I have been thinking of a match that would be a nice addition to my next PPV for one of the fueds going on. It's a mix of War Games/Elimination Chamber with a rule I like to call "The Dodgeball Clause" =)
1) Two teams (number of members is up to you) enter into chambers within an enclosed cage. 1 member from each team enters the ring to start.
2) After 5 rounds(minutes or whatever measure of time you wish to use) a chamber from one of the teams is oppened and you have a two on one match.
3) Repeat rule 2 until all members of both teams are in the ring.
4) The match continues until a member of one team is pinned or submits. At that point, the first wrestler beaten returns to the chamber.
5) A wrestler can be 'brought back' if a member of the opposing team is pinned or submits. ((I call this the 'Dodgeball' clause)
6) The match continues until all members of one team are eliminated.
In the “Bear Trap on a Turnbuckle” match, each turnbuckle has a bear trap tied to it. Whenever a wrestler is whipped into a turnbuckle, he is caught in the trap until he can free himself. Bear traps are activated (tripped) one time apiece. After a trap has been tripped, it acts as a hard steel turnbuckle for the rest of the match.
* Whenever a chart situation is rolled, roll on the “Irish Whip” chart below. “You” refers to the wrestler that is being tossed into the turnbuckle.
* Tripping the Trap: When a bear trap is tripped, Add 2 fatigue to the character that tripped it. This represents the character getting caught in the trap and his opponent taking advantage of his plight with a savage beat down. Defender is hurt – 2. If you are playing without the “optional rule”, the opponent gets 3 free moves (moves that can’t be reversed, any reversal counts as a hurt – 2).
* Keeping Track of Trips: You’ll have to keep track of tripped bear traps. Mark on a sheet of paper A, B, C, and D. When a turnbuckle bear trap is tripped, cross off the letter. That turnbuckle becomes a regular turnbuckle (see modifications below).
* Turnbuckle Chart Modifications: Whenever you roll an “into the turnbuckle” on the “irish whip” chart and that turnbuckle has been tripped already, roll on the “into the turnbuckle” chart. All moves on the turnbuckle chart are +1 (2’s are increased to 3, 3’s are increased to 3 Add 1, PIN is increased to PIN +2). This represents the opponent being slammed into a closed steel bear trap.
*Optional Rule: With this rule, there can be no victory until all traps have been tripped. Add 1 after any PIN attempt and continue the match.
Irish Whip Chart (You represents the wrestler on defense).
1. You are thrown into turnbuckle A. 2. You are thrown into turnbuckle B. 3. You are thrown into turnbuckle C. 4. You are thrown into turnbuckle D. 5. Reversal! You are now the attacker. Roll again. 6. Roll on the normal chart (ring, turnbuckle, deathjump, or ropes).
I saw this used on Raw to set up the Order of Entry for an upcoming Elimination Chamber match. It can be used for any number of events invlving multiple competitiors.
1. First determine who will compete in the future event.
2. Then schedule a series of singles matches for each particpant.
3. The matches can be 'timed' either real time or through total # of moves until completion. Use this as a standard to compare and contrast by.
4. As an added twist, in the event of a loss the winner takes the place of the wrestler he beat in the future event.
5. After the first match, the 'time' to beat is established. Not only does the best time give the winner the best spot, all times in subsequent order also determine each corresponding placement in the event for each of the other competitiors. _______________________________________________________ _______________________________________________________ Bed of Nails Match
Credit Brandon Strevel
BED OF NAILS CHART
In this match boards laden with 6 inch long nails are hung up in all four corners of the ring. When you roll on "into the turnbuckle" automatically roll on the chart below. Otherwise, You only roll on this chart when you roll a 2 or a 4 on offense. "YOU" refers to the wrestler on offense.
2: You attempt to irish whip the opponent into one of the beds of nails placed in the corner! But the opponent reverses and sends you crashing into the bed of nails!! You cringe in pain as the nails stab into your flesh, opening several wounds that begin to bleed immediately. The opponent rolls on level 2 offense.
3-4: You viscously rake the opponent’s forehead across the nails. The nails cut into the opponent’s forehead opening a deep gash which begins to gush huge amounts of blood! The opponent’s face is quickly covered in blood as he clutches at the wound trying to stop the bleeding. You roll on level 2 offense.
