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Post by Dr B on Jul 7, 2014 19:24:54 GMT -5
BLITZMATCH
I've done a rewrite of the rules to try to make them more clear. I also tweaked a couple of things like cheating. These are still in process, but are playable.
FastMatch! VCW Rules FastMatch! 3.0 Copyright 1995 by Jeff Berry, nexus@panix.com
Changes since 2.x Rewrite of rules for clarity Cheating has been modified a bit, as has the cheater ability A few changes here and there
Introduction: FastMatch! is a wrestling simulator designed for use primarily in e-Wrestling. It will try to satisfy everyone. In this it will fail, but it ought to work pretty well for some people.
Index: I. Building a Characters II. Making a Strategy III. Resolving a Match IV. Sample Singles Match V. Tag Teams and Tag Team Matches VI. Sample Tag Match VII. Managers VIII. Miscellaneous IX. Specialty Matches X. Design Notes
Part I: Building a Character
In the FastMatch! game system, characters are professional wrestlers. They begin with 24 character generation points (CGP) which they use to purchase attributes, extra strategy points, knacks and special abilities. CGP's are used only to make the character and are distinct from other types of points (attributes and strategy points).
I.1 Attributes All FastMatch! wrestlers must have a score for each of Strength(STR), Agility(AGI), Speed(SPD), Endurance(END), Technique(TEC), and Weight(WEI). All of these must have a score of at least 1. TEC and WEI are limited to a maximum of 10. Some attributes are linked: WEI+AGI must be less than or equal to 15 WEI+SPD must be less than or equal to 15
COST: Each point in an attribute costs 1 CGP
I.1.1 Weight Classes and WEI
Anyone with a WEI of 5 or more is a Heavyweight. While there is not an exact correspondence between WEI and weight, WEI is a guideline to weight. The following is a rough guide. WEI Weight 1-4 less than 230 lbs (Lightheavyweights) 5-6 230 to 300 lb range 7-8 300 to 400 lbs or so 9-10 400+ lb monsters
I.2 Strategy Points Each wrestler also has strategy points which he may assign to his attributes on a match-by-match basis in order to shore up weaknesses, take advantage of the grid(see Strategy) and so forth. Each wrestler begins with two strategy points.
COST: Each extra strategy point costs 2 CGP
I.3 Knacks and Special Abilities
The wrestler may also have some special abilities which affect match resolution.
Finisher - the wrestler may have a finisher. The finisher may be used at most once for every ten rounds in the match, and not more than once for each ten round which have passed (for example, it could be used 3 times in a 30 round match. The uses could be in rounds 28,29 and 30. But not more than once in rounds 1-10) A finisher gives an attack bonus of +1 for the one round in which it is used, and if a pin/submission attempt occurs, a bonus of +2 is gained for that attempt. This special ability may be purchased multiple times, and each successive purchase allows one extra use of the ability. The ability may never be used more than once/round. (Note: This means you could build a wrestler with 1's in all his attributes and 9 finishers. I don't think he would be very effective though.) COST: Each use of a finisher costs 2 CGP Style - Styles give a +1 to all attack rolls in certain types of matches (see Resolving a Match). High-Flyer: SPD/AGI, AGI/TEC, AGI/AGI must have an AGI of 5 Powerhouse: STR/WEI, STR/TEC, STR/STR must have an STR of 5 Technician: TEC/END, TEC/SPD, TEC/TEC must have a TEC of 5 Martial Artist:SPD/STR, SPD/END, SPD/SPD must have an SPD of 5 COST: The first style purchased costs 2 CGP, a second style may be purchased for 4 more CGP. Wild Brawler - there is also a special style called a Wild Brawler, which covers exclusively fights outside the ring. The wrestler gains +1 attack to to all attack rolls which take place out of the ring. COST: 2 CGP Cheater - A cheater is less likely to be penalized for cheating. The referee's awareness is always lowered by 1 at the start of a match for a cheater. (see Strategy and Cheating). COST: 1 CGP
I.5 Color
The wrestler should also have a height, weight, name, ring attire, whether he is a face or heel, and miscellaneous details added to make him more "realistic".
I.5 A Sample Character
Captain Luger: STR AGI SPD END TEC WEI 3 3 5 3 3 3 Total Cost=20 CGP
Strategy Points: 2 Finisher: Oriental Wristlock(2 CGP) Style: Martial Artist(2 CGP)
Height: 6'1" Weight 221 lbs, Red Hair Wears black bodysuit, ring music is "Ned Ludd" by Bob Calvert
Part II: Making a Strategy
The strategy is what guides the federation head in the resolution of the match and the subsequent write up.
II.1 The Grid
For each scheduled match, the federation head will generate and distribute a grid which looks something like this: A B C D 1 STR/WEI SPD/AGI AGI/END WEI/WEI 2 SPD/SPD TEC/WEI STR/END AGI/WEI 3 SPD/TEC AGI/TEC STR/STR SPD/END 4 END/END END/WEI STR/SPD STR/TEC
Each of the competitors will select either a letter or number (the fed head will determine who is to select a letter and who a number). The intersection of the choices determines the type of match. EG. If the choices were B/2, the match would be TEC/WEI. The exact effect of this choice is explained in Resolving a Match, but the general idea is to try to get a match for which your attributes are high, or for which you think your opponents attributes are low, or for which you have the correct style. For instance, if I had a very high SPD and AGI and very low STR, and was choosing letters, I would tend towards B and away from C.
II.2 Pin or Submission Sometimes the wrestler will get a chance to end a match other than when called for by his Round Actions (see below). He should choose either Pin or Submission as his default, and that will be checked if, for example, he beat his opponent by 7 points with a regular action (see Types of Actions).
