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BlitzMatch 2.2 Version 2.

Copyright 1996 and 1997 by Jeff Berry Changed the way that Energy works. Changed the way that Defense works. Changed costs for stats. Changed examples. Changed "Advantage" Added Table of Contents Cleaned up some stuff Change TeamWork (changes marked with |)

Version 2.1 Version 2.2

Contents: Part I: Character Creation I.1 Slot I.2 Attributes I.3 Multi-slotting I.4 Examples Part II: Strategies II.1 Selection of styles list II.2 Round actions II.2.a Energy, Activity and Recovery Part III: Match Resolution III.1 Pre-Match Bookkeeping III.1.a Determine the list of styles to be used III.1.b Calculate the match value (MV) for each player/team III.1.c Determine who has the advantage in the match. III.1.d Determine the Endurance for each side III.2 Rounds III.2.a Adjust Energy III.2.b Calculate round totals III.2.c Compare values III.3.d Check for victory Part IV: Example Matches Part I: Character Creation I.1: "Slot" BlitzMatch is an attempt to make an expandable, modular system for e-wrestling. It does this by using the concept of "slots." A "slot" is one side in a match. In a singles match each slot is a single wrestler, in a tag team match each slot is a team. In a royal rumble, there are more than two slots. Slots all look the same from a game mechanics standpoint; there is no way (well, almost) that you can tell whether a slot is a singles wrestler, a tag team, a three-man team, and so on. A character may be part of multiple slots, for example a wrestler who wrestles as a singles wrestler and who is also a member of a tag team. If this is the case, then the player is a little more restricted in how the slots can built. This is called Multi-Slotting and the reader is directed to the appropriate section. If the slot is unique - eg. contains one or more characters who are not part of any other slot, the slot is called a Single-Slot. Since all Single-Slots look the same, they are built the same way whether they are a tag team, a singles, or whatever.

I.2

Attributes: A slot has the following attributes: Energy: This represents how much effort the slot can expend, low Energy slots take a lot of rest holds. Recovery: Is how fast slots recover Energy. It is the number of rounds between recovers. So a lower Recovery is better. Stamina: Teamwork: Resistance to damage and to losing a match. This is a special attribute, and a fed may have more than one (and give them different names). Usually it works just like Stamina, but is limited to multi-character slots - eg. tag teams - where it represents a team's ability to keep the fresh man in the ring.

The Styles:

each of the following represents how strong a slot is at a particular style of wrestling. Technical Power Martial Arts primarily striking type attacks Brawling hitting with things and running people into things High-Flying Weight Not only weight but how to use it. Cheating

All slots have 40 points to build a character. The costs for the various attributes are as follows (Note: Smaller values of recovery are better): Value 1 2 3 4 5 6 7 8 9 10 n/a I.3 Recov. n/a 30 20 10 0 n/a n/a n/a n/a 39 Energy 0 1 3 5 10 15 21 27 33 n/a All others 0 1 2 4 7 11 16 22 29

Multi-Slotting The rules for Multi-Slotting are actually very simple. When Multi-Slotting, the value for an attribute in a combined slot can not exceed the highest value of any of the individual slots, nor can it be lower than the lowest value of any individual slot. The one exception to this is TeamWork (or any related TeamWork like custom attribute). The combined TeamWork attribute must be the lowest of the individual TeamWork attributes. (In effect this means that one-off tag teams will rarely have TeamWork, but tag teams that have values for TeamWork will be at a disadvantage if they split out to wrestle singles.)

Note that if you have a dedicated tag team, you do not have to worry about scores for the individual wrestlers but if either one of them decides to wrestle singles - even if for just one match, then both wrestlers must be built in order to make sure that this rule is followed. All slots must conform to the character point restrictions: ie. if two wrestlers combine to form a tag team, both single slots must be legal if they were built alone and the tag team slot must be legal if it was built alone. I.4 Character Examples The format here is Score(cost), so 5(0) means that a score of 5 costs 0 points. 6(15) means a score of 6 costs 15 points. For the styles, a score of 1 costs 0, so it is not noted. Single-Slot Singles Wrestler, The Mighty Blob Energy:6(15) Recovery:5(0) Stamina:4(4) Technical:1 Power:4(4) Martial Arts:1 Weight:7(16) High Flying:1 Cheating:2(1) TeamWork:1 Brawling:1

