1-The Squared Circle Wrestling
1-The Squared Circle Wrestling
1-The Squared Circle Wrestling
DISCLAIMER
The move described in this book are there to help the player visiualize the moves. Please do not practice or
perform said moves at any time. Professional wrestlers are trained to perform these moves without getting hurt,
copying what you see on television or performing the moves described in this book can lead to injury or even
death.
The Seven Trials of Shaolin, Jumping The Void, The Squared Circle, Day Dreamer Interactive are trademarks owned by Eric Moreau and
Day Dreamer Interactive.
RN-075
-2-
Wrestling RPG
WWW.DAYDREAMERINTERACTIVE.COM
-3-
TABLE OF CONTENTS
What is this?
............................................................................................................................... 8
Glossary Of Terms ............................................................................................................................... 8
Wrestler Creation
Attributes ............................................................................................................................................... 10
Wrestler Classes ..................................................................................................................................... 12
Brawler ............................................................................................................................................12
All-Rounder ...................................................................................................................................... 13
Technical ............................................................................................................................................14
High Flyer ......................................................................................................................................... 15
Powerhouse ........................................................................................................................................ 16
Skills ...................................................................................................................................................... 18
Rounding Out ..................................................................................................................................... 20
Match Types
Singles Match ..................................................................................................................................... 22
Tag Team Match ................................................................................................................................. 22
Six-Man Tag Team Match .................................................................................................................... 22
Hardcore Singles Match ...................................................................................................................... 22
Hardcore Two-Man Team ................................................................................................................... 22
Hardcore Six-Man Team ...................................................................................................................... 22
Singles Ladder Match .......................................................................................................................... 22
Two-Man Team Ladder Match .............................................................................................................. 23
Three-Man Team Ladder Match ........................................................................................................... 23
Blindfold Singles Match ........................................................................................................................ 23
Blindfold Two-Man Team Match .......................................................................................................... 23
Blindfold Three-Man Team Match ....................................................................................................... 23
Flag Singles Match ................................................................................................................................ 23
Flag Two-Man Team Match ................................................................................................................. 24
Flag Three-Man Team Match ............................................................................................................... 24
2 VS 1 Handicap Match ........................................................................................................................ 24
3 VS 1 Handicap Match ........................................................................................................................ 24
3 VS 2 Handicap Match ........................................................................................................................ 24
Inferno Singles Match ........................................................................................................................ 24
Iron Man Singles Match ........................................................................................................................ 24
Singles Lumberjack Match ................................................................................................................... 25
Scaffold Singles Match .......................................................................................................................... 25
Two Out of Three Singles Match ......................................................................................................... 25
First Blood Singles Match ..................................................................................................................... 25
Last Man Standing Singles Match ....................................................................................................... 25
Table Singles Match .............................................................................................................................. 25
Table Tag Match ................................................................................................................................... 26
Classic Singles Cage Match .................................................................................................................. 26
Classic Four-Man Cage Match ............................................................................................................. 26
-4-
What is this?
The book you are holding is a tabletop roleplaying
game about the wrestling industry. In creating this book I
have attempted to take the hobby of e-wrestling from the
Internet into a format that could be played at the table with
some friends or even alone.
To play this game you will need a few things; first some
paper, some pencils, this book of course, one or more set(s)
of polyhedral dice. These can be purchased at numerous
locations online and at your local Gaming Store. You will
need at least one complete set containing a four-sided
die(D4), few six-sided dice (D6), an eight-sided die (D8), a
ten-sided die (D10), a twenty-sided die (D20) and finally
what is called a hundred sided die (D100) but it really
doesn't have one hundred sides. It has ten, each side worth
10 adds up to 100. The last thing you will need to play is of
course your imagination.
During game-play you will create your own wrestler, rolling
up stats and choosing between 5 classes for your wrestler.
You will also choosing skills that will make your wrestler truly
unique and a force to be reckoned with in the ring. You will
then take your wrestler through the ranks of the wrestling
industry in the hopes of reaching the top of the business.
Capturing titles and getting involved in feuds, storylines and
angles as you go.
This game is best enjoyed with your friends; it has two modes
of play, one where each player controls a wrestler and the
second is a promotion management type game where each
player runs their own promotions as well as their own
wrestlers. For those who enjoy promotion management type
games will also be able to play this game alone, it isn't quite
as entertaining as playing with others but it can be if you like
management style games.
I hope you enjoy this game as much as I enjoyed creating it.
Thanks again!
Glossary of Terms
Session: Refers to a block of time when players and Game
Master sit down at the table to play. How long a session lasts
is dependent on everyone involved. Some people can only a
devote a small amount of time while some more hardcore
players can spend upwards of 8 hours or more playing in a
single session.
Wrestler Creation
-9-
Endurance Bonus
Attribute
Bonus
13 to 16
17 to 20
21 to 25
26 to 29
30 and up
Charisma Bonus
Attribute
Bonus
13 to 16
+1 Angle Roll
17 to 20
+2 Angle Roll
21 to 25
+3 Angle Roll
26 to 29
+4 Angle Roll
Agility: The ability to move quickly and easily, this comes into
play when the wrestler attempts to dodge moves.
30 and up
+5 Angle Roll
Agility Bonus
Strength Bonus
Attribute
Damage Bonus
13 to 16
+2
17 to 20
+3
21 to 25
+4
26 to 29
+5
30 and up
+6
Attribute
Bonus
13 to 16
17 to 20
21 to 25
26 to 29
30 and up
Intelligence Bonus
Speed Bonus
Attribute
Bonus
Attribute
Bonus
13 to 16
+4 Moves
13 to 16
+1 Initiative
17 to 20
+ 6 Moves
17 to 20
+2 Initiative
21 to 25
+ 8 Moves
21 to 25
+3 Initiative
26 to 29
+ 10 Moves
26 to 29
+4 Initiative
30 and up
+ 12 Moves
30 and up
+5 Inititative
- 10 -
Wrestler Creation
- 11 -
BRAWLER:
Brawlers prefer to disregard technical skill in lieu of using
their favorite primary weapons...their fists. These wrestlers
are rough and tumble kind of people and can take an insane
amount of punishment and still keep dishing it out. They
begin play with 4D6 + 20 Health Points and 4D6 Endurance
Points, 2 Skill Slots and 1D4 + 4 skill points.
They gain 1 Skill Slots every additional level and 1D4 Skill
points.
Level 1:
+1 Damage
+1D6 Health Points
+1D6 Endurance Points
Base Reversals: 2
Base Moves: 6
ALL-ROUNDER:
All-Rounders have developed their skills evenly, they are
decent wrestlers in all areas but master of none choosing
instead to dabble equally among the various styles of
wrestling. They begin play with 4D6 + 10 Health Points and
3D6 Endurance Points, 2 Skill Slots and 1D6 + 4 skill points.
They gain 1 Skill Slots every additional level and 1D6 Skill
points.
Level 1:
+1D6 Endurance Points
+1D6 Health Points
Base Reversals: 2
Base Moves: 8
TECHNICAL:
They gain 1 Skill Slots every additional level and 1D8 Skill
points.
Level 1:
+1D6 Endurance Points
+1D6 Health Points
Base Reversals: 3
Base Moves: 10
- 14 -
High Flyer:
High Flyers are the daredevils of the ring pulling off dangerous death defying and of course dazzling aerial maneuvers.
Wrestlers of this class tend to be smaller and more agile then
their counterparts. They begin play with 3D6 + 10 Health
Points and 3D6 Endurance Points, 2 Skill Slots and 1D6 + 4
skill points.
They gain 1 Skill Slot and 1D6 Skill points every additional
level.
+1 Agility
Failure Chance Modifier: -1
Additional Moves: +2
Level 1:
Powerhouse:
Wrestlers of this class are massive walking mountains of
muscle, they use their amazing strength to pull off devastating
attacks of sheer power and drive opponents into the mat with
frightening impact. This class is the only one with a minimum
height and weight requirement. A wrestler of this class must
be at least 6 feet 5 inches and weigh at least 260 lbs. They
begin play with 5D6 + 10 Health Points and 3D6 Endurance
Points, 2 Skill Slots and 1D6 skill points.
They gain 1 Skill Slot every level and 1D6 Skill points.
Level 1:
+1D8 Endurance Points
+1D8 Health Points
+1 Strength
Base Reversals: 2
Base Moves: 8
+1 Strength
+1 Dexterity
Failure Chance Modifier: -1
Additional Moves: +2
Level 7: (XP Needed: 18,000)
+2D8 Endurance Points
+2D8 Health Points
+2 Damage
Additional Reversals: +1
Additional Moves: +2
Wrestler Creation
- 17 -
Wrestlers can have varying skills that make them unique and
allow them to stand out amongst their peers. Some of these
skills grant one time bonuses while others use the Skill Point
system wherein it is possible to invest Skill Points into the
skills to receive consecutive bonuses.
The starting amount of Skill Point and Skill Slots is
determined by the wrestler's class.
Fast Learner:
High Flyer:
Fast Healer:
The wrestler recovers quicker from injuries (torn ligaments,
sprained joints, broken limbs) that would keep him
hospitalized and out of action. When taken out of
commission due to severe injury, the wrestler will recover at
double the rate.
Referee Slack:
Certain people are blessed by referee apathy, and never seem
to get disqualified despite obviously illegal tactics. When a
wrestler with Ref Slack takes an illegal action, the illegal
move's DQ stat is halved with this skill. In addition, a
referee will tend to give this wrestler some leeway and give 5
warnings instead of 3.
Acting Chops:
Provides bonus of +2 to every angle roll the wrestler is
involved in.
Submission Resistant:
With this skill the wrestler as able to resist submission moves
longer than regular people, which buys the wrestler some
much needed time to reverse the hold. For every 3 skill
points invested add a +1 on the submission break roll when
defending against a hold.
Submission Master:
This skill represents the wrestler's ability to perform
submission holds that are devastatingly difficulty to get out
of. For every 3 skill points invested add a +1 on the
submission use roll when applying a move.
Fine Tuning:
Microphone Work:
The level at which a wrestler can perform when interviewed
or cutting a promo. For every 3 skill points invested add a +1
to the angle. (Works with any Mic Work angle)
With this skill the wrestler is able to tune and maintain the
muscles of his body for optimal performance at all times.
For every 3 skill points invested add 20pts of Endurance.
The No Sell:
Natural Charisma:
Adds 1D4pts to the Charisma Attribute for a one time
bonus.
Second Wind:
Advanced Angle Writer:
Must possess Basic Angle Writer for this to become available
user. For every 3 skill points invested the wrestler may use
the second wind ability once a match.
The Negotiator:
The wrestler with this skill possesses an uncanny ability to do
business and get what they want without the other party
realizing they are giving away too much. This comes in handy
when negotiating contracts and buying Pre-Match Bonuses.
For every 3 skill points invested, the wrestler receives a 10%
more from a contract and 5% discount on all Pre-Match
Bonuses.
Ring Technician:
This skill allows the wrestler to receive bonuses on the to
strike roll when attempting to execute a move. For every 2 Skill
Points invested the wrestler receives a +1 on the roll.
Move Specialization:
This skill allows the wrestler to become extremely proficient
with the specific move selected. This skill can be taken
multiple times, once for each move specialized in. For every 2
skill points invested the wrestler gains a +1 to strike and
damage with the move.
Skillful Execution:
This skill provides a bonus of 1D4 skill points every time the
wrestler levels up. This skill is retroactive starting at Level 2, so
if you acquire it at level 5, you get to roll 1D4 for levels 2,3
and 4 as well.
Finisher Specialization:
Die-Hard Following:
With this skill the wrestler can specialize and perfect their
finishing moves/holds and make them ever more lethal. This
skill is finisher specific, to specialize in additional finishers
this skill can be taken multiple times, one for each Finisher.
For every 3 skill points invested, the Finisher receives a
bonus of 2pts to Damage(and Endurance drain if a
submission hold) and the Failure Chance drops by 1.
The wrestler has amassed a cult following that will cheer him
on no matter what alignment he is. For every 2 Skill points
invested, the wrestler receives an extra 2 points of Heat for
every move that they execute.
Trademarked Finisher:
This skill allows a wrestler to essentially trademark his
finisher allowing it to garner much more respect and
adulation from the fans. This skill is finisher specific and if
you want to use this skill on more than one finisher you must
take this skill multiple times; once for each finisher. For every
3 skill points invested, the Finisher receives a bonus of 4pts
to Heat.
Match Specialization:
The Specialist:
This skill allows the wrestler to study and learn how to execute
moves with little effort resulting in lower endurance cost to
execute the move. Taking this skill will lower the Endurance
cost of all moves in half, round up any decimal value and all
moves must have have a minimum cost of 1, so if you get a
negative adjust it to a 1.
Amazing Recovery:
With this skill, the wrestler is able to turn his heat points into
Health or Endurance Points. For every 2 Skill Points invested
the wrestler can turn up to 10 Heat Points into either Health
or Endurance Points every segment.
Then roll a ten-sided die and add 1 to the roll. The roll of the
D4 is for the amount of Feet while the D10 is for the
amount of
inches.
Weight:
The player may choose what height they want their wrestler
to be or they may roll a ten-sided die, multiply the roll by 10.
Then if the wrestler is between 5 feet and 6 feet add 100 to
the roll and you have your wrestlers weight. If the wrestler is
between 6 feet and 7 feet then add 200 to the roll to get your
weight. If the wrestler is over 7 feet then add 300 to the roll
to get the weight.
Age:
The player may choose the age of their wrestler if they like
or they can roll a percentage on the following table, age may
come into play during game play if the Game Master is using
the optional Age Rules found in the Game Master section
later on in this book.
01-20 = 1D4 + 20 years
21-30 = 1D6 + 20 years
31-40 = 1D8 + 20 Years
41-50 = 1D10 + 20 Years
51-60 = 1D4 + 30 Years
61-70 = 1D6 + 30 Years
71-80 = 1D8 + 30 Years
81-90 = 1D10 +30 Years
91-00 = 1D10 + 40 Years
Birthday:
Everyones gotta have one, plus if the Game Master is using
the optional Age rules then it will be required to know when
the wrestler gets a year older. The player may choose the date
or roll 2D6 for the Month and 5D6 for the day. The year can
be calculated using the wrestlers current age which we
determined earlier.
Gender:
Male or Female? Males are generally stronger than women so
therefore a small penalty is applied when a women wrestler
fights a male wrestler, when two women wrestlers face off
however there is no penalty applied.
The penalty for the women wrestler when fighting a
male counterpart their Strength attribute is lowered by 2 and
their Health and Endurance points are halved.
Height:
The player may choose what height they want their wrestler
to be, wrestlers are very rarely shorter than 5 feet and taller
then 8 feet. The player may roll a four-sided die and add 3 to
the roll, making sure to re-roll the die if it comes up a 1.
- 20 -
Hometown:
Finances:
Theme Song:
Ring Entrance:
Alignment:
There are three types of alignments, certain moves are noted
as being associated with an alignment. Executing this move if
you are not the same alignment as the move will lead you to
receive a heat penalty.
The Game Master might require that each wrestler have a ring
entrance written down, ths is optional and up to the Game
Masters discretion. This is a description of what occurs
during the wrestlers ring entrance. Here is a short example of
a ring entrance:
Unknown Song by an Unknown artist begins to play
across the arena. The lights dim down and an instant
later the entranceway explodes with brilliant white pyro.
The Role Model steps out from behind the curtain as the
pyro dies down. He looks to the fans on the ring of the
entranceway and then to the left before strutting confidently down the rampway to the ring. He gets to the ring
and jump up on the apron then climbs into the ring
between the top and middle rope.
- 21 -
Match Types
Singles Match:
Wining Methods:
- Pinfall
- Submission
- Disqualification (Champion keeps title)
- Count-Out (Champion keeps title)
3 vs 1 Handicap Match:
3 vs 2 Handicap Match:
Winning Methods: (+2D6+4 Heat Points)
- Pinfall
- Submission
- Count-Out
- Disqualification
This match operates under tag rules for both sides.
Rules are identical to a standard Singles match, both teams
must tag in and out of action.
2 vs 1 Handicap Match:
Winning Methods: (+2D6 Heat Points)
- Pinfall
- Submission
- Count-Out
- Disqualification
enough force to break the table will also work. Another way
to win the match is to place your opponent on the table and
execute a High Flying move off a turnbuckle onto the
opponent thus driving him through the table. The tables can
be setup in the ring or out of the ring, where the opponent
goes through the table is not important.
- 26 -
Triangle Match:
Winning Methods: (+2D6+2 Heat Points)
- Pinfall
- Submission
- Disqualification
GM Info:
This match is not fought under the Multiple
Wrestler Fight rules simply because the number of wrestlers
is uneven. The way to run this match is to have each wrestler
roll 1D6 before anything else. The two highest rollers will
target each other with the lowest roller being the odd man
out. In the event of a tie, re-roll the dice.
Temporary:
Cost: $15,000
Bonus: +4 to damage.
Cost: $1,000
Bonus: +20 to Health Points
Cost: $5,000
Bonus: +2 to evade.
Cost: $2,000
Bonus: +30 to Health Points
Cost: $10,000
Bonus: +3 to evade.
Cost: $3,000
Bonus: +50 to Health Points
Permanent:
Cost: $2,000
Bonus: +30 to Health Points
Cost: $5,000
Bonus: Receive 1 new move slot.
Cost: $3,000
Bonus: +50 to Health Points
Cost: $200,000
Bonus: +1 to Strength attribute.
Cost: $2,000
Bonus: +30 to Health Points
Cost: $100,000
Bonus: +1 to Intelligence attribute.
Cost: $5,000
Bonus: +2 to move execution
Cost: $180,000
Bonus: +1 to Endurance attribute.
Cost: $10,000
Bonus: +3 to move execution
Cost: $300,000
Bonus: +1 to Charisma attribute.
- 29 -
Cost: $50,000
Bonus: +1 Skill Slot.
Valet:
Cost: $400,000
Bonus: +1 Failure Modifier
Generating A Valet:
Cost: $30,000
Bonus: +1D10 + 2 Skill Points
Wrestler Training:
Cost: $200,000
Bonus: +1 Reversal
Cost: $100,000
Bonus: +2D10 + 5 HP and Endurance
Here are some quick rules to creating Valets quickly, the Game
Master can also opt to just select the desired stats themselves
instead of rolling.
Startup Heat: Roll 2D10 +2
Heat Generation: 2D10 + 2
Monthly Wage: 1D10 + 2%
Managers:
Unlike Valets, Managers can do much more then just accompany you to the ring. Managers can actually do Microphone
Work for the wrestler using the Manager's superior
Microphone and Charisma skill. This can be a godsend for
wrestlers who lack charisma and microphone or angle skills. A
Manager can also take action at ringside. The player may give
orders to the Manager such as handing the wrestler a weapon
or distracting the referee. Managers also generate Heat just like
Valet's can, Managers do however take a larger cut of your
Monthly earnings.
Generating A Manager:
Here are some quick rules to creating Managers quickly, the
Game Master can also opt to just select the desired stats
themselves instead of rolling.
- 30 -
Angles
Angles serve to fill in the spots between matches and keep
the crowd's interest in the show as well as maintain their
mood. Angles can also be seen as story lines, using angles you
can craft intricate story lines that will help get the wrestlers
over with the fans.
Angles can either be proposed by players with the
Game Master accepting the angle into the card or created by
the Game Master for the players.
All angles are judged with the following method; the
player doing the angle will roll a ten-sided die adding Angle
roll bonus and any other bonus that might apply to the roll.
The Game Master rolls a ten-sided die as well and adds 2 to
the roll. If the player rolls higher than the GM then the angle
was a huge success resulting in the generation of the Base
Heat of the angle multiplied by 2. If the GM's roll is higher,
the angle only receives the base heat subtracted by 1D4.
Feud Ending
Overness Bonus
1 to 2
-5
3 to 5
-2
6 to 8
+2
9 to 12
+5
13 and up
+10
Below 30
60%
31 to 50
40%
51 to 60
30%
61 to 70
20%
71 to 80
10%
81 to 90
5%
91 to 100
0%
Feud Points
Feuds:
Another great way to get wrestlers over with the fans is to
have them involved with Feuds. All competitors must agree
to participate in the Feud. A wrestler may only be involved in
one Feud at a time.
Each Feud will have a Feud Point Value attached to
it, upon the creation it begins at 0 and can be brought up to
a maximum of 100 points. Every time the wrestlers in the
Feud fight each other or are the focus of Angles with each
other the Feud gains 1D6 points of Heat.
The Feud will continue until ended by either the
Feud Points
Below 30
10
31 to 50
15
51 to 60
20
61 to 70
25
71 to 80
30
81 to 90
35
91 to 100
40
- 31 -
Below 30
31 to 50
51 to 60
61 to 70
71 to 80
81 to 90
91 to 100
Angle List
This is just a small list to serve as a guide for using angles.
You may use these angles as presented or choose to modify
them to your own liking. You may also choose to free form
the use of angles by creating your own in this case the Game
Master should decide how much Base Heat to give.
In-Ring Promo:
Base Heat: 5
Focus:
- Upcoming Match
- Wrestler
The wrestler comes out to the middle of the ring
and delivers a promo, either hyping an upcoming match or
insulting another wrestler. If the focus is on an upcoming
match than that match will receive 5 Heat Points. If the focus
is on another wrestler and an existing feud exists then the
feud will receive 5 Heat Points.
Backstage Promo:
Base Heat: 4
Focus:
- Upcoming Match
- Wrestler
The wrestler is interviewed backstage and delivers a
promo, either hyping an upcoming match or insulting
another wrestler. If the focus is on an upcoming match than
that match will receive 5 Heat Points. If the focus is on
another wrestler and an existing feud exists then the feud will
receive 5 Heat Points.
- 32 -
Marriage Proposal:
Base Heat: 4
Focus:
- Wrestler(s)
The wrestler comes out to the middle of the ring
and declares that he is so good that nobody can defeat them.
He lays down an open challenge to anyone in the back who
thinks they have the guts. A wrestler shows up to answer the
call.
Base Heat: 3
Focus:
- Person
Someone proposes marriage to another and it is
either accepted or rejected.
Marriage:
Base Heat: 3
Focus:
- Two People
Two people get married and everything goes
according to plan.
Marriage Wrecked:
Base Heat: 5
Focus:
- Two People
Two people get married and the wedding gets
crashed or something else horrible happens that wrecks the
entire ceremony.
Authority Favor:
Pre-Match Assault :
Base Heat: 3
Focus:
- Wrestler(s)
A wrestler approaches an authority figure and
requests a favor, this could be a match or a title shot or any
number of other things.
Base Heat: 5
Focus:
- Wrestler(s)
One or more wrestlers rush out and attack a wrestler
or wrestlers making their ring entrance.
Bikini Contest:
Base Heat: 5
Focus:
- Wrestler(s)
One or more wrestlers rush out after a match an
assault the winner(s) or loser(s).
Base Heat: 8
A bikini contest is held between multiple women.
Some times a wrestler or other figure is selected to be the
special judge for the competition.
- 33 -
Merchandise Sales
Each month merchandise sales are calculated and
the wrestler receives his share. The player must roll a
six-sided die and add the wrestlers Overness and the items
Design Bonus to the roll for each Merchandise item.
Armed with that number when then consult the
following table to see how many units the item has sold that
month. With that we then multiply the amount sold by the
profit margin of from the item to get the final amount.
Merchandise Sales
Roll
Sales Made
1 to 16
20
17 to 20
60
21 to 36
180
37 to 50
540
51 to 60
1,620
61 to 70
4,860
71 to 90
14,580
91 to 106
43,740
- 34 -
Merchandise Types
Jackets
Startup Cost: $30,000
Design Bonus: 1D10 + 5
Profit Margin: $10
Max Design: 2
Dog Tags
Startup Cost: $12,000
Design Bonus: 1D10 + 5
Profit Margin: $2.75
Max Design: 2
Foam Finger
Startup Cost: $8,000
Design Bonus: 1D10
Profit Margin: $3
Max Design: 2
T-Shirt
Travel Mugs
Best Of DVD
Hoody
Action Figure
Sweatshirt
6 Ceramic Statue
Startup Cost: $80,000
Design Bonus: 1D10 + 10
Profit Margin: $15
Max Design: 2
Hats
Startup Cost: $10,000
Design Bonus: 1D10 + 2
Profit Margin: $5
Max Design: 3
- 35 -
Match Mechanics
Finally we get to the nitty gritty of the game, the
actual running of a match. At first glance the rules might
seem a little intimidating, but not to worry as Im sure you
will find that running matches gets easier the more you do as
you will retain more of the rules and will not have to
constantly be consulting the book.
A wrestlers main goal in a match is to acquire and
keep Initiative, because only the wrestler who possesses
Initiative may take action. The opposing wrestler may only
attempt to Evade/Block attacks until they can recover
Initiative.
Matches are split into Rounds which represent
1 Minute worth of action. Rounds are further split into
6 Segments that represent 10 seconds worth of time. The
wrestler with Initiative may take 1 action ever segment until
they lose Initiative.
Initiative:
At the start of the match and as well as throughout
the player will be required to make Initiative Rolls. This is
done by rolling one ten-sided die and adding in any Initiative
bonus the wrestler might have. The higher roll will win the
Initiative.
