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Post by disaster on Jun 25, 2009 9:58:42 GMT -5
Iron Mighty, The Circus Strong Man. He will often call out opponents with some sort of power display, whether it's power lifting, pose downs, but his favorite is his Arm Wrestling Challenge! IRON MIGHTY | Height 6’4”; Weight 280 lbs.; Home: The Circus | Level 1 Offense | Level 1 Defense | 1. test of strength - 1 2. boot to midsection - 1 3. headlock grinder - 2 4. backslide - 2 (pw) 5. high knee in the corner - 2 6. Strong Man Press - 3 (ag) | 1. IRON MIGHTY - 1 2. dazed - 1 3. dazed - 1 (tag) 4. hurt - 2 5. dazed - 1 (tag) 6. IRON MIGHTY - 2 | Level 2 Offense | Level 2 Defense | 1. diving headbutt - 2 2. backbreaker - 2 3. into the turnbuckle (c) 4. 360 slam - 2 (ch A) 5. Iron Mighty Vise - 3 6. Three Rings - 3 | 1. dazed - 1 2. hurt - 2 3. down - 3 4. IRON MIGHTY - 2 5. IRON MIGHTY - 1 6. hurt - 2 (tag) | Level 3 Offense | Level 3 Defense | 1. elbow drop - 2 2. flying crossbody - 3 (ch G) 3. out of the ring (c) 4. out of the ring 5. super kick - 3 6. THE MIGHTY ARM MACHINE (+2) | 1. hurt - 2 2. hurt - 2 3. PIN 6 (3) 4. hurt - 2 5. down - 3 (tag) (lv) 6. hurt - 2 | Ropes - B Turnbuckle - A Ring - A Deathjump - B Disqualification - 5 | Agility +1 Power -2 Cage 2 |
Move descriptions: Strong Man Press = Military press slam Iron Mighty Vise = crushing bear hug slamdown. Three Rings = Rings of Saturn hold. THE MIGHTY ARM MACHINE = powerful elbow drop.
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Post by disaster on Jun 25, 2009 10:09:52 GMT -5
Shark Bite, half man, half shark, usually tags with Piranha The Piledriver. His BITE will definitely put you down for the count! His favorite saying "Bite Me!" SHARK BITE | Height 6’0”; Weight 256 lbs.; Home: Deep Blue Sea | Level 1 Offense | Level 1 Defense | 1. forearm to chest - 1 2. kick to midsection - 1 3. suplex - 2 (pw) 4. dropkick - 2 (ag) 5. elbow drop - 2 6. DDT - 2 (ch C) | 1. SHARK BITE - 2 2. hurt - 2 3. dazed - 1 (tag) 4. dazed - 1 5. SHARK BITE - 2 6. hurt - 2 | Level 2 Offense | Level 2 Defense | 1. running shoulder block - 2 (pw) 2. into the ropes (c) 3. head ram into turnbuckle - 2 (ch B) 4. Deep Sea Plunge - 3 5. Shark Spinebuster - 3 6. Deadly Shark Attack - 3 | 1. hurt - 2 (tag) 2. hurt - 2 3. hurt - 2 4. SHARK BITE - 1 5. SHARK BITE - 1 6. down - 3 | Level 3 Offense | Level 3 Defense | 1. deathjump 2. out of the ring (c) 3. Shark Shank - 3 4. Blood Bath - 3 Add 1 5. Sweet Smell of Victory - 3 6. THE BIG BITE DOWN (+2) | 1. hurt - 2 2. hurt - 2 3. down - 3 (lv) 4. PIN 5 (2) 5. hurt - 2 6. hurt - 2 | Ropes - B Turnbuckle - A Ring - A Deathjump - B Disqualification - 5 | Agility -2 Power -1 Cage 1 |
Move descriptions: Deep Sea Plunge = Finlay's Celtic Cross Shark Spinebuster = elevated slam Deadly Shark Attack = frenzied head slams. Shark Shank = running elbow shot. Blood Bath = bludgeon forearm Sweet Smell of Victory = michinoku driver THE BIG BITE DOWN = chomping bite and yanks them down hard to the mat.
