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Post by LWPD on Feb 19, 2008 20:15:13 GMT -5
Credit LOW Bootlegs Yahoo Group
Start of Match Chart Use this chart for the first five minutes of any match that you want to simulate an old style 'World Title' match. Level 1 Offense 1. Collar & Elbow Tie Up --- 1 2. Headlock --- 1 3. Headlock takeover --- 1 4. Armwringer --- 1 5. Armlock --- 2 (ag) 6. Standing Armbar --- 2 (pw) Level 2 Offense 1. Armdrag Takeover --- 1 2. Armbar --- 1 3. Hammerlock --- 2 (pw) 4. Drop Toehold into Side Headlock --- 2 (ag) 5. Overhead Wristlock --- 2 6. Takedown into Single Leg Boston Crab --- 3 Level 3 Offense 1. Standing Switch and Takedown --- 2 2. Armdrag plus twist --- 2 3. Stepover toehold --- 2 4. Knee Bar --- 2 5. Body Scissors --- 2 6. Victory Roll --- 3 (Works on a roll of 9 plus or minus opponent's ag) _______________________________________________________ _______________________________________________________ Credit David Basnett
Stink Face MatchI just got this match from David Basnett from England and thought you might like it so here goes But played by 2 females wearing skimpy swim wear in a normal ring . How to play ? As normal with pin or submission roll as normal just pretend after the move you place your opponent in the turnbuckle corner. Then you reverse your bum into their face to win .Only change to the rules roll on the following turnbuckle chart instead of the normal on . 2 x 6 sided dices (2) You yank your opponent's panties down their stunned but the crowd roars like mad .Roll on Level 3 offence (3) You do a diving headbutt into opponent's crotch Roll on level 3 offense (4) Fan gives you a hamburger .You squeeze it but tomato ketchup goes all over your opponent's bum .The fans cheer but your opponent is so disgusted .She elbows you in the face and rolls on level 2 offense (5) You wiggle your bum near opponent's face .Roll on level 2 offense (6) You try a stink face but your opponent moves at the last moment, out the way. Opponent rolls on Level 2 offense (7) Roll on normal turnbuckle chart (8) Your opponent bites your bum and rolls on Level 2 offense (9) You spank your opponent's bum and roll on Level 2 offense (10) You bronco crotch buster your opponent and roll on Level 3 offense (11) Your kick your opponent in the crotch and roll on level 3 offense (12) You climb the deathjump turnbuckle and go for a deathjump sit on your face move .Roll a dice to see what happens? Even= You are successful and roll your opponent's pin . Odd= Disaster your opponent brought up her knees in time. You're hurt. You Roll on Level 3 defense
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Post by LWPD on Feb 19, 2008 20:19:29 GMT -5
Credit Baby Cindi
Storming The Ring
======STORMING THE RING======
We've all seen it before. It happens all the time. You know what I'm talking about here.....the wrestlers are having a match when all of a sudden, one of the grapplers' arch enemies rush into the ring to bash the holy bejeezus out of him. It's a classic wrestling shtick.
Unfortunately, CotG doesn't really provide for such occurances in the game. Sure, there's the feud table, but that always happens AFTER a match...not DURING one. And Outside Interferances really don't capture this phenomenon too well. In any case, these rules can be used to represent storming the ring.
There are two separate charts here. The first one is rolled on when you're having one enemy interrupt the match. The other one is for when you have a group (i.e., more than 1 enemy) do it. Note: "Enemy" or "Enemy Group" refers to the wrestler(s) storming the ring. "You" refers to the wrestler or team being interfered against. Also, the same enemy or group of enemies can only roll on the charts one time per match.
If the would-be victim of the run-in has one or more allies at ringside, the enemy (or enemies) may be unable to roll on the charts. In such a case, roll a d6. If there's one enemy, the run-in is negated on a roll of 3 or more. If there's more than one enemy, the run-in attempt is negated on a roll of 4 or more. If, by chance, the ally (or allies) fail to thwart the run-in, assume that the enemy (or enemies) have knocked the crap out of him (or them) too!
::::::SINGLE ENEMY:::::::
2: The enemy slides into the ring to put the hurt to you, but you see him coming! You attack him before he can even stand up! The enemy is forced back out of the ring and may not make any further interuptions during this match. Roll 2d6.
2-7: You take to the attack at L2 Offense. 8-10: The opponent rolls L2 Offense. 11: The referee disqualifies your opponent. 12: The referee declares the match a "no-contest".