II.3 Using Strategy Points
Strategy points are used to compensate for weaknesses which may arise in the match. For instance, in the example above, if I chose B, I might put my strategy points into TEC since two of the B column matches use TEC and my SPD and AGI are already high.
Strategy points may be added to any score except WEI. (This includes TEC, Injury (see section on Injury), and for Tag Teams, Teamwork).
III.3 Round Actions
Round actions are the actions that the wrestler will try to to take at each step of the match. Each round corresponds to roughly one minute, and requires 1 line in the strategy.
A round action consists of three required parts and a couple of optional parts.
Required Parts: Type of Action: What kind of action the wrestler is taking, this is one of the following: Regular (which is the default if nothing else is specified), High Risk, Pin, Submission, Defensive or Out of the Ring. The effects of this are explained a it lower. Target Attribute: What is the attribute which the wrestler is attacking? Any attribute may be attacked except WEI (including Teamwork). Moves: The moves the wrestler is doing. This helps the fed head write the report. Moves should be appropriate to the type and target - eg. a moonsault is not a defensive move, and a figure four would work on SPD or AGI and not POW.
Optional Parts: Illegal: Any type of move except for a Defensive one can also be declared illegal. Illegal moves shift the result up one row if the cheater wins the round. (See types of action). They do risk DQ, though (see Resolving the Match.) Finisher: If the wrestler possesses a finisher, he must specify when he is going to try for it.
II.3.A Types of actions In general, when a round is resolved, one wrestler will have a higher roll than the other (see Resolving the Match), and the difference between the two rolls and the type of action executed by the high roller determine the effects of the moves. The possible effects are: Damage to the target attribute, pin or submission attempts, Out of the Ring attempts, and Injury.
Damage to the attribute: This is the most common effect. The winner of the round simply reduces the target attribute of the loser by some amount. Note that WEI may never be reduced, and TEC may only be reduced to 1/2 of its initial value. No attribute may be reduced below 0. Pin/Submission Attempts: A pin or submission is checked. (see Resolving the Match). Out of the Ring: A check is made to see if the match is taken out of the ring. Injury: If the target attribute is already 0, and Damage is caused, Injury may occur. (See Resolving the match).
Regular Actions: The regular action has the following results: 1-2 1 point of damage 3-4 2 points of damage 5-6 3 points of damage 7+ 3 points of damage and check for pin or submission
High Risk: If the action is high risk then one of two things occurs. If the wrestler loses, the opponents result is shifted down one row If the wrestler succeeds he uses this chart: 1 No damage 2 1 point of damage 3 2 points of damage 4 3 points of damage 5 4 points of damage 6 5 points of damage 7+ 5 points of damage and pin/sub
Defensive: A defensive action gives the defender a +1 bonus to his attack roll, but he uses this chart if he wins: 1-8 1 point of damage 9+ 1 point of damage and pin/sub
Pin or Submission Attempt: These are two separate actions. If the wrestler wins, he uses this chart: 1-2 1 point of damage 3+ 1 point of damage and pin/submission attempt
Note that the action must be specified as Pin or Submission and will override the default.
Out of the Ring: This is an attempt to take the match outside the ring, a tactic favored by brawlers. 1-2 1 point of damage 3-5 1 point of damage and the match may go outside the ring. Roll 3d6 for each wrestler, if the winner rolls higher than the loser, the next round is out of the ring! (see Resolving the Match). 6+ 2 points of damage and the match may go outside the ring as above.
II.4 A sample strategy
Here is a sample strategy, although not necessarily a very good one Captain Luger: Letter Choice is B Strategy Points: +2 TEC Defaults to Pin
Round Action 1 Regular vs. END, kicks and chops to the chest 2 Regular vs. SPD, kicks and chops to the leg 3 High Risk vs. TEC, drop kick off the ropes to head 4 Pin vs. END, leg sweep and cover 5 Submission vs. POW, Finisher, Oriental Wristlock etc.
III. Resolving the Match
The resolution of a FastMatch! match breaks down into three basic steps: the selection of the attributes involved in the match, the actual resolution, and any pin/submission checks. All are affected strongly by the strategy sent in by the players for their wrestlers.
III.1 The selection of the attributes
The challenger (or the first name listed in the match) will select a letter (A,B,C,D) and the defender (or second name) will select a number (1,2,3,4). The intersection of those two choices determines the attributes which will be used in the resolution of the match. (see II.1 The Grid) Each match will use two attributes.
Note that chart varies for each match, and is generated using a "deck of cards" model. That means that each combination of attributes will appear at most once in any grid. (IE. The "card" has been used.
Since the grid varies from match to match, it is impossible to give a default grid selection letter/number.
III.2 Round by Round Resolution
III.2.A Determine advantage For each round, the two attributes are compared for the wrestlers. Each attribute for which a wrestler has a higher score than his opponent gives that wrestler a +1 attack bonus. Styles may also increase this bonus (see Styles). Note that the lower bonus may be subtracted from the higher so that only one wrestler actually has a bonus without affecting the results (eg. if one wrestler has +1 and the other has +2, this is the same as the second wrestler having +1), this is the method used in the examples.
III.2.B Determine result 3d6 are rolled for each wrestler. The high roller is the winner for that round. The lower score is subtracted from the higher and the result compared to the table for the winners choice of action for that round (eg. if the winner had chosen High Risk and rolled 4 higher than the loser, the loser would take 3 points of damage to the attribute the winner had targeted.)
III.2.C Continue Unless the match is over, the advantage for the next round is determined and the process is continued.
