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Post by LWPD on May 28, 2008 2:04:13 GMT -5
Chaotic Companion Archive
Credit Eric Konecne
Deneb Double Fist Match
From the same star system that brought you the Deneb Dog Collar Match comes this interesting twist on a 'fist' match. In this match each wrestler has on a pair of specially designed gloves that resemble batting gloves, but are made of a synthetic material rigged with electronics. These gloves can give off various elements such as shock, heat, cold, smoke and even harden to a steel like effect. Use this chart when you roll any chart situation and roll on the chart below. This match is won when you have successfully pinned an opponent TWICE, or his Cage Rating has reached 12 or more. 'You' refers to the wrestler on offense.
2 Opponent grabs a chair out of the ring and prepares to hammer you with it. You put out a hand on the chair as the glove emits shock. The opponent gets zapped and adds 1 to his Cage. You roll on LEVEL 3 OFFENSE
3 You are a victim of some elemental punches. Then the opponent slams you thru a table with a heated choke slam or some other maneuver of his choosing. Opponent ROLLS ON THIS CHART AGAIN!
4 The opponent's glove heats up. He then way lays you coming off the ropes with a big fist to the face. You add 1 to your Cage, and opponent rolls on LEVEL 3 OFFENSE
5 PLAYER'S CHOICE: You hit a big move involving the elements on the opponent. Opponent adds 1 to cage rolls on LEVEL 3 DEFENSE
6 You duck a clothesline, then make a fist and punch the opponent's face as the glove lets out a burst of smoke, minorly burning the opponent's eyes as you punch him in the face. You roll on LEVEL 3 DEFENSE
7 You fly off with a fist drop from the top rope as the glove 'hardens' to steel. Add 1 to Cage and opponent rolls on LEVEL 3 OFFENSE
8 You fly off the top rope with a move, but the opponent plants a shock glove into your gut as you crumble to the mat. Opponent takes over on LEVEL 3 OFFENSE
9 ELEMENTAL FURY! Roll 1 die: EVEN: Your choice. Think of a scenario and add 1 to the opponent's Cage. ODD: Opponent's choice. He thinks of a scenario and adds 1 to your Cage. Winner rolls on LEVEL 3 OFFENSE
10 You are bouncing punches off the opponent's skull in the turnbuckle. The gloves are getting hot on one hand, and cold on the other. Add 1 to opponent's Cage, and opponent rolls on LEVEL 3 OFFENSE
11-12 You send the opponent crashing hard into the turnbuckle as the glove hardens to steel. You then let loose a flurry of 10 punches in the corner as the crowd counts along. Add 2 to opponent's Cage and you roll on LEVEL 3 OFFENSE
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Post by LWPD on May 29, 2008 2:13:30 GMT -5
Chaotic Companion Archive
Credit Eric Konecne
Fans Bring The Weapons Match
This match is a treat to the fans as they get to bring all sorts of weapons for this match for the wrestlers to use against their opponent. Refer to this chart when out of the ring, death jump or (lv) option is rolled and roll 2D6. Match is won by pin and uses Titan Death Match rules. 'You' refers to the wrestler on offense. (*) denotes that you can use the Optional Roll chart for that roll.
2 There's a toggle over a gross of light tubes taped together. Roll one die. EVEN: You boot the opponent in the gut and crack him in the head, smashing the tubes to pieces. Opponent adds 1 to his PIN and you roll on this chart again. ODD: Opponent punches you in the face stunning you. He then puts the gross on the ground and gives you a face buster on the instruments, lacerating his face. You scream out in pain as the powder in the tubes burn your cuts. You add 1 to your PIN and opponent takes over and rolls on this chart again
3* Snatching a camcorder from a fan, you douse it with lighter fluid and set it afire. With the flaming device you film your opponent in agony. After the humiliation, you then chuck the cam at him, beaming him in the head. Opponent adds 1 to his PIN and you roll on Level 3 Offense
4 A fan holds a tack covered cookie sheet as you prepare to send your opponent into it. He reverses the whip and you get whacked by the sheet with tacks now sticking into your face. Opponent rolls on Level 3 Offense or again on this chart
5 You take a fan's barbed wire wrapped DVD player and bash the opponent in the head and bust him open. You're not done. You then hit a Death Valley Driver on the DVD Player. You roll on Level 3 Offense or again on this chart
6 You get a partially empty beer keg from a fan. You're getting thirsty and crack the top and take a swig but the opponent rebounds and dropkicks it in your face taking out a couple of teeth. Opponent takes over on Level 3 Offense
7* You fight into the crowd and roll again on this chart.