Each move that a wrestler successfully executes, the
opponent will suffer a -1 penalty on their next Initiative roll
up to a maximum of -5 penalty. Once the opposing wrestler
regains Initiative then the penalty is zeroed out.
Action List:
A wrestler with Initiative has a choice of several
actions to take, they are as follows:
Execute a Move:
Obviously the main type of action in the game, the
character may execute any move in his repertoire. Moves are
split up into five major groups; Standing, Down, Top
Rope, Running and Ringside. These groups dictate when
the moves contained in them may be executed, for example
at the start of the match both competitors are standing in the
ring, so therefore any move from the Standing group can be
executed. Moves also have an Ending Position which will
dictate in what state the victim of the move will be in at the
end of the move.
For example, a Body Slam is contained in the
Standing group, once executed however the Ending position
of the move states that the victim will be down on the mat.
So the next possible move that can be performed must be
very popular to the fans and most see them as boring. For
this reason theses moves actually drain Heat instead of
generating it.
Unlike regular attacks, Rest Holds do not need to be
rolled to strike, they always are successful, unless of course
the opponent uses up on of his Reversal points. Once a Rest
Hold has been applied a battle of rolls will ensue, both the
attacker and the victim roll a six-sided die each segment the
hold is held, if the attacker gets the highest roll then the hold
is locked on. If the victim has the highest roll then they break
out of the hold but the attacker keeps initiative. The
attacker may choose to release the hold at any time.
The attacker recovers 1D10 + 5 points of
Endurance and 1D8 + 2 Health Points for every segment the
hold is held. The victim recovers 1D8 + 2 points of
Endurance only and receives 2 points of damage for every
segment the hold is held, please note that damage bonus is
not applied to damage done with Rest Holds. Both wrestlers
lose 1D4 points of Heat for every segment the hold is held.
Rest Holds do not take up Move Slots as the
specific moves are not mentioned or listed. The wrestler with
initiative only needs to say he is applying a rest hold as his
action for that segment. If the Game Master and players so
wish and they are knowledgeable in the area of wrestling
moves they can call out the specific hold they are applying.
But this is more for role playing purpose than anything else.
Evade:
If the defender chooses to evade then they must roll a
twenty-side die and add in their Evade Bonus. If they get
higher than the attackers roll then they have successfully
evaded the execution of the move and now has initiative.
Reversing:
If the defender chooses to attempt to reverse the move
allowing him to execute the same move that the attacker was
attempting. The defender may do this even if the attackers
move is not known to him. The attacker does not receive a
chance to evade or reverse the reversal.
High Spots cannot be reversed as well as moves
contained in the Down, Running and Corner Groups cannot
be reversed. Submission holds can be provided the Game
Master allows it.
To successfully reverse a move you must roll at least
3 over your opponent's roll. There are no bonuses to be
applied to this roll. Also keep in mind that lift penalties will
factor in by being deducted from your roll.
After executing a successful move we then move on
to rolling damage. Each move has a Damage value
associated with it which will tell you what dice you need to
roll. Make sure to add in any bonus you may receive from
your strength or other damage bonuses.
The final step to the execution of a move is to add the Heat
value of the move to the wrestlers Heat Points. All moves
generate heat whether they have been perfectly executed,
evaded or reversed. Only moves that have been botched do
not receive Heat. In fact they deduct from your Heat score.
Rest:
This action allows the wrestler to rest up and
recover some Endurance and Health points, the downside to
using this action however is that both wrestlers recover some
points. The wrestler with initiative however will recover
15pts for both Endurance and Health while the opposing
wrestler will only recover 5. Taking this action will result in a
new initiative roll being done.
Movement:
This action allows the wrestler to move to a
different area of the ring. This could be anything from
leaving the ring, grabbing a weapon, climbing up a
turnbuckle or other miscellaneous action the involve moving
or taking action outside of executing a move. Movement
actions will also warrant a new initiative roll.
Rest Holds
Rest holds are basic wrestling maneuvers that allow
the user to recover some endurance and health points while
still delivering damage to the opponent. These include rear
chinlocks, side Head-Locks, etc.. Rests holds generally aren't
Heat Bonus
+10
Tag Out:
+20
+25
10
+30
12
+40
14
+50
become quite boring for the crowd which will result in Heat
loss. Having a diversified match where several moves are
showcased will allow you to generate even more Heat.
At the very end of this book you will find many
sheets that the GM will find useful for running the game.
One of these is called the Match Tracking sheet I. Every
move each wrestler executes will be listed on this sheet in
order that they were executed. This will help the GM keep
track of what moves each wrestler has executed in the match,
remember that executing the same move twice in a row will
lose you 10 Heat Points while executing the same move three
times in a row will lose you 20 points worth of Heat. (See the
Heat Points section further in this book for more details)
You can generate additional Heat for yourself by
executing different moves every time you get initiative. Take
a look at the table labeled Diversity Heat Bonus. Every
time you execute 4 different moves in a row as tracked by the
GM on the Match Tracking Sheet 1 you receive a bonus of
+10 to Heat. If you hit 6 different moves in a row you get an
additional +20 and so on.
It is possible to get this bonus several times during
the course of a match. Lets say you execute 4 different
moves and receive the bonus of +10 to Heat. Then for your
next action you execute a move that was one of the the
previous 4, then the count starts back to zero with this 5th
move being the first move in a new series...then if you do
three different moves in a row you get the bonus again! As
long as each move in the series is different the count will not
reset to zero. Moves done inside Combos count only as one
move execution and doesnt reset the count even if every
move in the combo is the same.
Combos
Simple moves such as punches and kicks can be
combined in a dazzling combo of quick strikes, moves that
are eligible for Combos have a Combo: Yes listed in their
stats. You may have up to 4 of these attacks that can be
linked together in a single segment. However each move
suffers the failure chance and the opponent gets to roll
evasion/reversal for each strike.
Moves that can be used as a combo also have a
Momentum value attached to them, for every successful
strike that you accomplish the opponent's evade roll gets a
penalty of whatever the Momentum value is. For example if
you attempt to execute a combo of three punches to your
opponent, you successfully strike with the first punch, the
opponent now deducts 2 from his next Evasion roll because
regular punches have a Momentum of 2. The second punch
is also successful giving the opponent another -2 to his evade
roll making him at -4 to evade the third strike.
The player must call out how many attacks he will be
doing in the combo ahead of time. Endurance cost for each
attack is deducted however only the attacks that hit will gain
Heat Points and a wrestlers Damage bonus is not added to
the damage roll.
Move Diversity
Lifting Penalty
High Spots
High Spots is the term that refers to moves that are
usually done from high places such as the top of the
Penalty
50 lbs
51 to 100 lbs
10
Lift Moves
Some moves require the wrestler performing it to lift
the opposing wrestler into the air. These types of moves
pose a significant struggle to smaller wrestlers when dealing
with larger opponents. When a wrestler attempts to do one
of these types of moves, modifiers may be added to the
Failure Chance depending on the wrestler's size and strength.
First we determine the difference in weight between the
opponent and the wrestler attempting the move. When a
smaller wrestler is set to take on much larger wrestler it's a
good idea to have this number figured out and written down
before the match starts so you always have it handy at a
moment's notice.
Now that we have the difference between the two
weights, Consult the following table to determine what kind
of penalty we are looking at. Then we take the Damage
bonus that is provide by the strength attribute and deduct
that bonus from the penalty. Now add the now modified
Penalty to the the move's failure chance and then we are
ready to roll the dice as normal. If you happen to get a negative number for your penalty then deduct instead of adding
to the the Failure Chance.
Weight Difference
Penalty
12
Massive Wrestlers
Extremely large wrestlers will also receive bonuses
to damage due to their size and power. Consult the following
table to see the additional damage bonus received by these
behemoths.
Damage Bonus
Partner Recovery:
Wrestler Weight
+2
+4
Partner Interference:
+6
+8
+10
+12
- 40 -
Reversals
Modifier
8 to 12
10%
13 to 18
20%
19 and up
30%
Submission Holds
Submission holds are a great way to wear down your
opponent, although these holds may not do very much
damage, their main advantage is that they directly drain your
opponent's Endurance points. Both wrestlers roll a six-sided
die, the wrestler who is executing the hold must roll higher
than the opposing wrestler to maintain the hold. If the
opposing wrestler wins the roll, a new initiative roll is done
with both wrestlers in a standing position. There is a chance
that the opposing wrestler will submit to the move, the
longer the wrestler is in the hold the greater the chance for a
submission win. Damage Bonus is applied to both
Endurance Drain and the moves Damage value.
For each segment the hold is held the opposing
wrestler must roll a percentage roll, if the roll falls below the
Submission percentage based on the following table which is
based on how many segments the hold is held.
Pinfalls
At any time that an opponent is laying on the
canvas, you may attempt to pin your opponent to win the
match. The wrestler being pinned adds the amount of
Health Point damage and spent Endurance points together.
Then compare to the Pinfall Breaks table to determine how
many pinfall breaks the wrestler receives. If the total is lower
then 30 then the pin attempt is automatically broken.
If the pinfall is broken by the opponent, both
wrestlers begin play again in the standing position, Initiative
remains with the wrestler who went for the pinfall.
Submission Percentage
Pinfall Breaks
HP + Endurance
Break Attempts
31 to 45
46 to 60
61 to 80
81 to 100
101 to 150
151 and up
Segments
Percentage
10%
20%
30%
40%
50%
60%
Auto Submit
- 41 -
Heat Points
Referee Warnings
Rest Actions:
Every rest action taken drops Heat Points by 5 for all
wrestlers involved.
Botched Move:
Whatever the Heat value of the move is how much Heat
is lost.
Executing the same move twice in a row:
Lose 10 Heat Points.
Executing the same move three times in a row:
Lose 20 Heat Points
Ringside Action
Eventually in a match, one of the wrestlers will no
doubt end up on the outside of the ring...either under their
own power or not. There are two ways to handle this and
which one to use is up to the discretion of the Game Master.
It should be noted however that both methods can be used
interchangeably easily through out the match. For certain
situations that require more detailed actions the second
method is best used, while the first is best for quick
actions.
The first method is best used when a wrestler leaves
the ring to grab something at ringside or other small action
Injury Points
During the course of a wrestler's career it is possible
he will acquire injury points to various parts of his body. This
value will range from 0 (Healthy as can be) to 100 (Ain't
feeling so good). Once a value hits 100 the wrestler will have
a serious injury that will require time off from the ring as well
as some pretty expensive medical bills.
When a wrestler receives a serious injury, they rolls
1D10 + 2 to determine how many weeks it takes for the
injury to heal. During this time the wrestler is not available
- 42 -
Overness
This is how popular the wrestler is and is the main
career goal for every wrestler. The more Over they can get
the more fans they will acquire, the more money they can
command and of course get higher up on the Card. Gaining
Overness is also a great way to go up levels faster as for every
10pts of Overness a wrestler acquires they receive an extra
200pts of experience.
After each match, each wrestler's Heat Points will be
compared to the following table to determine if they
received an Overness boost from the match.
Overness Boost
Alignment Points
A wrestlers starts at 100 points in his or her chosen
alignment. If a wrestler does not follow their alignment this
number will fall. This can happen by executing Heel
aligned moves. The Game Master may also elect to award or
penalize players using alignment points if the wrestler does
something particularly good or nasty. If this number gets too
low the fans will start to see that wrestler as the opposing
alignment, in this case the wrestler will need to change his
alignment or suffer a -25 Heat Points every match he
wrestles.
Heat Point
Overness Modifier
0 to 10
-10
11 to 20
-5
21 to 50
51 to 60
+1
61 to 70
+2
71 to 80
+3
81 to 99
+5
100 and up
+10
Finishers
Each wrestler will possess at least one finisher, this
is the move the wrestler uses to finish off an opponent on a
near constant basis leading to the fans getting more excited
over the move than they normally would. Each wrestler gets
to create a Finisher upon creation, any standard move can be
chosen as a Finisher, the player may also choose to create
their own finishers, the Game Master should rule on the stats
for the move. The Game Master should study similar moves
to get an idea of what the stats should be. Wrestlers can
create additional finishers once they reach level 5 and then
again at level 10.
Finishers do double their normal damage, double
the heat value and the Endurance cost is also doubled.
Finishers can only be used after the 5th round (5 minutes), if
Weapons
Standard Weapons
Steel Chair:
Strike Damage: 1D10 + 1
Slam Damage Bonus: +5
Splash Damage Bonus: +2
Heat Bonus: +2
Juice Percentage: 40%
Table:
Strike Damage: 1D8 + 1
Slam Damage Bonus: +2
Splash Damage Bonus: +4
Heat Bonus: +4
Ladder:
Strike Damage: 1D10 + 1
Slam Damage Bonus: +5
Splash Damage Bonus: +5
Heat Bonus: +5
Juice Percentage: 35%
Hardcore Weapons
Steel Pipe:
Strike Damage: 1D10 + 2
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +3
Juice Percentage: 50%
Striking an opponent with a weapon works the same as executing moves. You roll a D20, add your Strike bonus and if
you roll higher than your opponents defensive actions you
connect with the strike.
01 15 = Steel pipe
16 25 = Barbed Wire
26 30 = Barbed Wire Covered Bat
31 40 = Thrash Can
41 45 = Stop Sign
46 50 = Kendo Stick
51 55 = Tazer
56 65 = Chain
66 70 = Sledgehammer
71 80 = Shovel
81 90 = Brass Knuckles
91 00 = Crowbar
Barbed Wire:
Strike Damage: 1D6 + 1
Slam Damage Bonus: +2
Splash Damage Bonus: +5
Heat Bonus: +5
Juice Percentage: 50%
Thrash Can:
Brass Knuckles:
Strike Damage: 1D10 + 1
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +3
Juice Percentage: 50%
Stop Sign:
Strike Damage: 1D10 + 1
Slam Damage Bonus: +3
Splash Damage Bonus: +4
Heat Bonus: +5
Juice Percentage: 30%
Crowbar:
Strike Damage: 1D10 + 2
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +5
Juice Percentage: 50%
Kendo Stick:
Strike Damage: 1D10 + 2
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +8
Juice Percentage: 50%
After each match there are certain steps that must be taken
to complete all the book-keeping for the match.
Tazer:
Match Aftermath
Chain:
Experience
Sledgehammer:
Strike Damage: 1D10 + 2
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +8
Juice Percentage: 60%
Shovel:
Strike Damage: 1D10 + 1
Slam Damage Bonus: + 2
Splash Damage Bonus: +2
Heat Bonus: +5
- 45 -
Example of Play
At this point the Game Master, would put two checks in Joey
Jobber's Heat box on Tracking Sheet 1 because Joey receives the
move's Heat Points, in this case it's 2 points. The Game Master
will also write down the move's name on the first line of
Tracking Sheet 1.
Okay let's begin, this match will be taking place between Joey
Jobber and Frank Jabrone. As the GM I have prepared an entire
card to which Joey Jobber VS Frank Jabrone is the opening
match.
Okay, so Joey has rolled successfully for his move, now Frank
decides to attempt to evade the move, he rolls a twenty-sided die
as well and gets an 8, adds in his evade bonus of 1 to get a total
of 9. Since he did not beat Joey's roll his attempt to evade was
unsuccessful and the move is executed. Frank deducts 3
Endurance Points for his attempt at evading the move, Joey's
player rolls the move's damage which in this case is 1D4 (one
four-sided die) and adds his damage bonus of +4. Joey gets a 3
on his roll and with his damage bonus that gives him a 7. Frank
deducts these 7 points off his Health Points.
This next match is scheduled for one fall, coming out first, from New
York, New York, weighing in at 235 lbs...
JOEY JOBBER!!!
At this point either you as the GM can read out the characters
entrance or it could be easier to let the player read his
character's entrance.
And his opponent, from Denver Colorado, weighing in at 225
lbs...FRANK JABRONE!!
Ding, Ding
There goes the bell, okay...both wrestlers roll one ten-side
die(1D10) and add any Initiative bonus the character might
have.
Joey Jobber rolls an 8 and adds his initiative bonus of 1 to give
him a total of 9.
Although Joey went for the legdrop but Frank rolled out of the
way letting poor Joey hit nothing but canvas on his legdrop.
Both wrestlers are considered to be in the Standing position at
this point.
Frank then rolls for damage which is 1D4 and gets a 2, because
this is a Combo Frank does not get to add his damage bonus.
He does however get to do two more punches, all three
punches constitute just one action. Each attack that
successfully strikes the opponent generates it's Heat Value. Joey
gets to attempt to evade or reverse each punch if he so
chooses. He may also choose to simply let the punches strike in
order to save the Endurance points for when he really needs
them. Also on his second punch Frank gets to add an
additional +2 to his Strike roll because a punch has a
momentum value of 2. On the third punch he gets to add +4.
Frank goes for his second punch now and rolls a 9 + Strike
Bonus (1) + Momentum bonus (2) to give him a total of 12.
Joey attempts to evade the second punch as well and gets a 20
on his evasion roll! Joey ducks the second punch and regains the
initiative, Frank doesn't get his third punch because Joey
evaded and stole the initiative. Frank's Combo only counts as
one attack on the Tracking Sheet 1 move section.
After his finisher he goes for the pinfall, Frank adds up the total
amount of Health Point damage he has taken during the match,
his starting Health Points was 45 and he is now down to 5
points, so he has taken 40 points of damage. Then we add the
damage taken to the amount of Endurance spent; Frank has
spent 28 points of Endurance. The total of the two is 68, we
now consult the table on page 39 to see that at 68 Frank gets
2 chances to break out of the pin.
We now consult the Pin Break Modifier table on page 39, the
last move executed was Joey's finisher that did 17 points of
damage, according to the table that gives us a 20% modifier.
The Base pin break percentage is 50%, we deduct 20% from
that and get 30%. Frank will need to roll below this to break out
of the pinfall.
Frank is now in the corner and Joey can choose to execute any
move he has that is contained in the Corner Group.
His second roll is worse at 62%, that's Frank's two chances at
breaking out, he didn't so he was pinned for the three count.
The match is over and your winner is Joey Jobber.
This back and forth battle goes on for several rounds, so let's
skip ahead to round 7. Both competitors are below half of their
Health Points and their Endurance points are nearing zero.
Joey Jobber has the initiative but his Endurance points are down
to 0, meaning he is too tired to execute any moves. He chooses
to take a rest action, Joey will regain 15 Endurance and Health
Points while Frank recovers 5pts to his Endurance and Health.
- 47 -
Step 2: Equipment
You can't hold a wrestling show without equipment,
so in this step we need to purchase the basic equipment
needed for a show, below is a list of the three things you will
need to get started. See the Equipment Listing for prices and
information.
- Ring
- Sound System
- Cargo Truck
Step 3: Staff
You are going to need to hire some staff to help you
run your shows. You need two basic staff members to even
be able to hold a show in the first place, these two are:
- Referee
- Ring Announcer
The other staff member types include;
Commentators and Writers. These two types provide
bonuses to your shows. Commentators add to match quality
of shows that are televised, Writers provide bonuses to all
shows.
Step 4: Wrestlers
And now the final step and the probably the most
important part of a wrestling show...the wrestlers! You will
need to hire some wrestlers to be ablel to book your first
card, see the NPC Wrestlers list at the end of this book for
a list of some pre-generated Free Agents, the Game Master
can of course also created their own NPC wrestlers to add
flavor to their Promotion.
Promotion Creation:
Step 1: Startup Money
This first step is where we determine how much
starting capital the fledging Federation will receive. This
money could be an inheritance the player receives or from
private investors, whatever the player wants to use.
Roll 1D8 + 10 x 10,000 to get your startup money, this will
- 48 -
Strength/Endurance
Modifier
13 to 16
17 to 20
21 to 25
26 to 29
30 and up
Level Modifier
Level
Modifier
1 to 2
3 to 4
5 to 6
7 to 8
9 to 10
Wrestler Contracts
Overness Modifier
Overness
Modifier
0 to 20
21 to 30
31 to 40
41 to 50
51 to 60
61 to 70
71 to 80
81 to 90
91 to 100
Written Salary:
Verbal Salary:
Generally this type of contract is not used as much
as there really is no point in paying someone a Salary if there
is no guarantee they will be around or even available at your
next show. The average amount of money offered can be
anywhere from $2,000 to $9,000 a month.
Table 1.0
Overness
0 to 15
90%
99%
90%
99%
16 to 30
70%
99%
65%
99%
31 to 50
50%
99%
40%
99%
51 to 70
30%
99%
20%
99%
71 to 90
20%
99%
10%
99%
91 to 100
5%
99%
2%
99%
Table 1.1
Cash Offered Verbal PPA Verbal Salary Written PPA Written Salary
$100 to $500
-5%
-20%
-10%
-80%
$501 to $2,000
+5%
-10%
+0%
-40%
$2,001 to $3,000
+20%
+0%
+10%
-10%
$3,001 to $5,000
+30%
+10%
+20%
+0%
$5,001 and up
+40%
+20%
+30%
+10%
Table 1.2
Contract Length Verbal PPA Verbal Salary Written PPA Written Salary
3 Months
N/A
N/A
-5%
-20%
1 Year
N/A
N/A
+0%
-10%
2 Years
N/A
N/A
+10%
+0%
3 Years
N/A
N/A
+20%
+10%
4 Years and up
N/A
N/A
+30%
+20%
- 50 -
Match Quality:
Each card held by a Promotion will be assigned a
Card Quality Percentage, this number is the average
percentage from all the Matches during the card. Each Match
is given a Match Quality percentage which represents how
into the match the fans where and most importantly how
entertained they were by it.
For matches involving a Player simply add up the
Heat points for all the competitors, add each wrestlers
Overness and divide by 2 and that is your Match Quality as a
percentage. If the number is higher then 100% then it is
adjusted down to 100.
NPC matches are handled by rolling 1D6 for each
competitor. Adding all rolls together and the multiplying it by
10 to give you the Match Quality Percentage. Again if the
number is higher than 100%, adjust it down.
Angle Quality:
Much like matches Angles have a quality as well. A
roll of 1D10 is done, then if the Heat Score is below 6 then
no bonus is given. If the Heat Score is between 6 and 10 then
a +1 is given and anything over 11 is given a +2. Lastly for
every wrestler with an Overness over 50 in the angle add +1
to the total. Once he have our roll we then multiply it by 100
to give us our
percentage. If the percentage is over 100
then adjust it back down to 100%.
Card Quality:
After the card has been done, the final task to do is
to determine the overall quality of the show. Add the Quality
percentage for each match and angle on the card together
and then divide by the number of matches which will give
you the average percentage, which is the Card Quality.
Consult the following table to determine the result of your
show.
Competition Mode
For this mode of play the NPC must be given
experience so they can level up and perform better for the
players. The amount of experience to give each NPC after a
match is quite easily determined. The winner of the match
receives 1D6 + 1 x 100 points of experience while the loser
gets 1D4 x 100 points.
Overness is another thing that must be considered,
after each match roll a 1D6 for each NPC, if the roll comes
up a 1 or a 2 then deduct the number of the roll from the
NPCs Overness. Rolling a 3 to a 6, you add the roll to the
Overness.
Keep in mind as well that as an NPC goes up levels
or gains Overness their Quick Roll Bonus might change. See
the beginning of this section for information on how to
calculate the new Quick Roll Bonus.
Result
0 to 20
21 to 30
31 to 40
41 to 50
No Bonus or Penalty
51 to 60
61 to 70
71 to 80
81 to 90
91 to 100
Card Attendance:
Prestige:
This value defines the cost of tickets to your show.
The ticket cost reflects how much the fans think your shows
are worth. Consult the following table to determine your
ticket price.
There is no upper limit to this value, you keep
collecting Prestige points endlessly. So what is it used for you
might ask besides deciding what you can charge for tickets?
Well Prestige points are used to determine which
Promotion is the number one company in the Wrestling
Industry. So essentially its used to rank the various wrestling
companies, being number one does have an additional
advantage and that is that you receive a +2.0 on TV ratings
and PPV buy-rates. As long as your Promotion is number
one you also receive a +25 to Fan Base.
Television Ratings:
If the card is televised then a ratings roll will need to
be done to determine what kind of rating the show got.
Ratings take the form of a value followed by a decimal point
and a second value after the decimal; for exmaple: a rating of
3.5. The rating is done in two rolls, the first for the value on
the left of the decimal point and the second for the one on
the right.
The value on the left, a roll of 1D10 is done, if the
Interest bonus is between 2 and 3 then add 1 to the roll. If
the Interest bonus is over 3 then add 2 to the roll.
For the value on the right roll 1D10 and add Interest
bonus to the roll. If the roll is higher than 10, add 1 to the
value on the left and deduct 10 from the roll and the
remainder becomes the value on the right.
Television stations will pay you based on the
contract you signed with them. See Television Contracts
for additional information.
