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Post by LWPD on Oct 5, 2010 17:46:53 GMT -5
General Defense Handicaps
* Designation of a conditional defensive counter that only works given an outside effect (ie. presence of a third party); COUNTER - 2*
* Designation of a down - 3 on Level 2 Offense
* Designation of three or more down - 3 listings on Level 3 Defense
* Designation of a defensive listing that can trigger a specific negative match consequence (ie. automatic loss); Designation*
* Designation of a defensive listing that can trigger a specific negative creative consequence (ie. embarrassment); Designation*
* Designation of a specific roll pattern that can trigger a negative consequence
* Designation of a Pin Rating that conditionally increases whenever an opponent uses a specific form of offense (ie. aerial move); PIN X (Y)*
* Designation of a leave the ring mechanic that could result in the opponent gaining some form of offensive momentum; down - 3 (lv)*
* Designation of a defensive mechanic that can result in an entire class of offensive moves failing automatically for the remainder of a match (ie. ag/pw failure into counters); move - X*
* Designation of a defensive counter which can devolve to a lesser potency; COUNTER - X*
* Designation of a defensive effect which can devolve into a higher consequence (ie. a hurt - 2 which later becomes a down - 3); effect- X*
* Designation of a Pin mechanic that can trigger an automatically sustained period on the defensive with all counter effects being ignored; PIN X (Y)*
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Post by LWPD on Oct 6, 2010 17:55:23 GMT -5
Handicaps: General Attributes
* Weighting of positive numbered AG/PW Ratings with the weakest being +5
* Weighting of C Ratings for use with the Ropes, Turnbuckle, Deathjump & Out of the Ring chart designations
* Designation of an alternate set of weaker stats that can be triggered by a roll before the start of a match
* Designation of an alternate set of weaker stats that can be triggered conditionally during the course of a match
* Designation of a pre-cursor roll to chart situations that can result in a negative consequence independent of the chart involved (ie. loss of offensive momentum, gaining of a token, etc)
* Designation of a chart attribute which is triggered after the roll and can independently trigger a negative consequence
* Designation of an attribute where the opponent always starts the match on offense
* Designation of an attribute where certain types of moves or finishers used against him automatically increase in potency; Pin X (Y)*
* Designation of a conditional attribute that reduces the wrestler's finisher potency when facing an opponent of a certain caliber
* Designation of a conditional attribute which increases the wrestler's pin rating when facing an opponent of a certain caliber
* Designation of a conditional attribute which creates unfavorable odds in chart scenarios when facing an opponent of a certain caliber
* Designation of an attribute which can result in gaining an automatic fatigue token
* Designation of a conditional attribute which triggers the possibility of an automatic loss
* Designation of an attribute that automatically creates a favorable range for the opponent in a given roll situation
* Designation of a conditional attribute which limits the potency of a wrestler's offensive arsenal
* Designation of an attribute which triggers a double roll on all chart situations and dictates the use of the weaker outcome; Ropes/Turnbuckle/Ring/Deathjump X*
* Designation of a poor conditioning attribute that triggers an added fatigue token after every second unsuccessful pin attempt
* Designation of a stalled effect attribute which is triggered when his opponent accumulates x # of fatigue tokens, creating any number of descending effects (charts, finisher, etc)
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Post by LWPD on Oct 7, 2010 17:43:35 GMT -5
Finisher Handicaps
* Structuring of Level 3 Offense sans a Finisher designation
* Designation of a finisher with a suicide mechanic that can result in the offensive wrestler automatically rolling his own pin; FINISHER (X)*
* Designation of a finisher that can result in a disqualification; FINISHER (X)* dq
* Designation of a dq finisher with a rising probability of disqualification; FINISHER (x)* dq
* Designation of a hit/miss finisher that is pegged to a severely disadvantaged range; FINISHER* (Roll: a--z)
* Designation of a hit/miss finisher which can result in a loss of offensive momentum; FINISHER (X)*
* Designation of a pre-cursor roll to a finisher attempt which can result in the loss of offensive momentum; FINISHER (X)*
* Designation of a conditional finisher which can only be attempted given the benefit of an outside effect (ie. presence of a manager)
* Designation of a competition specific finisher (ie. singles, tag) which results in a re-roll one level up when competing outside that context; FINISHER X* tag
* Designation of a hit/miss finisher where a miss can result in maintaining offensive momentum, but having to roll one level up; FINISHER X*
