Tag Team Turmoil chart
Jan 4, 2005 2:57:08 GMT -5
Post by gwffantrav on Jan 4, 2005 2:57:08 GMT -5
TAG TEAM TURMOIL CHART
How to use the Tag Turmoil Chart: On every fifth pin attempt on a team (combine pin attempts for both members of the team); roll on this chart, which means turmoil could happen several times per match. Do not roll on the Pin Save, Manager, Gang or Wrestler Interference Charts. Instead roll on this chart. You(r) will refer to the wrestler(s) on defense, since it will usually be your tag partner or ally trying to make the save.
Since the GWF (& CPC) is knitted together in tightly driven storylines and alliances, whereas the LWF storyline and alliances isn't, the tag ratings are different than the double team chart. Teams that have been together longer will be more cohesive during the turmoil. Teams that are strictly thrown together will be less cohesive during the turmoil. This chart has team ratings that are based on "0", "+1" and "+2".
"+2" Rating is for official teams in the LWF who team together regularly. Add 2 to the dice roll.
Example: The Road Warriors, Midnight Express, Killer Bees and The Valiant Brothers would be considered regular teams in the LWF.
"+ 1" Rating is for teams that comprise of allies who occasionally team together in the LWF or have teamed before in real-life wrestling, but wouldn't be considered a regular team. Add one to the dice roll.
Example: Ted DiBiase & Virgil, Nick Bockwinkel & Harley Race, Iron Sheik & Nikolai Volkoff occasionally team together, but aren't considered a regular tag team.
"0" Rating is for unofficial teams who do not team regularly in the LWF or real-life wrestling. Add nothing to the dice roll.
Example: Red Bastien & Jimmy Snuka, Killer Kowalski & Buddy Rogers or Frank Gotch & The Destroyer.
***As always, it’s your fed and you’re the promoter! You decide on who are official teams and who aren’t!
Tag Team Turmoil Chart
Roll on this chart on every fifth pin attempt on an opposing team. You refer to the team that is on defense.
Roll Result
2-3 Your partner runs in to break up the pin attempt, but the referee stops him. Meanwhile, your opponents get the opportunity to double team, giving you a vicious spike piledriver. You roll your Pin.
4-6 Your partner and the opponent’s partner storm the ring, with both teams brawling in the turnbuckle corners. The opponents get the upper hand as they whip the both of you to the center of the ring. You and your partner violently smash into one another. The referee finally restores order and orders the illegal men out of the ring. You add 1 to your Pin Rating and the opponent rolls on Level 3 Offense.
7-9 All four men storm the ring, resulting in a huge brawl. The referee valiantly tries to restore order. Both teams roll their disqualification (roll the legal man’s disqualification). If there is no disqualification, the referee restores order, ordering the illegal members of the team out of the ring. Roll 1 die:
Even: You get the upper hand on the opponent during the melee and take over on Level 3 Offense.
Odd: Your opponent continues his assault on you, rolling on Level 3 Offense
10-12 Your partner and the opponent’s partner run in, resulting in a huge pier six brawl between both teams. The opponents back you and your partner in the corners and attempt to Irish whip the both of you into one another in the center of the ring. But you and your partner reverse it, sending the opponents crashing into one another. The referee sends the illegal men out of the ring. The legal opponent adds one to his Pin Rating and you take over on Level 3 Offense.
13-14 Your partner runs in to make the save, but your opponent’s partner also runs in. Your partner gives him a vicious clothesline, sending him toppling over the top rope. He then nails the opponent with a vicious kick to the back of the head, which gives you time to recover. You and your partner give your opponent a deadly double team attack! (If your team has a tag finisher, you use it on the opponent and the opponent rolls his Pin plus your tag finisher. If your team does not have a regular tag finisher, imagine a deadly double team maneuver. The opponent rolls his Pin.
How to use the Tag Turmoil Chart: On every fifth pin attempt on a team (combine pin attempts for both members of the team); roll on this chart, which means turmoil could happen several times per match. Do not roll on the Pin Save, Manager, Gang or Wrestler Interference Charts. Instead roll on this chart. You(r) will refer to the wrestler(s) on defense, since it will usually be your tag partner or ally trying to make the save.
Since the GWF (& CPC) is knitted together in tightly driven storylines and alliances, whereas the LWF storyline and alliances isn't, the tag ratings are different than the double team chart. Teams that have been together longer will be more cohesive during the turmoil. Teams that are strictly thrown together will be less cohesive during the turmoil. This chart has team ratings that are based on "0", "+1" and "+2".
"+2" Rating is for official teams in the LWF who team together regularly. Add 2 to the dice roll.
Example: The Road Warriors, Midnight Express, Killer Bees and The Valiant Brothers would be considered regular teams in the LWF.
"+ 1" Rating is for teams that comprise of allies who occasionally team together in the LWF or have teamed before in real-life wrestling, but wouldn't be considered a regular team. Add one to the dice roll.
Example: Ted DiBiase & Virgil, Nick Bockwinkel & Harley Race, Iron Sheik & Nikolai Volkoff occasionally team together, but aren't considered a regular tag team.
"0" Rating is for unofficial teams who do not team regularly in the LWF or real-life wrestling. Add nothing to the dice roll.
Example: Red Bastien & Jimmy Snuka, Killer Kowalski & Buddy Rogers or Frank Gotch & The Destroyer.
***As always, it’s your fed and you’re the promoter! You decide on who are official teams and who aren’t!
Tag Team Turmoil Chart
Roll on this chart on every fifth pin attempt on an opposing team. You refer to the team that is on defense.
Roll Result
2-3 Your partner runs in to break up the pin attempt, but the referee stops him. Meanwhile, your opponents get the opportunity to double team, giving you a vicious spike piledriver. You roll your Pin.
4-6 Your partner and the opponent’s partner storm the ring, with both teams brawling in the turnbuckle corners. The opponents get the upper hand as they whip the both of you to the center of the ring. You and your partner violently smash into one another. The referee finally restores order and orders the illegal men out of the ring. You add 1 to your Pin Rating and the opponent rolls on Level 3 Offense.
7-9 All four men storm the ring, resulting in a huge brawl. The referee valiantly tries to restore order. Both teams roll their disqualification (roll the legal man’s disqualification). If there is no disqualification, the referee restores order, ordering the illegal members of the team out of the ring. Roll 1 die:
Even: You get the upper hand on the opponent during the melee and take over on Level 3 Offense.
Odd: Your opponent continues his assault on you, rolling on Level 3 Offense
10-12 Your partner and the opponent’s partner run in, resulting in a huge pier six brawl between both teams. The opponents back you and your partner in the corners and attempt to Irish whip the both of you into one another in the center of the ring. But you and your partner reverse it, sending the opponents crashing into one another. The referee sends the illegal men out of the ring. The legal opponent adds one to his Pin Rating and you take over on Level 3 Offense.
13-14 Your partner runs in to make the save, but your opponent’s partner also runs in. Your partner gives him a vicious clothesline, sending him toppling over the top rope. He then nails the opponent with a vicious kick to the back of the head, which gives you time to recover. You and your partner give your opponent a deadly double team attack! (If your team has a tag finisher, you use it on the opponent and the opponent rolls his Pin plus your tag finisher. If your team does not have a regular tag finisher, imagine a deadly double team maneuver. The opponent rolls his Pin.