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Post by LWPD on Feb 19, 2008 3:00:30 GMT -5
Special Referee Rules
Credit Sheila
In this angle, the referee (usually a guest wrestler) plays a more prominent role in the match. Now what rules could possibly make a referee special?:
1. Three strikes & you're out rule: if a wrestler even "rolls" three DQ situations, he is automatically fined. The match doesn't end, but the referee has already made an impact by issuing a financial penalty.
2. Increase dq ratings with each successive roll: dq ratings rise with each occurrence, increasing the probability of a disqualification. I don't limit the increase level in any way. This builds up the power of rule 3.
3. Titles can change hands on disqualifications: This is the key that makes rules 1 & 2 so important. Not only does a special referee have the power to fine a wrestler, not only is it more likely that a wrestler will be disqualified due to increasing dq ratings, but titles CAN CHANGE HANDS ON DISQUALIFICATIONS.
Using these rules makes a special guest referee, SPECIAL. It's also a good way to occasional use the increasing dq rule, in a way that gives it the highest possible impact.
This is not something I'd suggest using all the time, but only when it would make a good storyline with in an already developed angle.
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Post by LWPD on Feb 19, 2008 3:01:54 GMT -5
Spidernet Glass Match
Credit poparuss
1. Use cage ratings
2. There are no ring ropes.
3. The outside of the ring is surrounded by a barbed wire netting. Inside the netting is a mixture of lightbulb rods, broken glass beer bottles and thumb tacks.
4. Landing on different weapons staggers the effect of the damage.
5. Ignore all into ropes and out of ring instructions. Substitute with the Spidernet Glass Chart
Spidernet Glass Chart
2-5 The defensive wrestler reverses the momentum, sending the offensive wrestler into the spidernet. To find out the impact, roll one die:
a. Odd # roll: add 2 to cage rating.
b. Even # roll: add 3 to cage rating
6-7 Offensive wrestler goes to grab a weapon from the spidernet. Roll one die:
a. Odd # roll: The offensive wrestler digs a piece of broken glass into the eye of his opponent. Add 2 to pin rating
b. Even # roll: As the offensive wrestler is bending over, the defensive wrestler pushes him headfirst into the spidernet. The combination of barbed wire and glass leaves him a bloody mess. Add to 2 offensive wrestlers cage rating. Defensive wrestler takes over on level 3 offense.
8-11 Offensive wrestler reverses the momentum, sending the defensive wrestler into the spidernet. To find out the impact, roll one die:
a. Odd # roll: add 2 to cage rating.
b. Even # roll: add 3 to cage rating
12 In the midst of battle, BOTH wrestlers go crashing into the spider net. Blood is every where as both wrestlers are wrapped in barb wire, thumb tacks and broken glass. Add 4 to both wrestlers pin rating. Roll two dice to see who recovers first. The wrestler with the LOWER # after combining the dice roll with the cage rating, takes over on level 3 offense.
6. When defensive wrestler rolls (lv) he must automatically roll on Weapon Attack Chart. Roll one die
Weapon Attack Chart
a. Odd # roll: Defensive wrestler blasts offensive wrestler with a light bulb rod. Add 2 to offensive wrestlers pin rating. Defensive wrestler takes over on level 3 offense.
b. Even # roll: Defensive wrestler is pushed into the Spidernet, landing on a pile on broken glass & thumbtacks. Add 1 to pin rating.
7. The match ends when one of the wrestlers has either be pinned or submitted. No disqualifications.
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Post by LWPD on Feb 19, 2008 3:02:45 GMT -5
Credit David Basnett
Spooky Halloween Match
As Halloween approaches I have created "The Spooky Halloween Match" . It is great for any bootleg federation ? . The match takes places in a very old spooky graveyard (Anywhere you want) . . Falls count anywhere . No Dq's or Count outs . Whenever you roll onto (c) or (Ch) . You can play that move or roll onto the chart . Roll 3 x 6 sided dices
(3) Test of strength . Best pw wins and whips opponent's body into grave stone head-3 (If pws are equal roll 1 dice even=You win and Odd=Opponent wins)
(4) Wolf howling noises - You are frightened for a second . Re-roll on this chart .
(5) Graveside flowersw slap across opponent's face-1
(6) Deathjump from gravestone (Roll normall deathjump chart ignoring Dq's)
(7) Blood thristy bats flying about - You become scared . Opponent takes over and rolls this chart
(8) Head snash into garve headtsone-2
(9) Frightening finger jab to throat-1
(10) Ghostly choke grip-2
(11) Throw dirty soil into opponent's face-1
(12) Horrable headbutt-2
(13) Witchin' hour elbow smash to back-2
(14) Full Moon Figure 4 Leglock-3
(15) Spooky spear-3
(16) Tombstone piledriver onto a gave-3 (add 1)
(17) Giant poumpkin smash to back of opponent's head-3
(18) Freshly dug out grave plot (There is a burial funeral tomorrow) . A brawl near the egde takes place . Roll 1 dice (1-2) You throw opponent into grave hole-3
(3-4) Opponent reverses the move and You fall in . Roll on your defence level 3
(5-6) You both fall in . The wrestler with the lowest pin takes control on Level 3 offence . If Pins equal roll one dice
Even-You wins Odd=Opponent wins
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Post by LWPD on Feb 19, 2008 3:04:03 GMT -5
Credit Tom Stone
Sports Bar Match
This match takes place in any major sports bar of your choosing in the galaxy (Hooters, the Dog House, Molly Hatchet’s, etc). A ring has been set up somewhere inside, or outside near a door leading into the bar. Whenever out of the ring or deathjump is rolled, refer to this chart. You refers to the wrestler on offense at the time of the roll. The match ends when you have pinned your opponent or he can no longer continue. Titan Death Match rules apply.
2: You brawl near the pool table. The opponent bumps into the waitress, spilling her tray of drinks. She gets furious and low blow kicks the opponent! You then smash a pool cue over his back and cover him for the PIN. Opponent rolls PIN. If no PIN, you roll on Level 3 Offense.
3: You try a backdrop in the walk-in cooler, but the opponent hoists you up and piledrives you on a case of Black Hole Beer bottles, smashing them. You’re cut up and the opponent covers you for a PIN. Roll your PIN. If no PIN, opponent takes over on Level 3 Offense or again on this chart.
4: You try to whip the opponent into the big screen playing the Mars Attack/Jupiter Stars grav ball game. Roll 2d6. EVEN– You send the opponent into the screen and he bounces off splatting on the floor. You roll on Level 2 Offense. ODD– Opponent ricochets your head 5 times off the plexi-screen as one of the Mars players scores, rousing a double cheer! Opponent takes over on Level 2 Offense.
5: You shake up a bottle of Bawls Cola and spray the opponent in the face! The fizz renders him temporarily blinded as you take advantage and plant him with a DDT off the bar stool. You roll on this chart again!
