Underground Wrestling Entertainment
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Dice Damage Chart

Go down

Dice Damage Chart Empty Dice Damage Chart

Post  Three Is of Angle Thu Dec 11, 2008 8:50 am

0-14 = 0 Damage
15-19= 1 Damage
20-29 = 2 Damage
30-39 = 3 Damage
40-49 = 4 Damage
50-59 = 5 Damage
60-69= 6 Damage
70-79= 7 Damage
80-89= 8 Damage
90-99= 9 Damage
100 = 10 Damage

Note: If someone rolls 2d80, and rolls 80 67 you count the first digit of each number. 80 67.

[ Dice Strings ]
Attacking - 2d80
//roll-dice2-sides80

Reversing - 2d80
//roll-dice2-sides80
Note: Everyone has 3 reversals, and can only reverse normal physical attacks.

Finisher - 2d85
//roll-dice2-sides85
Note: everyone starts a match with one Finisher. These are rechargable after two successful kick outs.

Critical Counter - 2d85
//roll-dice2-sides85
Note: you must have a finisher stocked to perform this. When someone does their finisher, you have the choice to try and counter it and save your vitality.

Cheap Attack - 1d100
//roll-dice1-sides100
Note: Cheap attack is a dirty tactic that can get you DQ'd from a singles match such as chair shots. You roll 1d100, then the referee rolls 1d100. If the referee rolls higher than you, then you are disqualified. If they roll lower, the attempt was not seen and you get away with it. The damage is irreversable. If it puts your opponent on X, you can pin them right away with your roll. If your roll exceeds 80, it is an automatic 80 pin attempt.( IE. Edge rolls Cheap Attack dice, and gets a 90 on his roll when putting the opponent on X. The opponent would be locked in a perfect 80 pin, and must match it. Or Edge rolls a 10 on his cheap attack, the opponent must meet or beat 10 to kick out.) Their kick out dice is still 1d80. Can only be done once per match if you so choose.

Kick Outs / Rope Breaks - 1d80
//roll-dice1-sides80
Note: when in a pinning/submission situation, you must meet or beat your opponent's pin/submission roll.

Power Out - 1d85
//roll-dice1-sides85
Note: If you have a finisher stored, you can use it to kick out of a pin. This does not count toward replenishing your finisher when you kick out.

Critical Damage - 1d100, 50+, 1d3
//roll-dice1-sides100
Note: Critical Damage is anything from bleeding to hurting a limb of an opponent. This is only able to be used when you roll damage over 13 points. Afterwards, you can choose to critically damage your opponent. Roll 1d100 after stating critical damage. If you roll over 50, your opponent is inflicted with critical damage for the remainder of the match. They must roll 1d3 after all of their moves. The number they roll will effect their HP until it reaches X. May attempt each time you break 13 points of damage. Can only be done once.

Weapon Finisher - 2d100
//roll-dice2-sides100
Note: This is exclusive to ECW Matches, Ladder Matches, No DQ matches. Weapon Finishers are the most devastating finishers in all of UWE. Anything from a Swanton bomb off a ladder through a table, a con-chair-to, legdropping a chair behind someone's head, any crazy move that could be pulled off counts here. You roll 2d100, and it cannot be reversed. This always does at least 1 damage. (If you miss, you do 1 damage.)

TAG TEAMS
Tag Finisher - 1d100 per team member
//roll-dice1-sides100
Note: Tag Teams share a finisher. Both partners must have their individual Finisher stored to pull this off. Tag finishers cost both of them their own individual finishing move.

Pin Break - 1d80, anywhere from x1 to x3 depending on amount of team's remaining Reversals
//roll-dice1-sides80
When the legal man is being pinned, attempt to save the match for your team! If you still have reversals, roll 1d80 when your partner is being pinned. If you meet or beat the opponent's pin roll, the pin attempt is broken up. Note: You may only use one pin break for every pinfall attempted.

MANAGERS
Distraction - 1d100, x2
//roll-dice1-sides100
Note: When your client is in trouble during a pin or submission, you can roll 1d100 to get on the apron and distract the referee from making the pin/submission check. If the referee rolls lower than you, he is distracted by you and the pin wont be counted. This means that your client gets a free kick out attempt. If they roll and break the pin, they're home free, but if they don't, they remain pinned, but get one more kick out attempt. This can only be done twice by the manager, and on the second time, they're thrown out.

Cheap Shot - 1d2
//roll-dice1-sides2
Note: Managers can be sneaky. After you client's attack, you can sneak in a quick shot behind the referee's back! Roll 1d2, and the damage is based on the number rolled.

Three Is of Angle

Posts : 38
Join date : 2008-10-07

Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum