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Post by LWPD on Feb 11, 2008 9:08:58 GMT -5
Blood Circle Match
Credit Nemecys I tried coming up with some alternate types of OFC matches. Currently in my fed, the OFC is preparing to feud with my team called the Combat Masters (COM), who use rules similar to OFC matches. While the general rules are the same, the locations differ from a traditional ring. Please let me know what you think and if you have any suggestions or thoughts for them. I'm also looking for ideas for more types or locations for matches.
Take care,
Jay
First, COM Rules (since I use them for all OFC alternates):
-Use OFC rules except for below:
-A failed submission or knockout results in adding 1 to the defender's cage rating.
-If a wrestler's cage rating equals 13, he is knocked out and loses.
-If the defender rolls double 3's on the submission or knockout roll, he reverses the move, and the formerly attacker now rolls on Level 3 Defense.
OFC Alternates (Note that OFC or COM rules are used except for below):
Cage:
The wrestlers battle in a cage similar to the one Ken Shamrock and Owen Hart fought at Summerslam '98 (for those who didn't see the match, picture a Torture Chamber with the sides angled away like a funnel).
-Use the rolls for out of the ring for all 4 charts. Assume an odd roll (whether successful or not) is a move with the side of the cage used as a weapon.
-For flying moves, either replace the move with something of the same intensity or, for really agile wrestlers, assume the bounced off the sides of the cage (since they are angled).
Blood Circle
This match can take place anywhere, but with a crowd (wrestlers or fans) surrounding the fighters. Sometimes, they get involved in the matches.
-Use the out of the ring roll for all 4 charts. If both dice are odd (1 and 3, 5 and 1, 3 and 3, etc.), then have each wrestler roll 1 die. Whoever rolls odd is attacked by someone. Use your imagination for what happens (hit with a bottle or chair, hit with another wrestler's favorite move, etc.)
Add 1 to the wrestler's cage rating. The opponent rolls on level 3 Offense. If both wrestlers are hit, have both roll 1 die and add their cage rating. Lower roll attacks on Level 3 Defense.
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Post by LWPD on Feb 11, 2008 9:09:37 GMT -5
Credit steelthunder814
Bloodbath Match
Select between 4-8 wrestlers
Each Guy/Gal receives 7 Pin tokens
1. Use Falls Count Anywhere rules for 10 mins(in real time or in a set number of moves).Assume everyone has gone outside and doesnt come back in the ring .If a Pin is successful take away a token on the wrestler pinned.
2. Next switch to Barbed Wire rules as used on the Barbed Wire Cage Match. Put Wrestlers on a level 2 offense to start and go from their. Just use logic. 10 min time limit. Take away a token if the wrestler is cut on the wire. once he/she loses all 7 tokens they're eliminated
3. Finally enter your remaining fighters in a Titanium Cage. Use level 3 moves and the one left standing is your winner!
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Post by LWPD on Feb 11, 2008 9:10:40 GMT -5
Credit knapik
Bodyslam Challenge
Hey guys, I'm putting together a Wrestlemania I set and I played around with a body slam match chart. Check it out and let me know what you think!
The object of the match is to be the first to body slam your opponent! Roll this chart in place of any normal chart situation (into the ropes, out of the ring, etc.). The match has a lot of modifiers for each roll
MODIFIERS TO CALCULATE BEFORE MATCH
If opponent's power rating is better than yours, add 2 to roll. If opponent's power rating is even, add 1 to roll. Subtract (or add) power to each roll.
(For instance Triple H [-2 pw] is fighting Umaga [-3 pw]. Triple H will add 2 to every roll because his opponent is stronger than him, then subtract 2 for his power. Therefore every attempt for Triple H will affix no modifier (2-2=0). For Umaga, he adds nothing to his roll because he is stronger than his opponent and subtracts 3 for his power. Umaga will affix a -3 (-3-0=-3) modifier to every roll.)
MODIFIERS TO CALCULATE DURING THE MATCH
If the chart is on Level 1 Offense, add 4 to your roll. If the chart is on Level 2 Offense, add 2 to your roll. If the chart is on Level 3 Offense, add 0 to your roll.
(For instance, if Triple H rolls a '3' on Level 1 Offense [into the ropes (c)], he may instead attempt to body slam Umaga. Since this is a chart located on Level 2 Offense, he will add 2 to the roll. He would affix any starting modifiers (in his case, 0) then add 2 to a roll of two dice.)
MODIFIERS DUE TO FATIGUE
If opponent has three tokens, subtract 2 from roll. If opponent has five or more tokens, subtract 4 from roll.
BODY SLAM CHART - roll two dice:
11-12 - you try to lift your opponent, but don't brace yourself properly! Opponent falls on top of you for the cover... but there are no pinfalls in this match! Opponent gets up and takes over on Level 2 Offense.
7-10 - You get a good footing, but the opponent blocks you from lifting him by punching you repeatedly in the face! You reel back dizzy and opponent takes over on Level 1 Offense.
5-6 - Almost there! You braces yourself and get a foot off the ground, but your opponent holds on for dear life! After a moment of struggle, you give up and take over on Level 2 Offense.
2-4 - You struggle a bit then manage to lift your opponent high off the mat! Cameras go off all around and you hold him there before dropping him hard to the mat!!! You win the match with a successful body slam!
