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Post by LWPD on Feb 12, 2008 19:36:19 GMT -5
Credit dbfnq Triple Threat/Fatal Four-Way
These rules are for matches involving more than two people, with a single pinfall/submission to determine the victory. At any one time, only two characters will actually be fighting - the others can be considered out of the ring, off-camera, or brawling away in the background.
Attacker and defender always refer to the two active wrestlers. All other cards are placed in a stack, ready to jump in at an opportune moment. in a triple threat, there'll be only one wrestler in the stack, in a fatal four-way there'll be two, and so on.
At the start of the match, quickly check agility and power ratings. Anyone with an agility of -2 or better gets two agility chips (use of these will be explained later). Agility -1 to +1 gets that wrestler one agility chip, and agility +2 or worse gets none. Assign power chips in the same way.
Now shuffle up all the cards and deal out two to start the match. Randomly determine which is the attacker and which the defender. Play proceeds as normal with the following exceptions:
Whenever the defender successfully rolls pin, or rolls a (tag) or (lv) option on defence, the wrestler at the top of the stack immediately rolls on the table below.
Whenever the defeder rolls pin and fails (which would normally cause the match to end), the wrestler at the top of the stack may spend an agility chip to break up the pin/submission. The match continues, and the interfering wrestler immediately rolls on the table below. If the wrestler has no agility chips to spend, or chooses not to, the pinfall/submission is successful and the match is over.
THE TABLE
2: You get into a slugfest with the attacker. You manage to take him/her down, but the defender rolls you up from behind. Place the attacker on the bottom of the stack. You are now the new defender, and the old defender is now the new attacker. Roll your pin.
3: You rush the ring but the attacker and defender team up to level you with a double clothesline. The defender continues to pound on you. Place the attacker on the bottom of the stack. You are now the new defender, and the old defender is now the new attacker. The new attacker rolls on level two offence.
4: The attacker signals for a double-team on the defender, but s/he hits you with a cheap shot when your back is turned. Place the old defender on the bottom of the stack. You are now the new defender. Attacker rolls on level three offence.
5: You spot an opening and rush the attacker, but s/he is ready for you and spears you to the mat. Place the old defender on the bottom of the stack. You are now the new defender. Attacker rolls on level two offence.
6: You rush the attacker, but s/he simply dumps you out of the ring with a back body drop and continues to pummel the defender. Place your card on the bottom of the stack. The attacker and the defender keep their positions. The attacker rolls on level two offence.
7: You rush the ring, but your victim fights back. Soon everyone has joined in and a huge brawl breaks out. Everyone must spend a power chip or else gain one fatigue token. Once the dust settles, shuffle up all the cards and deal out a new attacker and a new defender. The new attacker starts on level two offence.
8: You knock the attacker out of the ring with a clothesline, then move in for a kill on the helpless defender. Place the old attacker on the bottom of the stack. You are now the new attacker. Roll on level two offence.
9: You and the attacker join forces to hit a huge double suplex on the defender, then you continue your assault. Place the old attacker on the bottom of the stack. You are now the new attacker. Roll on level three offence.
10: You blindside the attacker with a forearm across the back. Place the old defender on the bottom of the stack. You are now the new attacker, and the old attacker is now the new defender. Roll on level two offence.
11: You distract the attacker long enough for the defender to recover his/her wits. Place your card on the bottom of the stack. The attacker and the defender reverse positions. The new attacker rolls on level two offence.
12: You try to distract the attacker, but s/he sends you to the outside, then turns back to the defender and hits a finisher. Place your card on the bottom of the stack. The attacker and the defender keep their positions. The defender rolls pin plus the attacker's finisher rating.
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Post by LWPD on Feb 12, 2008 19:41:17 GMT -5
FALLS COUNT ANYWHERE IN THE ARENA Credit Poke30
* Titan Death Match Rules * No Managers allowed at ringside * Use Cage Ratings * When you roll “out of the ring” or “lv” roll 1 die. Odd - Use this chart. Even - use “official” Falls Count Anywhere chart.
*OPTIONAL RULE: You may choose to move logically to another chart. (Move from Out of the ring chart to Backstage chart or Into the Crowd Chart to Concessions Chart. It is all up to you promoter!)
(Roll 2 Dice)
2 The two of you viciously battle through the arena to the boiler room. Roll on Boiler Room Chart.
3 The two of you brawl into the rest rooms. Roll on Rest room brawl chart
4 - 5 The two of you brawl into the Concessions area. Roll on Concessions Brawl Chart
6 - 7 The two of you viciously brawl outside the ring. Roll on Special Out of the Ring Chart.
8 - 9 Your opponent takes off running and you chase him to the backstage area. Roll on Backstage Brawl Chart
10 Your opponent heads for the hills and you catch up with him in the Locker Room. Roll on Locker Room Brawl Chart
11 The two of you brawl into the crowd. Roll on Crowd Chart
12 The two of you battle through the arena and right out the front doors of the arena. Roll on Outside the Arena Chart
SPECIAL OUT OF THE RING CHART
2 You kick your opponent’s butt all over the ringside area. You pick up your opponent and Power Bomb him through the ring announcer’s table! Add one to you opponent’s Pin and opponent rolls pin. If no pin, Roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
3 You kick the top section of the ringside stairs off its base and DDT your opponent on the cold steel. Add one to your opponent’s pin. Roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
4 You grab the timekeeper’s bell and smash it across your opponent’s head. Blood splatters all over the two of you and the fans close by. Add one to your opponent’s pin rating. Roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
5 You grab the water pitcher off the announcer’s table and smash it over your opponent’s head. His head is sliced open and drops with a thud. Add one to opponent’s pin. Roll again on this chart or Brawl Location Chart.
6 IT IS UP TO YOU PROMOTER! Imagine the wildest thing that can happen between the two wrestlers. The wrestler on offense, stays on offense. Roll again on this chart, Brawl Location Chart or L-3-O back in the ring.
