table at ringside. Anyone who gets the cane can use it against the opponent. After the match, the winner gets to cane the loser a predetermined amount of time.
- Titan/Texas Death Match Rules
- Cage ratings in place of PIN ratings
- Before the match begins, roll both dice. That's the number of times the loser will be caned. On a roll of 10 or more, the loser will be injured. Rol 1 die for length.
- When a "1" is rolled (except the first roll of the match), roll on this chart.
2 You stand over the fallen opponent and raise your hands in victory. The opponent grabs the cane and jams it UPWARDS! Add 1 to Cage rating. Opponent rolls on this chart.
3-4 You whip the opponent into the ropes and swing the cane like a baseball bat. Roll both dice:
ODD ROLL - The opponent ducks and you hit the referee. Roll on the "hurt referee" chart.
EVEN ROLL - You nail the opponent in the midsection. Roll on level 3 offense.
5-6 You clothesline the opponent over the top rope with the cane. Opponent rolls on the "out of the ring" chart.
7 You whack the opponent across the back with the cane. Roll again on this chart.
8-9 You attempt to cane the opponent but he kicks you and the cane goes flying! Roll both dice:
ODD ROLL - You pick up the cane and roll again on this chart.
EVEN ROLL - Opponent picks up the cane and rolls on this chart.
10 You choke the opponent down with the cane. Opponent adds 1 to cage rating. Roll again on this chart.
11 You put the cane into the fallen opponent's hands and slingshot him into the turnbuckle, cane and all! Roll again on this chart.
12 You lie the cane across the fallen opponent's neck and apply a deadly vertical legdrop on the cane and snap it in half!! Roll PIN. If no pin, roll on level 3 offense. You must wait 5 moves to get a new cane.
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Post by LWPD on Feb 18, 2008 20:17:56 GMT -5
Six Man Marathon Series
Credit Sheila
I created this event as a way to spotlight the importance of six man competition. The idea of "working as a unit" is something that has always appealed to me. Until recently, "stables" of wrestlers have always played a major component in the North American style of booking. With this event, I emphasize the importance of each wrestler "pulling his own weight" so to speak, in pursuit of a common. That goal being, winning the Six Man Marathon Series.
In addition, the best performing wrestler is spotlighted by winning the Six Man Marathon MVP award. This creates an underlying competition, that rewards individual effort APART from singles performance. It also results in the telling of a more compelling in ring story. Most importantly, it's a lot of fun!
Rules & Point System:
1. Each Marathon consists of two separate "lap" phases: The first phase, the singles lap phase, features each team member in a singles match. This lap consists of three matches in total. For each successful pin-fall, one point is rewarded to the winning team.
2. The second lap phase, is a series of "open ended" six man tag match falls. Note that this phase incorporates the same "advanced" tag rules as applied during the Kronos Legends Tag League. These concepts include: Dead Man's Tag Rule, Defensive Tag Rule, Tag Chain Wrestling Rule & Pin Saves Rule.
3. The Six Man Match phase carries forward ALL fatigue ratings suffered in the first phase for each team member. This match continues UNTIL a total of five falls has been scored by a given team. Once a team scores a total of five falls, that team wins the series.
4. AFTER a marathon is concluded, the points are then re-tabulated. For each loss, half a point (.5) is SUBTRACTED from a teams point total at the CONCLUSION of a marathon. A team that wins a Marathon 5-0 has a total of five points. A team that wins 5-4 would score a total of 3 points (4 losses would equal 4 losses multiplied by .5=2 Then 5-2=3) This system makes each & every fall have a consequence, & gives teams mathematically out of the competition, a chance to play a spoiler role. Most importantly, it emphasizes the importance of every member of the team being a contributor to the outcome.
5. In addition, individual standings are kept, under the same exact scoring system. The wrestler with the highest point total is awarded the Marathon MVP. This is the most objectively way of deciding which wrestler has contributed the most to his team. Example, a wrestler with a record of 9 wins 1 loss would score 8.5 points,
* As always, feel free to adapt, change or experiment in anyway, that would make you feel more comfortable.
