RUNNING MAN MATCH
by David Barnes

DESCRIPTION: This match is similar to the game show from the Arnold
Schwarzenegger movie THE RUNNING MAN (which, in my
opinion, was nothing like the Stephen King/Richard
Bachman story). It takes place in earthquake-devasta-
ted California. There are 4 stalkers and 1 runner. The
runner is rocketed out of the building on a rocket
sled through a specially built tunnel to the first
quadrant, where he faces the first stalker in a spe-
cial match.

RULES:

1. Before the match begins, roll 1d10 for a special match
for the first 3 quadrants. The final quadrant will al-
ways be a WIDOWMAKER MATCH. Refer to the chart below
the three special matches.

1 BARBED WIRE COSMIC CAGE MATCH
2 CASTOR CHAIN MATCH
3 COSMIC CAGE MATCH
4 CYGNUS BRASS KNUCKLES MATCH
5 LEPUS STUN ROD MATCH
6 MILKY WAY FALLS COUNT ANYWHERE MATCH
7 TURNBUCKLE SHOCK MATCH
8 FOUR WEAPONS OF DESTRUCTION MATCH
9 TOY BOX MATCH
10 TORTURE CHAMBER MATCH

2. Since the runner is shot into the first quadrant on
the sled, add 3 to his agility rate for the first
quadrant match ONLY.

3. Stalkers from the first three quadrants roll 1d8 to
determine whether or not they will use a weapon. A
stalker may use a weapon on a roll of 7 or 8. Roll
1d10 for weapon.

1 Baseball Bat (+1 to PIN)
2 Steel Chain (+2 to PIN)
3 War Hammer (+2) to PIN)
4 Coal Miner's Glove (+1 to PIN)
5 Cat o' Nine Tails (+3 to PIN)
6 Lightsabre (+3 to PIN)
7 Bulwhip (+1 to PIN)
8 Cattle Prod (+2 to PIN)
9 Ball & Chain (+2 to PIN)
10 Nunchucks (+1 to PIN)

4. If a stalker with a weapon rolls (c) or (ch), substi-
tute HIT RUNNER WITH WEAPON. RUNNER ADDS TO HIS PIN
AND ROLLS ON LEVEL 3 DEFENSE.

5. The runner may try to grab the weapon from the stalker
if he rolls (ch). To grab the weapon, roll 6 or lower,
plus or minus the stalker's power rating. If the run-
ner grabs the weapon, he may use it on the stalker if
he rolls (c) or (ch); however, the stalker has the op-
tion of taking his weapon back if he rolls (ch) and
rolls 6 or lower, plus or minus the runner's power
rating. If the stalker gets his weapon back, the run-
ner may NOT try to take the weapon again.

6. Use Fatigue PIN ratings to determine pinfalls/submis-
sions, except where the rules clearly state to use
CAGE rates.

7. In order to gon on to the next quadrant, the runner
MUST defeat the stalkier; no exceptions. If the runner
loses a match, ALL of the stalkers win the match. None
of the stalkers are credited with a loss until the
stalker in the WIDOWMAKER match loses his match.

8. In order to enter the final quadrant, the runner must
find the trap door on the floor in the third quadrant.
To find the trap door, roll 1d20 and refer to the
chart below:

1-10 You were unsuccessful in finding the trap
door, and must now face another stalker in the
same match you were in before trying to find
the trap door again.

11-15 You walk over to one spot, and the floor gives
way underneath you. You fall off the slide in
middle of the WIDOWMAKER cage, hurt. ADD 1 TO
YOUR CAGE RATE. THE FINAL STALKER ROLLS ON LE-
VEL 2 OFFENSE.

16-20 You plscer a foot on a hollow spot on the
floor. You kick at the spot and the floor
gives way. You sit down and slide down to the
floor outside the door of the WIDOWMAKER cage.
WELCOME TO THE FINAL QUADRANT AND GOOD LUCK
AGAINST THE FINAL STALKER.

9. For promoters who use time limits, there's a 30-minute
time limit for going through each quadrant. If the
runner is in a quadrant for more than 30 minutes, the
match is over and the stalkers win. Even if the runner
defeats the stalker in quadrant 3 and fails to find
the trap door, the time spent fighting the next stalk-
er counts against his 30-minute time limit, so do NOT
star the time limit over.

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