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Post by Cosmic Crippler on Aug 29, 2007 20:41:16 GMT -5
Here is my first of two charts for OFC macthes. The Cage Chart will replaces ropes and turnbuckle. I will eventually do another chart to replace Death Jump and Ring.
OFC CAGE CHART
Use this chart in place of the ropes and turnbuckle chart. To find your rating add your Ropes, Turnbuckle, Deathjump, and Ring ratings ( A = 3 / B = 2 / C = 1 ) and check the chart below. 10-12 = A 6-9 = B 4-5 = C
-You slam the opponent violently into the cage. A = 2-3 B = 2 STRIKER: You unload a flurry of deadly strikes. GRAPPLER: You lift the opponent off his feet and slam the headfirst onto the mat. SUBMISSION: You lock on a guillotine choke. OPPONENT ROLLS PIN
-The opponent rushes at you but you. A = 4-5 B = 3-4 C = 2-3 STRIKER: You side step and land a crushing counter shot. GRAPPLER: You meet them head on with a brutal spear. SUBMISSION: You catch the opponent by the arm and take him down with a wicked arm lock. ROLL ON LEVEL 3 OFFENSE
-The opponent locks onto you in a clinch. A = 6 B = 5 C = 4 Roll one die to see what happens: Even Roll: STRIKER: You respond with a jarring shot to the body. GRAPPLER / SUBMISSION : You gain control of the clinch and drive them against the fence. OPPONENT ROLLS LEVEL 2 OFFENSE
Odd Roll: STRIKER: The opponent lands a jarring shot to the body. GRAPPLER / SUBMISSION : The opponent gains control of the clinch and drives you against the fence. OPPONENT ROLLS LEVEL 2 OFFENSE The two of you lock up and you toss him against the cage. A = 7 B = 6 C = 5 OPPONENT ROLLS ON THIS CART*
The opponent slams you into the cage. A = 8 B = 7 C = 6 OPPONET ROLLS ON LEVEL 2 OFFENSE
The two of you stand toe-to-toe and slug it out in the middle of the cage. A = 11 B = 10 C = 9 The fighter with the better rating wins the exchange and TAKES OVER ON LEVEL 3 OFFENSE
-The opponent slams you violently into the cage. A = 12 B = 11-12 C = 10-12
STRIKER: The opponent unloads a flurry of deadly strikes. GRAPPLER: The opponent lifts you off your feet and slams you headfirst onto the mat. SUBMISSION: The opponent locks on a guillotine choke. OPPONENT ROLLS LEVEL 3 OFFENSE
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Post by Cosmic Crippler on Aug 29, 2007 21:26:16 GMT -5
OFC CAGE CHART 2
Use this chart in place of the Out of the Ring and Death Jump charts in OFC matches.
The opponent attempts to mount you. A = 2-4 B = 2-3 C = 2
STRIKER : You lash out with an up kick that lands right on his chin. GRAPPLER/ SUBMISSION : You suddenly sweep your opponent and wind up on top. ROLL LEVEL 3 OFFENSE
The opponent gets mount and attempts to ground and pound you. A = 5-6 B = 4-5 C = 3
Roll 1 die.
If you roll your Fighter Rating or under (A=3 / B =2/ C=1): STRIKER/ GRAPPLER: As your opponent postures up to reign down blows you shove him off. He is caught off balance and you move in for the kill. ROLL LEVEL 3 OFFENSE SUBMISSION: You lock on with a guillotine choke and use it to sweep him. ROLL LEVEL 3 OFFENSE
If you roll over your Fighter Rating (A=3 / B =2/ C=1) STRIKER/ GRAPPLER: The opponent lands a series of brutal shots SUBMISSION: The opponent locks on a deadly hold. OPPONENT ROLLS LEVEL 3 OFFENSE
The opponent has full mount A = 7 B = 6-8 C = 4-8
GRAPPLER/ STRIKER: You are pelted with relentless punches and elbows. SUBMISSION: The opponent locks on a painful submission. OPPONENT ROLLS LEVEL 3 OFFENSE
As your opponent passes your guard you explode out from under him. The two of you scramble for control. A = 8-11 B = 9-11 C = 9
Both wrestlers roll 1 die and add it to you’re their Fighter Rating.
You win the roll: You gain control on the ground. ROLL LEVEL 2 OFFENSE
You lose the roll: The opponent gets control and has you gets mount. OPPONENT ROLLS LEVEL 3 OFFENSE.
Tie: You battle back and forth and you struggle back up to your feet. RE-ROLL INITIATIVE AND WINNER TAKES OVER ON LEVEL 2 OFFENSE.