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Post by LWPD on Feb 11, 2008 9:11:21 GMT -5
Credit Drew
Bodyslam Challenge Match
Body slam challenge matches have been a part of pro wrestling for as far as I can remember. From the days of Crusher Jerry Blackwell to Big John Studd it's all good. When I have a 'body slam challenge' in COTG here's what I do:
1. Use Power rating in place of finisher rating by inverting negative power to a positive. Example PW-5 becomes +5
2. Replace a finisher roll with Body Slam attempt (add Power). Example Chaos would have a +5 Body Slam attempt
3. Ignore all bodyslam type moves until you roll finisher on level 3 offense. Substitute as need be.
4. First man to successfully Body Slam his opponent wins. There are no pin falls or disqualifications. _______________________________________________________ _______________________________________________________
Credit Sheila
Booking Formulas
One of the most exciting parts of CotG to me is the ability to explore the creative challenge of booking. I've been a wrestling fan for years, & there are so many great angles that still stick out in my mind, long after they occurred. While the details make for the excitement, the formulas to me are the true secret of success.
Booking is all about telling a story. The wrestling personas, & the means by which they execute a story, makes each angle unique. Yet this is all secondary to the proven habits of human emotion, & the time tested modes of effecting the desired reactions in a target audience.
Here are some the basics of character driven storylines. It is a living list, & I will add more installments in the future as time permits.
Persona Basics:
1. Face vs. Heel: The most basic formula. The story of good vs. evil
2. Face vs. Face: The basis of scientific matches. Offers the potential for a heel turn or tweener development.
3. Heel vs. Heel: Battle by power of similar personas.. Often fought over title or position of prestige. Offers the potential for either a face turn, or tweener development.
4. Tweener personas can challenge any persona as they exhibit both heel & face characteristics, without any one side predominating
Changes in a Characters Persona:
Heel Turn Motives:
1. Motivated by prestige such as a championship or ranking 2. Jealousy over a faces position or relationship 3. Influence from Third Party 4. Misunderstanding blown out of proportion, perceived slight 5. Heel turn for the objective of a conceived "greater good" (rarely used)
Face Turn Motives:
1. Spiritual awakening, change of heart 2. Repulsed by actions of greater evil 3. Convenience, rejected by heels 4. Wolf in sheep's clothing 5. Accidental, circumstantial
Catalysts of a Double Turn:
1. Hypocrisy of Face/ Fidelity of Heel 2. Cowardice of Face/ Bravery of Heel 3. Weakness of Face/ Dominance of Heel
Third Party Involvement:
1. Choses an unexpected attack 2. Choses an unexpected rescue 3. Volunteers friendship 4. Issues a challenge 5. Interferes in an existing relationship a. Sincere intentions b. Wolf in sheep's clothing
List of Various Angles:
Splits
Splitting of a heel Team: Heel A turns on heel B. B has a change of heart that slowly coincides with his change in attitude. His battle with A sees a full face turn.
Splitting of a face team: Face A turns on face B. Face A is motivated by the above influencing factors, & slowly, over time, develops heelish characteristics. This culminates, in his turning on his face partner, at a time of heightened vulnerability.
Reuniting of former allies angle:
Either in the form of a face or heel faction, at a time of high vulnerability, Wrestler A comes to the rescue, aid or causes helpful interference to a former ally. Most effective when there is such perceived bad blood, that this reunion seems beyond anyone's expectations.
Angles Involving Masks:
1. The "obvious" mask angle: Wrestler A, with an established identity, disappears for some angle related reason (match stipulation, injury, etc.). Wrestler A makes appearances on camera, while ALSO appearing in matches & interviews, in the guise of a mask. The audience is "in" on the identity, as the two are never seen at the same time. This can be done to either draw heel heat, or babyface support.
2. Disguised Assault angle: Wrestler A, either in a mask, or some sort of uniform that obscures his appearance, launches an attack on wrestler B.
3. Identity Theft Angle: Wrestler with similar characteristics "impersonates" a known mask wrestler. Unbeknown to the fans, the "original" has actually been injured or something else has caused their disappearance. This may even be done with the "consent" of the actual original.
Elevation Angles:
1. Purposeful losing streak: Focusing on a talented wrestler who is losing. Overstating the wrestler's level of frustration, & then placing the wrestler in a "prestigious" match, where an "upset" can change his fortunes completely. This may or may not be accompanied with change in persona.
2. Purposeful Winning Streak: As above, focus is placed on wrestler A, this time in the form of a winning streak. It can be done with either a new star, or with an established star who has undergone some sort of recent "change" (recent return from hiatus, new finisher, change in persona, etc.). Again, wrestler A is rewarded with a "prestige" opportunity for which an angle is built around.
3. Boy becomes a man angle: Used to elevate a young star who is ready to move up. Heel veteran A brutalizes & humiliates young star B. B is portrayed having a renewed focus & harder edge. Having payed his "dues" he's ready to be featured in a prominent feud to gain his revenge.