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Post by disaster on Jun 25, 2009 10:27:21 GMT -5
The crazy and unpredictable PHYSIO TERRORIST TEAM! Dr. Suture Self leads the team with his nasty medical case of dangerous Surgeon tools in hand. DR. SUTURE SELF | Height 5’10”; Weight 223 lbs.; Home: The Asylum | Level 1 Offense | Level 1 Defense | 1. slap to the face - 1 2. eye poke - 1 3. drop kick to knee - 2 (ag) 4. snap suplex - 2 (ag) 5. back suplex - 2 (ch B) 6. leg drop - 2 | 1. DR. SUTURE SELF - 1 2. dazed - 1 3. dazed - 1 (tag) 4. DR. SUTURE SELF - 1 5. DR. SUTURE SELF - 2 6. dazed - 1 | Level 2 Offense | Level 2 Defense | 1. right hand shot - 2 2. into the ropes (c) 3. back body drop - 2 (ch F) 4. cross body block - 3 5. reverse atomic drop - 3 6. Just What the Dr. Ordered - 3 | 1. hurt - 2 (tag) 2. DR. SUTURE SELF - 2 3. hurt - 2 4. dazed - 1 5. down - 3 6. DR. SUTURE SELF - 1 | Level 3 Offense | Level 3 Defense | 1. deathjump (c) 2. out of the ring 3. spring heel kick - 3 4. sunset flip - 3 5. swinging neck breaker - 3 6. THE TREATMENT (+3) dis 6 | 1. hurt - 2 2. PIN 4 (1)* 3. hurt - 2 4. down - 3 (lv) 5. hurt - 2 6. hurt - 2 | Ropes - A Turnbuckle - B Ring - A Deathjump - B Disqualification - 4 | Agility -2 Power +1 Cage 2 |
*When Dr. Suture Self loses a match, he might go for his medical bag and get out his Nasty Tools! Roll 2d6: 2-8 = He grabs a tool and attacks! roll 1d6: 1-4 opponent gets injured for 1d6 cards. 5-6 opponent gets away or blocks Suture’s attack and survives to fight another day. 9-12: Nothing happens. Use your imagination as to why whether the opponent stops him, or Suture Self thinks better of it, whatever...It’s up to you Promoter! Move descriptions: Just What The Doctor Ordered = Shining Wizard THE TREATMENT = illegal use of his tools, usually a loaded glove. And what's a Doctor without a Nurse? Deadly Night Nurse is a cross-dressing bruiser that has a lot of power, finesse and will do anything for Suture Self! DEADLY NIGHT NURSE | Height 6’4”; Weight 276 lbs.; Home: The Asylum | Level 1 Offense | Level 1 Defense | 1. karate chops to chest - 1 2. face rake - 1 3. mouth ripper - 2 4. fisherman suplex - 2 (pw) 5. go behind takedown - 2 (ag) 6. Doctor’s Orders - 3 (pw) | 1. DEADLY NIGHT NURSE - 2 2. dazed - 1 3. dazed - 1 (tag) 4. dazed - 1 5. hurt - 2 6. DEADLY NIGHT NURSE - 1 | Level 2 Offense | Level 2 Defense | 1. bearhug - 2 2. breast smother - 2 3. into the turnbuckle (c) 4. Irish whip - 2 (ch A) 5. Night Time Meds - 3 6. Lethal Injection - 3 Add 1 | 1. hurt - 2 (tag) 2. hurt - 2 3. DEADLY NIGHT NURSE - 2 4. DEADLY NIGHT NURSE - 1 5. hurt - 2 6. dazed - 1 | Level 3 Offense | Level 3 Defense | 1. full nelson - 3 (ch E) 2. deathjump (c) 3. out of the ring 4. The Smothering - 3 5. Straight Jacket Suplex - 3 6. THE HELPFUL HAMMER (+3) dis | 1. hurt - 2 2. PIN 6 (3) 3. down - 3 4. down - 3 (lv) 5. hurt - 2 6. down - 3 | Ropes - B Turnbuckle - B Ring - A Deathjump - A Disqualification - 6 | Agility +3 Power -2 Cage 2 |
