"BABY FACE'S" TOY BOX MATCH
by: "Formerly known as `Baby Face'" David Barnes
340 Skyview Dr.
Vandalia, OH 45377-2239

DESCRIPTION: I created this match a long time ago when I was known
in the GWF and the now-defunct Club Galactica Dream
Federation as "Baby Face" David Barnes. A toy box
with 20 deadly wapons is hung from a pole in the cen-
ter of the ring. A wrestler must climb the pole, then
grope around for a weapon to use on his opponent.

RULES:

1. No DQ's or Count-Outs
2. As in a "Hitman Match," INTO THE ROPES and INTO THE
TURNBUCKLE become WHIP INTO POLE-3.
3. Use Fatigue PIN ratings.
4. Best 3 out of 5 falls.
5. If a wrestler rolls DEATHJUMP roll both dice. If the
result is doubles, he miscalculates the jump and rams
his shoulder into the pole. His opponent would then
take over on Level 3 Offense.
6. If (c) or (ch) is rolled, roll both dice. A roll of 8
or lower allows you to climb the pole and grab a
"toy." Roll 1d20 for your weapon.

1. Can of Mace (0)
2. Stun Gun (+2)
3. Cat-of-Nine-Tails (+3)
4. War Hammer (+2)
5. Aluminum Baseball Bat (+1)
6. Coal Miner's Glove (+1)
7. Ball & Chain (+1)
8. Bullwhip (+2)
9. Dog Chain (0)
10. Steel Nunchucks (+4)
11. Brass Knuckles (0)
12. Blackjack (+1)
13. 5 Ft. Metal Staff (+4)
14. Cowbell (+2)
15. Lightsabre (+4)
16. Ferengi Energy Whip (+3)
17. Iron Skillet (+2)
18. Goupillon Flail (+3)
19. A Set of Tiger Claws (+2)
20. Gaderffii (+3)

7. The numbers in parentheses are PIN modifiers. If a
wrestler with a weapon rolls (c) or (ch), substitute
USE WEAPON ON OPPONENT--OPPONENT ROLLS PIN + MODIFIED
NUMBER.

8. If a wrestler with a weapon rolls his finisher, sub-
stitute USE WEAPON ON OPPONENT--OPPONENT ROLLS PIN +
*DOUBLE* THE MODIFIED NUMBER.

9. If a wrestler has a weapon, but his opponent is on
offense, his opponent has the option of going for a
weapon of his own (see rule #6) or trying to knock
the weapon out of his opponent's hands if he rolls
(c) or (ch). If he tries to knock the weapon from the
opponent's hands, he must roll 7 or lower, plus or
minus the average number between the opponent's power
and agility ratings, rounding fractions down.

FOR EXAMPLE: Say Jack of Diamonds was fighting Mad
Jester. Jester has a Gaderffii (+3). Jack rolls on
"power slam-2 (ch-C) on Level 2 Offense, and decides
rather than hitting the power slam to take the Ga-
deffii away from the Jester. Jester's Agility is -3
and his power is +1. The average modified number is
-1. ([-3] +1= -2 /2= -1) Jack would need a roll of 6
or lower in order to knock the weapon from Mad Jes-
ter's hands.

10. Once a weapon is knocked from an opponent's hands, it
is thrown out of the ring by the referee and taken
out of play. Both wrestlers must try for a new wea-
pon/ (Yes, a werstler who loses his weapon may try to
grab another one.)

11. The losing wrestler is automatically injured. Roll
one die and add to it the number of times the loser
was hit with the winner's weapon(s). Feud injuries
are added onto this number.

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