4. Teacher vs. Student angle: An established star becomes an adviser to a new star. Several paths can emerge. Mentor A turns on young star B, & either makes an in ring comeback or recruits another wrestler. Also, young star B challenges his mentor, creating a face teacher vs. newly turned heel student
5. Addition to a group angle: Young star a is elevated by "association", as he is placed with a group of already established stars. The angle can lead to everything from A now receiving higher quality matches, to tension with-in the group, to the group breaking into factions. Endless possibilities.
Angles Involving Factions:
1. Up the emotions with-in a conflict, by placing different groups against each other through inter-group feuds. Ex. Member of Faction A is attacked by all of Faction B. Faction A, as an "entity" seeks revenge.
2. Feuds "with-in" a faction: Group A is comprised of five members. Wrestlers A & B develop personal conflict, forcing the other members, to chose sides. This can lead to wrestler A feuding with B, feuding with the entire group, or forming a new faction entirely.
Misc. Angles:
1. Battle of Identical Finishers: Wrestler A injures B with his finisher. Wrestler B works an injury angle to sell the seriousness of the incident. When B returns, he does so, with his new secret weapon, the same finisher!
2. Special Referee Angle: Wrestler C is the special referee for a match between A & B. To make the angle meaningful, the match much be of high importance (ex. title match, feud blow-off match, etc.) Unexpectedly, C plays a decisive role in costing A the match. This could be either unintentional, or purposeful. Regardless, the fall out sees conflict between C & A.
3. Classic Face Turn: Heel Wrestler A saves the "weakest possible mark, or a popular mark at a moment of the "highest" level of vulnerability, from heel B.
4. Classic Heel Turn: Face wrestler A attacks the most "weakest" possible mark, or attacks the most popular face, at the height of vulnerability. Best if betrayal is a part of the plot.
5. Outsider Invasion: Newcomers A & B, attack established babyfaces upon their arrival in a new promotion.
6. Outsider Invasion turning an established heel: Outsiders A & B attack established heel B, who if nothing else, is loyal to the promotion. C seeks revenge, in an alliance with popular face, & long time rival D, who unify against the outsiders, who represent a greater evil.
7. Patriotism: Heel A unexpectedly saves face B from an attack by heel C. The motive is tied to a popular sentiment of patriotism. This sentiment, which is universally seen as good, leads to fan acceptance of heel A.
8. Face vs. Face Feud: Competition leads to a "competitive" conflict between two faces A & B. While born of a common objective, the areas of expansion is limitless. The challenge is to maintain the same face characteristics with-in the personas of A & B, while enlarging their own conflict.
9. Last Minute Substitution Swerve: Well built angle, tossed upside down, due to an injury, travel, etc. The "no-show" leads to a shocking substitution.
10. Hardcore injury Angle: Creating a performance altering injury. Can lead to scarring, inactivity or even permanent damage. The pay-off comes in the chase for revenge.
11. Dumped by Allies Angle: Heel A, loses to wrestler B. Afterward, A finds that his former allies want nothing to do with him, sometimes driven home by a beat-down. This can lead to a intensely personal feud with former friends.
12. Enduring Rivalry: Different from a feud. Wrestlers A & B engage in reoccurring angles over a long term, period. No true blow-off match ends in decisive victory. Not the same as a feud, it's timeliness makes it a rivalry.
13. Developing a Cult: Charismatic leader unites weak minded followers under strange ideology. The followers can be potent projectors of this ideology throughout the angle.
14. Charismatic heel into face turn: Strong promos & ring performance, wrapped up in slowly built face turn scenario.
15. Heatless Face into heel turn: Over-exaggerated face characteristics, slowly becomes more & more of a coward, culminating, with a heel turn on a popular face, at the height of vulnerability.
16. Long term heel turn: Doubly effective. Long time feud between heel A & face B comes to an end. Heel A turns into a popular face, but has no contact with face B whatsoever. Finally, after being a long established face, A teams with B in a highly vulnerable situation. A once again turns heel by betraying B, resulting in a hardcore injury angle.
17. Burying the Hatchet: Long time feud finally ends in a high stakes blow-off match. To signify the end of the feud, A & B shake hands, with out incident. Can either be followed by going their separate ways storyline wise, or forming an alliance.
18. Avenging a Friend: Wrestler A who is a "friend" of the injured or attacked B, inserts himself into the conflict on behalf of his ally. This can be done with either an already established wrestler, or someone new just entering.
19. Lost Opportunity Angle: Wrestler A causes B to lose out on an opportunity by acting as a third party. Can be used with-in the context of an existing feud, or to create a new angle.
20. Psychological Manipulation: Either through guilt, lies or verbal abuse, A manipulates B into a position of subservience by openly misrepresenting the truth. Can be used by a group leader, manager or tag partner. The pay off comes when the mark realizes he's being used.
21. Emergency Situation Angle: Either a face or heel is in a situation is extreme danger, such as a crippling attack or choking while trapped on the ring ropes. Out of no where, unexpected help comes from an unlikely source (arch enemy)
22. Love Interest Angle: Either a face or heels develops a relationship with an outside foil. Conflict can be compounded through use of a third party in a myriad of ways. Can result in either a strengthening or straining of said relationship (credit to Graymar)
23. The Ultimate Underdog: Jobber finally wins a match by luck. It;s followed by winning a title...again by luck...but as his luck improves so does his abilities (and heat). Mickey Whipwreck/Spike Dudley/ even 1-2-3 Kid v Razor Ramon! (credit to Graymar)
24. The Legacy: Strong Father-Son relationship leads to a conflict. A son wants so badly to please his father that he resorts to acts that his Father finds despicable so that his son becomes what he has railed against. OR...his son's lack of seriousness/abilities, etc...lead to the Father turning on the son and possibly adopting a pseudo-son that the Father thinks 'got things right'! (credit to Graymar)
25. Beration: A heel berates the Face into a match...but the face keeps declining...teh Heel resort to dirtier and dirtier tricks until one side breaks. The Heel goes off the deep end and does something particularly nasty... or the Face breaks and becomes worse than the heel possibly turning the heel face as well. (credit to Graymar)
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Post by LWPD on Feb 11, 2008 9:11:57 GMT -5
Credit Jumbo Inoki
Boot Camp Match
This match comes from the old Iron Sheik vs Sgt Slaughter blow off series. It guarantees lots of blood so use it only when appropriate!
1. No dq. Winner only comes through pin fall or submission
2. For all chart situations (ropes, turnbuckle, out of ring & death jump) roll 1D6:
Odd: Roll Boot Camp Chart Even: Roll regular chart
3. The Boot Camp Chart allows for the man on offense to use a loaded boot (use your imagination) as a weapon during the match. Feel free to substitute items like helmets, swagger sticks and other military items in place of a boot as a weapon
4. Note this match can be very bloody, feel free to roll for an injury at the end (2D6 determines length of injury)
Boot Camp Chart
1-2 You go to hit your opponent with the boot but he ducks, the boot goes flying into the audience. Opponent takes over on level 2 offense
3-4 You connect with a devastating boot shot to the skull. Add 1 to opponents pin rating. Opponent rolls on level 3 defense
5 Opponent kicks you in the gut and drills YOU with a boot shot. Add 1 to pin rating & roll on your pin.
6 You come off the top rope with a sick boot shot to the head. Your opponent is bleeding badly. Add 2 to his pin rating & go for the cover!
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Post by LWPD on Feb 11, 2008 9:12:45 GMT -5
Credit David Barnes
Bullrope Match
TEXAS BULLROPE MATCH by David Barnes
DESCRIPTION: Two wrestlers have one end of an 8-ft. bullrope tie to their wrists. A cowbell is tied to the center of the rope, which either wrestler can use as a legal weapon.
RULES:
1. No DQ or count-out
2. In order towin, a wrestler must touch all 4 turnbuckles. To determine whether or not a wrestler touches all 4 turnbuckles, the defensive wrestler rolls up to 4 PINs, using his CAGE rate.
3. Ignore (lv) option.
4. Whenever OUT OF THE RING is rolled, substitute HEAD INTO TURNBUCKLE-2
5. Whenever (c) or (ch) is rolled, use the Bullrope Chart below:
2-3 You throw your opponent into the ropes, then as he comes off the ropes, you choke him with the bullrope. ROLL ON LEVEL 2 OFFENSE.
4 You throw your opponent into the ropes, then smash the cowbell into his abdomen as he comes. OPPONENT ROLLS ON LEVEL 3 DEFENSE.
5 You wrap the bullrope around your opponent's neck and throw him over the top rope, then yank the rope hard, choking him. Then you pull him back intothe ring. ROLL ON LEVEL 3 OFFENSE.
6-7 You clothesline your opponent to the mat then grab the cowbell and deliver a falling fist drop, driving the sharp edge into his forehead. OPPONENT ROLLS UP TO 4 PINS (+4).
8 With one hand you place the cowbell on the top turnbuckle, and with your other hand, you slam your opponent's head into the cowbell repeatedly. ROLL ON LEVEL 3 OFFENSE.
9 Your opponent shoves you into the referee knocking him out, then takes the cowbell and shoves the sharp edge of the bell into your groin. YOUR OPPONENT RECEIVES 10 FREE LEVEL 3 MOVES.
10-12 You grab the cowbell and jam the sharp edge of the weapon into your opponent's forehead. OPPONENT ROLLS UP TO 4 PINS (+3).
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Post by LWPD on Feb 11, 2008 9:13:56 GMT -5
Dorado Bullrope Match Credit Big Bri
This particular contest was brought to the GWF by Dorado Sundown (Blacklash & Bullwhip). Two wrestlers are linked together by an 8-foot bullrope that is tied to one of their wrists. A cowbell is tied to the center of the rope, which can be used as a weapon. To win the match, a wrestler must touch all 4 turnbuckles in succession.
• This match is for singles matches only.
• Use Titan Death Match Rules.
• Use Cage Ratings.
• A wrestler may attempt a win (touching all 4 turnbuckles in succession) whenever he rolls his finisher, when he is directed to do so on the Dorado Bullrope Match Chart, or when his opponent rolls his PIN on Level 3 Defense.
• When a wrestler attempts a win, to determine whether or not he touches all 4 turnbuckles, the opponent must roll up to 4 PINs.
-On the first roll (the offensive wrestler is attempting to touch the first turnbuckle) Add 3 to the defensive wrestler’s Cage Rating.
-On the second roll (the offensive wrestler is attempting to touch the second turnbuckle) Add 2 to the defensive wrestler’s Cage Rating.