Move descriptions: Doctor's Orders = Lou Thesz press. Night Time Meds = brainbuster Lethal Injection = sleeper choke The Smothering = holds the opponent's face into fake boobs Straight Jacket Suplex = Aussie Suplex THE HELPFUL HAMMER = Sledgehammer shot. Ortho the Ogre is one of Dr. Suture Self's experiments gone wrong. This beastly abomination has tremendous strength, but does he really even know just how strong he is? ORTHO THE OGRE | Height 6’6”; Weight 348 lbs.; Home: The Asylum | Level 1 Offense | Level 1 Defense | 1. headbutt - 1 2. thumb in the eye - 1 3. elbows in the corner - 2 (ag) 4. knees in corner - 2 (ag) 5. kick to the gut - 2 6. DDT - 3 (pw) | 1. ORTHO THE OGRE - 2 2. dazed - 1 3. ORTHO THE OGRE - 1 4. dazed - 1 5. ORTHO THE OGRE - 2 6. dazed - 1 | Level 2 Offense | Level 2 Defense | 1. catapult slingshot - 2 2. clothesline in corner - 2 3. into the turnbuckle (c) 4. bulldog - 2 (ch A) 5. Crippled Hand Choke Slam - 3 6. Shock Treatment - 3 | 1. hurt - 2 2. dazed - 1 3. hurt - 2 4. ORTHO THE OGRE - 1 5. ORTHO THE OGRE - 2 6. down - 3 | Level 3 Offense | Level 3 Defense | 1. back body drop - 2 2. sidewalk slam - 2 (ch G) 3. out of the ring (c) 4. out of the ring 5. Lab Slab Slam - 3 6. THE OGRE OCTOPUS HOLD (+2) dis | 1. down - 3 (lv) 2. hurt - 2 3. hurt - 2 4. PIN 5 (2) 5. hurt - 2 6. hurt - 2 | Ropes - C Turnbuckle - C Ring - A Deathjump - C Disqualification - 6 | Agility +3 Power -3 Cage 3 |
Move description: Crippled Hand Choke Slam = using his crippled hand, he still has enough power to slam his opponent down hard. Shock Treatment = Torture Rack backbreaker. Lab Slab Slam = Abyss's Blackhole Slam. THE OGRE OCTOPUS HOLD = using the ropes, Ortho will tie up his opponent in a painful abdominal stretch! And the last, everyone's favorite jobber of all time, Tongue Tied, a guy that is so injury prone, he spends more time getting carted off on the stretcher then he does actually wrestling in the ring. Tongue Tied has never won a match in his short career! TONGUE TIED | Height 5’9”; Weight 160 lbs.; Home: The Asylum | Level 1 Offense | Level 1 Defense | 1. collar elbow tie up - 1 2. headlock - 1 3. dropkick - 2 (ag) 4. shoulder block - 2 (pw) 5. sunset flip - 2 (ch A) 6. backslide - 2 (ch B) | 1. TONGUE TIED - 1 2. hurt - 2 3. dazed - 1 4. hurt - 2 5. dazed - 1 (tag) 6. TONGUE TIED - 2 | Level 2 Offense | Level 2 Defense | 1. wristlock - 1 2. hammerlock - 2 3. twisting arm bar - 2 (ag) 4. forearm shot - 2 (pw) 5. crossbody block - 2 (ch C) 6. suplex - 2 (ch F) | 1. hurt - 2 2. dazed - 1 3. hurt - 2 4. TONGUE TIED - 1 5. hurt - 2 6. hurt - 2 | Level 3 Offense | Level 3 Defense | 1. body slam - 2 2. out of the ring (c) 3. atomic drop - 2 4. body drop - 2 (ch G) 5. splash off the turnbuckles - 3 (ch H) 6. Tongue Twister - 3 | 1. down - 3 2. down - 3 3. down - 3 4. hurt - 2 5. PIN 10 (7) 6. hurt - 2 | Ropes - C Turnbuckle - C Ring - C Deathjump - C Disqualification - 2 | Agility +3 Power +4 Cage 9 |
Tongue Twister = Jeff Jarrett's The Stroke finisher.
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Post by disaster on Jun 25, 2009 10:29:31 GMT -5
All that is left is the referees and the coaches. I'll try and work them up sometime.