3: The enemy comes in and attacks you! But you manage to retalliate with an attack of your own! You are battling it out with him toe-to toe! It's dead even!!! The referee disqualifies your opponent, but the brawl continues until security comes out and separates you.
4: The enemy rushes into the ring. Your opponent spots this infraction and doesn't appreciate someone screwing up his chances of winning. The opponent clobbers the enemy before he can attack you. The enemy is forced to retreat and may not make any further interruptions during this match. Roll 2d6.
2: Roll L1 Offense. 3-5: Roll L2 Offense. 6-8: The opponent rolls L2 Offense. 9: Opponent rolls L3 Offense. 10: The referee disqualifies your opponent. 11: The referee declares the match a "no contest". 12: The referee disqualifies you.
5: The enemy comes out to the ring, but security (or an ally) manages to prevent an interruption. Carry on as normal.
6: The enemy rushes to the ring and attacks you. You brawl for a few minutes before he is forced to exit the area. The opponent takes advantage of this and attacks before you are able to turn your attention back to the match. Roll 2d6.
2-4: the opponent rolls L1 Offense. 5-8: The opponent rolls L2 Offense. 9-11: The opponent rolls L3 Offense. 12: the referee disqualifies the opponent outright!
7-8: The enemy bursts into the squared circle and begins to pummel you ferociously! Roll 2d6!
2-6: The referee disqualifies your opponent and an ally (or other wrestler) rushes out to chase the enemy off on a d6 roll of 4 or higher. 7-8: The enemy soon rolls out of the ring and leaves you at the mercy of your opponent, who downs you with a devastating attack.Roll L3 defense. 9-10: The officials pull the enemy away from your bruised, sore body. Add 1 to your pin and the opponent rolls L3 Offense. 11-12: The opponent covers your prone body. Roll pin as if hit by a +1 finisher.
9-10: The enemy enters the ring and blasts you repeatedly with his most devastating moves! He is dismantling you right there in the middle of the ring! The referee disqualifies your opponent immediately. You are injured on a d6 roll of 5 or 6!
11: The enemy brings in a big, nasty foreign object and attacks you with it over and over!! You go down hard!!!! The referee disqualifies your opponent instantly, and you are injured on a d6 roll of 3 or higher!
12: You didn't even see it coming!!!! The enemy unleashes a hellish attack on you with a weapon and follows it up by executing his finisher on you twice!! You are in bad shape!!! The referee disqualifies your opponent on the spot!! You are injured!!!
::::::::GROUP OF ENEMIES::::::::
2: The enemies charge in at you, but you dodge out of the way, causing them to run head first into your opponent!! Security comes out and forces the enemies back to the locker rooms. Roll 2d6.
2: Your opponent is hurt! You execute your best finisher on him. Carry this out as normal. 3-6: The opponent finds himself at your mercy. Opponent rolls L3 Defense. 7-8: The opponent adds 1 to his Pin and you roll L2 Offense. 9: The referee declares the match a no-contest. 10-12: The referee sees your opponent get nailed and dq's you!!
3-4: The enemies pour out from the back, but you hold them off, attacking each one as they try to enter the ring. After realizing it's a stale-mate, the enemies bad mouth you and leave the area. The referee decides to allow the match to continue. Roll 2d6.
2-5: Roll L2 Offense. 6-9: Roll L1 Offense. 10-11: Opponent clotheslines you out of the ring as soon as you turn your attention back to the match. Roll on Out of the Ring chart with +1 to the roll. 12: Opponent rolls L3 Offense.
5: The enemies rush the ring and attack everyone in the ring! The enemies leave everyone laying unconscious on the ring floor, including the referee. Roll a d6.
2-3: You somehow manage to get back up, before the opponent does. Roll L1 Offense. 4-9: The opponent wakes up and declares the match a "no contest"! 10-12: The enemies lay your opponent's arm on top of you. The ref wakes up and groggily tries to make the three count. Roll pin as if hit by a +3 finisher! If you get up, opponent takes control at L1 Offense.
6: The enemies come to the ring! One of them distracts the referee while the others step into the ring and attack you sadistically before leaving the area. Roll 2d6.
2-3: The refereee wasn't as blind as your enemies had counted on. He disqualifies your opponent immediately. 4-9: The ref turns back around in time to see your opponent cover you. Roll pin as if hit by a +4 finisher! 10-12: The referee turns back around to see you in bad shape with the opponent covering you. Roll Pin as if hit by a +4 finisher. And you are injured on a d6 roll of 5-6.