* Designation of a hit/miss finisher with an effect that is pegged to a low grade attribute (ie. chart, ag/pw rating); FINISHER X*
* Designation of a finisher with a descending fatigue potency; FINISHER (X)*
* Designation of a finisher with a descending potency that can result in the loss of finisher status; FINISHER (X)*
* Designation of a finisher which automatically fails against an opponent with certain attributes: FINISHER (X)*
* Designation of a finisher that carries a lesser potency against an opponent with certain attributes (ie. weight, pw/ag rating, etc); FINISHER (X)*
* Designation of a finisher that carries a corresponding effect on the offensive wrestler's pin rating; FINISHER (X)*
* Designation of a double jeopardy finisher mechanic which must be rolled successfully more than once in order to end the match; FINISHER (X)*
* Designation of a finisher that can connect but fail to result in an attempt to win the match; FINISHER (x)*
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Post by LWPD on Oct 8, 2010 18:08:47 GMT -5
Handicap Intangibles1d6 Disadvantaged RangesEffect | Percentage | Sample Ranges | Severe Disadvantage | 16.6% | 1,6 | Disadvantage | 33.3% | 1-2, 5-6 | No Advantage | 50% | Odd/Even, 1-3, 4-6 | Marginal Advantage | 66.6% | 1-4, 3-6 | Overwhelming Advantage | 83.3% | 1-5, 2-6 |
2d6 Disadvantaged RangesEffect | Percentage | Sample Range | Severe Disadvantage | 8.3% | 2-3 | Clear Disadvantage | 16.6% | 2-4 | Marked Disadvantage | 27.7% | 2-5 | Marginal Disadvantage | 41.6% | 2-6 | Marginal Advantage | 58.3% | 2-7 | Marked Advantage | 72.2% | 2-8 | Clear Advantage | 83.3% | 2-9 | Dominant Advantage | 91.6% | 2-10 | Overwhelming Advantage | 97.2% | 2-11 |
General ConsequencesAutomatic Loss Possible Loss Injury/Suspension Down/Add Fatigue Token Hurt Dazed Control on Level 1 Offense Control on Level 2 Offense Control on Level 3 OffenseDetrimentsAscending Conditional Cumulative Dependent Descending Directly Designated Dynamic Limited Opponent Specific Preliminary Recurring Reversible Sequential Stalled Effect Static Suicide TemporaryTriggersAttribute Chart DQ designation Finisher Gameplay Condition General Defense General Offense Leave Ring (lv) option Tag Designation
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Post by LWPD on Oct 9, 2010 17:42:02 GMT -5
Advantage Mechanics
i. General Offense ii. General Defense iii. Attributes iv. Finishers v. Intangibles
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Post by LWPD on Nov 15, 2010 18:39:21 GMT -5
Advantage Mechanics: General Offense
* Designation of a move that carries an increased chance of success due to a third party effect; move - x*
* Designation of a move that can convert to a higher potency given a certain context; move - X*
* Designation of a move that can trigger a set of higher potency stats; move - X*
* Designation of a double jeopardy move that has more than one opportunity for a successful outcome; move - X*
* Designation of a move whose success is tied to an inherent advantage; move - x (ag/pw)*
* Designation of a roll dependent move with an ascending range; move - X (a-z)*
* Designation of a move that triggers an automatic re-roll on a more potent level of offense; move - x*
* Use of a static undesignated listing that can trigger some form of positive consequence; move*
* Use of a temporary undesignated listing that can trigger some form of positive consequence; move*
* Designation of an invincible move that automatically triggers a follow up roll on the same level of offense; move*
* Designation of a specific roll pattern that can trigger an automatic positive consequence (ie. a roll of doubles, numeric sequence, etc)
* Designation of a move which automatically succeeds when facing a wrestler with specific characteristics; move - 3*
* Designation of a move that can independently trigger a chart situation that is rolled at an advantaged range; move - 3*
* Designation of an invincible move that can trigger an automatic victory; move - 3*
* Designation of a move that can trigger a count out or disqualification victory that is pegged to an advantaged range; move - x*
* Designation of a move that can trigger a corresponding defensive benefit (ie. recovery of a fatigue token); move - 3*
* Designation of a move that can trigger a negative post match consequence for the opponent (ie. injury); move*
* Designation of one or more move - 3 Add 1 (or higher) listings that carry an immediate effect; move - 3 Add 1
* Designation of one or more move - 3 Add 1 (or higher) listings with a staggered effect; move - 3 Add 1
* Designation of a competition specific move which can be adjusted for use in either context without a loss in potency; move - 3 (singles/tag)
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Post by LWPD on Nov 16, 2010 18:27:40 GMT -5
Advantage Mechanics: General Defense
* Designation of an invincible Level 1 Defense, with all listings being some form of counter; COUNTER - X
* Designations of two or more dazed - 1 listings on Level 2 Defense
* Designation of three or more counter listings on Level 2 Defense; COUNTER - X