7 Wild Brawl. The two of you partake in a knock down, drag out fight outside of the ring. Roll on Die: ODD - You win the Brawl. Roll again on this chart or back in the ring on L-3-O. EVEN - Opponent wins the Brawl. Opponent rolls again on this chart or back in the ring on L-3-O
8 You attempt to whip your opponent into the ringside stairs. Roll one die. ODD - Your opponent crashes hard into the stairs, flipping them over with a sickening thud. Roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring. EVEN - Your opponent reverses the move and you are whipped into the stairs head shoulder first. The pain rushes through your arm. Your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
9 The two of you battle back towards the crowd. Your opponent lands a brutal punch to your jaw and you are dazed and stumbling backwards. A fan hands your opponent his/her chair. Your opponent winds up and SMASH! Your brains are scrambled. Add one to your pin rating. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
10 Your opponent kicks you in the midsection and attempts to piledrive you on the concrete floor. Roll One Die. 2-5 - You are driven into the concrete, add one to your pin. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring. 1 or 6 - You back body drop your opponent hard on the floor. Roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
11 You run at your opponent, but he grabs you and hot shots you throat first across the guard railing. Add one to your pin rating. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
12 Your opponent grabs some television cable that are at ringside and tie you up to the ring post. Then grabs a steel chair and proceeds to repeatedly beat you with it. The sound is sickening. Roll two dice to see how many chair shots you take. 2 -4 - add 0 to your pin. Roll your pin. 5-7 - add 1 to your pin. Roll your pin 9-10 - add 2 to your pin. Roll your pin 11-12 - add 3 to your pin. Roll your pin. If no pin, opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
BACKSTAGE BRAWL CHART
2 You grab a steel pole and attempt to swing it at your opponent. You opponent kicks you in the midsection and the pole falls to the floor. The two of you brawl over the pole. Roll 1 die: ODD - You win the fight for the pole and crack your opponent over the head and back several times. Add 2 to your opponent’s pin rating and roll him up for the pin. Opponent rolls pin. If no pin, you roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring. EVEN - Your opponent wins the battle for the pole and whollops you up along side your head. You are gushing blood all over the place. Add 2 to you pin and roll your pin. If no pin, your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
3 You grab your opponent and slam his head in between a heavy steel door and the door jam. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
4 The two of you battle back to the catering area where several wrestlers are grabbing a snack. Your opponent runs at you with a clothesline. Roll 1 die. ODD - he clotheslines you and the two of you fall through a table full of food. Your peers think this is great and cheer you on. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring. EVEN - You duck and back body drop him through the same table, only this time the wrestlers there jeer your opponent. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
5 Your opponent grabs a fire extinguisher and empties the bottle on you. As you are dazed, he clobbers you with the empty extinguisher. You go down hard. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
6 Your opponent grabs a broom and the two of you battle over it. Roll one die. Odd - your opponent wins the fight for the broom and gives you a couple shots across the your back for good measure. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring. Even - You win the battle for the broom. You give your opponent a stiff shot across the head with it snapping it in two. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
7 Wild Brawl. The two of you partake in a knock down, drag out fight backstage. Roll one Die: ODD - You win the Brawl. Roll again on this chart or back in the ring on L-3-O. EVEN - Opponent wins the Brawl. Opponent rolls again on this chart or back in the ring on L-3-O
8 IT IS UP TO YOU PROMOTER! Imagine the wildest thing that can happen between the two wrestlers. The wrestler on offense, stays on offense. Roll again on this chart, Brawl Location Chart or L-3-O back in the ring.
9 You grab an empty case and smash your opponent over the head with it. THUD! You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
10 Your opponent grabs a spot light and smashes it over the head with it! You are busted open. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
11 You irish whip your opponent through a window of an office backstage. He is cut pretty bad. Add one to your opponent’s pin rating. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
12 You DDT your opponent on the hard concrete floor. You grab some rope and tie his feet together. You throw the rope over a pipe and hoist your opponent up. He is dangling there helpless. You grab a mop handle and start taking batting practice on your opponent. Roll two die - 2-4 - after just a few shots, officials break it up and cut your opponent down. Opponent rolls pin. 5-9 - after more than a dozen shots, officials step in and release your opponent. Add one to opponent’s pin. Opponent rolls pin 9-12- after several minutes, you drop your opponent to the ground. Add 2 to pin rating and opponent rolls pin. If no pin, roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
CONCESSIONS BRAWL CHART
2 The two of you battle for position. Roll 1 die. Odd- You whip your opponent into a deep fat fryer. Hot grease goes flying everywhere, severely burning your opponent. You then grab a container of salt and throw it on your opponent. OH THE AGONY! Your opponent is unable to continue due to the burns. You win the match. Odd - You are whipped into the fryer and unable to continue. Opponent wins. LOSER MUST ROLL 2 DICE FOR LENGTH OF INJURY.
3 You grab a fork and stab your opponent in the forehead! Blood begins to flow like water. Add 1 to your opponent’s pin rating. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
4 The two of you battle for position, trading blows as you go. Roll one die. 1-3 -- you whip your opponent into a vender cart. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring. 4-6 - your opponent whips you into the vender cart. Your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
5 You grab an empty keg and smash your opponent with it. Roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
6 IT IS UP TO YOU PROMOTER! Imagine the wildest thing that can happen between the two wrestlers. The wrestler on offense, stays on offense. Roll again on this chart, Brawl Location Chart or L-3-O back in the ring.