-On the third roll (the offensive wrestler is attempting to touch the third turnbuckle) Add 1 to the defensive wrestler’s Cage Rating.
-On the fourth and final roll (the offensive wrestler is attempting to touch the fourth turnbuckle) Add 0 to the defensive wrestler’s Cage Rating.
-This is to signify that for every turnbuckle that the offensive wrestler attempts to touch, the difficulty will increase.
• If any of these attempts fail, then it is to be assumed that the defensive wrestler has prevented the offensive wrestler from touching the corresponding turnbuckle and the offensive wrestler should roll on Level 3 Offense.
• If the defensive wrestler rolls at or under his Cage Rating 4 times in succession, it is to be assumed that the offensive wrestler has touched all 4 turnbuckles and has won the match.
• Cage Ratings cannot go higher than 12 during the match.
DORADO BULLROPE MATCH CHART Whenever (c) or (Ch) is rolled, roll on this chart instead. “You” refers to the offensive wrestler.
2-3: You hogtie the opponent with the bullrope and beat him mercilessly! ROLL ON LEVEL 2 OFFENSE
4: You throw the opponent into the ropes, and as he bounces back towards you smash the cowbell into his abdomen! OPPONENT ROLLS ON LEVEL 3 DEFENSE
5: You wrap the bullrope around the opponent’s neck and toss him over the top rope. You pull the rope hard, choking the opponent. You then drop the opponent to the arena floor and exit the ring to inflict more punishment. OPPONENT ROLLS ON “OUT OF THE RING” CHART
6-7: You clothesline the opponent and he lands hard on the canvas. Next, you grab the cowbell and slam it into the opponent’s head. You then grind the sharp edge of the cowbell into the opponent’s forehead, causing the blood to flow down his face! You then decide to go for the victory! OPPONENT ROLLS UP TO 4 PIN’S
8: With one hand you hold the cowbell against one of the turnbuckles, and with your other hand, you repeatedly slam the opponent’s head into the cowbell! ROLL ON LEVEL 3 OFFENSE
9: The opponent shoves you into the referee, knocking him out. Then, the opponent takes the cowbell and strikes you in the “breadbasket” with it! You lie in the ring in the fetal position. OPPONENT RECEIVES 10 FREE MOVES (THEN THE REFEREE RECOVERS)
10-12: You grab the cowbell and attempt to hit the opponent in the head with it, but the opponent moves out of the way, gives you a “gut shot” and then hits you with the cowbell! The opponent decides to go for the victory! ROLL UP TO 4 PIN’S
• The loser is automatically injured. Roll 1 die to see how long.
Derived from David Barnes
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Post by LWPD on Feb 11, 2008 9:15:56 GMT -5
Bullwhip Match Credit SoccerGuru54956
Match brought into the LWF by the master of the bullwhip Ox Baker!!
Rules 1.Cage Ratings used
2.Texas Death rules
3.Roll chart below anytime you roll out of ring ,choice,or into the turnbuckle.
4.Loser takes 1-6 lashes after the match (roll one die).This roll also indicates the injury suffered.
5.If the match ends in doubles the feud table injuries are doubled.
6.This chart be used in a Weapons Match (say The Sandman versus Ox Baker in a Signapore Cane versus Bullwhip Weapons Match
BULLWHIP USE CHART (you refers to wrestler o offense) ---------- 2. As you grab the bullwhip the opponent hits you with a cheap shot and you go down in pain!!The opponent then grabs the bullwhip and lashes you loudly across the back!!You wryth over in pain and the opponent viciously whips you across your chest!!You turn over again and the opponent goes for the pin.
YOU ADD TWO TO CAGE RATING AND ROLL PIN.If no pin,Opponent rolls on Level three offense!!! ----- 3. You grab bullwhip and are abot hammer opponent in the head with it but he/she punces you in the gut and you drop bullwhip right to the opponents hand.The opponent quickly wacks your back with a bullwhip lash as the fans groan at the sick shot!!
YOU ADD ONE TO YOUR CAGE RATING.The opponent rolls o this chart again or on Level three offense (his/her choice) ------- 4. As you reach for bullwhip,the opponent recovers and suplexes you to the mat.The opponent the takes the bullwhip and stretches around/in your mouth ,gagging you!!
OPPONENT ROLLS ON LEVEL THREE OFFENSE. -------- 5-6. You grab a part of the bullwhip just as the opponent grabs a section of it!!Tug of warfor bullwhip ensues! Check (PW)
The higher PW ratings wins the tug of war and then stuns the other wrestler with short lariat with the bullwhip!!! If same (PW), the wrestler originally on offense delievers the lariat!!
