1.1 Added some more explanations, clarifications
1.2 Added injury, added different kinds of special moves.
Thanks go to Todd Cockrell and Steve Rouse for input on the rules and playtesting.
Introduction: M2 is a combination of two previous rules sets, FastMatch! and BlitzMatch! It tries to maintain some of the features that I liked from each system. From FastMatch! the ideas of targeting specific attributes. From BlitzMatch! some of the refinements about rounds and the grids and the uses of push levels. More stuff from each is used, of course. Of course, I tried to keep the ideas of quick resolution, scalability, and freedom from GM judgment calls.
Weight Classes: A wrestler with a Weight of 1-3 is loosely classed as a Light-Heavyweight, 4-7 is Heavyweight, and 8+ is a Superheavyweight. The only reason for weight classes is to give players some idea as to their foe's weight score, since it directly provides a pin bonus. As compensation for always suffering such a penalty, many feds provide a ligh-heavyweight belt.
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 also that a team may always use the scores of any one of it's individual members as its own scores (well, actually this only holds true if Teamwork is 0, but it's good to keep in mind when throwing together one-off or short term tag teams.)
Friendly Sam Stamina:10 Technical:5 Power:1 Martial Arts:5 Brawling:1 Weight:1 High Flying:4 Cheating:1 TeamWork:1 Style Defenses: Technical:0 Power:0 Martial Arts:0 Brawling:0 Weight:0 High Flying:0 Cheating:2(4) TeamWork:0 High Spot: 3 (costs 9) Brother Bob Stamina:10 Technical:3 Power:3 Martial Arts:1 Brawling:7 Weight:5 High Flying:1 Cheating:6 TeamWork:0 Style Defenses: Technical:1(2) Power:0 Martial Arts:1(2) Brawling:0 Weight:0 High Flying:1(2) Cheating:0 TeamWork:0Sample Tag Team:
if Brother Bob and Friendly Sam tag-teamed (not likely), they would need generate a set of scores for the team. They have several options.
Attribute Sam's Score Bob's Score Team Score Stamina 10 10 10 (must be 10) Styles Technical 5 3 3 (could be 3,4 or 5) Power 1 3 1 (could be 1,2 or 3) Martial Arts 5 1 1 (could be 1-5) Brawling 1 7 3 (could be 1-7) Weight 1 5 5 (could be 1-5) High-Flying 4 1 2 (could be 1-4) Cheating 1 6 4 (could be 1-6) TeamWork 1 0 0 (must be 0) Defenses: Technical 0 1 1 (could be 1 or 0) Power 0 0 0 (must be 0) Martial Arts 0 1 1 (could be 1 or 0) Brawling 0 0 0 (must be 0) Weight 0 0 0 (must be 0) High-Flying 0 1 1 (could be 1 or 0) Cheating 2 0 2 (could be 0,1 or 2) TeamWork 0 0 0 (must be 0) High Spots 3 0 1 (could be any score)
All of the wrestlers at a given push level are considered to be on a more or less equal footing. So Level I wrestlers are JTTS or newbies , Level II wrestlers are step up from that, Level III are midcarders and so on. It is suggested that 4 or 5 Push Levels is about right.
Rankings wrestlers into Push Levels is very much a matter of taste, and fedheads will certainly develop their own methods. The following is a method I have used with some success.
A grid will also be generated for each match that looks something like this:
First name chooses A-C, Second name chooses 1-3 Brother Bob vs. Friendly Sam A B C 1 Po Te HF 2 We MA Po 3 Br Ch MAThe intersection of the chosen letter and number is a style that will be added to the "+" styles chosen by each side.
This means that any given match will have 5 "+" styles, 2 from each side and one from the grid.
The styles selected determine the general flow of the match. The basic idea is to select styles in which you are strong, or stronger than your opponent, and to "-" out a style which you think your opponent will select. You could also get clever and select a style that you are pretty good at, and the "-" it out yourself, since the "-" only affects your opponent. If you've got a style in which you are only a little worse than your opponent, they the penalty he takes if you "-" it out could turn the tide.
In other words, the two "+" styles and the grid selection, are the style that you would like the match to be dominated by -- probably styles in which you think you are better than your foe. The "-" style is the one style that you are being especially wary of; the style you are taking extra care to defend against. This means that the "-" style choice may be easy to make if you are facing an extremely one-dimensional wrestler. On the other hand, if his score in that style is high enough, and yours is extremely low, "-" it out may not help you!
The exact use of these styles is explained in Match Resolution.