7-9: The enemies flood the ring, knocking you around like a rag doll! You try to fight them off, but it's no use-- -you're outnumbered! The referee disqualifies your opponent. You are injured on a d6 roll of 5-6.
10-11: The enemies storm the ring and beat you down with various weapons! The referee disqualifies your opponent. You are injured on a d6 roll of 3 or higher.
12: The enemies pour into the ring and nail you with weapons before taking turns giving you their finishers!! The referee disqualifies your opponent! You are injured!!!
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Post by LWPD on Feb 19, 2008 20:21:37 GMT -5
Stretcher Match
Credit poparuss
This is the ultimate form of humiliation. In the end one man will be beaten down, placed in a strait jacket and carried out of the arena on a stretcher. Talk about swallowing your pride!
Stretcher Match Rules
1. No dq or count out, use cage rating.
2. Add all finisher rolls to cage rating and automatically add 1 to the defensive wrestlers cage rating each time he rolls his pin.
3. The match does not end by pin fall or submission. It only ends when:
a. The stretcher has been retrieved.
b. The defensive wrestler is placed in the strait jacket
c. The defensive wrestler is strapped into the stretcher and carried to the back.
4. When the offensive wrestler rolls his finisher add the effects to the cage rating, yet remember pins and submissions DON'T count. Roll instead on the:
Retrieve Stretcher Chart
2-4 As the offensive wrestler goes under the ring to retrieve the stretcher, the defensive wrestler stumbles to his feet & connects with a suicide plancha. Add 1 to offensive wrestler's cage rating. Defensive wrestler takes over on level 3 offense. The stretcher is NOT in the ring.
5-7 The offensive wrestler goes to retrieve the stretcher, but the defensive wrestler attempts a plancha. In mid air, the offensive wrestler drills his flying opponent, connecting with the stretcher to his head like a baseball bat. Add 2 to defensive wrestlers cage rating. The stretcher is now in the ring.
8-9 The offensive wrestler slides the stretcher into the ring. As he goes to set it up in the corner, the defensive wrestler low blows him from behind. With both men exhausted roll both dice. The wrestler with the LOWER number after combining the dice roll with the cage rating drills his opponent with a stretcher shot to the head. Add one to cage rating and roll deathjump.
10-11 The offensive wrestler slides the stretcher into the ring without incident. Offensive wrestler rolls on level 3 offense.
12 The offensive wrestler slides the stretcher into the ring, but the defensive wrestler recovers. He drills the offensive wrestler with a stretcher shot to the head. Add 1 to cage rating. Defensive wrestler takes over on level 3 offense.
5. Once the stretcher is in the ring, it only means that it is available for future use. The offensive wrestler CANNOT put his opponent on the stretcher until he FIRST applies the strait jacket. To do this, he must: build his opponents cage rating to 10 or higher. Once the cage rating hits 10, the offensive wrestler, whenever he rolls either a finisher, or the defensive wrestler rolls his pin, should roll one die on the:
Strait Jacket Chart:
a. Odd roll: The offensive wrestler has successfully locked the defensive wrestler into the strait jacket. Roll Carry on Stretcher Chart.
b. Even roll: The defensive wrestler, in a moment of desperation, low blows and eye gouges the offensive wrestlers to escape. Add 1 to offensive wrestlers cage rating. Defensive wrestler rolls on level 2 offense.
6. Once the defensive wrestler is in the strait jacket, he is now placed on the stretcher. Roll two dice on the:
Carry on Stretcher Chart:
a. If the roll is the same or below his cage rating, the defensive wrestler is carried to the back on the stretcher. Offensive wrestler wins.
b. If the roll is above the cage rating, the defensive wrestler somehow escapes the stretcher. & slides out of the strait jacket. Roll out of ring chart to see who takes control on level 3 offense. Assume the officials bring the stretcher back to the ring for future use.
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Post by LWPD on Feb 19, 2008 20:23:06 GMT -5
Credit Brandon Strevel/Big Bri
Stretcher Match Alternative
The concept of this match is to hurt your opponent so badly that he is unable to continue and has to be carted away from the ring on a stretcher.
• This match is for singles matches only.
• Use Titan Death Match Rules.
• Use Cage Ratings.
