WIDOWMAKER MATCH
by: David Barnes
852 Continental Ct. Apt. 3
Vandalia, OH 45377-1239

DESCRIPTION: Believe it or not, this match was created by Mayhem to have a one-upsmanship in his feud with former Gladiator Spike back in 2091, but now he uses it on anyone feels likeusing it on. The wrestling ring is disassembled except for the ringposts, turnbuckle and ropes, which are placed at floor level. The "ring" is surrounded 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 rolling 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 grabbing a weapon. If you attempt to grab a weapon, roll both dice. A roll of 7 or lower results in your opponent 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 Gladiators, 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.