SUMMARY: Each strategy must therefore have 2 "+" styles, a single "-" style and a letter or number.
A round action has three parts: type, target and explanation.
The first two parts of the action -- type and target -- have a direct effect on game mechanics, and explain the general goal for the round. For example, are you simply trying to defend yourself while your opponent tires himself out? Are you trying to reduce his ability to execute high-flying moves? And so on. Note, though, that since these parts have a direct effect on the match resolution they have a very specific format.
A round may be one of the following types:
A round must have as a target one of the styles or Stamina.
The third part of the round -- the explanation -- is the part where the player's creativity comes fully into play. In this part of the round action, the specific move or move combination that the wrestler is attempting is listed. This part of the round action is provided solely to help the fedhead with the match write-up. It has no effect on the actual play of the game; that is it has no effect on the match resolution die rolls.
The explanation should be at least a list of a few moves, and can be quite a bit more complicated. Some of my players in Delta Championship Wrestling have submitted several paragraphs, including suggested ringside commentary, as part of round explanation. Obviously the amount of explanation is a matter of taste -- some fedheads like a lot, some like a smaller amount.
Standard matches are 20 rounds, and a round action must be submitted for each round. At the end of these rules there are several sample strategies of different styles.
roll die 1 Power 2 Power 3 Cheat 4 High-Fly 5 Tech 6 Roll again If it were a tag match, the table would be: roll die 1 Power 2 Power 3 Cheat 4 High-Fly 5 Tech 6 Teamwork
If the winner's round action was High Impact, he does an extra point of damage.
The damage is first reduced by 1 point for each point of style defense the losing side has in the round defense. The damage will never be reduced to less than 1.
If the winner's round action was defensive, reduce the damage by 1 point. This MAY reduce the damage to 0.
If the round was a tie, then both sides take 1 point of damage with no reduction.
The damage is inflicted to the attacker's target. Styles may never be reduced to less than 0, but excess damage to a Style will reduce Stamina. Stamina may never be reduced to less than 0, either.
To see if a wrestler has been injured, roll 3d6. Subtract the target's current Stamina, current level in the Round style, and Style defense for the current Round style. If the check was caused by an attacker succeeding with a Cripple attack, add 2. if the total is 10 or more, the target has been injured; add 1 injury point to any other injury points the wrestler may have.
Note that wrestlers retain injury from week to week. Each week, they heal 1d6 worth of injury points. If they wrestle that week, that roll is modified by -4 (meaning they will heal 2 points maximum, and have a 2/3 chance of not healing at all).
To check for victory, roll 3d6.
If the number is 0-1, then a 1 count (or equivalent was made. If the number is 2-3, then a 2 count. If the number is 4 or more, then the match is over and we have a winner.
A natural roll of 18 always wins.
Special rounds are designated by a (S) after the round name.
Round Type | Attack Bonus | Damage Bonus | Pin Bonus | Injury Bonus | Notes |
---|---|---|---|---|---|
Cripple(S) | 0 | 0 | 0 | +2 | Causes injury check with any damage |
Defensive | +3 | -1 | 0 | 0 | |
Finisher(S) | +4 | 0 | +2 | 0 | |
High Impact(S) | +1 | +1 | +2 | 0 | |
High Spot | +2 | 0 | 0 | 0 | |
High Risk | Varies, 6->0, 3->3+d6 | 0 | 0 | 0 | |
Normal | 0 | 0 | 0 | 0 | |
Illegal | 2d6 | 0 | 0 | 0 | May cause DQ |
Submission(S) | 0 | 0 | +4 | 0 | |
Vile Cheat(S) | 2d6+2d6 | 0 | 0 | 0 | May cause DQ |
First name chooses A-C, Second name chooses 1-3 Brother Bob vs. Friendly Sam A B C 1 Po Te Br 2 We MA HF 3 Br MA ChBrother Bob has high scores in Cheating and Brawling, so he submits:
He knows that Friendly Sam has a high MA score, so he also chooses:
Since he is the first name, he will choose a grid letter. He takes "C", since he'll get Brawl or Cheat if he's lucky, and HF if he's not.
Rounds:
There are a lot of ways to do this, the simplest is like this:
Round Target Type Notes 1 MA Normal Drive Sam into the corner and smack him around with closed fists and other borderline moves. 2 MA High Risk Snap mare him out, then go up top and do a fist drop as he rises. 3 HF Illegal While my manager distracts the ref, use pull a roll of quarters out of trunks, and smack his knee mercilessly. 4 HF Special Call for the Power Bob!