• An Emergency Medical Team is standing by at ringside with the stretcher, ready to cart the loser out of the arena.
• Whenever the offensive wrestler rolls “Out Of The Ring”, OR a Level 3 Offense Choice (ch) move, roll two dice on the following chart instead. “You” refers to the offensive wrestler.
2: You sit the opponent up on the stretcher and then re-enter the ring. You then get a running start before leaping through the ropes and hitting the opponent with a flying clothesline! The opponent is sent flying backwards off the stretcher and lands head-first into the guardrail! OPPONENT ROLLS ON “OUT OF THE RING” CHART
3: You and the opponent trade punches on the arena floor. Whoever’s Ring Rating is better takes over and becomes the offensive wrestler: -You whip the opponent into steel ring post. Then you pick up the stretcher and throw it at him, knocking him down to the arena floor! Finally, you toss the lifeless opponent back into the ring to inflict further punishment. ROLL ON LEVEL 3 OFFENSE
4-5: You lay the opponent on the stretcher and look to the top rope as the crowd cheers you on. You ascend the turnbuckles and prepare to do some serious damage. Roll 1 die:
ODD: You hit a HUGE splash from the top rope onto the opponent on the stretcher, which collapses as both of you crash to the floor with the crowd chanting “HOLY SH-IT, HOLY SH-IT!!” Eventually, you make it back up to your feet and toss the lifeless opponent back into the ring to inflict further punishment. ADD 1 TO OPPONENT’S CAGE RATING & ROLL ON LEVEL 3 OFFENSE
EVEN: You leap off the top rope with a big splash, but the opponent rolls off the stretcher just in time and you miss! You crash HARD onto the stretcher and fall to the floor, landing directly on your head! The opponent tosses your lifeless body back into the ring to inflict further punishment. ADD 1 TO YOUR CAGE RATING & OPPONENT ROLLS ON LEVEL 3 OFFENSE
6-7: NO MORE GAMES!! You lay the opponent’s face across an open steel chair and hit a top rope leg drop, driving the opponents face into the seat of the chair and spurting blood everywhere!! You then roll the opponent outside onto the stretcher and allow the emergency medical team to cart him away…but that’s not enough for you! You hop out of the ring and onto the guardrail, and run full-speed, diving off and crashing into the stretcher, the opponent, AND the emergency medical team!!! All of you collapse to the arena floor and the fans go completely apesh-it!!! Eventually, you make it back up to your feet and toss the lifeless opponent back into the ring to inflict further punishment. ADD 1 TO OPPONENT’S CAGE RATING & ROLL ON LEVEL 3 OFFENSE
8-9: DOUBLE CLOTHESLINE! Both you and the opponent are lying on the arena floor completely exhausted. The match is declared a draw, as the emergency medical team brings an extra stretcher down to ringside, loads both you and the opponent onto stretchers, and begins to cart both of you back to the locker room. Miraculously, you roll off your stretcher and begin shoving the medical technicians out of the way! You then dive off the main rampway and hit a massive elbow smash onto your opponent on the stretcher!! You both fall to the floor, but eventually, you make it back up to your feet and toss the lifeless opponent back into the ring to inflict further punishment. ADD 2 TO OPPONENT’S CAGE RATING & 1 TO YOUR CAGE RATING. ROLL ON LEVEL 3 OFFENSE
10-11: You backdrop the opponent over the top rope and he lands on the stretcher at ringside. You are declared the winner, but as the emergency medical team prepares to cart the opponent away, you warn them to get out of the way! They scatter as you hit a HUGE splash from the top rope onto the opponent on the stretcher! However, your ankle strikes the side of the stretcher and a sharp pain races through your entire leg as you lie on the arena floor, screaming in agony! Your leg may be broken! The emergency medical team loads both you and the opponent onto stretchers and begins to cart both of you back to the locker room. Roll 1 die:
1-4: Halfway up the aisle, you manage to roll off the stretcher to the amazement of the crowd! You also grab the opponent and drag him back to the ring to inflict further punishment! ADD 1 TO OPPONEN’T CAGE RATING & 1 TO YOUR CAGE RATING. ROLL ON LEVEL 3 OFFENSE.
5-6: The match is declared a DRAW as the emergency medical team will not allow either of you to continue fighting. Both you and the opponent are carted out of the arena. THE MATCH HAS BEEN DECLARED A DRAW. BOTH WRESTLERS ROLL 1 DIE FOR INJURY.
