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Post by LWPD on Feb 12, 2008 6:40:29 GMT -5
Empty Arena Street Fight
Credit poparuss
This match takes place inside an empty arena. I use it when it's not about a match, but the guys just want to fight for the sake of fighting. The only people who are present are the two wrestlers, and the referee.
1. Use cage rating.
2. No dq or count outs.
3. Falls count anywhere, including outside the ring.
4. For both out of ring and (lv) options roll on the Empty Arena Chart.
5. Always assume that after rolling on the Empty Arena chart, the two wrestlers both stumble back INTO the ring if the match is not over. The person in control takes over on level 3 offense.
Empty Arena Street Fight Chart
2-4 The two men brawl into the empty seats at ringside. The defensive wrestler blasts the offensive wrestler with a brutal chair shot. Add 1 to cage rating. Defensive wrestler goes for the cover. Roll offensive wrestlers cage rating.
5-7 A wild brawl erupts as the two wrestlers battle by the Glass Promo Sets. Roll both dice. The wrestler with the LOWEST number after combining the dice roll with the cage rating, throws throw the glass. Add 2 to cage rating. Roll pin.
8-9 Both men are busted open as the battle up the arena stairs toward the balcony. Add 1 to BOTH wrestlers cage rating. As the battle continues, they exchange blows 10 feet in the air. Roll both dice. The wrestler with the LOWER number after combining the roll with the cage rating throws his opponent OVER the balcony to the floor below. Add 4 to cage rating and roll pin.
10-11 Both wrestler continue to brutalize each other, as they battle up the ramp way toward the dressing room. Somehow, the offense wrestler slams the defensive wrestler with a garbage can. Add 1 to cage rating. Defensive wrestler rolls cage rating.
12 As the two wrestlers brutalize each other, they reach the very top of the arena. The momentum of their struggle sees BOTH men roll down the arena steps with a vicious thud. Add 3 to BOTH wrestlers cage ratings. Re-roll on this chart.
Lets get ready to rumble!
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Post by LWPD on Feb 12, 2008 6:41:03 GMT -5
End Match Stalemate Chart
Credit Rickert
Use this chart when the match bogs down. There is no official time to do it. Be your own judge. Roll 1D6 and consult below.
1 Time limit draw. No winner. Possible rematch.
2 Next time Out of the Ring is rolled, both wrestlers get involved in brawl and are counted out.
3 For the rest of the match any time a level 3 offensive move is rolled, check for pin.
4 Next time Out of the Ring is rolled, the opposing wrestler is hurt going outside and is counted out.
5 Both wrestlers amp it up. Any defensive reversal goes up on level. So 1s becomes 2s and 2s and 3s become 3s.
6 Random wrestler from back comes to the ring and interferes and causing a DQ.
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Post by LWPD on Feb 12, 2008 6:41:47 GMT -5
Credit Slymm
Enhancement Talent Matches
I made this system for enhancement talent matches, used only in order to advance storylines or build up a wrestler, due to the lack of "jobbers" in LOW.
First you have to do a little math.
Ropes, Turnbuckle, Ring and Deathjump Ratings: A = 2 pts. B = 1 pts. C = 0 pts.
Agility and Power Ratings: Reverse the number. (i.e. a +3 becomes -3 pts etc.)
Finisher Rating: Add the Finisher's Rating. A (0) = 0.5 pts. If a wrestler has more than one finisher, it is accumulative.
Reversals:
Add the Level of each reversal on the wrestler's card.
PIN Rating Subtract the wrestler's (advanced) PIN Rating.
This is how (for example) Red Bastien is rated. Chart Ratings: +6 pts. Ag & Pw Ratings:+2 pts. Finisher: +1 pt. Reversals: +6 pts. PIN Rating: -2 pts. Total - 13 pts.
You take the wrestler's points and refer to the appropriate chart and roll two dice.
4 and less points 2. Roll one die. 1-5: Wrestler wins by DQ or countout. 6: Wrestler wins, you decide how!