7 Wild Brawl. The two of you partake in a knock down, drag out fight outside of the ring. Roll on Die: ODD - You win the Brawl. Roll again on this chart or back in the ring on L-3-O. EVEN - Opponent wins the Brawl. Opponent rolls again on this chart or back in the ring on L-3-O
8 Your opponent chokes you with a shirt from a merchandise stand. When he is done, he tosses it to a happy fan. Your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
9 You whip your opponent into a garbage can. You then pick it up and smash it on him a few times. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
10 The two of you battle back into the kitchen area. You get kicked in the midsection doubling you over. Your opponent takes a couple steps backwards and lunges at you with a clothesline. Roll 1 die: Odd - You are viciously knocked over onto the hot grill. Your skin sears from the intense heat. You hop off as fast as you can but there are still burns on your back. Opponent moves in for the kill. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring. Even - You drop down and back body drop your opponent on to the hot grill. The intense heat fries his flesh. He gets off as fast as he can but the damage is done. You move in for the kill, roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
11 You opponent grabs a plastic bag and wraps it around your face you are suffocating. Just as you are about to pass out he rips it off and tries to pin you. Add 2 to you pin and roll pin. If no pin, roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
12 The two of you battle into the merchandise area. You knee your opponent in the midsection and powerbomb him through a table. Merchandise goes flying. A riot breaks out as the fans rush to grab merchandise without paying. Roll two dice. If doubles are rolled, the referee calls off the match for the safety of all those involved. If no doubles, you roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
LOCKER ROOM BRAWL CHART
2 AMBUSH! Someone’s allies are waiting for you in the locker room. Roll 1 die Odd- Your allies are there to save the day. They brutalize your opponent with several specialty moves (including a couple finishers) Add 3 to your pin rating and roll your pin. If no pin, you roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring. Even - Your opponent’s allies meet you and beat the snot out of you. Specialty moves, finsihers, anything you can think of. Add 3 to your pin rating and roll pin. If no pin, your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring
3 Your opponent grabs a dumbbell and cracks you along side the head with it. A deep gash in your head and blood is pouring out. Add 3 to your pin. Roll pin, if no pin, your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring
4 Your opponent DDTs you on the hard tile floor. Add 2 to your pin rating. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring
5 Your opponent head rams you into the concrete wall. Add 1 to your pin rating. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring
6 Your opponent picks up a belt and whips you with it. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring
7 Wild Brawl. The two of you partake in a knock down, drag out fight outside of the ring. Roll on Die: ODD - You win the Brawl. Roll again on this chart or back in the ring on L-3-O. EVEN - Opponent wins the Brawl. Opponent rolls again on this chart or back in the ring on L-3-O
8 IT IS UP TO YOU PROMOTER! Imagine the wildest thing that can happen between the two wrestlers. The wrestler on offense, stays on offense. Roll again on this chart, Brawl Location Chart or L-3-O back in the ring.
9 You grab your opponent and slam his head in between a locker door and the locker. Your bell is rung. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
10 You grab a towel and put a padlock that you just picked up in it. You begin to whip your opponent with it. Add 1 to his pin rating. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring
11 You grab another wrestlers styling spray (hair spray) and use a lighter to throw a fireball at your opponent. Add 2 to his pin rating. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring
12 The two of you slam each other around, bouncing off walls and lockers. The lockers begin to tip over and one of them falls on top of the two of you. But who is on top? Roll 1 die: Odd - you land on top of your opponent and the ref drops to make the count. Add 3 to opponent’s pin rating. Opponent rolls pin. Even - your opponent lands on top of you. Add 3 to your pin rating. Roll pin. If no one is pinned, the wrestler with the lowest pin rating takes over on offense. Roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring
INTO THE CROWD CHART
2 A riot breaks out in the crowd! Fans are pounding on the two of you and you are fighting back. Roll 1 die: 1 - Match is thown out. The match must be rescheduled for the next available card 2, 4, or 6 - the two of you head for the hills roll on Brawl location chart 3 - You get blindside by a brute of a fan. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring. 5 - Your opponent gets rocked by a tough fan. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
3 Your opponent pushes you down the flight of concrete stairs. Add 1 to your pin rating. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
4 Your opponent gets a foreign object (of your choice) from a fan and he blasts you with it. You go down hard. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
5 You opponent grabs a drink from a fan, throws it in your face and attacks. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
6 IT IS UP TO YOU PROMOTER! Imagine the wildest thing that can happen between the two wrestlers. The wrestler on offense, stays on offense. Roll again on this chart, Brawl Location Chart or L-3-O back in the ring.
7 Wild Brawl. The two of you partake in a knock down, drag out fight outside of the ring. Roll on Die: ODD - You win the Brawl. Roll again on this chart or back in the ring on L-3-O. EVEN - Opponent wins the Brawl. Opponent rolls again on this chart or back in the ring on L-3-O
8 You smash your opponent with a steel chair given to you by a fan. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
9 You hot shot your opponent onto the steel guard railing. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
10 Since the ref really can’t see what is happening, so you pull a foreign object out of your trunks and dig it into your opponents head. He starts to bleed. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
11 You hold your opponent and let a fan take a crack at him. Roll 1 die.
Odd - opponent ducks and you take the shot from the fan. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
Even - The fan connects, You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
12 The two of you fight onto the second level by the edge. Roll 1 die - Odd - you hip toss your opponent over the railing and he crashes through the group of technicians below. Add 3 to his pin and roll pin. If no pin, you roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring. Even - your opponent tosses you off the balcony and you crash through the group of technicians. Add 3 to your pin and roll pin. If no pin, your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
RESTROOM BRAWL CHART
2 You attempt to head ram your opponent into the mirror. Roll one die. 1-5 You ram your opponent’s head into the mirror shattering it. Your opponent is bleeding pretty bad with pieces of glass sticking out of his scalp. Add one to your opponent’s pin rating and roll pin. If no pin, roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring. 6 - Your opponent pushes you off and you crash into the mirror. You go down hard. He goes for a quick pin. Roll your pin. If no pin, your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
3 You attempt to piledrive your opponent on the hard tile floor. Roll one die. 1 or 6 - your opponent blocks the move and back body drops you. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring. 2-5 you roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
4 The two of you brawl for several minutes. Your opponent grabs some cleaning chemicals and attempts to throw them on you. Roll 1 die. Odd - You kick your opponent’s hand and he gets a faceful of the chemical. You use one of your specialy moves and move in for the kill . You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring. Even - you get face full of chemical. Your opponent uses a specialty move on you and moves in for the kill. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
5 You grab a mop and break it over your opponent’s back. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
6 You slam your opponent’s head between a stall door and the door jam. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
7 Wild Brawl. The two of you partake in a knock down, drag out fight outside of the ring. Roll on Die: ODD - You win the Brawl. Roll again on this chart or back in the ring on L-3-O. EVEN - Opponent wins the Brawl. Opponent rolls again on this chart or back in the ring on L-3-O
8 IT IS UP TO YOU PROMOTER! Imagine the wildest thing that can happen between the two wrestlers. The wrestler on offense, stays on offense. Roll again on this chart, Brawl Location Chart or L-3-O back in the ring.