8 You pick up a boom box and it miraculously plays your entrance music. You then quit hot dogging and slam it into your opponent's gut. With him bent over you crack it over his head as the song skips. You roll on Level 3 Offense or again on this chart
9 You get access to a tool belt (contents: hammer, screw driver, staple gun, box cutter and pliers) from a crazed fan. Imagine a scenario with a tool and 1 to opponent's PIN and roll on Level 3 Offense
10* Battling near the fans, the opponent boots you in the gut then rips off a fan's shirt, which happens to be your official shirt. He hangs you over the top rope with it, and as you gasp for air he stomps you. Opponent rolls on Level 3 Offense or again on this chart
11 As you both are fighting thru the crowd, you rummage thru a female fan of yours purse. You produce a can of hair spray and a Bic lighter. *POOF* You're opponent gets blasted with a hair spray fireball. He's burnt badly in the face and chest and adds 2 to his PIN. You cover him for the PIN and opponent rolls PIN.
12 The two of you brawl near the entrance way and see a dolly (moving device). You slug it out. Roll 2D6. EVEN: You get the advantage and strap the opponent to the dolly, shoving him down a flight of stairs. *Bump. Bum. Boom* Opponent adds 1 to his PIN and rolls Pin. If no PIN, you take over on Level 3 Offense; ODD: Opponent socks you and strap you to the dolly. He then grabs a chair and brutalizes you as you can't move. Your ribs are severely smashed and your face is pummeled. Add 1 to your PIN and you roll your Pin. If no PIN opponent rolls on Level 3 Offense
OPTIONAL ROLLS
3* Granny in the front row produces a nut cracker used to crack nuts. Well, you take it to the extreme and put the device down the opponent's trunks and 'crack his nuts'. The opponent screams out in pain and adds 1 to his PIN and you roll on Level 3 Offense
7* Roll 1D6 EVEN: You win roll. ODD: Opponent wins roll. The winner plucks a midget out of the crowd and launches him at the unsuspecting opponent. The little guy spears the opponent hard in the chest, knocking the wind out of him. The winning roller takes over on Level 3 Offense or rolls again on the FBTW chart
10* You yank away a big, harmless bag of popcorn from a fan. Well the bag isn't so harmless because it was loaded with a brick. You bring it down over the opponent's head, causing severe pain. Add 1 to the opponent's PIN and roll again on the FBTW chart
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Post by LWPD on May 30, 2008 1:57:01 GMT -5
Chaotic Companion Archive
Credit Eric Konecne
Terminal Velocity Match
This match comes from the 'Matrix' arena brought to your fed. It has several floating discs (think hover-board from Back to the Future movie) above the ring and around ringside. The chart will tell you what happens when you roll on it. Use the chart when your roll out of the ring or '4' on any offensive level other than the first roll of the match.
2-3 Whoa! Both wrestlers hop on a disk and are levitated 10' in the air. Things get shaky as both wrestlers try to throw the other one off. Wrestler with the better power takes the other one off and down with an incredible move. If both have the same power, the offensive wrestler wins the struggle as the opponent adds 1 to his Pin Rating and rolls Pin.