3-5. Wrestler wins, you decide how!
6-11. Wrestler wins with his finisher.
12. Roll one die.
1: Wrestler wins with his finisher.
2-6: Wrestler loses! First roll two dice and check his DQ rating. If the roll falls within the range, he loses by DQ. If he is not DQ'ed, roll two dice and check his BASIC PIN rating to see if he is counted out. If he is not counted out, he is assumed to have lost by pinfall. You determine how!
5-8 points 2. Roll one die.
1-4: Wrestler wins by DQ or countout.
5-6: Wrestler wins, you decide how!
3-5. Wrestler wins, you decide how!
6-11. Wrestler wins with his finisher.
12. Roll one die. 1-2: Wrestler wins with his finisher. 3-6: Wrestler loses! First roll two dice and check his DQ rating. If the roll falls within the range, he loses by DQ. If he is not DQ'ed, roll two dice and check his BASIC PIN rating to see if he is counted out. If he is not counted out, he is assumed to have lost by pinfall. You determine how!
9-12 points 2. Roll one die.
1-3: Wrestler wins by DQ or countout.
4-6: Wrestler wins, you decide how!
3-5. Wrestler wins, you decide how!
6-11. Wrestler wins with his finisher.
12. Roll one die. 1-3: Wrestler wins with his finisher. 4-6: Wrestler loses! First roll two dice and check his DQ rating. If the roll falls within the range, he loses by DQ. If he is not DQ'ed, roll two dice and check his BASIC PIN rating to see if he is counted out. If he is not counted out, he is assumed to have lost by pinfall. You determine how!
13-16 points 2. Roll one die.
1-2: Wrestler wins by DQ or countout.
3-6: Wrestler wins, you decide how!
3-5. Wrestler wins, you decide how!
6-11. Wrestler wins with his finisher.
12. Roll one die.
1-4: Wrestler wins with his finisher.
5-6: Wrestler loses! First roll two dice and check his DQ rating. If the roll falls within the range, he loses by DQ. If he is not DQ'ed, roll two dice and check his BASIC PIN rating to see if he is counted out. If he is not counted out, he is assumed to have lost by pinfall. You determine how!
17 and more points 2. Roll one die.
1: Wrestler wins by DQ or countout. 2-6: Wrestler wins, you decide how!
3-5. Wrestler wins, you decide how!
6-11. Wrestler wins with his finisher.
12. Roll one die.
1-5: Wrestler wins with his finisher.
6: Wrestler loses! First roll two dice and check his DQ rating. If the roll falls within the range, he loses by DQ. If he is not DQ'ed, roll two dice and check his BASIC PIN rating to see if he is counted out. If he is not counted out, he is assumed to have lost by pinfall. You determine how!
For tag teams, add the two wrestlers and divide by two. Also don't forget to add the teams Finisher Rating if they have one. Also, any Add-1 moves are +0.5 pts.
Just pick your wrestler, tally his "points", give a name to the jobber he will "hopefully" squash, check the correct chart and roll two dice.
I know this may seem (and probably is silly) but I enjoyed using it from time to time and plan to bring it back when I start my Ring Of Legends fed. It's a good chart to use if you're running an old WWF type program where squash matches were a regular, and are in need of enhancement talent.
Hope you enjoy. Peace Slymm
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Post by LWPD on Feb 12, 2008 6:42:52 GMT -5
Credit Reckless Robert
Exact Pin Chart
Use this chart whenever you roll exactly what the pin number is (i.e. Wolf is fighting Thantos. Wolf's pin is 2. He has 2 tokens and Thantos has applied MASTERLOCK making Wolf's pin equal 8 and you roll 8 for his pin):
I've been playing with this idea and have a rough draft for it. Any comments or suggestions would be most appreciated:
If you roll the exact number as is the pin, then Roll 2 Dice:
2-3: You think you have the match won but the ref says you only got a 2-count. While you argue with the ref, your opponent recovers and attacks you from out of nowhere with his Finisher! Roll pin plus opponent's finisher.
