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Post by LWPD on Feb 24, 2008 19:56:58 GMT -5
Credit Paul Phillips
TV Ratings System
Here is something I posted about a year or so ago and thought I would repost it for any newcomers and anyone else who may have missed it. Basically this is a method to see how well your TV show or PPV did in the ratings.
I did this based on PIN tokens.Assuming that you use the blood & guts rule (3 tokens produces blood) this should give a good measure for your ratings.
Add up all the tokens for all the matches that took place on your show and divide by the total number of matches. Example.Thantos beats Star Warrior. Thantos received 3 tokens and Star Warrior received 5.Your total for this match would be 8.
Say you have 24 tokens over 10 matches.You currently have a 2.4 rating.
Now add 1 for every title match with a maximum of 4 points. If you had 3 title matches your total rating for this scenario would be a 5.4 rating. So basically the more pin attempts the higher the rating. This makes sense to me because most of my best matches involve alot of pin attempts. Based on this formula my Clash PPV drew a 6.9 rating.That's pretty good.The Skinhead/Prodigy match and Chaos/Paragon match had a LOT of pin attempts that really helped boost the ratings. In contrast the previous Monday night show drew a dismal 2.0 rating.There were several matches where the pin was made on the first attempt and no titles were defended.
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Post by LWPD on Feb 24, 2008 19:57:49 GMT -5
Credit Jumbo Inoki
Ultimate X Match
In this match there are 14 foot high scaffold poles in each corner of the ring attached to the posts. Steel cables criss cross the ring at the top of the posts to form an X. The title belt is hung from the middle. The winner is the man who can bring the belt down. There are no ladders.
There are two ways to win the match.
The first is by successfully rolling double pin ratings. After successfully pinning your opponent, just re-roll.
i. If successful you climb the cables, reach the X and grab the belt, winning the match.
ii. If unsuccessful you fall from the cables. Add 1 to pin rating. Opponent takes over on Level 2 Offense.
The second way to win the match is through rolling on the Ultimate X chart. An offensive wrestler can roll on this chart once he has fatigued his opponent to a Pin rating of 7 or higher. Note while at that point an offensive wrestler can use the chart at any time, it comes with great potential risks and a low probability of success.
Ultimate X Chart
2 You try springboard off the ropes to the belt, but just miss it. Opponent takes over on Level 2 Offense
3-4 You went across the cables, but are drilled from behind by a chair to the ribs! Opponent takes over on Level 2 Offense. Add 1 to your pin rating.
5-6 You try a triple jump moonsault to get the belt, but the opponent catches you in mid air with a springboard spin kick into the ribs. Add 1 to pin rating. Roll on Level 3 Defense
7-8 As you ascend the cables, the opponent recovers and hangs you upside down by the lower part of the X before blasting you with a vicious chair shot to the head! Add 2 to pin rating. Roll on Level 3 Defense.
9-10 You try to go hand over hand on the cables to get the belt, but hit a spectacular spear while your hanging in the air. Awesome spot! Add 2 to your pin rating. Opponent takes over on Level 3 Offense
11 In desperation you attempt to bring a ladder into the ring and viciously drill your opponent in the head helicopter style. Add 1 to opponents pin rating. The ref removes the ladder from the ring. Re-roll on this chart!
12 You successfully go hand over hand across the cable and grab the belt. You pull on it as hard as you can. Roll 1d6
Odd: It finally gave, and you fall to the mat with the belt in your hand as the new champion.
Even: The belt is stuck and just won't give. The opponent blasts you from behind, as you take a head first plunge to the mat. Add 3 to pin rating. Opponent takes over on level 3 offense. ______________________________________________________
Credit Poke
Unlucky 13 Light Tube Match
1 Be the first to break 13 light tubes over the head of your opponent 2 No pinfalls. Substitute Down–3 and add a fatigue token when rolling pin situation 3 Attach appropriate fatigue tokens to the wrestlers so you can see the amount of punishment they are inflecting on one another 4 Roll on Chart Below in all chart situations 5 Losing wrestler is injured. Roll 1D6 for length 2 Your opponent lays you out! He then builds a pyramid of 6 light tubes and puts them on two folding chairs. He picks you up and throws you in to the ropes executing a flapjack! You are sent face first into the pyramid! Roll 1d6 to see how many tubes are shattered. Receive 1 token for each tube. Opponent rolls again on this chart or assaults you on L-3-O
3 The two of you battle in the ring, when you fall backwards against the ropes. Your opponent uses the ropes to tie you up and gets several light tubes. Roll 1D6 to see how many you break! You receive 1 fatigue token for every 2 tubes broken. Opponent can roll again on this chart or L-3-O
4 Your opponent breaks a tube over your head, but you immediately kick him in the gut and DDT him on a tube! (1 tube each!) You roll again on this chart or L-3-O
5 Your opponent goes to smash you with a light tube, but at the last second he decides to grab a broken one and start carving up your forehead. You receive two tokens and you are a bloody mess. Opponent Rolls on L-3-O
6 You attempt to piledrive your opponent on a light tube, but he backdrops you on it first. Roll 1 die: Odd: you land back first! The shards of glass shred your back, but it doesn’t count! Opponent rolls on L-2-O. EVEN: you catch the tube with the back of your head! That one Counts! Opponent rolls on L-2-O
7 You grab a light tube. You Swing it at your opponent, but he moves and you shatter it on the turnbuckle. Person with the least amount of tokens takes over on the level of offense you were just on. If the token count is equal, opponent on offense stays on offense.