4 You leap on a 10' disk as the opponent is climbing the turnbuckle. You fly off with a dropkick, sending him crashing to the arena floor. He's busted open. ROLL AGAIN IN THIS CHART
5-6 Ooops. You jump onto a disk and lose your footing but before you fall backward the opponent jumps up and brings you smashing down with a side Russian leg sweep from 4' above. Opponent takes over on Level 3 Offense
7 You slam the opponent on a disc outside of the ring. POOF! The disk and the opponent catch fire. You waste no time and dump him off the disk watching him splat on the ramp way after an 8' drop. To top it off you go down and stomp him out before he's seriously burned. You take the fight to him on Level 3 Offense
8 Your opponent makes a comeback as he runs across 3 disks 7' in the air and nails you with an incredible move. You add 1 to your PIN and opponent continues his assault on Level 3 Offense
9 You grab a sack of tacks from a disk and blast the opponent in the head with it busting it open. From there you deliver a brutal face buster on the little devils. If not already, the opponent is now bleeding. ROLL AGAIN ON THIS CHART
10 Each of you are on a separate disk. They both cross wires and decide to collide. You both take a nasty spill into the crowd from some 8' above. Roll 1 die: Odd: You regain control and roll on Level 3 Offense. Even: Opponent is able to get control and roll on Level 3 Offense
11-12 Both are dueling on a floating disk above ringside. Disk goes haywire and both lose footing. Roll 2 dice: Odd: Opponent grabs you but loses his balance. You both fall 12' but the opponent lands on top of you when crashing thru a table. Add 1 to opponent's PIN and 2 to yours. Opponent recovers and hits his FINISHER. Roll your PIN. Even: You fall on opponent to the floor. Add 1 to both PINS and you hit your FINISHER on the opponent. Roll for Pin attempt.
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Post by LWPD on Jun 7, 2008 8:44:38 GMT -5
Chaotic Companion Archive
Credit Eric Konecne
Tables, Ladders & ChairsThis is the typical TLC match. Use this when you roll any chart situation. Call odd or even first, then roll 2D6 for results. Can be used in tag matches. Match ends when one man is pinned. If a title is on the line, assume it's suspended above the ring and when PIN is made, someone retrieves it to win the match. Roll | Even | Odd | 2 | The opponent is on the ladder, but you shove him off as he flies over the top rope and thru a table. He adds 2 to his PIN. You roll on Level 3 Offense | Opponent hits you with a helicopter ladder shot and busts you open. You add 1 to your PIN and opponent rolls again on this chart | 3-4 | You drop toe hold the opponent on an open chair. He's hurting from this. You roll on Level 3 Offense or again on this chart | You drop toe hold the opponent on the folded ladder, then follow up with a big splash on him. He's hurting and you roll on Level 3 Offense | 5 | Opponent bounces your head off a table five times, then scoop slams you thru a table. Opponent rolls on Level 3 Offense or again on this chart | You nail the opponent with a wicked chair shot to the head. Opponent adds 1 to his PIN and you roll on Level 3 Offense | 6-7 | Opponent takes the ladder and plants it in your groin. Then he smashes the ladder with the chair. Opponent rolls on Level 3 Offense | You try to send opponent into a ladder wedged in the turnbuckle, he may reverse. Roll 2D6: Even: he reverses. Odd: You send him crashing. Winner rolls on chart again | 8 | Imagine an awesome spot using the table, ladder, chair or any combo on the opponent, who adds 1 to PIN due to the damage incurred. You roll on Level 3 Offense | You suplex the ladder on the opponent and the edge catches his head, cutting him open. You then roll on Level 3 Offense or again on this chart | 9 | You climb the ladder and prepare to come off with a big move on the opponent. The opponent has a chair in hand and waffles you with it as you come off the ladder. Add 1 to your PIN, opponent rolls again on this chart | You climb to the top rope after you've set the opponent on a table. Then you jump off, hitting a huge leg drop or other move on the opponent. He's in pain, add 1 to his PIN and you roll again on this chart | 10-11 | A 1 or 2 man con-chair-to attempt is gonna happen. Roll 1D6. Even: it happens, opponent adds 1 to PIN and you roll on Level 3 Offense. Odd: Opponent moves and the chairs crash together. Opponent rolls on Level 3 Offense | Opponent imagines an awesome spot using the table, ladder, chair or any combo on you. Add 1 to your PIN due to the damaged incurred. Opponent rolls on Level 3 Offense | 12 | If applicable you hit your finisher using table, ladder or chair. Choose one. Opponent rolls PIN plus your finisher rating. If no PIN you roll again on this chart | You attempt to superplex opponent thru double stacked tables. Roll 1D6. Even: You do it. Opponent adds 1 to PIN. You roll on Level 3 Offense. Odd: Opponent shoves you off and thru tables. You add 1 and opponent rolls on Level 3 Offense |
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Post by LWPD on Jun 9, 2008 2:13:26 GMT -5
Chaotic Companion Archive
Credit Eric Konecne
Arena Brawl Chart
This chart is used when action spills outside of the ring and things get carried away at times. Wrestlers usually hit their spot, and action goes back to the ring. When 'out of the ring' is rolled, and the roll is doubles, consult this chart. It allows 1 spot per incident, then it's back to the ring to decrease the count out risk. However when you do roll on this chart, roll 2D6 again. If it's doubles, then roll again on this chart. Use count out rules at your discretion.