4. Same as 2-3 except that the opponent comes from behind and rolls you up. Roll your pin.
5-6: Again same as above but opponent attacks on Level 2 Offense.
7: No controversy. Match is over.
8-10: The ref makes the 3-count but then notices that the opponent's foot is on the ropes and says the match continues. Roll on Level 3 Offense.
11-12: The opponent gets his shoulder up just barely but you are not deterred. You apply your finisher and go for the win. Opponent rolls pin plus your finisher.
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Post by LWPD on Feb 12, 2008 19:28:45 GMT -5
Credit Aaron H Chiu
Expanded Out of the Ring Chart
When I play a hardcore card for the FECW or some other extreme promotion I use this handy little chart that I made up. The rule of thumb is this. you can re-roll on the chart a maximum of three times before the ref gets the action back in the ring. After the third roll ignore any "roll again on this chart" designations. You refers to the player on offense as usuall
2. you setup a table,place the opp. on it and then then with chair in hand deliver a brutal toprope splash, chair first. You and the opp crash through to the floor. add 1 to your pin, add 2 to opp pin and roll lvl 3 offense or this chart.
3. you follow the opp out of the ring to try and finish him off, but he comes back and gives you a drop toe hold into the fence. Your hurt as the opp takes over and rolls lvl 3 offence or this chart.
4. You along with several eager fans bury the opp under a pile of steel chairs. You then hit a top rope senton bomb, crushing the opp. add 2 to his pin. You drag him back inside the ring and make the cover. If no pin, roll lvl 3 offense.
5. you clothsline the opp over the guardrail and into the fans. Roll on this chart again.
6. you setup a table and try to piledrive the opp through it. he is trying to fight back as you set him up. roll 1d6:
even: you piledrive the opp through the table to the concrete below, add 2 to opp's pin. roll lvl 3 or this chart.
odd: the opp scoopslams you through the table. add 1 and opp roll lvl 2 or this chart
7. you prop the opp up and drape his neck over the guardrail and deliver a brutal guilatine legdrop from the ring apron. The opp's neck makes a sickening sound. add 2 to opp pin. Roll lvl 3 or this chart.
8. a fan hands you a frying pan and you club the opp with it. Roll lvl 3 or this chart.
9. you pick up a tv monitor from the commentators table and prepare to hammer the opp with it, but he kicks you square in the groin, takes the monitor and plants it on your head. You are busted open and bleeding badly. Shards of glass are sticking out of your scalp. add 3 to your pin and roll your pin. if no pin opp rolls lvl 3 offence
10. you setup two tables and drag the opp up to the top of them. Then with the fans chanting "he's hardcore" or some other favorite extreme chant you launch yourself off the nearest balcony in reckless suicide dive fashion. roll:
1-3 opp rolls off the table. You crash through to the floor below. several of your ribs are broken. add 3 to your pin. opp rolls this chart or lvl 3 offense.
4-12: you and the opp go crashing through to the floor. the opp pretty much broke your fall, so add 3 to his pin. you drag him into the ring and make the cover. if no pin roll lvl 3 offence.
11. Opp pulls a can opener out of damn nowhere. He slashes your face and eyes with it. Your blinded from all the blood. add 1 to your pin. opp rolls lvl 2 or this chart.
12. you hit an awesome german suplex onto a group of college co-eds one of them is a fan of yours. She give you her hair spray and a bic lighter. You quickly use it to blast a fireball at the opp. his face is burning. Emergency crews come out and put him out but he is in no condition to continue the match and the ref calls it.(either you win or the ref throws it out)
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Post by LWPD on Feb 12, 2008 19:29:45 GMT -5
Exploding Barbed Wire Death Match
Credit Poparuss
1. No disqualifications or count outs
2. Use cage ratings for pin attempts
3. When on defense a wrestler may attempt to run his opponents forehead across the barb wire whenever he rolls (tag) or (lv). It's only successful is the roll of both dice is below 4.