9 Your opponent grabs you and forces your head into the toilet. He flushes it giving you a swirlly! Your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
10 Your opponent rips the hand dryer off the wall and smashes you in the head with it. You are cut open. Your opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
11 Re-roll
12 Your opponent runs at you , but you step aside and hot shot him onto a sink! He is out cold. Add 3 to your opponent’s pin. Roll opponent’s pin. If no pin, roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
OUTSIDE THE ARENA BRAWL CHART
2 You power bomb your opponent onto a sports vehicle in the parking area. It turns out to be another superstar’s vehicle (your choice). That wrestler comes out and attacks you. He uses his finisher on you and then lets your opponent cover you for the pin. Roll your pin plus finisher rating. If no pin, Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
3 Your opponent tosses you into a dumpster and pushes it over the ledge. Your body is like a pinball inside the dumpster. Add 2 to your pin. Roll Pin. If no pin, opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
4 You lunge at your opponent but he ducks and samoan drops you onto the concrete. Add 1 to your pin. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
5 Your opponent whips you into the bay door. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
6 IT IS UP TO YOU PROMOTER! Imagine the wildest thing that can happen between the two wrestlers. The wrestler on offense, stays on offense. Roll again on this chart, Brawl Location Chart or L-3-O back in the ring.
7 Wild Brawl. The two of you partake in a knock down, drag out fight outside of the ring. Roll on Die: ODD - You win the Brawl. Roll again on this chart or back in the ring on L-3-O. EVEN - Opponent wins the Brawl. Opponent rolls again on this chart or back in the ring on L-3-O
8 You irish whip your opponent into the concrete wall. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
9 You rake your opponent’s face across the concrete. Blood appears. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
10 You repeatedly pound the back of your opponent’s head into the concrete. Add 1 to his pin. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
11 The two of you battle back and forth until the two of you are on top of a car. Roll 1 die for offensive. Odd - You take the offensive Even - Opponent takes offensive. The offensive wrestlers rock bottoms his opponent on top of the car. Add 1 to the pin rating. Roll Pin. If no pin, offensive wrestler rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
12 The two of you fight for position. Roll 1 die. Odd - you Even - your opponent. The winner throws his opponent through the plate glass window in the front of arena. The glass shreds your opponents body opening several deep gashes. The bleeding is out of control. The match has to be stopped. Loser rolls two dice for length of injury.
BOILER ROOM BRAWL CHART
2 After brawling for several minutes, the two of you see a large monkey wrench laying on the floor. The two of you dive for it! Roll 1 die. Odd - Opponent grabs the wrench, Even - You grab the wrench. The person with the wrench KO’s his opponent with the wrench. Splitting his opponent wide open. Add 2 to his pin rating and roll pin. If no pin, aggressor rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
3 Your opponent clotheslines you over the railing, causing you to fall to the lower level. Roll 1 die. 1 or 6 you fall, severely injuring your leg. Add 3 to your agility and to your pin. Roll pin. If no pin, opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring. 2-5 You fall and land very hard on the boiler room floor. Add 2 to your pin rating and roll your pin. If no pin, opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
4 Your opponent pushes you back into a hot steam pipe and holds you there. The smell of burning flesh! Add 1 to your pin rating. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
5 Your opponent picks up a metal trash can and pummels you with it. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
6 Your opponent grabs a broomstick and snaps it over your head. Opponent rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
7 Wild Brawl. The two of you partake in a knock down, drag out fight outside of the ring. Roll on Die: ODD - You win the Brawl. Roll again on this chart or back in the ring on L-3-O. EVEN - Opponent wins the Brawl. Opponent rolls again on this chart or back in the ring on L-3-O
8 IT IS UP TO YOU PROMOTER! Imagine the wildest thing that can happen between the two wrestlers. The wrestler on offense, stays on offense. Roll again on this chart, Brawl Location Chart or L-3-O back in the ring.
9 You hit your opponent with a Death Valley Driver on the concrete floor. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
10 You Hot Shot your opponent onto the metal railing. Add 1 to his pin. You roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
11 You Turn on a fire hose full blast, blowing your opponent down a flight of metal stairs. Add 2 to pin rating and roll pin. If no pin, you roll again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
12. You pick up a fire ax and swing it at your opponent. He ducks and you hit a steamline!
Roll 1 die:
1-You get a blast of steam head on! The steam gives you severe burns over most of your body. You are injured for 10 fight cards plus the total of 2 rolled dice. The match stops you lose!
2-5 You both get burned by the steam. Add 3 to both pins. Wrestler with lowest pin rating, takes over on offense. That wrestler rolls again on this chart, Brawl Location Chart, or L-3-0 back in the ring.
6- Your opponent gets blasted by the steam. He is injured for 10 fight cards plus the total of 2 rolled dice. You win the match.
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Post by LWPD on Feb 12, 2008 19:42:36 GMT -5
Credit Sheila
Fed Development Guidelines
* Many times when people first starting out in this game want a frame of reference, some sort of starting point on where to begin. At other times, people may run into a "creative block", where the ideas just don't seem to flow. What follows below are guidelines that have always helped me in terms of developing my CotG fed & getting the most enjoyment out of this game:
Fed Development
My recommendation before starting a new season, is to know specifically what your goals are. By this, I mean what characteristics are you trying to develop? Some good questions to ask yourself include:
Ring Product: What style of wrestling do you hope to create? Are you going to focus on work rate? Hardcore? Hi Flying? A mixture?
Competition: What type of events, scheduled in advance, would help you to create an atmosphere consistent with your goals?
Championships: What type of titles will you recognize? What makes each one distinct? What are the rules that govern them?
Credibility: Is your fed a sport, or is it sports entertainment? How would your booking best emphasize this? To what extent should your booking reflect realism?
Over-view: In what way should the wrestlers be portrayed: As athletes or Crash TV characters? Independent of match results, are there any specific angles or issues you'd like to explore this season?