6: You go around the bar and grab a beer keg that’s about half full, take a big chug, and then smash the opponent with it. You powerbomb him on the keg, sending beer everywhere as the keg flattens. Opponent adds 1 to PIN and you then roll on Level 3 Offense.
7: There’s a hot poker game going on, and you send the opponent crashing into the table or he may reverse, sending cards, chips and drinks everywhere. Roll d6.
EVEN– You get whipped into the table.
ODD– Opponent sent thru the table. The players aren’t happy. Roll d6 to see how many guys beat the loser of the roll down. Loser adds 1 to PIN and rolls on Level 3 Defense.
8: Opponent grabs a cigarette lighter from the bar and a shot of a happy fan’s whiskey. *POOF* You get scorched with a fireball. Add 1 to your PIN and opponent rolls on Level 3 Offense.
9: You slam the opponent on the pool table and decide to “rack ‘em up” as you bean him in the groin with a couple pool balls of choice! You roll on Level 3 Offense or again on this chart.
10: Opponent produces a can opener out of damn near no where and slashes you in the forehead! If not bleeding, you are now. You add 1 to your PIN and opponent rolls on Level 3 Offense.
11: Opponent takes you into the kitchen and with the burgers and kabobs still grilling, slams you on the grill! You roll off with grill marks seared into your back. You add 1 to your PIN. Opponent then rolls on Level 3 Offense.
12: One of you are about to get sent into the juke box as it’s playing some kick butt metal. Roll 2d6.
EVEN– You send the opponent into the box. He adds 1 to his PIN and you roll on Level 3 Offense.
ODD– Opponent reverses it and you smash into box as patrons get mad for ruining the music. Add 1 to your PIN and opponent takes over on Level 3 Offense.
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Post by LWPD on Feb 19, 2008 3:06:02 GMT -5
Spots Chart
Credit: Todd Holland (Holland227)
This chart is to be used when you had an exciting match or a dull match and want to add something different to it. This chart will contain spots for a match that will help you in your write-ups or imaginations for the events because with limited move sets on the cards this can help get things flowing better. Roll on this chart anytime your match is getting dull , dragging out and seems to have no end, or whenever you have an opening in the match that needs filled
Note: Wrestler A is on offense, Wrestler B is on defense
2: While in Dominating control, Wrestler A sets Wrestler B up on the top turnbuckle. Wrestler A then runs off the opposing ropes and lands a perfect flying dropkick to Wrestler B right in the kneecaps trying to ground Wrestler B. Roll on Offense Lvl 3
3-4: Wrestler A has the advantage and is looking for a huge move. He grabs a chair and sets it up in the ring. While the referee tries to get the chair otu of the ring Wrestler A grabs a second chair and sets it up and performs a running diving splash onto Wrestler B off the chair. Roll on lvl Offense 3
5-7: Wrestler A has Wrestler B in trouble. He sets up Wrestler B on top the turnbuckle and climbs up. Roll 1 die:
Even: Wrestler A does a spinning dropkick right to the face of Wrestler B, sending him to the arena floor. Then Wrestler A ascends the top rope and nails an amazing flying sucicide dive. Roll Count out for Wrestler B, if no countout roll on Out of Ring Chart
Odd: Wrestler B amounts a comeback and hits a closed fist to the head of Wrestler A. Then he either Performs a Superplex tossing Wrestler A into the crowd or He does a Spinning Reverse Huricanranna back into the ring on Wrestler A. Roll Countout for both men in Situation #1. If no count out Wrestler B rolls on Lvl 3 offense inside ring. Roll Pin for Wrestler A in Situation #2. If no Pin Wrestler B rolls on Lvl 3 Offense.
8-10: Wrestler B mounts a comeback and grabs 2 steel chairs. He tosses one to Wrestler A who tries to swing it at him but misses and almost blind sides the ref. With the ref turned away Wrestler B grabs the second chair and Slams the first chair back into the face of Wrestler A and then proceeds to DDT him onto the second chair. Add 1 to Wrestler A and Roll lvl 3 offense for Wrestler B
11-12: The Ultimate Spot. Both men are down. Roll 1 die. Even Wrestler A gets advantage, Odd Wrestler B. The Wrestler with Advantage goes outside and removes the steel guard rail and lies on across a wooden table. He then sets up two folding chairs on top of the table and the lies stacks another table on top of the other one. He then shoves the ref aside and grabs the other Wrestler and heads to the top rope. He performs a huge jumping DDT with the Chair under the other Wrestlers face and crashes through the tables, chairs and guard rail. Add 3 to the wrestler on defense, Add 2 to the Wrestler on Offense. roll DQ. If no DQ both men roll countout, if no countout both men roll pin again to see if they are knocked out. If no one Knocked out, then Roll on out of ring chart in Advantage Wrestlers favor. ___________________________________________________________________
Out of the Ring spot chart
We have all come to love the out of the ring chart and even the updated one but now I feel it is time for a new chart to be used. This chart can be used along with the other chart. Use this chart when you want to have a huge spot in your match on the outside.
Wrestler A is on offense and Wrestler B is on defense
2: Wrestelr A has just tossed Wrestler B to the floor. As Wrestler B staggers to his feet, Wrestler A begins to run off the opposing ropes and perfrom a sucicide dive. Just in the nick of time Wrestler B grabs a steel chair and bashes Wrestler A across the face. Add 1 to Wrestler A's pin. Roll DQ for Wrestler B. If no DQ have Wrestler B roll Wrestler A back into the ring and roll on lvl 3 offense
3-4: Wrestler B is on the outside. Wrestler A does a running baseball slide under the bottom ropes. Wrestler B catches Wrestler A and delivers a devestating powerslam right onto the floor. Wrestler A rolls back into the ring and Wrestler B goes for the kill. Roll Wrestler B on offense lvl 3
5-7: Roll on Out of Ring Chart as Normal
8-9: Wrestler A and Wrestler B have spilled to the floor. Wrestler A backs the fans away and grabs Wrestler b and hits a release Belly to Belly Suplex that has Wrestler B land on his back across the steel guard rail. Wrestler A takes him into the ring and rolls on lvl Offense 3
10-11: Wrestler B is out on the outside floor on his hands and knees trying to recover. Wrestler A goes out and stands on the apron. As Wrestler B begins to get to one knee and one foot up Wrestler A runs across the apron and nails a sick DDT onto the concrete floor. Add 1 to Wrestler B's pin rating. Wrestler A rolls Wrestler B back into the ring and goes on lvl 3 offense
12: Both men are on the floor and go for steel chairs. Each man swings but misses the other. While they spin around they collide with each other sending them both down. Roll 1 die:
Even: Wrestler A gets up first, breaks the count and then sets Wrestler B on the announce table. Wrestler A sets a chair across Wrestler B and then grabs the other chair. Wrestler A then gets onto the apron and jumps towards the Announce Table slaming the two chairs together. Add 2 to Wrestler B's pin rating. Wrestler A rolls DQ. IF no DQ roll Wrestler B's Countout. If no countout, Wrestler A rolls Wrestler B into Ring and rolls on lvl 3 offense
Odd: Wrestler B gets up first and breaks the count. Wrestler B grabs a chair and lies it on the ring apron. He then rests Wrestler A's head on the chair. Wrestler B then lies the second chair on top of Wrestler A's head. Wrestler B climbs onto the apron and does a springboard Double Boot Stomp on to the of the chair! Add 2 to Wrestler A's pin rating. Wrestler B rolls DQ. If no DQ Wrestler A rolls countout. If no Countout Wrestler B rolls Wrestler A back into the ring and rolls on lvl 3 offense. ___________________________________________________________________
Turnbuckle Spot Chart
A lot of times our matches have ended with a missed attack into the turnbuckle. This chart offers an alternative to that chart. Use this chart in place of the Turnbuckle Chart. Wrestler A is on Offense and Wrestler B is on Defense
2: Wrestler A ties Wrestler B to the tree of Woe. Wrestler A climbs the turnbuckle and from the top turnbuckle does a turnaround dropkick to wrestler B's face. Wrestler A rolls on lvl 3 offense.