4. For any chart roll (ropes, turnbuckle, out of ring and deathjump) if the combined roll is an even number, the explosion goes off. Roll on this chart to find out the impact:
Exploding Barbed Wire Death Match Chart
2 An explosion rocks the ring. The wrestler on offense takes the brunt of the explosion, increasing his PIN rating by 4. Wrestler on defense rolls on level three offense.
3-4 An explosion erupts directly in front of the wrestler on offense, burning him and sending him tumbling out of the ring. Wrestler adds 3 to his pin rating. Wrestler on defense takes over on level 3 offense.
5 The wrestler on offense runs his opponents head across the barbed wire when an explosion occurs, knocking both wrestlers out of the ring. Add two to both wrestlers pin rating. Roll two dice and combine this with each wrestlers pin rating. The wrestler with the LOWER number rolls takes drills his opponent with several vicious a chair shots. Add one to defensive wrestler as offensive wrestler takes it back to the ring on level 3 offense.
6 The wrestler on offense goes for a cross body block, but the opponent ducks and the offensive wrestler flies into the barbed-wire and your chest gets a blast from the bombs. Add 2 to offensive wrestlers pin. Defensive wrestler takes over on Level 3 Offense.
7 Both wrestlers are hit by the blast, raising each of their pin rating by 2. Roll one die to determine who gets to their feet first. Highest roll gets up first & takes over on level 3 offense.
8 Offensive wrestler slingshots his opponent into the barbed wire and it explodes! Defensive wrestler is a crimson mask as he collapses on the floor. Add 3 to pin rating & roll pin attempt.
9 Offensive wrestler whips defensive wrestler into barb wire with a DEVASTATING result. Not only does the ring explode, but the defensive wrestler has his neck TRAPPED IN THE BARB WIRE! Bloody & unconscious, the ring boys finally cut him free. Add 4 to his pin rating. Roll pin attempt.
10 The offensive wrestler is out of control, and pushes both the opponent and the referee into the barb wire, causing an explosion. When the smoke clears, add 2 to opponents pin rating, & the referee is knocked out unconscious. There is no referee. Roll two dice. For whatever that number is, there is no referee to count pin attempts. Eventually a new ref comes in from the back.
11-12 Offensive wrestler goes for a move off the top rope, but the impact causes a massive explosion, knocking both wrestlers unconscious. Add 2 to both wrestlers pin rating.
Roll two dice, wrestler with the LOWER number after combining the dice roll with the pin rating gets up first and takes over on level 3 offense.
The loser of this match is automatically injured. Roll THREE dice and add to determine the length he's completely out of action.
The winner is also injured if he suffered during an explosion. Use two dice and add to find his injury time.
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Post by LWPD on Feb 12, 2008 19:31:30 GMT -5
Extreme Style Chart Credit reddevil
Use this chart when your player card says (ch) and a letter, into ropes, into turnbuckle, out of ring, or foreign object when you want to substitute the move. Roll both dice on chart below and fallow directions
(2-3) You get a ladder from under the ring and set it up in the corner, you try to Irish whip your opponent into the ladder roll 1 die to see what happens. Odd you throw your opponent into the ladder roll on level 2 offense. Even your opponent reverses it and throws you into the ladder opponent roll on level 2 offense.
(4) You use a cheese grader on the opponent’s forehead roll on level 2 offense
(5-7) Get the tables! You set up a table to powerbomb your opponent threw it roll 1 die to see what happens. Odd you put your opponent threw the table he adds 2 to his pin and then rolls his pinfall. Even he back body drops you threw the table and rolls on offense 3.
6. You place a chair on your opponent’s head and you hammer it with another chair opponent adds 2 to his pin and rolls his pinfall.