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Post by LWPD on Feb 18, 2008 20:20:12 GMT -5
Slaughterhouse Annihilation Match
Credit poparuss
From the Popa Russ House of Pain here comes another match from the playbook. Use this match when you want to guarantee that the loser will be badly injured:
1. The match takes place inside a steel cage. Use cage ratings.
2. The cage is lined with various weapons and there are no ropes.
3. The turnbuckles have handcuffs attached to each corner. The goal is to wear down the opponent, handcuff him to the corner, and render him unconscious for the ten count.
4. On chart situations for into ropes, into turnbuckle and out of ring, roll on this chart: Grab Weapon Chart (roll 1 die):
a. Odd: Offensive wrestler loses control of the weapon. Roll two dice for each wrestler. The wrestler with the LOWEST number after combining the cage rating with the roll, takes over on level 2 offense.
b. Even: Offensive wrestler successfully uses one of the following weapons. He brutally beats down the opponent with these consequences:
1-2 Steel Chair-3 (add 1 to cage rating) 3-4 Brass Knuckles-3 (add 2 to cage rating) 5-6 Chain-3 (add 3 to cage rating)
* Use your own imagination and have fun. Fill in the details for yourself. Change the weapons to whatever you want but keep the "add to cage rating" impact.
6. Deathjump attempts are a normal part of the match.
7. There are two ways to attempt to win the match:
a. When the offensive wrestler rolls finisher (add that # to the cage rating)
b. When the defensive wrestler rolls pin.
* In both situations, you now attempt to drag the opponent to the turnbuckle and "handcuff" him to the cage.
1. If the roll is HIGHER, the defensive wrestler escapes and rolls on Grab Weapon Chart.
2. If the roll of two dice is the same or lower than the cage rating, he is now handcuffed. Roll for ten count.
3. Roll for answering the ten count
a. If the roll is higher, the defensive wrestler barely makes it to his feet, and is unhandcuffed by the ref and the offensive wrestler takes over on level 3 Offense.
b. If the roll is the same or lower than the cage rating, then he doesn't get up. The offensive wrestler wins. Roll on the Annihilation Chart to attack the unconscious handcuffed opponent.
* After the match is over, the losing wrestler is unconscious and handcuffed to the cage. Roll Annihilation Injury Chart if you want the winner to severely injury his opponent.
Annihilation Injury Chart:
* Roll one die
1-2 The winner beats on his opponent with repeated chair shots. Injury time is the same as the losers cage rating.
3-5 The winner continues a vicious assault with a series of weapons. Blood is everywhere. Injury time is DOUBLE the losers cage rating.
6 The winner nearly ends the unconscious opponents career before security stops the carnage. The loser is completely out of action TRIPLE his cage rating.
Let the blood flow!
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Post by LWPD on Feb 19, 2008 2:58:31 GMT -5
Credit Tommy Brownell
Special Guest Confrontation Chart
Layin' Down the Law
Trent Lawless Interview Show
Using this chart
Trent Lawless has been replacing Qualitar as the dominant CPC Media personality in recent years and he’s now bringing his brand of interviews to the CPC. The first chart is used for interviewing those that Trent can’t stand (like Talisman and the True Way) or “goody two-shoes” like The Exiles or Savage Kingdom. The second chart is used for “bad guys” (like Brainstorm) and the “too cool to care” types (Thayne and Viggo would use the second chart, despite being “good guys”). Most of the time, Trent’s reviews of the feuds in the handbooks tell you who he actually likes or dislikes, but when in doubt, use the rule of thumb that the more heelish the wrestler, the more Trent likes them and vice versa.
Interviewing “Goody Two-Shoes” (or wrestlers Trent doesn’t like)
2 Sneak Attack! Trent draws the subject’s attentions and allows their enemy to attack from behind! Roll 1 die. Even, the interviewee goes down, leaving Trent and the enemy to mock him! Odd, the enemy adds injury to insult and refuses to let up, injuring the opponent! Roll 1 die for the length of injury.
3 He’s Gone Too Far! Trent pushes the wrong buttons and the interviewee attacks him! Roll 1 die, on a 5 or 6, Trent convinces Prell to consider the incident and the interviewee may be suspended! Roll on Prell’s card to find out!