3-5: Wrestler A sites Wrestler B on the top turnbuckle facing out towards the crowd. Wrestler A then goes behind Wrestler B. Wrestler A then wraps his arms around Wrestler B's waist and pulls off a spectacular release German Suplex. Wrestler A rolls on lvl 2 offense
6-7: Roll on Normal Turnbuckle Chart
8-9: Wrestler A sets Wrestler B on the top turnbuckle. Wrestler A goes across the ring and runs towards Wrestler B. At the last second, Wrestler B lifts his boot into the oncoming Wrestler A. As Wrestler A staggers back, Wrestler B stands on the top turnbuckle and levels Wrestler A with a diving dropkick. Wrestler B rolls on lvl 2 offense.
10-11: Wrestler A whips Wrestler B into the turnbuckle. Wrestler A charges but Wrestler B moves out of the way. Wrestler B grabs Wrestler A and sets him onto the turnbuckle and performs a planting DDT on Wrestlers A. Wrestler B rolls on lvl 3 offense
12: Wrestler A backs Wrestler B into the corner. The two wrestlers exchange heavy blows. They rotate back and forth in the corner. Wrestler A whips B into the opposing corner. Both men run towards the other showing clothesline. Both men duck. Roll 1 die:
Even: Wrestler A chases down Wrestler B and slams his head directly on the actual ring post top. Add 1 to Wrestler B's pin rating and Wrestler B rolls pin
Odd: Wrestler B chases down Wrestler A and slams his head directly on the actual ring post top. Add 1 to Wrestler A's pin rating and Wrestler A rolls pin
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Post by LWPD on Feb 19, 2008 3:06:59 GMT -5
Credit David Basnett
St. Patricks Day Match
I was just thinking about St Patrick's day (17th March). I came up with this match idea. It can be a singles match or tag. First wrestler whoose pin reaches 12 loses the match. Whenever you roll on (c) or (Ch). Instead you can roll on the following chart. 2 x 6 sided dices, is all you need. If you want make it abit more special and throw in a few barrells of Guinness to the winner. Maybe also some Shamrock medal or cup/trophy?
(2) Armagh Power Bomb-3(pw) add 1
(3) Shamrock Suplex-3
(4) Irish Coffee Breaker-3
(5) Irish potato head butt-2
(6) Cork Cruncher-2
(7) Donegal Eye Rack-1
(8) Irish whip by opponent . Your opponent takes over on this chart
(9) Limerick Legdrop-2
(10) Dublin Kneedrop-3
(11) Guiness Goodnite Sleeper-3(ag) add1
(12) Paddy Piledriver-3
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Post by LWPD on Feb 19, 2008 20:10:52 GMT -5
Credit to Samuel T. Fain
Stairway to Hell Weapons- Filled Dumpsters Ring of Destruction Texas Death Match
Hung above the ring are the weapon(s) or belt(s) of choice, outside the ring there are two dumpsters filled with weapons(beer bottles, chairs, chains, drills, knucks, etc.), also on the four sides of the ring are a pit of hot coals, a bed of nails, a bed of thumbtacks, and a pit of glass, and last of all the ropes have been removed and replaced with barbed wire! The object of the match is to render your opponent unconcious and grab your weapon/belt, this can be done before or after the opponent is unconcious(PIN rating reaches 40 or above).
Whenever into the ropes or into the turnbuckle is rolled, roll on the into the barbed wire chart below. Whenever out of the ring is rolled roll on the out of the ring chart below. And whenever PIN or finisher is rolled roll on the ladder chart.
Finally if a weapon has been retrieved from the ladder, then whenever a (c) or (ch*) is rolled you may use that weapon on your opponent, you then roll on the weapon chart, ignoring the text and just following the results, eg. ADD 1 TO OPPONENTS PIN, CONTINUE ON LEVEL THREE OFFENSE, etc.
BARBED WIRE CHART
2- You are whipped into the barbed wire by your opponent with such force, that you hit it, flying, and are immediately tangled up in it. You can feel it shred your flesh and piercing your body. You violently work your way out of it, cut to ribbons, and bleeding profusely! ADD 3 TO YOUR PIN, OPPONENT ROLLS ON LADDER CHART.
3-4 You are whipped into the barbed wire back first, it rips into your back and arms. Blood drips from your body. ADD 1 TO YOUR PIN, OPPONENT ROLLS ON LEVEL 3 OFFENSE
5 You are whipped into the barbed wire face first, your opponent comes up behind you and rakes your face in it! You are cut open severely and blood pours from your forehead. ADD 2 TO PIN, OPPONENT ROLLS ON LEVEL 2 OFFENSE.
6-7 Your opponent tries to whip you into the barbed wire but you put the brakes on and hit your knees before hitting the wire. Your opponent comes at you from behind and continues his onslaught. OPPONENT ROLLS ON LEVEL 2 OFFENSE
8 Your opponet tries to whip you into the barbed wire, but you reverse it! OPPONENT ROLLS ON THIS CHART.
9-10 You whip your opponent into the barbed wire but he slides to his knees before hitting it, you run to attack him, but he ducks and you hit the wire yourself! ADD 1 TO PIN, OPPONENT ROLLS ON LEVEL 2 OFFENSE
11 You whip your opponent into the barbed wire and he hits face first, you come up from behind and rake his face in the barbed wire, he is busted open badly, and has trouble rising to his feet! ADD 2 TO OPPONENT’S PIN, ROLL ON LEVEL 3 OFFENSE
12 You whip your opponent into the wire with such force that he goes flying over the wire, he is sliced up badly by the wire and is in a heap on the floor! ADD 3 TO PIN, OPPONENT ROLLS ON OUT OF THE RING CHART.