Ticket Price
Prestige
Ticket Price
0 to 50
$10
101 to 200
$20
201 to 400
$40
401 to 800
$50
801 to 1,200
$60
1,201 and up
$80
Booking A Card
The first step to booking a card is to determine the
venue size. When I first was designing this game I thought of
listing several venues across North America, but instead I
decided to leave that up the Booker to decide where the
venue was situated if they so desired. The exact location of
the venue is more of a roleplaying thing, as far as the game
mechanics are concerned, all we need is the size of the
venue. There are 5 sizes to choose from, each with an
associated cost to rent:
- 52 -
Tiny:
Cost: $2,000
Attendance Roll: 1D4
Max Attendance: 200
Small:
Cost: $6,000
Attendance Roll: 1D6 + 2
Max Attendance: 1,000
Medium:
Cost: $20,000
Attendance Roll: 1D8 + 4
Max Attendance: 5,000
Monthly Payroll
Large:
Cost: $120,000
Attendance Roll: 1D10 + 5
Max Attendance: 12,500
Huge:
Cost: $250,000
Attendance Roll: 1D20 + 5
Max Attendance: 25,000
Next we have to determine if the show will be
televised or not. This decision is already made for you if you
do not have a contract with a Television Station. If you do
however you can choose to have the show televised. There a
few things you will need beforehand to televise a card. The
main thing of course is a camera. You will need to have to
own at least 1 camera and have hired at least 1 camera man.
Having multiple cameras and camera men can give
you a Prestige Bonus for the show. For each working camera
you will receive a bonus of 2 Prestige points, you only get
this bonus if you have more than one camera. Additional
Television Production equipment will grant additional
Prestige points. All equipment must have the necessary staff
to receive the bonuses.
If the card is to be a Pay-Per View event then it
works the same way as for Televised shows. Bonuses and
conditions are the same. The only difference is that the PPV
Carrier Network demands a minimum payment of $200,000
to host an event on their network.
The next step is of course book the matches and
angles that will make up the show. See the end of this book
for a Card Booking Sheet that you can have photocopied
- 53 -
Television Contracts
Television Contracts:
Prestige
Contract Details
100 to 200
201 to 300
301 to 400
401 to 600
601 to 800
801 and up
TV Ratings:
Television stations depend on high ratings so they can charge
the most from their advertisers. Television stations may
cancel your contract at any given time if your ratings get too
low. If you're ratings dip below 1.0 for three shows in a row,
the station will cancel your contract.
Getting high ratings can bring additional income
your way, each television contract has a Ratings Bonus, every
time your show gets a rating of 5.0 or higher you will receive
the Ratings Bonus.
Bonuses Gained:
Airing a televised show will give the company some bonuses;
increases Fan base by 10 and Prestige by 2.
Damage:
Endurance Cost:
Heat:
The amount of Heat a move generates depends on how
flashy and spectacular it looks. The player and GM can come
up with an number or roll for a random score:
Minor Move: 1D4 + 1
Average Move: 1D6 + 2
Strong Move: 1D8 + 2
Failure Chance:
Submission Holds:
Submission Holds are designed to drain your opponents
Endurance and generally do very little damage, they
however an Endurance Drain stat, this is how many
Endurance Points the move drains every segment the hold is
held.
When creating Submission Holds, this Endurance
Drain should be used to determine if the move is a Minor,
Average or Strong move. Damage for submission holds is
usually 1D4 and occasionally you will see a 1D6 at the most.
Combos:
Moves that are to be used as combos also have a Momentum
stat. The slower the move is to perform the lower the number. A number between 1 and 4 is usually acceptable. A roll
of 1D4 can be used to get a random stat.
Illegal Moves:
These moves also have a DQ stat, this is a number between
Wrestling Terminology
Angle:
Build:
The meat of the match and the way the wrestlers work
towards the finish, if the finish was a Figure Four leg lock
then good build would be working the leg leading up to it.
Babyface:
The good guy in a wrestling angle, often simply referred to
as Face for short. The babyface is intended to be the guy/girl
the fans rally behind in their battles with the dastardly Heels.
Buried
Beatdown:
A group of wrestlers (more or less always heels) delivering a
beating to one or two wrestlers.
Blowoff:
Card:
Carry:
Botched:
Count Out:
Booker:
When a wrestler is out of the ring for the ten or twenty count
and the match finishes. A useful heel tactic because as we all
know, title's cannot usually change hands on a count out.
Bump:
A lower card worker who more or less always works the first
match on the card, hence them being the first to jerk the
Curtain Jerker
curtain back.
Gimmick Match:
Dark Match:
A non televised match at a TV taping.
Double Turn
Going Over:
A match/angle which the face and the heel will switch roles
during it. The Bret Hart/Steve Austin double turn at Mania
13 is the best example of this.
Heat:
DQ:
Heel Corner:
The heel corner of the ring in a tag match where the non
active member of the heel team is waiting for the tag, the
face will often be thrown here and abused by the heels.
Draw:
To bring in viewing figures and therefore money, the basic
aim of wrestling.
Drawing Power:
High Spot:
Fast Count:
A heel tactic whereby a crooked ref counts the pinfall faster
in an attempt to get the heel a cheap victory.
House Show:
A non-televised show run by a company.
Feud:
Basically dislike between two wrestlers that leads to a match.
Job:
To lose a match. When a wrestler takes a pinfall or submits
he/she is doing the job.
Feud Series:
A series of matches between wrestlers or teams.
Jobber:
A performer who loses most (or all) of their matches and
wrestles in a lower card position.
Finisher:
The move most regularly used by a wrestler to get the win in
his/her matches.
Juice:
Chairs, tables, light tubes, thumbtacks, whatever. If it isnt a
body part then it's a foreign object.
Gimmick :
Kayfabe:
Foreign Object
once was.
silence he isn't.
Kickout:
Pinfall:
Promo:
A speech given by a wrestler/character in a kayfabe
environment. The idea being that the worker is promoting
his/her character.
Luchadore:
A male Mexican wrestler.
Lucha Libre:
Mexican Wrestling. Roughly translates to Free Fight.
Promoter:
The man behind it all, who runs the company and takes it to
towns in the hope of selling tickets etc, will often also be the
booker.
Main Event:
The match at the top of the card and the one the company
hopes will draw the most fans to a show.
Promotion:
A wrestling company.
Midcard:
Matches/wrestlers in the middle of the card, not main
eventers, not jobbers.
Push:
A performer moving up the card or one in a higher card
position is being pushed, It's basically pushing for acceptance
(and therefore money) from the fan base).
Monster Heel:
A large heel that receives a push whereby it gets to destroy
people (mostly jobbers) en route to being set up for a top
card babyface encounter.
Pyro:
Pyrotechnics used at some point of a wrestlers act, usually
their entrance.
Monster Push:
A huge push with a worker going over anyone and everyone
on their way to a quick promotion to a run at the top of the
card.
Ring:
The squared circle where the action takes place.
Near Fall:
Ring Rust:
An excuse for a wrestler not yet being back to his best after
a prolonged absence from the ring.
Rope Break:
No Selling :
Run in:
When a wrestler not involved in the match comes in and
interferes he/she is running in.
Over:
The level of reaction a wrestler is able to get from the crowd.
If he gets lots of noise he's over, if his arrival is greeted by
- 57 -
Selling:
Submission:
Slow Count:
Tag Rope:
Tag:
The hand slap between two workers that allows them to
switch over in a tag match.
Spot:
Tap out:
Turn:
Spotfest:
Turnbuckle:
The metal ring holding the ropes together, padded initially,
often used for heel tactics.
Spot Monkey:
A limited worker who tends to only do spots in his matches
without giving thought to the other aspects of wrestling, will
tend to work spotfests.
Tweener:
A character who isn't quite a face and isn't quite a heel,
designed to get booed or cheered depending on whom they
work with.
Squash:
A quick win for a performer, usually in impressive style with
the worker doing the job getting little or no offence in.
Undercard:
The lower card matches that begin a show.
Stable:
Valet:
Work:
Any faked match or Angle is a work.
Stiff:
Worker:
- 58 -
Also note that these Move Sets have the base Failure Chance
and if you use one of these wrestlers you will need to deduct
their Failure Chance Modifier.
Move Sets
Brawler Move Set 1:
Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Atomic Drop (2/2/6/Down/1D4)
Back Breaker Drop (1/2/5/Down/1D4)
Bulldog (1/2/5/Down/1D4)
DDT (2/3/5/Down/1D6)
Double Axe Handle Smash(C)(2/1/6/Standing/1D4/M=1)
Neck Breaker (3/3/10/Down/1D6)
Piledriver (2/2/8/Down/1D6)
Short Arm Clothesline (3/4/6/Down/1D6)
Vertical Suplex (2/2/7/Down/1D8)
Generation Steps:
1) Roll 1D10 + 1 to determine the Card/Televised Quality
bonus
2) Consult the following table to determine how much the
monthly salary will be
Monthly Salary
Card/Televised Bonus
Salary/month
$2,000
3 to 5
$4,000
6 to 8
$8,000
9 to 11
$16,000
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Armbar (S)(1/1/8/Down/Drain=1D4 - Damage=1D4)
Knee Slam (2/1/5/Down/1D4)
NPC Wrestlers
The following is a listing of Non-Player Characters that you
can insert into your game. In order to stuff as many of them
into this book as I could and not have the book be a
thousand pages long, only the most important stats for these
wrestlers are shown. Also in an effort to save space we will
use a few Move Sets for all of them.
Running Group:
Cross Body Block (2/2/5/Down/1D4)
Running Clothesline (2/4/9/Down/1D6)
- 59 -
Corner Group:
Ringside Group:
Ringside Group:
Barricade Head Smash (5/3/8/Standing/1D8)
Ring Post Head Smash (5/2/8/Down/1D8)
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Ankle Lock (S)(2/2/8/Down/Drain=1D6-Damage=1D4)
Boston Crab (S)(3/3/8/Down/Drain=1D10-Damage=1D4)
Sleeper Hold (S)(2/2/5/Down/Drain=1D6-Damage=1D4)
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Boston Crab (S)(3/3/8/Down/Drain=1D10,Damage=1D4)
Knee Drop (1/1/5/Down/1D4)
Running Group:
Cross Body Block (2/2/5/Down/1D4)
Flying Axe Kick (3/2/8/Down/1D6)
Flying Shoulder Tackle (2/4/9/Down/1D6)
Running Group:
Back Body Drop (2/2/5/Down/1D4)
Lou Thesz Press (5/3/9/Down/1D6)
Corner Group:
Corner Group:
Ringside Group:
Ringside Group:
Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Arm Wringer (1/1/5/Standing/1D4)
Cobra Clutch Bulldog (3/4/7/Down/1D6)
DDT (2/3/5/Down/1D6)
Fisherman Suplex (5/4/8/Down/1D10)
Implant DDT (5/5/9/Down/1D8)
Neck Breaker (3/3/10/Down/1D6)
Northern Lights Bomb (4/4/11/Down/1D8)
Russian Legsweep (2/2/8/Down/1D4)
Shoulder Breaker (2/3/10/Down/1D8)
Snap Suplex (2/2/8/Down/1D8)
Underhook Face Driver (4/3/10/Down/1D6)
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Half Crab (S)(3/2/8/Down/Drain=1D10-Damage=1D4)
Senton (2/2/8/Down/1D4)
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Figure Four Leglock
(S)(4/3/6/Down/Drain=1D10-Dmg=1D4)
Ring Rope Leg Drop (2/2/10/Down/1D6)
Sleeper Hold (S)(2/2/5/Down/Drain=1D6-Damage=1D4)
Running Group:
Flying Head Scissors (4/3/12/Down/1D6)
Spin Wheel Kick (2/2/10/Down/1D6)
Corner Group:
Frankensteiner (6/4/10/Down/1D8)
Running Group:
Ringside Group:
Corner Group:
Standing Group:
Standing Group:
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Armbar and Arm Scissors
(S)(2/3/8/Down/Drain=1D8-Damage=1D4)
Senton (2/2/8/Down/1D4)
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Ankle Lock (S)(2/2/8/Down/Drain=1D6-Damage=1D4)
Camel Clutch (S)(3/2/8/Down/Drain=1D8+2-Dmg=1D4)
Figure Four Leglock
(S)(4/3/6/Down/Drain=1D10-Dmg=1D4)
Knee Drop Knee Breaker (2/1/5/Down/1D6)
Texas Clover Leaf
(S)(4/3/9/Down/Drain=1D10-Dmg=1D6)
Running Group:
Dragon Screw (3/2/10/Down/1D4)
Flying Head Scissors (4/3/12/Down/1D6)
Running Group:
Cross Body Block (2/2/5/Down/1D4)
Running Clothesline (2/4/9/Down/1D6)
Monkey Flip (3/3/11/Down/1D6)
Ringside Group:
Plancha (5/4/10/Down/1D10)
Springboard Dropkick (5/4/10/Down/1D8)
Springboard Flying Head Scissors (8/6/12/Down/1D10)
Springboard Somersault Senton (7/5/12/Down/1D10)
Corner Group:
Corner Running Knee Strike (5/2/6/Down/1D8)
Superplex (5/4/10/Down/1D10)
- 62 -
Standing Group:
Standing Group:
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Cobra Clutch (S)(2/2/6/Down/Drain=1D8-Dmg=1D4)
Half Crab (S)(3/2/8/Down/Drain=1D10-Damage=1D4)
Hamstring Pull
(S)(2/3/7/Down/Drain=1D6-Damage=1D4)
Knee Slam (2/1/5/Down/1D4)
Sharpshooter Leg Lock
(S)(5/3/9/Down/Drain=1D10-Damage=1D6)
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Knee Drop (1/1/5/Down/1D4)
Running Group:
Big Boot Kick (2/1/10/Down/1D6)
Flying Shoulder Tackle (2/4/9/Down/1D6)
Spear (6/3/10/Down/1D10)
Running Clothesline (2/4/9/Down/1D6)
Running Group:
Bulldog Lariat (2/2/8/Down/1D4)
Running Face Lock Bulldog (6/5/10/Down/1D10)
Spin Wheel Kick (2/2/10/Down/1D6)
Corner Group:
Corner Clothesline (5/2/10/Corner/1D6+2)
Corner Splash (7/3/10/Down/1D8+2)
Turnbuckle Belly to Belly Suplex (8/8/10/Down/1D10)
Corner Group:
Corner 10 Punches (6/2/5/Corner/1D10)
Corner Spear (5/4/10/Down/1D8)
- 63 -
NPC Listing
Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (C)(1/1/6/Standing/1D6/M=1)
Punch (C)(1/1/5/Standing/1D4/M=2)
Belly to Back Cradle Suplex (3/3/7/Down/1D6)
Belly to Belly Suplex (3/3/7/Down/1D8)
Canadian Back Breaker Rack (4/5/9/Down/1D6)
Crucifix Powerbomb (8/6/13/Down/1D10)
Full Nelson Slam (3/4/8/Down/1D8)
Gutwrench Gutbuster Drop (6/5/11/Down/1D8)
Headbutt (C)(1/1/8/Standing/1D4+2/M=1)
Inverted Powerslam (5/4/8/Down/1D8)
Press Slam (3/5/8/Down/1D8)
Pumphandle Back Breaker (5/5/8/Down/1D8)
Short Arm Back Elbow Smash (3/2/10/Down/1D4)
Shoulder Breaker (2/3/10/Down/1D8)
Spinebuster Press Slam (5/7/11/Down/1D10)
Throat Slam Suplex (4/4/9/Down/1D10)
Tilt-A-Whirl Piledriver (5/5/13/Down/1D10)
Turnbuckle Smash (2/3/8/Corner/1D6)
Underhook Powerbomb (7/6/10/Down/1D10)
Attributes
Strength: 18
Intelligence: 15
Endurance: 18
Charisma: 10
Agility: 25
Speed: 22
Down Group:
Overness: 15
Health Points: 49
Endurance Points: 66
Damage Bonus: +3
Strike Bonus: +1
Submission Break: +2
High Spots: +5
Evade: +3
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 6
Running Group:
Fallaway Slam (2/3/9/Down/1D6)
Running Clothesline (2/4/9/Down/1D6)
Corner Group:
Corner Spear (5/4/10/Down/1D8)
Turnbuckle Crucifix Powerbomb (12/8/14/Down/1D10+2)
Skills
High Flying (8 Points)
Submission Resistant (6 Points)
Fine Tuning (3 Points)
Finisher Specialization:Falcon Dive (3 Points)
Trademarked Finisher:Falcon Dive
Ring Technician (2 Points)
Ringside Group:
Barricade Throat Drop (5/3/8/Standing/1D10)
Bear Hug Drive (5/3/8/Down/1D8)
- 64 -
James Shanks
Experience: 7,000
Age: 24
Height: 6ft 5in
Weight: 310 lbs
Hometown: Miami, Florida
Wrestling Debut: December 7th 2004
Alignment: Face
Move Set: Powerhouse1
Class: All-Rounder
Level: 2
Experience: 3,500
Age: 20
Height: 6ft 2in
Weight: 250 lbs
Hometown: New York, New York
Wrestling Debut: April 6th 2005
Alignment: Heel
Move Set: All-Rounder1
Attributes
Attributes
Strength: 21
Intelligence: 19
Endurance: 15
Charisma: 18
Agility: 17
Speed: 14
Skills
Skills
The Destroyer
Greg Timble
Class: Powerhouse
Level: 5
Experience: 13,000
Age: 25
Class: Powerhouse
Level: 3
- 65 -
Experience: 8,000
Age: 23
Height: 6ft 0in
Weight: 238 lbs
Hometown: Dallas, Texas
Wrestling Debut: May 22nd 2004
Alignment: Face
Move Set: Brawler1
Attributes
Attributes
Strength: 23
Intelligence: 18
Endurance: 21
Charisma: 13
Agility: 15
Speed: 12
Strength: 18
Intelligence: 13
Endurance: 19
Charisma: 17
Agility: 17
Speed: 20
Overness: 20
Health Points: 74
Endurance Points: 77
Damage Bonus: +6
Strike Bonus: +1
Angle Roll: +3
High Spots: +1
Evade: +1
No Sell: 1
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 10
Overness: 20
Health Points: 57
Endurance Points: 69
Damage Bonus: +4
Strike Bonus: +1
Angle Roll: +2
High Spots: +2
Evade: +2
Initiative: +2
Reversals: 3
Failure Modifier: -1
Quick Roll Bonus: 7
Skills
Fine Tuning (3 Points)
Finisher Specialization:Destroyer Bomb (6 Points)
Trademarked Finisher:Destroyer Bomb (3 Points)
The No Sell (3 Points)
Ring Technician (2 Points)
Acting Chops
Skills
Fine Tuning (3 Points)
Finisher Specialization:Law Cutter (6 Points)
Trademarked Finisher:Law Cutter (3 Points)
Ring Technician (2 Points)
Natural Charisma
Billy Law
Class: Brawler
Level: 4
- 66 -
Shawn Shooter
Class: Brawler
Level: 2
Experience: 3,000
Age: 20
Height: 5ft 11in
Weight: 390 lbs
Hometown: Seattle, Washington
Wrestling Debut: March 3rd 2007
Alignment: Heel
Move Set: Brawler2
Class: Technical
Level: 2
Experience: 4,000
Age: 21
Height: 5ft 10in
Weight: 230 lbs
Hometown: Toronto, Ontario, Canada
Wrestling Debut: June 8th 2007
Alignment: Face
Move Set: Technical1
Attributes
Attributes
Strength: 15
Intelligence: 13
Endurance: 18
Charisma: 15
Agility: 13
Speed: 13
Strength: 19
Intelligence: 13
Endurance: 17
Charisma: 15
Agility: 13
Speed: 17
Overness: 5
Health Points: 48
Endurance Points: 35
Damage Bonus: +3
Strike Bonus: +1
Angle Roll: +1
High Spots: +1
Evade: +1
Initiative: +1
Reversals: 2
Failure Modifier: 0
Quick Roll Bonus: 5
Overness: 5
Health Points: 29
Endurance Points: 30
Damage Bonus: +3
Angle Roll: +1
Submission Use: +1
Submission Break: +1
High Spots: +1
Evade: +1
Initiative: +2
Reversals: 4
Failure Modifier: -1
Quick Roll Bonus: 6
Skills
Skills
- 67 -
Alex Kinder
Ajax
Class: All-Rounder
Level: 3
Experience: 7,000
Age: 23
Height: 6ft 2in
Weight: 245 lbs
Hometown: Denver, Colorado
Wrestling Debut: May 9th 2005
Alignment: Tweener
Move Set: All-Rounder2
Class: Powerhouse
Level: 5
Experience: 13,000
Age: 25
Height: 6ft 9in
Weight: 401 lbs
Hometown: Ajax, Mississippi
Wrestling Debut: July 18th 2002
Alignment: Tweener
Move Set: Powerhouse2
Attributes
Attributes
Strength: 14
Intelligence: 17
Endurance: 12
Charisma: 16
Agility: 16
Speed: 18
Strength: 23
Intelligence: 16
Endurance: 20
Charisma: 13
Agility: 18
Speed: 11
Overness: 18
Health Points: 71
Endurance Points: 49
Damage Bonus: +6
Strike Bonus: +2
Angle Roll: +3
High Spots: +2
Evade: +2
No Sell: 1
Second Wind: 1
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 9
Overness: 10
Health Points: 37
Endurance Points: 46
Damage Bonus: +3
Angle Roll: +1
High Spots: +1
Evade: +1
Initiative: +2
No Sell: 2
Second Wind: 1
Reversals: 2
Failure Modifier: -2
Quick Roll Bonus: 4
Skills
Skills
- 68 -
Johnny Rain
Class: Technical
Level: 8
Experience: 20,000
Age: 40
Height: 6ft 0in
Weight: 249 lbs
Hometown: Winnipeg, Manitoba, Canada
Wrestling Debut: August 26th 1986
Alignment: Face
Move Set: Technical1
Ultimate Wave
Class: All-Rounder
Level: 6
Experience: 16,000
Age: 26
Height: 5ft 11in
Weight: 239 lbs
Hometown: Los Angeles, California
Wrestling Debut: October 20th 2002
Alignment: Tweener
Move Set: All-Rounder2
Attributes
Strength: 14
Intelligence: 18
Endurance: 16
Charisma: 25
Agility: 20
Speed: 20
Attributes
Strength: 18
Intelligence: 18
Endurance: 17
Charisma: 17
Agility: 16
Speed: 18
Skills
Basic Angle Writer
Acting Chops
Submission Resistant (6 Points)
- 69 -
Angle Roll: +4
Mic Work: +2
Submission Break: +2
High Spots: +2
Evade: +2
Initiative: +2
No Sell: 2
Second Wind: 2
Reversals: 4
Failure Modifier: -4
Quick Roll Bonus: 7
Reversals: 3
Failure Modifier: -3
Quick Roll Bonus: 8
Skills
Natural Charisma
Fine Tuning (3 Points)
Finisher Specialization: The Wave (6 Points)
Trademarked Finisher: The Wave (9 Points)
Submission Resistant (6 Points)
Microphone Work (6 Points)
Ring Technician (2 Points)
Skills
Acting Chops
Natural Charisma
Microphone Work (6 Points)
The No Sell (6 Points)
Second Wind (6 Points)
Finisher Specialization: Baltic Embrace (6 Points)
Trademarked Finisher: Baltic Embrace (6 Points)
Ring Technician (6 Points)
Submission Resistant (6 Points)
Baltos
Class: All-Rounder
Level: 8
Experience: 20,000
Age: 30
Height: 6ft 4in
Weight: 250 lbs
Hometown: Washington, D.C.