4-5 Surprise! Trent has something for the interviewee! 1-2, Trent sets up an elaborate sneak attack, helping the enemy humiliate the interviewee by spray painting something insulting on his back, shaving his head or some other punishment! 3-5, Trent plays a “This Is Your Life” video, highlighting the lowlights of their career, causing the interviewee to storm off. On a 6, Trent has done something genuinely nice and organized a #1 contender’s match between the interviewee and the top contender to a belt!
6-7 Normal Interview. Trent throws in a few insults, but the opponent keeps his cool and says his peace.
8-9 I’m Here To Tell You! The Interviewee takes this time to issue a challenge! Roll the die, on a 1-3, he challenges his archrival to a special match on an upcoming show! On a 4-5, he calls out a champion! Roll on Prell’s card to see if he gets the shot! On a 6, Trent twists the interviewee’s words and starts a fight between him and an unexpected wrestler of your choice! The offended wrestler shows up and a fight breaks out!
10-11 I Don’t Think You Have The Guts! Trent doubts the interviewee’s guts and/or skills and tries to cause them to make an unwise challenge to prove themselves! On a 1-2, the wrestler shrugs Trent’s challenge off and walks away. On a 3-6, they take the bait and get in way over their heads! It can be a challenge to someone who’s considered to be tougher or better than them, or even a handicap match challenge to a team! Use your imagination!
12 Bored Now. Trent cuts off the interview abruptly. The interviewee gets horribly offended, but before he can do anything, the entire rival group attacks and brutalizes him! Roll 1 die, on a 1-3, the interviewee’s allies hit the scene and a big brawl breaks out! Prell signs a team match (such as Survivor or Battlezone) for the next major show! On a 4-5, damage is done, but the allies show up before it’s too bad. Roll 1 die for injury. On a 6, the attack is too sudden and severe, and the interview is injured a number of cards equal to the roll of two dice! Prell responds by booking the attackers in “revenge” matches with the allies of the interviewee, and may even suspend Lawless, blaming him for the attack! Roll on Prell’s card for Lawless’ suspension!
Interviewing “Bad Guys” (or wrestlers Trent likes)
2 Devil’s Advocate! Trent decides the interviewee is so great, they need a title shot! Select a title that the wrestler is eligible for and roll on Prell’s card to see if the Commissioner agrees! Note: For managers, assume that Trent is lobbying on behalf of one of their wrestlers. 3 Let’s Have A Party! Trent decides to celebrate the interviewee’s accomplishments on the air! On a 1-3, he airs a highlight video showcasing the wrestler’s accomplishments. On a 4-5, he holds a full on party for the interviewee in which the guest of honor takes the opportunity to challenge a CPC Title holder for the next show! Roll on Prell’s card. On a 6, the archrival crashes the party, either disguised as the guest, hidden on the cake or something else! The party is disrupted! The guest of honor demands a match as soon as possible!
4-5 Fisticuffs! The rival of the interviewee interrupts and an argument breaks out! Trent gets in the middle, allowing the interviewee to attack his enemy! As a fullscale brawl breaks out, wrestlers and security come out to pull them apart, and a match is signed for the next available card.
6-7 Normal Interview. Trent does kiss up a bit, but the interview ends without incident.
8-9 Bo-Ring! The love fest on the set gets under another CPC wrestler’s skin, and he crashes the show! Trent tries to run him off, but the wrestler nails Trent and brawls with the interviewee! Set up a match as soon as possible!
10-11 Put Up or Shut Up! The enemy of the interviewee has heard enough and challenges the interviewee on the spot! Roll the die!
Even, the interviewee accepts! An impromptu match is on!
Odd, the interviewee backs down as Trent gets security to separate the men.
12 Business Is About To Pick Up! Trent and the interviewee keep ragging on the enemy, when they’re interrupted by his music! As he heads to the ring, roll 1 die. On a 1-3, security stops him in his tracks! On a 4-5, the enemy hits the ring and a brawl breaks out! On a 6, it’s a trap! An ally of the interviewee attacks the enemy, injuring him 2 cards!
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