IN BOTH CASES THE WRESTLER WHO DELIEVERED THE LARIAT ROLLS ON LEVEL THREE OFFENSE!! -------- 7.You take the bullwhip and wrap it around your hand!You then start punching the opponents forehead/eybrow area!! YOU ROLL ON LEVEL TWO OFFENSE!!(For every third time you roll this , the opponent adds plus one to his cage rating ; assume he/she gets busted open!!) --------- 8.You take bigger end of bullwhip and jab into the throat of the opponent.YOU ROLL ON LEVEL THREE OFFENSE!! ------ 9.You take bullwhip and fold up so you make a lariat out f it.You then whip the oppenent into the ropes and as he bounces back, you clothesline them with the folded bullwhip. Check opponent Ropes rating for next step : A=THE OPPONENT ROLLS LEVEL TWO DEFENSE! B=THE OPPONENT ROLLS LEVEL THREE DEFENSE! C=THE OPPONENT ADDS ONE TO HIS CAGE RATING AND ROLLS ON LEVEL THREE DEFENSE!! ---------- 10.You take the bullwhip and start to choke out the opponent. OPPONENT ADDS ONE TO CAGE RATING ,YOU ROLL ON LEVEL THREE OFFENSE OR ROLL AGAIN ON THIS CHART (your coice) ------ 11.You grab the bullwhip and lash it across the opponents back much to the delite of the fans!! OPPONENT ADDS ONE TO CAGE RATING AND YOU ROLL AGAIN ON THIS CHART!!! --------- 12.You grab the bullwhip and the fans notice the evil welling up in your eyes..ROLL DICE EVEN=You take the bullwhip and begin lashing the opponent across his back,chest,upper arms,thighs,and forehead.The opponent screams as loud as the crowds!! OPPONENT ADDS TWO TO CAGE RATING AND ROLLS PIN!!If no pin you roll on Level three Offense. ODD=You take the bullwhip and wrap around the opponents neck. The crowd gasp as you toss the opponent over the top rope, leaving him hanging by the bullwhip!!As the opponent is gasping for air ,you back and run at him with a running punch (or boot). The opponent is freed for the hangan but is in serious trouble!! THE OPPONENT ADDS TWO TO HIS CAGE RATING AND YOU ROLL ON LEVEL THREE OFFENSE!!
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Post by LWPD on Feb 11, 2008 9:16:52 GMT -5
Bunkhouse Match Credit Mike Bartezko
This match is created by Mike Bartezko.This match originated from Earth,late in the 20th Century.Only hated enemies and title matches should fight in Bunkhouse matches,because of the high danger quotient.
Prior to the match,each wrestler or team chooses 3 weapons to be put in a bag at ringside.(If you have a 10-sided die,each team gets 5 weapons, for even more mayhem!) Before the match begins, draw up a list of the weapons,assigning each a number from 1-6 (1-10 if you have a 10-sided die.) The match then,starts with the weapons in the bag,legal to use on your opponents!
RULES
1. Titan Death Match rules
2. Best of 3 Falls match
3. When a (c) or (ch) move is rolled,the wrestler may either:
a:go ahead with the move,or
b:roll one die to use a weapon from the bag.Once the weapon is used, it is removed and returned to the bag.
4. In tag team matches,the opponent's tag team partner may try to stop you from getting a weapon.Roll both dice:1-5-You are stopped Roll 0n Level 2 Offense;6-12-You fight off the attack and grab a weapon. Play normally.
5. After a fall has been decided,each wrestler loses 2 tokens from their PIN rating(or,if applicable,go to original PIN rating). The loser of the fall adds one to his/her PIN rating.
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Post by LWPD on Feb 11, 2008 9:18:03 GMT -5
Credit scottfire54
Buried Alive Match
I've always been a fan of the Buried Alive Match and I wanted one for future use in my feds. The only one I had seen, written before this one, really didn't have the drama of getting to the gravesite. It was more like wham bam thank you ma'am, the guy is in the grave match over.
Wanting a more true, detailed match I decided to attemp it. I went through and watched every single WWE Buried Alive Match. That combined with my own creativity is what made what is below. Let me know what you think.
Buried Alive Match
- The match ends when one wrestler is able to place his opponent in the grave, located at the end of the aisle, and cover the opponent’s entire body with dirt.
- There is no count-out or disqualifications.
- The match is split up into 4 areas. They are the Ring, Ringside Area, Entrance Ramp, & The Grave.
- When PIN is rolled in any other area but the Grave, simply add 1 to the opponent’s PIN that is on defense.
- When PIN is rolled at the Grave the wrestler on offense can attempt to bury his opponent. This can only be done if the defensive wrestler has a PIN of 10 or higher, otherwise add 1. If PIN is 10 or 11 a wrestler still has a chance, albeit slim one, of preventing the burial but if his PIN is 12 the match is automatically over.
- You must work your opponent through all 4 areas to get them to the grave. No jumping areas!
- That match starts off as normal.
- ‘out of the ring’ becomes a choice to move the match to the next area or proceed as normal.
- On all charts ‘you’ refers to the wrestler on offense.
- Here’s out the 4 areas breakdown.
The Ring
- Use the into the turnbuckle, into the ropes, & deathjump charts as nomral.
- When ‘out of the ring’ is rolled, the wrestler on offense has 2 choices...
o Have the wrestler on defense roll on the ‘out of the ring’ chart as normal. o Choose to move the match to the 2nd area, Ringside, and have himself (the offensive wrestler) roll on the Ringside chart.
Ringside
- ‘into the turnbuckle’ becomes ‘smash into the post – 3’.
- ‘into the ropes’ becomes ‘whip into the steel guardrail – 3’.
- ‘deathjump’ is used as normal since the guardrail, ring apron, and the ropes of the ring can still be used to jump off of.