(7-9) Big time DDT on a steel chair opponent adds 1 to his pin rating and you roll on Level 3 Offense
(10) You find a ladder and ram the top of it into his back roll on level 2 offense
(11) You set the opponent on a table and climb the turnbuckle opponent rolls on the deathjump chart.
(12) You try to superplex the opponent threw a table.
Odd the opponent counters with a super powerbomb threw the table and covers you for the pin add 2 roll your pin.
Even you superplex him threw the table he adds 2 and rolls his pin.
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Post by LWPD on Feb 12, 2008 19:32:17 GMT -5
Credit Aaron H Chiu
FALLS COUNT ANYWHERE
Use Titan Death rules. On all out of the ring situations, roll this chart.
2. you and the opp. brawl into the mens room. You manage to take controll and smash him into a urinal. He is bleeding from the impact. you go for the pin. If no pin roll lvl 3 or this chart.
3. both wrestlers brawl up the arena stairs. You get control, and suplex the opp. off the lower balcolny into a souvanier table. Tapes, t-shirts, etc. go flying. Opp is layed out!!! You climb down, smack him around a bit more and then go for the pin. if no pin, roll lvl 3 or this chart.
4. you and the opp fight your way out into the concessions area. You lowblow the opp, then scoop him up and powerbomb him onto a grill!!!! his flesh is seared and blistered!!! add 2 to opp's pin...roll lvl 2 or this chart.
5. you battle it out at the ringside area. you smash the opp several times with a chair. Then from under the ring, you bring out a ladder. You suplex the ladder onto the opp. the corner catches on his head and he is bleeding badly! add 2 to his pin. Roll lvl 3 or this chart.
6. You take the opp into the crowd and piledrive him THROUGH!! a wooden chair. Roll lvl 2 or this chart.
7. you get up on the Cetusian announce table and dragging the opp. along, you hit a huge Tigerbomb, sending you both crashing through the table. add 1 to your pin and 2 to opp. pin. You both stir slowly. Roll lvl 3 or this chart.
8. you sit the opp up on the top turnbuckle. He begins to fight back as you try to set him up. roll 1d6 1-3: the opp wins the fight, and suplexes you to the arena floor. You crack the cememnt hard!!! add 1 to your pin and opp rolls lvl 2 or this chart.
4-6: you win the battle at the top, and deliver an awesome frankensteiner(or some other awesome move if opp is to damn big to give a frankensteiner or your to big) opp is out...roll lvl 3 offense. if no pin, add 2 to opp pin rating.
9. You take the opp back into the locker room where you try to make the kill, but he is still in it and smacks you with a broom handle. He then dumps a box of tacs on the floor, and gives you a ddt into the tacs. your head is covered in tacs and blood is streaming out of your head and face. opp rolls lvl 3 or this chart.
10. You lay the opp out on the arena floor and then go to the apron for a big splash. The opp however is waiting with a glass bottle in hand. He impales you with the bottle as you drop on him . Your screams fill the arena as blood gushes out around the broken bottle. add 3 to your pin. opp takes you back into the ring and uses his finisher.
11. The opp bashes you with a fans camera. You break open and begin to bleed, but no sell on his ass!!! You flip him off as you bury a boot to his gut. From there you haul him up to the top of the entrance way. You pick him up, and deliver a huge press slam into the guardrail below. The opp is not moving, you go for the pin right there. If no pin, you haul him back in and hit your finisher.
12. You bring a table into the ring, and using a fans can of zippo fluid, you set it on fire. You then take the opp over to the corner and try to take him up with you...roll
1-3: the Opp recovers, he grabs you and slams you down into the table. your badly burned!!! Opp goes for the pin.
4-6: You perfectly execute a belly to belly superplex into the table. The opp's clothes catch fire. Medical staff try to put him out, but you shove them aside, and go for your finisher. If no pin, roll lvl 3 offence. Opp adds 3 to pin.
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Post by LWPD on Feb 12, 2008 19:32:56 GMT -5
Credit David Barnes.