2 Both of you are fighting on the entrance ramp, and the opponent clamps a sleeper hold on you. You then fall backward trying to slam him on the ramp, but the ramp has a weak section and gives way. Both of you fall into the hole as a cloud of dust blows out, leaving the audience in awe. Both add 1 to their PIN. Roll 2D6 to see what happens. 2-3: Both are out cold and not moving. The ref calls the match a NO CONTEST. 4-8: You mange to climb out of the hole and drag the opponent out with you. You take over on Level 3 Offense. 9-12: Opponent is able to crawl out of the hole and then pull you out and to the ring. Opponent rolls on Level 3 Offense
3 You take the opponent and slam him on the floor, then climb up a small balcony about 9' up and attempt to dive off on the hapless opponent. Roll 2D6 to see what happens. EVEN: You hit a big move, opponent adds 1 to his PIN and you roll on Level 3 Offense. ODD: Opponent moves. You smash hard on the concrete and are in immense pain. Add 1 to your PIN and opponent hauls you into the ring and attempts a PIN
4 Roll on the Announce Table Chart and go from there
5-6 You and the opponent are brawling on the inside of the entrance area. You then hit an awesome move (spear, slam, etc) thru a fake wall as both of you bust thru it and onto the stage. You are slow to get up first and start taking the opponent back to the ring. You roll on Level 3 Offense
7 You blast the opponent with a big move like a piledriver or DDT on the ramp way. You then take over on Level 3 Offense
8-9 The fight breaks out near the fans and you both spill over the guard rail and brawl into the crowd. You are both trading shots but the opponent low blows you, hammers you with more fists, then hauls you back to the ring. Opponent rolls on Level 3 Offense
10 As you're both fighting in the crowd, the fans get pretty wild and before both of you know it, you are being crowd surfed back over the barrier to ringside. Roll 2D6. ODD: You recover first and roll on Level 3 Offense. EVEN: Opponent recovers first and rolls on Level 3 Offense
11 You both are battling it out on the stage near the edge. You either toss the opponent or hit a big move that causes him to fly off the stage 10' below, crashing thru a table and some other electrical equipment. Sparks fly and a big cloud of smoke puffs out of the debris. Opponent adds 1 to his PIN, you then grab him and take the fight to the ring on Level 3 Offense
12 Both you and the opponent have scaled the Mega-Tron to a level of 15 feet. You begin trading blows. Roll 2D6 to see what happens. 2-6: Opponent shoves you off as you crash to the stage hard. He isn't done as he leaps off with a big aerial move that awes the crowd. You add 2 to your PIN and the opponent takes you to the ring and hits his finisher on you! Roll your PIN. 7-12: You take the opponent down with you, and are able to land on top of him as he crashes to the stage. Opponent adds 2 to his PIN, and you drag him to the ring and land your finisher. Opponent rolls PIN
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Post by LWPD on Jun 14, 2008 17:54:00 GMT -5
Chaotic Companion Archive
Credit Eric Konecne
Shopping Cart Chart
This chart is for hardcore matches. Things will get ugly when the shopping cart comes into play with the weapons it contains, or if people use the cart itself as a weapon. When a wrestler rolls any chart situation, roll 2D6. EVEN: Roll on PLUNDER CHART. ODD: Roll on CART CHART. You refers to the wrestler on offense. The match ends via pin or when a wrestler's PIN reaches 12 or more tokens.