Wrestling Debut: March 8th 1998
Alignment: Heel
Move Set: All-Rounder1
Rick Stryder
Class: Technical
Level: 7
Experience: 18,000
Age: 28
Height: 5ft 10in
Weight: 220 lbs
Hometown: Boston, Massachusetts
Wrestling Debut: September 1rst 2000
Alignment: Tweener
Move Set: Technical1
Attributes
Strength: 14
Intelligence: 16
Endurance: 16
Charisma: 18
Agility: 17
Speed: 19
Attributes
Stats & Bonuses
Strength: 14
Intelligence: 16
Endurance: 14
Charisma: 17
Agility: 16
Speed: 18
Overness: 15
Health Points: 71
Endurance Points: 55
Damage Bonus: +4
Strike Bonus: +3
- 70 -
Attributes
Overness: 25
Health Points: 64
Endurance Points: 53
Damage Bonus: +4
Strike Bonus: +3
Angle Roll: +7
Submission Use: +4
Submission Break: +4
High Spots: +1
Evade: +1
Initiative: +2
Reversals: 5
Failure Modifier: -6
Quick Roll Bonus: 8
Strength: 16
Intelligence: 16
Endurance: 17
Charisma: 25
Agility: 16
Speed: 21
Skills
Basic Angle Writer
Advanced Angle Writer
Acting Chops
Natural Charisma
Submission Resistant (12 Points)
Submission Master (12 Points)
Finisher Specialization: Stryder Driver (9 Points)
Trademarked Finisher: Stryder Driver (6 Points)
Ring Technician (6 Points)
Skills
Natural Charisma
Basic Angle Writer
Acting Chops
Microphone Work (4 Points)
The No Sell (6 Points)
Finisher Specialization: Solomon's Kneel (6 Points)
Trademarked Finisher: Solomon's Kneel (6 Points)
Referee Slack
Ring Technician (4 Points)
Solomon
Class: Brawler
Level: 8
Experience: 18,000
Age: 28
Height: 6ft 1in
Weight: 247 lbs
Hometown: Fargo, North Dakota
Wrestling Debut: November 21rst 1999
Alignment: Heel
Move Set: Brawler2
Kuri Saki
Class: Technical
Level: 6
Experience: 16,000
Age: 25
Height: 5ft 8in
Weight: 201 lbs
Hometown: Tokyo, Japan
Wrestling Debut: December 3rd 2002
Experience: 13,000
Age: 24
Height: 5ft 7in
Weight: 180 lbs
Hometown: Hong Kong, China
Wrestling Debut: April 10th 2004
Alignment: Face
Move Set: High Flyer2
Alignment: Face
Move Set: Technical1
Primary Finisher: Death Defier (20/10/2/Down/2D10+6)
Finisher Description: High Angle Senton Bomb
Attributes
Strength: 15
Intelligence: 17
Endurance: 19
Charisma: 14
Agility: 17
Speed: 20
Attributes
Strength: 18
Intelligence: 15
Endurance: 19
Charisma: 13
Agility: 18
Speed: 19
Skills
Submission Resistant (6 Points)
Submission Master (6 Points)
High Flyer (8 Points)
Second Wind (6 Points)
Fine Tuning (3 Points)
Finisher Specialization: Death Defier (9 Points)
Ring Technician (4 Points)
Skills
High Flyer (8 Points)
Fine Tuning (3 Points)
Second Wind (3 Points)
Finisher Specialization: Eagle's Catch (6 Points)
Trademarked Finisher: Eagle's Catch (6 Points)
Ring Technician (2 Points)
Marc Flightspeed
Jimmy Palloozi
Class: All-Rounder
Level: 1
Experience: 300
Age: 18
Height: 6ft 0in
Weight: 240 lbs
Hometown: New Jersey
Wrestling Debut: May 9th 2008
Alignment: Tweener
Move Set: All-Rounder1
Attributes
Strength: 16
Intelligence: 12
Endurance: 21
Charisma: 21
Agility: 17
Speed: 21
Attributes
Strength: 14
Intelligence: 15
Endurance: 16
Charisma: 16
Agility: 18
Speed: 18
Skills
Natural Charisma
Acting Chops
High Flyer (8 Points)
Second Wind (6 Points)
The Heat Generator (6 Points)
Finisher Specialization: Air Brake (6 Points)
Skills
Fine Tuning (3 Points)
Finisher Specialization: Palloozi Plant (4 Points)
- 73 -
Early History:
- 74 -
Front Office:
The company has a decent size staff of writers,
announcers and commentators as well as road agents that
work with the roster. Here is a full list of the staff members
with a short description. The Game Master would serve as
Head Booker for the NEW.
John Sykus:
Position: CEO
Enigmatic leader and wrestling visionary, has always had a
good handle on what makes a good and exciting wrestling
show.
Alicia Lockhart:
Position: Commentator
Straight laced seasoned commentator, has been involved
with the NEW since the beginning.. (+10 Televised Quality)
Frank Longley Jr.:
Position: Color Commentator
A retired wrestler from the 80s, he brings his unapologetic,
no-nonsense opinions to the announce team.
(+10 Televised Quality)
Jerry Single.:
Position: Ring Announcer
Since the NEW began Jerry has been announcing wrestlers
match entrances.
- 75 -
Bill Mena:
May: Mayday
June: NEW World War
July: Sanitarium
August: Rejuvination
September: First Strike
October: Devils Dance
November: Aftermath
December: Seasons Beatings
Tony Hyde:
Position: Writer
Solid writer who has been employed with the company for a
solid 3 years. (+5 Card Quality)
Roy Johnson:
Prestige: 410
Fan Base: 100
Interest: 5
Card Quality Bonus: +15
Televised Card Quality Bonus: +20
Greg Sampson:
Position: Referee
The second longest working referee on the NEW payroll.
Current Roster
Kelly Inkler:
Position: Referee
The first woman to ever wear the referees jersey in the NEW,
she is relatively new to the company.
Uppercard:
Events
The NEW holds a lot of events throughout the year; their
house show touring schedule is between 90 to 120 shows a
year. They also run a weekly televised event every saturday
called Saturday Night Fury and not to mention monthly Pay
Per View events. The Pay Per View events are always held on
the last Sunday of each month.
Mid-C
Card:
The Prophet (8 - Heel)
Ian Hensley (8 - Face)
Reckless Warrior (8 - Tweener)
Joseph David (8 - Heel)
Freight Train (7 - Heel)
Lance Freeman (7 - Tweener)
Frost (7 - Face)
Wraith (7 - Tweener)
Specter (7 - Face)
Lock-Down (7 - Heel)
Harold Vodka Collins (6 - Heel)
The Role Model (6 - Face)
PPV Schedule
January: Into the NEW
February: Sanctioned Chaos
March: Ides of March
April: No Pain, No Gain
- 76 -
WORLD TITLE
Current Champion: The Dark Angel
1.Ricky Daniels (09-27-2000)
2.Deuce (10-31-2000)
3.The Prophet (01-31-2001)
4.Lethalo (02-10-2001)
5.Deuce (03-31-2001)
6.Matty Wright (04-28-2001)
7.Col-2-Kwick (08-28-2001)
8.Johnny Rain (03-15-2002)
9.Deuce (07-29-2002)
10.Col-2-Kwick (02-22-2003)
11.The Dark Angel (06-10-2003)
12.Matty Wright (10-31-2003)
13.Krandor the Iron Knight (05-20-2004)
14.Lance Freeman (11-28-2004)
15.Frost (03-03-2005)
16.Col-2-Kwick (07-29-2005)
17.Jon Mourton (06-29-2006)
18.Freight Train (01-18-2007)
19.The Dark Angel (08-28-2007)
Lower Card:
Marc Flackett (4 - Heel)
The Assassin Jeremy Adams (4 - Heel)
Mr. Impossible Ken Stylez (4 - Tweener)
Scorpion (3 - Heel)
Blue Bolt (3 - Face)
White Lightning (3 - Face)
Vincent De Armond (2 - Face)
S.T.U. (2 - Face)
Sinder (2 - Heel)
Infest (2 - Heel)
Hornet (2 - Heel)
Hazard (1 - Tweener)
Flex (1 - Face)
Tag Teams:
The Lords of Thunder
- Blue Bolt and White Lightning
TELEVISION TITLE
Current Champion: Freight Train
Special Ops
- Deuce and Jon Mourton
Ultimate Potential
- The Role Model and The Prodigy
Drunk But Sturdy
- Harold Vodka Collins and Magnum Von Dozer
The Mexican Connection
- Juan Alvero Hernandez and Ricky Hernandez
Ring Lords
- Krandor the Iron Knight and Lord Nikon
The Riot Squad
- Lethalo and Reckless Warrior
- 77 -
HARDCORE TITLE
Current Champion: Ian Hensley
1.Freight Train (03-17-01)
2.Big Daddy Extreme (04-18-01)
3.Ian Hensley (05-26-01)
4.Ark (06-30-01)
5.Reckless Warrior (11-29-01)
6.Ian Hensley (02-14-02)
7.Freight Train (06-28-02)
8.Ark (10-20-02)
9.Ian Hensley (01-28-03)
10.Scorpion (03-25-03)
11.STU (05-12-03)
12.Joseph David (08-18-03)
13.Lock-Down (11-04-03)
14.Joseph David (02-15-04)
15.Harold Vodka Collins (04-28-04)
16.Ark (05-16-04)
17.The Role Model (08-20-04)
18.Lock-Down (10-14-04)
19.Ian Hensley (12-22-04)
20.Ark (03-28-05)
21.STU (06-08-05)
22.The Prodigy (09-10-05)
23.Wraith (10-28-05)
24.STU (11-18-05)
25.The Role Model (01-22-06)
26.Lock-Down (03-29-06)
27.Vincent De Armond (06-28-06)
28.Ark (08-13-06)
29.The Prodigy (02-19-07)
30.Scorpion (05-23-07)
31.Ian Hensley (09-28-07)
Roster Stats
The following section has detailed information on every
wrestler on the roster. All the information you will need to
use them as Non-Player Characters (NPCs).
In an effort to conserve space, the move data was
organized into the following format (Heat/Endurance
Cost/Failure Chance/Ending Position/Damage).
Submission holdsdrain Endurance so therefore they
have an additional field and the format looks as follows:
(Heat/ Endurance Cost/ Failure Chance/ Ending position/
Endurance Drain - Damage), also note that for submission
holds the Heat, Endurance, Drain and Damage are for each
segment the hold is held.
You will also notice that certain moves have a letter
in parenthesis. These letters represent (C)=Combo Move,
(S)=Submission Move, (H)=Heel Maneuver.
- 78 -
Primary Finisher:
Kwick Sault (32/16/0/Down/2D10+10)
Finisher Description: Flying Somersault DDT
Secondary Finisher:
Col Driver (24/8/0/Down/2D8+8)
Finisher Description: Underhook DDT
Theme Song: Screamager by Therapy
Ring Entrance:
The entranceway fills with gray smoke, Screamager by
Therapy pumps through the arena. Col-2-Kwick bursts out
of the back and through the smoke, he blazes down the aisle
and jumps up on the apron before somersaulting into the
ring to a loud pop from the crowd.
Col-2-Kwick
Hailing from the United Kingdom, Col-2-Kwick
had no previous professional wrestling experience before
joining the NEW, he had however done some regional amateur wrestling as well as being a former youth Kick-Boxing
champion before turning to Gymnastics. His study of
Gymnastics eventually led him to represented Great Britain
at the Olympics.
He arrived on the scene a few months after the
NEW started, using his quickness and agility he was able to
climb the ranks of the company in short oder and was a
main-event contender in less then a year after arriving. He
has captured several NEW titles including the World Title on
three separate occasions. He is without a doubt the top High
Flyer in not only the NEW but the entire wrestling world.
However he suffered a serious knee injury in late
2006 that took him out of action. He has taken the last year
and a half off to recover from the injury and is now back to
dominate once again as the greatest High Flyer in the business.
Attributes:
Strength: 17
Intelligence: 15
Endurance: 17
Charisma: 20
Agility: 26
Speed: 22
Down Group:
Leg Drop (2/1/0/Down/1D4)
Elbow Drop (1/1/0/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S)(3/3/0/Down/Drain=1D10 Dmg=1D4)
Senton (2/2/0/Down/1D4)
Skills:
Microphone Work (15 Points)
Natural Charisma
Basic Angle Writer
Acting Chops
High Flyer (16 Points)
The Miraculous Kick-Out (9 Points)
The Heat Generator (12 Points)
Skillful Execution
Ring Technician (10 Points)
Finisher Specialization: Kwick Sault (15 Points)
Trademarked Finisher: Kwick Sault (12 Points)
Amazing Recovery (6 Points)
Match Specialization: Singles Ladder Match (12 Points)
Finisher Specialization: Col Driver (12 Points)
Trademarked Finisher: Col Driver (12 Points)
Running Group:
Flying Head Scissors (4/3/4/Down/1D6)
Spin Wheel Kick (2/2/2/Down/1D6)
Ringside Group:
Barricade Head Smash (5/2/0/Down/1D8)
Plancha (5/4/2/Down/1D10)
Springboard Hurricanrana (7/6/5/Down/1D10 +2)
Corner Group:
Frankensteiner (6/4/2/Down/1D8)
Move List
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/2/Down/1D4)
Hip Toss (1/1/0/Down/1D4)
Irish Whip (1/1/0/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/0/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Arm Drag (1/1/0/Down/1D4)
Body Scissors Body Press (2/3/0/Down/1D4)
Bulldog (1/2/0/Down/1D4)
DDT (2/3/0/Down/1D6)
Dropkick (2/2/0/Down/1D4)
Enzuigiri (3/2/1/Down/1D4)
European Uppercut (1/1/0/Standing/1D4+1/M=1)
German Suplex (4/3/0/Down/1D8)
Hurricanrana (3/3/3/Down/1D6)
Legsweep Kick (1/1/0/Down/1D4)
Neck Breaker (3/3/2/Down/1D6)
Piledriver (2/2/0/Down/1D6)
Running Bulldog (2/4/0/Down/1D6)
Russian Legsweep (2/2/0/Down/1D4)
Snap Suplex (2/2/0/Down/1D8)
Deuce
The sensation from Alabama, was one of the
members of the initial NEW roster, although he quickly
advanced beyond his peers and captured the World Title in
less then a month, taking the title from Ricky Daniels who
had won a Battle Royal match to become the first World
Champion the month earlier.
Deuce has been a solid competitor in the main event
spot since then and has been fairly lucky to never have picked
up an injury in his entire career. He is clearly main event
material but for some reason insists on focusing on Tag
Team wrestling at the moment. He has said that one day he
will return to singles competition full time and when that
happens whomever is holding the World Title better start
praying.
- 80 -
Class: All-Rounder
Level: 10
Experience: 24,450
Age: 26
Height: 6ft
Weight: 215 lbs
Hometown: Robertsdale, Alabama
Wrestling Debut: February 4th 1998
Alignment: Face
Contract Type: Written
Contract Length: 3 Years
Contract Amount: $300,000 per Month.
Savings: $10,000,000
Titles Held:
3 x NEW World Champion
2 x NEW Television Champion
2 x NEW Tag Team Champions
Tag Team Name: Special Ops
Tag Partner: Jon Mourton
Primary Finisher: Deuced Up (10/10/1/Down/2D8+4)
Finisher Description: Implant DDT
Secondary Finisher: Deuce Breaker (8/6/5/Down/2D6)
Finisher Description: Cradle Neckbreaker
Theme Song: "Hell's Bells" by AC/DC
Ring Entrance:
Lights go out as the bells toll. As Angus Young's lone guitar
softly plays we see a figure appear in the spotlight now
shining on the entranceway. It is Deuce. He pauses and stares
at the ring. He makes his way slowly, then more rapidly until
he is jogging to the ring, not glancing away from his target.
He slides under the ropes and stands dead center of the ring.
He seems lost until Brian Johnson screams "HELLS
BELLS" Deuce then snaps out of his quandary and smiles
menacingly at the ref and announcers.
Endurance Points: 83
Damage Bonus: +7
Strike Bonus: +1
Angle Roll: +7
Submission Use: +1
Submission Break: +3
Initiative: +3
Evade: +2
High Spots: +4
Mic Work: +3
Second Wind: 1
No Sell: 1
Reversals: 7
Failure Modifier: -6
Quick Roll Bonus: 15
Attributes:
Strength: 17
Intelligence: 17
Endurance: 15
Charisma: 21
Agility: 17
Speed: 21
Skills:
Overness: 80
Health Points: 93
Natural Charisma
Basic Angle Writer
Acting Chops
High-Flyer (8 Points)
Submission Resistant (9 Points)
Submission Master (3 Points)
The No Sell (3 Points)
Second Wind (3 Points)
The Heat Generator (9 Points)
Finisher Specialization: Deuced Up (6 Points)
Trademarked Finisher: Deuced Up (6 Points)
Ring Technician (2 Points)
Ringside Group:
Baseball Slide DDT (8/6/4/Down/1D8)
Down Group:
Elbow Drop (1/1/1/Down/1D4)
Leg Drop (2/1/2/Down/1D4)
Knee Slam (2/1/0/Down/1D4)
Stomp (1/1/0/Down/1D4)
Cobra Clutch (S)(2/2/0/Down/Drain=1D8 Dmg= 1D4)
Figure Four Leglock (S)(4/3/0/Down/Drain=1D10,Dmg=1D4)
Move List:
Standing Group:
Corner Group:
Punch (1/1/0/Standing/1D4)
Kick (1/1/0/Standing/1D6)
Drop Toe Hold (1/1/4/Down/1D4)
Atomic Drop (2/2/0/Standing/1D4)
Back Breaker Drop (1/2/0/Down/1D4)
Irish Whip (1/1/0/Running/1D4 turnbuckle 1D6 railing)
Hip Toss (1/1/2/Down/1D4)
Body Slam (2/2/0/Down/1D4)
Arm Wringer (1/1/0/Standing-Down/1D4)
Leg Sweep Kick (1/1/0 Down/1D4)
Enzuigiri (3/2/3/Down/1D4)
Dropkick (2/2/2/Down/1D4)
Forearm Smash (1/1/2/Standing/1D4)
Knife Hand Chop (2/1/0/Standing/1D4)
Running Bulldog (2/4/1/Down/1D6)
DDT (2/3/0/Down/1D6)
Fireman's Carry DDT (8/6/3/Down/1D10)
Inverted DDT to Knee (4/3/3/Down/1D8)
Underhook DDT (4/4/2/Down/1D8)
Back Suplex (2/2/0/Down/1D6)
German Suplex (4/3/2/Down/1D8)
Snap Suplex (2/2/2/Down/1D8)
Russian Legsweep (2/2/2/Down/1D4)
Neckbreaker (3/3/4/Down/1D6)
Piledriver (2/2/2/Down/1D6)
Running Group:
Bulldog Lariat (2/2/2/Down/1D4)
Spin Wheel Kick (2/2/4/Down/1D6)
Back Body Drop (1/2/0/Down/1D4)
Primary Finisher:
Fall From Heaven (12/16/2/Down/2D10)
Finisher Description: Tornado DDT
Secondary Finisher:
Everlasting Pain (10/6/1/Down/Drain: 2D10 - Dmg: 2D6)
Finisher Description: Sharpshooter Leg Lock
Attributes:
Strength: 17
Intelligence: 21
Endurance: 21
Charisma: 26
Agility: 17
Speed: 19
Move List:
Standing Group:
Skills:
Punch (1/1/0/Standing/1D4)
Kick (1/1/0/Standing/1D6)
Drop Toe Hold (1/1/3/Down/1D4)
Irish Whip (1/1/0/Running/1D4 turnbuckle 1D6 railing)
Hip Toss (1/1/0/Down/1D4)
Body Slam (2/2/0/Down/1D4)
Clothesline (1/2/0/Down/1D4)
Back Breaker Drop (1/2/0/Down/1D4)
Atomic Drop (2/2/0/Standing/1D4)
Arm Wringer (1/1/0/Standing Down +1/1D4)
Thrust Kick (1/1/0/Down/1D6)
Enzuigiri (3/2/0/Down/1D4)
Dropkick (2/2/0/Down/1D4)
Guillotine Face Driver (4/3/2/Down/1D6)
camera for some time. The gossip is that they have indeed
separated or maybe even divorced, whatever the facts are,
Krandor refuses to talk about it.
The sword he calls Excalibur never leaves his sight
and is often seen wielding the massive blade. Krandor
believes the sword links him to the powers of ancient times
and gets quite angry and agitated when someone else
touches the blade.
Class: Technical
Level: 10
Experience: 26,000
Age: 37
Height: 6ft 2in
Weight: 240 lbs
Hometown: Miami, FL
Wrestling Debut: September 15th 1987
Alignment: Face
Contract Type: Written
Contract Length: 5 Years
Contract Amount: $420,000 per Month.
Savings: $30,000,000
Titles Held:
- 1 x NEW World Champion
- 3 x NEW Television Champion
- 3 x NEW Tag Team Champions
Running Group:
Cross Body Block (2/2/0/Down/1D4)
Fallaway Slam (2/3/0/Down/1D6)
Running Clothesline (2/4/0/Down/1D6)
Spin Wheel Kick (2/2/0/Down/1D6)
Valet: Alexandra
Startup Heat: 17
Heat Generation: 22
Monthly Wage: 10%
Down Group:
Elbow Drop (1/1/0/Down/1D4)
Leg Drop (2/1/0/Down/1D4)
Ring Rope Leg Drop (2/2/0/Down/1D6)
Rope Choke (2/2/0/Down/1D6/Heel)
Boot Lace Eye Rake (2/1/0/Down/1D4/Heel)
Knee Drop Knee Breaker (2/1/0/Down/1D6)
Primary Finisher:
Knight's Victory (14/6/0/Down/Drain: 2D10 - Dmg: 2D6)
Finisher Description: Sharpshooter Leg Lock
Secondary Finisher:
Knight's Cross (16/12/3/Down/2D10)
Finisher Description: Crucifix Powerbomb
Theme Song: "Knightfall
Ring Entrance:
The lights dim and a pale blue light shines on the entrance
and "Knightfall" begins to play, after a few moments
Krandor walks out with his beautiful valet/wife Alexandra
who wears a skin-tight black leather outfit, Krandor wears a
black cape and wields a large sword in his right hand. He
walks down the aisle slowly and climbs into the ring. Once
inside the ring he walks to the center and raises the sword in
the air and the entrance explodes with pyrotechnics and the
lights come back on as the music fades while Krandor hands
Strike Bonus: +6
Submission Break: +5
Submission Use: +5
Angle Roll: +8
High Spots: +4
Evade: +4
Initiative: +2
Mic Work: +4
Second Wind: 2
Reversals: 9
Failure Modifier: -10
Quick Roll Bonus: 14
Skills:
Fast Healer
Microphone Work (12 Points)
Basic Angle Writer
Advanced Angle Writer
Acting Chops
Submission Resistant (16 Points)
Submission Master (15 Points)
Fine Tuning (3 Points)
Second Wind (6 Points)
Ring Technician (12 Points)
Trademark Finisher: Knight's Victory (9 Points)
Finisher Specialization: Knights Victory (9 Points)
Move List:
Standing Group:
Body Slam
Drop Toe Hold
Hip Toss
Irish Whip
Kick
Punch
Abdominal Stretch (S) (1/2/0/Down/E= 1D4 D= 1D4)
Arm Drag (1/1/0/Down/1D4)
Arm Wringer (1/1/0/Down/1D4)
Back Breaker Drop (1/2/0/Down/1D4)
Belly to Belly Suplex (3/3/0/Down/1D8)
Bulldog (1/2/0/Down/1D4)
Cobra Clutch Legsweep (4/3/1/Down/1D8)
Cradle Neck Breaker (4/3/0/Down/1D6)
DDT (2/3/0/Down/1D6)
Dropkick (2/2/0/Down/1D4)
European Uppercut (1/1/0/Down/1D4+1/M=1)
Fireman's Carry DDT (8/6/0/Down/1D10)
Fireman's Carry Gutbuster Drop (5/4/2/Down/1D6)
his sword and cape to Alexandra who steps out of the ring
with the items.
Attributes:
Strength: 17
Intelligence: 17
Endurance: 17
Charisma: 21
Agility: 25
Speed: 17
Class: All-Rounder
Level: 10
Experience: 28,000
Age: 35
Height: 6ft 6in
Weight: 260 lbs
Hometown: Nachiteous, LA
Wrestling Debut: January 19th 1992
Alignment: Tweener
Contract Type: Written
Contract Length: 5 Years
Contract Amount: $300,000 per Month
Savings: $10,830,000
Titles Held:
1 x NEW World Champion
3 x NEW Television Champion
4 x NEW Tag Team Champions
Down Group:
Leg Drop (2/1/0/Down/1D4)
Elbow Drop (1/1/0/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Ankle Lock (S) (2/2/0/Down/Drain = 1D6 Dmg =1D4)
Boston Crab (S) (3/3/0/Down/Drain=1D10 Dmg= 1D4)
Figure Four Leglock (S) (4/3/0/Down/Drain=1D10Dmg=1D4)
Sleeper Hold (S)(2/2/0/Down/Drain=1D6 Dmg =1D4)
Running Group:
Ring Entrance:
Before Lethalo comes out, the lights go out, Kryptonite by
3 Doors Down begins to play. The ring path glows yellow, at
the entranceway, amidst a yellow light, you see Lethalo's
shadow. He then proceeds down the aisle to the ring and
climbs in. Once in the ring, he looks around and puts one fist
in the air and the crowd erupts.