12: The opponent makes a comeback! You slam the opponent onto the stretcher, and then look to the top rope as the crowd cheers you on. You ascend the turnbuckles and prepare to do some serious damage. You attempt a big splash onto the opponent on the stretcher, but the opponent rolls off the stretcher just in time and you miss! You crash HARD onto the stretcher, collapsing it and falling to the floor, landing directly on your head! You’re knocked unconscious from the blow and the emergency medical team has to call for another stretcher to load you up and cart you out of the arena. OPPONENT AUTOMATICALLY WINS THE MATCH
• Unless stated elsewhere, a victory occurs when one wrestler’s Cage Rating reaches 12 or higher. It is to be assumed that he can no longer continue and the opponent wins the match.
• If both wrestlers’ Cage ratings reach 12 at the same time, then the match is declared a Draw.
• A victory or a Draw cannot occur until this chart has been utilized at least 3 times during the course of the match.
• The loser is automatically injured. Roll 1 die to see how long. An injury roll of 6 indicates a serious injury and the wrestler will be out of action for a period of time. Roll 1 die again to see how long.
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Post by LWPD on Feb 20, 2008 3:25:13 GMT -5
Strong Style Charts
Credit Sheila
I've always preferred a high impact style of wrestling, one that focuses on creating fast paced action, mixed with an emphasis on quality work rate. With that in mind, I designed these charts to make out of the ring & death-jump situations more "meaningful". These changes have strong "consequences" & ultimately have an impact in the direction & results of the matches.
They compliment my booking philosophy of "all clean finishes". You'll notice that disqualification & count out options have been removed from the realm of possibility. This makes the direction of the matches, & the in ring "story", always lead to a conclusive pin fall or submission result.
Strong Style Death Jump Chart
When a death-jump occurs, it always has a consequence. I decided to stay with the vaunted "flying knee drop" as the generic death-jump move. To me, it still has legitimate impact, & does not exclude even the least agile of wrestler's.
A: 2-3 B: 2 C: N/A Falling knee drop misses, add 1 to offensive wrestler's pin rating, defensive wrestler takes control & goes for the finisher
A: 4 B: 3 C: 2 Falling knee drop misses, add 1 to offensive wrestler's pin rating, defensive wrestler goes for the cover
A: 5-6 B: 4-5 C: 3-4 Defensive wrestler barely raises his knee, add one to offensive wrestler's pin rating, defensive wrestler takes control on level 3 offensive
A: 7-10 B: 6-9 C: 5-8 Falling knee connects, add 1 to defensive wrestler's pin rating, Offensive wrestler remains on level 3 offense
A: 11-12 B: 10-12 C: 9-12 Flying Cross Body Block connects, add 1 to defensive wrestler's pin rating, roll for pin attempt
Strong Style Out of the Ring Chart
Out of the ring action is brutal & stiff. Chair shots, whips into the posts, moves on the concrete such as power-bombs, pile-drivers, power-slams, suplexes, etc. You are only limited by your imagination. I will provide the basics of the roll outcomes, the rest of the content, is up to you!
A: 2-6 B: 2-5 C: 2-3 Defensive wrestler takes control outside the ring, takes over on level 3 offense, add one to offensive wrestlers pin rating.
