Injury Charts
Aug 13, 2007 3:22:23 GMT -5
Post by LWPD on Aug 13, 2007 3:22:23 GMT -5
This is posted in connection to a info request from Havoc regarding injuries. These are three distinct types of Injury Charts. The first deals with incorporating an injury 'as it happens' during the course of a match. The second deals with determining a staggered level of injury severity after the fact. The third regards the extent to which the injured can make public appearances.
Credit Nemecys X
In-Match Injury Rule:
First, each wrestler has an injury rating, which is basically
their ability and desire to injure opponents. This rating is
either a 0, 2, or 2-3. This is based on the wrestler's fight
style, attitude, and intensity of his finisher.
Wrestlers with 0 injury ratings either don't have the capacity
to injure their opponents or go out of their way not to. Ursa
Major (who really can't hurt anyone with a Shotgun Cradle) and
most jobbers have 0 Ratings.
Wrestlers with 2-3 ratings are either vicious, malicious, or
have lethal finishers. Cypher, Disaster, and Murdock fit this.
Everyone else has a rating of 2.
These are all based on your judgment. If Ursa Major is a heel,
he may end up with a 2-3. It's all up to you.
Now, in the match, if, when rolling pin or count out, you roll
the opponent's injury rating, roll 1 die. If this number is
less than your total number of tokens (don't count pin or cage
ratings), then you are injured 1 card. If the opponent hit a
finisher, then the die roll will be less than the number of
tokens + the finisher rating. The injury number then is
1 + the finisher rating.
Add 1 moves are treated as +1 finishers.
For example, if Disaster (rating 2-3) is fighting Endgame
(with 1 token at the moment), and Disaster nails Rampage,
with Endgame rolling a 3, then the player would roll 1 die
for Endgame. If he rolls a 5 or lower (1 token +4 finisher),
he is injured 5 cards (probably a concussion from the blow).
Note, if the roll causes an injury but the match isn't over yet,
it's up to the referee and/or injured wrestler's manage to make
the decision to stop the match or not. Titles Can change hands
this way.
___________________________________________________________________
Injury Chart
Credit Mark Vander Zanden
Regular Match: For each token that a wrestler receives, roll
1D6. For each 'one' that is rolled consult the chart.
Specialty or Grudge Match: For each token that a wrestler
receives in a specialty match, roll 1D6. For each "one" that
is rolled consult the chart below, adding 1 to each of the
die rolls. Note that this is in ADDITION to any time lost
because of a result of the match.
Basic Chart
1-3 No injury
4 Minor injury. Wrestler works with some discomfort,
increase his PIN by 1 for each 1D6 cards
5 Wrestler injured and misses 1D6 fight cards
6 Re-roll on the extended chart instead
Extended Chart
2-3 Severe Injury. Wrestler is gone for 3D6 fight cards
4-5 Major Injury. Wrestler is gone for 2D6 fight cards
6-8 Moderate Injury. Wrestler is gone for 1D6 plus 2 fight
cards
9-10 Debilitating Injury. Wrestler is gone for 2D6 fight
cards and has a PIN+1 for another 1D6 fight cards
thereafter.
11 Grievous Injury. Wrestler is gone for 1D6 times 5 fight
cards and has a PIN of 1 added for another 1D6 plus 2 fight
cards thereafter
12 Hideous Injury. Wrestler is gone for 1D6 times 10 fight
cards and his PIN is PERMANENTLY increased by 1. He also has
a fifty-fifty chance of having either his power or agility
downgraded by one permanently as well.
___________________________________________________________________
Credit Slymm
Injury Status Chart
These are the rules I go by for determining if a wrestler
can wrestle and/or appear when injured.
1. Look at the length of injury. Then roll two dice. If the
roll is the same or less than the length of injury, the wrestler
may not WRESTLE.
2. I then roll a second time.
a. If the roll is the same or less again, the wrestle may not
even appear on the card (no run ins, interviews etc.)
b. If he beats the roll the second time, he may appear, but
still may not wrestle.
c. On a roll of 7, the wrestler automatically is out of action
and may not wrestle or appear.
3. Once a wrestler can wrestle, you need not roll again for
the duration of his injury. If a wrestler is only able to appear,
the next card you need only roll once to see if he is healthy
enough to wrestle (as he is already able to appear).
Example: Rick Rude is injured 9 cards. Roll two dice. Assume
the roll is 6. This means Rude cannot WRESTLE. You then roll
two dice again. Say the roll is 11. This means though too injured
to wrestle, he still may appear, via ringside, run-in etc. The
next card, Rude's injury will be down to 8. You would then roll
just once to see if he can wrestle.