And so on.
Another method would be to break the actions up by round style, eg.
Brawling: Round Target Type Notes 1 MA Normal Drive Sam into the corner and smack him around with closed fists and other borderline moves. 2 MA High Risk Snap mare him out, then go up top and do a fist drop as he rises. 3+ HF Normal More beating on him with my brawling arsenal. Martial Arts: Round Target Type Notes All MA Defense Out of my element -- block what I can, and look for the chance to do a headbutt or other brawling equalizer.
And so on. With this method, one would need to be careful to make sure that the rounds in each style repeat, since you can never be sure what the round style will be, or how many times the round style will come up. The other risk is that if you plot all your Specials in one style and that style ever comes up, then the Specials will never get used.
Of course, you could do a combination of the two, or put conditionals into a strat, as long as the conditionals are clear and your fed head is OK with it.
Clear conditionals are things like: If I haven't used my Specials by round 15, then use one now! Conditionals based on the enemy's states may not be allowed, and overly complex conditionals may be ignored -- again depending on your fedhead.
First name chooses A-C, Second name chooses 1-3 Brother Bob vs. Friendly Sam A B C 1 Po Te Br 2 We MA HF 3 Br MA Ch Brother Bob Stamina:10 Technical:3 Power:3 Martial Arts:1 Brawling:7 Weight:5 High Flying:1 Cheating:6 TeamWork:0 Style Defenses: Technical:1(2) Power:0 Martial Arts:1(2) Brawling:0 Weight:0 High Flying:1(2) Cheating:0 TeamWork:0 Strategy:+Brawl +Cheat -Martial Arts, Grid C Round Target Type Notes: 1 MA Normal Drive Sam into the corner and smack him around with closed fists and other borderline moves. 2 MA High Risk Snap mare him out, then go up top and do a fist drop as he rises. 3 HF Illegal While my manager distracts the ref, use pull a roll of quarters out of trunks, and smack his knee mercilessly. 4 Stamina High Impact Time for the Power Bob! 5 Stamina Normal Beat him. 6 Stamina Illegal Beat him. 7 Stamina Normal Beat him. Friendly Sam Stamina:10 Technical:5 Power:1 Martial Arts:5 Brawling:1 Weight:1 High Flying:4 Cheating:1 TeamWork:1 Style Defenses: Technical:0 Power:0 Martial Arts:0 Brawling:0 Weight:0 High Flying:0 Cheating:2(4) TeamWork:0 High Spot: 3 (costs 9) Strategy:+High Flying +Technical -Brawl, Grid 2 Round Target Type Notes: 1 Stam High Spot Use my trademark high flying moves. 2 Stam High Spot Use my trademark high flying moves. 3 Stam High Spot Use my trademark high flying moves. 4 Stam Normal Use my trademark high flying moves. 5 Stam Normal Use my trademark high flying moves. 6 Brawl Normal Slug it out. 7 Stamina Finisher Friendly Finale!
So the style table is:
Brother Bob's Brawl is reduced to 4 to start out, since Sam "-" it.
Bob "-" Martial Arts, which isn't in the match so it has no effect.
Round 1
Die Roll(2d6) Name Type DQ Threshold 2 Sam Atan Chaotic Evil 14 Assassin 3 Myron Opia Clueless 12 Wonder 4-10 Stan Model Standard 10 Model 11 Bill Order Law and Order 8 12 Zero Tolerance No Fooling 5Of course, there should really be a number of Standard Model refs, but you get the idea. I'd advise making the refs and their character known to the players beforehand, and then telling them who the ref is along with their grids.
Note that with S. Atan, heels get two "free" illegal actions before they even risk a DQ. With Zero Tolerance, they will be DQ'ed on the first IA 5 times out of 6.
This option also gives the fedhead and players some fun toys to play with to keep things interesting -- eg. referee heel or face turns, and so on.
If you use this option, you might also want to consider using Ref Slack. Wrestlers may purchase Ref Slack Points for 3 points each. Each point of Ref Slack raises that wrestler's DQ threshold by 1, with the following exceptions: If the DQ threshold is less than 12, it may never be raised above 12. If it is 12 or higher, then it can be raised by two points maximum. So, if Cheating Bob had 3 points of ref slack, then his DQ threshold would be (using the above refs): 16 for S.Atan, 14 for My.Opia, 12 for Stan, 11 for Bill Order and 8 for Zero. (For Zero, the points are not so much slack as skillful concealment of the illegal action.)
Some sample specialty matches are: