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Post by LWPD on Feb 11, 2008 18:45:07 GMT -5
Character Ratings Formula
Credit LordRahl
Here the basics of my ratings formula:
Level 1 offense +3 pts for each move- 3 +2 pts for each (ag), (pw) below 3 total +2 pts for each move- 1 below 2 total -2 pts for each (ag), (pw) over 3 total -2pts for each move- 1 over 2 total -1 pt if move -3 is followed by (ag), (pw)
Level 2 offense +2 pts for each move- 3 +2 pts for each Add 1 move -3 pts for each (ag), (pw) -3 pts for each move- 1
Level 3 offense +1 pt for each move-3 +1 pt for each Add 1 move +4 pt for each FINISHER +x pts where x = FINISHER rating (if multiple use average rounded up) -2 pts for each move -2 -2 pts if FINISHER can be missed or may cause DQ
Charts & Dq +1 pt for each A rating +1 pt for each point lower than DQ-5 -1 pt for each C rating -1 pt for each point higher than DQ- 5
Level 1 Defense +1 pt for every 2 dazed- 1's +1 pt for every reversal- 1 +2 pts for every reversal- 2
Level 2 Defense +1 pt for each dazed-1 +2 pts for each reversal-1 +4 pts for each reversal-2 -3 pts for each down-3
Level 3 Defense +2 pts for each dazed-1 +3 pts for each reversal-1 +6 pts for each reversal-2 +2 pts for number of down-3's lower than 2 +2 pts for each point lower than PIN 6(3) -2 pts for number of down-3's higher than 2 -2 pts for each point higher than PIN 6 (3)
(ag), (pw), & cage +2 pts for each (ag) point lower than 0 +2 pts for each (pw) point lower than 0 +1pt for each cage point lower than 4 -2 pts for each (ag) point higher than 0 -2 pts for each (pw) point higher than 0 -1 pt for each cage point higher than 4
Tag ratings
When adding up for singles do not add any offensive moves ending with (tag). Only add them when you're adding to see the wrestlers tag rating.(they add up the same as a regular move for point value.)
Additional tag modifiers +1 pt for each (tag) on level 1 defense +2 pts for each (tag) on level 2 defense +3 pts for each (tag) on level 3 defense
Example scores: Singles(Tag) Endgame 61(62) US Male 26 (52) Nosfera 38(38)
That's the basics. I'm sure there's more for choice situations that could be put in or different variation for (pw), and (ag) for people who have a -5 and can't be reversed etc.
0-10: Jobber 11-20: Opener 21-30: Lower Mid-Carder 31-40: Mid-Carder 41-49: Upper Mid-Carder 50+: Main Eventer
* It's not out of 100. It's just the higher rating total representing a card that should be better before the luck of the dice comes in to play. You can basically use the ratings formula for anything you want. Add a few twists and I'm sure it can be used for contenders or rankings.
* Each move-1 below 2 total means f the character only has one -1 move on level 1 offense (ear bite-1). Most characters have 2, but some have one. This makes their level 1 offense a little better, but as you see most have a move- 1on level 2 offense negating this advantage.
* +x points where x=FINISHER rating (if multiple use average rounded up)
Bloodline's COSMIC BIG BANG works on a roll of 2-6 so you add up 2+3+4+5+6= 20. Since there are 5 different rating you divide 20 by 5=4, so Bloodline would have a +4 pts for his finisher
Next is Tanck whose finisher is based on the opponents power and ranges from 0 to 5, so 0+1+2+3+4+5=15 divided by 6= 2.5. In this case I usually round up so he would recieve a +3 pts for his finisher
Last is Payback whose finisher works on even rolls, 2+4+6=12 divided by 3=4 so his finisher is also +4 pts. ______________________________________________________
Credit Brandon Strevel
Christmas Tree Death Match
Happy Holidays!!! This is a match, where a Christmas tree is set up in the center of the ring, decorated full, with lights and ornaments. Under the tree, presents are placed. This match can be won by either pinfall or submission. Use Titan Death match rules. When a chart option is rolled you have a choice. Either roll on the corresponding chart, or roll on the Christmas tree chart. YOU refers to the wrestler on offense. Loser is injured 2d6.
Christmas Tree Chart
2 : You send boots into the opponent’s gut, and then whip him head first into the Christmas tree! He and the tree go tumbling over. Some of the ornaments on the tree shatter on his head, and stab him in the skull, drawing blood. ROLL ON LEVEL 1 OFFENSE.
3 : You grab a little red toy fire engine, and bash the opponent in the face with it! ROLL ON LEVEL 2 OFFENSE.
4 : you pull the tree off the stand, and prepare the bash the opponent with the tree stand, but the opponent is one step ahead of you, and snatches the stand away, and smashes you in the head with it! You drop like a shot, and the opponent follows up, by suplexing the tree onto you!! The ornaments shatter all over! the ornaments cut and stab you on the neck, face, chest stomach arms and legs! You manage to roll out from under the tree, but you are a bloody mess, and are in pain. ADD 1 TO YOUR INJURY AND OPPONENT ROLLS ON LEVEL 3 OFFENSE.
5-7. You yank a handful of ornaments off the tree, and smash the opponent in the face with them! They shatter, getting in the opponent’s eyes! You then drop some more ornaments on the mat and DDT the opponent onto them! Broken ornaments are sticking on of the opponent’s skull. ADD 1 TO OPPONENT’S INJURY AND ROLL ON LEVEL 3 OFFENSE.
8 : You yank the light plug out of the extension cord, and choke your opponent with it! You then pull a plastic rocking horse out form under the tree, and lam it on the helpless opponent!!! The horse opens a nice gash on the opponent’s forehead! ADD 1 TO THE OPPONENT’S INJURY AND ROLL ON LEVEL 3 OFFENSE.
9 : You irish whip the opponent into the tree, and the two tumble over. You then pull your opponent off the tree, and power bomb him onto the tree! The ornaments and lights bust stabbing the opponent in the back. You then rub some broken ornaments in the opponent’s face, drawing blood! ADD 2 TO THE OPPONENT’S INJURY AND ROLL ON LEVEL 3 OFFENSE.
10 : You grab a bread maker out form under the tree, and piledriver the opponent onto it! It crushes it, and the opponent’s head is inside the bread maker! You laugh it up, and then stomp on the opponent’s head inside the bread maker! You violently rip the opponent’s head out of the bread maker and then pull a gift out, and open it up. You look at the opponent and say “From you? This is exactly what I wanted!” It is a knife set!! You open the box up, and pull a huge butcher knife out and stab the opponent in the torso with it!!! The opponent hollers out in pain, and the crowd gasps in horror, as blood goes everywhere!!!!! ADD 3 TO THE OPPONENT’S INJURY AND ROLL ON LEVEL 3 OFFENSE!
11 : You pull a sled out from under the tree. You plant the sled over the opponent’s head, and he drops like a shot! You then go back under the tree, looking to see what other gifts you can find. You come out from under the tree with a nail gun! You punch a few nails into the opponent’s shoulder and he flails about wildly as he tries to pull the nails from his shoulder! You then punch a few more nail into the opponent’s torso!! The crowd is in complete shock, as the opponent falls to the mat with a bunch of nails sticking out of him! You then punch a nail into his groin for good measure, the opponent looks like he is about to cry!!!You then pick up the Christmas tree and suplex it onto the opponent! You pull the tree off the opponent, and he has broken ornaments and nails sticking out of his entire body! The opponent is a stain on the mat. ADD 4 TO THE OPPONENT’S INJURY ROLL ON LEVEL 3 OFFENSE.
12 : You grab a chair form ringside and bring it into the ring. You nail the opponent with the chair he goes down. You then look under the tree, and find a thing of lighter fluid, and a zippo. You squirt the lighter fluid onto the chair, and light the chair on fire with the zippo and proceed to hammer the opponent with the flaming chair! The chair burns the opponent’s back badly, and he becomes enraged, and leaps up, tackling you into the tree! You both go into the tree, and you drop the flaming chair! The flames, catch fire to the tree, and it goes up!!! The crowd is silent, as the tree bursts into flames with you two under it! The flames spread to the ring man, and then to the ropes, soon the ring is a flaming death trap!!! Paramedics rush out as fast as they can to pull you form the blaze, fire crews are sent out to put the whole mess out! They put the fire out, and go in after you and your opponent! The paramedics pull you form the ring, you are breathing, but burnt badly! You a taken to the nearest hospital with severe burns. THIS MATCH IS A NO CONTEST! ADD 7 TO YOUR AND THE OPPONENT'S INJURY..
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Post by LWPD on Feb 11, 2008 18:46:53 GMT -5
Credit The Ace
Coal Miner's Glove Match
The object of this match is to climb the pole that’s mounted by the turnbuckle and grab the coal miner’s glove so you can batter your opponent with it. This is a very brutal match and the glove could cause injuries. If the match ends on a roll of doubles (2,2 , 4,4 , etc) then roll 1 die for the loser’s injury.
Whenever you roll on the turnbuckle or deathjump chart, roll on this chart instead until someone has successfully gotten the coal miner's glove
2-4 You managed to stun the opponent with a vicious clothesline, you make an attempt to climb the pole and get the glove. roll one die:
even--you get the glove, roll on the glove chart
odd--the opponent climbs up and slams your head into the post and takes the glove, opponent rolls on the glove chart
5-8 roll on the regular turnbuckle or deathjump chart
9-11 you and opponent both go for glove and brawl on top of the turnbuckle until you both slip and plummet to the mat, the wrestler with the fewest fatigue tokens recovers first, if both wrestlers have an equal number, the wrestler originally rolling on this chart recovers first -- roll on level 3 offense
12 you climb the turnbuckle and retrieve the glove you leap down on the opponent with a fist--opponent adds one to his pin and you roll on the glove chart (subtracting one from your roll)
Glove Chart:
* After someone is in possession of the glove any (c) or (ch situations) will roll on this chart instead
2-3 You leap off the top rope and deliver a deadly fist drop to the opponent’s head with the glove! The opponent adds 2 to his fatigue and rolls his pin.
4 The opponent low blows you and wrestles the glove from you and viciously backhands you with it. Roll your pin +1
5-7 The opponent stuns you with a kick and the glove drops to the mat, you both scramble desperately for it. Roll 1 die. Even: you regain the glove and roll again on this chart. Odd: the opponent gets the glove and rolls on this chart.
8 You manage to hit the opponent with a wild glancing swing and he goes down, you go for the kill. Roll on Level 3 Offense.
9 You send the opponent to his knees with a kidney punch with the glove. Opponent adds 1 to his fatigue and you roll on Level 3 Offense.
10 You and the opponent are brawling wildly, the opponent hits a hard dropkick and the glove goes flying, you both recover and scramble for the glove, the wrestler with the better agility rating gets to it first and rolls on this chart (ties go to wrestler originally on offense)
11 You and the opponent are locked in a fierce tug of war for the glove, the wrestler with better power rating gets control and rolls again on this chart (ties go to wrestler originally on offense)
12 You miss a wild charge with the glove and go chest first into the turnbuckle. You fall to the mat as the wind is knocked out of you. The opponent grabs the glove and lands a nasty fist drop. Roll your pin +1.
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Post by LWPD on Feb 11, 2008 18:48:03 GMT -5
Concrete Bump Severity Roll:
This concept is designed to add an extra dimension to and increase the consequences of 'Out of the Ring' scenarios. In certain styles of wrestling trips to the arena floor are more 'high stakes' than others. Feel free to use this option if there are 'no padded mats' outside the ring to break a wrestlers fall. When a wrestler is thrown from the ring, they would land on a concrete floor with the damage to the body increasing substantially.
For those who want to go 'Bill Watts' style with their approach to Out of the Ring situations or if you're just want to incorporate a new element in your game play, here is the 'Concrete Bump Severity' roll:
Concrete Bump Severity Rolls Out of Ring Options:
* Use as precursory to Out of the Ring chart situations, placing the defensive wrestler at an increased risk as he's thrown to the concrete floor. Roll outcome below:
2-7 Defensive wrestler cringes in pain as he takes a brutal flat back bump onto the concrete floor. Add 1 to pin rating. Roll on outside the Ring chart regular stats.
8-10 Defensive wrestler lands with a sickening thud as his shoulder and leg take the brunt of the damage. Add 2 to pin rating. Defensive wrestler rolls outside the ring chart on Level C
11-12 Defensive wrestler is devastated as he lands on the top of his head! Bleeding heavily he is rolled back into the ring as the offensive wrestler goes for the cover. Add 3 to pin rating, roll pin attempt.
Concrete Bump Severity Roll on (lv) option:
* Defensive wrestler who takes advantage of the (lv) option MUST roll on the following chart:
Implied Scenario: Wrestler X (the one rolling (lv)) is on the ring apron battling back and forth with the offensive wrestler. Roll dice for each wrestler, highest roll wins.
The wrestler with the higher roll gains control as wrestler X takes a vicious Nestle plunge style head drop bump onto the concrete floor.
Roll bump severity:
2-7 Wrestler X is stunned as he takes a flat back bump. Add 1 to pin rating. Back inside wrestler X rolls on level 3 defense
8-10 Wrestler X is busted open as he lands awkwardly. Add 1 to pin rating. Back inside defensive wrestler takes over on level 3 offense
11-12 Wrestler X is devastated as he lands on the top of his head. Add 2 to pin rating. Offensive wrestler rolls his unconscious opponent back inside and goes for the pin attempt.
There are endless ways to do this, expand/change scenarios so on and so forth. Feel free to play with the concept & find what works best for you!
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Post by LWPD on Feb 11, 2008 18:49:20 GMT -5
Corporal Punishment Match Credit Ty States
CORPORAL PUNISHMENT MATCH
Rules: Two wrestlers enter the ring with leather straps tied to their wrists. Whenever (ch) is rolled, you may either use the Choice situation or the chart below.
2-3 You are choked by your opponent’s strap. ROLL ON LEVEL 3 DEFENSE.
4 You whip your opponent in the back with your strap. OPPONENT ADDS 1 TO PIN RATE. ROLL ON LEVEL 2 OFFENSE.
5-7 You whip your opponent’s legs with the strap. OPPONENT ADDS 1 TO HIS AGILITY RATING. ROLL ON LEVEL 2 OFFENSE.
8-9 Your opponent whips you in the back with his strap. ADD 1 TO YOUR PIN RATE. OPPONENT ROLLS ON LEVEL 2 OFFENSE.
10 Your opponent whips you in the legs with his strap. ADD 1 TO YOUR AGILITY RATING. OPPONENT ROLLS ON LEVEL 2 OFFENSE.
11-12 You choke your opponent with your strap. OPPONENT ROLLS ON LEVEL 3 DEFENSE.
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Post by LWPD on Feb 11, 2008 18:50:32 GMT -5
Credit Jumbo Inoki
Creative Control Chart
* The power of the pencil can at times be devastating. Use this chart when the creative team has called you into the office to give you an image overhaul.
2-4 The new hot shot writer who was never a wrestling fan to begin with has convinced the boss that you should completely change your character into it's polar opposite. If you accept you'll get a sustained push for 2D6. Your choice as to whether or not to go along with it.
5-6 Creative says they are going to give you a 'gimmick overhaul' to see if it gets you over. Come up with a new idea and stick to it for 2D6. You retain your current position on the card.
7-8 Creative says "I'm sorry but we have nothing for you." You will be removed from top tier competition for at least 2D6.
9-10 Creative says "What you're doing now just isn't working." You're pulled out of your current program and booked lower on the card (regardless of performance) for 2D6.
11 Creative says: "You need to be repackaged. We're taking you off TV for 2D6. Then come back to us at that time."
12 The Head Writer invites you into the office and says: "We're going to take you to the next level. A new theme song & a new outfit. Vignettes start shooting today!" Get ready for a sustained super push in the weeks ahead regardless of performance. Roll 2D6 to see how long it lasts.
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Post by LWPD on Feb 11, 2008 18:51:24 GMT -5
Credit to Jeff 'Doc' Manjarrez
Cruiser Weight INTO THE ROPES CHART
A/ B/C Outcome 2-3/2/- You come off the ropes and perform a davastating Hurracanrana on your opponent. OPPONENT ROLLS PIN.
4-5/3-4/3 You perform a Spring Board Moonsault off of the ropes to squash your opponent. OPPONENT ROLLS ON LEVEL 3 DEFENSE.
6/5/3 You come off the ropes with a deadly flying shoulder ram! Roll on Level 2 Offense.
7/6/4 Opponent tries to punch you, but you duck under and go into the ropes again.ROLL AGAIN ON THIS CHART
8/7/5 Roll on regular INTO THE ROPES CHART
9/8/6 You try to perform a flying head scissors coming off the ropes. Roll one die
Even: It works, and you head scissors your opponent out of the ring. OPPONENT ROLLS ON OUT OF THE RING CHART
Odd: Your opponent counters the move and nails you with a devastating back breaker. OPPONENT ROLLS ON LEVEL 2 OFFENSE
10/9/7-8 As you come off the ropes your opponent tries to kick you in the gut. Roll one die.
Even: You grab his leg, spin him around and perform a vicious full nelson suplex on Him. OPPONENT ROLLS ON LEVEL 2 DEFENSE.
Odd: Opponent kicks you in the gut. YOU ROLLON LEVEL 2 DEFENSE.
11/10/9 Opponent delivers a deadly clothes line! OPPONENT ROLLS ON LEVEL 2 OFFENSE.
12/11-12/10-12 Your opponent uses one of his awesome specialty moves (it's up to you which one) onyou, and you are in trouble!! OPPONENT ROLLS ON LEVEL 3 OFFENSE.
Cruiser Weight INTO THE TURNBUCKLE CHART
A/B/C Outcome 2-3/2/- You stop yourself from crashing into the corner, and then surprise your opponent with a Hurracanrana from off of the corner ropes!! OPPONENT ROLLS PIN
4/3/2 The opponent tries a running body smash in the corner, but you move at the last second and he hits the steel turnbuckle! YOU ROLL ON LEVEL 3 OFFENSE
5/4/3 You reverse the whip into the corner, and send the opponent head first into a turnbuckle. As he bounces off of the corner you deliver a devastating Side Kick to the head! YOU ROLL ON LEVEL 3 OFFENSE.
6/5/4 You stop yourself from crashing into the corner and try to surprise your opponent with a cork screw kick. Roll one die.
Even: It works! YOU ROLL ON LEVEL 2 OFFENSE
Odd: You miss and crash down to the mat. OPPONENT ROLLS ON LVL 2 OFFENSE.
7/6/5 Roll on the regular INTO THE TURNBUCKLE CHART.
8/7/6 You are crushed by a running shoulder tackle by the opponent. OPPONENT ROLLS ON LEVEL 2 OFFENSE.
9-10/8-9/7-8 The opponent smashes you with a double axe handle! OPPONENT ROLLS ON LEVEL 2 OFFENSE.
11/10/9-10 You stop yourself from crashing into the corner and nail you opponent with a massive flying cross body block from off the corner ropes! You both go down hard. The wrestler with the better Turnbuckle Rating recovers first and ROLLS ON LEVEL 3 OFFENSE. If both wrestlers have the same rating, then the opponent recovers first and ROLLS ON LEVEL 3 OFFENSE.
12/11-12/11-12 Your opponent throws you into the turnbuckle and runs alongside you and delivers an awesome running clothes line!! You are stunned and in trouble!! OPPONENT ROLLS ON LEVEL 3 OFFENSE.
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Post by LWPD on Feb 11, 2008 18:53:50 GMT -5
Credit Jamieod
Cyber Survivor/Torneo de Cibernetico
The Cibernetico is a match which was created in Lucha Libre. It features in Mexico every now and then but the only American promotion that has held such a match is Chikara, a company that is heavily inspired by the Lucha style. In reality, it is a long match. The last time Chikara held a Cibernetico match, it lasted around 2 hours!