III.3 Pins and Submissions
Pin and or Submission checks can occur as the result of a Pin or Submission Round action, or as the result of a very high roll on a different action. All are resolved the same way.
III.3.A Pin check: If a pin check has been called for, the attackers WEI is compared to the defenders STR. If it is greater, then the attacker gets a +1 bonus to the pin roll. Roll 3d6 for each wrestler. If the attackers roll is greater than the defenders by 1 or 2, he gets a 1 count, by 3-4 he gets a two count, and by 5 or more he gets a three count and the match is over.
III.3.B Submission check: The process is identical to that for a pin check except the attackers TEC is compared to the defenders END.
III.3.C Effect of 0 Attributes: For each attribute a wrestler has at 0, the opponent gets an additional +1 to all pin/submission attempts.
III.4 Out of the Ring
When a match has gone out of the ring, all damage is increased by 1 point. Furthermore, any pin or submission attempt becomes instead a possible count out. Add together the defending wrestler's END and SPD. Roll 2d6, if the die roll is 2 or more than the total of END and SPD, the wrestler is counted out.
If the original die roll outside the ring is a tie, then both wrestlers take 1 point of damage and both check to see if they are counted out.
III.5 Injury After an attribute has been reduced to 0, it is no longer reduced by damage. Instead, further damage to the attribute may result in injury. When further damage is done, roll a d6+2, if it is less than the number of points of damage inflicted, an injury occurs. Some wrestlers may wish to inflict extra damage upon their foes. Strategy points may be spent to increase the odds of injury. Up to 2 strategy points may be used to reduce the die roll by one point each. EG. Bob Bad really wants to hurt George Good, so his strategy has the line "2 Strategy points towards injury". Then rather than rolling a d6+2, a d6+2-2 (just a d6) is rolled.
Each point of injury reduces the attributes maximum value until it is healed. Each week, injuries may be healed. If the wrestler does not wrestle his worst injury is automatically healed by 1 point and a d6 is rolled. If the roll is 5 or 6, one extra point is also healed. If the wrestler does wrestle, he gets no automatic healing but a d6 is still rolled.
Note that some specialty matches may alter the chance of injury (eg. a cage match might reduce the injury die roll by 1, a barbed- wire/landmine match might reduce it by 3. A first blood match might continue UNTIL the first injury point.)
III.6 Cheating and DQ's
When ever an illegal action is performed, their is a chance of a DQ occuring. The referee has an awareness factor for each wrestler in the match. Whenever that wrestler cheats, 2d6 are rolled. If the result is less than or equal to the referee's awareness the wrestler is DQ'ed. If the result is 11 or 12 there is no effect. If the result is greater than the ref's awareness but less than 11, a warning is issued and the referees awareness is increased by 1 for that wrestler.
If the wrestler tied with his opponent for his attack roll, then both wrestlers are checked for DQ. (Can't you just smell the screwjob?)
The referees awareness is usually determined as follows: roll 1d6 roll awareness 1 2 2-5 3 6 4
Part IV: Sample Match Singles Match Captain Luger vs. Kaltor the Violent A B C D 1 STR/WEI SPD/AGI AGI/END WEI/WEI 2 SPD/SPD TEC/WEI STR/END AGI/WEI 3 SPD/TEC AGI/TEC STR/STR SPD/END 4 END/END END/WEI STR/SPD STR/TEC
Captain Luger: STR AGI SPD END TEC WEI 3 3 5 3 3 3 Total Cost=20 CGP
Strategy Points: 2 Finisher: Oriental Wristlock(2 CGP) Style: Martial Artist(2 CGP)
Height: 6'1" Weight 221 lbs, Red Hair Wears black bodysuit, ring music is "Ned Ludd" by Bob Calvert
Letter Choice is B Strategy Points: +2 TEC Defaults to Pin
Round Action 1 Regular vs. END, kicks and chops to the chest 2 Regular vs. SPD, kicks and chops to the leg 3 High Risk vs. TEC, drop kick off the ropes to head 4 Pin vs. END, leg sweep and cover 5 Submission vs. POW, Finisher, Oriental Wristlock
Kaltor The Violent STR AGI SPD END TEC WEI 6 2 2 5 2 7
Strategy Points:2 Height: 6'6" Weight: 325 lbs.
Number Choice is 4 Strategy Points: +2 to END Defaults to Pin
Round Action 1 Regular vs. END, Cheat, punch and choke 2 Submission vs. END, Choke hold 3 Regular vs. END, Backbreaker 4 Same as 3 5 Pin vs. END, Bodyslam and cover
The match is B4, END/WEI, so for round 1 Kaltor has a +2 advantage since his END and WEI are both higher than Cap's. Round 1 Kaltor rolls 9+2=11 Cap rolls 7 So Kaltor looks at the Regular chart on the 5-6 column (+1 for his cheat) and inflicts 3 point of damage to Cap's END making it 0. He cheated, so we roll 2d6 against the ref's awareness of 3, roll is 4 so Kaltor is warned and the awareness goes to 4.
Round 2 Kaltor is still at +2, roll 10+2 Cap rolls a 8 Kaltor beast Cap by 4 and gets a Submission attempt. The one point of damage is no good. Kaltor rolls 4 for his submission and adds 2 (1 for having TEC higher than Cap's END, 1 for Cap's END being 0. Cap rolls 12 and breaks the hold quickly.
Round 3 Kaltor still at +2, roll is 11+2 Cap rolls 9, Kaltor gets to do damage on the 5-6 chart again, since Cap blew a High Risk move. That's three points a possible injury, the d6 is 4, +2 is 6 no injury.