Attributes:
Strength: 21
Intelligence: 17
Endurance: 18
Charisma: 20
Agility: 21
Speed: 17
Ringside Group:
Plancha (5/4/0/Down/1D10)
Lethalo
Overness: 75
Health Points: 148
Endurance Points: 155
Damage Bonus: +8
Strike Bonus: +4
Submission Break: +3
Angle Roll: +5
High Spots: +3
- 86 -
Move List:
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/4/Down/1D4)
Hip Toss (1/1/2/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (1/1/0/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Arm Breaker (1/1/0/Down/1D4)
Belly to Back Cradle Suplex (3/3/1/Down/1D6)
Belly to Belly Brainbuster (8/8/3/Down/1D10)
Crucifix Powerbomb (8/6/7/Down/1D10)
Death Valley Driver (10/8/4/Down/1D10)
German Suplex (4/3/2/Down/1D8)
Implant DDT (5/5/3/Down/1D8)
Neck Breaker (3/3/4/Down/1D6)
Piledriver (2/2/2/Down/1D6)
Powerbomb (5/5/6/Down/1D10)
Russian Legsweep (2/2/2/Down/1D4)
Short Arm Clothesline (3/4/0/Down/1D6)
Spinebuster Slam (3/3/2/Down/1D8)
Underhook Face Driver (4/3/4/Down/1D6)
Down Group:
Leg Drop (2/1/2/Down/1D4)
Elbow Drop (1/1/1/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S)(3/3/2/Down/Drain=1D10 Dmg=1D4)
Knee Drop (1/1/0/Down/1D4)
Splash (1/1/0/Down/1D4)
Evade: +3
Initiative: +2
Mic Work: +3
No Sell: 5
Match Heat Bonus: +10
Reversals: 7
Failure Modifier: -6
Quick Roll Bonus: 17
Skills:
Running Group:
Fast Healer
Microphone Work (9 Points)
Natural Charisma
Basic Angle Writer
Acting Chops
Submission Resistant (9 Points)
Fine Tuning (3 Points)
The No Sell (12 Points)
The Heat Generator (7 Points)
Ring Technician (8 Points)
Finisher Specialization: Lethal Drop (9 Points)
Corner Group:
Corner 10 Punches (6/2/0/Corner/1D10)
Turnbuckle Crucifix Powerbomb (12/8/8/Down/1D10+2)
- 87 -
Jon Mourton
Attributes:
Strength: 21
Intelligence: 13
Endurance: 17
Charisma: 22
Agility: 17
Speed: 21
Class: Brawler
Level: 9
Experience: 20,820
Age: 27
Height: 6ft 5in
Weight: 270 lbs
Hometown: Gloucester, England
- 88 -
Down Group:
Running Group:
Back Body Drop (2/2/0/Down/1D4)
Running Clothesline (2/4/4/Down/1D6)
Skills:
Microphone Work (9 Points)
Natural Charisma
Basic Angle Writer
Acting Chops
Fine Tuning (3 Points)
Submission Resistant (12 Points)
Ring Technician (6 Points)
Finisher Specialization: The Liberal Limit (9 Points)
Trademarked Finisher: The Liberal Limit (9 Points)
Match Specialization: Hardcore Singles Match (3 Points)
Fast Healer
Corner Group:
Corner Spear (6/3/5/Down/1D10)
Ringside Group:
Barricade Throat Drop (5/3/3/Down/1D10)
Bear Hug Drive (5/3/3/Down/1D8)
Freight Train
This massive African man was brought into the wrestling
business by a manager who named him Freight Train and
called himself The Station Master. Freight Train wrestled for
several years under The Station Master's tutelage before
dropping his manager for mis-managing his money. Since
doing so, his career has skyrocketed and led to several title
wins and has defeated some pretty high profile names.
Intimidation is his mean weapon as it comes easy to him
thanks to his massive size. Amazing strength and the fact that
not many wrestlers have the power to lift him off his feet
make Freight Train one hell of a challenge.
Move List:
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/5/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (1/1/1/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Back Breaker Drop (1/2/0/Down/1D4)
Clothesline (1/2/0/Down/1D4)
DDT (2/3/0/Down/1D6)
Double Axe Handle Smash (2/1/1/Standing/1D4/M=1)
European Uppercut (C)(1/1/3/Standing/1D4 + 1/M=1)
Fireman's Carry Takedown (1/2/2/Down/1D4)
Heart Punch (2/2/3/Down/1D6)
Implant DDT (5/5/4/Down/1D8)
Piledriver (2/2/3/Down/1D6)
Powerslam (4/4/3/Down/1D8)
Short Arm Clothesline (3/4/1/Down/1D6)
Sidewalk Slam (3/3/4/Down/1D8)
Snap Suplex (2/2/3/Down/1D8)
Spear (4/3/5/Down/1D8)
Class: Powerhouse
Level: 7
Experience: 19,500
Age: 29
Height: 6ft 6in
Weight: 475 lbs
Hometown: Kaduna, Nigeria
Wrestling Debut: June 9th 1998
Alignment: Heel
Contract Type: Written
Contract Length: 3 Years
Contract Amount: $250,000 per Month
Savings: $10,000,000
Titles Held:
1 x NEW World Champion
- 89 -
Attributes:
Strength: 21
Intelligence: 15
Endurance: 20
Charisma: 18
Agility: 17
Speed: 18
Skills:
Referee Slack
Submission Resistant (9 Points)
The No Sell (9 Points)
Second Wind (6 Points)
Finisher Specialization: The End of the Line (12 Points)
Ring Technician (2 Points)
The Miraculous Kick-Out (9 Points)
Fast Healer
Move List:
Ring Entrance:
The sound of an Electric Train horn sounds for ten seconds
as through the curtains comes the Freight Train, the sound
changes to the sound of a train on tracks. A the top of the
ramp the Freight Train looks on at the crowd and 'roars'
before Unfinished Sympathy begins to play. The massive
man slowly makes his way down the aisle ignoring the fans,
he climbs into the ring using the steel steps and stands in the
middle of the ring roaring at the crowd until his music fades
out.
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/1D4 turnbuckle 1D6 Railing)
Kick (1/1/2/Standing/1D6)
Punch (1/1/1/Standing/1D4)
Airplane Spin Toss (1/2/1/Down/1D4)
Atomic Drop (2/2/2/Standing/1D4)
Back Breaker Rack (2/3/5/Down/Drain=1D8, Dmg=1D4)
- 90 -
Down Group:
Boot Lace Eye Rake (2/1/1/Down/1D4/Heel)
Stomp (1/1/0/Down/1D4)
Giant Swing (2/3/1/Down/1D4)
Groin Stomp (2/1/1/Down/1D8/Heel)
Splash (1/1/1/Down/1D4)
Knee Slam (2/1/1/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Leg Drop (2/1/4/Down/1D4)
Running Group:
Clothesline (2/2/1/Down/1D6)
Spear (6/3/6/Down/1D10)
Lance Freeman
Attributes:
Strength: 21
Intelligence: 15
Endurance: 21
Charisma: 17
Agility: 17
Speed: 16
Class: All-Rounder
Level: 7
Experience: 18,365
Age: 30
- 91 -
Mic Work: +2
Second Wind: 2
Reversals: 6
Failure Modifier: -5
Ladder Match Bonus: +20 Heat,+2 Damage,+2 Initiative
Quick Roll Bonus: 16
Skills:
Fast Learner
Microphone Work (6 Points)
Basic Angle Writer
Fine Tuning (4 Points)
Second Wind (6 Points)
Ring Technician (8 Points)
Finisher Specialization: The Freelancer (9 Points)
Trademarked Finisher: The Freelancer (3 Points)
Match Specialization: Ladder Match (6 Points)
Move List:
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/5/Down/1D4)
Hip Toss (1/1/3/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4,barricade- 1D6)
Kick (1/1/1/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Belly to Belly Brainbuster (8/8/4/Down/1D10)
Cradle Neck Breaker (4/3/5/Down/1D6)
Death Valley Driver (10/8/5/Down/1D10)
Elbow Smash (1/1/5/Standing/1D4/M=2)
Fireman's Carry DDT (8/6/4/Down/1D10)
Inverted DDT to Knee (4/3/4/Down/1D8)
Piledriver (2/2/3/Down/1D6)
Running Bulldog (2/4/2/Down/1D6)
Snap Suplex (2/2/3/Down/1D8)
Spinebuster Slam (3/3/3/Down/1D8)
Tilt-A-Whirl Backbreaker Drop (8/8/5/Down/1D10)
Turnbuckle Smash (2/3/3/Corner/1D6)
Running Group:
Fallaway Slam (2/3/4/Down/1D6)
Running Clothesline (2/4/4/Down/1D6)
Corner Group:
Corner 10 Punches (6/2/0/Corner/1D10)
Superplex (5/4/5/Down/1D10)
Turnbuckle Belly to Belly Suplex (8/8/5/Down/1D10)
Down Group:
Ringside Group:
Baseball Slide DDT (8/6/5/Down/1D8)
Barricade Throat Drop (5/3/3/Down/1D10)
- 92 -
The Prophet
Hometown: Detroit, MI
Wrestling Debut: April 4th 1995
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $70,000 per Month.
Savings: $500,000
Titles Held:
1 x NEW World Champion
1 x NEW TV Champion
1 x NEW Tag Team Champion
Primary Finisher: The Prophecy
(22/8/2/Down/2D10+6)
Finisher Description: Brainbuster Suplex
Theme Song: "A Prophecy" by Saviour Machine
Ring Entrance:
The lights dim down and a bright white light shines down
onto the ring, a blue glow fills the entrance and smoke
comes out from both sides. "A Prophecy" by Saviour
Machine starts to play and The Prophet walks out accompanied by three younger wrestlers who follow him close
behind as he makes his way down the aisle. The Prophet
holds up the worn leather-bound book in the air for the
fans to see before he hands it to one of his followers and
climbs into the ring using the steel ring steps.
Attributes
Strength: 22
Intelligence: 18
Endurance: 18
Charisma: 21
Agility: 17
Speed: 20
Class: Brawler
Level: 8
Experience: 18,900
Age: 33
Height: 6ft 4in
Weight: 252 lbs
- 93 -
Running Group:
Reversals: 6
Failure Modifier: -4
Quick Roll Bonus: 14
Corner Group:
Skills
Referee Slack
Microphone Work (9 Points)
Basic Angle Writer
Advanced Angle Writer
Submission Resistant (12 Points)
Second Wind (9 Points)
Ring Technician (4 Points)
Finisher Specialization: The Prophecy (9 Points)
Trademarked Finisher: The Prophecy (9 Points)
Ringside Group:
Bear Hug Drive (5/3/4/Down/1D8)
Exposed Piledriver (H) (5/3/5/Down/1D10 + 2)
Ring Post Head Smash (5/2/4/Down/1D8)
Move List
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6)
Kick (1/1/2/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Back Suplex (2/2/1/Down/1D6)
Bear Hug (S) (1/1/3/Down/Drain= 1D6 Dmg = 1D4)
DDT (2/3/1/Down/1D6)
Elbow Smash (1/1/6/Standing/1D4/M=1)
Eye Gouge (H) (2/1/1/Standing/1D4)
Falcon Arrow (4/5/8/Down/1D10)
Front Face Lock Drop (2/3/5/Down/1D6)
Full Nelson Slam (3/4/4/Down/1D8)
Low Blow (H) (2/1/4/Down/1D4)
Piledriver (2/2/4/Down/1D6)
Short Arm Back Elbow Smash (3/2/6/Down/1D4)
Shoulder Breaker (2/3/6/Down/1D8)
Side Slam (2/3/4/Down/1D6)
Vertical Suplex (2/2/3/Down/1D8)
Ian Hensley
He is most often referred to as the Crazy One by
most everyone who has met him. By looking at him from a
distance one would not be able to guess that this man's
elevator doesn't go all the way to the top if you know what I
mean. Although he isn't stupid and is actually quite intelligent
he tends to have conversations with himself and generally
acts extremely crazy. He enjoys getting hit in the head with all
manner of objects, which would explain his affinity for
Hardcore matches.
Class: All-Rounder
Level: 8
Experience: 21,000
Age: 28
Height: 6ft 1in
Weight: 240 lbs
Hometown: Honolulu, Hawaii
Wrestling Debut: September 28th 1998
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $75,000 per Month.
Savings: $1,000,000
Titles Held:
3 x NEW TV Champion
5 x NEW Hardcore Champion
1 x NEW Tag Team Champion
Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boot Lace Eye Rake (H) (2/1/1/Down/1D4)
Ring Rope Leg Drop (2/2/6/Down/1D6)
Rope Choke (H) (2/2/1/Down/1D6)
- 94 -
Attributes
Strength: 17
Intelligence: 14
Endurance: 20
Charisma: 21
Agility: 21
Speed: 20
Move List
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/5/Down/1D4)
Hip Toss (1/1/3/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/1/Standing/1D6/M=1)
Punch (C)(1/1/0/Standing/1D4/M=2)
Axe Kick (2/2/0/Down/1D4)
Back Drop Driver (2/2/0/Down/1D6)
DDT (2/3/0/Down/1D6)
Enzuigiri (3/2/4/Down/1D4)
Fisherman Buster (5/4/3/Down/1D10)
German Suplex (4/3/3/Down/1D8)
Guillotine Face Driver (4/3/7/Down/1D6)
Inverted Atomic Drop (2/2/1/Down/1D4)
Skills
Microphone Work (9 Points)
Natural Charisma
Basic Angle Writer
Acting Chops
High Flyer (12 points)
Submission Master (12 Points)
- 95 -
Down Group:
Leg Drop (2/1/3/Down/1D4)
Elbow Drop (1/1/2/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S) (3/3/3/Down/Drain=1D10Dmg = 1D4)
Knee Slam (2/1/0/Down/1D4)
Running Group:
Bulldog Lariat (2/2/3/Down/1D4)
Monkey Flip (3/3/6/Down/1D6)
Running Clothesline (2/4/4/Down/1D6)
Corner Group:
Corner 10 Punches (6/2/3/Down/1D10)
Corner Spear (5/4/5/Down/1D8)
Ringside Group:
Barricade Head Smash (5/2/3/Down/1D8)
Plancha (5/6/3/Down/1D10)
Titles Held:
1 x NEW World Champion
Frost
Class: Brawler
Level: 7
Experience: 17,150
Age: 25
Height: 6ft 3in
Weight: 285 lbs
Hometown: Glasgow, Scotland
Wrestling Debut: November 25th 1999
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $80,000 per Month
Savings: $2,100,000
chest, eyes alight with battle joy, Frost tigerishly makes his
way to the squared circle; ready and willing to take the world
down.
Attributes
Strength: 23
Intelligence: 12
Endurance: 14
Charisma: 19
Agility: 20
Speed: 21
Down Group:
Overness: 60
Health Points: 112
Endurance Points: 114
Damage Bonus: +5
Strike Bonus: +4
Angle Roll: +4
High Spots: +2
Evade: +2
Initiative: +3
No Sell: 2
Reversals: 6
Failure Modifier: -4
Quick Roll Bonus: 13
Running Group:
Running Clothesline (2/4/5/Down/1D6)
Corner Group:
Corner Splash (7/3/6/Down/1D8 + 2)
Corner Kick Fest (8/2/2/Down/1D6)
Skills
Microphone Work (3 Points)
Natural Charisma
Acting Chops
Fine Tuning (3 Points)
The No Sell (8 Points)
Ring Technician (6 Points)
Finisher Specialization: The Befallen (9 Points)
Trademarked Finisher: The Befallen (9 Points)
Reckless Warrior
Class: Brawler
Level: 8
Experience: 18,900
Age: 30
Height: 6ft 4in
Weight: 243 lbs
Hometown: Dallas, Texas
Wrestling Debut: April 20h 1996
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $50,000 per Month.
Savings: $1,600,000
Titles Held:
1 x NEW Hardcore Champion
4 x NEW Tag Team Champion
Move List
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/turnbuckle-1D4,barricade- 1D6)
Kick (C)(1/1/2/Standing/1D6/M=1)
Punch (C)(1/1/1/Standing/1D4/M=2)
Airplane Spin Toss (1/2/1/Down/1D4)
- 97 -
Skills
Move List
Standing Group:
Body Slam (2/1/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/2/Standing/1D6/M=1)
Punch (C)(1/1/1/Standing/1D4/M=2)
Belly to Back Powerbomb (8/4/9/Down/1D10 + 2)
Brainbuster Suplex (5/2/4/Down/1D10)
Clothesline (1/1/1/Down/1D4)
DDT (2/2/1/Down/1D6)
Elbow Smash (1/1/6/Down/1D4/M=2)
Flap Jack (2/2/7/Down/1D6)
Forearm Smash (C) (1/1/4/Standing/1D4/M=2)
Neck Breaker (3/2/6/Down/1D6)
Piledriver (2/1/4/Down/1D6)
Press Slam (3/3/4/Down/1D8)
Short Arm Big Boot (4/1/1/Down/1D6)
Spinebuster Slam (3/2/4/Down/1D8)
Turnbuckle Smash (2/2/4/Corner/1D6)
Attributes
Strength: 21
Intelligence: 14
Endurance: 20
Charisma: 22
Agility: 15
Speed: 17
Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)
Knee Drop Knee Breaker (2/1/1/Down/1D6)
Running Group:
Big Boot Kick (2/1/6/Down/1D6)
Bulldog Lariat (2/1/4/Down/1D4)
Running Clothesline (2/2/5/Down/1D6)
- 98 -
Corner Group:
Ringside Group:
Attributes
Strength: 17
Intelligence: 10
Endurance: 18
Charisma: 15
Agility: 17
Speed: 18
Joseph David
Class: All-Rounder
Level: 8
Experience: 20,500
Age: 30
Height: 6ft 4in
Weight: 235 lbs
Hometown: Las Vegas, Nevada
Wrestling Debut: September 12th 1998
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $40,000 per Month.
Savings: $1,000,000
Titles Held:
2 x NEW Hardcore Champion
Skills
Referee Slack
Microphone Work (6 Points)
Acting Chops
Fine Tuning (12 Points)
The Miraculous Kick-Out (9 Points)
Ring Technician (8 Points)
Finisher Specialization: The Leviathan (9 Points)
Trademarked Finisher: The Leviathan (9 Points)
The No Sell (9 Points)
Move List
Standing Group:
Physical Description:
He has a decent physical build, nothing too spectacular but
he's no slouch either. His hair is short, dyed red and spiked
Down Group:
Physical Description:
His ring attire consists of plain black leather boots with black
and gray wrestling tights and a black and grey wrestling mask
covers his face.
Running Group:
Fallaway Slam (2/3/4/Down/1D6)
Running Clothesline (2/4/4/Down/1D6)
Attributes
Strength: 13
Intelligence: 15
Endurance: 15
Charisma: 14
Agility: 22
Speed: 20
Corner Group:
Corner 10 Punches (6/2/0/Down/1D10)
Corner Kick Fest (8/2/1/Down/1D6)
Turnbuckle Crucifix Powerbomb (12/8/9/Down/1D10 + 2)
Wraith
Class: High Flyer
Level: 7
Experience: 18,500
Age: 24
Height: 5ft 10in
Weight: 205 lbs
Hometown: Denver, CO
Wrestling Debut: November 22nd 2001
Alignment: Tweener
Skills
Fast Healer
Acting Chops
High Flyer (16 Points)
Fine Tuning (6 Points)
Second Wind (6 Points)
Finisher Specialization: Ghost Flight (12 Points)
Ring Technician (4 Points)
Referee Slack
Corner Group:
Frankensteiner (6/4/7/Down/1D8)
Ringside Group:
Plancha (5/4/7/Down/1D10)
Springboard Dropkick (5/4/7/Down/1D8)
Springboard Somersault Senton (7/5/9/Down/1D10)
Move List
Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Arm Drag (1/1/1/Down/1D4)
DDT (2/3/2/Down/1D6)
Dropkick (2/2/5/Down/1D4)
Fisherman Suplex (5/4/5/Down/1D10)
German Suplex (4/3/5/Down/1D8)
Hurricanrana (3/3/8/Down/1D6)
Inverted DDT (4/3/5/Down/1D6)
Legsweep Kick (1/1/2/Down/1D4)
Palm Thrust (C)(1/1/2/Down/1D4/M=2)
Running Bulldog (2/4/4/Down/1D6)
Swinging Bulldog (3/4/4/Down/1D6)
Down Group:
Leg Drop (2/1/5/Down/1D4)
Elbow Drop (1/1/4/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Knee Drop (1/1/2/Down/1D4)
Texas Cloverleaf (S) (4/3/6/Down/Drain=1D10Dmg=1D6)
Running Group:
Cross Body Block (2/2/2/Down/1D4)
Flying Axe Kick (3/2/5/Down/1D6)
Monkey Flip (3/3/8/Down/1D6)
Specter
Class: Technical
Level: 7
Experience: 18,200
Age: 29
Height: 6ft 1in
Weight: 248 lbs
Hometown: Los Angeles, CA
Wrestling Debut: June 3rd 1998
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,500 per Month.
Savings: $200,000
Titles Held: None
Primary Finisher: Wild Touch (14/12/2/Down/2D10+4)
Finisher Description: Underhook Powerbomb
Theme Song: "Wrong Way" by Sublime
Ring Entrance:
Wrong Way by Sublime begins to play across the arena as
Specter steps out from the back and makes his way down the
aisle slapping the hands of the fans as he goes. He slips into
the ring under the bottom rope and jumps to his feet as the
music fades out.
Physical Description:
He has short brown hair that is neatly coiffed. His ring attire
is quite simple, consisting of black leather wrestling boots
and a solid black singlet.
- 101 -
Attributes
Strength: 20
Intelligence: 19
Endurance: 19
Charisma: 11
Agility: 15
Speed: 16
Down Group:
Leg Drop (2/1/2/Down/1D4)
Elbow Drop (1/1/1/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Ankle Lock (S) (2/2/2/Down/Drain=1D6Dmg=1D4)
Boston Crab (S) (3/3/2/Down/Drain=1D10Dmg=1D4)
Figure Four Leg Lock (S)
(4/3/0/Down/Drain=1D10Dmg=1D4)
Knee Drop Knee Breaker (2/1/0/Down/1D6)
Running Group:
Fallaway Slam (2/3/4/Down/1D6)
Lou Thesz Press (5/3/3/Down/1D6)
Skills
Basic Angle Writer
Advanced Angle Writer
Acting Chops
Submission Resistant (6 Points)
Submission Master (6 Points)
Fine Tuning (3 Points)
Finisher Specialization: Wild Touch (6 Points)
Ring Technician (2 Points)
Fast Healer
Move List
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/4/Down/1D4)
Hip Toss (1/1/2/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/0/Standing/1D6/M=1)
Punch (C)(1/1/0/Standing/1D4/M=2)
Atomic Drop (2/2/0/Down/1D4)
Belly to Back Cradle Suplex (3/3/1/Down/1D6)
Belly to Belly Brainbuster (8/8/3/Down/1D10)
Cobra Clutch Slam (4/4/5/Down/1D8)
DDT (2/3/5/Down/1D6)
Death Valley Driver (10/8/4/Down/1D10)
Corner Group:
Turnbuckle Belly to Belly Suplex (8/8/4/Down/1D10)
Ringside Group:
Barricade Head Smash (5/2/2/Down/1D8)
Bear Hug Drive (5/3/2/Down/1D8)
Lock-Down
Class: High Flyer
Level: 7
Experience: 18,000
Age: 29
Height: 6ft 0in
Weight: 215 lbs
Hometown: Seattle, WA
Wrestling Debut: June 3rd 1998
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $8,000 per Month
Savings: $76,000
- 102 -
Titles Held:
3 x NEW Hardcore Champion
Primary Finisher: The End (18/8/4/Down/2D10+4)
Finisher Description: 3/4 Facelock Bulldog
Theme Song: "Maria" by Rage Against The Machine
Ring Entrance:
The lights in the arena go off, Maria by Rage Agains The
Machine begins to playm, suddenly brilliant white
pyrotechnics light up the entranceway and a searchlight goes
through the arena. Lock-Down walks out and makes his way
down the aisle, climbing into the ring using the steel ring
steps.
Physical Description:
Long brown hair that falls just below his shoulder blades, his
ring attire is made up of white leather wrestling boots and
black wrestling tights with a graphic of a piece of barb wire
snaking around the right leg all the way up and circling the
waist.
Attributes
Strength: 18
Intelligence: 10
Endurance: 14
Charisma: 12
Agility: 22
Speed: 22
Move List
Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Arm Drag (1/1/1/Down/1D4)
Arm Wringer (1/1/2/Standing/1D4)
Back Breaker Drop (1/2/2/Down/1D4)
DDT (2/3/2/Down/1D6)
Dropkick (2/2/5/Down/1D4)
Enzuigiri (3/2/6/Down/1D4)
Eye Gouge (H) (2/1/2/Down/1D4)
German Suplex (4/3/5/Down/1D8)
Hurricanrana (3/3/8/Down/1D6)
Roundhouse Kick (1/1/2/Down/1D6)
Sidewalk Slam (3/3/6/Down/1D8)
Snap Suplex (2/2/5/Down/1D8)
Underhook Face Driver (4/3/7/Down/1D6)
Down Group:
Leg Drop (2/1/5/Down/1D4)
Elbow Drop (1/1/4/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Armbar (1/1/5/Down/Drain = 1D4 Damage 1D4)
Groin Stomp (H) (2/1/2/Down/1D8)
Running Group:
Dragon Screw (3/2/7/Down/1D4)
Spin Wheel Kick (2/2/7/Down/1D6)
Skills
Microphone Skill (6 Points)
Acting Chops
Blockbuster (8/5/9/Down/1D10)
High Angle Senton Bomb (10/5/10/Down/1D10)
Missile Dropkick (3/3/7/Down/1D6)
Top Rope Hurricanrana (6/5/9/Down/1D10)
Tornado DDT (8/6/7/Down/1D10)
- 103 -
Damage Bonus: +5
Strike Bonus: +1
Angle Roll: +2
High Spot Bonus: +1
Evade: +1
Initiative: +2
No Sell: 2
Reversals: 5
Failure Modifier: -2
Quick Roll Bonus: 11
Class: Brawler
Level: 6
Experience: 14,000
Age: 33
Height: 6ft 6in
Weight: 330 lbs
Hometown: New York, NY
Wrestling Debut: July 18th 1997
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month.