The Cibernetico (or Cyber Survivor in the GWF) is a unique version of the Survivor Series match. It is a multi-man tag match involving around 4-8 wrestlers, usually 8, on each team. However, there is an extra rule which I shall put down below. Any feedback and/or suggestions will be welcomed.
Cyber Survivor Match
- Survivor Match rules.
- No one is allowed at ringside.
- Both teams must have an equal number of wrestlers (usually it is 8, but you can decide how many if you want too. There must be at least 4 wrestlers on a team).
- Eliminations occur by pinfall, submission, DQ & countout.
- Before the match, both teams are given a 'batting order' for their wrestlers. Each wrestler is given a number. Wrestlers must tag according to their 'batting order'. When a wrestler tags out he goes to the back of the line and waits to be tagged in.
e.g. In a team with 4 wrestlers 1 tags 2, 2 tags 3, 3 tags 4, 4 tags 1.
Anyone who breaks the 'batting order' is disqualified and eliminated from the match. This is to catch anyone from tagging out of order (on purpose or even by accident). A helpful tip is to put the cards in a stack so the next to be tagged will be on top of the stack.
- Tag rules still apply. Official Tag Teams roll a 6 or less, Wrestlers on the same team tag in on 4 or less, etc.
- A wrestler must perform at least one offensive move before he can tag out. The move still counts if it is countered or missed. This is to prevent players from repeatedly tagging his wrestlers in order to get a certain wrestler into the match without touching the opponent.
- When a wrestler is eliminated, the next in line comes in. Both teams roll a dice to determine who starts off with on Level 1 Offense (just as if it was the start of a match).
- Only one Pin Save can be used per tag. That means if a team used a pin save, they cannot do another until their next wrestler is tagged in.
Optional Rules
To help those who cannot keep track of the Fatigue Points of every wrestler in the match. Here is an additional rule. It might make the matches a bit longer though. The first paragraph is just an explanation. The actual rule is in the second paragraph.
- To make sure that both teams do not break the 'batting order' and to prevent any multi-man brawls from happening during the match, GWF officials have put together a few safety guidelines. Thanks to future (or should that be modern?) technology, the teams are kept in their locker rooms or special dugouts with monitors showing the match. Only two wrestlers on each team are actually at ringside (one wrestling and one on the apron ready to tag). When a wrestler is tagged out he is teleported back to his locker room. The next wrestler in the 'batting order' is teleported to the apron.
Due to the length it takes to be tagged back into the match along with the time to sit down and take a long breather, each wrestler that tags out can remove one fatigue point before they come back into the match. This represents how the wrestler has rested and recovered since he was last in the ring.
- Lucha Libre tag rules can be in effect. If a wrestler is thrown out of the ring roll a dice. If it is odd then the wrestler rolls on the Ring chart. If it is even then it counts as the wrestler tagging in his partner. The partner comes in and rolls on Level 2 offense.
(This rule is added to keep the Lucha Libra spirit of the match. This rule is optional. It might be helpful to those who do not want to see their wrestlers get counted out or disqualified every time they leave the ring.)
- There are two versions of the Cyber Survivor match.
1. Tag Team: The match goes on until all members of one team is eliminated.
2. Tournament: The match goes on until there is only one WRESTLER left. When one team is eliminated, the match continues with the surviving members of the winning team battling it out. Tag Rules and the 'batting order' are still in effect.
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Post by LWPD on Feb 11, 2008 18:55:19 GMT -5
Credit David Barnes
Dash For The Gold Match
BACKGROUND:
The DASH FOR THE GOLD match originated in the Independent Pro Wrestling Association in 2008. It was first used in May in which the winner, the Black Dragon, won the right to challenge for any title he wanted. (He would eventually win the IPWA Television title in June.) The match was utilized again in July 2008 to crown a new IPWA Heavyweight champion ("Monster" Matt Dreez) when the former champion, Sheik Uday Muhammad, was stripped of the title when he suffered an injury and could not defend the title within a 30-day time period.
RULES:
* Six wrestlers start the match outside the ring. * Utilizing the MULTI-MAN MATCHES rules established by "sunsetflip84" on the Official Filsinger Games Discussion Board, a reverse battle royal is held until there are 4 wrestlers inside the ring. * When there are 4 wrestlers in the ring, the MULTI-MAN MATCHES rules will be used once again to wrestle a Fatal 4-Way Elimination match until there are 2 wrestlers left in the ring. * When there are 2 wrestlers remaining in the ring, they will wrestle in a Texas Death match until one of them wins by a submission victory only. Pinfall/disqualification/count out victories do not count.
"sunsetflip84's" RULES FOR MULTI-MAN MATCHES:
For multiple-man contests (Triple Threat, Fatal 4-Way, battle royals, etc.), take all participants:
* Grab a handful of tokens. * Roll initiative for each participant. * Decide if you're using Basic or Fatigue PIN ratings. * The wrestler with the lowest initiative rolls his PIN rating. If he rolls higher than his PIN rating, add 1 token to his PIN rating and move to the wrestler who had the next lowest initiative and roll his PIN rating. Repeat this process until you have rolled the PIN ratings for all of the participants. If any wrestler rolls their PIN rating or lower, he is eliminated. (For the reverse battle royal portion of the DASH FOR THE GOLD match, the first four wrestlers to roll higher than their PIN rating enter the ring.) * Repeat until there are 2 wrestlers remaining in the ring and then proceed to wrestle the match normally until there is a winner.
**NOTE** Wrestlers who have ringside managers may uses they as per the normal rules. (In the two DASH FOR THE GOLD matches held in the IPWA, none of the managers got involved in the match on behalf of their wrestlers, so it's up to your better discretion as to whether or not you want managerial involvement in your DASH FOR THE GOLD match.)
**RULES ADDENDUM**: If the last two wrestlers in the match have no submission moves listed on their card (including the finisher) and one of them rolls their PIN rating or lower, then roll on chart below may be used to determine what submission move followed the pinning move (if you want to substitute any submission move on this chart, feel free to do so):
Submission Chart
* roll 2D6, designate one of the dice representing roll 1 & the second roll 2.
1 1 rear-naked choke 1 2 Boston Crab 1 3 triangle choke 1 4 sharpshooter 1 5 kimura armbar 1 6 Rings of Saturn 2 2 figure four leglock 2 3 crucifix armbar 2 4 camel clutch 2 5 full nelson 2 6 crucifix knee bar 3 3 abdominal stretch 3 4 fujiwara armbar 3 5 Gory lock 3 6 elevated double chicken wing 4 4 body scissors 4 5 STF 4 6 cobra clutch 5 5 kata ha-jime 5 6 head scissors 6 6 bear hug
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Credit Mark Ashby
“Datchik” Match
*Archiving made possible by Thad Killian
Description: This match was brought to the GWF by the Aethrans in an effort to bring their enemies to their knees. The Datchik is part of an Aethran rite of ascension ritual when a young Aethran male reaches the age of 19. “Datchik” literally means “beyond vision” and the match certainly goes beyond normal vision. The participants are fitted with a U-shaped device, which is attached at the temples and wraps around the back of the wearer’s head. When switched on, the opponents will see things from their foe’s perspective. This is to say, he controls his own actions, but instead of seeing the opponent, he is seeing himself as if through the other combatant’s eyes (in actuality, small cameras are located in the front points of the U-shaped device which will provide the same perspective). Each combatant will perceiver his opponent’s thoughts, as well. The challenge lies in the anticipation of what the opponent will do by trying to interpret his thoughts and his movements, to guess whether he’s trying to bluff, if the time is right to apply his finisher, etc.
Rules: One-on-one participation only. If a team wishes to battle, each individual team member must face an opposing team member in a separate ring from his partner (s). Designate a number (1-6) on level 2 defense with a ‘dazed-1’, ‘hurt-2’, or ‘down 3’ instruction as a datchik number. When rolled during the course of the match, consult the defense chart. Whenever an offensive turnaround, such as DISASTER-2, is rolled, consult the offense chart. Fight one-on-one matches until all opposing members are eliminated (if a team match is being wrestled). Use Titan Death rules otherwise.
DEFENSE CHART
2-3 You instinctively react to counter your opponent’s attack, and he is now down. Roll on level 3 offense.
4-5 You make a wild punch…and connect with the opponent. Roll on level 2 offense.
6-8 You make a wild punch…and miss. The opponent, however, does not. Opponent rolls on level 2 offense.
9 The opponent trips over you, not knowing where you were on the mat. Roll on level 1 offense.
10-11 You are disoriented, and your opponent takes advantage. Opponent rolls on level 3 offense.
12 While trying to bluff your opponent into attacking, you miscalculate how quickly he will react…with his finisher. Roll PIN.
OFFENSE CHART
2-3 Your opponent attempt a deathjump, but you move out of the way in the nick of time. Roll on level 3 offense.
4-5 You smash the device on the back of your head into the opponent’s forehead. Opponent rolls on level 3 defense.
6-8 You successfully counter the opponent’s attack. Roll on the offensive level indicated by the previous roll.
9-10 Your opponent bluffs you into attempting an axehandle when he kicks you in the abdomen. Opponent rolls on level 2 offense.
11-12 You attempt a deathjump, but your opponent moves out of the way in the nick of time. Roll on level 3 defense. _______________________________________________________
Credit Thad Killian
Defensive Tag Team Chart
After play testing for awhile...Scott Pokett, myself, and Cameron came up with this chart for tagging out on defense...enjoy!
Defensive Tag Team Chart:
Whenever a wrestler rolls a (tag) option on defense, he may attempt to roll on the following chart. Roll a die: If the result is odd, the wrestler on offense follows the instructions on the defensive wrestler’s card. If the result is even, roll on the following chart:
2. Referee misses the tag! Your opponent’s partner distracted the ref! As the ref ushers you out, the opponent brutally double-teams your partner. The beating ends with the opponents using their finisher on your partner. Roll your PIN. If no PIN, opponent rolls on Level 3 Offense.
3. Referee misses the tag! As your partner argues with the referee, the opposing team nails you with a devastating double team move. Add 1 to your PIN. Opponent rolls on Level 3 Offense.