8 You throw your opponent into the ropes. As he comes back at you, he is nailed in the face with a light tube! Roll again on this chart or the offensive level you were just on
9 You grab a broken tube and stab your opponent in the head with it! Blood is gushing from the wound you have inflicted. Opponent receives 2 fatigue tokens and your continue the aassault on L-3-O 10 You and your opponent each take turns shattering light tubes over one another’s Head. After 3 each(that is 3 light tube tokens for each of you!) you are both staggering around. Wrestler with the fewest fatigue tokens rolls again on this chart or L-3-O 11 Your opponent is hurt and kneeling in the middle of the ring. You grab a handful of tubes and start smashing them one by one over his head. Roll 1D6 to see how many you shatter. Opponent gets a fatigue token for every 2 tubes shattered. You can roll again on this chart or L-3-O 12 You and your opponent battle outside of the Ring. You use a devastating move on your opponent. As he is sprawled out on the floor. You line up 6 light tubes on the ring apron. You pick up your opponent and begin smashing his face into the tubes. Roll 1D6. That is the number of light tubes you go through. Opponent takes 1 token for each tube shattered. Roll again on this chart or throw your opponent back in the ring and continue the assault on L-3-O
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Post by LWPD on Feb 24, 2008 19:59:06 GMT -5
Credit Jumbo Inoki
Unsanctioned Challenge MatchThis is a special challenge match. It has no official bearing with regards to Titles or rankings, but is used when two guys just want to go at it without official consequences or waiting for sanctioned approval. I use it to build angles, cause controversy or simply to build interest in a future match between the two. Unsanctioned Challenge Rules1. There is no referee. The match begins after one wrestler enters the ring and calls out the other wrestler on the mic. 2. Ignore all DQ, Pin and Submission scenarios. 3. The battle continues on for a total of 20 consecutive moves. Assume officials from the back eventually charge the ring and break things up. 4. At the conclusion there is no winner so to speak. You can however determine the 'consensus' winner through the following scoring system (Credit Stu Lowery) 1 point for each Dazed 2 points for each Hurt 3 points for each Down # of Pin tokens added during the 20 moves ______________________________________________________ Credit highexodus24
Vanity's Beauty Parlor ChartI was looking through some old things and found a chart I used from 2088-89. It was a beauty parlour stage set-up for Vanity interview guests. Kind of like the old Flower Shop and Piper's Pit style sets I guess. Anyways, Vanity would ask a guest, hero or villain, and The Creeper served as his bodyguard/co-host. It made for some interesting moments at least. Thought I would post it ;D VANITY'S BEAUTY PARLOUR Vanity's very own interview segment in his favorite environment, the beauty salon. Vanity calls The Creeper his co-host even though it just drools and stares blinding into space. HERO CHART (roll on this chart if your wrestler is a face) ROLL | OUTCOME | 2-3 | SNEAK ATTACK BY ENEMY! Your enemy enters the parlour set and attacks you from behind. Vanity and The Creeper stand by and watch the brutal beating you receive; obviously it was a planned event! While you are down on the ground, Vanity gives your enemy the microphone who proceeds to badmouth you in front of the crowd. Your ally enters and Vanity and The Creeper sneak out the back, while your enemy trades blows and words with your ally. Your enemy retreats, but unfortunately the damage has been done. You are injured for 3 fight cards. | 4-5 | VANITY SLAPS YOU! Feeling like you are showing him up on his program, Vanity slaps you right across the face. Before you can retaliate, The Creeper hammers you from behind. Together, they pound you to the floor before fleeing at the site of your ally. You are injured for 2 fight cards. | 6 | A HEATED DISCUSSION. Vanity proceeds to ask you questions intended to push you over the edge. Yet, you are the bigger individual and manage to remain level-headed. The interview finishes without any physical confrontations. | 7-8 | YOU CHALLENGE VANITY TO A MATCH! Vanity gets under your skin from the moment you step into the parlour and you can't take it anymore. You get in Vanity's face and the two of you do some finger pointing and exchange fighting words. Before The Creeper can get involved your ally comes onto the set, balancing the scales. You openly challenge Vanity to put his money where is mouth is. A fight card should be set up as soon as possible! | 9-10 | A NEW HOST? Vanity oversteps his bounds with you once too often, so you punch him square in the jaw. When The Creeper attempts to come to aid his master, you smash their heads together. You then proceed to interview the unconscious, "former" hosts. Imagine the laughs! Vanity is injured 1 fight card. | 11-12 | TOTAL CHAOS IN BEAUTIFUL LAND! Halfway through the interview, your enemy comes into the parlour and a shouting match ensues. You and your enemy begin to trade blows, while Vanity and The Creeper hide underneath a counter. Before the dust settles, the beauty parlour is left in ruins. Vanity can be found crying underneath the rubble as The Creeper starts to eat something off the floor. Your feud with your enemy intensifies. |
VILLAIN CHART (roll on this chart if your wrestler is heel) ROLL | OUTCOME | 2-5 | A BENEFITIAL ARRANGEMENT. You call out your enemy who enters the parlour but is immediatlely attacked from behind by The Creeper. Vanity gives commentary to the action as you and The Creeper double-team your enemy. Your enemy's ally enters comes out and a wild brawl erupts before security comes in and breaks things up. Your enemy is injured for 2 fight cards. | 6 | VILLAIN VERSUS VILLAIN? You take offense to one of Vanity's comments. He immediately recoils and attempts to save himself. The interview finishes without any further altercations. Could animosity still exist between you and the "Beautiful One"? | 7-10 | A WONDERFUL CHAT SESSION. Vanity proves to be the perfect host and provides the boost you were hoping for in terms of gaining an edge in the word war with your enemies. Together you bad mouth any and all you are currently feuding with! | 11-12 | BACKFIRED PLAN! With Vanity's willing help, you totally humiliate your enemy. Yet, your enemy isn't one to take it and he comes to the parlour and challenges you. Words turn to shoves and shoves turn to blows. Vanity simply stands back and watches. A fight card should be scheduled between you and your enemy. |
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Post by LWPD on Feb 25, 2008 3:48:55 GMT -5
Credit Jamie B Wilson
VIOLENT INJURY CHART
2-3: Miraculously you had little injury done and the doc healed you quickly. No injury!
4-6: Surprisingly, your injuries were minor! Roll 1d6
7-8: You are hurt badly. Roll 2d6
9-10: You are severely hurt and healing will take a long time. Injury for 1 year
11: The injuries from the match are so bad that it ended your career, forcing you to retire
12: The was nothing the doctors could do...Death resulted from your injuries
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Post by LWPD on Feb 25, 2008 3:51:24 GMT -5
Credit Mr. Hyde
War Games: The Match Beyond
WARGAMES: THE MATCH BEYOND
MATCH RULES
-The War Games takes place inside of one large cage, completely enclosing two wrestling rings which are positioned side by side
-There will be 10 or 8 competitors in total, split into 2 teams of 5 or 4
-To begin, each team will send one member into the cage, and these 2 competitors will battle one on one for 5 minutes
-At the end of the first 5 minute period, a coin toss will be held to decide which team will be given The Advantage for the remainder of the match
-The Advantaged team will now send a man into the cage, resulting in a 2-on-1 handicap battle, which will last for 2 minutes
-After this 2 minutes, the Disadvantaged team will send a man into the cage, evening the battle up for another 2 minutes
-This cycle of Advantage Team entry and Disadvantaged Team entry will continue until all members of both teams have entered the cage
-At this time, The Match Beyond begins, and the only way for one team to be victorious is to force a member of the other team to Submit or Surrender
GAME RULES
-There are no disqualifications or count-outs
-There are no Pinfalls
-‘Into the Ropes’ and ‘Into the Turnbuckle’ charts are used as normal
-Do not use the Choice charts. Instead, either use the ‘War Games Double Team Chart’ if applicable or use the instructed maneuver
-‘Out of the Ring’ and ‘Deathjump’ charts are not used, but instead replaced by the ‘War Games’ Chart *You will need a 20-sided die for the 'War Games Chart'
-Unless otherwise specified, subsequent rolls due to the effects of a result on the ‘War Games’ or ‘War Games Double Team’ charts can be rolled against any member of the opposing team *For example ROLL ON LEVEL 3 OFFENSE means that this wrestler may roll on Level 3 Offense against any member of the opposing team
-All new wrestlers entering the cage may roll against any member of the opposing team on Level 3 Offense
-War Games: The Match Beyond can only be won by forcing one member of the opposing team to Surrender once every member of both teams has entered the cage ____________________________________
Because the dynamic of the match changes so often, there are slightly different rules for different portions of the battle. For hopeful ease of understanding and remembering, I've split the instructions into the different portions of the match below. Instructions in red are new to that portion of the match, and underlined instructions will no longer apply after this portion of the match. Hopefully this helps with comprehension, and does not have the opposite effect. It is important to note that while some rules are added to the match, others go away...
ONE ON ONE BATTLE
-Each team will nominate one member to begin the match *These two competitors will fight for 5 minutes real time (or a predetermined number of moves)
-If the opponent rolls his PIN result on defense, or if you roll your FINISHER result on offense, simply Add 1 to the opponent
-After the 5 minutes (predetermined number of moves) has expired, choose one team either randomly or by predetermination to become the Advantaged Team and send in another competitor
ONE ON TWO HANDICAP BATTLE
-The Advantaged Team will send in a member, creating a 2-on-1 handicap situation in favor of the Advantaged Team
-This period will last for 2 minutes real time (or a predetermined number of moves)
-Wrestlers in the Advantaged Team will function like a normal Tag Team while on offense, choosing which member to attack with and getting the advantage of Defensive Tags *Defensive tags are modified so that when a wrestler successfully makes the defensive tag, his ally takes over on Level 2 offense, as opposed to Level 1
-Wrestlers on the Advantaged Team get access to the ‘War Games Double-Team’ chart, replacing the instructed maneuver on Choice Chart designated results if the combatant elects to
-The wrestler on the Disadvantaged Team must alternate attacking both members of the opposing team, escalating or degrading in offense as if he were attacking one competitor *If at any point during the Disadvantaged wrestler’s offense the opponent rolls a Reversal, that competitor from the Advantaged Team immediately takes over on offense
-The Disadvantaged wrestler does not get acces to the ‘War Games Double Team’ chart, using the instructed maneuver on Choice chart designated results
-If the opponent rolls his PIN instruction on defense or you roll your Finisher instruction on offense, simply Add 1 to the opponent
-After the 2 minutes (or predetermined number of moves) has expired, the Disadvantaged Team elects one member to enter the cage, creating a 2-on-2 situation
TWO ON TWO BATTLE
-Both teams will now have 2 members in the cage
-This period will last for 2 minutes real time (or a predetermined number of moves)
-Both teams will function like a normal Tag Team while on offense, choosing which member to attack with and getting the advantage of Defensive Tags *Defensive tags are modified so that when a wrestler successfully makes the defensive tag, his ally takes over on Level 2 offense, as opposed to Level 1
*All wrestlers will have access to the ‘War Games Double Team’ chart, replacing the instructed maneuver on Choice chart designated results if the wrestler elects
-A wrestler may change the opponent from the other team he is attacking by dropping down an offensive level before making his offensive roll
-If the opponent rolls his PIN instruction on defense or you roll your Finisher instruction on offense, simply Add 1 to the opponent
-After the 2 minutes (or predetermined number of moves) has expired, the Advantaged Team will send another member into the cage
THE REMAINDER OF THE MATCH
-Teams will alternate sending members into the cage until all of the combatants involved have entered the cage
-During this time:
*All wrestlers will have access to the ‘War Games Double Team’ chart, replacing the instructed maneuver on Choice chart designated results if the wrestler elects
*Defensive tags are modified so that when a wrestler successfully makes the defensive tag, his ally takes over on Level 2 offense, as opposed to Level 1
* A wrestler may change the opponent from the other team he is attacking by dropping down an offensive level before making his offensive roll, and the team on offense may change which member is currently the wrestler on offense at will, without penalty
*If the opponent rolls his PIN instruction on defense or you roll your Finisher instruction on offense, simply Add 1 to the opponent
-Each period of 3-on-2, 3-on-3, 4-on-3, 4-on-4, and 5-on-4 battle will last 2 minutes real time (or a predetermined set of moves)
THE MATCH BEYOND
-Once all of the combatants from both teams have entered the cage, the MATCH BEYOND begins
-During this time:
*All wrestlers will have access to the ‘War Games Double Team’ chart, replacing the instructed maneuver on Choice chart designated results if the wrestler elects
*Defensive tags are modified so that when a wrestler successfully makes the defensive tag, his ally takes over on Level 2 offense, as opposed to Level 1
* A wrestler may change the opponent from the other team he is attacking by dropping down an offensive level before making his offensive roll, and the team on offense may change which member is currently the wrestler on offense at will, without penalty
-At this time, and ONLY at this time, can the match end *The match can only end by SUBMISSION OR SURRENDER __________________________________________________
SUBMISSION OR SURRENDER
--ONLY Finisher rolls on offense, PIN instructions on defense, and results on the 'War Games' and 'War Games Double Team' chart can cause a surrender, and only if:
a. The Match Beyond is underway
b. the afflicted wrestler has as many Fatigue Tokens on him as equal to his THRESHOLD
--On the 'Into the Ropes', 'Into the Turnbuckle', 'Pin Save', and 'Wrestler Interference' charts that tell you to ROLL YOUR PIN, do not result in a SURRENDER ROLL, no matter what. Simply Add 1 to the person who should have rolled his PIN, and his most recent opponent rolls on Level 3 Offense
--Also, ONLY the War Games specific charts allow you to attack any opponent with that same instruction. All the other charts in play MUST be rolled against the most recent opponent
--You may not switch attackers off of a chart instruction. For example, if a chart tells you to ROLL ON LEVEL 3 OFFENSE, you must roll on Lvl 3 Off with this wrestler and ONLY this wrestler. Designated attackers must be chosen AFTER a successful offensive roll and BEFORE the next (this applies to switching defenders during offense, unless off of a chart roll)
--If the Match Beyond is underway, and a wrestler is has not yet reached his THRESHOLD, anything that would result in a SURRENDER ROLL is simply an Add 1 situation. A wrestler does not roll for Surrender until his number of Fatigue tokens matches his THRESHOLD
-Before the match begins, look at each wrestler’s CAGE and BASIC PIN RATING
-Add these together and subtract the resulting number from 12
-This final number is the wrestler’s THRESHOLD
-The THRESHOLD number is the amount of Fatigue Tokens that must be placed on a wrestler before he is eligible to SURRENDER
-PIN instructions, Finisher Rolls, and certain chart instructions can all result in having to ROLL FOR SURRENDER, but only AFTER The Match Beyond has begun
-To ROLL YOUR SURRENDER, take your cage rating and the amount of Fatigue Tokens that you have acquired PAST your THRESHOLD and add them together for your SURRENDER number
-Anytime and everytime you are about to ROLL YOUR SURRENDER, roll on the ‘Pin Save’ chart first, following the instructions as rolled. There is no limit to how many possible Surrenders the ‘Pin Save’ chart may be rolled on beforehand.
-Your SURRENDER number now functions like any other PIN (ex. Roll 2 dice, if the result is lower, surrender occurs, if the result is higher, no surrender and the opponent roll on level 3 offense and add 1; add finisher ratings when applicable)
-Remember, a SURRENDER can only occur AFTER The Match Beyond has begun
WAR GAMES CHART
A wrestler may roll on the War Games chart anytime he rolls a ‘Deathjump’ or ‘Out of the Ring’ instruction on his playing card.
1: An ally of your opponent scales the cage and slips a dangerous weapon through the spaces between the supports of the cage ceiling! Your opponent catches the object, but fumbles it as you make a dive for it! Whoever recovers the dangerous weapon first utilizes it to devastating effect! ROLL 1 DIE:
-EVEN – You grab the weapon first! OPPONENTS ADDS 2 (OPPONENT ROLLS SURRENDER) AND YOU ROLL ON LEVEL 3 OFFENSE
-ODD – The Opponent grabs the weapon first! ADD 2 TO YOU (ROLL YOUR SURRENDER) AND THE OPPONENT ROLLS ON LEVEL 3 OFFENSE
2: As you brawl with the hurting opponent, he suddenly grips your legs, slams you onto your back, and then catapults you face-first in the cage wall! ADD 1 TO YOU. OPPONENT ROLLS ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN.
3: You charge at the groggy opponent, but he dips down and sends you crashing into the steel mesh with a surprise back body drop! ADD 1 TO YOU. OPPONENT ROLLS ON THIS CHART AGAIN.
4: You climb to the top turnbuckle and dive at your downed opponent, but he moves out of the way and you crash into the canvas! ADD 1 TO YOU. OPPONENT ROLLS ON LEVEL 3 OFFENSE.
5: With your opponent backed in a corner, he suddenly trips you into the corner and begins choking you and biting at your head! OPPONENT ROLLS AGAINST YOU ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN .
6: As you battle in between the rings, the opponent suddenly grabs you and knocks your head into the exposed ring post! OPPONENT ROLLS ON THIS CHART AGAIN.
7: You stall momentarily from fatigue, but your opponent suddenly grabs the low cage ceiling, pulls himself up, and swings his legs, kicking you forcefully in the head! OPPONENT ROLLS ON LEVEL 3 OFFENSE.
8: You try to smash the opponent into the cage wall, but he puts his hands out and locks his arms, blocking the maneuver and responding with an elbow to your jaw! OPPONENT ROLLS ON LEVEL 2 OFFENSE.
9: You grab the low mesh ceiling with your hands and pull yourself up, swinging your legs forward and catching the opponent in an attempted Huracanrana! Compare your Agility to the Power of the Opponent!
-YOU HAVE A BETTER OR EQUAL AGILITY TO YOUR OPPONENTS POWER: You perform the maneuver! ROLL ON LEVEL 3 OFFENSE
-YOUR OPPONENT HAS A BETTER POWER THAN YOUR AGILITY: He reverses the attack into a devastating Powerbomb! OPPONENT ROLLS ON LEVEL 3 OFFENSE
10: You heft your opponent up above your head, and impressively begin to Military Press him repeatedly into the low and unforgiving steel cage ceiling! Compare your Power to the Agility of the Opponent!
-YOU HAVE A BETTER OR EQUAL POWER TO YOUR OPPONENTS AGILITY: You continue to Press him until you slam him down into the canvas! ROLL ON LEVEL 3 OFFENSE
-YOUR OPPONENT HAS BETTER AGILITY THAN YOUR POWER: He rakes your eyes or slips out of the Press and shoves you sternum-first into the hard turnbuckle! OPPONENT ROLLS ON LEVEL 3 OFFENSE.
11: You grab the staggering opponent and begin to slam his head into the top turnbuckle repeatedly and rapidly! ROLL ON LEVEL 2 OFFENSE.
12: You toss the opponent headfirst through the ropes in the center of the cage and he rolls to the next ring. Pressing the advantage, you quickly follow! ROLL ON LEVEL 3 OFFENSE.
13: Fighting on your knees between the two rings, you shove your opponent downward, and shove his head in between the aprons of the rings, disorienting him while you take some free shots! ROLL ON THIS CHART AGAIN.
14: With all your might, you launch the opponent headfirst into the sharp and steel cage wall! ROLL ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN.