OUT OF THE RING CHART
2-4 ROLL ON DUMPSTER OF WEAPONS CHART
5-6 ROLL ON BED OF NAILS CHART
7-9 ROLL ON BED OF THUMBTACKS CHART
10-11 ROLL ON PIT OF GLASS CHART
12 ROLL ON PIT OF COALS CHART
DUMPSTER OF WEAPONS CHART
2 Your opponent whips you into the dumpster HARD! He climbs in and grabs an electric drill! He smacks you over the head with it, and then begins to drill a hole in your arm!!! Out of desperation and pain you poke your opponent in the eye, he drops the drill, which, unfortunately lands right on your head as you go down! ADD 5 TO PIN, OPPONENT ROLLS ON LADDER CHART
3 Your opponent grabs a pair of beer bottles and shatters them over your head! He then takes them and begins to carve you up like a Thanksgiving turkey! You scream in pain, and your opponent finally stops his sadistic torture! ADD 3 TO PIN, OPPONENT ROLLS ON LEVEL THREE OFFENSE.
4 Your opponent piledrives you through the dumpster! You both land hard, but your opponent grabs a chain and begins whipping you with it! You can feel ribs cracking and organs bruising. He then hammers you in the forehead with it, busting you wide open. ADD 4 TO PIN, OPPONENT ADDS 1 TO PIN AND ROLLS ON OUT OF THE RING CHART.
5 Your opponent slams you throught the top of the dumpster from the ring apron, you land on top of chairs and glass, feeling your body wrench in pain. You climb out, but your opponent is waiting and clocks you with a chair! You slam back down in the dumpster and your opponent grabs you to continue the pain. ADD 2 TO PIN, OPPONENT ROLLS ON LEVEL 2 OFFENSE.
6 You and your opponent tumble into the dumpster from the apron, both of you land hard and glass busts beneath you. Your opponent grabs a hockey stick and breaks it over your back. He then takes a metal crutch and you getaquainted with it as he smashes it over your head! ADD 3 TO PIN, OPPONENT ADDS 2 TO PIN AND ROLLS ON LEVEL 2 OFFENSE 7 You both fall from the ring to the dumpster and writhe in pain. You then grab a chair and smack your opponent with it, you grab a computer keyboard and teach your opponent some computer literacy by smashing it over his head! ADD 2 TO OPPONENTS PIN, ADD 1 TO YOUR OWN PIN AND THEN ROLL ON OUT OF THE RING CHART.
8 You throw your opponent into the dumpster and land a flying elbow from the apron, you’re hurt as well, but not bad. You then grab a plastic cooler and smash it over your opponent. Still not satisfied you take a guitar and bust it over your opponent, with perfect “New Jack” form! ADD 3 TO OPPONENTS PIN, ADD 1 TO YOUR OWN AND ROLL ON LEVEL 2 OFFENSE.
9 You and your opponent go tumbling through the dumpster top after a failed powerbomb attempt! Both are hurt badly! EACH ADD 2 TO YOUR PIN, AND ROLL AGAIN ON THIS CHART.
10 You succesfully powerbomb your opponent from the ring apron, he crashed through the top of the dumpster, and even you can hear the sickening sound of glass busting! You grab a chair and as he comes out of the dumpster you hit him with a version of the “Van-Daminator”! He goes down almost even harder! ADD 3 TO OPPONENT’S PIN, ROLL ON LEVEL 3 OFFENSE
11 You grab a shank of glass from the dumpster and stab your opponent in the forehead! Blood spurts from the wound as you continue to carve him up! OPPONENT ADDS 4 TO PIN, ROLL ON LEVEL 3 OFFENSE
12 You whip your opponent into the dumpster leaving a huge dent in it. You then go into the dumpster and pull out a weapon of choise, you then go to town and beat your opponent in every imaginable way, breaking bones and busting up his body! OPPONENT ADDS 5 TO PIN, YOU ROLL ON LADDER CHART.
BED OF NAILS CHART
2 You land on the nails feeling them go straignt into your back! Your opponent grabs a ladder and then splashes you from it!! You scream in pain! ADD 3 TO PIN, OPPONENT ROLLS ON LADDER CHART
3 Your opponent performs a fall away slam on you into the nails, your body is pierced by them and you become a bloody mess in moments. ADD 2 TO PIN, OPPONENT ROLLS ON LEVEL 2 OFFENSE
4-5 Your opponent sets the bed of nails up against the ring apron and Irish whips you into it, your body is badly bloodied! The opponent grabs you to dish out some more punishment. ADD 1 TO PIN, OPPONENT ROLLS ON LEVEL 2 OFFENSE
6-8 You and the opponent stumble into the bed of nails, the nails spike your bodies and blood begins to flow freely! Your opponent stumbles to his feet first! BOTH MEN ADD 1 TO PIN, ROLL ON LEVEL 2 DEFENSE
9-10 You lift the bed of nails up and ram it into your opponent, he goes down, bloody, and you go to work on him! OPPONENT ADDS 1 TO PIN, ROLL ON LEVEL 2 OFFENSE
11 You pull a gorilla press out of nowhere and your opponent goes down hard on the nails. OPPONENT ADDS 2 TO PIN, ROLL ON LEVEL 3 OFFENSE
12 Your opponents hits the nails hard and is stuck to them, you grab the ladder and climb up top, performing a moonsault from it!! You hit your opponent square and he screams loudly in pain! ADD THREE TO OPPONENT’S PIN, ROLL ON LADDER CHART
BED OF TACKS CHART
2-3 You hit the thumbtacks and can feel them going into your head and back and arms and legs! Your body is racked with pain! Your opponent only makes it worse with a splash from the ring apron. Add 2 to pin. Opponent Rolls on Level 3 Offense.
4-5 You’re suplexed onto the bed of tacks and they pierce your body. Your opponent continues to punish you. Add 1 to pin. Opponent Roll Level 2 Offense.
6-8 Both men tumble into the thumbtacks and they go into your bodies! Your opponents rolls out of the thumbtacks first. Both men add 1 to pin. Roll Level 2 Defense.
9-10 You body slam your opponent into the tacks and he writhes in pain. You pick him up to continue the pressure. Opponent adds 1 to pin. Roll on Level 2 Offense.
11-12 Your opponent hits the tacks HARD, as he sits up you see them stuck to the back of his head, he goes back down and you climb to the apron,delivering an elbow! Add 2 to opponents pin. Roll on Level 3 Offense.