Savings: $200,000
Titles Held:
1 x NEW Hardcore Champion
Skills
Referee Slack
Basic Angle Writer
The No Sell (6 Points)
Finisher Specialization: Screwdriver (6 Points)
Trademarked Finisher: Screwdriver (4 Points)
The Heat Generator (6 Points)
Ring Technician (2 Points)
Attributes
Strength: 23
Intelligence: 16
Endurance: 20
Charisma: 15
Agility: 16
Speed: 18
Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Bear Hug (S) (1/1/5/Down/Drain = 1D6 Dmg = 1D4)
Belly To Belly Suplex (3/3/5/Down/1D8)
Bite (H) (2/1/1/Down/1D4)
Death Valley Driver (10/8/8/Down/1D10)
Double Axe Handle Smash (2/1/4/Down/1D4/M=2)
Elbow Smash (C)(1/1/8/Down/1D4/M=2)
3/4 Face Lock Bulldog (5/4/7/Down/1D10)
Flap Jack (2/3/9/Down/1D6)
Inverted Powerslam (5/4/6/Down/1D8)
Low Blow (H) (2/1/6/Down/1D4)
Piledriver (2/2/6/Down/1D6)
Short Arm Clothesline (3/4/4/Down/1D6)
Side Slam (2/3/6/Down/1D6)
Spear (4/3/8/Down/1D8)
Underhook DDT (4/4/6/Down/1D8)
Down Group:
Leg Drop (2/1/6/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)
Fist Drop (1/1/6/Down/1D4)
- 104 -
Attributes
Strength: 19
Intelligence: 17
Endurance: 17
Charisma: 18
Agility: 20
Speed: 17
Running Group:
Running Clothesline (2/4/7/Down/1D6)
Spear (6/3/8/Down/1D10)
Skills
Natural Charisma
Microphone Work (9 Points)
Acting Chops
Skillful Execution
High Flyer (15 Points)
Trademarked Finisher: The Idol Kick (15 Points)
The Heat Generator (12 Points)
Move List
Ring Entrance:
As Role Model by Eminem begins to play across the arena,
The Role Model steps out and makes his way down the aisle
towards the ring, slapping the hands of the fans on the way.
He slides into the ring underneath the bottom rope as his
music fades out.
Physical Description:
Short brown hair and clean shaven, he has a decent physique
for a High Flyer and his ring attire consists of yellow and
black wrestling tights along with a pair of black leather
wrestling boots.
Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Axe Kick (2/2/2/Down/1D4)
DDT (2/3/2/Down/1D6)
Dropkick (2/2/5/Down/1D4)
Face Driver (4/3/7/Down/1D6)
Hurricanrana (3/3/8/Down/1D6)
Jawbreaker (2/2/6/Down/1D6)
Legsweep Kick (1/1/2/Down/1D4)
- 105 -
Down Group:
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month.
Savings: $90,000
Titles Held: None
Running Group:
Ring Entrance:
As Memory Remains by Metallica begins to play, Rickson
Rain steps out from behind the curtain and stops in front of
the entrance way, he raises his index finger in the air as the
crowd boos loudly, he then walks to the ring taunting and
insulting the fans along the way. Once he gets to the ring he
climbs up on the apron, raises the top rope and steps into th
ring between the top and middle ropes and waits in the ring
for his opponent as his music fades out.
Corner Group:
Corner Spear (5/4/7/Down/1D8)
Ringside Group:
Springboard Flying Head Scissors (8/6/9/Down/1D10)
Springboard Leg Drop (6/4/8/Down/1D8)
Physical Description:
Rickson Rain possesses an impressive well chiseled physique,
he has shoulder length blonde hair and blue eyes. His ring
attire is composed of simple black wrestling trunks with
black elbow pads and black leather wrestling boots.
Attributes
Strength: 21
Intelligence: 12
Endurance: 16
Charisma: 18
Agility: 19
Speed: 20
Overness: 50
Health Points: 79
Endurance Points: 67
Damage Bonus: +5
Strike Bonus: +6
Angle Roll: +4
Mic Work: +3
High Spots: +2
Evade: +2
Initiative: +2
Reversals: 4
Failure Modifier: -3
Quick Roll Bonus: 11
- 106 -
Skills
Natural Charisma
Acting Chops
Microphone Work (9 Points)
Finisher Specialization: The Prospector (21 Points)
Trademarked Finisher: The Prospector (6 Points)
Skillful Execution
The Specialist
Ring Technician (12 Points)
Move List
Standing Group:
Body Slam (2/1/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Brainbuster Suplex (5/2/5/Down/1D10)
DDT (2/2/2/Down/1D6)
Fireman's Carry Face Breaker (6/2/9/Down/1D8)
German Suplex (4/2/5/Down/1D8)
Low Blow (H) (2/1/5/Down/1D4)
Olympic Slam (10/3/6/Down/1D8)
Piledriver (2/1/5/Down/1D6)
Short Arm Back Elbow Smash (3/1/7/Down/1D4)
Underhook DDT (4/2/5/Down/1D8)
Vertical Suplex (2/1/4/Down/1D8)
Attributes
Down Group:
Leg Drop (2/1/5/Down/1D4)
Elbow Drop (1/1/4/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Groin Stomp (H) (2/1/2/Down/1D8)
Hamstring Pull (S) (2/2/4/Down/Drain=1D6Dmg=1D4)
Running Group:
Flying Shoulder Tackle (2/2/6/Down/1D6)
Running Clothesline (2/2/6/Down/1D6)
Corner Group:
Corner Clothesline (5/1/7/Corner/1D6 + 2)
Superplex (5/2/7/Down/1D10)
Strength: 11
Intelligence: 16
Endurance: 23
Charisma: 16
Agility: 16
Speed: 18
- 107 -
Skills
Referee Slack
Submission Resistant (9 Points)
Submission Master (6 Points)
Finisher Specialization: Old El Paso Drop (9 Points)
Trademarked Finisher: Old El Paso Drop (9 Points)
Ring Technician (4 Points)
Acting Chops
Move List
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/2/Standing/1D6/M=1)
Punch (C)(1/1/1/Standing/1D4/M=2)
Arm Breaker (1/1/1/Down/1D4)
Back Breaker Drop (1/2/1/Down/1D4)
DDT (2/3/1/Down/1D6)
Dropkick (2/2/4/Down/1D4)
European Uppercut (C) (1/1/4/Standing/1D4/M=1)
Fisherman Buster (5/4/4/Down/1D10)
German Suplex (4/3/4/Down/1D8)
Inverted DDT (4/3/4/Down/1D6)
Legsweep Kick (1/1/1/Down/1D4)
Neck Breaker (3/3/6/Down/1D6)
Piledriver (2/2/4/Down/1D6)
Running Bulldog (2/3/4/Down/1D6)
Sidewalk Slam (3/3/5/Down/1D8)
Spinning Boot Scrape (H) (2/1/0/Down/1D4)
Corner Group:
Corner Foot Choke (3/2/0/Down/1D6)
Frankensteiner (6/4/6/Down/1D8)
Superplex (5/4/6/Down/1D10)
Ricky Hernandez
Class: High Flyer
Level: 5
Experience: 13,000
Age: 25
Height: 5ft 9in
Weight: 190 lbs
Hometown: Santander Jiminez
Wrestling Debut: January 16th 1999
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month
Savings: $70,000
Titles Held:
3 x NEW Tag Team Champion
Primary Finisher: The Mexican Twister
(16/12/6/Down/2D10+4)
Finisher Description: Tornado DDT
Theme Song: La Rispa by Mexican Mariachi Band
Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Achilles Tendon Hold (S)
(2/2/4/Down/Drain=1D6Dmg=1D4)
Figure Four Leg Lock (S)
(4/3/2/Down/Drain=1D10Dmg=1D4)
Texas Clover Leaf (S)
(4/3/5/Down/Drain=1D10Dmg=1D6)
Running Group:
Back Body Drop (2/2/1/Down/1D4)
Running Clothesline (2/4/5/Down/1D6)
Ring Entrance:
The music gets louder and louder as the lights get lower and
lower. An orange spotlight rests on the entrance way. There
is a few seconds delay before the orange light flashes
between red, yellow and orange. Ricky jumps out through the
curtain and jumps around dancing to the music as he makes
his way down the aisle. He jumps up on the apron then
effortlessly jumps over the top rope landing in the ring and
begins to dance to the music in the ring until it fades out.
Physical Description:
Mexican tanned skin color with short black hair. His
wrestling attire consists of Red wrestling tights and white
leather wrestling boots. During his entrance he wears a very
large Sombrero.
- 108 -
Attributes
Down Group:
Leg Drop (2/1/6/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)
Boot Lace Eye Rake (H) (2/1/3/Down/1D4)
Camel Clutch (S)
(3/2/6/Down/Drain=1D8 +2Dmg=1D4)
Knee Drop (1/1/3/Down/1D4)
Strength: 18
Intelligence: 16
Endurance: 20
Charisma: 18
Agility: 22
Speed: 22
Running Group:
Flying Headscissors (4/3/10/Down/1D6)
Spin Wheel Kick (2/2/8/Down/1D6)
Corner Group:
Skills
Referee Slack
High Flyer (10 Points)
Finisher Specialization: The Mexican Twister (6 Points)
The Heat Generator (6 Points)
Fine Tuning (3 Points)
Acting Chops
Frankensteiner (6/4/8/Down/1D8)
Ringside Group:
Springboard DDT (10/10/11/Down/1D10+2)
Springboard Dropkick (5/4/8/Down/1D8)
Springboard Legdrop (6/4/9/Down/1D8)
Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
DDT (2/3/3/Down/1D6)
Dropkick (2/2/6/Down/1D4)
Enzuigiri (3/2/7/Down/1D4)
Guillotine Face Driver (4/3/10/Down/1D6)
Hurricanrana (3/3/9/Down/1D6)
Inverted Atomic Drop (2/2/4/Down/1D4)
Neck Breaker (3/3/8/Down/1D6)
Northern Lights Bomb (4/4/9/Down/1D8)
Vertical Suplex (2/2/5/Down/1D8)
The Prodigy
Class: High Flyer
Level: 5
Experience: 13,000
Age: 28
Height: 6ft 0in
Weight: 225 lbs
Hometown: Pittsburgh, PA
Wrestling Debut: March 16th 1997
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month
Savings: $100,000
- 109 -
Acting Chops
Natural Charisma
High Flyer (8 Points)
Finisher Specialization: Stars And Stripes (9 Points)
Ring Technician (4 Points)
Titles Held:
2 x NEW Tag Team Champion
2 x NEW Hardcore Champion
Primary Finisher: Stars And Stripes
(20/10/8/Down/2D10+6)
Finisher Description: High-Angle Senton Bomb
Move List
Standing Group:
Ring Entrance:
Of Wolf and Man by Metallica starts up and The Prodigy
calmly comes out from the back and makes his way down the
ring mostly ignoring the fans, but if he sees someone wearing his merchandise he'll slap their hand or give them an
autograph. When he gets to the ring he slides in under the
bottom rope and jumps to his feet as the music fades out.
Physical Description:
He has long shoulder length blonde hair and piercing blue
eyes with a clean shaven face. His wrestling attire is made up
of a pair of black wrestling boots and dark green or white
cargo pants, a set of black elbow pads rounds out the attire.
Attributes
Strength: 17
Intelligence: 17
Endurance: 14
Charisma: 21
Agility: 21
Speed: 24
Down Group:
Running Group:
Dragon Screw (3/2/8/Down/1D4)
Flying Head Scissors (4/3/10/Down/1D6)
Corner Group:
Corner Kick Fest (8/2/4/Down/1D6)
Frankensteiner (6/4/8/Down/1D8)
Ringside Group:
Agility: 17
Speed: 17
Lord Nikon
Class: All-Rounder
Level: 5
Experience: 13,000
Age: 34
Height: 6ft 0in
Weight: 260 lbs
Hometown: Mississauga, Ontario
Wrestling Debut: January 24th 1991
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month.
Savings: $110,000
Titles Held:
2 x NEW Tag Team Champion
Skills
Fine Tuning (3 Points)
Submission Resistant (9 Points)
Finisher Specialization: The Nikon Plant (9 Points)
The No Sell (9 Points)
Ring Technician (6 Points)
Acting Chops
Move List
Attributes
Strength: 17
Intelligence: 13
Endurance: 16
Charisma: 15
Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Back Breaker Rack (S)
(2/3/6/Down/Drain=1D8 Dmg=1D4)
Belly To Back Cradle Suplex (3/3/4/Down/1D6)
DDT (2/3/2/Down/1D6)
Elbow Smash (C) (1/1/7/Standing/1D4/M=2)
Fireman's Carry Gutbuster Drop (5/4/9/Down/1D6)
German Suplex (4/3/5/Down/1D8)
Inverted DDT (4/3/5/Down/1D6)
Neck Breaker (3/3/7/Down/1D6)
Piledriver (2/2/5/Down/1D6)
Powerbomb (5/5/9/Down/1D10)
Russian Legsweep (2/2/5/Down/1D4)
Sidewalk Slam (3/3/6/Down/1D8)
Tilt-A-Whirl Powerslam (6/8/8/Down/1D10)
- 111 -
Down Group:
Physical Description:
He is a trim, broad-shouldered youngster with close-cut dark
hair and flashing dark eyes. He doesn't have the sheer bulk of
most wrestlers but possesses enough strength to get the job
done. He has a tattoo on his left shoulder of a phoenix
wreathed in flames. His wrestling gear is made up of a traditional black singlet, with black leather wrestling boots and
black knee pads.
Running Group:
Attributes
Strength: 12
Intelligence: 14
Endurance: 15
Charisma: 12
Agility: 19
Speed: 21
Corner Group:
Corner 10 Punches (6/2/2/Corner/1D10)
Corner Kick Fest (8/2/3/Down/1D6)
Skills
Microphone Work (6 Points)
Basic Angle Writer
Second Wind (6 Points)
Finisher Specialization: Rolling Thunder (9 Points)
Trademarked Finisher: Rolling Thunder (6 Points)
Ring Technician (6 Points)
Submission Resistant (3 Points)
Move List
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
- 112 -
Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S) (3/3/4/Down/Drain=1D10Dmg=1D4)
Figure Four Leg Lock (S)
(4/3/2/Down/Drain=1D10Dmg=1D4)
Knee Slam (2/1/1/Down/1D4)
Running Group:
Cross Body Block (2/2/1/Down/1D4)
Monkey Flip (3/3/7/Down/1D6)
Corner Group:
Corner 10 Punches (6/2/1/Corner/1D10)
Superplex (5/4/6/Down/1D10)
Ringside Group:
Plancha (5/4/6/Down/1D10)
Attributes:
Strength: 20
Intelligence: 17
Endurance: 19
Charisma: 14
Agility: 16
Speed: 21
Endurance Points: 94
Damage Bonus: +4
Strike Bonus: +3
Angle Roll: +2
High Spots: +1
Evade: +1
Initiative: +3
No Sell: 3
Reversals: 4
Failure Modifier: -3
Quick Roll Bonus: 9
Running Group:
Big Boot Kick (2/1/7/Down/1D6)
Running Clothesline (2/4/6/Down/1D6)
Corner Group:
Corner Splash (7/3/7/Down/1D8 + 2)
Skills
Referee Slack
Basic Angle Writer
Fine Tuning (3 Points)
The No Sell (12 Points)
Finisher Specialization: Legend Killer (9 Points)
Ring Technician (6 Points)
Ringside Group:
Barricade Throat Drop (5/3/5/Down/1D10)
Bear Hug Drive (5/3/5/Down/1D8)
Ring Post Head Smash (5/2/5/Down/1D8)
Move List
Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Airplane Spin Toss (1/2/2/Down/1D4)
Atomic Throw (3/4/5/Down/1D4)
Belly to Belly Suplex (3/3/4/Down/1D8)
Choke Slam (3/3/4/Down/1D6)
DDT (2/3/2/Down/1D6)
Double Axe Handle Smash (C)
(2/1/3/Standing/1D4/M=1)
Flap Jack (2/3/8/Down/1D6)
Full Nelson Slam (3/4/5/Down/1D8)
Powerslam (4/4/5/Down/1D8)
Press Slam (3/5/5/Down/1D8)
Short Arm Clothesline (3/4/3/Down/1D6)
Side Slam (2/3/5/Down/1D6)
Spinebuster Slam (3/3/5/Down/1D8)
Turnbuckle Smash (2/3/5/Corner/1D6)
Down Group:
Leg Drop (2/1/5/Down/1D4)
Elbow Drop (1/1/4/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)
Marc Flackett
Class: All-Rounder
Level: 4
Experience: 9,500
Age: 23
Height: 5ft 11in
Weight: 227 lbs
Hometown: Loughland City, Canada
Wrestling Debut: April 24th 2002
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $5,000 per Month.
Savings: $40,000
Titles Held: None
Primary Finisher: Weapon X (12/8/7/Down/2D8+4)
Finisher Description: Northern Lights Bomb
Theme Song: "Wake Up" by Rage Against the Machine
Ring Entrance:
Wake Up by Rage Against the Machine begins to play
across the arena as Marc Flackett makes his way out from the
back. He takes his time as he walks down the aisle insulting
and laughing at the fans as he goes. Once he gets to the ring
he slides in under the bottom rope as his music fades out.
- 114 -
Physical Description:
He has black hair styled in a mullet with long sideburns, a
slightly hairy chest and has a decent physique...nothing
spectacular. His ring attire consists of black elbow pads,
black wrist and hand tape. White wrestling trunks with black
knee pads and plain white wrestling boots.
Attributes
Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S) (3/3/6/Down/Drain=1D10Dmg= 1D4)
Cobra Clutch (S) (2/2/4/Down/Drain = 1D8Dmg=1D4)
Groin Stomp (H) (2/1/3/Down/1D8)
Strength: 14
Intelligence: 18
Endurance: 20
Charisma: 16
Agility: 15
Speed: 16
Running Group:
Fallaway Slam (2/3/7/Down/1D6)
Spin Wheel Kick (2/2/8/Down/1D6)
Corner Group:
Corner Running Knee Strike (5/2/4/Down/1D8)
Superplex (5/8/4/Down/1D10)
Skills
Fine Tuning (3 Points)
Second Wind (3 Points)
Finisher Specialization: Weapon X (6 Points)
Trademarked Finisher: Weapon X (3 Points)
Ring Technician (8 Points)
Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Arm Drag (1/1/2/Down/1D4)
Back Breaker Drop (1/1/3/Down/1D4)
Ringside Group:
Barricade Throat Drop (5/3/6/Standing/1D10)
Baseball Slide DDT (8/6/8/Down/1D8)
Exposed Piledriver (H) (5/3/7/Down/1D10 + 2)
- 115 -
Second Wind: 1
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 8
Skills
Attributes
Strength: 22
Intelligence: 12
Endurance: 19
Charisma: 13
Agility: 18
Speed: 15
Natural Charisma
The No Sell (6 Points)
Second Wind (4 Points)
Skillful Execution
Finisher Specialization: Novocaine (9 Points)
Ring Technician (6 Points)
Basic Angle Writer
Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Crucifix Powerbomb (8/6/11/Down/1D10)
Fireman's Carry DDT (8/6/7/Down/1D10)
German Suplex (4/3/6/Down/1D8)
Inverted DDT to Knee (4/3/7/Down/1D8)
Inverted Powerslam (5/4/6/Down/1D8)
Olympic Slam (10/5/7/Down/1D8)
Pumphandle Backbreaker (5/5/6/Down/1D8)
Release German Suplex (5/3/6/Down/1D8)
Underhook Powerbomb (7/6/8/Down/1D10)
Down Group:
Running Group:
Big Boot Kick (2/1/8/Down/1D6)
Running Clothesline (2/4/7/Down/1D6)
- 116 -
Corner Group:
Endurance: 12
Charisma: 20
Agility: 18
Speed: 17
Skills
Acting Chops
Natural Charisma
High Flyer (12 Points)
Trademarked Finisher: The Impossible (9 Points)
Ring Technician (2 Points)
Move List
Attributes
Strength: 13
Intelligence: 12
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Arm Drag (1/1/2/Down/1D4)
Body Scissors Body Press (2/3/4/Down/1D4)
DDT (2/3/3/Down/1D6)
Dropkick (2/2/6/Down/1D4)
Enzuigiri (3/2/7/Down/1D4)
Hurricanrana (3/3/9/Down/1D6)
Inverted Side Headlock Swinging Bulldog
(6/4/7/Down/1D6)
Piledriver (2/2/6/Down/1D6)
Down Group:
Leg Drop (2/1/6/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
- 117 -
Stomp (C)(1/1/0/Down/1D4/M=2)
Achilles Tendon Hold (S)
(2/2/6/Down/Drain=1D6Dmg=1D4)
Running Group:
Flying Head Scissors (4/3/10/Down/1D6)
Spin Wheel Kick (2/2/8/Down/1D6)
nothing at all.
Physical Description:
Scorpion wears torn denim shorts or leather trousers to the
ring in various colors, he also wears various T-Shirts of all
styles and colors all with satanic or Gothic designs on them.
He wears plain black wrestling boots, and pads and his body
is covered in tattoos, most noticeably the huge Scorpion on
his back. His face and body are scarred from many hardcore
and violent matches, his hair is long wet and scraggy looking
and varies in color.
Attributes
Strength: 18
Intelligence: 15
Endurance: 20
Charisma: 13
Agility: 15
Speed: 13
Scorpion
Class: All-Rounder
Level: 3
Experience: 7,000
Age: 25
Height: 6ft 4in
Weight: 242 lbs
Hometown: Boston, Massachusetts
Wrestling Debut: February 20th 2003
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $6,800 per Month.
Savings: $22,400
Titles Held:
2 x NEW Hardcore Champion
Skills
Referee Slack
Fine Tuning (4 Points)
Finisher Specialization: Scorpion Sting (6 Points)
Die-Hard Following (2 Points)
Move List
Ring Entrance:
I, Zombie by White Zombie begins to play across the
arena, grey smoke floats out from under the backstage
curtain filling the entranceway area. Scorpion slowly steps
through the curtain and stands at the entranceway as the
crowd boos loudly. He slowly wanders down to the ring
ignoring the chants of hatred and the many objects thrown
at him. As he reaches the ring he stares at it in an almost
mark of respect before rolling under the bottom rope and
crawling towards a corner where he slouches staring at
Standing Group:
Body Slam (4/2/3/Down/1D4)
Drop Toe Hold (3/1/8/Down/1D4)
Hip Toss (3/1/6/Down/1D4)
Irish Whip (3/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(3/1/4/Standing/1D6/M=1)
Punch (C)(3/1/3/Standing/1D4/M=2)
Belly to Belly Overhead Suplex (7/4/6/Down/1D10)
Brainbuster Suplex (7/4/6/Down/1D10)
DDT (4/3/3/Down/1D6)
- 118 -
Ring Entrance:
The lights dim in the arena and the thunder explodes loudly
throughout the arena as the theme song "Lords of Thunder"
starts up. Blue Bolt walks out and stands at the entrance for
a few seconds as he looks around at the fans. He raises his
arms in the air and pyro goes off at all four corners of the
ring. He then sprints down the aisle and slides into the ring
as the arena lights return to normal.
Down Group:
Physical Description:
He has a very well defined and imposing physique, he has
short blond hair and blue eyes. His wrestling attire is
composed of black wrestling tights with a blue stripe down
the middle of each leg and plain black wrestling boots.
Attributes
Running Group:
Cross Body Block (4/2/3/Down/1D4)
Running Face Lock Bulldog (8/5/8/Down/1D10)
Corner Group:
Strength: 22
Intelligence: 13
Endurance: 18
Charisma: 14
Agility: 22
Speed: 18
Blue Bolt
Class: All-Rounder
Level: 3
Experience: 7,000
Age: 28
Height: 6ft 5in
Weight: 265 lbs
Hometown: The Heavens
Wrestling Debut: March 20th 1996
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $5,000 per Month.
Savings: $20,000
Titles Held:
1 x NEW Tag Team Champion
Primary Finisher: Lightning Bolt
(14/14/10/Down/2D10 +4)
Finisher Description: Running Powerbomb
Theme Song: "Lords Of Thunder
Skills
Fine Tuning (3 Points)
Finisher Specialization: Lightning Bolt (3 Points)
Ring Technician (4 Points)
Basic Angle Writer
Match Specialization: Tag Team (3 Points)
Microphone Work (2 Points)
- 119 -
Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Atomic Throw (3/4/6/Down/1D4)
Clothesline (1/2/3/Down/1D4)
Death Valley Driver (10/8/8/Down/1D10)
Front Face Lock Drop (2/3/7/Down/1D6)
Guillotine Face Driver (4/3/10/Down/1D6)
Implant DDT (5/5/7/Down/1D8)
Knife Hand Chop (C)(2/1/3/Down/1D4/M=2)
Snap Suplex (2/3/6/Down/1D8)
Down Group:
Leg Drop (2/1/6/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Figure Four Leg Lock (S)
(4/3/4/Down/Drain=1D10 Dmg=1D4)
Sleeper Hold (S) (2/2/3/Down/Drain=1D6Dmg= 1D4)
Corner Group:
Corner Running Knee Strike (5/2/4/Down/1D8)
Superplex (5/4/8/Down/1D10)
Running Group:
Age: 26
Height: 6ft 6in
Weight: 270 lbs
Hometown: The Heavens
Wrestling Debut: March 20th 1996
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $5,000 per Month.