You try and escape up from under him but wind up giving up your back. A = 12 B = 12 C = 10-12
STRIKER/ GRAPPLER: The opponent lands a skull rattling barrage to the back of your head. You are on the verge of tapping out. SUBMISSION: The opponent locks on a rear naked choke! You are in big trouble. ROLL YOUR PIN
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Post by LWPD on Aug 30, 2007 3:08:18 GMT -5
Very interesting contribution CC. This looks like it can have real value as an 'add on' element to oher approaches...as well as being a nice stand alone chart. I'll have to make some time to experiment with this. Thanks.
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Post by Cosmic Crippler on Aug 30, 2007 16:08:26 GMT -5
Very interesting contribution CC. This looks like it can have real value as an 'add on' element to oher approaches...as well as being a nice stand alone chart. I'll have to make some time to experiment with this. Thanks. No prob man. I just whipped it up last night. I tried to make the outcomes as generic as I could so any fighter could pull off the moves. It 's a rough draft so any feed back is welcome. PS. These rules are for OFC macthes in a an octagonal cage (ala UFC) PPS. I have this in chart format on a Word doc if anyone is interested.
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Post by Big Bri on Aug 30, 2007 19:48:21 GMT -5
Slick chart CC. I might use it for non-OFC cage matches as well, just to add some spice to them. Thanks!
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Post by Knapik on Aug 31, 2007 0:17:00 GMT -5
Cool stuff, dude
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Post by Cosmic Crippler on Sept 2, 2007 18:41:38 GMT -5
I just played a few matches and made note of some changes that need to be made. I will update shortly.
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Post by Cosmic Crippler on Sept 5, 2007 21:44:13 GMT -5
Sample Match Silvinho De La Costa vs Rampage "Wolfman" Jackson
Round 1 Rampage takes the initiative and lays into Silvinho with a strikes. Silvinho has no answer and is taken to the ground. Jackson goes to work pummeling the Brazillians body. Silvinho gets gaurd and scrambles out. Pay back time. Silvinho goes on the attack backing Rampage up with a relentless stream of strikes. Rampage falls to the ground after being on the receiving end of a brutal combo. As the round ends Rampage ties up Silvinho and rides out the clock. 10-9 Silvinho Round 2 Rampage comes out looking to take the lead. After stunning Slivinho with a short uppercut, Rampage lifts Silvinho over his head and dumps him head first on the mat. Rampage pounds away forcing Silvinho to pull gaurd. Rampage hoists him in the air and slams him down with the Lycan Hammer! Silvinho recovers but is stuck on bottom. After taking a few more shots on bottom Silvinho reverses and gets back to his feet. As the round ends Rampage keeps his distance and lands jabs from a distance. 10-8 Rampage ROUND 3 Silvinho comes out like a mad man possesed. After slamming Rampage into the Cage he lands a blistering stream of punches. Rampage crumbles to the mat. Silvinho wastes no time and lands a brutal stomp onto the wolfma's head. Silvinho keeps on the attack rocking Rampage over and over. Miraculously Rampage endures and makes it back to his feet. Silvinho smelling blood charges in fists flying. Rampage steps and and cracks Silvinho on the jaw with a solid hook. Silvinho falls to the mat but bounces back up. They meet head on a second time. Again Rampage floors him with a crushing shot. Silvinho looks stunned but not out of the fight. The two battle on the ground but wind up standing in the clinch. Silva takes control with a tight guillotine and hammers away with knees to the body. Rampage breaks away but it is too late. The remaining seconds tic away on the clock. Silvinho 10-8
WINNER: SILVINHO DE LA COSTA ( DECISION)
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Post by Cosmic Crippler on Sept 22, 2007 17:08:11 GMT -5
I still have some bugs and errors on the above chart to be fixed but overall it works pretty well. The most important feature (to me at least) is the easy conversion of a wrestler to OFC fighter. Just average the 4 ratings and you are good to go.
Anyway, I am working on a cut/wound mechanic in the game. I need some input on this. If a fighter is cut what effects do you think it should have.. 1) -1 to their fighter rating (ex: A to B) ? 2) add1 to PIN? 3) weaken their finisher rating? 4) other?
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Post by Eliath on Sept 30, 2007 17:29:43 GMT -5
I think add 1 to their PIN would be appropriate given the choices.