Character Development: Do you have a working definition of each character? What is the goal of each wrestler? How do they plan to accomplish it? For each character, who is a friend? Who is an enemy? Why is this so? How do you want them to act? What situations would you want to place them in?
Structure: How will you begin your season? How will you specifically know when it has ended? How many matches comprise each card? How many cards comprise a year/season?
Knowing the answers to these questions has always helped me to know specifically, before the start of each new season, what it is that I was trying to accomplish. There are no right or wrong answers, what's important, is that you create a season that works best for you.
CotG is almost like an open ended book, where you plot the guidelines, but it's the characters that ultimately write out how each story ends. Not only is it unique, it's also a lot of fun. Using these guidelines has always helped me, hopefully, you will find them useful in some form.
______________________________________________________ ______________________________________________________
Credit SoccerGuru
Feud Chart Injury Table
This my LWF injury table for when a wrestler gets injured on a feud chart roll.
This chart allows for a wrestler that suffered a ten card injury or less a chance to compete.This also helps avoid wrestlers missing matches due to injuries and creates miracle wins <Red Bastien scored a victory over Jimmy Snuka when he was a plus nine>!!
Up letter refers to going from an A rating to a B rating or B rating to C ...etc For agilty /power ratings just add damage to rating (a -2 would become a -1 for a one card injured wrestler) !!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++
THE INJURY TABLE ==== 1 Card Injury
PIN=no change CAGE= Up one AG= add one PW= no change Ropes=no change TB=no change Ring=Up letter DJ=Up letter ----------------- 2 Card Injury
PIN= Up one CAGE=Up one AG= Add one PW= Add one Ropes= no change TB=Up letter Ring=Up letter DJ=Up letter --------------- 3 Card Injury
PIN= Up one CAGE= Up one AG= Add one PW=Add one Ropes= Up letter TB=Up letter Ring=Up letter DJ=Up letter ------------- 4 Card Injury
PIN=Up two CAGE=Up two AG=Add two PW=Add one Ropes=Up Letter TB=Up letter Ring=Up letter DJ=Up letter --------- 5 Card Injury
PIN=Up two CAGE= Up two AG=Add two PW=Add two Ropes=Up letter TB=Up letter Ring=Up letter DJ=Up two letters ---------- 6 Card Injury
PIN= Up two CAGE=Up two AG=Add two PW=Add two Ropes=Up letter TB=Up two letters Ring=Up two letters DJ=Up two letters ----------- 7 Card Injury
PIN= Up three CAGE=Up three AG=Add three PW=Add two Ropes=Up two letters TB=Up two letters Ring=Up two letters DJ=Up two letters ------------- 8 Card Injury
PIN= Up three CAGE=Up three AG= Add three PW= Add three Ropes=Up two letters TB= Auto C Ring=Up two letters DJ=Auto C ------------ 9 Card Injury
PIN=Up four CAGE=Up four AG=Add four PW=Add three Ropes=Up two letters TB=Auto C Ring=Auto C DJ=Auto C ---------- 10 Card Injury
PIN= Up five CAGE= Up five AG= Add five PW=Add four Ropes=Auto C TB=Auto C Ring=Auto C DJ=Auto C ------------
11 or higher card Injury wrestler can not compete!!
========================
Note : If a wrestler pin rating is over 12 before his match ,a promoter (or local doctor) can decide to disallow a wrestler to compete due to injury.After all ,the card is subject to change!!
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Post by LWPD on Feb 12, 2008 19:44:17 GMT -5
Credit Nemecys X
Fight Master Official Rules:
These rules are universal with possible variants added to the end.
-No dq, no count out.
-No leaving the ring.
-No interference unless otherwise noted.
-On out of the ring, roll 2 dice: If the result is a 6, or if either die equals 6, then the opponent counters on Level 3 Offense. Otherwise the attacker hits a special move-3.
-Replace moves that wouldn't work (face into stairs, etc.) with something that would.
-When rolling a pin (actually a submission or knock out), roll 2 dice. If the result is a 12 or 2, then the defender taps out or is knocked out. On a double 3, the defender counters, and the attacker rolls on Level 3 Defense. If a finisher is rolled, the roll is a 12 or 2+the finisher rating (Add 1 moves count as +1 finishers). If the defender escapes, add 1 to his cage rating.
-When a fighter's cage rating equals 13, he is knocked out, and his opponent wins.
-For all other charts roll 2 dice on the following table:
A (2-4), B(2-3), C(2): Deadly Counter with defender rolling on L3 Offense.
A(5-7), B(4-5), C(3): Countermove. Defender rolls on L2 Offense.
A(8-9), B(6-7), C(4): Desperation counter. Defender rolls on L1 Offense.
A(10), B(8-9), C(5-6): Attacker hits a basic move-2.
A(11), B(10), C(7-8): Attacker nails vicious move-3.
A(12), B(11-12), C(9-12): Attacker hits lethal move 3 Add 1.
-Apply the rating based on the chart rolled. Into the ropes becomes brawl against the ropes. Into the turnbuckle becomes Brawl against the turnbuckle (or side of the cage). Deathjump becomes running/flying maneuver.
---------------------------------------- Variant: for Cage use turnbuckle ratings for both ropes and turnbuckle.
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Post by LWPD on Feb 12, 2008 19:45:03 GMT -5
Credit Mr. Hyde
First Blood Match
The rules for bloodshed have always been a bit murky, but most of the time this doesn't bother me. If I think a guy should bleed, he bleeds, if not, he stays dry. But, when the issue comes to a First Blood Match, the rules need to be a lot more clear. So, because I just recently held a 'First Blood Battle' in my aCe: War Is Hell fed, I set to thinking about how to work a First Blood Match.
I consider the below a pretty solid set of minor rule changes that do a pretty good job of simulating this type of match. But, of course, any modification and discussion is totally welcome and encouraged! Like usual, I haven't really playtested these too hard, but I still think they should work fine. So, here is my FIRST BLOOD MATCH.
