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Post by LWPD on Aug 6, 2010 17:23:39 GMT -5
WGX Sets
WGX 2082
* Fixxer: has a Level 3 Defense down - 3 2d6 roll that could lead to an Add 2 roll for pin; down - 3 (heart)
* Remorse: has a 1d6 fixed roll finisher which could miss and lead to him rolling on Level 3 Defense; FINISHER (x) roll
* Pain: has a 1d6 roll finisher which can carry the stated potency but result in him being too hurt to make the cover, triggering a roll on Level 2 Defense; FINISHER (X) roll
WGX 2083
* Fire Dragon: has a static roll DQ finisher that has a rising probability tied to a base number plus his fatigue tokens; FINISHER (X) roll*
* Poison: has a Level 3 Defense down - 3 2d6 mechanic that can either trigger an Add 3 to his Pin or have him take over on Level 2 Offense; down - 3 X*
WGX 2084
* Mul O'Med: has a 1d6 even/odd escape PIN & re-roll mechanic that is triggered for use only after he has hit his own finisher at some point prior in the match; Pin X (Y)* slippery
* Michael: has a Level 1 Offense move - 3 mechanic whose success is tied to a 1d6 roll that must be either equal or less than his current pin rating, if it fails this would trigger a re-roll on the same offensive level; move - 3*
* The Doctor: has a multi-level 1d6 even/odd defensive tag mechanic that when successful can remove a token from his partner's PIN and place it onto his own; dazed/hurt/down - (x tag)*
WGX 2085
None
WGX 2086
* Blue Ninja: has a fixed potency DQ finisher that he will not attempt against certain opponents, in that event he must re-roll on Level 3 Offense without a finisher designation to use; FINISHER (X)* dis
* Jeridum: has a multi-level 2d6 defensive designation that can trigger an automatic switch with his partner; dazed/hurt/down - x (a-b)
* Noir: has a fixed potency finisher which only works if his fatigue tokens are under a certain number, otherwise it triggers a re-roll on Level 3 Offense; FINISHER (X)*
Women of WGX
* Acyd: has a Level 3 Offense 1d6 move without a designation that can either can countered with him having to roll on Level 2 Defense or it converts into a fixed potency finisher; move*
* Dee Mensia: has a DQ finisher that when successful triggers a 1d6 injury roll with staggered injury duration results; FINISHER (X)* dis/inj
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Post by LWPD on Aug 7, 2010 18:02:19 GMT -5
CCW Sets
CCW Aftershock
* Andromeda: has a 2d6 PIN roll which can counter into a finisher attempt; PIN X (Y)*
* Echelon: his finisher increases for each fatigue token the opponent gains, pegged with a max cap; FINISHER (X)*
* Cinq: has an attribute where after applying the potency the opponent's pin rating is subtracted by 2 each time he goes for a cover
* Stroker Ace: has a down - 3 automatic counter into finisher/dq that can attempted once per match; down - 3 FINISHER (X)*
CCW Anything Goes
* Rancid: has a Level 2 Offense move - 3 Add 1 with a 1d6 roll that can lead to the opponent countering and taking Level 2 Offense; move - 3 Add 1*
CCW Bad Blood
* Kaos: has a Level 3 Defense counter that when rolled immediately before his finisher increases his finisher's potency; 'roll sequence'
* Y2K: has a move - 3 1d6 roll that can either trigger a miss with his opponent taking Level 2 Offense or a finisher attempt; move - 3*
* SMD: has higher level stats which are triggered for use after he has accumulated a certain number of pin tokens
CCW Boiling Point
* Reign: has an attribute where a 2d6 before the match determines which of two sets of stats he will use throughout the match
* Barfly Mike: has an out of the ring 2d6 roll which can trigger an Add 3 to his opponent's Pin rating; out of the ring*
CCW Reborn
* Plague: has a move - 3 mechanic which triggers an automatic finisher follow up if his opponent had rolled a down - 3; move - 3*
* Insane Wayne: has a finisher which gains in fixed potency if he is competing in a certain type of match; FINISHER (X or Y)*
* Carjack: has a series of offensive moves that carry DQ rolls in non-hardcore matches; move - 3/Add 1/FINISHER (X)*
* Mulla Xul: has a move - 3 2d6 even/odd roll which pegs an Add 1 to either Mulla or both wrestlers; move - 3*
CCW The Future
* Siphon: has a 1d6 finisher with a potency that either matches the roll or results in the opponent rolling on the out of the ring chart; FINISHER (X-Y)*
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Post by LWPD on Aug 9, 2010 18:47:26 GMT -5
Krakan's Kombat Pit Sets
Krakan's Kombat Pit
None ______________________________________________________
KKP Beasts of Burden
None ______________________________________________________
KKP GI Joe
* Cobra Commander: has an attribute which allows for two outside interference attempts per match pegged to a generic third party ______________________________________________________
KKP Lord of the Rings
* Gimli: has a fixed potency finisher which is automatically higher against a certain opponent; FINISHER (x)* ______________________________________________________
KKP Masters of the Universe Evil Horde