A: 7 B: 6-8 C: 4-8 No advantage, back & forth brawl see's no substantial impact either way, offensive wrestler remains at level 3
A: 8-11 B: 9-10 C: 9 Offensive wrestler continues a brutal assault, add 1 to pin rating, remains on level 3
A: 12 B: 11-12 C: 10-12 Offensive wrestler executes a devastating assault on the outside, defensive wrestler bleeding badly, add 2 to pin rating, roll pin attempt
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Post by LWPD on Feb 20, 2008 3:26:43 GMT -5
Submission Finish Chart
Credit LWPD
1. Create a Submission Finish Chart. This can be as basic or elaborate as you want (from dice roll modalities of 1-6 to 2-18, etc)
2. Insert a 'Roll Submission Finish Chart' rule for:
i. any defensive pin roll
ii. as a follow up (or preferably substitution) to any Offensive Finisher roll (your call). If a wrestler has a potent submission finisher you may want to limit it's use to being a 'Silver Bullet' that's allowed only once per match (in order to make the chart concept relevant)
3. Any failed submission attempt sees the offensive wrestler re-roll on Level 3
4. All 'regularly stated' non-finisher submission moves also carry a (0) with a 'sub check' by the ref
5. Play all other match aspects normally
Sample Submission Finish Chart
* Roll four dice
* All submissions carry a (0) rating and can only be used once...re-roll if necessary
* In this instance perform a single roll to see how many dice to use for the chart...this staggers the probabilities
Roll of 1-3 - use 2 dice Roll of 4-5 - use 3 dice Roll of 6 - use 4 dice
2. Indian Death Lock 3. Dragon Sleeper 4. Gator Roll into Anaconda Choke 5. Crooked Figure Four 6. Breaks Special 7. Inverted Surfboard 8. Cattle Mutilation (ag) 9. Head and Arm Choke 10. Straitjacket Choke 11. Octopus Stretch 12. Crossface Chickenwing 13. Spinning Full Nelson (pw) 14. Rolling Kneebar (ag) 15. Texas Cloverleaf 16. Scorpion Deathlock 17. Asiatic Spike 18. Step-over Toehold Crossface 19. Kimura Lock 20. Triangle Choke 21. Cobra Clutch 22. Ankle Lock 23. Lion Tamer 24. Elevated Surfboard
* This would allow you to guarantee that the match 'ends in a submission' while creating a sense of variety. It also gives a wrestler with more stated subs an advantage (constantly putting the other wrestler in jeopardy of losing the match). I'd prefer more sub content than less...but YMMV. You could always alter the potency of the moves, add/subtract submission roll elements, etc., whatever fits your needs.
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Post by LWPD on Feb 20, 2008 3:27:52 GMT -5
Suicide Chair Swing Match
Credit poparuss
1. This is a hardcore core style challenge match.
2. There is a steel chair posted in each of the four corners of the ring, behind a turnbuckle.
3. The goal is to use the chair to knock your opponent unconscious for a ten count. There are no pinfalls.
4. Use cage ratings for the ten counts. Two rolls below the pin level, and the referee counts to ten and the match is over.
5. When an offensive wrestler rolls his finisher, add the effect & then roll on the Suicide Chair Swing Chart
6. Whenever a wrestler on offense rolls out of ring or death jump, or whenever a defensive wrestler rolls pin, use this chart.
Suicide Chair Swing Chart
2-3: Offensive wrestler connects with a brutal chairshot to the head, drawing blood. Add 2 to the opponents pin rating. Referee begins his ten count.
4-5: The offensive wrestler props the steel chair against the turnbuckle & slingshots the defensive wrestler into the chair. Add one to pin rating as the ref starts his ten count.
6-7: The offensive wrestler places his downed opponent into the corner and baseball slide dropkicks a brutal chair shot into his opponents face. Add 3 to pin rating as the ref starts his count.
7: The defensive wrestler ducks a chairshot, and then kicks the chair into the offensive wrestlers face. Add one to the offensive wrestler's pin rating, as the defensive wrestler takes over on level 3 offense.
8-9: The offensive wrestler misses a chair shot as it falls out of his hand. The defensive wrestler DDT's him onto the chair & mounts the top rope. Add one to offensive wrestler's pin rating, defensive wrestler now takes over & rolls death jump on level C.
10-11: Offensive wrestler mounts the top rope for a swinging chair shot. Roll two dice. The LOWER combined number between the dice roll and the pin rating determines whether or not he connects.
a. If offensive wrestler connects, add 3 to cage rating as ref begins his ten count.
b. If offensive wrestler misses, he crashes face first into chair add two to pin rating. Defensive wrestler now rerolls on this chart.
12: Offensive wrestler drills his opponent with ballistic chair shots. Add 3 to pin Referee starts his ten count.
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Post by LWPD on Feb 20, 2008 3:29:34 GMT -5
Credit Sammuel T Fain
Super Barbed Wire Ring of Destruction Death Match
This match takes place in a normal wrestling ring, the ropes have been removed, in its place is barbed wire. On the outside of the ring, there are 1 of each of the following: a bed of nails, a bed of glass, a bed of fire, and a bed of thumbtacks. Anything goes, no DQ’s, no countouts, you may win by pin or submission. Substitute into the barbed wire for into the turnbuckle and into the ropes. Anytime you roll out of the ring roll on the following chart(s).
Optional Rule: To settle the REALLY violent feuds, no pins or submissions make it last man standing! When a Pin rating reaches 30, the match is over (you may higher it if you like, but for every ‘2’ add 1 to the injury roll ex: 32, add 1, 34, add 2, etc.). Both men roll on the injury chart afterwards.