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Post by DUCE on Sept 30, 2007 18:40:39 GMT -5
I still have some bugs and errors on the above chart to be fixed but overall it works pretty well. The most important feature (to me at least) is the easy conversion of a wrestler to OFC fighter. Just average the 4 ratings and you are good to go. Anyway, I am working on a cut/wound mechanic in the game. I need some input on this. If a fighter is cut what effects do you think it should have.. 1) -1 to their fighter rating (ex: A to B) ? 2) add1 to PIN? 3) weaken their finisher rating? 4) other? BLOOD TOKENS The way I handled blood in my openweight NHB org( called neo UFC or NUFC original amirite?) was the use of tokens. I'd place one blood token marker one or more of the fighter's down-3. Like down-3(etc) or down-3(ie) or even a hurt-2(ie) on level 3 defence. The fighter can only take 9 tokens before he has to roll his pin/universal rating. Usually the referee/cut man will stop it before then. The max amount of blood tokens a fighter can stand before bloodloss is to severe is 12 tokens. 13 or more equals possible death. Like lets say Phil Baroni does a combination punches-3 on Ryo Chonnan. Ryo Chonnan rolls his down-3(ie) blood token. Ryo falls hard to the mat and has a mouse underneath his eye. Leg kick=Leg redness and so on. another example being Splatter does a blood bash-3 on Stalker. Stalker rolls his a 2 on level 3 defence and hits his blood token hurt-2(ie). Stalker whinces as a small bruise forms on his head. Token meanings; 1 TokenThis symbolizes the first marking. Depending on what the move is a mouse, bruise, or redness appears in the effected area. 2nd Token Marking grows 3rd Token First blood! Whatever just hit the fighter has caused a small cut. 4th Token Cut starts to bleed 5th Token Area flares up where the move landed. You look like your in pretty bad shape. 6th Token Crimson Mask! That blood is leaking out where ever its coming from! Roll universal/pin. Your corner, cutman, or referee doesn't like the look of you. 7th-8th Token Area looks disformed. On the 8th token roll universal/pin. Your corner, cutman, or referee doesn't like the look of you. 9th Token To much blood loss! You look like a bloody mess! The fight is over unless you are in a some sort of underground pit fighting or NHB. If you are roll universal/pin to see if you pass out due to blood loss! 10-11th Token Every token gets a universal/pin check. 12th Token Your done. Stick a fork in you. Roll two dice for injury. 13th Token DEATH! Anything higher then 12 tokens is considered death! It up to you on if the fighter gets a save and how you handle this tragedy! Also depending on the move some should not get a blood token. Like a roll up or a silly grapevine. FINISHERS and BLOOD TOKENSWhatever the rating a finisher usually gets a blood token. (0) 1 Token (+1) 1 Token (+2) 1 Token (+3) 2 Tokens (+4) 3 Tokens (+5) 4 Tokens (+6) 5 Tokens Its using this system enables death and realism into a fight. Examples; Say Big Nog(year 2000) uses his TRIANGLE CHOKE(+4) on Mark "The Hammer" Coleman(year 1999) he could very well choke out the bruised gasping ground and pound legend. Certainly his head wouldn't turn into a cannon of blood but its possible he could die if he doesn't tap out of muscle his way out. This also depends on the move. Thantos's MASTERLOCK(+4) would give 3 tokens and cause a possible break but Pollux's PIN USING THE ROPES(0) would not get its 1 token due to the nature of the hold/strike.
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Post by Cosmic Crippler on Oct 1, 2007 11:14:27 GMT -5
Thanks for posting this. Really well thought out. My system wasnt nearly as i depth. It only covered cuts from strikes.
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Post by DUCE on Oct 1, 2007 18:22:58 GMT -5
I had some ideas involving in match injury from snake eyes rolls from blood tokens. Example;
Say Frank Mir has given Tim Sylvia five ies(blood tokens) through submission holds and applies his finisher ARM TAP(+3) which adds two more blood tokens to Tim's five. Giving him seven. So not only does Tim have to roll to see if he submits he also has to roll to see if he has complications with his arm. Tim makes the first roll so he doesn't submit but fails the second. If this was a strike the cut man would not let him continue, a choke then he didn't tap but he passed out, and for joint locks in fight injury. In this case lets use the snake eyes rule. Double ones on any save roll means injury and the match stops. Tim rolls snake eyes on the second save and loses due to an obvious break and is automaticaly injured 2d6 months.
I'll type that all out and have my old injury chart for what type of break, cut, or complication is involved with the injury(I have find it...)
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Post by DUCE on Oct 1, 2007 18:27:56 GMT -5
Blood Tokens can be used for cuts and breaks at the same time. Its all up to you. Figure that you have a strong striker beating the snot out of a guy to the point of getting four tokens and making the guy bloody then he applies a submission hold and we have the Mir/Sylvia example happen. If you think his striking ebbed out extra blood or it was a freak arm break. I usually go with what move cause what number token( a freak arm break).
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