Post by Deleted on Feb 18, 2010 3:45:33 GMT -5
So I'm working on some Big Japan bootlegs for LOW, and wanted to release a few of the matches from BJW with the cards, and I figured I'd start with one of the stips from one of my favorite Big Japan matches.
Also, I just want people to know this - I wrote this whole match while listening to Koko B. Ware's old "Piledriver" theme song. Also, any/all feedback is appreciated.
MATCH BACKGROUND:
This match occured on 3/14/2007 at Korakuen Hall in Tokyo, Japan. The match was for the BJW Deathmatch Title, and the two competitors in the match were Yuko Miyamoto (Challenger) and Takashi Sasaki (Champion). On two sides of the ring, there are light tubes fastened to the ropes. In two the corners, there are light tubes and a steel chair. And obviously, on the outside of the ring in one of the corners, there's a scaffold about 15-20 feet tall.
BEFORE THE MATCH:
- Use Cage Ratings.
- Whenever 'Into the Ropes' is rolled, choose whether or not to attempt to put the other wrestler into the light tubes. If you choose to, roll on the "Into the Light Tubes" chart.
- When a wrestler rolls an even number on Level 1 or 2 Offense, they can choose to roll on the Light Tubes chart. This can be done up to 30 times in one match.
- When both wrestler's Cage ratings reach AT LEAST 6, they have the option to climb the scaffold.
- Match can only end by pin or submission.
START MATCH CHART (Roll 2D6):
2-4: The wrestler on offense attempts to whip his opponent into the light tubes, but the opponent stops himself before he reaches them! Roll initiative again, play as normal.
5: The wrestlers grab a light tube out of the corner they're standing in and charge at one another! The wrestler with the better agility rating is the one to hit first, bloodying his opponent. Add 1 to opponent's pin rating, roll on Level 1 Offense. If both wrestlers have the same agility rating, roll one dice for each guy, with the LOWER number being the one who wins this section of the match.
6-7: The wrestlers start off the match with mat wrestling, with neither of them having a clear advantage! Roll initiative, play as normal.
8-10: One of the wrestlers shows up to the ring with a bundle of 5 light tubes! During his intro, he holds them up. When the bell rings, he charges to the middle of the ring. Roll one dice. 1: He hits the opponent with the light tubes! Add 2 to opponent's pin rating, the wrestler on offense rolls on Level 2 Offense. 2-6: The opponent ducks! The light tubes shatter on the top turnbuckle, and the opponent goes on the offensive! Opponent rolls on Level 2 Offense.
11-12: Each wrestler grabs a chair, and charges to the middle of the ring. The wrestler with the better power rating hits his opponent with the chair, sending him to the mat. Roll on Level 1 Offense.
LIGHT TUBES CHART (Roll 2D6):
2-4: You swing the light tube at the opponent, but he ducks, kicking you in the stomach, causing you to drop the light tube! The opponent picks up the light tube, and smashes you in the face with it! Add 1 to your pin rating, opponent rolls on Level 3 Offense.
5: You swing the light tube at the opponent, but he ducks. Luckily, you swing again, just in time to hit him before he ducks! Opponent adds 1 to his pin rating. You can choose to roll again on the weapons chart or Level 3 offense.
6-8: You pick up the light tube, but the opponent fouls you with a low blow, causing you to drop the light tube! The match proceeds as normal, but this object can be used again later in the match.
7-10: Your opponent beats you to the light tube! He swings it, hitting you in the leg, but not completely destroying the light tube! Add 1 to your pin rating. Opponent can choose to roll on this chart again, or Level 2 Offense.
11: Your opponent grabs the light tube from you and swings. Roll one dice. EVEN: The opponent misses! You kick him in the gut, causing him to drop the tube. You can choose to roll on this chart again, or Level 2 Offense. ODD: The opponent catches you in the midsection with the light tube! Add 1 to your pin rating.