Round 4 Kaltor at +2, roll is 6+2=8 Cap rolls 7 Kaltor inflicts 1 point, which is of no use.
Round 5 Kaltor is only at +1, since Cap is going for his Finisher, roll is 15+1 Cap rolls 6 Kaltor ignores Cap's attempt at a wristlock and instead bodyslams him. The roll is high enough for a pin attempt Kaltor rolls 15 +2 (one for his WEI greater than Cap's STR, and one for Cap's END of 0) Cap rolls 9, so Kaltor gets the 3 count.
Part V: Tag Team Matches
Tag team matches are similar to singles matches but have a few quirks of their own.
V.1 Teamwork
Teams may buy teamwork, using any of the members points. Teamwork may be targeted in round actions and reduced by damage. Teamwork is factored into matches in two ways.
V.1.A Teamwork and the match grid
The match grid for tag matches is slightly different. There are the same combinations of attributes, but each combination may be with or without teamwork (in the grid, a "/" indicates without teamwork and a "*" indicates with teamwork). The teamwork is a third attribute which is compared just like the other two.
V.1.B Teamwork, strategy and the match resolution
Each team should submit one set of round actions for the team, ie. each individual wrestler should not submit a separate set of round actions. Each wrestler MAY submit a letter/number choice for each for each of their opponents. Given each combination of wrestlers, a different section of the grid may be used and the bonuses may very well change. So a chart of the combinations and the bonuses may be made looking something like this. Example: Amos and Andy are wrestling against Martin and Lewis, when the bonus are calculated, they look like this. Amos Andy Martin +2Martin 0 Lewis +1Amos +1 Andy
So, if Martin is wrestling Amos he has a bonus of +2, but if Lewis is wrestling Andy, Andy has a bonus of +1. In order to determine which bonus is used each round, teamwork comes into play. Each round roll 2d6 for each team and add the team's teamwork. The team with the highest roll will use the highest bonus available to it. If the rolls are equal, then the bonus which is closest to "0" will be used.
EG. Continuing the above example, if Martin and Lewis win the roll, the round will be resolved with them having a +2 bonus. If Amos and Andy win the roll, the round is resolved with them having a +1 bonus. If the rolls are tied, the "0" is used.
These bonuses can change from round to round, of course, depending on a variety of reasons - damage can alter bonuses, if a finisher knack is in play the bonus will change and so on.
When damage is inflicted, the bonus that was used determines who the active wrestles were - for instance in the above example, if the bonus was +2, we know that Martin and Amos were active for that round for the purposes of determining damage and pin attempts. If there are multiple choices, then the combination is determined randomly - so if the bonus was +1 for Amos and Andy, we know that Lewis is in the ring, but either Amos or Andy could be the other.
Knacks which give bonuses (styles, finishers, wild brawler) take effect as usual (and for finishers should be included in the round actions as usual) and will affect the bonuses for the rounds where they are in effect. In these cases, the finisher boosts all of a team's bonuses by 1. EG. If Amos specified a finisher on round 3, then for that round, the chart looks like this, since the finisher changes his bonuses: Amos Andy Martin +0 +1Andy Lewis +2Amos +2Andy
If both members are cheaters (see Special Ability) the initial awareness against them is reduced by 2.
VI.2 Six Man matches
All of the above applies more or less directly to six man matches as well. TEAM must be purchased for six man action separately from regular tag team TEAM. Although if two of the three are a tag team, then 2/3 of their TEAM will apply to the six man team.
Part VI: A sample tag match
Here are 4 characters in short form, representing two tag teams: Captain Luger and Buddy - The Sons of Liberty Kaltor and Prisoner Pain - The Violators
Cap Buddy Kaltor PP STR 3 5 6 1 AGI 3 1 2 3 SPD 5 1 2 3 END 3 3 5 3 TEC 3 1 2 5 WEI 3 7 7 5 TEAM 0 2 0 2 Styles MA Pow Tec Finish 1 1
The grid looks like this: Sons of Liberty vs. The Violators Challenger chooses A-D, Defender Chooses 1-4 A B C D 1 TEC*TEC SPD*END TEC/TEC STR/SPD 2 AGI*AGI AGI/WEI SPD*AGI END*END 3 SPD/END TEC/WEI STR*TEC STR/AGI 4 STR/END WEI/WEI STR/TEC SPD/SPD
Sons of Liberty Strategy: Cap chooses D against both men and puts both Strat points into END Buddy chooses B against both men and puts +1 to END and +1 to TEAM Round Action 1 Regular vs. TEAM, fast tags and chops/forearms to the head 2 Pin vs. STR, Buddy's finisher, Tombstone Piledriver 3 High Risk vs. END, Buddy holds him up, Cap with flying kick off ropes 4 Regular vs. END, work on the chest/head with chops and punches 5 Submission vs. END, Cap's finisher, Oriental Wristlock
Violater's Strategy Kaltor chooses 4 and puts both points into SPD Prisoner Pain chooses 3 and puts both points into STR
Round Action 1 Regular vs. STR, Cheat, illegal double teams 2 Regular vs. END, either surfboard or kicks to the ribs 3 Submission vs. END, Sleeper hold 4 Regular vs. STR, Irish Whip -> Slam, Arm-twist and drag 5 Pin vs. STR, Powerslam and Small Package
The chart is then matched up like this:
Kaltor PP Cap (D4) +1Cap (for the style) (D3) 0 Buddy (B4) 0 (B3) 0
Round 1, Advantage Roll (2d6+TEAM), SoL 3+3, Vio 8+2, so the Violaters get their best shot - still a +0 SoL 12, Violaters 8, so the SoL get a +4 regular vs TEAM, reducing the Violaters TEAM to 0, the DQ roll is 8 so the Violaters are not DQ'ed.
Round 2, Advantage Roll (2d6+TEAM), SoL 8+3, Viol 6+0, so the SoL get their best shot a +2 (since they are using a finisher) SoL 6+2, Violaters 6 - a pair of crappy rolls all the SoL get is 1 point of damage to STR - in this case it must be Kaltor's STR since the +2 bonus is only possible if Cap is facing Kaltor.
Round 3, Advantage Roll (2d6+TEAM), SoL 10+3, Viol 5+0, the SoL get their best shot, only a +1 this time. SoL 7+1, Violaters 10 - the Violaters come back with a 2 point hit to Cap's END (one extra point for the blown high risk).
Round 4, Advantage Roll (2d6+TEAM), SoL 6+3, Viol 10, a +0 round as the Violaters rally SoL 4, Violaters 13 - a three point STR hit and a pin attempt. But against who? There are three possible choices for a +0, we roll a die and it's a Buddy vs. Kaltor so Buddy takes 3 points of STR damage and Kaltor goes for a Pin at +1 for having a STR higher than Buddy's STR Violaters 10+1, SoL 7 a two count!
Round 5, Advantage Roll (2d6+TEAM), SoL 4+3, Viol 12, another +0 SoL 8, Violaters 12, the Violaters' get another pin attempt and 1 STR damage. Again we roll, and again it is Kaltor and Buddy. The pin bonus is the same, so Kaltor rolls 9+1, and Buddy rolls 6, another two count.
If the match were only five rounds long (ridiculously short), it would be a timeout.
Part VI: Managers
Managers are a special effect in FastMatch. This means that they cost no points and have no special abilities. They are a good way to provide variety and color, though. For example, if a "cheat" action has been specified, it might show up in the write up as a as a manager chair shot. Or as another example, if a wrestler survived a pin attempt, that might get written up as their manager putting their leg on the ropes even though it had no effect on dice rolls.
VII. Miscellaneous
Long matches: Beginning at round 10, wrestlers may lose random points from attributes due to fatigue. At the end of each 10 rounds roll 2d6, if the result is greater than the wrestler's END was at the beginning of the match, the wrestler loses 1 point from a random attribute. For rounds 20 and higher add 1 less than the 10's digit to the roll (eg. +1 at round 20, +2 at round 30)
Multiple matches in one night Between matches, a wrestler will recover some of his attribute points. Half of the points lost in each attribute will be recovered.
VIII. Specialty Matches
Royal Rumble Rules: A Royal Rumble is always a STR/TEC match, so new letter/number choices are made.
Competitors are always considered to be making a modified out of the ring action, against a random attribute. The chart used is as follows: 1-2 1 point of damage 3-4 2 points of damage 5-6 3 points of damage 7+ 3 points of damage and an out of the ring attempt
The out of the ring action may get an extra bonus of +1 if the winner's STR is greater than the loser's WEI, since it must be over the top rope. The loser gets a bonus of 1/2 their WEI rounded down.
This means that the only strategy needed is an optional list of targets in order of preference, and any special notes about people not to hit, run ins, cheating and so on.
Unless there is a list of targets, opponents will be paired randomly but with face vs. heel when possible.
Whenever one person is attacked by more than one person, each additional person gives an extra +1 to all die rolls (attacks and out of the ring attempts.)
One new competitor is sent in every two minutes. Losses for excessive time in the ring (eg. Long Match penalties) are calculated on an individual basis (eg. if you come in at minute 10, you don't immediately make an END check to see if you lose a point). So all you high END guys, this is your chance to shine.
When someone is tossed out of the ring, they roll to see if they can avoid hitting with both feet (land on the apron, skin back in, whatever). This roll is 2d6, and if it is less than or equal to the total of AGI and SPD, the wrestler is still in the Rumble.
So, the Royal Rumble gives every attribute a work out in some way, isn't that nice?
Part IX: Design notes Being an inveterate game designer and rules tweaker as well as a veteran e-Wrestler, I have never been quite satisfied with the rules sets used in e-Wrestling. They tend to have one of a number of problems: 1) They require too long to resolve, putting a strain on the Fed-head 2) There is no real player effect on the resolution ie. poorly defined strategy methods. This set of rules is designed to try to address these problems.
BlitzMatch 2.2 Copyright 1996 and 1997 by Jeff Berry
Version 2.0 Changed the way that Energy works. Changed the way that Defense works. Changed costs for stats. Changed examples. Changed "Advantage" Version 2.1 Added Table of Contents Cleaned up some stuff Version 2.2 Change TeamWork (changes marked with |)
Contents: Part I: Character Creation I.1 Slot I.2 Attributes I.3 Multi-slotting I.4 Examples Part II: Strategies II.1 Selection of styles list II.2 Round actions II.2.a Energy, Activity and Recovery Part III: Match Resolution III.1 Pre-Match Bookkeeping III.1.a Determine the list of styles to be used III.1.b Calculate the match value (MV) for each player/team III.1.c Determine who has the advantage in the match. III.1.d Determine the Endurance for each side III.2 Rounds III.2.a Adjust Energy III.2.b Calculate round totals III.2.c Compare values III.3.d Check for victory Part IV: Example Matches
Part I: Character Creation
I.1: "Slot" BlitzMatch is an attempt to make an expandable, modular system for e-wrestling. It does this by using the concept of "slots." A "slot" is one side in a match. In a singles match each slot is a single wrestler, in a tag team match each slot is a team. In a royal rumble, there are more than two slots. Slots all look the same from a game mechanics standpoint; there is no way (well, almost) that you can tell whether a slot is a singles wrestler, a tag team, a three-man team, and so on.