Single-Slot Singles Wrestler, Power Fist Energy:4(5) Recovery:4(10) Stamina:3(2) TeamWork:1 Technical:1 Power:5(7) Martial Arts:5(7)Brawling:5(7) Weight:3(2) High Flying:1 Cheating:1 Multi-Slot Tag Team, The Mighty Blob and Power Fist The values for MB and PF give minimums and maximums for the team values, but the total must still be 40. MB PF Tag Team Energy 6 4 5(10) Recovery 5 4 5(0) Stamina 4 3 4(4) TeamWork 1 1 1 Technical 1 1 1 Power 4 5 5(7) Martial Arts 1 5 5(7) Brawling 1 5 4(4) Weight 7 3 5(7) High Flying 1 1 1 Cheating 2 1 2(1) ---40 Single-Slot Tag Team, The Jumping Beans Energy:4(5) Recovery:2(30) Stamina:2(1) TeamWork:2(1) Technical:1 Power:1 Martial Arts:2(1) Brawling:1 Weight:1 High Flying:3(2) Cheating:1 If they were to split out, then each of the values would represent one extreme of the individuals involved: The Jumping Beans Hero Bean Jorge Bean Must Have EG.

Energy Recovery Stamina TeamWork Technical Power Martial Arts Brawling Weight High Flying Cheating

4 2 2 2 1 1 2 1 1 3 1

3(3) 2(30) 4(4) 2(1) 1 3(2) 1 1 1 1 1 ---40

4> anything3(20) 2 2 Anything 1 2> Anything Anything 3> Anything ---

4(10) 2(1) 2(1) 2(1) 1 3(2) 2(1) 2(1) 3(2) 2(1) --40

Part II: Strategies The strategy is used, in combination with the attributes, to resolve the match. II.1 Selection of styles list Each side in a match (usually only two, but may be more for triangle matches and so on), selects two styles to use (ADD or +) and one style to discard (DISCARD or -). The two ADD'ed styles must be different, although they can be the same as the DISCARD'ed style (although this would rarely be a good idea.) All of the ADD'ed styles from each side are grouped together as are all the DISCARD'ed styles. Then each DISCARD'ed style removes a ADD'ed style of the same kind from the Style list if and only if there is one of that style on the Style list. IE. If you DISCARD a style that no one has ADD'ed, that DISCARD is wasted. So, in a two sided match, the final Style list will consist of 2 to 4 styles, depending on how many were DISCARD'ed. Example 1: Wrestler one submits +Power +High-Flyer -Technical Wrestler two submits +Cheating +Weight -Brawling The final style list is Power,High-Flyer,Cheating and Weight since the DISCARD's missed Example 2: Wrestler one submits +Power +High-Flyer -Cheating Wrestler two submits +Cheating +Weight -Brawling The final style list is Power,High-Flyer, and Weight since Wrestler one DISCARD'ed Cheating Example 3: Wrestler one submits +Power +High-Flyer -Cheating Wrestler two submits +Cheating +Power -Brawling The final style list is Power, Power, and High-Flyer Note that each side can only submit +Power once but if both sides do, it can end up in the list twice. II.2 Round actions The match is resolved round by round, and for each round, a round action must be submitted. A round action has two parts: attitude and activity. Attitude consists of one of the following choices: rest-hold, defensive, normal, or high risk.

Activity is a number from 0-3, with higher numbers indicating that the wrestler is working harder at his chosen attitude. IE. 0 is serious rest hold, 3 is working like a maniac. In fact, if Activity is 0 the only attitude possible is rest-hold, otherwise it cannot be a rest-hold. There are, therefore, exactly 16 choices for round actions: Rest-hold 0 (also called simply Rest-hold or Defensive 0) Defensive 1, Defensive 2, Defensive 3 Normal 1, Normal 2, Normal 3 High Risk 1, High Risk 2, High Risk 3 II.2.a Energy, Activity and Recovery A characters Energy score indicates how much energy they have available to allocate to their Activity levels. At the start of the match, their energy score is simply their purchased Energy score. When an activity level is allocated for a round, the Energy score is reduced by the activity level chosen. At the end of a number of rounds equal to the Recovery score, the starting energy is added to the character's Energy score. Deficit spending is not allowed. Since neither Energy or Recovery is affected by damage, this means that the Energy can be calculated and allocated correctly as the strategy is devised. It also means that Energy allocation is a key point of the strategy since if you run out of gas too early, you will problems. To simply matters, here is simple chart showing at the end of which rounds people receive a new infusion of energy. Recovery is: Round 2 3 4 5 0 yes yes yes yes 1 2 yes 3 yes 4 yes yes 5 yes 6 yes yes 7 8 yes yes 9 yes 10 yes yes Examples: If I have an Energy of 3 and a recovery of 2, I would have 3 Energy to allocate at the start of the match. At the end of round 2 I would receive another 3 Energy to use in later rounds. If I have an an energy of 7 and a recovery of 5, I have to make those 7 energy points last for five rounds, after which I recharge. Part III: Match Resolution Match resolution breaks down into two parts: pre-match bookkeeping and rounds. III.1 Pre-Match Bookkeeping