* Designation of one or more counters on Level 3 Defense
* Designation of one or more dazed - 1 listings on Level 3 Defense
* Designation of no more than one down - 3 listing on Level 3 Defense
* Designation of a defensive mechanic which triggers an automatic counter with the opponent rolling on a set level of defense; COUNTER - X*
* Designation of a defensive listing that can potentially trigger a finisher attempt given a roll trigger; dazed/hurt/down -x*
* Designation of a defensive mechanic that can result in a third party taking over on offense in an advantaged position; dazed/hurt/down - x/ DESIGNATION*
* Designation of multiple defensive listings with a series of potencies that correspond to an advantaged variable; dazed/hurt/down - x*
* Listing of an undesignated defensive consequence that is pegged to an advantaged variable; listing*
* Designation of a secondary conditional defensive counter that can be triggered given an outside effect (ie. presence of a third party); dazed/hurt/down - X/COUNTER - X*
* Designation of a defensive listing that can trigger a specifically targeted positive consequence; Designation*
* Designation of a specific defensive roll pattern that can trigger a positive consequence independent of the roll result itself
* Designation of a Pin Rating that either remains static or decreases whenever an opponent uses a specific form of offense (ie. submission move); PIN X (Y)*
* Designation of a leave the ring mechanic that could result in gaining some form of positive consequence; down - 3 (lv)*
* Designation of a defensive mechanic that can result in an entire class of offensive moves being countered automatically for the remainder of a match; move - X*
* Designation of a defensive mechanic that can result in an entire class of offensive moves being temporarily countered; move - X*
* Designation of a defensive counter which can ascend to a higher counter potency under certain conditions; COUNTER - X*
* Designation of a defensive mechanic that can automatically trigger a momentum shift for a sustained period of time; PIN X (Y)*
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Post by LWPD on Dec 9, 2010 18:33:45 GMT -5
Advantages: General Attributes
* Weighting of negative AG/PW ratings with the strongest being -5
* Weighting of A Ratings for use with the Ropes, Turnbuckle, Deathjump & Out of the Ring charts
* Designation of an alternate set of more potent stats that can be triggered by a roll before the start of a match
* Designation of an alternate set of more potent stats that can be triggered conditionally during the course of a match
* Designation of a pre-cursor roll to chart situations that can result in a positive consequence independent of the chart involved (ie. loss of offensive momentum, gaining of a token, etc)
* Designation of a chart attribute which is triggered after the initial roll and can independently result in a positive consequence
* Designation of an attribute where the wrestler always starts the match on offense
* Designation of an attribute where the effectiveness of certain types of moves or finishers that are used against him automatically decline in potency; Pin X (Y)*
* Designation of a conditional attribute that enhances the wrestler's finisher potency when facing an opponent of a certain caliber
* Designation of a conditional attribute which decreases the wrestler's pin rating when facing an opponent of a certain caliber
* Designation of an attribute which can result in the recovery of a fatigue token
* Designation of a conditional attribute that can result in the reversal of offensive momentum
* Designation of a conditional attribute which can trigger the possibility of an automatic victory
* Designation of an attribute that automatically creates a favorable range in a given roll situation
* Designation of a conditional attribute which enhances the potency of a wrestler's offensive arsenal
* Designation of a stalled effect attribute which can create any number of enhanced effects (charts, finisher, etc)
* Designation of an attribute which triggers a double roll in a given situation and dictates the use of the more positive outcome
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Post by LWPD on Jan 25, 2011 18:41:17 GMT -5
Advantage Mechanics: Finishers
* Structuring of Level 3 Offense with multiple finisher designations (maximum of three)
* Designation of a finisher with an invincible mechanic that can result in an automatic victory sans dice roll; FINISHER (X)*
* Designation of an automatic finisher with a high fixed potency (ie. +6); FINISHER (X)
* Designation of a roll finisher that is anchored to an advantaged range; FINISHER (X)* (a-z)
* Designation of a hit/miss finisher that is anchored to an advantaged range which is pegged to an ascending probability; FINISHER (X)* (a-z)
* Designation of a pre-cursor roll to a finisher attempt which can result in an increase in potency; FINISHER (X)*
* Designation of a conditional finisher which can optionally be used at discretion given the benefit of an outside effect (ie. presence of a manager); FINISHER (X)*
