WIDOWMAKER MATCH
by: David Barnes
340 Skyview Dr.
Vandalia, OH 45377-2239

DESCRIPTION: Believe it or not, this match was created by Mayhem to
have a one-upsmanship in his feud with former Gladia-
tor Spike back in 2091, but now he uses it on anyone
feels likeusing it on. The wrestling ring is disassem-
bled except for the ringposts, turnbuckle and ropes,
which are placed at floor level. The "ring" is sur-
rounded by a 15 ft. high steel cage with 1/2" spikes
welded on the crossbars. Weapons are placed in the
corners near the top. The turnbuckle pads are replaced
by ones filled with very coarse gravel.

RULES:

1. OUT OF THE RING becomes INTO THE SPIKED CAGE. OPPONENT
ROLLS PIN (+1)

2. If (c) is rolled, you have the choice of either roll-
ing again or substituting HEAD INTO TURNBUCKLE-3

3. All offensive rolls are increased by one level. (Level
1 becomes Level 2, Level 2 becomes Level 3, Level 3
becomes PIN attempts with a rating of 0.) There are no
modifiers for defensive results.

4. Finisher rates are increased by 2. [Mayhem loves this
because his LEAP OF DOOM (+6) becomes LEAP OF DOOM
(+8).]

5. When (ch) is rolled, you have the choice of using the
Choice Situations Chart or climbing the cage and grab-
bing a weapon. If you attempt to grab a weapon, roll
both dice. A roll of 7 or lower results in your oppo-
nent preventing you from climbing the cage. A roll of
8 or higher results in a successful climb and a grab
of a weapon. Roll 1d4 to determine what weapon was
grabbed:

1. War Hammer (+2)

2. Cattle Prod (+1)

3. Morning Star (+1)

4. Cat-O-Nine-Tails (+2)

6. If you have a weapon and roll (c) or (ch) substitute
HIT OPPONENT WITH WEAPON. OPPONENT ADDS (+1) OR (+2)
TO HIS WIDOWMAKER RATING AND ROLLS ON LEVEL 3 DEFENSE.

7. Use CAGE ratings for WIDOWMAKER ratings. All Gladia-
tors, including Mayhem and Wolf, have a WIDOWMAKER
rating of 1. Each time you are pinned, add 1 to your
WIDOWMAKER rating. If your WIDOWMAKER rating reaches
12 or higher, you can no longer continue the match,
and your opponent wins.

8. Losing wrestlers are automatically injured. Roll 1d6 x
5 to determine length.

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