Battle Royal
Jul 29, 2007 17:02:52 GMT -5
Post by Werner Mueck on Jul 29, 2007 17:02:52 GMT -5
I went ahead and reformatted the Battle Royal rules I posted and set them up in the first post for easy access. Updated rules are in pink (in honor of Havoc):
All wrestlers are placed in a stack and shuffled. Two wrestlers are drawn randomly. The first wrestler drawn is the Attacker and the second is the Defender. Play normally until a Chart Situation is rolled.
Roll on the Battle Royal chart instead of Chart Situation charts.
When a new wrestler is drawn, s/he starts his attack one Level 1 Offense. Shuffle the stack before each draw.
When asked to “reshuffle wrestlers”, take all wrestlers in play, put them back in the stack, shuffle the stack, and draw two new wrestlers. Reshuffle all wrestlers after a PIN is attempted. Add fatigue normally. Knapik mentioned that wrestlers were being shuffled more often then he liked. You can try reshuffling only when it says to do so after the chart roll instead of after every PIN.
Ignore (c) and choice situations. There are no count outs in this match. A disqualification can only happen if a heel leaves the ring and mayhem ensues on the floor. The referee may disqualify wrestlers for this. A count out in this situation is considered a disqualification.
A heel can leave the ring when a (lv) is rolled. Roll 1 die. Odd: The heel leaves the ring. Roll on “out of the ring” chart. Even: The heel is cut off. Continue playing in the ring.
When a “tag” is rolled and the Defender has an ally in the Battle Royal (most likely a tag team partner or a stable mate) the ally can come to the Defender’s aid. Roll 1 die. Odd: The ally doesn’t come to the rescue. Even: The ally comes to the rescue and double teaming ensues. The former Attacker becomes the Defender and rolls on the Battle Royal Chart, using the "C" portion of the chart. If a double team is rolled on the chart, assume that the wrestler to be drawn is the ally.
If the Defender has an ally in the Battle Royal when he rolls for PIN, the ally might come for the save by rolling on the “Save Chart”.
If the Defender has a -3 (pw) or (ag) or weighs over 350 lbs, when s/he fails a PIN roll s/he can roll on the “Save Chart” to attempt a save.
Defender always rolls on this chart during a Battle Royal when Attacker rolls a Chart Situation. Use Defender’s appropriate chart rating when rolling (if Attacker rolled “into the ropes”, Defender uses his “ropes” rating).
Use higher PIN for quicker battle royals. Once there are two wrestlers left, play normally but use this chart for “out of the ring” rolls.
* Add 1 to the Defender’s roll for each fatigue.
** If a “double team” is rolled and there are only two wrestlers left, follow the directions as if there were no double team. The effect would be the same but the wrestler Adds 1 because of a spear in between the turnbuckle for example.
Temporary PDF link:
sirbrak.com/temp/battleroyal2.pdf
Battle Royal Rules:
All wrestlers are placed in a stack and shuffled. Two wrestlers are drawn randomly. The first wrestler drawn is the Attacker and the second is the Defender. Play normally until a Chart Situation is rolled.
Roll on the Battle Royal chart instead of Chart Situation charts.
When a new wrestler is drawn, s/he starts his attack one Level 1 Offense. Shuffle the stack before each draw.
When asked to “reshuffle wrestlers”, take all wrestlers in play, put them back in the stack, shuffle the stack, and draw two new wrestlers. Reshuffle all wrestlers after a PIN is attempted. Add fatigue normally. Knapik mentioned that wrestlers were being shuffled more often then he liked. You can try reshuffling only when it says to do so after the chart roll instead of after every PIN.
Ignore (c) and choice situations. There are no count outs in this match. A disqualification can only happen if a heel leaves the ring and mayhem ensues on the floor. The referee may disqualify wrestlers for this. A count out in this situation is considered a disqualification.
A heel can leave the ring when a (lv) is rolled. Roll 1 die. Odd: The heel leaves the ring. Roll on “out of the ring” chart. Even: The heel is cut off. Continue playing in the ring.
When a “tag” is rolled and the Defender has an ally in the Battle Royal (most likely a tag team partner or a stable mate) the ally can come to the Defender’s aid. Roll 1 die. Odd: The ally doesn’t come to the rescue. Even: The ally comes to the rescue and double teaming ensues. The former Attacker becomes the Defender and rolls on the Battle Royal Chart, using the "C" portion of the chart. If a double team is rolled on the chart, assume that the wrestler to be drawn is the ally.
If the Defender has an ally in the Battle Royal when he rolls for PIN, the ally might come for the save by rolling on the “Save Chart”.
If the Defender has a -3 (pw) or (ag) or weighs over 350 lbs, when s/he fails a PIN roll s/he can roll on the “Save Chart” to attempt a save.
Roll | SAVE CHART OUTCOME |
1-2 | The Defender is eliminated from the Battle Royal. |
3-4 | If the Defender has 2 or more fatigue tokens, s/he is eliminated from the Battle Royal. If not, reshuffle both wrestlers. |
5-6 | The Defender avoids being eliminated. Add 1 fatige to the Defender and reshuffle both wrestlers. |
Battle Royal Chart:
Defender always rolls on this chart during a Battle Royal when Attacker rolls a Chart Situation. Use Defender’s appropriate chart rating when rolling (if Attacker rolled “into the ropes”, Defender uses his “ropes” rating).
Use higher PIN for quicker battle royals. Once there are two wrestlers left, play normally but use this chart for “out of the ring” rolls.
OUTCOME* | A | B | C |
The Defender ducks a sloppy clothesline. Attacker rolls PIN. | 2-3 | 2 | 0 |
Draw another wrestler. S/he and the Attacker double team the Defender. The Defender makes a comeback with a double noggin’ knocker. Add 1 to both Attackers and reshuffle wrestlers.** | 4-5 | 3-4 | 2-3 |
The Defender makes a comeback after blocking a wild punch. The Defender is now the Attacker. The new Defender rolls on this chart. | 6 | 5 | 4 |
Roll on the appropriate Chart Situation. If “out of the ring” was rolled, reshuffle both wrestlers. | 7-8 | 6 | 5 |
Both wrestlers try to eliminate each other. Compare the sum of both wrestler’s (ag) and (pw) ratings. Whoever is highest rolls PIN. If equal, both wrestlers roll PIN. | 9-10 | 7 | 6 |
Both wrestlers try to eliminate each other. The wrestler with the highest PIN rating plus fatigue rolls PIN. If equal, both wrestlers roll PIN. The Defender’s PIN is +1 for this action. | 11 | 8 | 7 |
The Defender is double teamed in the corner. Add 1 to Defender and reshuffle wrestlers.** | 12 | 9-10 | 8-9 |
The Defender is double teamed and may be eliminated. Defender rolls 1 die. Odd: Add 1 to Defender and reshuffle all wrestlers. Even: Defender rolls PIN. | 13-14 | 11-12 | 10-11 |
The Attacker tries to eliminate the Defender. Defender rolls PIN. | 15+ | 13+ | 12+ |
* Add 1 to the Defender’s roll for each fatigue.
** If a “double team” is rolled and there are only two wrestlers left, follow the directions as if there were no double team. The effect would be the same but the wrestler Adds 1 because of a spear in between the turnbuckle for example.
Temporary PDF link:
sirbrak.com/temp/battleroyal2.pdf