* Grizzlor: has a fixed potency finisher with a lingering effect, after it is hit the opponent adds a pin token every time they roll a certain defensive designation; FINISHER (X)*; has a temporary pin roll designation that (upon kicking out under a certain roll) sees him gain in certain attributes, lose all of his fatigue tokens and take over on Level 2 Offense (lasts for x number of moves); PIN X (Y)*
* Catra: has a 2d6 hit/miss fixed potency finisher that when successful (and the opponent kicksout) temporarily transforms all of her offensive moves into Add 1 effects for x # of moves; FINISHER (X)*
* Hordak: has a conditional mechanic where his fixed potency finisher increases if another specific roll precedes it; FINISHER (X) or (Y); has a 2d6 outside interference attribute which is triggered once he accumulates a certain number of fatigue tokens, whenever he rolls his PIN, if the result is with-in the target he is automatically disqualified
* Leech: has a move - 3 which increases his finisher's potency and subtracts a fatigue token (but never below his base); move - 3*
* Modulok II: has a multi-level defensive tag mechanic that has a wider target range than is normally used; dazed/hurt/down (tag)*
* Mantenna: has a 1d6 attribute which is triggered after X # of moves and can result in various scenarios; has a 1d6 staggered effect designation which can result in a counter, a finisher with the opponent's attributes being lowered or a DQ possibility; FINISHER (roll)*
* Mosquitor: has a move - 3 mechanic which automatically lowers his pin rating by 1 each time it is rolled; move - 3* ______________________________________________________
KKP Masters of the Universe Baddies
* Clawful: has a 2d6 move - 3 which is pegged to a base plus or minus the opponent's agility; move - 3 (roll)*
* Evilseed: has a move - 3 which automatically sends both wrestlers over the top rope, triggering the opponent rolling on the out of the ring chart; move - 3 (ring)*
* Evil-Lyn: has a Level 1 Offense temporary fixed potency finisher which can be used once per match and then reverts to a move - 2 effect; FINISHER (X)*
* Faker: has an attribute which triggers the use of weaker alternative stats once x # of combined accumulated tokens have been reached in the course of a match
* Jitsu: has an increasing odds defensive 1d6 counter - 2 attempt that works against certain types of moves each time they are attempted (with the target expanding sequentially)
* Panthor: has a 1d6 Level 3 Offense designation that can trigger either a move - 3 Add 1 DQ or a matched potency finisher; DESIGNATION (roll)
* Strong Arm: has a 2d6 Pin mechanic that (after he kicksout) triggers him being on a sustained period of defense for a fixed period of time, any counter during that time reverts to the opponent re-taking Level 2 Offense; PIN X (Y)*
* Tri-Clops: has a series of multi-level/multi-potency designations that when rolled a certain number of times triggers a decline in the opponent's attributes; move - *; has a 2d6 finisher reversal attribute that works on doubles and converts into his own finisher attempt; PIN X (Y)*
* Trap Jaw: once per match he has an option of going for his finisher or using a special chart; FINISHER (X)*
* Webstor: has a 2d6 pin escape attribute which is triggered for use by a specific roll, if the result is doubles the match ends in a no contest; PIN X (Y)* ______________________________________________________
KKP Masters of the Universe Heroes
* Extendar: has an attribute where once he accumulates a certain amount of tokens it triggers superior alternate stats
* He-Man: has a Level 1 Defense dazed - 1 designation that once per match triggers a test of strength, the wrestler with the higher pw rating takes over on Level 2 Offense; dazed - 1*
* Fisto: has an attribute that triggers alternate lower level stats once he has accumulated a certain amount of pin tokens; PIN X (Y)*
* Sorceress: has a pin attribute, when rolling for a kickout a result of doubles triggers the elimination of all of his tokens and the taking of Level 2 Offense; PIN X (Y)
* Snout Sprout: has a dual finisher designation with the selection pegged to whether he is facing a face or heel; FINISHER (X) or (Y) dis* ______________________________________________________
KKP Masters of the Universe Snakemen
* Blast Attack: has a 2d6 attribute that is triggered every time he is rolling his pin or is in a submission hold, if with-in the target he explodes, the match ends in a no contest and there is a 1d6 injury roll for all wrestlers involved in the match
* King Hiss: has an attribute where whenever a certain doubles combination is rolled it triggers a separate special chart roll
* Snake Face: has a 2d6 move - 3 Add 1 that can trigger an automatic victory or a counter by the opponent; move - 3 Add 1* ______________________________________________________
KKP Misc
* Darth Vader: has a 2d6 hit/miss fixed potency finisher with two sets of targets pending the type of opponent he is facing; FINISHER (X)*
* Pinhead The Depths of Hell: has a dual finisher designation tied to a 2d6 roll for selection; FINISHER (X) or FINISHER (Y)
* Dhalsim: has a conditional attribute where he cannot be submitted until his pin rating reaches a certain number ______________________________________________________
KKP M.U.S.C.L.E.