FIRST BLOOD MATCH
MATCH RULES:
-There are no disqualifications, and normal PINS/SUBMISSIONS do not apply
-The first competitor to bleed loses the match
OR:
-The first competitor to cause the bloodshed of his opponent will be victorious
GAME RULES:
-Use the rules and subsequent chart for the Hardcore Titan Death Match --or any other of the Hardcore Charts/rulesets found in the Open Source Archive on the official board
-The match cannot end unless at least one competitor has accrued 3 Fatigue Tokens
-When a competitor has recieved his 3rd fatige token of the match, immediately roll to see if he has been bloodied and loses the match, as described further below
-If the competitor is not bloodied by his 3rd fatigue token, after EVERY fatigue token he recieves after his 3rd, he must immediately roll to see if he has been bloodied
-A roll or instruction of PIN or ROLL YOUR PIN on a card or chart results in the immediate addition of 1 fatigue token to the competitor who would normally roll his PIN and then a roll to see if said competitor has been bloodied
-Rolling a finisher adds 1 fatigue token to the opponent, and the opponent immediately rolls to see if he has been bloodied
-DO NOT add a fatigue token after rolling for Bloodshed. This roll does not operate like a normal PIN roll in this regard.
BLOODSHED ROLL:
-Make a Bloodshed Roll immediately when a competitor acquires his 3rd fatigue token and then every time the competitor recieves another Fatigue Token if needed
-To make a Bloodshed Roll, use the possibly bloodied competitors CAGE rating, and then add the current number of Fatigue Tokens the combatant has acquired. This decides the target number for this Bloodshed Roll.
-Then, roll 2 dice: If the result is higher than the target number, play continues as normal. But, if the roll is equal to or less than the target number, the competitor is Bloodied and loses the match
So there you go. If the wording is a bit confusing, I'll try to repost a simpler explanation. I think the rules set forth here do a good job of recreating First Blood matches. I did not want the match to be a race to 3 tokens and then it is over, because that seemed as if it may be too short and it makes all of the stuff in between pretty meaningless.
But then again, I did not want the match to seemingly drag on forever because guys bleed all the time when the First Blood stip is not in effect. So I think these rules find a good balance between brutality, tension, 'realism', simplicity, and match length.
But, just in case, here are some proposed variants that might make the match more in-depth, a bit longer, or a bit shorter:
-Every fatigue token, even before the 3 token limit is hit, will result in a bloodshed roll (matches might be shorter)
-When making a Bloodshed Roll, only add the number of tokens acquired PAST 3 to the CAGE rating (matches should be longer)
-If a competitor fails his Bloodshed Roll, instead of assuming immediate bloodiness, roll on the Blood & Guts chart in the Open Source Archive, or forget about the Bloodshed Roll and only use the Blood & Guts chart throughout the match (not too sure of this one)
-Bloodshed Rolls can only occur when a Fatigue Token is recieved due to the use of a weapon (not sure about this either, might make the rules a bit murky) _________________________________
First Blood Taped Fist Match
Credit poparuss
1. Use the cage rating
2. Add the difference between power ratings to the less powerful wrestlers cage rating. This gives the more powerful wrestler a better chance of busting his opponent open first.
3. For all successful into ropes, into turnbuckle, out of ring & deathjump rolls, incorporate the following move automatically:
Punch with Taped Fist-3 (add 1 to cage rating)
4. For any unsuccessful chart roll, the DEFENSIVE wrestler AUTOMATICALLY gains the:
Punch with Taped Fist-3 (add 1 to cage rating)
5. There are no pin falls (although finishers are added to cage rating). The match only ends when a wrestler has been busted open.
6. The ref officially checks if an opponent is bleeding whenever the defensive wrestler rolls his pin or is the victim of a finisher.
7. There are 3 ways to win the First Blood Taped Fist match. A wrestler is officially declared bleeding when either:
a. The offensive wrestler has punched his opponent five times with the taped fist
b. The defensive wrestler rolls below his cage rating after rolling on pin.
c. The defensive wrestler has reached a pin rating of 10 or higher Let the blood flow!
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Post by LWPD on Feb 12, 2008 19:47:24 GMT -5
Credit Sam Dollar
Flames of Phoenix Match
This match takes place on a scaffold above the ring. The scaffold runs on all sides of the ring and the sides are surrounded by ten foot/three meter high pieces of plywood. The tops of the plywood are ignited. The ring surface is covered with 6-12 flaming tables.
Each man is allowed to bring a weapon inside the structure with them. The only way to win is to knock your opponent through a plywood wall and send them crashing down into the tables.
Rules
1. Use Scaffold Match rules (Credit Ty States)
Use Cage ratings in place of Pin ratings
Anytime "into the ropes, into the turnbuckle, out of ring, and deathjump" are rolled, roll on the chart below
NOTE* The #'s on the chart refer to the #'s on the dice. (e.g. If one die reads "2" and the other reads, "4", follow the result of the "2-4" roll.)
**To locate the "result" faster, put the dice #'s in order from lowest to highest.. (e.g. If you roll a "5" and "1", put them together as "1-5", not "5?-". It'll be easier to find on the chart.
ROLL RESULT 1-1 You stun gun the opponent on one of the steel railings! He rolls around in pain and may fall off the scaffold! Opponent rolls cage/pin. If unsuccessful, roll again on this chart.
1-2 You yank a steel bar off from a part of the railing and beat the opponent with it! Roll again on this chart.
1-3 The opponent makes a comeback and gives you a "Rocker Dropper" on the steel platform! Opponent roll on this chart.
1-4 You climb the corner rails and attempt a risky moonsault body press! The camera flashes from the stands blind you and you miss! Opponent rolls on level 2 offense.
1-5 You the opponent off the corner rails right onto the steel platform! Roll on offense 3
1-6 You attempt to body slam the opponent off the scaffold! But he shakes furiously forcing you to slam him on the platform. Roll on offense 2.
2-2 You climb to the top corner rail. You didn't realize your fear of heights and you fall on the rail...groin first!!! Opponent rolls on this chart.
2-3 You deliver a devastating running bulldog on the opponent. Roll again on this chart.
2-4 You climb over the rails and slingshot yourself over them with a flying clothesline on the opponent! Roll on offense 2.
2-5 You chokeslam the opponent on the platform. Roll again on this chart.
2-6 You Belly to Belly the opponent. Roll of Offense 3.
