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Post by mtblaze99 on Mar 22, 2022 8:53:08 GMT -6
Triple Threat Match rules This match is between three men, women or Duos
Each fighter rolls D6 Then checks their Fast Forward Rating. The person with the highest roll starts on positive against the person with the lowest roll. If there is a tie for the highest those two must re-roll. If there is a tie for the lowest the person has a choice of who he attacks first.
Whenever Rumble Rating is rolled roll Three dice. If the person not involved beforehand win he now rolls on positive against the person of his choice.
On failed POP attempts which include power plays The person on positive and the person not involved both roll Rumble Rating. Fighter on positive wins or ties- Rolls on positive on opponent of his choice fighter not involved wins - He rolls on positive against fighter that was positive.
On a successful POP attempt and failed power play the person on positive and the person not involved both roll Rumble Rating. Fighter on positive wins or ties- Successful pin. Fighter wins match is over Fighter not involved wins - Successful save . You roll on positive against person of your choice.
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Post by mtblaze99 on May 20, 2022 6:44:49 GMT -6
Coming to ICOF Heatwave
Four Corners Of DESTRUCTION Match
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Post by mtblaze99 on May 20, 2022 7:58:27 GMT -6
Four Corners of Destruction Match
The match consists of the following one corner has a chain around it another is wrapped with barbed wire another has thumb tacks sticking out while the last one is explosive
Whenever there's a Rumble Rating roll 1D6 Even - use the Four Corners Chart Odd - Play normally
Four Corners Chart
1 - You attempt to catapult the opponent into a corner roll Rumble Rating You win or tie - You catapult the opponent into the explosive corner causing the explosion near his head you go in for the kill opponent rolls POP plus two random numbers added if no pin roll on Positive Opponent wins - The opponent counters by kneeling on top of you. Roll your POP. If no pin opponent rolls on Positive
2 - You whip the opponent into the barbed wire corner then you attempt to follow it with a clothesline roll Rumble Rating You win or tie - You hit the clothesline doing more damage to the opponent. He adds one to POP and you roll on Positive Opponent wins - He moves out of the way and you hit the barbed wire add one to your POP. Opponent rolls on Positive
3 - You whip the opponent into the chain corner as part of the chain falls off. Roll Rumble Rating You win or tie - You wrap the chain around your fist then delivering a fist drop to the opponents face with it adding one to the opponents POP rating. Tossing the chain aside roll on Positive Opponent wins - The opponent gives you a low blow then starts to choke you with the chain. Add one to your POP rating. Opponent rolls on Positive
4 - You pick up the opponent and attempt to send him head first into the thumb tacks corner roll Rumble Rating You win or tie - You drop the opponent head first into the thumb tacks corner add one to his POP rating roll on Positive Opponent wins - He counters then suplex you into the thumb tacks corner add one to your POP rating opponent rolls on Positive
5 - Both fighters are in the middle of the ring roll Rumble Rating You win - You whip the opponent into the chain corner add one to opponents POP roll on Positive Opponent wins - The opponent whips you into the thumb tacks corner add one to your POP and opponent rolls on Positive Tie - Roll Rumble Rating and play normally
6 - You whip the opponent into the explosive corner but nothing happens. You follow it up with a turnbuckle splash causing the explosion to go off both of you are down roll Rumble Rating You win - You recover first and pin the opponent. Opponent rolls POP plus two. Opponent wins - The opponent recovers and pins you roll your POP plus two. Tie - Both men are down and the referee calls the match a draw. If there is no pin roll on Positive
winner is injured for three cards loser is injured for 1D6 plus three cards. If a Draw both men are injured 1D6 plus three cards If the winner has not taken any damage from the chart there is no injury
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Post by mtblaze99 on May 29, 2022 4:56:44 GMT -6
The NightBreed Interference Chart When X'ian is in trouble the NightBreed will interfere in the match roll 1D6
1 - The ally fails to distract the opponent roll your POP 2 - The ally distraction works and you recover roll on Positive 3-4 - The member distracts the opponent then grabs him as you recover and attempt a clothesline roll Rumble Rating You win - You hit the clothesline roll on Positive Opponent wins - The opponent breaks free and you smash into your ally. Opponent rolls on Positive Tie - The opponent breaks free and you stop before hitting your ally. roll Rumble Rating 5 - The ally distraction works with the referee and opponent. Then your other ally climbs into the ring and smashes the opponent with a foreign object. Opponent rolls POP 6 - All allies jump into the ring. The members of NightBreed then use TOTAL DESPAIR 3*6 on the opponent Roll DQ 1-4
TOTAL DESPAIR - Grim holds the opponent's upper as Stretchrrrr holds the lower they hold him up as X'ian delivers a double stomp to the chest off the turnbuckle
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Post by mtblaze99 on Jun 7, 2022 11:24:08 GMT -6
This is the rules I use when a fighter is injured and has a match.