15: With your opponent groggily getting to his feet near the center ropes in the other ring, you take a few steps back, charge forward, and launch yourself across both sets of ropes and crash into the opponent brutally! ADD 1 TO OPPONENT AND ROLL ON LEVEL 3 OFFENSE.
16: As your opponent staggers near the center ropes, you backpedal and charge forward, delivering a mighty clothesline that knocks the opponent over the top rope and between the rings! As he rolls into the next ring to recover, you quickly follow! ADD 1 TO OPPONENT AND ROLL ON THIS CHART AGAIN.
17: You Irish Whip your opponent into the ropes, and as he rebounds back, you use his own momentum to forcefully rocket him headfirst into the cage! ADD 1 TO OPPONENT AND ROLL ON LEVEL 3 OFFENSE OR THIS CHART AGAIN.
18: You lock the opponent in a grinding bearhug near the cage wall, and begin to lift him off of his feet! Compare your Power to the Power of the opponent!
-YOU HAVE BETTER POWER: You hoist the opponent into the air, and begin to lean back, repeatedly slamming the opponent face-first into the steel, while continuing to hold onto your dreadful bearhug! ADD 1 TO OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON LEVEL 3 OFFENSE.
-YOUR OPPONENT HAS BETTER OR EQUAL POWER: You cannot pick him up enough, so you slam him to the canvas! ROLL ON LEVEL 3 OFFENSE.
19: With your opponent in-between the ropes and steel cage wall, you drive your knee into the back of his neck, pinning him to the cage! You then grab him by the head and brutally grind his face into the sharp and steel mesh! ADD 1 TO THE OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON THIS CHART AGAIN.
20: With the opponent hopelessly trapped between the ropes and steel cage, you drive him headfirst into the cage! With all your force, you slam him headfirst into the cage again and again and again! ADD 1 TO THE OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN.
*IF THE MATCH BEYOND IS UNDERWAY, THE UNDERLINED AND PARANTHESED INSTRUCTIONS ARE USED IN ADDITION TO THE NORMAL INSTRUCTIONS
========================================================
DOUBLE-TEAM CHART
A wrestler may choose to roll on this chart anytime he rolls a Choice chart instruction on his playing card or if he rolls on an instruction on his playing card followed by (tag), but cannot perform that instruction due to the lack of a partner or for another reason. After he has chosen to roll on this chart, the wrestler must choose on of his teammates inside the cage to temporarily act as his Partner. If there are no teammates within the cage that wrestler can or wishes to select, then he does not roll on this chart and uses the instructed maneuver on his playing card instead. Unless specified otherwise, any subsequent rolls due to the effects of a result on this chart may be rolled against any member of the opposing team. There is no limit to the amount of times a particular team is allowed to roll on this chart.
2: Your partner produces a hidden weapon and hands it to you, taking hold of the woozy opponent and urging you to blast him with it! You wind-up and swing as hard as you can, but the opponent slips away from your partner and you nail your own partner instead! You hear a sick pop as your partner hits the canvas, and your opponent hits you, sending you down hard! ADD 2 TO YOUR PARTNER (PARTNER ROLLS SURRENDER) AND OPPONENT ROLLS ON LEVEL 3 OFFENSE AGAINST YOUR PARTNER.
3: You and your partner both grab hold of the opponent and attempt to drive him into the steel! But, your opponent suddenly puts on the brakes and slips away from both of you, using your momentum against you and allowing him to rocket both you and your partner into the cage instead! ADD 1 TO BOTH YOU AND YOUR PARTNER AND OPPONENT ROLLS ON LEVEL 3 OFFENSE.
4: You grab the opponent from behind as your partner climbs the turnbuckle. He launches off the top with a big flying clothesline, but the opponent slips away from you, leaving you open to be absolutely leveled by your partner’s own attack! OPPONENT ROLLS ON LEVEL 3 OFFENSE AGAINST YOU OR YOUR PARTNER.
5: You and your partner charge the staggered opponent with a double elbow, but he suddenly ducks down! As you and your partner quickly whip around, you both suddenly get leveled by the opponent as well as one of the opponent’s allies, coming to reinforce him! OPP ROLLS ON THIS CHART
6: You and your partner both Irish Whip the opponent into the ropes and charge forward for a devastating double clothesline! ROLL 1 DIE:
-EVEN: You and your partner crush the opponent with a forceful Double Clothesline! ROLL ON LEVEL 2 OFFENSE.
-ODD: The opponent ducks underneath you, rebounds off the opposite ropes, and completely levels both you and you partner! OPPONENT ROLLS ON LEVEL 2 OFFENSE AGAINST YOU OR YOUR PARTNER.
7: Both you and your partner grab the staggered opponent and launch him forcefully over both sets of center ropes! He lands with a crash inside the other ring! ADD 1 TO OPPONENT AND ROLL ON LEVEL 3 OFFENSE AGAINST ANOTHER OPPONENT
8: Simultaneously with your partner you pin the opponent up against the ropes and pummel and choke him! ROLL ON THIS CHART AGAIN AGAINST THE OPPONENT
9: You and Your partner drive the opponent headfirst into the steel cage! He crashes into the steel hard and rebounds backwards, sprawling across the ring! ADD 1 TO THE OPPONENT AND ROLL ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN
10: Trapping your opponent between the rings, you and your partner manage to shove his head between the ring aprons! You then force him into a headstand position, with his head still caught between the rings! You and Your partner then get in opposite rings, each grab one of the opponent’s legs, and make a wish! The opponent is helpless to stop the wishbone! (OPPONENT ROLLS SURRENDER) ROLL ON LEVEL 3 OFFENSE
11: With the opponent downed momentarily, you and your partner both grab one leg and put him in a torturous Double Half Crab! ADD 1 TO OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON THIS CHART AGAIN AGAINST THE OPPONENT
12: Your partner locks the opponent in a torturous submission maneuver! The opponent is left wide open, and you take the opportunity to attack, dropping knees and fists onto the head and torso of the opponent, and then grinding his face into the canvas! ADD 1 TO THE OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN
*IF THE MATCH BEYOND IS UNDERWAY, THE UNDERLINED AND PARANTHESED INSTRUCTIONS ARE USED IN ADDITION TO THE NORMAL INSTRUCTIONS
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Credit Sickman74
War Games The Match Beyond
MATCH BEYOND RULES AND CHART:
This match is commonly known as "The WarGames", and was a WCW special event match held on several occasions. I loved watching the matches on TV, so I invented some rules to help bring it into the GWF. Of course, I couldn't very well call it The WarGames, now could I? The rules are as follows:
***Cosmic Cage Rules Apply. Teams of 3 to 5 compete against one another.
***To start off the match, a representative from each team enters the cage. The two wrestlers fight for a total of 25 offensive moves. No pinfalls or submissions count. All finishers add 1 to pin.
