Post by managermike99 on Jul 29, 2014 15:37:16 GMT -5
Throwdown
Wrestler Name
Skills
Brawling
Power
Grappling
Aerial
Stamina
Charisma
each wrestler gets 15 points to divide up to start amongst the skills
each skill must receive a minimum of 1 point
each skill can receive a maximum of 5 points
the maximum skill level a wrestler may obtain in any individual skill will be 3 times their starting allocation
so it is very important to choose wisely at the start
for instance if brawling is given 3 points then the maximum that brawling can ever be for that wrestler will be 9
Rounds each round lasts 10 seconds
Initiative
Unless told differently by a 2nd deck card the following factors will be considered.
Each wrestler throws down a card from their hand
the total value is calculated as follows
the value of the card (2, 3, 4, etc all face cards are worth 10, aces are worth 11)
add the skill level of that suit that the wrestler has (eg he throws down a spade and he has a 5 for brawling, so add 5)
subtract a point for every point of damage the wrestler took in the previous round
(note if the previous round was wasted, taunting, etc, then this would be zero)
The result will be the suit of the card played, with the numerical value determined by the margin of victory
example) Wrestler A plays a 8 of spades and has a brawling value of 4 = 12 points
Wrestler B plays a 5 of Diamonds, has a grappling ability of 10 = 15 points
The result is that wrestler B has applied a move from his player card of a 3 of Diamonds (15-12)
If the net result is +1 of zero then no advantage is applied and they start over again.
However in the case of a +1 in a Heel's favor then he is assumed to have given a cheap shot
which does no damage but adds 1 point to the matches heat counter.
Missed Aerial Move
Set-Up Move
If your wrestler has a set-up move for the finisher then when this specific card is played, if you win initiative then instead of
using the "differential" method from initiative to determine the move, the result will be a successful use of the
actual set-up move and resulting damage.
For instance if your wrestler has the King of Diamonds as a set-up move then if successfully played it will do
13 points of damage, plus modifiers.
Finishing Move
Like the set-up if does not use the differential method. If applied successfully does full damage.
Target Targeting Body parts
Spades Clubs Diamonds Hearts
Brawling Power Grappling Aerial
Initiative +2 -1 +2 -2
Damage -2 +1 -1 +4
No of subs 0 3 4 0
Ace
King
Queen
Jack
10
9
8
7
6
5
4
3
2
Joker
OOR DMG 0 +4 +2 +4
OOR INT +4 +2 -2 -4
2nd Deck
Spades counters
Ace reverses
King slips
Queen ref bumps
Jack crowd distraction
10 outside interference
9 foreign object
8 crowd rally
7 free move
6 pick up extra card
5 pick random card from opponent
4 out of ring
3 injury
2 botched move
Joker managerial interference
stop to taunt crowd
Clubs hero / playmaker
Ace cheap shot
King chance for automatic DQ
Queen throw over the top rope
Jack throw through the ropes
10 cornered opponent
9 uncover turnbuckle
8 referee warning
7 collission
6 telegraphing
5 comeback
4 gut check time
3 get out of submission free
2
Joker
Diamonds
Ace
King
Queen
Jack
10
9
8
7
6
5
4
3
2
Joker
Hearts
Ace
King
Queen
Jack
10
9
8
7
6
5
4
3
2
Joker
Campaigning
Wrestler Name
Skills
Brawling
Power
Grappling
Aerial
Stamina
Charisma
each wrestler gets 15 points to divide up to start amongst the skills
each skill must receive a minimum of 1 point
each skill can receive a maximum of 5 points
the maximum skill level a wrestler may obtain in any individual skill will be 3 times their starting allocation
so it is very important to choose wisely at the start
for instance if brawling is given 3 points then the maximum that brawling can ever be for that wrestler will be 9
Rounds each round lasts 10 seconds
Initiative
Unless told differently by a 2nd deck card the following factors will be considered.
Each wrestler throws down a card from their hand
the total value is calculated as follows
the value of the card (2, 3, 4, etc all face cards are worth 10, aces are worth 11)
add the skill level of that suit that the wrestler has (eg he throws down a spade and he has a 5 for brawling, so add 5)
subtract a point for every point of damage the wrestler took in the previous round
(note if the previous round was wasted, taunting, etc, then this would be zero)
The result will be the suit of the card played, with the numerical value determined by the margin of victory
example) Wrestler A plays a 8 of spades and has a brawling value of 4 = 12 points
Wrestler B plays a 5 of Diamonds, has a grappling ability of 10 = 15 points
The result is that wrestler B has applied a move from his player card of a 3 of Diamonds (15-12)
If the net result is +1 of zero then no advantage is applied and they start over again.
However in the case of a +1 in a Heel's favor then he is assumed to have given a cheap shot
which does no damage but adds 1 point to the matches heat counter.
Missed Aerial Move
Set-Up Move
If your wrestler has a set-up move for the finisher then when this specific card is played, if you win initiative then instead of
using the "differential" method from initiative to determine the move, the result will be a successful use of the
actual set-up move and resulting damage.
For instance if your wrestler has the King of Diamonds as a set-up move then if successfully played it will do
13 points of damage, plus modifiers.
Finishing Move
Like the set-up if does not use the differential method. If applied successfully does full damage.
Target Targeting Body parts
Spades Clubs Diamonds Hearts
Brawling Power Grappling Aerial
Initiative +2 -1 +2 -2
Damage -2 +1 -1 +4
No of subs 0 3 4 0
Ace
King
Queen
Jack
10
9
8
7
6
5
4
3
2
Joker
OOR DMG 0 +4 +2 +4
OOR INT +4 +2 -2 -4
2nd Deck
Spades counters
Ace reverses
King slips
Queen ref bumps
Jack crowd distraction
10 outside interference
9 foreign object
8 crowd rally
7 free move
6 pick up extra card
5 pick random card from opponent
4 out of ring
3 injury
2 botched move
Joker managerial interference
stop to taunt crowd
Clubs hero / playmaker
Ace cheap shot
King chance for automatic DQ
Queen throw over the top rope
Jack throw through the ropes
10 cornered opponent
9 uncover turnbuckle
8 referee warning
7 collission
6 telegraphing
5 comeback
4 gut check time
3 get out of submission free
2
Joker
Diamonds
Ace
King
Queen
Jack
10
9
8
7
6
5
4
3
2
Joker
Hearts
Ace
King
Queen
Jack
10
9
8
7
6
5
4
3
2
Joker
Campaigning