3-3 You lift the opponent up in a suplex. You fall forward to slam him face first to the steal but he rams you too! You are both down. Both men roll 1 die. Highest roll rolls on offense 2.
3-4 You piledrive the opponent to the steel! Roll on offense 3.
3-5 You put the opponent in an airplane spin. You slam him down to the steel but you are wobbling ! Roll your pin. If no pin, opponent rolls on offense 1.
3-6 You trap the opponent in the corner and attempt a shoulder block to his midsection. The opponent moves and you go flying into the bars! Opponent rolls on this chart.
4-4 You whip the opponent into the corner rails. But he jumps to the top rails and comes flying off with a spinning body press and continuously punches you in the head! Opponent rolls on offense 2.
4-5 You tie your own foot to the rail and attempt to push the downed opponent off the scaffold without you going too! He falls over the side but grabs on to your arm and pulls himself back up! You're tied up and helpless! Opponent rolls on this chart.
4-6 You climb to the top rail. The opponent sees you and delivers a Frankensteiner on you to the platform and you roll off the side! Luckily, you find something to grab underneath the platform! Roll your pin. If no pin, opponent rolls on this chart.
5-5 You both bang heads and roll off the platform! You both find something to grab underneath! You start kicking each other while hanging there! The crowd is losing it!!! Both men roll pin. If both men fall, the match is a draw. IF no one falls, you roll on offense 2.
5-6 You whip the opponent into the corner rail and charge at him. He ducks and you go flying over the rail! But your tights get caught on the scaffold somehow on the way down! We can see EVERYTHING!!! Roll your pin. If no pin, opponent rolls on this chart.
6-6 You both start a heated brawl! You rake the opponents eyes and he steps back almost falling off. You think, "the hell with it!", and execute a high cross body on the opponent sending you both crashing down to the mat!!! You both get up and deep brawling! You both demand to be allowed to continue the match! Roll both dice. Odd-NO! Grogan won't allow it! Even-YES! What the hell! Let'em go! (Start the match over again!)
3. Upon successfully knocking your opponent off the Scaffold, roll 1D6 on Flames on Phoniex Chart
Flames of Phoniex Chart
1-2 Luckily you land miraculously safely through a dimly lit table. You are out for 5 fight cards
3-4 You crash through two stacked flaming tables, and are quickly aided by stage hands with Fire Extinguishers. Roll 2D6 for injury
5 You land badly and are badly burnt. Roll 3D6 for injury length
6 It's tragedy as you are covered in flames. Roll 4D6 to determine length of injury
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Post by LWPD on Feb 12, 2008 19:48:32 GMT -5
Flaming Table Match Credit Poparuss
1. Use cage ratings
2. No dq's or countouts
3. The goal of this match is three fold:
a. To secure and set up a table b. To set the table on fire c. To put the body of your opponent through the table
4. Whenever an offensive wrestler rolls his finisher, or a defensive wrestler rolls his pin, the offensive wrestler attempts to bring the table into the ring. Roll on the Retrieve Table Chart.
Retrieve Table Chart:
2-3 Offensive wrestler successfully tosses the table into the ring as the flying table crashes head first into the defensive wrestler (add 1 to cage rating). Offensive wrestler now rolls on the set up Table Chart.
4-7 Defensive wrestler connects with a tope suicida as the offensive wrestler is moving toward the ring with the table. Add 1 to offensive wrestlers cage rating. Roll out of the ring chart for the injured Offensive wrestler.
8-9 Defensive wrestler baseball slide dropkicks the table into the offensive wrestler before he is able to bring the table into the ring. Add 1 to offensive wrestler as defensive wrestler takes over on Level 3 offense.
10-11 Offensive wrestler slides the table under the ring ropes into the ring. He then sets the table up in the corner and slingshots the defensive wrestler into the table. Add 1 to defensive wrestlers cage rating. Offensive wrestler rolls
Ignite the Table chart:
a. Odd roll: table is successfully set on fire.
b. Even roll: the lighter malfunctions. Offensive wrestler maintains control on level 3 offense.
12 Offensive wrestler slides the table into the ring. As he sets the table up & ignites it on fire. the defensive dropkicks him head first into the flaming table. His face is badly burned. Referee checks to see if the table breaks.
Roll 2 dice:
a. If the roll is the same or below the burned wrestlers cage rating, the table breaks. Offensive wrestler wins.
b. If the roll is above the cage rating, the burned wrestler did NOT break the table. Add 4 to his cage rating. Offensive wrestler maintains control on level 3 offense.
5. Once the table is set up in the ring, the offensive wrestler may attempt to ignite the table whenever:
a. he rolls his finisher b. the defensive wrestler is down or has rolled pin.
Use the following chart:
Ignite the Table Chart
2-4 The offensive wrestler is about to ignite the table, but the defensive wrestler dropkicks the flame into his face, knocking the offensive wrestler out of the ring. Add 2 to cage rating of offensive wrestler. Defensive wrestler takes over on his burned opponent on level 3 offense.
5-7 Both wrestlers are battling for the matches and lighter fluid on the ring apron.. Roll two dice and combine this number with each wrestlers cage rating. The wrestler with the LOWEST combined number knocks his opponent to the floor, add 2 to cage rating. The table is now on fire. Now roll the defensive wrestlers cage rating:
a. If the roll is lower, then the offense wrestler power bombs him through the table, winning the match.
b. If the roll is the same or higher, the defensive wrestler recovers & blasts the offensive wrestler with a fire ball. Add 2 to offensive wrestlers cage rating. Reroll two dice again to see which man takes over on level three offense, with HIGHEST roll recovering first.
8-9 The Offensive wrestler attempts to ignite the table, but is blasted from behind with a chair shot. Add 1 to offensive wrestlers cage rating. Roll both dice, highest roll takes over on level 2 offense.
10-11 The table is set on fire, as the two wrestlers are battling on the top turnbuckle back & forth. Roll two dice. The wrestler with the LOWEST comibned # after adding the roll to cage rating executes a spectacular high spot on the defensive wrestler sending him crashing through the flaming table. Add 3 to defensive wrestlers cage rating. Now roll the defesive wrestlers cage rating:
a. If roll is the same or below the cage rating, the table breaks. Offensive wrestler wins.
b. If roll is abover the cage rating, the table did not break. The match continues with the offensive wrestler on level 3 offense.