***After the initial 25 moves, a coin flip is held. The team who wins the coin flip sends in a representative for a 2 on 1 advantage. After another 15 offensive moves, the other team sends in a representatiive. The coin flip is then repeated after another 15 moves, and the process continues until every man from every team has entered the cage.
***The first wrestler to be pinned after his or her PIN counter has reached 13 or higher loses the match for his team. This can only occur after all men have entered the ring. Finisher bonuses are considered at the time the pin attempt is made.
*Thanks to Shazaam for the initial rules*
***Use this chart in place of out of the ring. Because of the fatigue associated with this type of match, you use the modified cage rating (initial cage rating+PIN tokens) to determine what happens.
***Of course, there will be injuries. Each wrestler involved in "The Match Beyond" must roll one die for injuries and add their PIN tokens to determine the length of the injury. For example if Star Warrior had 6 PIN tokens and rolled a 3, then he would be injured for 9 cards.
Cage 1-3 Cage 4-7 Cage 8-12
3-5 3-4 3
The opponent comes at you with a charge but you pick him up and deliver a Hot Shot into the cage-ADD1 to cage rating 5-7 5-6 4
Your opponent tries to slam your face into the cage but you elbow him in the gut and send his face into the cage-ADD 1 to cage rating.
8-9 7 5
The opponent charges at you and you drop toe hold him onto the second rope; as he is hanging there stunned you drive your knee into the back of his head causing his face to grind into the cage-ADD 2 to cage rating.
10 8 6
Your opponent places you between the two rings and throws you into the cage but at the last second you clutch the top rope stopping the move. Then you send your opponent into the cage-ADD 1 to cage rating.
11 9 7
Your opponent throws you into the next ring-continue on LVL 3 offense.
12-13 10-11 8
REVERSAL- ROLL AGAIN
14-15 12-13 9-10
Your opponent grinds your face into the cage- ADD 1 to cage rating.
16 14-15 11-12
Your opponent catapults you into the cage- ADD 1 to cage rating.
17-18 16-17 13-14
Your opponent whips you into the ropes. On your way back, your opponent uses your momentum to throw you into the cage. ADD 2 to cage rating.
N/A 18 15-18
Your opponent places you in between the two rings. he then violently whips you into the cage. your head bounces off of the cage and slams into the turnbuckle.- ADD 2 to cage rating.
*When your fatigue reaches a 13 or higher, the next time you roll an out of ring on your players card, you roll two dice. Your wrestler is only saved by a roll of 12.
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Post by LWPD on Feb 25, 2008 19:41:53 GMT -5
War Games Triple Threat Match
Credit Sheila
This match is designed to combine the War Games components of a double ring, steel cage, multi wrestler team match, with-in the context of three way competition. It's an effective way of massing a large group of wrestlers together, in a match that is both fast paced & unique unto itself. Although it is similar to War Games, you will notice some sharp distinctions. This is done both due to both my personal preferences & for the sake of efficient game-play.
I've used this match in the past with a maximum of 15 wrestlers (three teams of five), but the only limitations are your own imagination. By way of these rules, there is always enough action, mixed with unpredictability, to make this one of my favorite "stand alone" style events. I've decided to share it with my fellow CotG players ;0)
Rules:
1. Visually, the match takes place in a double ring, steel cage. Note that the Cage Ratings are used in lieu of pin ratings. Before starting, designate each team either as Team 1, 2 & 3. The match begins in triple threat style, with each team sending in a wrestler to start the match.
2. Note that there are two distinct phases to this match:
i. War Games Phase: each team randomly sends a team member into the match until all members are accounted for.
ii. Elimination Phase: Once all teams are fully represented, the match now assumes the role of a Triple Threat Tag Elimination match. Once all the members of two complete teams are eliminated, the surviving team members are the winners.
3. The Trion Triple Threat rules (as found in Ringside Companion 2112) are used throughout this match, with the following "modifications":
a. ALL chart situations (into ropes, into turnbuckle, death jump & out of ring) are AUTOMATICALLY rolled through the Trion Triple Threat charts.
b.Additionally, the outcome results in an increase of "add one" to the "attacked" wrestlers cage rating (as reflected in the Trion roll outcome. An example attack would be: Wrestler 1 attacks Wrestler 3 by slamming him face first into the steel cage. Add one to Wrestler 3 cage rating) This rule remains in effect UNTIL one team has been completely eliminated. At this point, with only two teams remaining, the rules of a normal Kronos Strong Style tag match are then utilized.
4. The "One Man Advantage" rule: After the initial 7 "successful" offensive moves have passed, roll to see which team sends in the next wrestler & gains the "one man advantage". Just roll TWO dice, with the combined roll being the outcome. The highest score wins.
Note that with a "one man advantage", the following occurs:
a. The advantaged team AUTOMATICALLY takes over on offensive. Add one to cage rating of the wrestler they chose to initially attack. The content of the attack is up to your own imagination. They also have the ability to "switch off" on who they are attacking at will.
b. The extra man stands in a corner of the ring, just as any partner would in a tag match. There is never a point when more than one team member can "legally" be in the ring.
c. The advantaged team has all the advantages of any normal tag team. They can "tag chain wrestle", tag in & out, AND...
d. "Team mate Attacks From Behind" Option: If on defense, the extra man can attempt to successfully attack an "out manned" team member, WHILE they have the one man advantage:
Rolls of 8 or lower: the advantaged team has the inactive partner successfully slam the offensive wrestler head first into the steel cage, add one to offensive wrestlers cage rating. The advantaged team on defense retakes control on level two offense. Note that this attack can never be made against a wrestler on a team with the same # of teammates in the match.