12: Your opponent swings the light tube, but you duck, hitting him with one of your signature moves onto the light tube! Opponent adds 2 to Pin. You can choose to go for the cover, or Roll on Level 3 offense.
INTO THE LIGHT TUBES CHART (Roll 1D6):
1: The wrestler on offense sends his opponent towards the ropes, but the opponent stops himself. The wrestler on offense charges the opponent. Roll one dice. 1: The opponent does a leap frog, and the wrestler on offense crashes into the light tubes! Add 1 to Pin rating, opponent rolls on Level 1 Offense. 2-5: The wrestler on offense stops himself, and the match resumes. Play as normal. 6: As the opponent turns around, the wrestler on offense spears him into the light tubes! Both add 1 to Pin rating, roll initiative.
2-3: The wrestler that was whipped into the ropes stops themselves by doing a baseball slide, just coming short of hitting the tubes. Wrestler on offense rolls on Level 1 Offense.
4: As the opponent is whipped, he counters, sending the wrestler on offense into the tubes! Add 1 to Pin rating, opponent rolls on Level 1 Offense.
5-6: Both wrestlers begin a chop battle until the wrestler on offense is backed up against the tubes. Roll one dice. Even: the wrestler on offense ducks one of the chops, and his opponent's hand hits the tubes, cutting him open! Wrestler on offense rolls again on whatever level his "Into the Ropes" option is on. Odd: The opponent gives the wrestler on offense a snapmare. He walks over to the ropes and pulls one of the tubes off the rope, and lays it against his opponent's back. He takes a step back and kicks the light tube, shattering it on the back of his opponent! The wrestler who shattered the tube rolls on Level 2 Offense.
CLIMBING THE SCAFFOLD CHART (Roll 1D6):
1-3: You climb the scaffold on your own, the opponent is laying in the ring. ROLL ON SCAFFOLD CHART: AERIAL
4-6: You start your ascent, but so does the opponent! You're on top of the scaffold together! ROLL ON SCAFFOLD CHART: BATTLING ATOP THE SCAFFOLD
SCAFFOLD CHART: AERIAL (Roll 1D6):
1: You start measuring the opponent for one of your special moves, but as you go to jump, the opponent moves and you crash on the mat! Add 2 to your Pin rating, opponent rolls on Level 3 Offense.
2-4: You hit one of your special moves, crushing your opponent! Opponent adds 2 to their Pin rating and rolls Pin.
5: As you prepare to jump, the opponent throws a chair, knocking you back. He begins to climb the scaffold. ROLL ON SCAFFOLD CHART: BATTLING ATOP THE SCAFFOLD.
6: You jump from the scaffold, but the opponent recovered in time to grab one of the bundles of light tubes from the corner, and he swings them, catching you on the way down! Add 1 to your Pin rating, opponent rolls on Level 2 Offense.
SCAFFOLD CHART: BATTLING ATOP THE SCAFFOLD (Roll 1D6):
1-2: The wrestler on offense elbows the opponent, and on their knees, the two start exchanging headbutts. At this point, the wrestler who has the LOWER Cage rating, hits the last headbutt, sending his opponent to the mat! ROLL ON SCAFFOLD CHART: AERIAL
3: The wrestler with the lower Cage rating hits the opponent with a low blow and sets him up for one of his finishing moves. The crowd comes to their feet as the wrestler hits that finishing move OFF of the scaffold! Opponent adds whatever the finisher's rating is plus 3 and rolls Pin.
4: The wrestler with the higher Cage rating stands up on the scaffolf, bringing his opponent with him. He goes for a scoop slam, but the opponent escapes. The opponent attempts a tie up, but they both lose their footing, falling to the ring below! Add 3 to both wrestler's Pin rating, and roll to see who wins, if neither can get up, then the match is ruled a DRAW!
5-6: The wrestlers are atop the scaffold engaged in a chop battle. Roll one dice. Even: The wrestler with the higher power rating wins, chopping his opponent off the scaffold to the mat below! ROLL ON SCAFFOLD CHART: AERIAL. Odd: The wrestler with the lower power rating somehow lifts his opponent for a Superplex off the scaffold! Add 2 and roll Pin.