PLUNDER CHART
2 You produce a coil of barbed wire. You wrap yourself up in it and dive off the ring apron taking out your opponent. You add 1 to your PIN and the opponent adds 2 to his. You then roll him in and take over on Level 3 Offense
3 FORE! You grab the 3 wood golf club. Roll 1D6. EVEN- You use it on the opponent as you bash him in the head. Opponent adds 1 to his PIN and you roll on this chart again. ODD- Opponent yanks it away from you and blasts you in the groin. You add 1 to your PIN, opponent takes over on offense and rolls on this chart again
4 There's a 6 foot ladder under the cart. If you use it as a weapon add 1 to the opponent's PIN and roll him in the ring and roll on Level 2 Offense. If you do a high spot on it, think of a scenario and then roll again on this chart
5 You dig thru the rubble in the cart and pull out a piece of sheet glass. Roll 1 die. 1-2: The opponent finds a hammer and smashes the glass in your face as you celebrate your find. Add 1 to your PIN and opponent rolls on Level 3 Offense. 3-6 You smash the opaque piece into pieces over the opponent's head. He adds 1 to his PIN and you roll on Level 3 Offense
6 A bucket of tacks can be found. You smash the opponent in the head with the metal bucket, and then dump the tacks on the arena floor. You follow up with a DDT, smashing the little devils into his face. The opponent screams in pain, and you roll on Level 2 Offense or again on this chart
7 As you are bent over rummaging thru the cart, your opponent pulls out 2 light tubes sticking out thru the slats in the cart. Before you can react *POOSH* he crushes the tubes over your head. The opponent can roll you in and take over on Level 2 Offense or roll again on this chart
8 Imagine a scenario using a small tool box you find full of silverware. The opponent adds 1 to his PIN and you roll him in and roll on Level 3 Offense
9 Your opponent pulls out a bag of foam peanuts. You begin to laugh hysterically but the laughter stops when he blasts you with it and it's loaded with a brick. It knocks out a tooth. You add 1 to your PIN and the opponent rolls on this chart
10 STRIKE! You knock your opponent down into the turnbuckle corner, then dig in the cart to find a bowling ball. You then fling the ball across the ring into his groin. Opponent is in major pain and you roll on this chart again
11 The ageless stop sign comes into play. You smack your opponent in the head with it, he adds 1 to his PIN. You then are a recipient of a couple of blows as he takes it from you and whacks you. The wrestler with the better (pw) rating rolls on Level 3 Offense. If the ratings are the same, you take over on Level 3 Offense
12 A dreaded chainsaw toggle. Roll 2D6: EVEN: You win the roll. ODD: Opponent rings the roll. The winner of the roll can't fire up the saw, so instead he smashes the other one in the stomach with the butt of the saw, then runs the blade across their head, causing a severe gash. Then the winner uses their FINISHER on the other. Opponent rolls PIN plus the finisher rating
CART CHART
1 You tip the cart over off the apron with the opponent in it, dumping the junk on him. You roll him back in the ring and roll on Level 3 Offense
2-3 You try to run the cart into the opponent, but he moves and the cart jams into the ringside barrier. You then abruptly stop into the cart. Opponent takes over on Level 2 Offense
4 You send the opponent head first into the cart. If he's not bleeding he is now. Opponent adds 1 to his PIN and you take over on Level 3 Offense
5 The opponent gets a hip toss (or other move) into the cart. The junk in the cart is very painful. You then pull him out and roll on the PLUNDER CART or on Level 3 Offense
6 The opponent is 10 feet down from the ramp on the floor. You then aim the cart and shove it off the ramp with all the plunder in it. The cart crashes hard into the opponent who adds 1 to his PIN and rolls PIN +2
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Post by LWPD on Jun 21, 2008 19:42:04 GMT -5
The Tome of Terror Archive
Credit Mark Vander Zanden
Ring of Fire Match
The Ring of Fire Match is nothing more than a regular wrestling ring surrounded by several layers of hoses filled with kerosene jets. Due to the danger of such a setup, no valets or mangers dare to be at ringside. The jets are close enough to the ring that anyone on or near the apron will also be in the line of fire, therefore this match is not suitable for tag team matches. Whenever anyone rolls 'into the turnbuckle', 'into the ropes', 'out of the ring' or 'death jump', roll on this chart to see if the jets are currently fired up.