Savings: $10,000
Titles Held:
1 x NEW Tag Team Champion
Primary Finisher: White Hot (8/10/10/Down/2D10+2)
Finisher Description: Falcon Arrow
Theme Song: "Lords Of Thunder
Ring Entrance:
The lights dim in the arena and the thunder explodes loudly
throughout the arena as the theme song "Lords of Thunder"
starts up. White Lightning walks out and stands at the
entrance for a few seconds as he looks around at the fans. He
raises his arms in the air and pyro goes off at all four corners
of the ring. He then sprints down the aisle and slides into the
ring as the arena lights return to normal.
Physical Description:
His wrestling attire is made up of black wrestling tights with
white lightning bolts running down the side of each leg. He
wears only one black leather elbow-length glove on his right
hand and has long black hair that drop down just below his
shoulders. He usually wears tied up in a pony tail to keep it
out of his eyes when he's wrestling.
Ringside Group:
Barricade Head Smash (5/2/6/Down/1D8)
Ring Post Head Smash (5/2/6/Down/1D8)
Attributes
Strength: 19
Intelligence: 17
Endurance: 20
Charisma: 12
Agility: 17
Speed: 18
White Lightning
Class: Brawler
Level: 3
Experience: 6,000
Overness: 15
Health Points: 57
Endurance Points: 44
Damage Bonus: +3
Angle Roll: +3
High Spots: +2
- 120 -
Ringside Group:
Evade: +2
Initiative: +2
Reversals: 3
Failure Modifier: -1
Quick Roll Bonus: 7
Skills
Basic Angle Writer
Acting Chops
Fine Tuning (3 Points)
Finisher Specialization: White Hot (4 Points)
Move List
Standing Group:
Body Slam (2/2/4/Down/1D4)
Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Back Breaker Drop (1/2/4/Down/1D4)
Clothesline (1/2/4/Down/1D4)
DDT (2/3/4/Down/1D6)
Fireman's Carry Takedown (1/2/6/Down/1D4)
Jawbreaker (2/2/8/Down/1D6)
Neck Breaker (3/3/8/Down/1D6)
Throat Slam Suplex (4/4/8/Down/1D10)
Vertical Suplex (2/2/6/Down/1D8)
Down Group:
Leg Drop (2/1/7/Down/1D4)
Elbow Drop (1/1/6/Down/1D4)
Stomp (1/1/1/Down/1D4/M=2)
Armbar (S) (1/1/7/Down/Drain=1D4 Dmg=1D4)
Knee Slam (2/1/4/Down/1D4)
Running Group:
Bulldog Lariat (2/2/7/Down/1D8)
Spear (6/3/9/Down/1D10)
Corner Group:
Corner 10 Punches (6/2/4/Corner/1D10)
Corner Splash (7/3/9/Down/1D8+2)
Vincent De Armond
Class: High Flyer
Level: 2
Experience: 3,500
Age: 21
Height: 5ft 9in
Weight: 195 lbs
Hometown: Niagara Falls,NY
Wrestling Debut: May 12th 2004
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,500 per Month.
Savings: $11,400
Titles Held: None
Primary Finisher: Impressed! (20/12/13/Down/2D10+2)
Finisher Description: 450 Splash
Valet: Julliet Sanders
Startup Heat: 15
Heat Generation: 10
Monthly Wage: 8%
Theme Song: "Before Dishonor" by Hate Breed
Ring Entrance:
"Before dishonor" by Hate Breed is blasted through the
arena and the fans begin cheer. Julliet walks out and Vincent
follows close behind her, they walk to the ring slapping the
hands of the fans as they go and often time a Vincent chant
starts up in the crowd. Julliet walks up the ring steps while
Vincent jumps up on the apron, and then jumps over the top
rope. He splits the bottom and middle rope so the lovely
Julliet may step into the ring. After that Vincent does a
jumping spin kick then bounces around, waiting for the
match to start.
Physical Description:
His ring attire consists of black high wrestling boots that
come up almost to his knees, black knee pads, black and blue
singlet. He has short spiky brownish/blond hair and is always
clean shaven.
- 121 -
Attributes
Strength: 17
Intelligence: 12
Endurance: 17
Charisma: 18
Agility: 17
Speed: 18
Running Group:
S.T.U.
Skills
High Flyer (5 Points)
Fine Tuning (3 Points)
Ring Technician (2 Points)
Acting Chops
Move List
Standing Group:
Class: Powerhouse
Level: 2
Experience: 3,000
Age: 24
Height: 6ft 7in
Weight: 285 lbs
Hometown: London England
Wrestling Debut: September 20th 2001
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $8,000 per Month.
Savings: $28,000
Titles Held:
3 x NEW Hardcore Champion
Down Group:
Physical Description:
S.T.U. has long brown hair that drops down to an inch below
his shoulder blades, and wears blue wrestling tights with
yellow band down the side of each leg, he wears yellow and
black wrestling boots and has a very well defined physique.
He also wears dark blue elbow and knee pads.
- 122 -
Attributes
Stomp (1/1/1/Down/1D4/M=2)
Half Crab (S) (3/2/7/Down/Drain=1D10 Dmg = 1D4)
Strength: 21
Intelligence: 14
Endurance: 16
Charisma: 14
Agility: 17
Speed: 17
Running Group:
Big Boot Kick (2/1/9/Down/1D6)
Fallaway Slam (2/3/8/Down/1D6)
Corner Group:
Overness: 25
Health Points: 53
Endurance Points: 57
Damage Bonus: +4
Strike Bonus: +2
Angle Roll: +1
Mic Work: +2
High Spots: +2
Evade: +2
Initiative: +2
Reversals: 2
Failure Modifier: -1
Quick Roll Bonus: 7
Ringside Group:
Barricade Head Smash (5/2/7/Standing/1D8)
Sinder
Skills
Move List
Standing Group:
Body Slam (2/2/4/Down/1D4)
Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Back Breaker Rack (S)
(2/3/8/Down/Drain=1D8 Dmg=1D4)
Belly to Belly Brainbuster (8/8/8/Down/1D10)
Double Choke Slam (4/4/8/Down/1D8)
Full Nelson Slam (3/4/7/Down/1D8)
Gutwrench Powerbomb (6/6/9/Down/1D10)
Sidewalk Slam (3/3/8/Down/1D8)
Throat Slam Suplex (4/4/8/Down/1D10)
Underhook Facebreaker (6/4/11/Down/1D8)
Down Group:
Leg Drop (2/1/7/Down/1D4)
Elbow Drop (1/1/6/Down/1D4)
Class: Powerhouse
Level: 2
Experience: 3,000
Age: 22
Height: 6ft 9in
Weight: 335 lbs
Hometown: Arlington,Virginia
Wrestling Debut: July 12th 2005
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $24,000
Titles Held: None
Primary Finisher: Inferno (10/10/7/Down/2D8)
Finisher Description: Pumphandle Backbreaker
Theme Song: Crush 'Em by Megadeth
Ring Entrance:
Crush 'Em by Megadeth begins to play on the sound system as a wall of fire spouts up in front of the entrance way,
after the fire dies down Sinder is standing at the entranceway.
He makes his way down to the ring and climbs in by grasping the top rope and pulling himself up onto the apron
before climbing inside over the top rope.
Physical Description:
Sinder has a physique that seems to be chiseled out of
- 123 -
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Groin Stomp (H)(2/1/4/Down/1D8)
Attributes
Corner Group:
Strength: 24
Intelligence: 19
Endurance: 19
Charisma: 16
Agility: 15
Speed: 18
Running Group:
Fallaway Slam (2/3/8/Down/1D6)
Running Clothesline (2/4/8/Down/1D6)
Spear (6/3/9/Down/1D10)
Ringside Group:
Barricade Throat Drop (5/3/7/Standing/1D10)
Bear Hug Drive (5/3/7/Down/1D8)
Exposed Piledriver (H) (5/3/8/Down/1D10 +2)
Skills
Second Wind (3 Points)
Fine Tuning (3 Points)
Referee Slack
Move List
Standing Group:
Body Slam (2/2/4/Down/1D4)
Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Belly To Back Powerbomb (8/7/12/Down/1D10 + 2)
Belly To Belly Overhead Suplex (5/4/7/Down/1D10)
Canadian Back Breaker Rack (4/5/9/Down/1D6)
Choke Slam (3/3/6/Down/1D6)
Michinoku Driver II (10/5/8/Down/1D8)
Pildedriver (2/2/7/Down/1D6)
Press Slam Gutbuster Drop (6/5/9/Down/1D8)
Spinebuster Press Slam (5/7/10/Down/1D10)
Infest
Class: Brawler
Level: 2
Experience: 3,000
Age: 20
Height: 6ft 1in
Weight: 235 lbs
Hometown: Miami, FL
Wrestling Debut: August 4th 2005
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $24,000
Titles Held: None
Primary Finisher: Exterminator (12/8/9/Down/2D6)
Finisher Description: Running Clothesline
Theme Song: "No Way by Korn
- 124 -
Ring Entrance:
The lights in the arena flash wildly as No Way by Korn fills
the arena. Infest comes out from the back and slowly makes
his way down the aisle insulting the fans or ripping up fan
made signs as he goes. He gets to the ring and climbs in, he
then walks around the ring laughing at and or insulting various people sitting in the first row.
Physical Description:
He has short buzz cut black hair and stubble on his face, his
wrestling attire consists of plain black leather wrestling
boots, red wrestling tights with black streaks up the sides of
the legs coupled with a black singlet with the words Infest
printed on the front.
Attributes
Strength: 22
Intelligence: 15
Endurance: 19
Charisma: 16
Agility: 16
Speed: 15
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Groin Stomp (H)(2/1/5/Down/1D8)
Running Group:
Flying Shoulder Tackle (2/4/9/Down/1D6)
Flying Axe Kick (3/2/8/Down/1D6)
Corner Group:
Corner 10 Punches (6/2/5/Corner/1D10)
Overness: 5
Health Points: 45
Endurance Points: 41
Damage Bonus: +4
Angle Roll: +3
High Spot Bonus: +1
Evade: +1
Initiative: +1
Reversals: 2
Failure Modifier: 0
Quick Roll Bonus: 7
Hornet
Skills
Acting Chops
Fine Tuning (3 Points)
Trademarked Finisher: Exterminator (7 Points)
Move List
Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/6/Standing/1D6/M=1)
Punch (C)(1/1/5/Standing/1D4/M=2)
Class: Powerhouse
Level: 2
Experience: 3,000
Age: 20
Height: 6ft 10in
Weight: 335 lbs
Hometown: Adelaide, Australia
Wrestling Debut: February 14th 2005
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $6,000
Titles Held: None
Primary Finisher: The Hornnihator (16/12/7/2D10+2)
Finisher Description: Crade DDT the attacker grabs the
opponent's leg (either one) in a suplex position (his/her arm
over the attacker's shoulder and the attacker's arm over
- 125 -
his/her shoulder) so it looks like you are going for a fisherman's suplex. But instead of making them land on their back
they land straight on top of their head.
Theme Song: Damnit by Blink 182
Ring Entrance:
The lights dim down as a pale blue light floods the entrance
area. Suddenly, Damnit by Blink 182 fills the arena as the
massive Hornet steps out from the back. He slowly makes
his way down to the ring ignoring the fans who jeer him as
he goes. He he gets to ringside he climbs up onto the apron
of the ring and climbs into the ring over the top rope.
Physical Description:
Hornet has brown skin and long black hair which is
occasionally tied back into a pony tail. His physique is
absolutely amazing as he is a giant mountain of muscle. He
wears a gold-plated necklace and no shirt, all the more to
display his amazing physique. Long black and red velvet
pants and plain black boots round out his ring attire. A large
tattoo of an Eagle sits predominantly on his left bicep.
Move List
Standing Group:
Body Slam (2/2/4/Down/1D4)
Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Belly to Belly Brainbuster (8/8/8/Down/1D10)
Crucifix Powerbomb DDT (8/5/9/Down/1D10)
Front Suplex Gutbuster Drop (5/5/12/Down/1D8)
Overhead Press Powerslam (6/5/7/Down/1D8)
Titl-A-Whirl Powerslam (6/8/10/Down/1D10)
Down Group:
Leg Drop (2/1/7/Down/1D4)
Elbow Drop (1/1/6/Down/1D4)
Stomp (C)(1/1/1/Down/1D4/M=2)
Slingshot Catapult Back Breaker Drop (5/3/8/Down/1D6)
Running Group:
Big Boot Kick (2/1/9/Down/1D6)
Attributes
Strength: 22
Intelligence: 10
Endurance: 20
Charisma: 16
Agility: 13
Speed: 14
Ringside Group:
Bearhug Drive (5/3/7/Down/1D8)
Corner Group:
Hazard
Skills
Acting Chops
Finisher Specialization: The Hornnihator (3 Points)
Ring Technician (4 Points)
Natural Charisma
Class: Brawler
Level: 1
Experience: 2,000
Age: 19
Height: 6ft 5in
Weight: 290 lbs
Hometown: Chicago, IL
Wrestling Debut: June 5th 2006
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $24,000
Titles Held: None
- 126 -
Attributes
Kick (C)(1/1/6/Standing/1D6/M=1)
Punch (C)(1/1/5/Standing/1D4/M=2)
Atomic Drop (2/2/6/Standing/1D4)
Back Breaker Drop (1/2/5/Down/1D4)
Belly to Belly Suplex (3/3/7/Down/1D8)
Brainbuster Suplex (5/4/8/Down/1D10)
Clothesline (1/2/5/Down/1D4)
DDT (2/3/5/Down/1D6)
Elbow Smash (C)(1/1/10/Down/1D4/M=2)
Eye Gouge (2/1/5/Down/1D4/Heel)
Flap Jack (2/3/11/Down/1D6)
Heart Punch (2/2/8/Down/1D6)
Piledriver (2/2/8/Down/1D6)
Running Bulldog (2/4/7/Down/1D6)
Shoulder Tackle (2/3/5/Down/1D4)
Side Slam (2/3/8/Down/1D6)
Spinebuster Slam (3/3/8/Down/1D8)
Turnbuckle Smash (2/3/8/Down/1D6)
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Fist Drop (1/1/8/Down/1D4)
Knee Slam (2/1/5/Down/1D4)
Ring Rope Legdrop (2/2/10/Down/1D6)
Strength: 15
Intelligence: 21
Endurance: 15
Charisma: 15
Agility: 18
Speed: 20
Running Group:
Lou Thesz Press (5/3/9/Down/1D6)
Running Clothesline (2/4/9/Down/1D6)
Corner Group:
Corner Splash (7/3/10/Down/1D8+2)
Ringside Group:
Skills
Fast Learner
Finisher Specialization: Brutal Force (8 Points)
Move List
Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/turnbuckle-1D4, barricade - 1D6)
Flex
Class: All-Rounder
Level: 1
Experience: 1,000
Age: 19
Height: 6ft 2in
Weight: 239 lbs
- 127 -
Move List:
Standing Group:
Attributes
Strength: 19
Intelligence: 14
Endurance: 16
Charisma: 21
Agility: 19
Speed: 13
Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Boston Crab (S)(3/3/8/Down/Drain=1D10, Dmg=1D4)
Knee Drop Knee Breaker (2/1/5/Down/1D6)
Running Group:
Back Body Drop (2/2/5/Down/1D4)
Corner Group:
Corner 10 Punches (6/2/5/Corner/1D10)
Frankensteiner (6/4/10/Down/1D8)
Ringside Group:
Barricade Head Smash (5/2/8/Standing/1D8)
Skills
Natural Charisma
Finisher Specialization: Flex Driver (6 Points)
- 128 -
Gus Armstrong
So ya wanna be a professional wrestler eh...well it aint easy as ya think. Its a lot of hard
work, blood and sweat. But if its a wrestler ya wanna be, then old Gus the guy to see. Im
the best of the best and back in my day I was the greatest wrestler to lace up a pair o boots.
So listen good and listen hard, old Gus is about to teach ya a thing or two about wrestling
moves! Lets start with moves from the standing position, this is when both you and your
opponent are standing.
- 129 -
Move List
Every wrestler will begin with every move listed in the Basic Group, this represents the very basic wrestling skills that every
wrestler knows after being trained for the ring. These moves do not take up Move Slots, they are considered free Moves.
Upon wrestler creation, the wrestler will get to choose a certain amount of moves based on their class. As the wrestler gains
levels they acquire new move slots and can learn new moves.
Basic Group
Body Slam
Drop Toe Hold
Elbow Drop
Hip Toss
Irish Whip
Kick
Leg Drop
Punch
Stomp
Standing Group
Abdominal Stretch (S) (1)
Airplane Spin Toss(1)
Arm Breaker (1)
Arm Drag (1)
Arm Wringer (1)
Atomic Drop (2)
Atomic Throw (3)
Axe Kick (2)
Back Breaker Drop (1)
Back Breaker Rack (S) (2)
Back Drop Driver (2)
Back Rake (2)
Back Suplex (2)
Bear Hug (S) (1)
Belly to Back Cradle Suplex (3)
Belly to Back Powerbomb (8)
Belly to Belly Brainbuster (8)
Belly to Belly Overhead Suplex (5)
Belly to Belly Suplex (3)
Bite (2)
Body Scissors Body Press (2)
Body Slam (2)
Brainbuster Suplex (5)
Bulldog (1)
Canadian Back Breaker Rack (4)
Chickenwing (S) (2)
Choke Slam (3)
Clothesline (1)
Cobra Clutch Bulldog (3)
Cobra Clutch Leg Sweep (4)
Cobra Clutch Slam (4)
Cradle Neck Breaker (4)
Crossed Arms Powerbomb (8)
Crucifix Powerbomb (8)
Crucifix Powerbomb DDT (8)
DDT (2)
Death Valley Driver (10)
Double Axe Handle Smash (2)
Double Choke Slam (4)
Dropkick (2)
Drop Toe Hold (1)
Elbow Smash (1)
Enzuigiri (3)
European Uppercut (1)
Eye Gouge (2)
Face Driver (4)
3/4 Face Lock Bulldog (5)
Falcon Arrow (4)
Fireman's Carry Arm Breaker (3)
Fireman's Carry DDT (8)
Fireman's Carry Face Breaker (6)
Fireman's Carry 3/4 Face Lock Bulldog (10)
Firemans Carry Flap Jack
Fireman's Carry Gutbuster Drop (5)
Fireman's Carry Takedown (1)
Fisherman Buster (5)
Fisherman Suplex (5)
Flap Jack (4)
Flap Jack Chop (3)
Flap Jack 3/4 Face Lock Bulldog (10)
Forearm Smash (1)
Front Face Lock Drop (2)
Front Suplex Gutbuster Drop (5)
Full Nelson Slam (3)
German Suplex (4)
Guillotine Face Driver (4)
Gutbuster Drop (3)
Gutwrench Gutbuster Drop (6)
Gutwrench Powerbomb (6)
Headbutt (1)
Heart Punch (2)
Hip Toss (1)
Hurricanrana (3)
Implant DDT (5)
Inverted Atomic Drop (2)
Inverted DDT (4)
Inverted DDT to Knee (4)
Inverted Face Lock Suplex Drop (4)
Inverted Powerslam (5)
Inverted Side Headlock Swinging Bulldog (6)
Irish Whip (1)
Jawbreaker (2)
Kick (1)
Knife Hand Chop (2)
Legsweep Kick (1)
Low Blow (2)
Mongolian Chop (1)
Michinoku Driver II (10)
Neck Breaker (3)
Nerve Strike (1)
Northern Lights Bomb (4)
Olympic Slam (10)
Overhead Press Powerslam (6)
Over the Shoulder Arm Drag (1)
Palm Thrust (1)
Piledriver (2)
Powerbomb (5)
Powerslam (4)
Press Slam (3)
Press Slam Back Breaker Drop (4)
Press Slam Gutbuster Drop (6)
Pumphandle Backbreaker (5)
Pumphandle Suplex (4)
Punch (1)
Release German Suplex (5)
Reverse Bulldog (4)
Roundhouse Kick (1)
Running Bulldog (2)
Running Powerbomb (7)
Russian Legsweep (2)
Shining Wizard (3)
Short Arm Back Elbow Smash (3)
Short Arm Big Boot (4)
Short Arm Clothesline (3)
Shoulder Arm Breaker (1)
Shoulder Breaker (2)
Shoulder Tackle (2)
Side Slam (2)
Sidewalk Slam (3)
Sit-Out Full Nelson Bomb (6)
Snap Suplex (2)
Spear (4)
Spinebuster Press Slam (5)
Spinebuster Slam (3)
Spinning Back Fist (2)
Spinning Boot Scrape (2)
Suplex Powerbomb (7)
Suplex Powerslam (6)
- 130 -
Down Group
Achilles Tendon Hold (S) (2)
Ankle Lock (S) (2)
Armbar (S) (1)
Armbar and Arm Scissors (S) (2)
Boston Crab (S) (3)
Boot Lace Eye Rake (2)
Camel Clutch (S) (3)
Choke Hold (S) (1)
Cobra Clutch (S) (2)
Elbow Drop (1)
Figure Four Leg Lock (S) (4)
Fist Drop (1)
Giant Swing (2)
Groin Stomp (2)
Half Crab (S) (3)
Hamstring Pull (S) (2)
Headbutt Drop (1)
Indian Deathlock (3)
Knee Drop (1)
Knee Drop Knee Breaker (2)
Knee Slam (2)
Leg Drop (2)
Ring Rope Leg Drop (2)
Rope Choke (2)
Senton (2)
Sharpshooter Leg Lock (S) (5)
Sleeper Hold (S) (2)
Ringside Group
Barricade Head Smash (5)
Barricade Throat Drop (5)
Baseball Slide DDT (8)
Bear Hug Drive (5)
Exposed Piledriver (5)
Plancha (5)
Ring Post Head Smash (5)
Springboard DDT (10)
Springboard Dropkick (5)
Springboard Flying Head Scissors (8)
Springboard Hurricanrana (7)
Springboard Leg Drop (6)
Springboard Somersault Senton (7)
Springboard Splash (4)
Running Group
Bicycle Kick (3)
Back Body Drop (2)
Big Boot Kick (2)
Bulldog Lariat (2)
Cross Body Block (2)
Dragon Screw (3)
Fallaway Slam (2)
Flying Axe Kick (3)
Flying Head Scissors (4)
Flying Shoulder Tackle (2)
Lou Thesz Press (5)
Running Clothesline (2)
Running Face Lock Bulldog (6)
Running Senton (5)
Monkey Flip (3)
Spin Wheel Kick (2)
Corner Group
Corner 10 Punches (6)
Corner Butt Bump (5)
Corner Clothesline (5)
Corner Dropkick (5)
Corner Kick Fest (8)
Corner Foot Choke (3)
Corner Shoulder Drive (2)
Corner Running Knee Strike (5)
Corner Spear (5)
Corner Splash (7)
Frankensteiner (6)
Superplex (5)
Tree of Woe (5)
Tree of Woe - Baseball Slide (8)
Turnbuckle Belly to Belly Suplex (8)
Turnbuckle Crucifix Powerbomb (12)
Turnbuckle Dropkick (6)
- 131 -
Standing Group
Arm Drag
Abdominal Stretch
Type: Submission Hold
Endurance Cost: 2
Damage: 1D4 per segment
Endurance Drain: 1D4 per segment
Ending Position: Down
Failure Chance: 8
Heat: 1 per segment
The attacker stands behind the victim. The attack
reaches around the victim's body with one leg so it is around
the victim's side and between their legs, hooking the leg on the
same side as the attacker's leg. The attacker then has a few
options on what they can do : They can lock their arms around
the victim's neck and pull them upwards. They can use both
their arms to push the victim's head and neck down so they
are stretched across the attacker's knee. Or they can hook the
victim's head or arm with one arm and grind their knuckle or
elbow into the victim's floating ribs. In all cases the victim is
usually bent sideways.
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 4
Heat: 1
The attacker hooks an arm of the victim and falls to
the mat and pulls the victim over.
Arm Wringer
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing/Down
Failure Chance: 5
Heat: 1
The attacker grabs the victim's arm by the wrist. The
attacker twists the victim's arm over the attacker's head and
spins it around. The attacker can take the victim to the mat if
they spin their arm with enough force using an extra 1pt of
Endurance.
Atomic Drop
Arm Breaker
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker has the victim's arm in a wrist-lock. The
attacker steps forward and drives the victim's arm across their
knee.
Endurance Cost: 2
Damage: 1D4
Ending Position: Standing
Failure Chance: 6
Heat: 2
The attacker stands behind and slightly to the side of
the victim. The attacker grabs the victim's midsection with one
arm and hooks one of the victim's legs with the other. The
attacker lifts the victim up over their shoulder so the victim is
parallel to the mat. The attacker kneels down and drops the
victim's tail bone first on the attacker's knee.
Atomic Throw
Endurance Cost: 4
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker stands behind and slightly to the side of
the victim. The attacker grabs the victim's midsection with one
arm and hooks one of the victim's legs with the other. The
attacker lifts the victim up over their shoulder so the victim is
parallel to the mat. The attacker throws the victim in the air,
dropping them on their back. This move can be used to throw
someone out of the ring. In this case the damage received is
1D10 and the endurance cost increases by 2.