[/font]Also, I just want people to know this - I wrote this whole match while listening to Koko B. Ware's old "Piledriver" theme song. Also, any/all feedback is appreciated.
MATCH BACKGROUND:
This match occured on 3/14/2007 at Korakuen Hall in Tokyo, Japan. The match was for the BJW Deathmatch Title, and the two competitors in the match were Yuko Miyamoto (Challenger) and Takashi Sasaki (Champion). On two sides of the ring, there are light tubes fastened to the ropes. In two the corners, there are light tubes and a steel chair. And obviously, on the outside of the ring in one of the corners, there's a scaffold about 15-20 feet tall.
BEFORE THE MATCH:
- Use Cage Ratings.
- Whenever 'Into the Ropes' is rolled, choose whether or not to attempt to put the other wrestler into the light tubes. If you choose to, roll on the "Into the Light Tubes" chart.
- When a wrestler rolls an even number on Level 1 or 2 Offense, they can choose to roll on the Light Tubes chart. This can be done up to 30 times in one match.
- When both wrestler's Cage ratings reach AT LEAST 6, they have the option to climb the scaffold.
- Match can only end by pin or submission.
START MATCH CHART (Roll 2D6):
2-4: The wrestler on offense attempts to whip his opponent into the light tubes, but the opponent stops himself before he reaches them! Roll initiative again, play as normal.
5: The wrestlers grab a light tube out of the corner they're standing in and charge at one another! The wrestler with the better agility rating is the one to hit first, bloodying his opponent. Add 1 to opponent's pin rating, roll on Level 1 Offense. If both wrestlers have the same agility rating, roll one dice for each guy, with the LOWER number being the one who wins this section of the match.
6-7: The wrestlers start off the match with mat wrestling, with neither of them having a clear advantage! Roll initiative, play as normal.
8-10: One of the wrestlers shows up to the ring with a bundle of 5 light tubes! During his intro, he holds them up. When the bell rings, he charges to the middle of the ring. Roll one dice. 1: He hits the opponent with the light tubes! Add 2 to opponent's pin rating, the wrestler on offense rolls on Level 2 Offense. 2-6: The opponent ducks! The light tubes shatter on the top turnbuckle, and the opponent goes on the offensive! Opponent rolls on Level 2 Offense.
11-12: Each wrestler grabs a chair, and charges to the middle of the ring. The wrestler with the better power rating hits his opponent with the chair, sending him to the mat. Roll on Level 1 Offense.
LIGHT TUBES CHART (Roll 2D6):
2-4: You swing the light tube at the opponent, but he ducks, kicking you in the stomach, causing you to drop the light tube! The opponent picks up the light tube, and smashes you in the face with it! Add 1 to your pin rating, opponent rolls on Level 3 Offense.
5: You swing the light tube at the opponent, but he ducks. Luckily, you swing again, just in time to hit him before he ducks! Opponent adds 1 to his pin rating. You can choose to roll again on the weapons chart or Level 3 offense.
6-8: You pick up the light tube, but the opponent fouls you with a low blow, causing you to drop the light tube! The match proceeds as normal, but this object can be used again later in the match.
7-10: Your opponent beats you to the light tube! He swings it, hitting you in the leg, but not completely destroying the light tube! Add 1 to your pin rating. Opponent can choose to roll on this chart again, or Level 2 Offense.
11: Your opponent grabs the light tube from you and swings. Roll one dice. EVEN: The opponent misses! You kick him in the gut, causing him to drop the tube. You can choose to roll on this chart again, or Level 2 Offense. ODD: The opponent catches you in the midsection with the light tube! Add 1 to your pin rating.
12: Your opponent swings the light tube, but you duck, hitting him with one of your signature moves onto the light tube! Opponent adds 2 to Pin. You can choose to go for the cover, or Roll on Level 3 offense.