* Designation of a competition specific finisher (ie. singles, tag) which can still be employed outside of the designated context; FINISHER X* tag
* Designation of a hit/miss finisher where a miss results in the retention of Level 3 Offense; FINISHER X*
* Designation of a hit/miss finisher with an effect that is pegged to a high grade attribute (ie. chart, ag/pw rating); FINISHER X*
* Designation of a move that can convert into a finisher given a certain trigger; move - 3*
* Designation of a hit/miss finisher which automatically succeeds against an opponent with certain attributes: FINISHER (X)*
* Designation of a finisher that carries a higher potency against an opponent with certain attributes (ie. weight, pw/ag rating, etc); FINISHER (X)*
* Designation of a finisher that carries a corresponding effect on the defensive wrestler's attributes (ie. chart ratings); FINISHER (X)*
* Designation of a double jeopardy hit/miss finisher mechanic which must be rolled unsuccessfully twice in order for the attempt to fail, but succeeds if the roll is with-in the range once; FINISHER (X)*
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Post by LWPD on Jun 11, 2011 17:11:45 GMT -5
GWFZ Territories Card Mechanics
* Abattoir: has a fixed potency finisher which can be applied either in the ring or be attempted outside of the ring with a higher potency and dq risk; FINISHER X or Y dis x
* Akuma The Ninja: has a 1d6 recurring defensive counter attempt that can result in either normal play or a reversal in momentum; hurt - 2 (mechanic)*
* Alphonse/Darmody: both have an opponent specific finisher which results in an automatic DQ, and a 2d6 roll for a possible creative consequence; FINISHER (X) dis*
* Andrea: has an alternate set of higher potency stats which are only triggered if she begins the match on offense, and then descend to a lower level once she accumulates a pin token;
* BDK Big Daddy Kill: has two designated moves which trigger an alternate higher finisher potency once they are both rolled during the course of a match; FINISHER (X)(Y)*
* Big Superstar (face version): has a 2d6 pin roll counter where a specific result creates an automatic reversal in offensive momentum, with no fatigue effect carried over from the opponent's move; PIN X (Y)*
* Castaway: has a 2d6 defensive counter which can trigger a reversal in offensive momentum/pin attempt; down - 3 (mechanic)*
* Ceratonin: has a 1d6 staggered effect finisher that can result in either a matched potency or a re-roll; FINISHER (a-b)*
* Chronoking: has two identical 2d6 finisher designations which trigger either a matched potency or the loss of offensive momentum with a static effect defensive pin roll; FINISHER (roll)*
* Cthulhu, The Collector: has a 1d6 post match mechanic that is triggered if the opponent loses to his finisher, and may result in a creative consequence; FINISHER (X)*
* Freak Out: has a 1d6 move - 3 designation that can convert into an Add 1 effect; move - 3*
* Fringe: has a 1d6 post finisher mechanic that is triggered if the opponent kicksout, can result in either a count out or DQ roll; FINISHER (X)*
* Gemin: has a partner specific 1d6 even/odd defensive tag mechanic where he may not tag out; (tag)*
* Hoodlum: has a 2d6 defensive designation that can trigger either a reversal in momentum or a creative consequence; down - 3*
* Illustrious: has a 2d6 move - 3 Add 1 designation, results outside the target cause the potency to descend to move - 3; move- 3 Add 1*; has a defensive designation that creates an automatic Add 1 to his pin; DESIGNATION - 3 Add 1 to X
* Kevin Butcher: has a chart designation that triggers automatic failure and the loss of offensive momentum; Chart - F*
* Mr. Vega: has a 2d6 fixed potency staggered effect finisher which can result in either success, a re-roll on the same level of offense, or a miss with an Add 1 to pin consequence; FINISHER (X)*
* Nyogoth: has a 1d6 finisher roll that can result in either a matched potency, or the effect descending to a move - 3 Add 1; FINISHER (roll)*
* Oni/Tennin: has an attribute where when one member of the team rolls his pin, a fatigue token is also added to the partner's pin rating; PIN X (Y)*
* π: has two 1d6 odd/even post finisher attempt mechanics which can result in the automatic application of an alternate finisher; FINISHER (X)*
* Ram Jam: has a 2d6 fixed potency finisher which can result in a creative consequence; FINISHER (X)*
* Reen: has a 2d6 leave the ring attribute that can result in an automatic count out; down- 3 (lv)*
* Rolex: has a 1d6 mixed potency delayed finisher which can be used at discretion on any level of offense or defense after waiting a matched number of move rolls; FINISHER (X)*
* The Saint: has multiple offensive move designations that trigger add 1 effects to his own pin rating, when all have been rolled in a match his fixed potency finisher ascends to a 1d6 matched result potency; FINISHER (X) or (roll)
* Theiss Phellan: has a pin mechanic which is automatically triggered after he receives a certain number of tokens, resulting in the use of an alternate playing card: PIN X (Y)*
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