III.1.a III.1.b EG. | | | | III.1.c III.1.d III.2

Determine the list of styles to be used See strategies, II.1 calculate the match value (MV) for each player/team Calculate the match value (MV) for each side by adding up the values for the ADD'ed styles. If the final style list is Power and Cheating, each side's match value is calculated by adding Power and Cheating scores together. Teamwork and teamwork-like custom attributes are also added to the match value where appropriate. In such matches, TeamWork may be -DISCARD'ed but not ADD'ed. Determine who has the advantage in the match. The side with the higher MV has the advantage. Determine the Endurance for each side Add Stamina to the MV.

Rounds Rounds continue cycling through the following steps until either a victor is determined or the time limit expires (ie. a set number or rounds passes). III.2.a Adjust energy At the beginning of the match and when appropriate, add a characters Energy Score to his available Energy. Then subtract the current energy expenditure from the total. (See "II.2.a Energy, Activity and Recovery" for more detail.) Calculate round totals calculate the round total for each side as follows: roll a number of dice equal to energy expenditure (or don't roll anything for a Rest-hold): If the round attitude was defensive, add +2,+3,+4 or +5 to the die roll depending on whether the activity level was 0,1,2, or 3 If the round attitude was High Risk all 6's count as 0's but all 3's roll again. The 3 is kept, and the new roll is added to the total. On the reroll 6's count as 6's. (For the mathematically minded this means that the average roll drops to 3.08 per die, the minimum becomes 0 and the maximum becomes 9 as opposed to a normal die where the average is 3.5, minimum is 1 and maximum is 6) Modify the die roll: Add 2 if the side has the advantage in the match Subtract 1 if the side has less than 10 Endurance Subtract another 1 if the side has less then 5 Endurance Subtract another 1 if the side has 0 Endurance After all additions/subtractions, the minimum value is 0. Compare values. The higher value wins the round and will inflict damage equal to the difference between

III.2.b

III.2.c

the two scores to the loser's Endurance. If the winner had a defensive attitude he must overcome a buffer before causing damage: the buffer is equal to 4,6,8 or 10 points depending on whether 0,1,2 or 3 dice were rolled. EG. If I rolled 2 dice, I would have to beat my opponent by 8 or more points before inflicting any damage. If the result is a tie, both sides take 3 points of Endurance damage, and both sides roll for a pin (see step III.3.d) III.3.d Check for victory The winner of the round now checks to see if he has won the match. He rolls 2d6 and compares it to the loser's Endurance. If he rolls 12, he rolls again and adds 10. If he rolls 2, then a reversal occurs and the loser becomes the winner of the round and executes this step. (Note that multiple reversals are possible, but very unlikely.) die roll - Endurance result <0 No pin/submission/CO/DQ 0 No count 1,2 1 count/wave off/up to 3/warning 3,4 2 count/wave off/up to 7/stern warning >4 3 count/submits/CO/DQ and the match is over. So in order to win a match, the 2d6 roll must be at least five greater than the loser's Endurance. Part IV: Example Matches (7 rounds long, actual round length depends on specific match) The Mighty Blob Energy:6(15) Recovery:5(0) Stamina:4(4) TeamWork:1 Technical:1 Power:4(4) Martial Arts:1 Brawling:1 Weight:7(16) High Flying:1 Cheating:2(1) Strategy:+Weight +Power -Technical Energy track:6 Round 1: Defensive 1 6-1=5 Round 2: Defensive 1 5-1=4 Round 3: Defensive 1 4-1=3 Round 4: Normal 3 3-3=0 Round 5: Defensive 0 0-0=0, Recovery of 5, 0+6=6 Round 6: Normal 3 6-3=3 Round 7: Normal 3 3-3=0 Power Fist Energy:4(5) Technical:1 Weight:3(2) Recovery:4(10) Stamina:3(2) TeamWork:1 Power:5(7) Martial Arts:5(7)Brawling:5(7) High Flying:1 Cheating:1

Strategy:+Martial Arts +Power -High-Flying Energy Track:4 Round 1: High-Risk 3 4-3=1 Round 2: Defensive 1 1-1=0