3-5 weeks Rumble Rating is - 2 Power play is 0 Fast Forward is 0 on Negative one of his counters become Hit* add two random numbers to POP Finisher is 0 the opponent still has to roll POP
1-2 weeks Rumble Rating is -1 Power play is 0 add one random number to POP If finisher has two numbers use the blue one
If the injured fighter loses his match add one additional week to injury * With this I roll 1D6 on a 1-3 it's the first counter on a roll of 4-6 it's the second
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Post by mtblaze99 on Jun 16, 2022 12:03:53 GMT -6
Creeper Vyle has introduced his match to the ICOF . The Thornwood Cage Match. It's a cage that was made out of thick wood with thorns with a roof over the top. There is multiple vines growing on various locations of the cage. Also thorns will be located as well in various locations. A gate base been fused into the cage for fighters going in and out of the structure The objective is to pin the opponent Fatigue is based on weight class Light = 1 Middle = 2 Heavy = 3 or Middle = 1 Heavy = 2. For whichever weight class system is used. This determines how many times you hit the cage before taking damage. When Rumble Rating is rolled roll 1D6 if its odd roll on chart if even play normally Whenever someone hit the cage roll 1D6 Even - There are thorns in that location. Automatically add D6 number to POP Odd - There are no thorns You is referring to fighter on positive
Thornwood Cage Chart 1D8
1 - You attempt to slam the opponent into the Thornwood Cage roll Rumble Rating You win or tie - You grab the opponent slamming him face first into the cage Roll on Positive or again on this chart Opponent wins - The opponent reverses the move and sends you into the ring post. Opponent rolls on Positive or again on this chart
2 - You slam the opponent's face into the Thornwood Cage. Roll on Positive or again on this chart
3 - You rip one of the vines off the cage. Roll Rumble Rating You win or tie - You whip the opponent with the thorny vine. Opponent rolls POP. If no pin roll on Positive or this chart Opponent wins - The opponent gains control of the vine and chokes you with it. Roll your POP. If no pin Opponent rolls on Positive or this chart.
4 - Bedlam Both men trade blows in the middle of the ring. The crowd goes nuts. Roll Rumble Rating.
5- The opponent reverses with a low blow and throws you into the Thornwood Cage. Opponent rolls on Positive or again on this chart
6 - Roll Rumble Rating You win or tie - You grab a weapon of your choice from underneath the ring and use it on your opponent. Roll on Positive or again on this chart Opponent wins - Your opponent grabs a weapon of his choice from underneath the ring and uses it on you. Opponent rolls on Positive or again on this chart
7 - You tied the opponent to the cage with some vines. Then you climb to the ring apron and you try a high-risk maneuver roll Rumble Rating You win or tie - You come off the apron with a high cross body crashing into the opponent. Roll on Positive or this chart Opponent wins - The opponent frees himself and you crash into the Thornwood Cage. Opponent rolls on Positive or again on this chart
8 - You attempt to use your finisher on the opponent. He may counter roll Rumble Rating. You win - You use your finisher and attempt to pin opponent roll POP plus finisher. Opponent wins - He reverses and the hits his Finisher. He attempts to pin. Roll you POP plus finisher. Tie - No one can get the upper hand roll Rumble Rating. If no pin roll Positive or again on this chart
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Post by mtblaze99 on Jun 23, 2022 1:38:17 GMT -6
Coming soon....The Blazing Rider Raging Skull will be bringing a new match. The Dead End Street Fight.
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Post by mtblaze99 on Jul 25, 2022 1:47:46 GMT -6
Need some help been torn between two matches to have Raging Skull bring to the IFC. One a Dead End Street Fight the other is a Bar Room Brawl. Any thoughts
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Post by Crimson Cross on Jul 25, 2022 4:58:55 GMT -6
Dead End Street is my pick...
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Post by JJ_Strife on Jul 26, 2022 12:51:19 GMT -6
Dead End Street fight sounds pretty interesting
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Post by mtblaze99 on Aug 4, 2022 1:59:08 GMT -6
After the poll from here,work and PS4 The match that will be coming soon.....Dead End Street Fight
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Post by mtblaze99 on Aug 4, 2022 9:55:31 GMT -6
Extreme Rulez is an updated ICOF Rulez match. A Fighter who takes damage from punishment depends on the weight class Light= 1 Middle = 2 Heavy =3 will add one 1D6 number to their POP. Or Middle = 1 Heavy = 2
When Rumble Rating is rolled used this chart roll 2D6
2 - You grab a chair and bring it into the ring and attempt to use your finisher with the chair roll Rumble Rating You win - You successfully hit your finisher with the chair opponent rolls POP plus finisher plus one random number Opponent wins - The opponent counters and uses his finisher roll your POP plus finisher Tie - Roll Rumble Rating If no pin roll on Positive
3 - You bring the opponent outside the ring and drop him on the ring barrier. While he sits there you attempt to spear him roll Rumble Rating You win or tie - You spear the opponent through the barrier into the ringside crowd roll on Positive Opponent wins - The Opponent moves and you crash through the barrier. Opponent rolls on Positive
4 - You set a table up in the corner roll Rumble Rating You win or tie - You send the opponent into the corner through the table roll on Positive Opponent wins - The opponent reverse and send you through the table Opponent rolls on Positive
5 - You toss the opponent into the ringside stairs roll Rumble Rating You win or tie - You rush towards the opponent with a well placed knee to face roll on Positive Opponent wins - The opponent moves and you go knee first into the ringside stairs Opponent rolls on Positive
6 - You grab the video camera from the Cameraman Roll Rumble Rating You win or tie - You smash the opponent in the head with the camera roll on Positive Opponent wins - The opponent counters with a low blow and uses the cord to choke you. Opponent rolls on Positive
7 - The Opponent slumps by the time keepers area roll Rumble Rating You win or tie - You slam the opponent into the ringpost roll on Positive Opponent wins - The opponent smashes you with the ring bell. Opponent rolls on Positive
8-9 Roll Rumble Rating You win or tie - You use a weapon of your choice on the Opponent. Roll on Positive Opponent wins - The Opponent uses a weapon of his choice on you. Opponent rolls on Positive
10 - You place the opponent on the announce table and go for a high risk move roll Rumble Rating You win or tie - You climb the turnbuckle and deliver an elbow through the table. Add one to both POP ratings. You toss the opponent into the ring and go for the pin Opponent rolls POP. If no pin roll on Positive Opponent wins - The opponent moves and you crash and burn and one to your POP rating. The Opponent throws you into the ring for a pin attempt roll your POP. If no pin Opponent rolls on Positive If Announce table Destroyed roll Rumble Rating You win or tie - You smash the opponent with a broken part of the table roll on Positive Opponent wins - The opponent counters by smashing your knee with a monitor. Opponent rolls on Positive
11 - You attempt to use your finisher outside the ring Roll Rumble Rating. You win - You hit your finisher and toss the opponent into the ring for the cover. Opponent rolls Pop plus finisher Opponent wins - The opponent counters and uses her finisher and tosses you in the ring for the cover. Roll your Pop plus finisher Tie - Nobody can get the upper hand roll on Brawl chart.
12 - Someone runs interference roll Rumble Rating You win - Your ally or opponent's enemy comes out and double teams the opponent. Use Duos finisher if in a Duo, otherwise use single Finish for you and ally/opponent enemy. Opponent rolls Pop plus whichever finish combination Opponent wins - The opponent's ally or your enemy comes out and double teams you. Use Duos finisher if in a Duo, otherwise use single finish for opponent and their ally/ your enemy. You roll your Pop plus whichever finish combination. Tie - An ally/ enemy on each side comes out and the match becomes a brawl. Referee will call a No Contest on a roll of three. Otherwise roll Rumble Rating. ( For Duos Matches the non-legal partners come to cause the brawl.)