Rolls above 8: the out manned offensive wrestler meets the charging attacker by slamming him head first into the steel cage. Add one to the attackers cage rating. Resume offensive level.
5. After the next 7 "successful" moves elapse, the next highest rolling team sends in a member. Although they now have a one man advantage over the third team, that wrestler is NOT officially in the match UNTIL he is tagged in. In other words, he enters the cage & stands on the ring apron in the corner, but is NOT in the match yet. Should he be tagged in, they now have all the rights (defensive tag wrestling, tag chain wrestling, etc.) as a normal tag team. They also have the advantage of attacking from behind a wrestler on the team that is short a team mate, IF the short handed team should take offense.
6. After the completion of seven additional moves, the third team sends in their next man. He takes the ring apron & awaits to be tagged into the match. At this point, the sides are all even, & the match assumes the standard tag & Trion Triple Threat rules.
7. After the next seven successful moves have passed, re-roll once again to determine which team will gain the crucial "one man advantage." Use the same rules as outlined above. Repeat this cycle until all the wrestlers involved in War Games are in the match.
8. Once all teams are fully represented, the "elimination phase" begins. It is at this point that pin-falls & submissions may be attempted. When a wrestler is either pinned or submits, he leaves the match. The team who's member scores the pin starts the next fall on level 2 offense against either the losing teams next member, or the other team if the losing team is completely eliminated.
9. The match continues, under Trion Triple threat rules, until one team is completely eliminated. After that point, the match assumes standard tag elimination rules among the two remaining teams.
10. Once two teams have been completely eliminated, the survivors of the remaining team are the winners!
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Post by LWPD on Feb 26, 2008 3:12:36 GMT -5
Credit Calsnowskier
War Zone Match
This is the single biggest match I hold anually, and marks the #2 PPV for my fed each year.
The match requires a special, 3-level ring, built in a pyramid shape (the top ring - Zone I - smallerthan the second ring - Zone II - which is smaller than the bottom ring - Zone III.
All wrestlers start the match in Zone I, and a Battle Royal ensues from there. When each wrestler is eliminated, he falls into Zone II. When a wrestler is eliminated from Zone II, he falls to Zone 3, and when he is eliminated from Zone III, he is out.
There are 3 winners of the Main part of the event, Zone I winner, Zone II winner and Zne III winner. I have Zone II and Zone III wrestler (same night, so iron man rules apply, meaning all tokens carry over) and that winner faces the Zone I winner to crown the winner of the event.
The winner gets a number of kudos for this accomplishment. First, he earns a Universal Title shot at the next PPV. Second, he is automatically entered into the Year End Tourney, which is my #1 PPV eachyear (iron man tourney). Third, His name is forever inscribed on the trophy. This is a MAJOR accomplishment in my fed.
I have only run this match twice, as it takes probably 5 hours to complete. The First time I ran it was a few years back, when I was in 2109, and Enigma won it (from Zone III) over Pegasus (Zone I) and Mandrill (Zone II). Enigma went on to lose his title shot, but he won the CW Belt the next night.
I than took a few years off from the game and restarted my fed when I cam back in 2074. 2074 was just a set up season, with no PPV except for the End of Year Tourney, so I did not hold the WarZone. in 2076 (I skipped 2075) I ran the match again, and Mangus won (again from Zone III) over Rafaki (Zone I) and Omega (Zone II). Mangus had been struggling mightily until this when he really stepped up and became a top level heel just below Morpheus. It wasimportant for my fed as well, as 3 of the top 4 wrestlers (Omega, Caelum, Cosmos vs Morpheus) at the time were faces and a good, new heel was needed.
This makes the PPV defenses mean more, as there is a better chance of a change.
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Post by LWPD on Feb 26, 2008 20:49:03 GMT -5
Credit Jumbo Inoki
Wheel of Humiliation
Before a grudge match, you can use this match to add a humiliating stipulation to the encounter. I imagine that there is a wheel that is spun with the stipulation being chanced by fate.
The conditions are mandatory and are backed with fierce enforcement through threat of termination. In other words, the loser MUST fulfill his obligation.
Use 2D6
Wheel of Humiliation
2 Loser gets Tar & Feathered
3 Loser must wear a dress
4 Loser must be powdered & diapered
5 Loser has a yellow streak painted down his back
6 Loser must give up a prized possession
7 Loser must take a stink face
8 Loser must kiss the winners feet
9 Loser must be the winners servant for a day
10 Loser must receive 10 lashes
11 Loser must leave town for 2D6 cards
12 Loser must have his head shaved
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Post by LWPD on Feb 27, 2008 3:07:52 GMT -5
Credit David Barnes
Widowmaker Match DESCRIPTION: Believe it or not, this match was created by Mayhem to have a one-upsmanship in his feud with former Gladiator Spike back in 2091, but now he uses it on anyone feels likeusing it on. The wrestling ring is disassem- bled except for the ringposts, turnbuckle and ropes, which are placed at floor level. The "ring" is surrounded by a 15 ft. high steel cage with 1/2" spikes welded on the crossbars. Weapons are placed in the corners near the top. The turnbuckle pads are replaced by ones filled with very coarse gravel.
RULES:
1. OUT OF THE RING becomes INTO THE SPIKED CAGE. OPPONENT ROLLS PIN (+1)
2. If (c) is rolled, you have the choice of either rolling again or substituting HEAD INTO TURNBUCKLE-3
3. All offensive rolls are increased by one level. (Level 1 becomes Level 2, Level 2 becomes Level 3, Level 3 becomes PIN attempts with a rating of 0.) There are no modifiers for defensive results.
4. Finisher rates are increased by 2. [Mayhem loves this because his LEAP OF DOOM (+6) becomes LEAP OF DOOM (+8).
5. When (ch) is rolled, you have the choice of using the Choice Situations Chart or climbing the cage and grabbing a weapon. If you attempt to grab a weapon, roll both dice. A roll of 7 or lower results in your opponent preventing you from climbing the cage. A roll of 8 or higher results in a successful climb and a grab of a weapon. Roll 1d4 to determine what weapon was grabbed: 1. War Hammer (+2) 2. Cattle Prod (+1) 3. Morning Star (+1) 4. Cat-O-Nine-Tails (+2
6. If you have a weapon and roll (c) or (ch) substitute HIT OPPONENT WITH WEAPON. OPPONENT ADDS (+1) OR (+2) TO HIS WIDOWMAKER RATING AND ROLLS ON LEVEL 3 DEFENSE.