- When ‘out of the ring’ is rolled, the wrestler on offense has 3 choices...
o Move the match back to the previous area, The Ring, and roll on Level 3 Offense.
o Roll on the Ringside chart. o Choose to move to the match to the next area, Entrance Ramp, and roll on the Entrance Ramp Chart.
Entrance Ramp
- ‘into the turnbuckle’ becomes ‘slam onto ramp – 3’. - ‘into the ropes’ becomes ‘suplex onto ramp – 3’. - ‘deathjump’ becomes ‘power move onto ramp – 3 add 1. - When ‘out of the ring’ is rolled, the wrestler on offense has 3 choices…
o Move the match back to the previous area, Ringside, and roll on that chart. o Roll on the Entrance Ramp chart. o Choose to move the match to the next area, Grave, and roll on that chart.
Grave
- ‘into the turnbuckle’ becomes ‘whip into railing – 3’.
- ‘into the ropes’ becomes ‘whip into side of entrance ramp – 3’
- ‘deathjump’ can be used as normal since the top of the grave, the steel guardrail, and the top of the entrance ramp can be used to jump off of.
- When ‘out of the ring’ is rolled, the wrestler on offense has 2 choices…
o Move the match back to the previous area, Entrance Ramp, and roll on the Entrance Ramp chart. o Roll on the Grave Chart.
Charts
Ringside
- (2) You remove the top part of the ring steps and then place one of your opponent’s ankles on the bottom half of the steps. You then pick up the top half and smash the opponent’s ankle, thus creating a step sandwich! Opponent adds 3 and you roll on Level 3 Offense or again on this chart.
- (3-4) You pick up a steel chair from ringside and try to smash the opponent with it. But he gets a surge of energy and begins to fight you for it. Roll 1 Die. Even: You win the struggle and bash the oppoent in the head with the chair. Oppoent adds 1 and you roll on Level 3 Offense. Odd: Opponent wins the struggle and bashes you in the head with the chair. You add 1 and opponent rolls on Level 3 Offense.
- (5-6) You and you opponent began to brawl wildly in the crowd. Who comes out on top? Roll 1 Die. Even: Opponent wins the brawl and rolls again on this chart. Odd: You win the brawl and roll again on this chart.
- (7) You grab a monitor from the announcer’s table and crack your opponent in the head with it! Roll on Level 3 Offense.
- (8) You wrap some camera chords around your opponent’s throat and began to choke him! Your opponent on Level 3 Defense.
- (9-11) You take your opponent over to the announcer’s table and attemp to smash his head into the announer’s table. He blocks you however, and smashes your head into the announcer’s table. Opponent rolls on Level 2 Offense.
- (12) You go for a sick and sadistic piledriver on the exposed concrete floor, but your opponent begans to struggle! Roll 1 Die. Even: You deliver the nasty piledriver on the concrete floor. Oh my GOD! Opponent adds 3 and you roll on Level 3 Offense. Odd: The opponent backdrops you onto the cold concrete floor! You add 1 and you on Level 3 Defense.
Entrance Ramp
- (2) You start to brawl up the rampway, but you don’t stop there. Soon your fighting backstage down the hallway. One of your allies then pops out of a nearby dressing room and bashes your opponent with a foreign object (your choice). You then pummel your opponent all the way back down the hallway and back out to the ramp. Opponent adds 2 and you roll on Level 3 Offense.
- (3-4) You pick up a seperated piece of steel railing and attack your opponent with it! Opponent rolls on Level 3 Defense.
- (5-6) You get into a wild fisticuffs battle with your opponent! Roll 1 Die to see who comes out on top. Even: The opponent gains the advantage! Opponent rolls on this chart! Odd: You win the brawl! You roll again on this chart!
- (7) You go to whip your opponent into the staging, but the opponent reverses and sends you crashing into the hard material. You roll on Level 3 Defense.
- (8) You toss your opponent off the top of the stage. Your opponent lands very hard on the hard dirt surface of the gravesite and then rolls into the grave! What luck! 1 of 3 things then happens…
o If opponents PIN is not 10 or higher, he crawls out of the grave and you roll on the Grave Chart. o If opponent’s PIN is 10 or 11, he rolls his pin as normal. o If opponent’s PIN is 12, he is buried and you win!
- (9-11) You beat down your opponent enough to drag him to the gravesite. You roll on the Grave Chart.
- (12) You and your opponent aren’t happy brawling out in front of the crowd, so you decide to take it backstage. As you are brawling down the hallway, one of your opponent’s allies pops out of nowhere and clobbers you with a foreign object (opponent’s choice). The opponent then pummels you back down the hallway and back out to the arena. Opponent rolls on Level 3 Offense.
Grave
- (2) You knock your opponent into the grave and began to bury him. But then you are jumped by a group of your opponent’s allies. They unload on you with punches and kicks, forcing you down to the dirt. They then pull their ally out of his dirtnap and roll you in instead! After you add 3, 1 of 3 things then happen…
o If your PIN is 10 or 11, roll your pin. If you the PIN is successful assume you were buried by your opponent and his allies. If the PIN is unsuccessful you add 1 and assume your allies showed up and brawled with the opponents allies out of the arena. Your opponent then rolls again on the Grave Chart. o If your PIN is 12, automatically assume you were buried by your opponent and his allies. o If your PIN is not 10 or higher, assume your allies showed and forced your opponents allies backstage. Your opponent then rolls again on the Grave Chart.