Round 3: Round 4: Round 5: Round 6: Round 7:

Defensive 0 Defensive 0 Defensive 1 Normal 2 Normal 1

0-0=0 0-0=0, Recovery of 4, 0+4=4 4-1=3 3-2=1 1-1=0

The style list is: Weight,Power, Martial Arts, Power Mighty Blob has an MV of 7+4+1+4=16, Power Fist has 3+5+5+5=18 Advantage goes to PF. Mighty Blob has an Endurance of 16+4=20, Power Fist has 18+4=22 Round 1 MB PF Move Roll End Dice Roll End D1 4 18 HR3 1,6,2 22 Total:4+3(Defense) Total=1+2+1(advantage, 6 is dropped-HR) Mighty Blob wins by 2, less than the buffer, no damage but still makes a pin roll - 6,4 No effect D1 5 18 D1 2 22 Total:4+3 Total:2+3+1 No damage again, but Blob attempts a pin - 2,3 No effect D1 1 18 D0 22 Total:1+3 Total:2+1 Same as round 2, Pin roll - 5,5 No effect N3 3,3,3 18 D0 22 Total:3+3+3 Total:2+1 16 A six point hit on Power Fist! Pin Roll:1,3 No effect D0 18 D1 6 16 Total:0+2 Total:6+3+1 10-2=8, which is above the buffer of 6. The Blob takes 2 points 16 Pin roll is 2,1 No Effect N3 3,5,1 16 N2 6,3 16 Total:3+5+1 Total:6+3+1 1 pt to Blob 15 Pin roll:6,5 No Effect N3 3,2,3 15 N1 4 16 Total:3+2+3 Total:4+1 13 3pts to PF Pin roll:3,2 No effect

2 3 4

So that match, both men in their strong suits with nothing slowing them down went to a timeout. Next time, though, the men rethink their strategies since they know each other's strengths. The Mighty Blob Strategy:+Weight +Power -Martial Arts Energy Track Round 1: Defensive 1 6-1=5 Round 2: Defensive 1 5-1=4 Round 3: Defensive 1 4-1=3 Round 4: Normal 3 3-3=0 Round 5: Defensive 0 0-0=0, Recovery of 5, 0+6=6 Round 6: Normal 3 6-3=3 Round 7: Normal 3 3-3=0 Power Fist

Strategy:+Martial Arts +Brawling -Weight Energy Track Round 1: High-Risk 3 4-3=1 Round 2: Defensive 1 1-1=0 Round 3: Defensive 0 0-0=0 Round 4: Defensive 0 0-0=0, Recovery of 4, 0+4=4 Round 5: Defensive 1 4-1=3 Round 6: Normal 2 3-2=1 Round 7: Normal 1 1-1=0 The style list is: Power, Brawling Mighty Blob has a MV of 4+1=5, Power Fist has 5+5=10 Power Fist has the advantage. Mighty Blob has an Endurance of 5+4=9, Power Fist has 10+3=13 (The Blob's Stamina starts with a -1 penalty on all his rolls.) Round 1 MB Move Roll End D1 5 9 Total:5+3-1(<10 End) Blob takes 8 point hit 1 PF Dice Roll End HR3 5,3,4,5 13 Total=5+3+4+5(extra 5 for HR)+1(advant) Pin roll is 6,5 Power Fist wins!

Let's do that again with different die rolls: Round MB PF Move Roll End Dice Roll End 1 D1 3 9 HR3 1,3,6,2 13 Total:3+3-1(<10 End) Total=1+3+2(lose 6 gain 2 for HR)+1(ad) Blob takes 2 point hit 7 Pin roll:6,1 Cover but no count 2 D1 6 7 D1 6 13 Total:6+3-1 Total:6+3+1 No damage (buffer) Pin roll:4,6 - 2 count on the Blob 3 D1 4 7 D0 13 Total:4+3-1 Total:2+1, No Damage, buffer Pin roll by the Blob:6,4 No effect 4 N3 4,6,4 7 D0 13 Total:4+6+4-1 Total:2+1, 10 points to PF! 3 Pin roll by the Blob: 2,5 - a 2 count (and a half!) 5 D0 7 D1 1 3 Total:2-1 Total:1+3+1(Ad)-2(<5 End) No damage because of the buffer, but PF gets a pin attempt Pin roll:2,2 No Effect 6 N3 1,3,3 7 N2 2,1 3 Total:1+3+3-1 Total:2+1+1-2, 4 points to PF 0 Pin roll:4,2 The Mighty Blob wins!

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