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Post by disaster on Jun 25, 2009 12:49:53 GMT -5
Ok, just finished the charts for the coaches and referee's. If anyone knows how to make a card box like the others for these, let me know. I haven't been able to figure that out! Anyways, here's the first. Referee "Final" Countdown! The "Final" Countdown: Countdown is very easily the most squirm-ish referee in the world. He can't stand the sight of blood and will faint at first sight of it! He also can't stomach pain, so if a wrestler is locked in a painful submission, Countdown will look the other way to avoid seeing the wrestler anguish in pain and will plug his ears to avoid the screams! The only way a wrestler will usually win is by pinfall. Countdown sometimes gets excited and will make a fast count just to get out of the match. Chart: Countdown won’t look at any submission hold. So if a wrestler has a submission move locked in, and the opponent rolls his PIN, Just “Add 1” to the Pin Rating and continue as Normal. If a wrestler's Finisher is a submission hold, also just "Add 1" to opponent's PIN Rating and the wrestler rolls again on Level 3 Offense.
If a wrestler is bleeding, roll 1d6: 1-3: Countdown can avoid the sight of blood and is able to continue the match. 4-6: Countdown seen blood and fainted! The match continues with No DQ, No Count Out. If a wrestler is being pinned/submitted, assume Double Nelson will come down to the ring and take over for the Pansy! The match will stay No DQ, No C.O. the rest of the match up.
When Countdown is making the 3 count, he usually wants to get the match over with as quick as possible so his fear of bloodshed can be avoided. He’ll usually have a fast count. Increase both wrestler’s PIN & Cage Rating by one.
For Specialty Matches or Hardcore Matches, Countdown may try and call in sick. Roll 2d6: (use once per card). 2-5: Countdown calls in sick and doesn’t show. Double Nelson is forced to take over his match. Clearly, Double Nelson will be in a bad mood after filling in for Countdown, the wuss! 6-12: Countdown tries to call in sick, but Commissioner Krakan shows up and says “Hey Maggot! There’s no calling in sick! You get your ass out there and referee that match, or I’ll have the Physio Terrorist Team come over there and do a “House Call!” Countdown swallows a big gulp and decides he better show up to work.
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Post by disaster on Jun 25, 2009 13:02:15 GMT -5
And Referee "Double" Nelson. Referee Double Nelson: Nelson is about the opposite of Countdown. He loves a good fight! He wants the wrestlers to beat on each other and lock in the painful submissions! And he has no respect for goody goody tactics. He'll get involved if he thinks the wrestlers are being too soft in the ring. He's very strict and hard headed. The wrestlers know not to try and get away with too much when Double Nelson is refereeing. Double Nelson will usually have a slower count, because he just doesn't want the matches to end! And if he doesn't like the way the wrestlers are wrestling (like being too goody goody) he might actually break out his trusty "spiked knuckles" and level one of the wrestlers just to end the match! Chart: Nelson is no nonsense. He wants a good hard fight, that will give the fans their money’s worth! He will have a slower count as he likes to draw the matches out a little bit if possible. decrease both wrestler’s PIN and Cage Ratings by one.
Nelson will most of the time (when he's not crabby from filling in for Countdown), he'll have his "Blind Eye" rule, where he won't usually see a DQ move. Ignore DQ moves and decrease DQ Rating by one. If Nelson had to fill in for Countdown and is a little bit crabby, Increase DQ ‘s by one and PIN and Cage Ratings Increase by one.
Nelson might also go over to the Countdown’s and beat the crap out of him for missing his assignment! Roll 1d6: 1-3: Nelson thinks better of it and doesn’t do it. 4-6: Nelson goes over to the Countdown and beats the crap out of him! “That’ll teach ya to miss work, you little bastard!”
If Nelson isn’t liking the flow of the match and wants it to get a little more interesting, he might break out his trusty “spiked knuckles”. Roll 2d6: (use once per match). 2-5: Nelson misses the intended wrestler (you pick which one) and that wrestler knocks Nelson clean out! The Match continues with No DQ, No C.O. and if a PIN or submission is attempted, assume that Final Countdown will come down and finish the match! The match will continue with No DQ, No C.O the rest of the match. 6-12: Nelson clobbers the intended wrestler with his spiked knuckles! Add 1 to the wrestler’s PIN Rating and the opponent goes for the cover! If no PIN, continue the match with No DQ, No C.O. with the wrestler on offense continuing his assault on Level 3 Offense.