PIT OF GLASS
2 You go straight through the sheet of glass, shards pierce your body. Your opponent grabs a piece of glass and starts carving you like a Christmas turkey! Your a blood-gushing mess! Add 4 to pin. OPPONENT ROLLS ON LADDER CHART.
3 Your opponent body slams you in the glass, he then picks you up to continue his onslaught! Your body has pieces of glass sticking out of it and blood is running down your back! Add 2 to pin. Opponent Rolls on Level 3 Offense.
4-5 The opponent rubs your face in the glass and your forehead is sliced right open! He then grabs you and continues the punishment. Add 1 to pin. Opponent Rolls on Level 2 Offense.
6-8 Your brawling near the glass and suddenly you both tumble over into it, both of you are hurt and bleeding but your opponent seems to have control. Both men add 1 to pin. Roll on Level 2 Defense
9-10 You quickly body slam your oppoonent in the glass. You pick him up and keep the pressure on. Opponent adds 1 to pin. Roll on Level 2 Offense.
11 You pull a DDT out of nowhere and your opponent goes face first into the glass! You pick his bloodied form up and go in for the kill! Add 2 to opponents pin. Roll on Level 3 Offense.
12 Your opponent goes straight from the rign and lands HARD into the glass. You come out with fire in your eyes. You grab a shank of glass and begin stabbing him with it right in the forehead, you then start carving up his arms and chest! Opponent adds 4 to pin. YOU ROLL ON LADDER CHART.
PIT OF HOT COALS
1-4 Just as soon as you hit the coals you jump off, burned, but not too badly. ADD 1 TO PIN, OPPONENT ROLLS ON LEVEL 2 OFFENSE
5 You hit the coals hard and you feel your body burning to a crisp! You roll of but not before you have third degree burns on you back! ADD 3 TO PIN, YOU ROLL ON OUT OF THR RING CHART.
6 You hit the coals whiel your opponent grabs a jug of gasoline! He pours it over the coals and your body! Barbecue time! You light up like a Christmas tree, refs run to ring side with extinguishers! You are burned badly, and cannot continue! Opponent wins!
LADDER CHART
2-3 You come off the top of the ladder with a deadly double axehandle smash, your opponent goes down. You try to climb the ladder and get the weapon. OPPONENT ADDS 2 TO PIN, ROLL AGAIN ON THIS CHART.
4-5 You try to ram the ladder into the opponent’s head, he moves out of the way and delivers a vicious clothesline. YOU ROLL ON LEVEL 3 DEFENSE.
6-7 You try a risky flying cross-body off the ladder.Roll one die.
Even Roll- You catch him with a cross-body block! ROLL ON LEVEL 3 OFFENSE.
Odd Roll- You miss the cross-body block and fall face first on the mat. OPPONENT ROLLS LEVEL 3 OFFENSE.
8 You try to climb the ladder, but the opponent gets up and knocks over the ladder. You fall from the ladder to the concrete! ROLL ON OUT OF THE RING CHART AND ADD 2 TO PIN.
9 You slingshot your opponent face first into the ladder. Ouch! OPPONENT ROLLS ON LEVEL 3 DEFENSE. ADD ONE TO OPPONENTS PIN.
10-12 Both wrestlers climb the ladder, each at one side. Roll one die.
Even Roll - Your opponent knocks you off the ladder and goes for his weapon. ADD 1 TO PIN, OPPONENT ROLLS 1D6:
1-5 You knock him from the ladder. OPPONENT ADDS 1 TO PIN, ROLL ON LEVEL 2 DEFENSE.
6 Your opponent grabs his weapon and jumps down hitting you with it! OPPONENT ADDS 2 TO PIN, ROLL ON LEVEL 3 OFFENSE
Odd Roll - You headbutt your opponent off the ladder and go for the belt, but the ladder is shaking. Roll One Die.
Even Roll - The ladder supports you and you go for the belt.
Roll 1 die:
1-5 You are knocked from the ladder! ADD 1 TO PIN AND ROLL ON LEVEL 2 DEFENSE.
6 You grab your weapon and come crashing down on your opponent with it! OPPONENT ADDS 2 TO PIN AND YOU ROLL ON LEVEL 3 OFFENSE.
Odd Roll - You fall off the ladder, but luckily you fall on your opponent. OPPONENT ROLLS ON LEVEL 3 DEFENSE.
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Post by LWPD on Feb 19, 2008 20:11:49 GMT -5
Credit Stu Lowery
Stamina Method
THE STAMINA METHOD
Wrestling is a sport where the object is to wear your opponent down enough to successfully pin him, either over a long period of time or quickly. A wrestler’s individual endurance, or STAMINA, plays a large roll in determining how long he can withstand his opponent’s attack. The only thing missing from the wonderful game engine Tom Filsinger designed in my opinion is a more accurate method to reflect the impact of a wrestler’s stamina in determining the course of a match. Having played countless tabletop sports games where stamina is a big factor in the individual card ratings, I have adapted this method and have applied it to the COTG world.
This is still a system under experimentation. I welcome any and all feedback on it. I wanted a way where it was the time and punishment absorbed of a match that played the biggest role in how fatigued, and thus susceptible to a pin, a wrestler was, not just how many pinfall attempts he’s suffered. While this will admittedly add another layer of “stat-keeping” to a match, in my opinion it will more accurately reflect this “wear-down” element of the sport of wrestling.
The most important thing one needs to do is be as accurate as possible in assigning stamina ratings to wrestlers. The great and smaller scientific wrestlers would have relatively high stamina ratings, while a wrestler like the Ultimate Warrior, or in the COTG world Chaos or even Monolith, would probably require lower stamina ratings. Big men get gassed a lot faster, and thus need to put away smaller opponents quickly.
Now, without further adieu, here is the STAMINA METHOD for playing COTG/LOW:
1. First, determine the timing method for the match. 3 options are real time, 1 minute of real time equals 1 ½ minutes of match time, or 1 minute of real time equals 2 minutes of match time.
2. The top stamina ratings for these three timing methods (based upon an average match time of 20 minutes real time) are as follows: 60 for a real time match, 45 for real time equaling 1 ½ minutes of match time, and 30 for real time equaling 2 minutes of match time.
3. From this point forward, assume all matches are timed using the real time equals 2 minutes of match time method. So, a 30 minute real time match would equal a 60 minute match.
4. Assign each wrestler active in your fed a stamina rating. This would be unchanged from match to match. Use the wrestler’s weight and overall statistics to make an accurate assessment. For example, knowing that 30 is the top stamina rating, Prodigy or Danny Hodge may have a stamina rating that is really high, perhaps a 28 or 29, as these are lighter-weight wrestlers with good to great endurance.
5. Now, on to a match. Each wrestler needs a way of recording his stamina that is used up during a match. I suggest using one 20-sided die for each wrestler, placing it directly on each wrestler card, so it can be turned over after each move to reflect his or her stamina used up.