Out of the Ring(roll 2d6)
2-3 Roll on Bed of Fire chart
4-6 Roll on Bed of Glass chart
7-9 Roll on Bed of Nails chart
10-12 Roll on Bed of Thumbtacks chart
Bed of Fire Chart(roll 2d6)
2 Your opponent throws you into the fire, you body writhes in pain as your opponent throws gasoline on you, you go up in flames! Opponent Wins! Roll on injury chart.
3 Your opponent suplexes you onto the fire, you roll away, badly burnt and your opponent come over to continue the punishment. Add 2 to pin. Opponent Rolls on Level 3 Offense.
4-5 Your opponent pounds on you near the bed of fire, you try to mount an offensive but he back body drops you in the fire! He pulls you up and continues to dish it out. Add 1 to pin. Opponent Rolls on Level 2 Offense
6-8 The two of you are brawling near the bed of fire, your opponent Russian leg sweeps you on the bed of firee, taking punishment himself. Both men add 1 to pin. Roll on Level 2 Defense
9-10 You scoop and slam your opponent on the bed of fire, he rolls off quickly. You pull him up and go to work. Opponent adds 1 to pin.
11 You powerslam your opponent on the fire and get up quickly, you drag him off the bed and go to work on him! Opponent adds 2 to pin. Roll on Level 3 Offense.
12 You douse your opponent in gasoline and do a drop toehold on the fire, he goes up in flames! You win! Opponent rolls on injury chart.
Bed of Glass Chart(roll 2d6)
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 3 to pin. Roll Pin.
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 3 to pin. Opponent Rolls Pin.
Bed of Nails Chart(roll 2d6)
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. Roll Pin.
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 3 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 3 to opponents pin. Roll opponents Pin.
Bed of Thumbtacks Chart(roll 2d6)
2-3 You hit the thumbtacks and can feel them going into your head and back and srms and legs! Your body is racked with pain! Your opponent only mskes 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 nails and the 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.
Injury Chart(2d6)
2 Through some sort of miracle you’re only out for a week!
3 You recover quickly making it back in 2 weeks.
4 Your injuries show and you make it back in 3 weeks.
5 Your hurt but come back after 4 weeks.
6-8 Everyone expected it, you’re out for 7 weeks.
9-10 You really took a beating, you’ll be gone for 8 weeks.
11 Doctors urge you to retire, but you swear you’ll wrestle again, they say you need 10 week at the least.
12 Its all over, you’re forced into retirement! Roll 1d6:
1-5 You live out life with grace,
6 DEATH!
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Post by LWPD on Feb 20, 2008 3:31:19 GMT -5
Credit Y2Kirk Angel
Table Match
DESCRIPTION: This match was created in the 20th century on earth. The idea was brutal and violent. To win, you must drive your opponent through a table. It was popular in Extreme federations on earth.
RULES:
1. Wrestle one-on-one as you normally would in any other match.
2. There are No DQ and No Countouts in this match.
3. There is only ever one table in the ring.
4. Use the PIN rating as normal. If you have just pinned someone then roll on the below TABLE chart. If you use a Level 1-3 FINSHER before pinning, add 1 to your dice roll. If you used a Level 4+ FINISHER before pinning, add 2 to your dice roll.
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TABLE CHART (Roll 2d6)
2 - You put your opponents head under your legs and lift him up for a powerbomb. You are about to release him when he reverses the move. He hits a DDT and drives you straight through the table! OPPONENT WINS
3-4 - You hoist your opponent up in the air and are about to put him through the table. Your opponent manoeuvres around though, and DDT’s you down to the mat. You are hurt. OPPONENT ROLLS ON LEVEL 3 OFFENSE
5 - You are about to put your opponent through the table when he pushes you away. You catch on to his arm though and you both fall through the table! THE MATCH IS DECLARED A DRAW
6-7 - You hoist your opponent up in the air and are about to put him through the table. Your opponent manoeuvres around though, but you powerbomb him down the other way to the mat. Your opponent is hurt. ROLL ON LEVEL 3 OFFENSE
8-11 - You hoist your opponent up into a powerbomb position and slam him straight down through the table! YOU WIN
12 - You lay your opponent across the table and climb top the top of the turnbuckle. You opponent crashes through the table as you hit a huge elbow drop onto him. OPPONENT IS INJURED FOR 2 FIGHT CARDS. YOU WIN
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Post by LWPD on Feb 20, 2008 20:12:04 GMT -5
Credit Brandon Strevel
TABLES, LADDERS, AND CHAINS STREET FIGHT DEATH MATCH
This match comes from the earth based 20th century promotion, ECW. In this match, both wrestlers are connected at the wrist by a 20 foot heavy steel chain. On two sides of the ring there are two 15 ft. ladders placed at ringside. On the other two sides of the ring tables are set up for the wrestlers to use. Use the Titan Death Match rules and a falls count anywhere chart, ignoring any pin options. On a roll on 2 or 4 roll on this chart. The match can be won by either pinfall or submission.