2 You Irish Whip your opponent into the ropes, but the opponent reverses it, sending you crashing down onto the floor just as the flames start up. You catch the flame full in the face ending the match immediately as your opponent wins by forfeit. You are automatically injured for 2D6 cards
3 You try to go outside of the ring for a weapon, but get caught by the flames. You are in serious trouble. Roll your PIN +3. After the match you are injured 1D6 cards. If no Pin, opponent rolls on Level 3 Offense
4 Both wrestlers are grappling for position by the ropes just as the flame shoots out. Luckily it was just a glancing blow and both wrestlers add 1 to PIN from here on out. Opponent rolls on Level 3 Offense
5 Just as you leap off the top rope, the flames begin. You manage to leap away from the flame but your timing is off and you miss your opponent. Opponent takes over on Level 2 Offense
6-8 Flames are currently off, re-roll on appropriate chart
9 You send the opponent hurdling into the ropes just as the fire starts to diminish. Opponent adds one to his PIN and rolls on Level 3 Offense
10 An object (be creative) was too close to the flames and caught on fire. You use it as a lethal burning weapon on your opponent. Opponent rolls PIN +2. If no pin, you are on Level 3 Offense. Opponent rolls 1D6 after the match to see if he is injured. Even: Injured for 1D6 cards. Odd: No injury
11 As you whip your opponent into the ropes, his clothing and hair start on fire. Roll PIN+4 and he is automatically injured for 1D6 cards. If pin is unsuccessful there is a 1 in 6 chance you are on fire as well and will be injured for 1D6 cards as well. Pick a fire number between 1 & 6 and roll to find out. If you are on fire add 2 to your PIN and opponent takes over on Level 3 Offense. If not you maintain control on Level 3 Offense
12 The fire actually starts the entire ring on fire! The match is thrown out and both wrestlers are severely burned before security and fire fighters can put out the blaze. Both wrestlers are automatically injured for 2D6 cards
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Post by LWPD on Jun 22, 2008 7:18:18 GMT -5
The Tome of Terror Archive
Credit Mark Vander Zanden
High Wire Match
This is the most infamous match in the history of the ICOF. More than one promising career was cut short due to the damage suffered, leading to its ban in early 2112. By it's very nature it makes for a dramatic fan pleaser and a showcase for young luchadores.
The action takes place up on the rafters on a series of narrow catwalks, high wires and pedestals. The object is simple, just knock your opponent down to the ring.
There are no pins, count outs or disqualifications. Any time a 'pin result' is rolled, the player takes on one token (but no pin attempt is made). Any and all tokens that a wrestler has accumulated at the time he falls are added to his injury level at the rate of 'one pin token being one future match missed'. This is in addition to any injury result gained from the fall itself.
When rolling the various chart results, make the following changes:
Into Ropes: bodyslam onto catwalk-3
Into Turnbuckle: ram head into pedestal-3 add 1
Out of Ring: throw opponent off of catwalk (roll chart below)
Death Jump: knock opponent off of high wire (roll chart below)
High Wire Knockoff Chart
* Roll 2D6 and add your agility rating to the roll. If you have a negative agility, you subtract it from your roll (the lower roll the better)
0 or less: You reverse the maneuver and hurl your opponent toward the ring floor. Opponent now rolls on this chart
1-2 You reverse the maneuver but your opponent clings on to the edge of the platform for dear life. 'You' take over on Level 2 Offense
3-5 Your opponent nearly knocks you over, but you hang on by the skin of your teeth. Opponent rolls on Level 3 Offense
6 You fall, but your experience in the ring allows you to land with no injury!
7 You fall, but suffer a minor twisted ankle after you land. Injury equals 1D6
8 You fall and jolt your shoulder hard on the mat. Injury equals 1D6 plus 3
9 You fall and bang your knee as you hit. Injury equals 2D6
10 You fall extremely hard and wrench your back. Injury equals 3D6
11 You fall awkwardly and violently hit the turnbuckle on your crash from above to the ring. Injury equals 1D6 multiplied by 10
12 or higher: You fall and MISS THE RING! From now on you eat your dinner through a straw. Enjoy your new found retirement!
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Post by LWPD on Jun 24, 2008 19:35:57 GMT -5
The Tome of Terror Archive
Credit Mark Vander Zanden
Chamber of Horrors Match
This match was brought to you by the deranged minds of the Legion of the Damned. Rigor Mortis and Kreepshow are particularly fond of this type of match. The turnbuckles are wrapped in barbed wire and the ring ropes are intertwined with live electricity. All this and a ring scattered with all sorts of chaotic weapons as well. There are no DQ's, no Count Outs and the wrestlers use their Cage Ratings. This match is standard but replace all choice and chart options with the ones below.