7. Use CAGE ratings for WIDOWMAKER ratings. All Gladiators, including Mayhem and Wolf, have a WIDOWMAKER rating of 1. Each time you are pinned, add 1 to your WIDOWMAKER rating. If your WIDOWMAKER rating reaches 12 or higher, you can no longer continue the match, and your opponent wins.
8. Losing wrestlers are automatically injured. Roll 1d6 x 5 to determine length.
_______________________________________________________ _______________________________________________________
Credit Casey Jones
Wraith of the Gods Match
Here's a match I'm debuting on my next card, I figured you guys would like to see it, it SEEMS fun(haven't tested it yet) kinda sorta got the idea from CMLL's Blue Demon memorial tournament's wacky rules.
I'm currently running Wargames 2091 and that year, the Supreme Gods are feuding with the Galactic Rebels. The Rebels relentlessly attacked the Ani Men after a TV title match between Comrade Terror and Iron Mane, and the Gods made the save, setting up the match, which the Gods call the punishment of the Galactic Rebels.
The matches are between two teams, elimination style, BUT- Use Hydra Lumberjack Rules
Two wrestlers fight in the ring. They don't tag out. They fight until a wrestler is pinned, and the next partner enters.
Wrestlers on the winning team can switch with a partner between falls if they want. All fatigue carries over between matches. This keeps going until one team doesn't have anyone left.
Here are the modifications to the Lumberjack chart-
Ignore both of the Double DQ options. Re-roll if you get those. If a team doesn't have anyone on the outside, ignore that part. If both teams don't, then roll on the regular out of the ring chart.
Also, managers are barred from ringside. There's already too many freakin people out there! ______________________________________________________ ______________________________________________________
Wrestler of the Year Formula
Credit Kaz
I just wanted to share another formula, this one is for year end rankings/ratings. This is pretty involving and took me in the neighborhood of a 1 1/2 to 2 hours to do, unless you have all of this on a spreadsheet somewhere.
What I did was subtract the years wins from the years losses, excluding all losses by disqualification.
Then I went back and checked out title wins. 2 points for Heavyweight 1 point for a secondary title. 0.5 or 1/2 a point for tag title victory 0.5 pt for a battle royal win
Add these points to an individual wrestlers' win/loss subtraction number.
Then I went back and added:
1 point for each heavyweight title defense 0.5 point for each secondary title defense 0.5 point for each tag title defense
This gave me my magic number.
Incredibly, Amazing Mann came out on top for the year without ever winning the Heavyweight title. He scored a 21.5 while runner up Disaster scored a 19.5
I found this to be an interesting tool if for nothing else to see who's really top dog for the year in your fed.
It also works with tag teams
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Post by LWPD on Feb 29, 2008 3:33:57 GMT -5
Jamie B. Wilson Book of Death Matches Archive
Double Hell Terror Death Match
Credit Jamie B. Wilson
This match comes from the Japan based federation, F.M.W. IN this match, the ring ropes are taken down and replaced by barbed wire. There are different dangers surrounding the ring. On two sides of the ring, there are 8 tables (4 on each side). standing upright, soaked with gasoline and set on fire! Then, on the other two sides of the ring are 15 rows of coiled barbed-wire rigged with small explosives and on the last side of the ring is a GIANT bed of razors. Use Titan Death Match rules. When a wrestler rolls a "1 or 4" on any offensive level , roll on the following chaRT. A wrestler can win by pin or submission. After the match, the losing wrestler is injured. Roll 1 DIE to see how long. "YOU" refers to the wrestler on offense.
2-4 : You rake the opponent's forehead across the barbed wire! He is split wide open! ROLL ON LEVEL 1 OFFENSE.
5 : You manage to take a piece of the coiled barbed-wire from rinsgside and wrap it around the opponent! You then throw the opponent into the turnbuckle and the bombs explode, blasting the opponent on the chest and stomach! The opponent is down! ADD 1 TO THE OPPONENT'S INJURY AND ROLL ON LEVEL 1 OFFENSE.
6-7 : The opponent makes a comeback! The opponent throws you into the barbed-wire. You fly into the barbed-wire and cut your face and arm! You are bleeding badly! OPPONENT ROLLS ON LEVEL 2 OFFENSE.
8 : You throw the opponent over the barbed wire and he falls on top of the bed of razors! The opponent cuts his knee, forearm and stomach very badly as blood flows freely! ROLL ON LEVEL 2 OFFENSE.
9 : The opponent makes a comeback! The opponent suplexes you over the barbed-wire, but you manage to hold on to the barbed to keep from falling. But the opponent knees you in the back, sending you flying off the ring apron into one of the flaming tables!!! You crash into a burning table, badly burning your arm, chest and neck! The opponent pulls you back into the ring to continue his assault. ADD 7 TO YOUR INJURY, ADD 3 TO YOU PIN RATING AND OPPONENT ROLLS ON LEVEL 3 OFFENSE.
10-11 : You throw the opponent into the barbed wire! The opponent gets his head caught between the two strands of barbed-wire! The barbed wire cuts into the head and neck of the opponent! You free the opponent from the barbed wire and he falls onto the coiled barbed-wire and gets blasted on his back and side. You pull the opponent back inside the ring and continue your assault. ADD 5 TO OPPONENT'S INJUR, ADD 3 TO HIS PIN RATING AND ROLL ON LEVEL 3 OFFENSE.
12 : You somehow bring one of the flaming tables into the ring. You then, set up the table in the middle of the ring. You put the opponent on the top strand of barbed-wire and prepare to superplex him through the burning table! ROLL 1 DIE TO SEE WHAT HAPPENS:
EVEN ROLL : You superplex the opponent through the burning table!!!! The opponent's back is burned severely!! You then power bomb him on a piece of the broken table and go to finish him off! ADD 7 TO OPPONENT'S INJUR, ADD 4TO HIS PIN RATING AND ROLL ON LEVEL 3 OFFENSE.
ODD ROLL : The opponent pushes you off and you fall on the burning table!!! Your back, arm, and head catch on fire!!! You scramble to put yourself out. But the opponent rolls you up in a pin! ADD 9 TO YOUR INJURY AND ROLL YOURPIN!
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