- (3-4) You force your opponent near the grave, but then he scores with a low blow out of nowhere! Opponent rolls on Level 2 Offense. - (5-6) You go to attack the opponent with a shovel! You begins to fight with you over control of the shovel, however. Roll 1 Die. Even: You gain the advantage with a kick to the gut and then you smack the opponent’s back with the shovel. Opponent adds 1 and rolls on Level 3 Defense. Odd: The opponent wins the brawl and smacks you the face with the steel portion of the shovel! You add 1 and opponent rolls on Level 3 Offense.
- (7) You deliver a hard hip toss off the top of the gravesite, sending your opponent on a very hard fall down the dirt mountain and onto the concrete! Opponent adds 1 and you either can roll on Level 3 Offense or again on this chart.
- (8) You deliver a sick power move into the grave, causing your opponent to fall 6 feet into a whole lot of pain! Opponent first adds 2 and then 1 of 3 things happens…
o If your opponent’s PIN is 10 or 11, he rolls PIN. If the PIN is successful you bury your opponent! If the PIN is unsuccessful, your opponent adds 1 but is able fight out of the grave. You maintain the overall advantage though. Roll on Level 3 Offense.
o If your opponent’s PIN is 12 automatically assume you buried him!
o If your opponent’s PIN is not 10 or higher, assume your opponent fought out of the grave, but then you regained the advantage. Roll again on the Grave Chart.
- (9-11) You incorporate your FINISHER into a way to place your opponent into the grave! Amazing! 1 of 3 things will happen…
o If your opponent’s PIN is 10 or 11, while including the Finisher +, opponent rolls PIN. If the pin is successful assumed you buried your opponent! If the PIN is unsuccessful opponent adds 1 and you assume your opponent did just enough to prevent the burial. You roll again on this chart.
o If your opponents PIN is 12, while including the Finisher +, you are able to bury him!
o If your opponent’s PIN is not 10 or higher, he fights his way out of the grave but then you manage to maintain the advantage. Roll on LEVEL 3 Offense.
- (12) A group of your allies join in assaulting your opponent. You then push your opponent’s near lifeless body into the grave! After your opponent adds 4, 1 of 3 things will happen…
o If your opponent’s PIN is 10 or higher, he rolls PIN. If the pin is successful, you and your allies quickly bury him ALIVE!!! If the PIN is unsuccessful opponent adds 1 and assume his allies showed up and fought your allies to the back. Your opponent then throws dirt in your eyes and crawls out of the grave. He is, however, to weak to follow up offensively so you maintain control. You roll on Level 3 Offense. o If your opponents PIN is 12, he’s done for and your group quickly buries him ALIVE!!!
o If your opponent’s PIN is not 10 or higher, he adds 1 and assume his allies showed up and saved him by brawling with your allies to the back. Your opponent then throws dirt in your eyes and crawls out of the ring. That’s all he has energy to do so you maintain the advantage. You roll again on this chart. ______________________________________________________
Buried Alive Match Credit Y2Kirk Angel
DESCRIPTION: The principal of this match is to literally bury your opponent alive! Of course, an escape hole is provided but the idea is the same anyway. Below are the rules for having a buried alive match in the GWF!…
RULES:
1. Wrestle one-on-one as you normally would in any other match.
2. There are No DQ and No Countouts in this match.
3. Use the PIN rating as normal. If you have just pinned someone then roll on the below BURIED ALIVE chart. If you use a Level 1-3 FINSHER before pinning, add 1 to your dice roll. If you used a Level 4+ FINISHER before pinning, add 2 to your dice roll.
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BURIED ALIVE CHART (Roll 2d6)
2 - You try to push your opponent into the pit but as you release him he grabs onto your leg! He pulls you into the pit and starts tipping soil over you. You’re in deep trouble! OPPONENT WINS
3-4 -You are about to powerbomb you’re opponent but he manoeuvres out of the predicament! He manages to turn you around and DDT’ s you to the concrete. You are badly hurt. OPPONENT ROLLS ON THIS CHART
5 - You decide to put both your health and body on the line. You hit a Russian Legsweep into the pit. You and your opponent lye on the pit floor, motionless! Suddenly, a rival of both of you runs from backstage and buries you both! THE MATCH IS DECLARED A DRAW
6-7 - You are about to powerbomb you’re opponent but he manoeuvres out of the predicament! You turn around though and powerbomb him onto the concrete! He is badly hurt. ROLL ON LEVEL 3 OFFENSE
8-11 - You hoist your opponent up into a powerbomb position and slam him straight down into the pit! You start rapidly shovelling soil into the pit. You managed to successfully bury your opponent! YOU WIN
12 - You hoist your opponent up into a powerbomb position and slam him straight down into the pit! You have a mad moment and decide to elbow drop him! You dive into the pit connecting with the elbow! You climb out and start piling in the soil. You managed to successfully bury your opponent! OPPONENT IS INJURED FOR 2 FIGHT CARDS. YOU WIN
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