12 The table is ignited, as both men brawl by the flames. The combined force of their battle causes them to battle face first into the table, destroying it in the process.
Both wrestlers are badly hurt, add 4 to cage rating. The ring attendents rush in & water down the fire, but the match must continue. To determine which wrestler recovers first roll both dice and add that number to the cage rating. The wrestler with the lowest combined # recovers first. That wrestler now rolls on Retrieve Table Chart.
Set them on fire!
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Post by LWPD on Feb 12, 2008 19:49:26 GMT -5
Credit K Kasmann
Foreign Object Chart
Everyone has a wrestler who has a "Hit with illegal object" move. Ever wonder what that object was? Well, I have made a little chart to answer that question....
2: You grab a Chainsaw!? Roll "1-6". On a roll of "6" you start the saw. If the saw starts, roll "1-6" again. A roll of "1" you slice the opponent and the match is stopped at your decision. If you fail to roll a "1", assume the wrestler just smashes the chainsaw over the opponents' head. OPPONENT ROLLS ON LEVEL 3 DEFENSE.
3: You look into the crowd and find a fan in a funny hat and pants whom must be a golfer. He hands you a "9 Iron". You politely say "Thank you" and roll back into the ring, club hidden behind your back. The dazed opponent never sees the club coming as you yell "FOOOUUUURRRR!" The club finds the back of the opponent's head as blood flies across the ring. Roll "1-6". On an even roll, the referee sees the clubbing and may disqualify you. Roll disqualification "6". If there is no disqualification, OPPONENT ADDS (+1) TO PIN.
4: You notice a beer vendor selling the cool amber drink along the front row. You roll out of the ring and club the vendor over the head with a chair. You grab the beer keg off his back, filling a cup in the process. You down your refreshing beverage and roll the keg into the ring. The opponent rises to his feet as you hurl the silver keg at him. Roll "1-6". Even rolls, the keg hits the opponent in the chest and knocks him to the mat. Opponent rolls LEVEL 3 DEFENSE. On an odd roll, the opponent ducks the keg and it lands on the floor outside the ring, exploding on impact and spraying the crowd. You roll again on LEVEL 2 OFFENSE.
5: Out to the floor you go. You look under the ring, find a table and slide it into the ring. You stand it in the corner and whip your opponent at the wooden wall. Roll "1-6". On even rolls, the opponet crashes throught the table as splinters fly everywhere. Opponent rolls on LEVEL 3 DEFENSE. On odd rolls, the opponent slides out of the ring and misses the table. OPPONENT ROLLS ON THE "OUT OF THE RING" CHART.
6: You quicky grab a steel chair. Back into the ring, you blast your opponent with a wicked chairshot. He falls to the mat. Roll "1-6". On even rolls, you continue beating your opponent with the chair. Blood pours out of his head and onto the mat. The referee may disqualify you. Roll Disquailfication "6". If there is no disqualification, roll on LEVEL 3 OFFENSE. On odd rolls, you drop the chair and the opponent rolls on LEVEL 3 DEFENSE.
7: Outside the ring, you find a power cord taped to the floor. You pull it up and into the ring. As you begin to wrap it around your opponent's throat, he struggles to free himself. Roll "1-6". Even roll, the opponent fails to brake free and you choke him out. Opponent rolls PIN (+1). On an odd roll, the opponent gets away from you and slides under the ropes to the outside. Opponent rolls "OUT OF THE RING" chart.
8: You toss a trash can into the ring. Roll "1-6". On an even roll, you smash the can over the opponent's head. On an odd roll, you DDT the opponent onto the can. Either way, the opponent rolls on LEVEL 3 DEFENSE.
9: You drag your opponent out of the ring and into the crowd. The referee follows you rather than making the 10 count. You grab your opponent by the hair and slam him into a wall. Looking over your shoulder, you notice a Port-a-potty. The door is shut, as the red flag meaning "occupied" is up. You knock on the door as a fan must be using the john. Roll "1-6". On an even roll, the fan opens the door and exits the Port-a-potty. You throw the opponent into the potty and shut the door. You kick over the port-a-potty and it lands face down on the door, trapping your opponent. You stand on the top and the referee counts the pin. OPPONENT ROLLS PIN (+4). If an odd is rolled, the fan won't exit the port-a-potty and you drag the opponent back to the ring. ROLL LEVEL 2 OFFENSE.
10: You go out to the announcer's table and grab a pair of pliers. Once back inside the ring, you grab your opponent by the nose! You tuck your opponent's head under your arm and give him a bulldog while holding his nose with the pliers! Blood flows thick out of his nose and it appears it may be broken. The referee may disqualify you. ROLL DISQUALIFICATION "7". If there is no disqualification, opponent ROLLS LEVEL 3 DEFENSE.
11: You lift your opponent over your head and walk over to the ropes. You toss him into the announcers table. Roll "1-6". Even roll, the table dosen't break and you climb the turnbuckle. From the turnbuckle, you launch a fhigh flying move (you decide what) and smash him through the table, breaking it in half. You roll him back into the ring and continue the assult. OPPONENT adds (+2) to PIN rating. YOU ROLL ON LEVEL 3 OFFENSE. On an odd roll, your opponent smashes through the table and onto the floor. You roll out to the floor and toss him back into the ring. OPPONENT (+1) to PIN rating. You roll on LEVEL 3 OFFENSE.
12: You take temporary leave of your senses and set a table up outside the ring. under the ring, you find a can of gas! You dump the gas on the table and set it on fire. Back inside the ring, you grab your opponent and attempt to throw him onto the flaming table! Roll "1-6" On a roll of "1" you drive the opponent through the table, setting him on fire! ROLL DISQUALIFICATION "9". If there is no disqualification, opponenet rolls on "OUT OF RING" chart. On a roll of "2-5" the opponent grabs the ropes. OPPONENT ROLLS "INTO THE ROPES" chart. On a roll of "6", the opponent goes over the ropes and bounces off the table, knocking it over and it catches the ring on fire!! The ring is goes up like matchsticks and the arena is evacuated, ending the show.
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