"BABY FACE'S" TOY BOX MATCH
by: "The Artist 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 center 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 and 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, substitute 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 "power slam-2 (ch-C) on Level 2 Offense, and decides rather than hitting the power slam to take the Gaderfii 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 Jester'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 weapon/ (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.