WIDOWMAKER 2: DEADLIER INTENTIONS
by: David Barnes
340 Skyview Dr.
Vandalia, OH 45377-2239

DESCRIPTION: This match was originally created by ex-Gladiator May-
hem during his feud with Spike, but since then he had
it updated.

Like the original WIDOWMAKER match, the ring is dis-
assembled except for the ropes, turnbuckles, and ring-
posts, which are placed at floor-level. The pads are
replaced by ones with very coarse gravel. The entire
"ringside area" is enclosed by a 20-ft. high ELECTRI-
FIED cage with a 2' x 2' hole in the roof for weapons
to be periodically dropped through. Whether or not the
wrestler can use it depends on if he can catch it.

RULES:

1. No DQ's, Count-Outs, Time-Limits, Managers, Ringside
Allies, Valets, or Referees.

2. Pinfalls? Submissions? They don't exist. Combatants in
this match fight until one can no longer continue. A
wrestler can no longer continue when his CAGE rating
reaches 25 or higher.

3. Since the turnbuckle pads are filled with gravel, if
(c) is rolled, you have the option of rolling again or
substituting HEAD INTO TURNBUCKLE-3

4. All offensive moves are increased by one level. (Level
1 becomes Level 2, Level 2 becomes Level 3, Level 3
becomes PIN attempts with ratings of 0). There are NO
modifiers to defensive results.

5. Finisher ratings are increased by 2. [For example,
LEAP OF DOOM (+6) becomes LEAP OF DOOM(+8).]

6. After every 15 moves, a rubber bag is dropped from the
top of the cage. If the wrestler on offense rolls 7 or
lower, plus or minus his agility rating, he catches
the beag and pulls out the weapon. (Roll on Weapons
Chart below.) If he misses it, it drops to the floor,
and he may pick it up if he rolls (c) or (ch). If a
wrestler with a weapon rolls (ch), he has the option
of either going to the Choice Situations Chart or sub-
stituting HIT OPPONENT WITH WEAPON--PIN + MODIFIED
NUMBER.

7. If PIN is rolled, add 1 to the cage rating and contin-
ue the match. If a finisher is rolled, regardless of
whether or not it's a double-team finisher or not),
add 1 to the finisher rate and add it to the CAGE
rate. Gladiators automatically start with a CAGE rate
of 1 in this match. After the cage rate is modified,
the offensive wrestler continues the match on Level 2
Offense.

8. If OUT OF THE RING is rolled, go to the Ring Chart be-
low.

9. Losers are automatically injured. Roll 1d8 X 5 to de-
termine length.
=====================================================================
WIDOWMAKER 2 WEAPONS CHART
(Roll 1d10)

1. Aethran Deathband--3(*)
2. Cattle Prod--PIN (+1)
3. Cat-O-Nine-Tails--PIN (+2)
4. Coal Miner's Glove--PIN (0)
5. Morning Star--PIN (+1)
6. Blackjack--PIN (0)
7. Gaderffii--PIN (+2)
8. Brass Knuckles--PIN (0)
9. Steel Nunchucks--PIN (+2)
10. War Hammer--PIN (+1)

(*) An Aethran Deathband is an Aethranium metal headband
with an energy cube imbeded in the center. When a non-
Aethran wears it, it'll glow red-hot. When a Gladiator
wears it, it'll glow yellow-hot. If Mayhem wears it,
it'll glow white-hot, since the energy waves are tuned
to his brain-waves. When a head butt is attempted by
a non-Aethran wearing the headband, regardless of
whether or not it's a Level 3 maneuver, his opponent
rolls on Level 3 Defense. If a Gladiator other than
Mayhem tries a headbutt with the band, regardless of
what level it was attempted, it becomes a PIN (0) at-
tempt. If Mayhem wears it and tries a headbutt, it be-
comes a PIN (+2) attempt. If he's wearing it and at-
tempts the LEAP OF DOOM, increase the finisher rate by
2. [For example, LOD (+6) would increase by 4, taking
into account Rule #5, which increases finisher rates
by 2. That would make his finisher LEAP OF DOOM
(+10).]
=====================================================================
WIDOWMAKER 2: OUT OF THE RING CHART
(Roll 2D8)

2-4 Your opponent follows you outside the ring and throws
you into the ropes. As you bounce off, he side-steps
you and lets your own momentum crash you into the
electrified cage. ADD 3 TO YOUR CAGE RATE.

5-7 Your opponent climbs out of the ring to throw you into
the cage, but you recover quickly, kick him in the
stomach, and deliver a desperate power bomb. OPPONENT
ADDS 1 TO HIS CAGE RATE.

8-10 You drag your opponent out and throw him into the
cage. OPPONENT ADDS 3 TO HIS CAGE RATE.

11-12 What an idiot you are! You drag your opponent out of
the ring and attempt to rake his face in the cage, but
you've forgotten that the cage is electrified, because
as the electricity flows through his body, it courses
through yours, as well. YOU BOTH ADD 2 TO YOUR CAGE
RATES.

13-14 Your opponent climbs out of the ring and piledrives
you. ADD 1 TO YOUR CAGE RATE.

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