5: You take the opponent’s arm and repeatedly drive it into the nails! The nails repeatedly stab the opponent’s arm, with one nail even impaling the opponent’s HAND!!!! The opponent yells in pain and blood pours from the open wound! The opponent’s entire arm I covered in blood as he slumps to the mat in pain. Roll on level 2 offense.
6: You suplex the bed of nails down on top of the opponent! The nails stab the opponent in the arms and in the chest, bloodying him up real good! Roll on level 2 offense.
7-8: You place the opponent’s face down across the barbed-wire board and VIOLENTLY stomp on it!!! The opponent’s face is driven into the nails, causing one nail to come up and rip through the opponent’s cheek!!! The opponent comes up screaming in pain, with his cheek torn wide open, exposing his teeth inside!!!! Blood is everywhere!! Roll on level 3 offense and Add 1 to the opponent’s pin.
9-10: The opponent makes a COMEBACK! The opponent surprises you with a clothesline, sending you down to the canvas! The opponent then lays one of the barbed-wire boards down on top of you and hits a top rope legdrop onto the board sending the fans to their feet with a massive pop!!! When you emerge from under the board your entire upper body is crimson with blood! As you double over in pain the opponent lays the board back on top of your slumped over body and hits a baseball slide onto it, driving the nails DEEP into your flesh! Opponent rolls on level 3 offense and ADD 1 to your pin rating!
11 : You take the opponent’s knee and drive it into the nails! The opponent screams in pain as the nails STAB him in the leg! You then send the opponent crashing down on top of the bed of nails with a back body drop!!! The opponent’s back is ripped to shreds by the nails and is drenched in blood as he rolls off the board! You then irish whip the opponent into another board of nails in the corner with such force the board is broken in half!!!! Bloody and cut up the opponent slouches over in the corner with the broken board hanging over him. Roll on level 3 offense. Add 1 to the opponent’s pin rating.
12: You sandwhich the opponent between two beds of nails and then go under the ring and produce a 15 ft. LADDER!!!!! You set the ladder up and climb all the way to the top! The crowd begins to stir as you go for an awesome suicide dive from the top of the ladder. ROLL 1 DIE
EVEN : YOU CONNECT driving the nails into the opponent NEARLY KILLING HIM!!!! You can hear the opponent moan in pain from under the boards as the nails are sticking in him from BOTH SIDES!!!! The opponent looks finisher, so you drag him out from under the boards and roll him up! ADD 3 TO THE OPPONENT’S PIN RTAING AND ROLL HIS PIN. If no pin, continue match as normal.
ODD : The opponent is able to get out of the sandwhich as you leap off the ladder! You come crashing down on the boards with a HUGE amount of force! You bounce off the ring mat like a super ball. You lie on the mat hunched over in pain as the opponent then hauls you up and HITS HIS FINISHER!!! ROLL YOUR PIN PLUS OPPONENT’S FINISHER RATING. If no pin, continue match as normal.
Razorwire and Fishhook, Bed of tacs death match In this twisted little creation, the ropes are replaced with heavy cable. On two sides razor blades have been welded fast and on the other two ropes, heavy gauge deep sea style fish hooks. In the center of the ring a bed is placed and filled with tacs. Use titan death rules. When wrestlers are outside the ring, use falls count anywhere chart or similar(my out of the ring chart would work). On rolls of 2 or 3 use the following chart. All into the ropes moves become Into razorwire 3. After the match both players roll 2 dice to determine length of injury in weeks. Loser adds 5 to any roll.
2-4. You belly to belly suplex the opp. into the razor wire, neck first!! He is bleeding from an ugly open wound in his throat area. Add 1 to opp pin and 1 to injury. Roll lvl 2 offence
5. The opp. backs into the fishhooks and you hit him with a dropkick. He is snaired by the hooks and must tear himself loose. Bits of flesh hang from the hooks. Roll lvl 2 off.
6. you pick the opp up to powerbomb him into the bed of tacs, but he tries to block it. Roll:
Even: You spike powerbomb the opp into the tacs. His head, back, and neck are are pierced with hundreds of tacs. Opp adds 1 to pin. You roll on lvl 2 offense.
Odd: as you pick him up, he grabs a handfull of tacs and slams you in the face with them. You scream out in pain and stumble falling into the tac bed yourself inflicting more damage. your face back and head are pierced. Add 1 to your pin and opp takes over on lvl 1 offense.
7. You try to slingshot the opp into the razors but he reverses and sends you crashing into them instead. Your left arm becomes tangled in the razorwire. The opp rips you free, peeling the skin away in several places. Your arm is a bloody mess. Add 2 to your pin, 2 to your injury and opp rolls lvl 2 offense.