* Treat Out of the Ring normally, but nobody can be disqualified or counted out
* Replace 'Into the Turnbuckle' with whip into barbed wire-3 Add 1
* Replace 'Into Ropes' & 'Deathjump' with the following chart:
2 Just before you are hurled into the ropes, you grab the opponent's wrist and reverse the move. Opponent rolls on this chart
3-5 You hit the ropes but there is no shock. Re-roll on the Into the Ropes Chart
6-8 You hit the ropes and receive a minor shock. Opponent resumes his attack on Level 3 Offense
9-10 ZAP! You get a nasty shock when you hit the ropes. Roll your Cage Rating
11 ZAP! You receive an excruciating shock as you hit the ropes. Add 3 to your Cage Rating and roll your CR. If you are not pinned add 2 more tokens as the opponent rolls on Level 3 Offense
12 ZAP! You receive a horrendous shock. The smell of burning flesh is in the air. Roll your Cage Rating while adding 6 to the roll. If you manage to kick out, add 4 tokens to your CR. After the match roll your Injury of 1D6+4
Replace all choice moves with 'use weapon on opponent'. Roll 1D6 and consult the chart below:
1 You nail your opponent with a direct hit. Opponent rolls Cage Rating
2-3 You hit your opponent with the weapon. Opponent adds 1 token to his Cage Rating and rolls on Level 3 Defense
4 A battle ensues over the weapon. Both wrestlers compare strengths. If your strength is either higher or even, your opponent rolls on Level 3 Defense. If your opponent's strength is higher then he takes over on Level 3 Offense
5 Your opponent beats you to the punch and takes the weapon from you. Opponent rolls on this chart
6 Your opponent catches you off guard and hits you with your own weapon. Roll your Cage Rating
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Post by LWPD on Jun 28, 2008 8:20:33 GMT -5
The Tome of Terror Archive
Credit Mark Vander Zanden
Aethran Hellzone Match
This brutal match was first introduced to the ICOF by Maul. He has battled the likes of Tommy Hawk and Warhound in these matches on numerous occasions.
There are no disqualifications or count outs. Both players use their Cage Ratings. Whenever a chart or choice situation comes up, roll 2D6 on this chart. If nobody is injured during the match due to the roll results, they roll on the regular injury chart and double any injury time received.
2 You get sucker punched by his ally. Opponent strangles you by cables and hangs you from the ropes. Add 1 & roll your Cage Rating. If pinned your injury is 3D6
3-4 You get caught off guard and are given a Russian Leg Sweep with a baseball bat into a pile of thumbtacks. Roll on Level 3 Defense
5-6 Both wrestlers dive for a lead pipe. Higher 'Agility Rating' wins - in the event of a tie the higher roll wins. Smash with lead pipe-3 add 1
7 You and opponent nail each other at the same time with a steel chair. Roll 1D6. EVEN: you are on Level 2 Offense. ODD: Your opponent takes over on Level 2 Offense
8-9 Both wrestlers fight over a 2x4. Higher 'Power Rating' wins - in the event of a tie the higher roll wins. Club opponent's back with a 2x4 smash-3 Add 1
10 Toss a chair at opponent. After he instinctively catches it, you dropkick or clothesline (your choice) him-3 Add 1
11 Both sides allies storm the ring. In the melee, you fight with your opponent up to the stage where you back body drop or power bomb him (your choice) to the cement floor. Opponent rolls Cage Rating plus 2
12 Both wrestlers are fighting up in the rafters. Roll 1D6:
1 You fall, roll your Cage Rating plus 2
2-3 You both battle back down without anyone falling. Roll 1D6 to see who takes over on Level 3 Offense
4 Opponent falls and you dive for him. Roll 1D6. EVEN: you connect, opponent rolls Cage Rating plus 1. ODD: opponent moves and you and you roll on Level 3 Defense
5 Both wrestlers come crashing down to the mat together. EVEN: you land on top. ODD: Opponent does. Whoever lands on top gets the pin and wins the match! Both wrestlers are injured 3D6 fight cards
6 Your opponent comes crashing down to the ground very hard. You win the match and he rolls his injury 1D6 multiplied by 10
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