INTO THE LIGHT TUBES CHART (Roll 1D6):
1: The wrestler on offense sends his opponent towards the ropes, but the opponent stops himself. The wrestler on offense charges the opponent. Roll one dice. 1: The opponent does a leap frog, and the wrestler on offense crashes into the light tubes! Add 1 to Pin rating, opponent rolls on Level 1 Offense. 2-5: The wrestler on offense stops himself, and the match resumes. Play as normal. 6: As the opponent turns around, the wrestler on offense spears him into the light tubes! Both add 1 to Pin rating, roll initiative.
2-3: The wrestler that was whipped into the ropes stops themselves by doing a baseball slide, just coming short of hitting the tubes. Wrestler on offense rolls on Level 1 Offense.
4: As the opponent is whipped, he counters, sending the wrestler on offense into the tubes! Add 1 to Pin rating, opponent rolls on Level 1 Offense.
5-6: Both wrestlers begin a chop battle until the wrestler on offense is backed up against the tubes. Roll one dice. Even: the wrestler on offense ducks one of the chops, and his opponent's hand hits the tubes, cutting him open! Wrestler on offense rolls again on whatever level his "Into the Ropes" option is on. Odd: The opponent gives the wrestler on offense a snapmare. He walks over to the ropes and pulls one of the tubes off the rope, and lays it against his opponent's back. He takes a step back and kicks the light tube, shattering it on the back of his opponent! The wrestler who shattered the tube rolls on Level 2 Offense.
CLIMBING THE SCAFFOLD CHART (Roll 1D6):
1-3: You climb the scaffold on your own, the opponent is laying in the ring. ROLL ON SCAFFOLD CHART: AERIAL
4-6: You start your ascent, but so does the opponent! You're on top of the scaffold together! ROLL ON SCAFFOLD CHART: BATTLING ATOP THE SCAFFOLD
SCAFFOLD CHART: AERIAL (Roll 1D6):
1: You start measuring the opponent for one of your special moves, but as you go to jump, the opponent moves and you crash on the mat! Add 2 to your Pin rating, opponent rolls on Level 3 Offense.
2-4: You hit one of your special moves, crushing your opponent! Opponent adds 2 to their Pin rating and rolls Pin.
5: As you prepare to jump, the opponent throws a chair, knocking you back. He begins to climb the scaffold. ROLL ON SCAFFOLD CHART: BATTLING ATOP THE SCAFFOLD.
6: You jump from the scaffold, but the opponent recovered in time to grab one of the bundles of light tubes from the corner, and he swings them, catching you on the way down! Add 1 to your Pin rating, opponent rolls on Level 2 Offense.
SCAFFOLD CHART: BATTLING ATOP THE SCAFFOLD (Roll 1D6):
1-2: The wrestler on offense elbows the opponent, and on their knees, the two start exchanging headbutts. At this point, the wrestler who has the LOWER Cage rating, hits the last headbutt, sending his opponent to the mat! ROLL ON SCAFFOLD CHART: AERIAL
3: The wrestler with the lower Cage rating hits the opponent with a low blow and sets him up for one of his finishing moves. The crowd comes to their feet as the wrestler hits that finishing move OFF of the scaffold! Opponent adds whatever the finisher's rating is plus 3 and rolls Pin.
4: The wrestler with the higher Cage rating stands up on the scaffolf, bringing his opponent with him. He goes for a scoop slam, but the opponent escapes. The opponent attempts a tie up, but they both lose their footing, falling to the ring below! Add 3 to both wrestler's Pin rating, and roll to see who wins, if neither can get up, then the match is ruled a DRAW!
5-6: The wrestlers are atop the scaffold engaged in a chop battle. Roll one dice. Even: The wrestler with the higher power rating wins, chopping his opponent off the scaffold to the mat below! ROLL ON SCAFFOLD CHART: AERIAL. Odd: The wrestler with the lower power rating somehow lifts his opponent for a Superplex off the scaffold! Add 2 and roll Pin.