A character may be part of multiple slots, for example a wrestler who wrestles as a singles wrestler and who is also a member of a tag team. If this is the case, then the player is a little more restricted in how the slots can built. This is called Multi-Slotting and the reader is directed to the appropriate section. If the slot is unique - eg. contains one or more characters who are not part of any other slot, the slot is called a Single-Slot.
Since all Single-Slots look the same, they are built the same way whether they are a tag team, a singles, or whatever.
I.2 Attributes: A slot has the following attributes: Energy: This represents how much effort the slot can expend, low Energy slots take a lot of rest holds. Recovery: Is how fast slots recover Energy. It is the number of rounds between recovers. So a lower Recovery is better.
Stamina: Resistance to damage and to losing a match. Teamwork: This is a special attribute, and a fed may have more than one (and give them different names). Usually it works just like Stamina, but is limited to multi-character slots - eg. tag teams - where it represents a team's ability to keep the fresh man in the ring.
The Styles: each of the following represents how strong a slot is at a particular style of wrestling. Technical Power Martial Arts primarily striking type attacks Brawling hitting with things and running people into things High-Flying Weight Not only weight but how to use it. Cheating
All slots have 40 points to build a character. The costs for the various attributes are as follows (Note: Smaller values of recovery are better):
Value Recov. Energy All others 1 n/a 0 0 2 30 1 1 3 20 3 2 4 10 5 4 5 0 10 7 6 n/a 15 11 7 n/a 21 16 8 n/a 27 22 9 n/a 33 29 10 n/a 39 n/a
I.3 Multi-Slotting
The rules for Multi-Slotting are actually very simple. When Multi-Slotting, the value for an attribute in a combined slot can not exceed the highest value of any of the individual slots, nor can it be lower than the lowest value of any individual slot. The one exception to this is TeamWork (or any related TeamWork like custom attribute). The combined TeamWork attribute must be the lowest of the individual TeamWork attributes. (In effect this means that one-off tag teams | will rarely have TeamWork, but tag teams that have values for TeamWork will be at a disadvantage if they split out to wrestle singles.)
Note that if you have a dedicated tag team, you do not have to worry about scores for the individual wrestlers but if either one of them decides to wrestle singles - even if for just one match, then both wrestlers must be built in order to make sure that this rule is followed.
All slots must conform to the character point restrictions: ie. if two wrestlers combine to form a tag team, both single slots must be legal if they were built alone and the tag team slot must be legal if it was built alone.
I.4 Character Examples The format here is Score(cost), so 5(0) means that a score of 5 costs 0 points. 6(15) means a score of 6 costs 15 points. For the styles, a score of 1 costs 0, so it is not noted.
Single-Slot Singles Wrestler, The Mighty Blob Energy:6(15) Recovery:5(0) Stamina:4(4) TeamWork:1 Technical:1 Power:4(4) Martial Arts:1 Brawling:1 Weight:7(16) High Flying:1 Cheating:2(1)
Single-Slot Singles Wrestler, Power Fist Energy:4(5) Recovery:4(10) Stamina:3(2) TeamWork:1 Technical:1 Power:5(7) Martial Arts:5(7)Brawling:5(7) Weight:3(2) High Flying:1 Cheating:1
Multi-Slot Tag Team, The Mighty Blob and Power Fist The values for MB and PF give minimums and maximums for the team values, but the total must still be 40. MB PF Tag Team Energy 6 4 5(10) Recovery 5 4 5(0) Stamina 4 3 4(4) TeamWork 1 1 1 Technical 1 1 1 Power 4 5 5(7) Martial Arts 1 5 5(7) Brawling 1 5 4(4) Weight 7 3 5(7) High Flying 1 1 1 Cheating 2 1 2(1) ---- 40 Single-Slot Tag Team, The Jumping Beans Energy:4(5) Recovery:2(30) Stamina:2(1) TeamWork:2(1) Technical:1 Power:1 Martial Arts:2(1) Brawling:1 Weight:1 High Flying:3(2) Cheating:1
If they were to split out, then each of the values would represent one extreme of the individuals involved:
The Jumping Beans Hero Bean Jorge Bean Must Have EG. Energy 4 3(3) 4> 4(10) Recovery 2 2(30) anything 3(20) Stamina 2 4(4) 2 2(1) TeamWork 2 2(1) 2 2(1) Technical 1 1 Anything 2(1) Power 1 3(2) 1 1 Martial Arts 2 1 2> 3(2) Brawling 1 1 Anything 2(1) Weight 1 1 Anything 2(1) High Flying 3 1 3> 3(2) Cheating 1 1 Anything 2(1) ---- --- --- 40 40
Part II: Strategies
The strategy is used, in combination with the attributes, to resolve the match.
II.1 Selection of styles list Each side in a match (usually only two, but may be more for triangle matches and so on), selects two styles to use (ADD or +) and one style to discard (DISCARD or -). The two ADD'ed styles must be different, although they can be the same as the DISCARD'ed style (although this would rarely be a good idea.) All of the ADD'ed styles from each side are grouped together as are all the DISCARD'ed styles. Then each DISCARD'ed style removes a ADD'ed style of the same kind from the Style list if and only if there is one of that style on the Style list. IE. If you DISCARD a style that no one has ADD'ed, that DISCARD is wasted. So, in a two sided match, the final Style list will consist of 2 to 4 styles, depending on how many were DISCARD'ed.