* Dial Bolic: has an attribute that sees him immediately lose in the event he comes in contact with a certain creative trigger ______________________________________________________
KKP Rise of the Skohans
* Jawzz: has a 2d6 finisher with two different potencies tied to a doubles or non-doubles result; FINISHER (X or Y)*
* Kling: has a chart attribute which allows her to roll twice on all Ropes & Turnbuckle situations and use the better outcome; Ropes/Turnbuckle A* ______________________________________________________
KKP Scouting Report
* Aslan: has a 1d6 fixed potency finisher which can devolve into a lower potency due to a lazy pin attempt; FINISHER (X)* ______________________________________________________
KKP Teenage Mutant Ninja Turtles
* Casey Jones: has an optional use attribute that opens up a move - 3 Add 1 and hurt - 2 counter attempt
* Raphael: has a once per match Level 2 Defense counter attempt; hurt - 2* ______________________________________________________
KKP Thundercats
* Alluro: has a 1d6 move - 3 designation that can temporarily trigger better alternate stats, the effect is reversed when he rolls his pin; move - 3*
* Tygra: has a Level 3 Offense move - 3 which only works if he has a weapon available at ringside; move - 3*
* Wilykat: has a temporary move - 3 Add 2 designation that can only be used once per match, thereafter it converts to a re-roll on the same level; move - 3 Add 2* ______________________________________________________
KKP Zilla's Enhancement Talent
* Daishi The Orient: has a multi-level move - 2 designation that converts to a move - 3 effect after it is used x # of times during the course of a match; move - 2 (move - 3)
* Gauge: has a multi-level 1d6 even/odd move - 3 that results in either he or his opponent adding 1 fatigue token and rolling on Level 3 Offense; move - 3 roll
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Post by LWPD on Aug 10, 2010 17:35:41 GMT -5
HWA Set
* 187: has an ascending potency finisher which starts at a base of (0) and then rises with each repeated, weakening all defensive stats one level down with each use; FINISHER (*)
* GTA: has a 1d6 post match mechanic which is triggered after winning with his finisher that can cause a reversed decision with a static injury length; FINISHER (X) inj
* American Sweetheart Mary Lou: has an even/odd 1d6 move - 3 which can result in the opponent taking over on Level 2 Offense; move - 3*; has a separate chart for into the ropes scenarios; Ropes *
* Nighthawk: has a 1d6 move - 3 DQ that can miss outright with the opponent taking over on Level 3 Offense; move - 3 DQ*
* Rayge: has a 1d6 finisher that can connect at a matched potency with-in the target, miss with the opponent taking over on Level 3 Offense or miss but see him retain offensive momentum; FINISHER (ROLL)*
* Billy B: has an out of the ring chart designation that can convert into a takeover on Level 3 Offense; Ring X*
* Red-Headed Step Chylde: has a post match attribute where if he is disqualified for using his finisher his opponent is injured for a static amount of time: move - 3 DQ/inj*
* Dewie Cheatham: has a 1d6 roll finisher that is tied to a chart filled with staggered potencies, all with DQ possibilities; FINISHER (ROLL)
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Post by LWPD on Aug 11, 2010 6:44:06 GMT -5
Exact Rolls & Targeted Ranges 1d6 Exact Roll Probabilities* All exact rolls on a six sided dice carry 1 in 6 odds with a 16.6% probability1d6 Range ProbabilitiesEffect | Percentage | Sample Ranges | Overwhelming Advantage | 83.3% | 1-5, 2-6 | Marginal Advantage | 66.6% | 1-4, 3-6 | No Advantage | 50% | 1-3, 4-6 | Disadvantage | 33.3% | 1-2, 5-6 | Severe Disadvantage | 16.6% | 1,6 |
2d6 Exact Roll ProbabilitiesExact Roll | Percentage | 2 | 2.7% | 3 | 5.5% | 4 | 8.3% | 5 | 11.1% | 6 | 13.8% | 7 | 16.6% | 8 | 13.8% | 9 | 11.1% | 10 | 8.3% | 11 | 5.5% | 12 | 2.7% |
2d6 Range ProbabilitiesEffect | Percentage | Sample Range | Overwhelming Advantage | 97.2% | 2-11 | Dominant Advantage | 91.6% | 2-10 | Clear Advantage | 83.3% | 2-9 | Marked Advantage | 72.2% | 2-8 | Marginal Advantage | 58.3% | 2-7 | Marginal Disadvantage | 41.6% | 2-6 | Marked Disadvantage | 27.7% | 2-5 | Clear Disadvantage | 16.6% | 2-4 | Severe Disadvantage | 8.3% | 2-3 |
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Post by LWPD on Aug 11, 2010 18:03:28 GMT -5
OWP Alumni Set
* Beatrice: has a 2d6 tag mechanic that is triggered when she rolls her Pin, it can either result in her partner taking over on offense or rolling for DQ; PIN X (Y)* switch
* Byrn: has a post match 3d6 mechanic which is only triggered if his finisher has been used at some point during the match, there is a precursor roll to determine his opponent's length of injury with a subsequent roll to test for a possible suspension; FINISHER (roll) dq/inj/susp.