4-5. You made the tag! Your partner enters the ring like a man possessed! Roll a die:
Odd-Your partner attempts a RUNNING CLOTHESLINE-2. He connects on a 7 or lower (plus or minus the opponent’s agility).
Even-Your partner attempts a BODY SLAM-2. He connects on a 7 or lower (Plus or minus the opponent’s power)
6-8. Roll for (tag) as normal.
9-10. You made the tag! Your partner makes his move. Roll both dice:
Doubles: He is over zealous and gets clobbered by the opponent. Opponent rolls on Level 2 Offense.
Any other roll: Your partner comes in with the fire of a champion. He levels both opponents with a series of stiff forearm shots. Roll on Level 2 Offense.
11. You made the tag and your partner cleans house! He drops the opponent’s partner and then nails opponent with an awesome specialty move. Add 1 to his PIN and roll on level 3 Offense.
12. You made the tag! Your opponent’s partner storms the ring but the referee cuts him off and ushers him back to the opposite corner. You and your partner both use your finishers! Opponent rolls PIN. If no PIN, roll on Level 3 Offense.
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Post by LWPD on Feb 11, 2008 18:57:07 GMT -5
Credit Curt Ligot/Brian Cahill
Desperation Moves Chart
Face Scenarios
This chart was designed to re-create the drama of big title matches where the face champion will often display inhuman resiliency to retain their championship status.
• Use this chart whenever you roll your PIN on Level 3 Defense or whenever your opponent rolls his finisher.
• You can use this chart ONE TIME per match into addition to your allotted one-time use of outside interference.
2: As the opponent goes for the pin (or submission), you miraculously spring up and roll him up into an inside cradle! OPPONENT ROLLS PIN
3: RETREAT! You escape out of the ring and walk out of the match. The crowd boos you mercilessly, but you still have the title! OPPONENT AUTOMATICALLY WINS BY COUNTOUT
4: In a moment of arrogance the opponent gloats to the crowd before finishing you off. Fueled by pure rage and determination, you struggle to your feet. As he turns to face you nail him with your finisher! OPPONENT ROLLS PIN (PLUS YOUR FINISHER RATING)
5: As the opponent goes for the pin (or submission), you alertly grab onto the ropes. As the opponent complains to the referee for breaking the count, you nail him with a deadly specialty move! OPPONENT ROLLS PIN
6: Charged by the crowd cheering your name, you toss the opponent off you! As he stares at you in disbelief you charge in for the kill! ROLL ON LEVEL 2 OFFENSE
7: As the opponent goes for the pin (or submission), you grab hold of him and roll. You both spill out of the ring and onto the concrete floor. The crowd goes anxiously waits to see who recovers first. Roll one die:
EVEN: You spring up and land an awesome clothesline, flooring your opponent! You toss him back into the ring. ROLL ON LEVEL 3 OFFENSE
ODD: Your opponent ducks under a clothesline attempt and answers back with one of his own. He then tosses you back in the ringOPPONENT ROLLS ON LEVEL 3 OFFENSE
8-9: With your last bit of energy you kick out of the PIN attempt (or grab the rope if it’s a submission maneuver) and the opponent prepares to inflict further punishment. OPPONENT ROLLS ON LEVEL 3 OFFENSE
10-11: As the opponent goes for the pin (or submission), you grab the ropes. The opponent then angrily drags you to the center of the ring and executes one of his specialty maneuvers on you! ROLL YOUR PIN
12: As the opponent goes for the pin (or submission), you attempt to roll out of the ring. Before you can escape, the opponent pulls you back into the center of the ring and uses his finisher on you! ROLL YOUR PIN (PLUS OPPONENTS FINISHER RATING)
Desperation Moves Chart
Heel Scenarios
This chart was designed to re-create the drama of big title matches where the heel champion will often resort to dirty tactics to win or retain a title.
• Use this chart whenever you roll your PIN on Level 3 Defense or whenever your opponent rolls his finisher.
• You can use this chart ONE TIME per match into addition to your allotted one-time use of outside interference.