Also, You can use Referee Even Steven! (That's You, the Player ya know!) Even Steven will call the match right down the middle usually and you play the match as normal. Again, it's all up to you promoter!
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Post by disaster on Jun 25, 2009 13:05:48 GMT -5
Coach Harry Headlock: This hard nosed Trainer loves to work his wrestlers up. He usually likes the bad guys and will push them with no limits! He often pushes too hard and his wrestlers are often tired out. Too tired to perform in a match at full capacity. It tends to work against the wrestlers he trains and becomes more of a hurt then a help. Headlock will accompany his wrestlers to ringside, but often interferes and costs his wrestlers matches. But every once in a while, coach Headlock will do something right that will reap the big benefit to his wrestler! It's certainly a love hate relationship! Chart: Roll 2d6 before the match up to see what Coach Headlock does to get his wrestler(s) ready for a match!
2: Headlock works his wrestler hard with pushups, situps, and jump rope! The wrestler is very tired before the match. Increase their PIN Rating by one.
3: Headlock works his wrestler hard in the weight room. The wrestler is pumped up now! better their power (pw) by one. Example: (-3) to (-4).
4: Headlock works his wrestler hard by having them jog! The wrestler now has stamina! decrease their PIN Rating by one.
5: Headlock works with his wrestler on submission wrestling! The wrestler is know educated better in submission wrestling! Make all their submission moves (if any) “Add 1” moves. If already an “Add 1” move, ignore this rule.
6: Headlock works with his wrestler on using the ropes. The wrestler is better when using the into the ropes chart. Example: Ropes C becomes Ropes B. “A” is the best.
7: Headlock works with his wrestler on using the turnbuckles. The wrestler is better when using the into the turnbuckle chart. Example: Turnbuckle C becomes Turnbuckle B. “A” is the best.
8: Headlock works with his wrestler on using the outside of the ring. The wrestler is better when using out of the ring chart. Example: Ring C becomes Ring B. “A” is the best.
9: Headlock works with his wrestler on using the deathjump. The wrestler is better when using the deathjump chart. Example: Deathjump C becomes Deathjump B. “A” is the best.
10: Headlock works with his wrestler on speed. The wrestler is more agile now! Better their (ag) by one. Example: (-3) to (-4).
11-12: Headlock works over his wrestler really good in the ring. Almost too much, as his wrestler(s) are very tired. All charts are worse by one and PIN Ratings increase by one. Also Power and Agility ratings worsen by one.
Coach Headlock often accompanies his wrestlers to the ring. He will try and interfere in a match if he can. Roll 1-6: (once per match). 1-3: Coach Headlock gets away with a cheap shot on his wrestlers opponent. they are down! Headlock’s wrestler takes over on Level 3 Offense. 4-6: Coach Headlock is stopped, either by the referee, the opponent, or Coach Tony The Tiger. Headlock is not allowed to interfere in the match again!
Coach Headlock’s Distractor Rating = 6.
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Post by disaster on Jun 25, 2009 13:08:11 GMT -5
Coach Tony "The Tiger": Yup, from Frosted Flakes Fame! Tony The Tiger joins the ranks. As a fan of wrestling, Tony went to his first Monster Wrestling Event. Sitting in the front seats, he watched the matches and was very animated! Some of the wrestlers were annoyed, while others loved the fact that he was there! During a big Main Event Match between Steel Slammer and Howlin' Prowlin' Werewolf, Coach Headlock tried to interfere on the behalf of Steel Slammer. Tony was upset about that and got involved, ruining Headlock's attempts. This enraged Headlock and the two got into a shouting match. After that, Tony The tiger decided he would help wrestlers in their training and watch their backs. Tony The Tiger is the complete opposite from Harry Headlock! He actually benefits his wrestlers a lot and will try to help out the jobbers and undercarders as much as possible. He gives them all the proper training habits and makes sure his wrestles are prepared for their matches! And anytime Coach Headlock is at ringside, Tony will certainly be out there as well to even the odds. Chart: Roll 2d6 before the match up to see what Coach Tony The Tiger does to get his wrestler(s) ready for a match!
2: Tony works his wrestler hard with pushups, situps, and jump rope! The wrestler is in tremendous shape before the match. Decrease their PIN Rating by one.