Example 1: Wrestler one submits +Power +High-Flyer -Technical Wrestler two submits +Cheating +Weight -Brawling The final style list is Power,High-Flyer,Cheating and Weight since the DISCARD's missed Example 2: Wrestler one submits +Power +High-Flyer -Cheating Wrestler two submits +Cheating +Weight -Brawling The final style list is Power,High-Flyer, and Weight since Wrestler one DISCARD'ed Cheating Example 3: Wrestler one submits +Power +High-Flyer -Cheating Wrestler two submits +Cheating +Power -Brawling The final style list is Power, Power, and High-Flyer Note that each side can only submit +Power once but if both sides do, it can end up in the list twice. II.2 Round actions
The match is resolved round by round, and for each round, a round action must be submitted.
A round action has two parts: attitude and activity. Attitude consists of one of the following choices: rest-hold, defensive, normal, or high risk. Activity is a number from 0-3, with higher numbers indicating that the wrestler is working harder at his chosen attitude. IE. 0 is serious rest hold, 3 is working like a maniac. In fact, if Activity is 0 the only attitude possible is rest-hold, otherwise it cannot be a rest-hold. There are, therefore, exactly 16 choices for round actions: Rest-hold 0 (also called simply Rest-hold or Defensive 0) Defensive 1, Defensive 2, Defensive 3 Normal 1, Normal 2, Normal 3 High Risk 1, High Risk 2, High Risk 3
II.2.a Energy, Activity and Recovery A characters Energy score indicates how much energy they have available to allocate to their Activity levels. At the start of the match, their energy score is simply their purchased Energy score. When an activity level is allocated for a round, the Energy score is reduced by the activity level chosen. At the end of a number of rounds equal to the Recovery score, the starting energy is added to the character's Energy score. Deficit spending is not allowed. Since neither Energy or Recovery is affected by damage, this means that the Energy can be calculated and allocated correctly as the strategy is devised. It also means that Energy allocation is a key point of the strategy since if you run out of gas too early, you will problems.
To simply matters, here is simple chart showing at the end of which rounds people receive a new infusion of energy. Recovery is: Round 2 3 4 5 0 yes yes yes yes 1 2 yes 3 yes 4 yes yes 5 yes 6 yes yes 7 8 yes yes 9 yes 10 yes yes
Examples: If I have an Energy of 3 and a recovery of 2, I would have 3 Energy to allocate at the start of the match. At the end of round 2 I would receive another 3 Energy to use in later rounds. If I have an an energy of 7 and a recovery of 5, I have to make those 7 energy points last for five rounds, after which I recharge.
Part III: Match Resolution
Match resolution breaks down into two parts: pre-match bookkeeping and rounds.
III.1 Pre-Match Bookkeeping
III.1.a Determine the list of styles to be used See strategies, II.1
III.1.b calculate the match value (MV) for each player/team Calculate the match value (MV) for each side by adding up the values for the ADD'ed styles. EG. If the final style list is Power and Cheating, each side's match value is calculated by adding Power and Cheating scores together. | Teamwork and teamwork-like custom attributes | are also added to the match value where appropriate. | In such matches, TeamWork may be -DISCARD'ed but | not ADD'ed.
III.1.c Determine who has the advantage in the match. The side with the higher MV has the advantage.
III.1.d Determine the Endurance for each side Add Stamina to the MV.
III.2 Rounds Rounds continue cycling through the following steps until either a victor is determined or the time limit expires (ie. a set number or rounds passes).
III.2.a Adjust energy At the beginning of the match and when appropriate, add a characters Energy Score to his available Energy. Then subtract the current energy expenditure from the total. (See "II.2.a Energy, Activity and Recovery" for more detail.)
III.2.b Calculate round totals calculate the round total for each side as follows: roll a number of dice equal to energy expenditure (or don't roll anything for a Rest-hold): If the round attitude was defensive, add +2,+3,+4 or +5 to the die roll depending on whether the activity level was 0,1,2, or 3 If the round attitude was High Risk all 6's count as 0's but all 3's roll again. The 3 is kept, and the new roll is added to the total. On the reroll 6's count as 6's. (For the mathematically minded this means that the average roll drops to 3.08 per die, the minimum becomes 0 and the maximum becomes 9 as opposed to a normal die where the average is 3.5, minimum is 1 and maximum is 6) Modify the die roll: Add 2 if the side has the advantage in the match Subtract 1 if the side has less than 10 Endurance Subtract another 1 if the side has less then 5 Endurance Subtract another 1 if the side has 0 Endurance After all additions/subtractions, the minimum value is 0.
III.2.c Compare values. The higher value wins the round and will inflict damage equal to the difference between the two scores to the loser's Endurance. If the winner had a defensive attitude he must overcome a buffer before causing damage: the buffer is equal to 4,6,8 or 10 points depending on whether 0,1,2 or 3 dice were rolled. EG. If I rolled 2 dice, I would have to beat my opponent by 8 or more points before inflicting any damage. If the result is a tie, both sides take 3 points of Endurance damage, and both sides roll for a pin (see step III.3.d)
III.3.d Check for victory The winner of the round now checks to see if he has won the match. He rolls 2d6 and compares it to the loser's Endurance. If he rolls 12, he rolls again and adds 10. If he rolls 2, then a reversal occurs and the loser becomes the winner of the round and executes this step. (Note that multiple reversals are possible, but very unlikely.)
die roll - Endurance result < 0 No pin/submission/CO/DQ 0 No count 1,2 1 count/wave off/up to 3/warning 3,4 2 count/wave off/up to 7/stern warning > 4 3 count/submits/CO/DQ and the match is over. So in order to win a match, the 2d6 roll must be at least five greater than the loser's Endurance.
Part IV: Example Matches (7 rounds long, actual round length depends on specific match) The Mighty Blob Energy:6(15) Recovery:5(0) Stamina:4(4) TeamWork:1 Technical:1 Power:4(4) Martial Arts:1 Brawling:1 Weight:7(16) High Flying:1 Cheating:2(1)
Strategy:+Weight +Power -Technical Energy track:6 Round 1: Defensive 1 6-1=5 Round 2: Defensive 1 5-1=4 Round 3: Defensive 1 4-1=3 Round 4: Normal 3 3-3=0 Round 5: Defensive 0 0-0=0, Recovery of 5, 0+6=6 Round 6: Normal 3 6-3=3 Round 7: Normal 3 3-3=0
Power Fist Energy:4(5) Recovery:4(10) Stamina:3(2) TeamWork:1 Technical:1 Power:5(7) Martial Arts:5(7)Brawling:5(7) Weight:3(2) High Flying:1 Cheating:1
Strategy:+Martial Arts +Power -High-Flying Energy Track:4 Round 1: High-Risk 3 4-3=1 Round 2: Defensive 1 1-1=0 Round 3: Defensive 0 0-0=0 Round 4: Defensive 0 0-0=0, Recovery of 4, 0+4=4 Round 5: Defensive 1 4-1=3 Round 6: Normal 2 3-2=1 Round 7: Normal 1 1-1=0
The style list is: Weight,Power, Martial Arts, Power Mighty Blob has an MV of 7+4+1+4=16, Power Fist has 3+5+5+5=18 Advantage goes to PF. Mighty Blob has an Endurance of 16+4=20, Power Fist has 18+4=22
Round MB PF Move Roll End Dice Roll End 1 D1 4 18 HR3 1,6,2 22 Total:4+3(Defense) Total=1+2+1(advantage, 6 is dropped-HR) Mighty Blob wins by 2, less than the buffer, no damage but still makes a pin roll - 6,4 No effect 2 D1 5 18 D1 2 22 Total:4+3 Total:2+3+1 No damage again, but Blob attempts a pin - 2,3 No effect 3 D1 1 18 D0 - 22 Total:1+3 Total:2+1 Same as round 2, Pin roll - 5,5 No effect 4 N3 3,3,3 18 D0 - 22 Total:3+3+3 Total:2+1 16 A six point hit on Power Fist! Pin Roll:1,3 No effect 5 D0 - 18 D1 6 16 Total:0+2 Total:6+3+1 10-2=8, which is above the buffer of 6. The Blob takes 2 points 16 Pin roll is 2,1 No Effect 6 N3 3,5,1 16 N2 6,3 16 Total:3+5+1 Total:6+3+1 1 pt to Blob 15 Pin roll:6,5 No Effect 7 N3 3,2,3 15 N1 4 16 Total:3+2+3 Total:4+1 13 3pts to PF Pin roll:3,2 No effect So that match, both men in their strong suits with nothing slowing them down went to a timeout.
Next time, though, the men rethink their strategies since they know each other's strengths.
The Mighty Blob Strategy:+Weight +Power -Martial Arts Energy Track Round 1: Defensive 1 6-1=5 Round 2: Defensive 1 5-1=4 Round 3: Defensive 1 4-1=3 Round 4: Normal 3 3-3=0 Round 5: Defensive 0 0-0=0, Recovery of 5, 0+6=6 Round 6: Normal 3 6-3=3 Round 7: Normal 3 3-3=0
Power Fist Strategy:+Martial Arts +Brawling -Weight Energy Track Round 1: High-Risk 3 4-3=1 Round 2: Defensive 1 1-1=0 Round 3: Defensive 0 0-0=0 Round 4: Defensive 0 0-0=0, Recovery of 4, 0+4=4 Round 5: Defensive 1 4-1=3 Round 6: Normal 2 3-2=1 Round 7: Normal 1 1-1=0
The style list is: Power, Brawling Mighty Blob has a MV of 4+1=5, Power Fist has 5+5=10 Power Fist has the advantage. Mighty Blob has an Endurance of 5+4=9, Power Fist has 10+3=13 (The Blob's Stamina starts with a -1 penalty on all his rolls.)
Round MB PF Move Roll End Dice Roll End 1 D1 5 9 HR3 5,3,4,5 13 Total:5+3-1(<10 End) Total=5+3+4+5(extra 5 for HR)+1(advant) Blob takes 8 point hit 1 Pin roll is 6,5 Power Fist wins!
Let's do that again with different die rolls: Round MB PF Move Roll End Dice Roll End 1 D1 3 9 HR3 1,3,6,2 13 Total:3+3-1(<10 End) Total=1+3+2(lose 6 gain 2 for HR)+1(ad) Blob takes 2 point hit 7 Pin roll:6,1 Cover but no count 2 D1 6 7 D1 6 13 Total:6+3-1 Total:6+3+1 No damage (buffer) Pin roll:4,6 - 2 count on the Blob 3 D1 4 7 D0 - 13 Total:4+3-1 Total:2+1, No Damage, buffer Pin roll by the Blob:6,4 No effect 4 N3 4,6,4 7 D0 - 13 Total:4+6+4-1 Total:2+1, 10 points to PF! 3 Pin roll by the Blob: 2,5 - a 2 count (and a half!) 5 D0 - 7 D1 1 3 Total:2-1 Total:1+3+1(Ad)-2(<5 End) No damage because of the buffer, but PF gets a pin attempt Pin roll:2,2 No Effect 6 N3 1,3,3 7 N2 2,1 3 Total:1+3+3-1 Total:2+1+1-2, 4 points to PF 0 Pin roll:4,2 The Mighty Blob wins!
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