6. Here’s how it works. Each time the wrestler on offense lands or executes a successful move or hold, his opponent will have his stamina reduced by the level of damage that corresponds to that hold. For example, Monolith is wrestling Ted DiBiase, and it is the start of a match. Monolith is on offense. He rolls and lands a level 3 damage move. DiBiase has a 24 stamina rating to start the match, and would have his stamina reduced by 3. (NOTE: If using a 20-sided die to record his stamina, its probably easiest since DiBiase would have a 24 stamina rating to start the die at 4, and when it gets down to 20, move the die to the 20 side or less, and keep counting down. Too bad they don’t make 30-sided die!)
7. Level 1 moves reduce an opponent’s stamina by 1, Level 2 moves reduce an opponent’s stamina by 2, and Level 3 moves reduce an opponent’s stamina by 3. In the case where a finisher is landed, play normally by adding the finisher rating to the pin rating in effect at the time of the finisher being landed, AND reduce the opponent’s stamina by the finisher rating. In our example, if Monolith lands his finisher on DiBiase, DiBiase would roll to see if he’s pinned AND have his stamina reduced by the number corresponding to Monolith’s finisher rating, even if its by 6 (can’t remember Monolith’s finisher rating actually, but wanted to illustrate this for extreme purposes).
8. Each time a wrestler has his stamina rating completely used up, he adds one fatigue token to his pin rating, and then resets his stamina rating to the original rating. For example, Monolith is destroying Ted DiBiase, and has landed 8 straight level 3 damage moves on DiBiase, equaling 24, and using up DiBiase’s stamina rating. DiBiase would now have his pin rating elevated by one, and while I can’t remember exactly what that rating is, let’s say for this example it was originally 5(2), it would now become 6(3).
9. The only way pin tokens are added using the stamina system is by using up the stamina rating. Each and every time a wrestler’s stamina rating is used up, one more fatigue token is added to the pin rating. PINFALL ATTEMPTS DO NOT ADD FATIGUE POINTS TO A WRESTLER’S PIN RATING IN THIS SYSTEM, ONLY USED UP STAMINA RATINGS DO.
10. If a move or hold is reversed, there are no deductions to a wrestler’s stamina rating. This gives an edge to better defensive wrestlers, and makes counters all that more important.
11. Finally, once a wrestler has gone through his stamina rating 4 times, and has added 4 fatigue tokens to his pin rating, he is considered to have suffered a cut, and all ratings, including (pw) and (ag) are reduced by one letter grade or number. If he really takes a beating and adds 8 fatigue tokens, all ratings are reduced by an additional one letter grade (lowest being C) or number (“lowest” in this case being +5)
HOW TO DETERMINE A WRESTLER’S STAMINA RATING
-Start with the number 40.
-Subtract all the point values associated with “dazed-1”, “hurt-2”, and “down-3” readings on the three levels of the defensive side of the wrestler’s card. For the PIN rating, subtract the number in parentheses.
-For a wrestler who is over 300 pounds, subtract 6 more points. For a wrestler over 250 pounds, just subtract 3 points.
-The result is the wrestler’s stamina rating for the match.
An example:
(This is an extreme example, using a very stacked defensive side of a made up wrestler, with the tongue-in-cheek name of Big Behemoth).
We’d start with the point value of 40. And, away we go!
-We look at Behemoth’s defensive stats for Level 1, and we see all reversals. So, no points would be deducted from Level 1. On his Level 2 defense, he has 2 “dazed-1” readings, and one “hurt-2” reading, so that adds up to 4 points so far. And, finally, on Level 3, we find that he has 4 “hurt-2” readings, one “down-3” reading, and a PIN Rating of 7(4), for an additional 15 points. So, the TOTAL POINTS to be subtracted from Behemoth’s defensive side of the card are 19.
-Turns out Big Behemoth weighs 325 pounds, so that’s another 6 points deducted.
-TOTAL POINTS DEDUCTED from the original value of 40 then are 25. So, Big Behemoth’s Stamina Rating for the match is 15. Again, the better the defensive wrestler, the less points he gets deducted from the magical number of 40, so this better stresses the ability of a wrestler to counter or reverse holds and moves. And, it also rewards wrestlers who are better able to absorb punishment, those wrestlers with fewer “down-3” readings and “hurt-2” readings.
By using this method, a stamina rating can be derived which should work well using a real time method of timing a match. For "Add-1" moves, my thoughts are it would become a 4 point move. By this I mean, since all Add-1 moves fall on Level 3 damage moves, I'd just add one to the 3 points of damage from the standard Level 3 move, and subtract 4 points off the opponent's stamina. Thus, it would just become a more high impact Level 3 move.
Special Circumstance moves, i.e. Hulking up, I haven't addressed yet, good question. I'll continue to tinker with it, it could be a nice option on certain matches. Thanks for your question!
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Post by LWPD on Feb 19, 2008 20:13:19 GMT -5
Stamina Rules for Legends of Wrestling
System by Stu Lowry and Scott Mathis. Written by Scott Mathis.
Overview
The Stamina Rules for Legends of Wrestling utilize the existing game system as much as possible, while extending it to include a "hit point" style system.
The Stamina rules to have no significant effect on the length of play. Some matches run shorter while others go a bit longer. The benefit is that most matches are more normalized in length, such that there are fewer quick matches where one wrestler roll a 3 offensive move and his opponent rolls Pin. There are also fewer interminably long confrontations where one is waiting around for a Pin result to come up, only to receive a bunch of "hurt - 2" results. While I would say that matches using the Stamina rules probably go a little longer on average, the typical amount of time spent playing a series of matches is the same.
Using the Stamina Rules adds suspense to a match. Rather than waiting for one of the contestants to roll a finisher or a pin, the tide of the match flows naturally from start to finish, rather than spiking at odd intervals when a lucky (or unlucky) roll occurs.
The Stamina Rules also lend themselves to customizing matches, allowing promoters to "work" match results by manipulating the allocation of Stamina. It also gives an added bonus to rulebreakers with its use of the Cage rating, giving them a real reason to break the rules against a stronger opponent.
The only downside to using the Stamina rules is added bookkeeping. I use dice (20-sided or 10-sided) to keep track of Stamina but tokens or poker chips could be used just as easily.
Play
The gist of the system is that each wrestler or tag-team has a number of Stamina tokens that are lost during play. When the wrestler or tag-team has lost all of their Stamina tokens, a point of Fatigue is gained and then Stamina is reset to its starting value. The process continues until one competitor is pinned.
In a singles match, each wrestler is given 20 Stamina tokens. Whenever a wrestler rolls a "dazed - 1", "hurt - 2" or "down - 3" on Defense, he loses that many Stamina tokens.