* Ignore any pin options of the falls Count Anywhere chart. Substitite roll on lvl3 off for roll pin of the FCA chart.
2-3 : You relentlessly choke the opponent with the chain. Roll on level 2 offense.
4 : You lean a table up in the corner and wrap the chain around the opponent’s neck before flipping him across the ring through the table in the corner! Roll on level 2 offense.
5 : You nearly cause a riot by asking all the fans in the audience to toss their chairs into the ring! The fans begin tossing the chairs into the ring to the distress of security at ringside who is doing their best to calm the situation down. After the mayhem if finished, the ring is filled with nearly 100 chairs! It’s truly a sight to be seen! Roll on level 2 offense
6 : You wrap the chain around the opponent’s neck and toss him over the top rope hanging him! The opponent struggles and gasps for breath as the chain chokes the life out of him. Roll on level 2 offense.
7 : You bring a ladder into the ring and then smash the opponent’s head into it, busting him open! You then begin to ascend the ladder looking to do some further damage… Roll 1 Die.
Even : You hit a devastating elbow drop off the ladder with the chair wrapped around you arm!!! The opponent’s nose looks to be broken as he clutches at it, trying to stop the bleeding! Roll on level 3 offense and add 1 to the opponent’s pin.
Odd : the opponent in an effort to comeback yanks on the chain violently ripping you off the ladder!! You fall to the outside crashing through two tables at ringside to the delight of the crowd!!! You hit the hard concrete head first, splitting your skull WIDE open! Blood comes gushing out as you begin to stir. The Opponent rolls on level 3 offense and add1 to you injury!
8-9 : You viscously whip the opponent with the chain! Several off the whips catch the opponent in the head opening up two or three deep gashes which begin to bleed uncontrollably! He crowd loves it! You then lift the opponent to his feet and punch him several time in the face which that chain wrapped fist! You then bridge a ladder between the apron and the guardrail, and then do the same with a folding table right next to the ladder. You lay the opponent out across the ladder, so his head is laying on the table. You then connect with an awesome springboard legdrop onto the opponent through the table!! The legdrop puts tremendous pressure on his ribs nearly breaking them!!! The opponent slumps to the floor clutching his ribs! ADD 2 to opp. Pin and 2 to opp injury!
10 : You bridge a ladder between two chairs and then haul the opponent to the top rope! The crowd can sense something big about to happen and they quickly begin to stir. You set your opponent up for what appears to be a superplex. But the opponent makes a comeback and hits a head and Arm suplex from the top onto the ladder!!! Your back crashes down against the unforgiving ladder, sending sharp pain all through out your upper and lower body! The opponent then grabs you and pulls you out of the ring onto the entrance ramp where he hauls you up and over with a side suplex sending you crashing down onto the guardrail below!!!! Add 2 to your pin and 2 to your INJURY and the opponent rolls on level 3 offense.
11-12: the fight spills to the outside and the two of you brawl using the chain to bloody each other. Finally you plant the opponent with a DDT onto the floor and climb up one of the ladder! But the opponent is up, and he pushes the ladder over!! You are sent crashing into the 3rd row of the audience! The fans try to scatter, but can’t as you violently land on top of them!!! The opponent hops the guardrail, and then into the crowd, and pulls you out from under a pile of hurt fans! Back in you go and the wraps the chain around your head and violently stomps on it! Blood is pouring from a cut on your forehead as you roll around the mat holding your face. The Opponent brings in a table and props it up in the corner. You try to fight back, but it’s no use. The opponent hits a nasty neck first power bomb through the corner! You lie in ruin underneath the destroyed fragments of the table as the opponent celebrates. Add 3 to you PIN, 3 to Your Injury and the Opponent Rolls on level 3 offense.
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