8. You drape the opp. over the razorwire, then backup and deliver a brutal running legdrop. The opp arms and chest are shredded. There are several broken blades sticking out of his chest!!! You follow up with a bulldog into the tacs. Opp adds 3 to pin as you move in for the kill, roll lvl 3 offense.
9. You tear loose a section of Razor wire and wrap it around a chair. Then climbing the turnbuckle you deliver a deadly Arabian Facebuster. The opp is cut very badly, his lower lip has been partially severed!!! Opp adds 2 to pin. Senceing the end you try to finish him off. Roll lvl 3 offense.
10-11. You toss the opp. over the ropes in order to take the fight out of the ring. Out of instinct he grabs the ropes, with the Fishhooks!!!! He has now caught both hands and is at your mercy as he struggles to get free. You stomp him repeatedly untill he is forced free. The opp has lost alot of blood and is in danger of passing out. Roll your finisher.
12. you hit a short powerfull clothsline that sends you both tumbling over the ropes. You land hard on the floor, but the opp. gets his neck caught in the razor wire. You grab him and try to yank him free but it only sinks the razors deeper into his neck. Blood is squirting everywhere as it appears a major artery has been cut. The opp has passed out. Emergency crews restrain you and struggle to get the opp free. Add 10 to opp injury. The match is called and you are declared the winner
Finally its here . Mainly for Indie feds . Sponsorship is always great and Black Hole Beer is willing to help you out . They will back your fed if you allow them to sponsor the tag team division . Before a match card any tag team matches roll on this chart . 2 x 6 sided dices
2) A Tournament ? 4 teams ? 8 teams ? special matches ? on a PPV ?
3) Challenge another indie federation to a 1 v 1 tag team match on your next card or PPV ?
4) Triple Threat tag team
5) Titan Death match
6) Its okay but offering the winning tag team a few cases of Black Hole Beer
7-8) You're tag division is okay as it is
9) A cage match
10) Losing team suffers (Before the match starts both teams want something or if lose must suffer a punishment . You decide what . Then grant the winning team their wishes)
11) Run a tag team gaunlet
12) A tag team battle royal . (When one member of the tag team has gone . So has his partner)
Best 2 out of 3 Falls Match (classic) Credit Soccerguru54956
FALL ONE rules - 1.Cage ratings used<Assume its a pin-leads to longer matches>!!
2.Wrestler who wins first fall starts second fall on Level two Offense!!If winner gets first fall by DQ,the loser of the first fall starts fall two on Level Two Offense <assume winner by dq is still hurt from the DQ move>!!
FALL TWO rules
1.All damages are kept from first fall!!
2.Use regular PIN ratings,remember to add any damage ratings from first fall!!
3.If a wrestler wins two falls but one of the falls is not a pin.Check arena chart below
If part of your storyline involves use of a 'biased' Guest referee you can use this element to add an extra dimension to the match. Note the odds are stacked HEAVILY against the disadvantaged wrestler as the biased guest ref has ZERO intention of awarding the subject of his bias a victory!
The impact of a biased ref comes into play during dq rolls, outside interference & pin attempts. Biased Guest Referee and Disqualification:
The disadvantaged wrestler could have his dq rating increased by plus 2
The favored wrestler would NEVER be disqualified for any reason
Faked ref bump element:
Once per match (randomly chosen) the ref gets 'knocked out' while disadvantaged wrestler is on offense, allowing the favored wrestler to take over on level 2 offense in the course of the confusion
The favored wrestler benefits from 'collusion' with the ref turning his back to the effects of interference
The disadvantaged wrestler could have a ringside ally 'ejected' or at the moment he would have scored a pin fall, you can inject a 'perceived interference' dq roll to invoke a chance of 'reversed decision' On Pin Attempts:
The disadvantaged wrestler faces fast counts (+1 on pin rating) throughout the entirety of the match
The favored wrestler benefits from slow counts (-1)
Upon a rolled 'pin fall' on the favored wrestler...substitutes the following element:
Biased Guest refuses to count three and ATTACKS disadvantaged wrestler:
12 minus pin fatigue (disadvantaged) equals X
Rolls of X or BELOW means the disadvantaged wrestler comes out ahead in the confrontation. A neutral ref comes out to officiate the remainder of the match as disadvantaged now takes over on level 3 offense
Rolls ABOVE X means the biased ref succeeds in the attack and the disadvantage wrestler is knocked unconscious and pinned!