When the wrestler runs out of Stamina tokens, he takes a point of Fatigue and his Stamina is reset to its starting value. Any remaining Stamina losses are accrued against the new Stamina rating.
For example: Hacksaw Duggan has 17 Stamina and rolls a "hurt - 2" on defense. He loses 2 Stamina. His Stamina is now 15.
For example: Chris Candido has 2 Stamina tokens and no Fatigue yet for this match. He rolls a "down - 3" result on defense. His remaining Stamina tokens are lost and he gains one point of Fatigue. As a result of the Fatigue loss, Candido's Stamina is reset to its starting value of 20 but he still has one point against him because he rolled a "down - 3" but only took away 2 Stamina before having to reset. The remaining point is taken out against his new Fatigue rating. So Candido ends the turn at 19 Stamina.
In tag-team matches, each team gets 10 Stamina that is shared between partners. Whenever a wrestler tags in his partner, the team's Stamina is reset to its starting value with no addition to Fatigue.
For example: Stan Lane of the Midnight Express is in trouble. He has accumulated 3 Fatigue over the course of the match and has only 1 Stamina left before he gains his fourth. Lane rolls a "hurt - 2 (tag)" result on defense and tries for the defensive tag. He rolls a 5 and gets a tag to his partner, Bobby Eaton, who comes in with a full 10 Stamina instead of carrying over Lane's Stamina of 1. If Lane's defensive tag would've failed, then he would've been at 9 Stamina and had gained another Fatigue point. Note that the defensive tag is assessed before points are removed from Stamina.
Kicking Out of Pins and Stamina
Pins in the Stamina system are handled the same way they are in Legends of Wrestling with the exception that breaking a pin does not affect a wrestler's Fatigue rating. The wrestler instead removes a number of Stamina points equal to his Pin rating in parentheses every time he breaks a pin. This same rule applies for any other time the wrestler is required to roll Pin, including a Count-Out and "ROLL YOUR PIN" results on the game charts.
For example: Frank Gotch has 18 Stamina and rolls "Pin 4(1)" on defense. His Stamina will be 17 if he breaks the pin.
For example: Koko B. Ware has 1 Stamina and rolls "Pin 7(4)" on defense. He kicks out of the Pin, losing 4 Stamina. This gains him a Fatigue point because he only had one Stamina point left and he starts the next round with 17 Stamina after applying the remaining Stamina loss to his reset Stamina rating.
Finishers and Stamina
Finishers work differently in the Stamina system because they are so devastating. Whenever a wrestler rolls a Finisher result, the defensive wrestler rolls pin just like in Legends of Wrestling. But instead of losing a number of Stamina points equal to the number in parentheses, the defensive wrestler loses a number of Stamina points equal to the Pin number OUTSIDE of the parentheses.
For example: Harley Race is caught in the "GOTCH TOEHOLD (+2)". He rolls pin and breaks free. Race's Pin rating is "5(2)". He loses 5 Stamina from breaking Gotch's finisher.
"Add 1", "Taking a Fatigue Point" and Stamina
In circumstances where a wrestler is required to take a point of Fatigue, such as a chart result or an "add 1" offensive move. The wrestler loses 3 Stamina, in addition to any results rolled on Defense.
So, if a wrestler is instructed to take a Fatigue point as a result of a roll on the Double-Team chart, he will instead lose 3 Stamina. If a wrestler is hit with the Iron Sheik's loaded boot attack -- an "add 1" move -- he will roll on Level 3 Defense and add 3 to any Stamina loss he incurs as a result of that roll.
For example: B. Brian Blair gets kicked by the Iron Sheik's loaded boot. He rolls a "hurt - 2" on defense but Blair loses 5 Stamina because the Iron Sheik's loaded boot is an "add 1" attack. The Iron Sheik follows up with another kick from his loaded boot. This time Blair rolls "Pin 6(3)" on Level 3 Defense. Blair is whoozy but kicks out of Iron Sheik's pin attempt. Blair loses 6 points of Stamina -- 3 for escaping the pin and 3 for the "add 1" move. Sounds like it's time for Blair to tag-in Brunzell!
Cage Ratings and Stamina
Whenever a wrestler is outside the ring and is attacked with a foreign object or is bloodied, his Cage Rating comes into play. If a wrestler gets slammed into the concrete on the Out of the Ring chart, subtract his Cage Rating from his Stamina. Same if he is slammed into the ringpost, ringsteps or ringbell.
For example: The Sheik throws The Crusher out of the ring. The chart result states that Crusher slams The Sheik's head into the announcer's table. Sheik's Cage Rating is "1" so he loses one point of Stamina and the Crusher takes over on Level 3 Offense back inside the ring.
In a Cage Match or any other match where a result is substituted for an attack with an object (such as "throw into the cage - 3" in Cage Matches), add the Cage Rating to the defensive result following the attack.
For example: Masked Superstar and Bruiser Brody are in a Cage Match. Masked Superstar rolls an "out of the ring" result on offense, which translates to "throw into cage - 3" in a Cage Match. Brody's Cage Rating is a 2 so he will add two points to whatever he rolls on defense. In this instance, he rolls a "hurt - 2" on defense, so he loses 4 points of Stamina (2 for "hurt - 2" plus 2 for his Cage Rating).
When I play, I have special rules for a brawl outside the ring that I use. In this instance, the Cage Rating would be added to any defense result stemming from an applicable attack outside the ring.
I also have special rules for wrestlers being bloodied because I use Strategy Cards. But for whatever rules that are used, add the Cage Rating to the defensive result immediately following a wrestler getting bloodied. As an added rule, I also add the Cage Rating to every other pin or finisher attempt on a bloodied opponent.
Customizing the Stamina Rules
The Stamina Rules open a number of different possibilities for Promoters.
* Giving different Stamina ratings can speed up or slow down a match. Instead of 20 Stamina points, give each side 10 Stamina in a singles match. Or 30. Or 100.
* Giving different Stamina ratings to each side can affect the outcome of the match. If you want to give your champion an advantage in a match, try giving him 20 Stamina against an opponent's 15. For a squash match, give one side 15 Stamina and give the other 5. Guidelines to follow on this are:
* 5 points is an advantage, 10 points is a squash.
* No wrestler or tag-team should ever have less than 5 Stamina.
* Use common sense when applying the Cage Rating to a result. If the existing rules don't make sense in a given situation, ignore them and lower Stamina in a way that does.
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Post by LWPD on Feb 19, 2008 20:14:24 GMT -5
Credit Brandon Strevel
Staple Gun Ladder Match
IN this match, a 15 foot ladder is placed in the middle of the ring, and a staple gun is hung over the ladder. The first perosn to the staple gun can use it, leaglly. This match can be won by either submission of pinfall. When the offensive wrestler rolls a chart option, he can choose to either roll on the ladder chart, or the corresponding option. Also, when the wrestler on defense rolls their pin, roll on the ladder match chart. Use Titan Death Match rules. Loser is injured for 2d6. "you" refers to the wrestler on offense. After the staple gun has been retreaved form the ladder, whenever a chart option is rolled, roll on the staple gun chart!