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Post by mtblaze99 on Aug 14, 2022 14:21:11 GMT -6
Dead End Street Fight
Coming Soon.
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Post by mtblaze99 on Mar 19, 2024 0:40:56 GMT -6
Dead End Street Fight
This match takes place on a dead end area around the arena. Fatigue is based on weight class Light = 1 Middle = 2 Heavy = 3 or Middle = 1 Heavy = 2. For whichever weight class system is used. This determines how many times you hit the cage before taking damage. Whenever Rumble Rating is rolled roll on Dead End Brawl chart
Dead End Brawl Chart 1D6
1 - The competitors battle near the opening of the Dead End roll rumble rating You win or tie - You slam the opponents face into the hood of a vehicle roll on Positive Opponent wins - The opponent whips you into the Dead End sign. Opponent rolls on Positive
2 - You grab a foreign object out of your pocket and use it on the opponent. Roll on Positive
3 - You battle near one of the buildings roll Rumble Rating You win or tie - You slam the opponent into the window shattering it. Roll on Positive Opponent wins - The opponent reverses and slams you into the brick wall. Opponent rolls on Positive
4 - Your opponent recovered and grabs a foreign object off the ground on smashed you with it opponent rolls on Positive
5 - You grab a trash can roll Rumble Rating You win or tie - You smash the trash can on the opponent repeatedly. Roll on Positive Opponent wins - He counters with a low blow and slams you into the trash pile. Opponent rolls on Positive
6 - The competitors battle on the fire escape roll Rumble Rating You win or tie - You toss the opponent off the fire escape onto the dumpster you go for the pin opponent rolls POP plus one. If no pin roll on Positive Opponent wins - The opponent counters and throws you off onto the dumpster he goes for the victory roll your POP plus one. If no pin opponent rolls on Positive
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Post by mtblaze99 on Apr 6, 2024 21:39:58 GMT -6
BATTLEFIELD BRAWL
This match takes place in a military training facility where a ring has been constructed in the middle of it Whenever a fighter wins the rumble by three roll on this chart using 1D8. If the fighter has a military background winning the Rumble is reduced to one.
1 - Both fighters brawl outside the ring roll 1D6 Even - Your opponent steps on a Land Stun Mine you go for the cover opponent rolls POP add one to his fatigue Odd - You step on the Land Stun Mine and the opponent goes for the cover roll your POP add one to your fatigue If no pin roll on Positive or if military background roll again on this chart
2 - You grab the Rifle by the ring and slam the Rifle Butt into the opponent's face roll on Positive or again on this chart
3 - The opponent makes a comeback and Irish whips you into the Sherman Tank opponent rolls on Positive
4 - Both fighters are near the Apache Helicopter when you slam the opponent into it. Then you climb to the top of the helicopter roll 1D6 Even - You deliver a elbow drop to the opponent's chest roll on Positive Odd - The opponent moves out of the way as you hit the ground. Opponent rolls on Positive
5 - Both fighters find a flash grenade roll 1D6 Even - You toss your flash grenade at the opponent gaining control of the match roll again on this chart Odd - The opponent tosses the flash grenade at you as he begins his assault. Opponent roll on this chart
6 - The opponent recovers and find a pistol then begins to pistol whip you opponent rolls on Positive or on this chart
7 - As both fighters battle near a Jeep roll 1D6 Even - You gain control and suplex your opponent into the jeep roll on Positive Odd - The opponent counters and chokeslams you on the jeep. Opponent rolls on Positive
8 - Both fighters are near a barbed wire barricade you set up the opponent for a Powerbomb roll 1D6 Even - You Powerbombed your opponent into the barricade and go for the cover opponent rolls POP add one to his fatigue Odd - The opponent counters and flips you into the barricade then he goes for the win roll your POP add one to your fatigue If no pin roll on Positive
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