REMEMBER: any roll of 7 automatically disqualifies the wrestler
from competing or appearing.
Credit Nemecys X
In-Match Injury Rule:
First, each wrestler has an injury rating, which is basically
their ability and desire to injure opponents. This rating is
either a 0, 2, or 2-3. This is based on the wrestler's fight
style, attitude, and intensity of his finisher.
Wrestlers with 0 injury ratings either don't have the capacity
to injure their opponents or go out of their way not to. Ursa
Major (who really can't hurt anyone with a Shotgun Cradle) and
most jobbers have 0 Ratings.
Wrestlers with 2-3 ratings are either vicious, malicious, or
have lethal finishers. Cypher, Disaster, and Murdock fit this.
Everyone else has a rating of 2.
These are all based on your judgment. If Ursa Major is a heel,
he may end up with a 2-3. It's all up to you.
Now, in the match, if, when rolling pin or count out, you roll
the opponent's injury rating, roll 1 die. If this number is
less than your total number of tokens (don't count pin or cage
ratings), then you are injured 1 card. If the opponent hit a
finisher, then the die roll will be less than the number of
tokens + the finisher rating. The injury number then is
1 + the finisher rating.
Add 1 moves are treated as +1 finishers.
For example, if Disaster (rating 2-3) is fighting Endgame
(with 1 token at the moment), and Disaster nails Rampage,
with Endgame rolling a 3, then the player would roll 1 die
for Endgame. If he rolls a 5 or lower (1 token +4 finisher),
he is injured 5 cards (probably a concussion from the blow).
Note, if the roll causes an injury but the match isn't over yet,
it's up to the referee and/or injured wrestler's manage to make
the decision to stop the match or not. Titles Can change hands
this way.
___________________________________________________________________
Injury Chart
Credit Mark Vander Zanden
Regular Match: For each token that a wrestler receives, roll
1D6. For each 'one' that is rolled consult the chart.
Specialty or Grudge Match: For each token that a wrestler
receives in a specialty match, roll 1D6. For each "one" that
is rolled consult the chart below, adding 1 to each of the
die rolls. Note that this is in ADDITION to any time lost
because of a result of the match.
Basic Chart
1-3 No injury
4 Minor injury. Wrestler works with some discomfort,
increase his PIN by 1 for each 1D6 cards
5 Wrestler injured and misses 1D6 fight cards
6 Re-roll on the extended chart instead
Extended Chart
2-3 Severe Injury. Wrestler is gone for 3D6 fight cards
4-5 Major Injury. Wrestler is gone for 2D6 fight cards
6-8 Moderate Injury. Wrestler is gone for 1D6 plus 2 fight
cards
9-10 Debilitating Injury. Wrestler is gone for 2D6 fight
cards and has a PIN+1 for another 1D6 fight cards
thereafter.
11 Grievous Injury. Wrestler is gone for 1D6 times 5 fight
cards and has a PIN of 1 added for another 1D6 plus 2 fight
cards thereafter
12 Hideous Injury. Wrestler is gone for 1D6 times 10 fight
cards and his PIN is PERMANENTLY increased by 1. He also has
a fifty-fifty chance of having either his power or agility
downgraded by one permanently as well.
___________________________________________________________________
Credit Slymm
Injury Status Chart
These are the rules I go by for determining if a wrestler
can wrestle and/or appear when injured.
1. Look at the length of injury. Then roll two dice. If the
roll is the same or less than the length of injury, the wrestler
may not WRESTLE.
2. I then roll a second time.
a. If the roll is the same or less again, the wrestle may not
even appear on the card (no run ins, interviews etc.)
b. If he beats the roll the second time, he may appear, but
still may not wrestle.
c. On a roll of 7, the wrestler automatically is out of action
and may not wrestle or appear.
3. Once a wrestler can wrestle, you need not roll again for
the duration of his injury. If a wrestler is only able to appear,
the next card you need only roll once to see if he is healthy
enough to wrestle (as he is already able to appear).
Example: Rick Rude is injured 9 cards. Roll two dice. Assume
the roll is 6. This means Rude cannot WRESTLE. You then roll
two dice again. Say the roll is 11. This means though too injured
to wrestle, he still may appear, via ringside, run-in etc. The
next card, Rude's injury will be down to 8. You would then roll
just once to see if he can wrestle.
REMEMBER: any roll of 7 automatically disqualifies the wrestler
from competing or appearing.