3: Tony works his wrestler hard in the weight room. The wrestler is pumped up now! better their power (pw) by one. Example: (-3) to (-4).
4: Tony works his wrestler hard by having them jog! The wrestler now has stamina! decrease their PIN Rating by one.
5: Tony works with his wrestler on submission wrestling! The wrestler is know educated better in submission wrestling! Make all their submission moves (if any) “Add 1” moves. If already an “Add 1” move, ignore this rule.
6: Tony works with his wrestler on using the ropes. The wrestler is better when using the into the ropes chart. Example: Ropes C becomes Ropes B. “A” is the best.
7: Tony works with his wrestler on using the turnbuckles. The wrestler is better when using the into the turnbuckle chart. Example: Turnbuckle C becomes Turnbuckle B. “A” is the best.
8: Tony works with his wrestler on using the outside of the ring. The wrestler is better when using out of the ring chart. Example: Ring C becomes Ring B. “A” is the best.
9: Tony works with his wrestler on using the deathjump. The wrestler is better when using the deathjump chart. Example: Deathjump C becomes Deathjump B. “A” is the best.
10: Tony works with his wrestler on speed. The wrestler is more agile now! Better their (ag) by one. Example: (-3) to (-4).
11-12: Tony works over his wrestler really good in the ring. His wrestlers are now very well schooled for the ring! All charts are better by one and PIN Ratings decrease by one. Also Power and Agility ratings better by one.
Coach Tony doesn’t normally accompany his wrestler(s) to ringside, but will if Coach Headlock is out there. He wants to be sure there’s no monkey business outside the ring and interfering. Roll 1d6: 1-4: Tony stops Headlock from interfering in the match. (Unless Headlock has already tried and failed, then ignore this rule). Headlock is now banned from ringside for the rest of the match up. 5-6: Tony is not able to stop any outside interference. Continue play in the normal fashion.
Coach Tony’s Distractor Rating = 5.
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Post by disaster on Jun 25, 2009 13:09:56 GMT -5
And that's the entire Roster! Hope you guys enjoy these bad boys!? Should be very entertaining to play and if you guys do play 'em, let me know how they do? I've only play tested a couple of them, so any comments, suggestions, or help is appreciated!
Enjoy! Ray
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Post by NEILYZILLA on Jun 25, 2009 13:17:06 GMT -5
I can picture Deadly Night Nurse vs Nurse Elizabeth.
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Post by disaster on Jun 25, 2009 14:23:53 GMT -5
I can picture Deadly Night Nurse vs Nurse Elizabeth. LOL, well, I guess I always envisioned Nurse Elizabeth being the Deadly Night Nurse on steroids at first. But then decided I'd keep it gender friendly and just make it a dude in a dress! On a side note, I've been thinking it would be fun to have some sort of gang interference chart with the Physio Terrorist Team. Maybe like the Sleeper Cell style chart where they attack the wrestlers in order to try and drum up some "business" for themselves? Anyone interested in helping out with constructing that chart up?
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Post by NEILYZILLA on Jun 28, 2009 5:43:07 GMT -5
There is such a thing as a male nurse. but the idea of a dude in a dress smoking a cigar makes me laugh. ;D
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Post by troyxavier on Jul 6, 2009 21:18:52 GMT -5
Good stuff, Ray.
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Post by disaster on Nov 23, 2015 19:58:02 GMT -5
Bump! Just FYI to anyone who's interested? I do have a PDF file for these now. Updated stats. Included are the Job Squad wrestlers and Weird Ball Jobbers. And I created wrestler cards for the coaches, Tony The Tiger and Harry Headlock, who would wrestle very limited, part time.
Also, there are some new game card mechanics included which is based off the MWIMP figure cards which are Strength (ST), Skill (SK) and Brains (BR). These mechanics work similar to the Power (pw) and Agility (ag) ratings, only the higher the points the better, with the better either staying on offense or taking over from Defense side to Level 2 Offense. With these mechanics in place, I usually will ignore all (pw) and (ag) instructions on the cards for the Monster League rules. However, as usual, it's up to you promoter!
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Post by troyxavier on Dec 11, 2015 21:56:05 GMT -5
I'd be interested
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