Notice a fresh wrestler would have a much easier time of thwarting off the attacks of a ref than a wrestler with pin fatigue of 8.
This element is helpful when you want to create very difficult circumstances stacked against someone with little chance of victory.
I have always hated it when a little guy throws out a big guy with no problem in battle royals. In my recent Galactic Royal Battle (Royal Rumble), Tristan threw out Paralyze. That is when I desided to do a Big Man chart for a battle royal. Use this card when someone with less than a -4 pw tries to throw out a wrestler with a -4 pw or greater.
2-3 The offensive wrestler has the big man on the ropes, only if he could get some help to throw his opponent out.
If there are 3 more wrestlers in the ring, the offensive wrestler is able to throw out his opponent.
If there are not 3 more wrestlers in the ring, opponent fingers him in the eye. Opponent takes over on level 2 offense.
4-5 The offensive wrestler has the opponent tangling on the turnbuckle. Just a little more help and he can toss the opponent out.
If there are 2 more wrestlers in the ring, the big man goes over the top rope, hitting the floor.
If there are not 2 more wrestlers, the opponent is able to get off the turnbuckle, wrestler on offense rolls on level 2 offense.
6 With a great show of strength, the wrestler on offense has the big man up. Can he finish the job?
If the offensive wrestler has -2 strength or better, he picks up the heavyweight and is able to dump him over the top rope.
If the offensive wrestler has strength less than -2, then the offensive wrestler is unable to dump the big man over. Offensive wrestler continues on level 3 offense.
7-10 The offensive wrestler has the big man leaning on the ropes. The offensive pounces off the opposite ropes and hits a massive clothesline, sends the heavyweight over the top rope and to the floor.
11-12 The offensive wrestler has the big man leaning on the ropes. The offensive wrestler bounces off the opposite ropes, looking to hit the heavyweight with a massive clothesline. However, the big man ducks, sending the offensive wrestler over the top rope and hitting the concrete floor.
Under section 11 of the Champions of the Galaxy Instruction book, there is a short description of how to determine when a wrestler becomes bloody and battered in the game. This small rule’s supplement will, I hope, expand upon that idea and make bloody matches a little more entertaining and graphic.
Blood and Guts Rules:
Whenever a wrestler has accumulated 3 or more tokens (ie. Been covered at least three times), from any non-submission type maneuver, or has been hit by a weapon or ring object (such as the steel pole, or the ringside steel rail), then roll upon the Blood and Guts Chart below. The roll is two dice, minus any modifiers to the roll (see modifiers below). The end result is then cross referenced with the Blood and Guts Chart.
Blood and Guts Chart Dice Roll Result 2 Major Gash 3 Deep Cut 4 Cut 5-6 Minor Cut 7-12 No bleeding - sorry
No Bleeding: The wrestler has weathered the assault and hasn't been cut open yet.
Minor Cut: The wrestler now has a minor cut. A little blood but nothing spectacular or in any way harmful to the wrestler.
Cut: The wrestler is cut open and bleeding a bit. This cut is equal to a 1 card cut injury after the fight.
Deep Cut: The wrestler is cut open nicely. Blood is flying. Add one (1) to his agility for the rest of the match. After the match the deep cut is equal to a 1-3 card cut injury (roll one die: 1-2: one card cut injury, 3-4: two card cut injury, 5-6: 3 card cut injury).
Major Gash: The wrestler has a major bleeding wound. There's blood all over the place! Add one (1) to his agility, and worsen his Deathjump rating by one (1) for the rest of the match. After the match the deep cut is equal to a 1-6 card cut injury.
Modifiers: Ring Pole: Pw -1 to -2: 1 Steel Ring Rail: Pw -3 to -4: 2 Table: Pw -5 +: 3 Steel Cage Fence: 1 Chair: 1 Weapons: weapon pin modifier Cut Injuries
1 Card: Roll 1 die before the match. 1-3: Add one to PIN/Cage Rating, 4-6: No effects.
2-3 Card: Add one to PIN/Cage Rating and worsen Deathjump Rating by one.
4-6 Cards: Add one to Agility, PIN/ Cage Rating and worsen Deathjump Rating by one.
Cut injuries are not cumulative with regular injuries (or other cut injuries). If a wrestler has a regular injury that is more severe (ie. A greater number of cards) then disregard any cut injury effects.