NOTE : I used an older ladder match chart for this one, only beefed it up a bit.
Ladder chart-
2-3 : You come off the ladder with a deadly clothesline, your opponent goes down. You try to climb the ladder and get the staple gun. ROLL OPPONENT'S PIN. IF OPPONENT IS PINNED, ROLL ON THE STAPLE GUN CHART.
4-5 : You suplex the ladder onto the opponent! The edge of the ladder catches the opponent oer the eye, and opens a deep gash! The opponent drops to the match holding his head, as blood gushes out. ADD 1 TO OPPONENT'S INJURY AND ROLL ON LEVEL 2 OFFENSE.
6-7 : You climb to the very top of the ladder and attempt a elbow drop form 15 feet up! ROLL ONE DIE!
EVEN : The opponent rolls out of the way! You come crashing down hard onto the mat, drawing some pops from the crowd! Your elbow has been shattered form the impact and you roll around on the mat in pain! The opponent gets to his feet and moves in to take you out. ADD 2 TO YOUR INJURY and OPPONENT ROLLS ON LEVEL 3 OFFENSE.
ODD : You come down with the elbow on the opponent's face! You break the opponent's nose, and blood squirts out! The crowd pops big time as the opponent holds his nose. ADD 2 TO THE OPPONENT'S INJURY AND ROLL ON LEVEL 3 OFFENSE.
8 : You make it to the top of the ladder and reach for the staple gun, it is within your grasp, when the opponent stumbled to his feet, and in a last ditch effort pushes the ladder over! You and the ladder go tumbling out of the ring! You fly head first through a table at ringside, violently snapping your head back! The crowd is in shock, as you lay motionless at ringside covered in the wreckege of the table. The opponent pulls your sorry ass back into the ring, HE ISN'T fing FINISHED! ADD 2 TO YOUR INJURY AND OPPONENT ROLLS ON LEVEL 3 OFFNENSE.
9 : You wedge the ladder in the corner and irish whip your opponent into the ladder! His back cracks hard against the ladder and he drops to the mat holding his back! You pick the opponent up and attempt to finish him off! ADD 1 TO THE OPPONENT'S INJURY AND ROLL ON LEVEL 3 OFFENSE.
10 : You sends the opponent flying out of the ring and decide to go for the staple guin, but as you get to the top of the ladder, you notice your opponent' making it to his feet, and you can't resist. You leap off the ladder, and fly halfway across the ring to the outside with a plancha that draws a holy shit chant from the crowd! You both go sprawling into the guardrail and flip over it into the crowd!ADD 2 TO THE OPPONENT'S INJURY AND ROLL ON OUT OF THE RING CHART.
11 : You setup a table in the ring, and attempt to slam the opponent on the table, but he low blows you and climbs the ladder! You hurry to your feet and are able to get your hands on his boot! The opponent holding on for dear life, attemtps to kick you with his other leg, STUPID IDEA! YOU USE THAT TO YOUR ADVANTAGE , AND yank down on the opponent's leg, he goes flying off the ladder, 10 feet up, back first through the table! Crowd pops as the opponent rolls on the mat in pain! ADD 2 TO THE OPPONENT' S INJURY AND ROLL ON LEVEL 3 OFFENSE.
12 : You and the opponent both climb to the top of the ladder, both on different sides! You brawl on the top of the ladder for a few moments, ROLL 1 DIE.
EVEN : You get the upper hand and forearm the opponent in the face! It has enough force and the opponent falls form the ladder! You grab the STAPLE GUN AND THE CROWD GOES CRAZY! ROLL ON THE STAPLE GUN CHART!
ODD : The opponent headbutts you in the face and busts your nose! You lose balance and fall form the ladder! The opponent gets ahold of the staple gun and the crowd pops! OPPONENT ROLLS ON THE STAPLE GUN CHART!
Staple Gun chart -
2-4 : You staple the opponent in the arm with the staple gun! ADD 1 TO THE OPPONENT'S INJURY AND ROLL ON THIS CHART AGAIN!
5 : Your opponent tries to clothelsine you, but you duck, and staple the opponent in the grown, several times!!! The opponent hollers in pain! The opponent goes to his knees, and you then staple him in the forehead! ADD 2 TO THE OPPONENT'S INJURY AND ROLL ON THIS CHART AGAIN!
6 : You try to staple the opponent in the head, but he fights you off, and burries a boot in your gut and snatches the staple gun away form you! He then staples you in the small of the back, 5 or 6 times! and then staples you in the back of the head a few more time!! You howl in pain, as you have staples sticking out of your back and head!!! ADD 2 TO YOUR INJURY AND OPPONENT ROLLS ON LEVEL 3 OFFENSE.
7 : You knock the opponent over the head with the staple gun and then staple him inn the ear over and over!!! After a few staple, your do it a fourth time, and it PARTIALLY SEVERES HIS DAMN EAR! The opponent has blood pouring from his partially severed ear! The opponent is in complete and utter pain as you finish up stapling him in the damn nose! The opponent is a bloody mess and all you can do is laugh! ADD 3 TO THE OPPONENT'S INJURY AN ROLL ON LEVEL 3 OFFENSE.
8-9 : You pull a table into the ring, and unfold it, and empty the staple gun on the table! You gets the opponent in position, and power bomb him neck first through the table!! Staples pierce his necj and head and the opponent rolls around on the mat! ADD 3 TO OPPONENT'S INJURY AND ROLL ON LEVEL 3 OFFESNE!
10-11 : You staple the opponent in the arm, but it just enrages him!!! He fires back, sending wild punches into your face!!! He then grabs the staple gun form you and staple you in the chest a few times, then a few times in the head! You roll out of the ring in pain, as you are bleeding heavily from the staples! The opponent follows you out and form behind, staples you 10 times in the shoulder!! You scream in pain and the opponent rolls you back in! ADD 3 TO YOUR INJURY AND ROLL ON LEVEL 3 OFFENSE.
12 : You try to staple the opponent in the face, and he holds you off! You and the opponent strugle over the tsaple gun for a moment, until you win out! You staple the opponent in the eye and he drops like a shot, holding his eye!!! The he sprawls around on the canvas holding his head, with blood pouring out, and covering his hands in blood! The ref call for the bell, declaring you the winnner! Paremadics run out to help the opponent! They see to him, and after a breif struggle, are able to get him on a stretcher and get him out of there. YOU WIN! ADD 5 TO THE OPPONENT'S INJURY!
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