False Finish Chart
DESCRIPTION: Sometimes pinning an opponent or making him submit doesn't always mean the end of a match. The assigned referee could confer with another referee over something as a wrestler using the ropes for leverage to gain a victory, causing the assigned referee to reverse his decision and order the match to continue. A wrestler being pinned could put his foot on the rope in an attempt to break the pin, but the referee may not see it until after the 3-count was registered, and again the match could be ordered to continue.
So, how can a wrestler know for sure whether or not the match is REALLY over? Have the wrestler being pinned use his RING rating and after rolling both dice, and refer to the chart below:
----------------------------------------------------------- You placed a leg on the rope, but your opponent (or his manager or ringside ally, if he has one) pulled it off before the referee assigned to the match could see it. PINFALL COUNTS.RING RATING RESULT A 2-3 B 2
You place a leg on the rope, but the referee assigned to the match doesn't see it until after the 3-count. REFEREE ORDERS THE MATCH TO CONTINUE.
A 4 B 3 C 2 Your opponent used the ropes for leverage, but the referee assigned to the match never saw it. PINFALL COUNTS.
A 5-6 B 4-5 C 3-6 Your opponent uses the ropes for leverage, but the referee assigned to the match didn't see it. PINFALL COUNTS, BUT WHEN THE COMMISIONER SEES THE FOOTAGE OF THE MATCH, HE ORDERS AN IMMEDIATE REMATCH TO TAKE PLACE ON THE NEXT FIGHT CARD. IF THERE WAS A TITLE ON THE LINE, USE THE COMMISIONER CARD TO DETERMINE WHETHER OR NOT THE TITLE WILL BE ON THE LINE AGAIN.
A 7-9 B 6-8 C 7-10 The PIN was legitimate. PINFALL COUNTS. A 10 B 9 C 11-12
The opponent used the ropes for leverage. After the 3-count is registered, another referee comes down to ringside and tells the referee assigned to the match about the infraction. The referee reverses his decision and orders the match to continue.
A 11 B 10-11 You placed a leg on the rope in an attempt to break the pin, but your opponent (or his manager or ringside ally, if any) removes it; however, the act was caught by the referee assigned to the match. OPPONENT ROLLS DISQUALIFICATION 5. If there is no disqualification, the referee orders the match to continue.
A 12 B 12
Your opponent uses the ropes for leverage, but the referee assigned to the match catches it. OPPONENT ROLLS DISQUALIFICATION 5. If there is no disqualification, the opponent breaks the PIN attempt and the referee orders the match to continue.
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Post by LWPD on Feb 12, 2008 19:34:48 GMT -5
Fan Status By Cynthia Celeste Miller (aka Baby Cindi)
Introduction
Professional wrestling is all about the reactions of the fans. Always has been....always will be. Wrestlers’ careers live or die based on how well the fans relate to them and (or) their gimmicks.
This set of optional rules introduces this concept to the Champions of the Galaxy game.
Popularity
Wrestlers are given a Popularity rating, which can be kept track of in a notebook, file or right on the character card itself.
But Popularity isn’t static. It can go up or down, representing how “over” the character is with the fans. The higher the Popularity, the more reaction the wrestler generally gets during shows.
Assigning Popularity Ratings
Upon deciding to utilize these rules in your fed, you’ll need to assign a Popularity rating to each wrestler, manager and valet.
If the wrestler is new, he will usually begin at 0 Popularity. You may choose to assign a higher Popularity rating to a new wrestler under certain circumstances (e.g., he’s a second generation wrestler, he’s been on the indie scene for awhile, etc.).
Characters that have been in the fed will probably have higher Popularity. After all, the fans are familiar with them and have some manner of emotional attachment.
This isn’t always the case, however. Some characters just never get “over”. This should be represented by giving them lesser Popularity.
Below is a handy reference;
Popularity: Face:
-1 The fans dislike the character. 0 The fans are fairly neutral toward the character.
+1 The fans like the character.