• During Titan Death/Specialty Matches, ignore all DQ’s
2-3: In a last-ditch effort, you put all of your remaining power into a devastating “low blow”!ROLL DISQUALIFICATION If you’re not disqualified, you execute your finisher on the opponent! OPPONENT ROLLS PIN (PLUS YOUR FINISHER RATING)
4: As the opponent goes for the pin (or submission), you roll away, grab the referee, and toss him into the opponent! ROLL DISQUALIFICATIONIf you’re not disqualified,
ROLL ON “HURT REFEREE” CHART
5: As the opponent goes for the pin (or submission), you strategically roll out of the ring. The opponent chases you, but as he runs up behind you, you smash him with the championship belt! ROLL DISQUALIFICATION If you’re not disqualified, it is to be assumed that the referee didn’t see the illegal stunt. You toss the opponent back into the ring and go for the victory! OPPONENT ROLLS PIN
6: As the opponent goes for the pin (or submission), you lash out with a vicious eye gouge and regain control. ROLL ON LEVEL 2 OFFENSE
7: As the opponent charges at you, you grab the referee and use him as a human shield! Roll one die:
EVEN: You hit the opponent with a clothesline. The referee is still down and you take advantage of the situation.. YOU GET 5 FREE MOVES. ROLL ON LEVEL 2 OFFENSE
ODD: You attempt a clothesline, but the opponent duck responds with one of his own! The referee is still down! OPPONENT GETS 5 FREE MOVES AND ROLLS ON LEVEL OFFENSE
8-9: In true desperation, you attempt to kick your opponent in the “breadbasket”, but the opponent catches your foot, then he executes one of his specialty moves on you! You crash hard to the canvas. OPPONENT ROLLS ON LEVEL 3 OFFENSE
10-11: As the opponent goes for the pin (or submission), you grab the ropes. The opponent then drags you to the center of the ring and executes one of his specialty maneuvers on you! ROLL YOUR PIN
12: As the opponent goes for the pin (or submission), you attempt to roll out of the ring. Before you can escape, the opponent pulls you back into the center of the ring and uses his finisher on you! ROLL YOUR PIN (PLUS OPPONENT’S FINISHER RATING)
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Post by LWPD on Feb 12, 2008 6:21:52 GMT -5
Detached Turnbuckle Chart
Credit Soccerguru This chart is used when after 15 minutes of time , a heel tag team decides to cheat and rip off a turnbuckle pad!! While the action is going on in the ring the other heel member unstraps the foam pad from the turnbuckle and bares the steel cable underneath.
Anytime his heel partner throws the opponent INTO THE TURNBUCKLES he has a choice if to throw him to the expose steel or not. If he chooses to,the wrestler on defense then rolls the INTO DETACHED TURNBUCKLE CHART below! The turnbuckle remains exposed thru-out the remaining match and can be used by the other team after the firs attempt.
INTO DETACHED TURNBUCKLE CHART
A.Roll two dice B.You refers to wrestler getting tossed into exposed buckle!! -------------- 2. Amazingly as your tossed toward buckle,you leap up and jump on turnbuckle.You then jump off at opponent with a deathjump!!
Opponent rolls DEATHJUMP!!!
-------------- 3. Somehow you reverse the toss and send the opponent toward the exposed steel.Opponent rolls this chart!!
(This roll may be reversed again but after the third attempt roll a normal into turnbuckle chart )
------------ 4. You block th toss attempt with a good move and now a power struggle erupts to see who goes into the exposed corner (Both wrestlers Add their agility & power ratings together a -3,-3=-6).
The most negative sum tosses the other into the buckle but only slightly.The most negative rolls on level two offense!!
If same ,the defensive wrestler (the tossed) blocked move and rolls for tag.
If no tag ,the wrestler originally on offense (the tosser) rolls level one offense!!
-------------- 5.As you are tossed ,somebody gets in the way...Roll odd or even..
EVEN=Your tag partner bravely lays his body across the pad and you crash into him.Your partner adds +1 to his PIN Rating.Meanwhile the opponent and his partner double team you.The Opponents roll Double Team Chart <hurt level>
ODD=The poor referee is in the wrong spot at the wrong time.Roll Hurt Referee Chart <add +1 to the roll>. The opponent rolls on level two offense to restart the offense.If referee wakes up assume NO DQS are rolled as this was accidental!!
--------- 6. As your tossed into corner,the opponents partner stupidly punches you before you reach exposed steel (what's he thinking about?)!!You roll level two defense!!
------------ 7. As you get whipped into corner,you try to jump up a turnbuckle.You fail badly and ram you knee/leg onto the exposed cable!! You ADD +1 to your rating ,opponent tags out and his partner rolls on Level Three Offense!!
----------- 8. The opponent grabs you and rams you forehead into the exposed steel!! You ADD +1 to your PIN Rating! Opponent Rolls DQ:2
If no DQ ,You roll on Level Three Defense
------------- 9. As your tossed into exposed corner ,you manage to turn and hit it with your back!! You ADD +1 to your PIN rating! Opponent Rolls DQ:3
If no dq ,the opponent tags in partner for a double team attempt! Opponents roll Double Team Chart <down level>!!
------------- 10. As the opponents partner (or manager) tries distracting the referee, the opponent grabs your hair and rams you into the unprotected turnbuckle face first!!
Opponent Rolls DQ:4
If no DQ ,you are nearly knocked-out and stumble backward.
You add +2 to PIN Rating and opponent tags in his partner,who rolls on level three offense!!!
---------- 11. The opponent and his partner enter the ring and double toss you viciously toward unprotected buckle!!
Opponents Roll DQ:5 <one roll>
If no DQ,you crash heavily into pad ,cutting you open badly!!You ADD +2 to PIN Rating and roll against PIN. If no PIN ,one of the opponents rolls on level three offense!!
---------- 12. Instead of tossing you into the exposed corner ,the opponent(s) picks you up and use a move that makes you land throat first on the steel!!!
Opponent(s) Roll DQ:6!! If no DQ, You gasp badly for air and ADD +2!! As you fall back,an opponent rolls you up for a pin. You roll against a PINFALL!! If no pin, one of the opponents rolls on level three offense
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