* David Philip Snedker: has a 1d6 finisher which can be reversed with a matched potency resulting in him rolling his own pin; FINISHER (roll)
* Johnny Walker: has a 2d6 move - 3 that only works on doubles or triggers the opponent taking over on Level 3 Offense; move - 3 (*)
* Mensa Militiaman: has a 2d6 Level 3 Offense switch designation pegged to his ringside ally which can result in an automatic DQ; Switch (*)
* Mikey Methane: has a Level 3 Offense 2d6 undesignated move that can either trigger a fixed potency finisher or a move - 3 with both carrying a DQ possibility; move (*)
* Mullah Bin Laden: has an automatic consequence designation that triggers his immediate disqualification, followed by a post match 2d6 roll to determine his opponent's length of injury; move (*)
* N'glect The Forgotten: has a 1d6 finisher with a set of staggered designations and potencies; FINISHER (roll)*
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Post by LWPD on Aug 12, 2010 17:50:00 GMT -5
FWA/OLW Sets
FWA/OLW #4
* Zippo: has a one-time Level 3 Defense counter that triggers an Add 1 effect to his pin rating while allowing him to take over on Level 3 Offense; COUNTER - 3*
* Hobbes: has a Level 3 defensive designation that triggers a counter - 2 and subtracts his opponent's finisher potency by 1; COUNTER - 2 sub 1
FWA/OLW Recantations SE
* Eddie Dean: has a Level 3 Defense counter which removes one of his fatigue tokens while allowing him to take over on Level 2 Offense; COUNTER - 2 sub 1*
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Post by LWPD on Aug 16, 2010 17:14:49 GMT -5
Extreme Galactic Wrestling Sets
EGW 1
None
EGW 2
* Bad Brad Allen: has a temporary Level 1 Offense move - 3 which only works when he has someone at ringside, after which it converts to a re-roll on the same level; move - 3*
* Sage: has a defensive attribute which can trigger a 1d6 hit/miss fixed potency finisher when he is thrown into the ropes, on results outside the target he rolls the into the ropes chart; Ropes X*
* Major Muscle: has a dual potency finisher which triggers a double jeopardy automatic re-roll for pin after his opponent survives the first attempt; FINISHER (X) & (Y)
EGW 3
* Nightmare: has an alternate set of lesser potency stats which are used when he is fighting against opponents that have a certain pw rating or higher
* Sklyer Baker: has a staggered effect finisher with sequentially designated potencies that correspond to each time the finisher is repeated; FINISHER (X)*
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Post by LWPD on Aug 17, 2010 17:48:10 GMT -5
Sabeyant Prison Wrestling
SPW Set 1
* Skamm: has a 1d6 even/odd hit/miss Deathjump precursor roll that takes precedence when with-in the target, outside the target triggers use of the regular chart; deathjump (c)*
* Trayne: has a fixed potency finisher which triggers an added fatigue token to both wrestlers in the event of a kickout; FINISHER (X)*
* Y.B Safe: has a fixed potency finisher which carries a lower impact against opponent's of a certain weight; FINISHER (X)*
SPW Set 2
* Image: has a 2d6 move - 3 Add 1 move which can trigger a concussion and automatic victory by knock out; move - 3 Add 1*
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Post by LWPD on Aug 18, 2010 17:21:12 GMT -5
ACCW Set
* Gorilla Johnson: has a conditional Level 3 move - 3 2d6 mechanic which is triggered when his opponent reaches x # of pin tokens, the move may result in either an Add 1 or an automatic count out victory with a 1d6 post match injury roll; move - 3*
* Malachi: has a one-time 2d6 pin counter that can result in him taking over on Level 2 Offense; PIN X (Y)*
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