+2 The character is quite well received and almost always gets cheered.
+3 The character is extremely well-liked by the fans.
+4 The character is a hero.
+5 The character is a hero’s hero. Fans nearly always chant his name at some point during shows.
+6 The character is the idol of millions! A legend! An icon! A wrestling god!
Popularity: Heel:
-1 The character is a heatless bad guy. 0 The fans are fairly neutral toward the character. +1 The hate like the character.
+2 The character seldom fails to generate boo’s from the fans.
+3 The character is very much loathed by the fans.
+4 The character is a bonafide villain.
+5 The character is a master heel. Just showing his face will doubtless generate vicious boo’s from the fans.
+6 The character is a god among villains! He can incite riots!
Characters never go above +6 or below -1.
The Popularity Check
At the end of every show, each character that participated must make a Popularity Check. This determines whether his Popularity goes up, goes down or stays the same.
Roll 3 dice and add the results together. Add in any situational modifiers (see below) to this total and consult the Popularity Table.
Popularity Table
Roll: Popularity Adjustment:
3-5 Popularity decreases by 1
6-16 Popularity stays the same
17 or higher Popularity increases by 1.
Situational Modifiers
These cover various factors pertaining to the show that just ended. These modifiers are added to the Popularity Check roll.
Face Characters Won Match: The character defeated his opponent(s). If the character won more than one match, add +1 for each one------ +1 (+2 if the character won in the main event.)
Heroic Action: The character did something particularly heroic (saved an ally from a beatdown, gave a great face promo, etc.). Managers and valets receive this for each match they helped out in as well.------ +1 per action (maximum of +2 from this).
Title Holder: The character already has a title or just won it during tonight’s match.------ +1
Heel Characters
Won Match: The character defeated his opponent(s). If the character won more than one match, add +1 for each one------ +1 (+2 if the character won in the main event.)
Villainous Action: The character did something particularly villainous (back attacked a face, gave a great heel promo, etc.). Managers and valets receive this for each match they helped out in as well.------ +1 per action (maximum of +2 from this).
Title Holder: The character already has a title or just won it during tonight’s match.------ +1
Fan Reaction
Anytime you want to see how the fans react toward the character during a show, you can roll on the Pop-o-Meter (for faces) or the Heat-o-Meter (for heels).
Simply roll three dice and add the results together. Add or subtract the character’s Popularity rating and consult the appropriate table.
For tag teams or factions, use the highest Popularity score as the modifier.
Pop-o-Meter
0 or less: The fans actually boo the character. Definitely not a good sign for a face!
1-4: Dead silence! No one seems to give a damn about what the character does.
5-9: Decent cheers. The character receives a fair amount of reaction from the fans.
10-13: Nice pop. The character is treated to a good fan reaction.
14-16: Big pop. The fans are digging the character big time.
17-18: The fans go crazy! It’s hard to hear yourself think with all the racket they’re making
19-21: The house is coming down! The noise the fans are making is absolutely deafening!
22-24: Legendary pop!! The fan reaction will be remembered for many years to come!
Heat-o-Meter
4 or less: Dead silence! It’s definitely not good when a heel can’t draw any heat whatsoever
5-9: Decent heat. The character receives a respectable amount of jeers.
10-13: Nice heat. The character is treated to lots of boo’s.
14-16: Huge heat. The fans are biting the heel act hook, line and sinker....and booing the hell out of the character all the while!
17-18: The fans boo like crazy! The jeers seem to completely drown out all other noise!
19-21: The place is practically overflowing with hatred for the character! The jeering is deafening!
22-24: Legendary heat!! The fan reaction will be remembered for many years to come!
Afterthoughts
You should feel free to alter the Fan Status rules to suit your playing style. If you want to allow characters to have more than +6 Popularity, go for it! If you wish to modify the Popularity Table, jump to it! If you feel the Meters are too generalized, fix it! As long as you have fun with the rules, my mission is accomplished.
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