- 132 -
Axe Kick
Back Rake
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker lifts their leg straight up in the air and
drops it down on the head (or shoulder) of the victim. Also
can be executed to the back of the neck of a bent over
opponent. The heel or back of the foot is the contact point of
the attacker's foot.
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 3
Heat: 2
Alignment: Heel
DQ: 5
The attacker scratches down the victim's back with
their nails/fingers.
Back Suplex
Back Breaker Drop
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker lifts up the victim and drops them back
first across their knee.
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker is standing behind the victim, the attacker's head is under one of the victim's arms. The attacker lifts
the victim up so they are on the attackers shoulder. The
attacker falls backwards dropping the victim to the mat on
their back.
Bear Hug
Back Breaker Rack
Type: Submission Hold
Endurance Cost: 3 per segment
Damage: 1D4 per segment
Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 9
Heat: 2 per segment
The attacker lifts the victim up so that they are laying
across the attacker's shoulders. The attacker hooks the victim's
neck and leg and applies pressure.
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker stands behind the victim. The attacker
had their head under one of the victim's arms. The attacker
reaches around the victim's body with their arm that's closest
to their body while reaching through the victim's legs with
their other arm, hooking one of the victim's legs. The
attacker links their hands together and lifts the victim up and
falls backwards, dropping them on their back/shoulders. The
attacker keeps their hands linked and bridges for the pin.
- 133 -
attacker lifts the victim off the mat and pivots 180 degrees
slamming the victim's back to the mat and landing on top of
them.
Bite
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 3
Heat: 2
Alignment: Heel
DQ: 10
The attacker has a late lunch on a body part of the
victim. This move is placed here in the Standing Group but it
can also be used in the Down Group.
Body Slam
Belly to Belly Overhead Suplex
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker stands face to face with the victim. The
attacker locks their arms around the waist of the victim and
lifts the straight up, the attacker falls back and drops the
victim on their back.
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker faces the victim. The attacker grabs
through the victim's legs and picks the victim up and slams
them down on their back.
Brainbuster Suplex
Belly to Belly Suplex
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker stands face to face with the victim. The
attacker locks their arms around the waist of the victim. The
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker then drops
down, causing the victim to fall straight down on their head.
- 134 -
Bulldog
Clothesline
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker applies a side headlock on the victim and
drops them down on their face.
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker sticks out their arm and hits the victim
in the neck with it. This move can also be performed in the
Running Group, in this case it does 1D6 worth of damage and
generates 2 points of Heat.
Chickenwing
Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 8
Heat: 2 per segment
The attacker is behind the victim and hooks one of
the victim's upper arm and pulls it behind their back, applying
pressure to the victim's shoulder.
Choke Slam
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker grabs the victim by the throat. The
attacker lifts the victim up in air and then slams them down to
the mat on their back.
- 135 -
head scissors and grabs the victim around the waist. The
attacker lifts the victim up so they are over the attacker's
shoulder. From there, the attacker places both their arms
under the arms of the victim and extends their arms out as far
as they can. From there, the attacker then drops the victim
down back first to the mat.
DDT
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker applies a front face lock on the victim.
The attacker falls straight down or backwards, driving the
victim's head into the mat.
Endurance Cost: 8
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 10
The attacker lifts the victim up say they laying across
their shoulders in a standing fireman's carry. The attacker falls
to the side and drops the victim on their head.
- 136 -
Elbow Smash
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Combo: Yes
Failure Chance: 6
Momentum: 1
Heat: 2
The attacker locks both their hands together and
strikes victim with both their hands. For the additional cost of
2 Endurance points this attack can knock the victim down to
the mat and cause an extra 2 points of damage, doing so
however breaks the combo sequence.
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 10
Combo: Yes
Momentum: 2
Heat: 1
The attacker hits the victim with their elbow in
variety of locations.
Enzuigiri
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 9
Heat: 3
The attacker kicks the victim but the victim catches
the foot, the attacker then jumps at the victim and strikes them
in the back of the head with their other foot. The point of
contact is the top of the attacker's foot.
Dropkick
European Uppercut
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker jumps in the air and kicks the victim with
both their feet. The attack can be focuses on the victim's head,
chest, stomach, back or legs. This move can also be executed
in the Running Group.
Endurance Cost: 1
Damage: 1D4 + 1
Ending Position: Standing
Failure Chance: 8
Combo: Yes
Momentum: 1
Heat: 1
The attacker strikes the victim in the chin with a
rising blow with their forearm.
Eye Gouge
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 5
Alignment: Heel
DQ: 8
Heat: 2
The attacker pokes the victim in the eye(s) with their
fingers.
- 137 -
Face Driver
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 4
The attacker places victim's head in a standing head
scissors. The attacker drops down to their knees and drives the
victim face first to the mat.
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 8
The attacker lifts the victim up say they laying across
their shoulders in a standing fireman's carry. The attacker
releases the victim's legs and throws them over the attacker's
head and in front of the attacker's body. The attacker slides
the victim's head into a front face lock as the victim is falling,
the attacker falls to the mat and drives the victim's head/face
into the mat.
Falcon Arrow
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 4
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker turns the victim
slightly as if they are going to body slam the victim. The
attacker positions the victim's head down and
sits/jumps/drops down, dropping the victim on their head.
- 138 -
Heat: 4
The attacker lifts the victim up so they are laying
stomach first across the attacker's shoulders (a standing
fireman's carry). The attacker releases the victim's head and
pushes their body out so their body is pushed 90 degrees to
where they were previously. The attacker falls back so the
victim lands on their face/chest.
Fisherman Buster
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's near leg and hooks it. The attacker
lifts the victim so they are upside down and then drops the
victim straight down so they land on their head.
Fisherman Suplex
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's near leg and hooks it. The attacker
lifts the victim up and falls backwards so they land back first
on the mat. The attacker keeps the leg hooked and usually
bridges to hold the move for a pin.
Flap Jack
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 11
Heat: 2
The attacker lifts the victim up in the air as if for a
back drop but instead of tossing them over, the attacker
pushes them up in the air when the victim is horizontal so they
land on their face/chest when they hit the mat.
- 139 -
Forearm Smash
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 8
Combo: Yes
Momentum: 2
Heat: 1
The attacker strikes the victim with their forearm.
Can be a clubbing overhand forearm or straight forearm jab.
Once they reach the apex, the attacker pushes down and
releases the hold, dropping the victim down on their
back/back of their head.
German Suplex
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker stands behind the victim and applies a
waist-lock. The attacker lifts the victim up and falls backwards,
dropping the victim on their shoulders/neck/upper-back. The
attacker keeps the waist-lock applied and bridges for the pin.
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 13
Heat: 5
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker drops the
victim's body forward in front of their body at an angle. As
the victim falls the the mat, the attacker kneels down and
drops the victim stomach first across the attacker's knee.
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker crouches the victim over and grabs them
by one leg and across their chest. The attacker lifts the victim
up so they are facing down and drops them stomach first
across the attackers knee as if for a back breaker drop.
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker stands behind the victim. The attacker
places both their arms under the victim's arms and locks them
behind the victim's neck. The attacker lifts the victim in the air.
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 6
The attacker is standing facing the victim. The
attacker reaches around one side of the victim's body and
locks their arms around the victim in a waistlock. The
Gutbuster Drop
- 140 -
attacker lifts the victim off the mat until the are upside down.
The attacker drops the victim forward and kneels down the
victim lands stomach first across the attacker's knee.
leverages them over their hip so the victim lands back first on
the mat.
Hurricanrana
Gutwrench Powerbomb
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker is standing facing the victim. The
attacker reaches around one side of the victim's body and
locks their arms around the victim in a waistlock. The
attacker lifts the victim off the mat until they are upside down.
The attacker shifts the victim's body in front of theirs and sits
down, dropping the victim to the mat back first.
Headbutt
Endurance Cost: 1
Damage: 1D4 + 2
Ending Position: Standing
Failure Chance: 8
Combo: Yes
Momentum: 1
Heat: 1
The attacker strikes the victim with their head, this
move can knock the victim down to the mat for the cost of 2
extra Endurance points.
Heart Punch
Endurance Cost: 2
Damage: 1D6
Ending Position: Standing
Failure Chance: 8
Heat: 2
The attacker is facing the victim. The attacker lifts up
one of the victim's arms straight up in a wrist lock. The
attacker then punches the victim in the chest. The victim can
be dropped to the canvas with this move if one extra
Endurance point is spent which also adds +1 to damage.
Hip Toss
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 1
The attacker hooks under one of the victim's arm and
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker leaps at the victim and locks both of
their legs around the victim's head/neck. The attacker falls
backwards and flips the victim over. This move may also be
used in the Running Group.
Implant DDT
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 5
The attacker puts the victim in a front face lock. The
attacker hooks the victim's tights and lifts the victim up in the
air. As the attacker lifts the victim up, they jump and fall
backwards driving the victim's head into the mat.
Inverted DDT
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker stands behind or to the side of the
victim. The attacker applies an inverted face lock on the
victim. The attacker falls backwards or straight down, driving
the victim down to the mat on the back or top of their head.
- 141 -
Irish Whip
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 4
The attacker stands behind or to the side of the
victim. The attacker applies an inverted face lock on the
victim. The attacker drops to one knee, driving the victim's
upper back/neck into their knee.
Endurance Cost: 1
Damage: Special
Ending Position: Running
Failure Chance: 5
Heat: 1
The attacker grabs an arm of the victim and whips
them into the ropes, turnbuckle or railing. Damage is listed as
special because whipping a victim into the ropes causes no
damage, while whipping them into the turnbuckle does 1D4
and a barricade or ring post 1D6.
Inverted Powerslam
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The victim is lifted up over the attacker's shoulder so
the victim is facing upwards and their back is held over the
shoulder of the attacker. The attacker holds onto the victim's
torso and falls foward, dropping the victim face/chest first to
the mat.
Jawbreaker
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 2
The attacker can be either facing towards or away
from the victim. The attacker places their head under the chin
of the victim and holds their head into place with their arms.
The attacker drops down to the mat, either onto their knees or
their butt and drives the victim's jaw into the top of their head.
Kick
Endurance Cost: 1
Damage: 1D6
Ending Position: Standing
Failure Chance: 6
Combo: Yes
Momentum: 1
Heat: 1
The basic kick attack.
- 142 -
Legsweep Kick
Neck Breaker
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker spins their body backwards and ducks
down, as they duck down, they shoot out the leg that went
back first and sweep out the feet of the victim as the attacker
turns on their other foot or knee.
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker applies a front face lock on the victim.
The attacker spins to the side twisting the head of the victim
and falling to the mat.
Low Blow
Nerve Strike
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Alignment: Heel
DQ: 15
Heat: 2
Any assortment of blows to the groin, of which the
male writer of this list wishes not to have to explain.
Endurance Cost: 1
Damage: 1D4 + 2
Ending Position: Standing
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
A martial arts strike where the attacker hits the victim
in a nerve. Most nerve strikes are focused at the neck.
Mongolian Chop
Endurance Cost: 2
Damage: 1D4
Ending Position: Standing
Combo: Yes
Failure Chance: 5
Momentum: 1
Heat: 1
The attacker stands face to face with the victim. The
attacker strikes the victim in the neck/shoulders with two
downward knife hand chops (The attacker strikes the victim
with the outer part of their hand, the pinky finger side.)
Michinoku Driver II
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 10
While facing his/her opponent, the attacker reaches
between his/her opponent's legs with one arm and reaches
around his/her back from the same side with his/her other
arm. The attacker lifts his/her opponent up and turns
him/her upside down so that he/she is held up by the
attacker's arm cradling his/her back. The wrestler then throws
the opponent to the ground as he/she falls to a sitting
position so that the opponent lands on his/her upper back.
Olympic Slam
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 10
The attacker stands behind the opponent and grabs
hold of one of the opponent's wrists while tucking his head
under the arm and wraps his free arm around the near leg of
the opponent. The attacker then lifts the opponent up on his
shoulders sideways and at the same time spins 90 degrees and
falls down on his back, slamming the opponent down on
his/her back.
- 143 -
Powerbomb
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 6
The attacker lifts the victim up in their air up over
their head. The attacker turns the victim slightly and drops
them across one of their shoulder's with their head facing the
front of the attacker's body. The attacker falls forward and
slams them into the canvas landing on top of him.
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 5
The attacker bends a victim over or applies a standing
head scissors and grabs the victim around the waist. The
attacker lifts the victim up so they are over the attacker's
shoulder or sitting on the attacker's shoulders facing the
opposite direction. The attacker then drops the victim down
back first to the mat.
Powerslam
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 3
Heat: 1
This is a common martial arts throw. The attacker has
the victim's arm over their shoulder and stands with their back
to the victim, the attacker throws the victim over by pulling on
the victim's arm and leaning forwards, lifting the victim off
the ground and dropping them on their back.
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker lifts the victim up in the air and slams
them to the mat and the victim falls with all their weight on
top of the victim as well.
Palm Thrust
Press Slam
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
The attacker throws a jab at the victim, striking them
with palm of their hand.
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker lifts the victim up over their head. The
attacker can either slam the victim down on their back or drop
them on their stomach.
Piledriver
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker applies a standing head scissors on the
victim and grabs around their midsection. The attacker lifts
the victim up so the are upside down. The attacker then drops
the victim head first to the mat, either by sitting down or
dropping to their knees.
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker lifts the victim over their head as if they
were going to press slam them, the attacker then drops the
person back first across their knee.
- 144 -
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker lifts the victim up over their head. The
attacker drops the victim in front on their body and kneels
down so the victim lands stomach first across the attacker's
knee.
Endurance Cost: 3
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker stands behind the victim and applies a
waist-lock. The attacker lifts the victim up and falls backwards,
the attacker releases the victim at the height of their lift,
dropping the victim on their shoulders/neck/upper-back.
Pumphandle Backbreaker
Reverse Bulldog
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker bends the victim over and stands to their
back. The victim's lower arm is put between their legs and held
by one of the attacker's hands as the attacker hooks the
victim's other arm. The attacker lifts the victim up and slams
the victim down across the attacker's knee.
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 4
The attacker stands face to face with the victim. The
attacker reaches under the victim's chin and locks their hands
around the victim's head. The attacker sits down and drives
the victim to the mat on the back of their head.
Roundhouse Kick
Pumphandle Suplex
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 4
The attacker bends the victim over and stands to their
back. The victim's lower arm is put between their legs and
held by one of the attacker's hands as the attacker hooks the
victim's other arm. The attacker lifts the victim up and throws
them over their head as they fall back. The victim lands on
their back.
Punch
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
Just a regular old punch, nothing special here.
Endurance Cost: 1
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker kicks with one leg while pivoting 90
degrees on the other. The attack can be directed at the knee,
midsection or head. It can be done to a sitting opponent to the
back. The top of the attacker's foot is the contact point for
this kick.
Running Bulldog
Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 2
The attacker runs up behind the victim, usually after
bouncing off the ropes, jumps up and applies a side headlock
on the victim in mid-air and drops them down on their face.
- 145 -
Running Powerbomb
Endurance Cost: 7
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 13
Heat: 7
The attacker bends a victim over or applies a standing
head scissors and grabs the victim around the waist. The
attacker lifts the victim up so they are over the attacker's
shoulder or sitting on the attacker's shoulders facing the
opposite direction. The attacker then drops the victim down
back first to the mat.
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 4
The attacker grabs the victim's hand and pulls them
towards the attacker while lifting up their leg and kicking the
victim in in the face with the bottom of their foot.
Russian Legsweep
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker stands to the side of the victim and faces
in the same direction. The attacker wraps one arm around the
victim's neck while stepping in front of the nearest leg of the
victim and hooking it. The attacker falls back and sweeps out
the victim's legs dropping the victim to the mat and
wrenching their neck.
Shinning Wizard
Endurance Cost: 2
Damage: 1D4 + 2
Ending Position: Down
Failure Chance: 9
Heat: 3
After stepping off the opponent's raised knee with
one foot, the wrestler swings his other leg and strikes the
opponent's head with either the side of his knee or his shin.
Shoulder Breaker
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 2
The attacker lifts up the victim as if for a bodyslam,
the attacker kneels down and inverts the victim, droping the
victim shoulder first on their knee.
Shoulder Tackle
Endurance Cost: 3
Damage: 1D4
Ending Position: Down
Failure Chance: 5
- 146 -
Heat: 2
The attacker runs at the victim and hits them with
their shoulder.
Side Slam
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker reaches around the victim's torso and
locks their hands. The attacker lifts the victim up so they are
facing upwards and horizontal to the mat. The attacker falls to
the mat, dropping the victim back first on the canvas.
Spear
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 4
A standard amateur wrestling take-down. The
attacker dives at a standing or running victim and grabs both
their legs, causing the victim to fall backwards to the mat. This
move can also be used in the Running Group, in this case it
does 1D10 points of damage and generates 6 points of Heat.
Sidewalk Slam
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 3
The attacker is facing the victim. The attacker catches
the victim across their chest so the attacker is standing to the
side of the victim with their one arm acorss their chest and
under the victim's arms. The attacker lifts the victim up and
falls forward, driving the victim back first to the mat. This can
be done as a counter to a charging attacker.
Snap Suplex
Endurance Cost: 2
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker applies a front face lock on the victim
and puts the victim's near arm over the attacker's
Spinebuster Slam
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker grabs the victim in a belly to belly
waistlock, lifts the victim up and pivots 180 degrees, driving
the victim into the mat back first.
- 147 -
Stomp
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
The attacker grabs the victim in a belly to belly
waist-lock, lifts the victim up and pivots 180 degrees, driving
the victim into the mat back first.
Suplex Powerbomb
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 7
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker pushes the
victim's body in front of theirs and sits down, dropping the
victim to the mat back first.
Suplex Powerslam
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker falls back and
moves their body so they are chest to chest with the victim and
lands on top of the victim when they fall back first to the
canvas.
Swinging Bulldog
Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker applies a side headlock to the victim and
runs towards a corner and up the ring ropes with the headlock
still applied. The attacker kicks off the top rope and shifts
their bodyweight, swinging their body around. The attacker
drives the victim's head into the mat as they fall to the mat.
Throat Strike
Endurance Cost: 1
Damage: 1D4 + 1
Ending Position: Down
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
The attacker strikes the victim in the throat with their
fingers. Sometimes used in a side headlock where the attacker
strikes with his thumb.
Thrust Kick
Endurance Cost: 1
Damage: 1D6
Ending Position: Down
- 148 -
Failure Chance: 5
Heat: 1
The attacker stands sideways. The attacker usually
takes a step, lifts up their lead leg and then shoots it out,
kicking the victim usually in the head. The point of contact is
the sole of the attacker's foot.
Tiger Suplex
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker applies a double chicken-wing on the
victim and links their hands together behind the victim's back.
The attacker lifts the victim up and falls backwards, dropping
the victim on their shoulders/neck/upper-back. This move
leads to a pinfall as the attacker bridges back.
Tilt-a-Whirl Powerslam
Endurance Cost: 8
Damage: 1D10
Ending Position: Down
Failure Chance: 11
Heat: 6
The attacker lifts the the victim up and spins them
around in front of their body until the attacker holds the
victim over their shoulder. From there, the attacker falls forward and slams the victim to the mat while landing on top of
them.
Tombstone Piledriver
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 4
The attacker lifts the victim up as if for a bodyslam.
The attacker puts the victim's head down between the
attacker's legs so the victim is up side down and belly to belly
with the victim. The attacker can drop down to their knees or
sit down to the mat.
Turnbuckle Smash
Endurance Cost: 3
Damage: 1D6
Ending Position: Corner
Failure Chance: 8
Heat: 2
The attacker rams the victim's head into the
turnbuckle ten times most often so the local yokels can prove
they can count that high.
Tilt-a-Whirl Piledriver
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 13
Heat: 5
The attacker lifts up the victim and quickly spins their
body around in front of them. The attacker stops when the
victim is upside down, and the attacker has their arms
wrapped around the victim's body so they are belly to belly.
The attacker sits or knees down, dropping the victim on their
head.
Endurance Cost: 6
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 6
The attacker is facing the victim. The attacker bends
the victim down and hooks both of the victim's arms so they
are behind the victim's back. The attacker links their hands
together and lifts the victim up. As the victim is in the air, the
attacker releases the victim's arms and drops them slightly to
the side. The attacker then kneels down so the victim lands
back first across the attacker's knee.
- 149 -
Underhook DDT
Underhook Piledriver
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker is facing the victim, the victim is bent
over and the attacker hooks both the victim's arms behind
their back as if for an underhook suplex. The attacker lifts the
victim up slightly and falls to the mat, driving the victim head
first into the mat.
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker bends the victim down and hooks both
the victim's arms. The attacker lifts the victim up so they are
upside down and then sits or kneels down, dropping the
victim on the their head/back of their neck.
Underhook Powerbomb
Underhook Facebreaker
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 12
Heat: 6
The attacker bends the victim down and hooks both
the victim's arms. The attacker lifts the victim up a bit and
then drops them forward. The attacker kneels down, driving
the victim face first into their knee.
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 7
The attacker bends the victim down and hooks both
the victim's arms. The attacker lifts the victim up and releases
the victim's arms when the victim's back is parallel to the mat.
The attacker either lets the victim fall to the mat or sits down
with the victim.
Underhook Suplex
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 4
The attacker is facing the victim. The attacker bends
the victim down and hooks both of the victim's arms so they
are behind the victim's back. The attacker links their hands
together and lifts the victim up and falls backwards, dropping
the victim to the mat on their back.
Vertical Suplex
Endurance Cost: 2
Damage: 1D8
Ending Position: Down
Failure Chance: 7
Heat: 2
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker then falls
backwards, dropping the victim on their back.
- 150 -
Running Group
Okay kid, ya got him on the run now. Ya whipped him into the ropes, hes bounced off them
babies and is heading right for ya with the momentum of one of them freight trains...these
bunch of moves will help you out.
- 151 -
Running Group
their backs and the victim hits the back of their head on the
mat when they land.
Bicycle Kick
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps up and kicks forward with both
feet in a pedaling motion with the foot that gets lifted second
being extended fully to catch a charging opponent directly in
the face.
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker jumps at the victim and hits them at an
angle as they come bouncing off the ropes, knocking them
down to the mat.
Dragon Screw
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker grabs the victim's leg as they come
bouncing off the ropes, the attacker falls to the mat and twists
the victim's leg, dragging them to the mat using the victims
momentum to add extra impact to the move.
Fallaway Slam
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 2
The attacker catches the victim as they come
bouncing off the ropes, picks them up so they are laying
stomach first across the attacker's shoulders (a standing
fireman's carry). The attacker falls backwards so that they land
with their upper body on top of the victim who lands back
first to the mat.
Bulldog Lariat
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker jumps at the victim and wraps their arm
around the victim's neck and drags them down to the mat as
the attacker falls. Generally, both attacker and victim land on
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 3
As the victim comes off the ropes, the attacker jumps
at them lifting their leg straight up in the air and hits the
victim across the face with the side of the foot sending them
smashing backwards onto the mat.
- 152 -
Running Clothesline
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 12
Heat: 4
The attacker jumps in the air catching the running
victim's head/neck between their legs and sealing the lock by
crossing their ankles. The attacker falls the the mat, they pull
down the victim to the mat.
Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 2
The attacker bounces off the opposite ropes or gets a
running start at the victim, sticks out their arm and hits the
victim in the neck with it.
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 6
As the victim comes off the ropes, the attacker runs
up, jumps and applies 3/4 face lock in mid- (basically, the
victim's head on the attacker's shoulder with the attacker
forming a headlock around the top of their head as the
attacker has their back to the victim) and drops down to the
mat impacting the victim's chin into the attacker's shoulder.
Monkey Flip
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 11
Heat: 3
As the victim comes bouncing off the ropes, the
attacker jumps onto the knees or waist of the victim and
hooks their hands behind the victim's head/neck. The
attacker falls backwards and and pushes with their legs. The
victim is flipped over backwards and lands on their back.
Running Senton
Endurance Cost: 5
Damage: 1D6 + 2
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker charges the opponent who is coming off
the ropes, jumps in the air and spins 180 striking the
opponent in the chest with the attackers back.
- 153 -
A fancy guy is ya! Well if you aint got no respect for your body son, then up in the airs
where ya belong. But be careful, climbing the turnbuckle can prove to be quite dangerous if
you havent disabled your opponent first. So slam the sucker down to the canvas and then go
up the turnbuckle, heres some of the moves ya can do from up high.
- 154 -
Heat: 8
Blockbuster
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 8
The attacker jumps off the turnbuckle executing a
somersault at a standing opponent, the attacker catches the
opponent's head and takes the opponent down with a falling
neckbreaker.
Corkscrew Splash
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker stands on the top turnbuckle with the
opponent lying face up on the mat. The attacker then leaps at
the fallen opponent at the same time executing a 360
horizontal turn before landing on the opponent in the splash
position.
Dragonrana
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Flying Bulldog
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker jumps off a turnbuckle at a victim,
applies a side headlock on the victim in mid-air and drops
them down on their face.
Flying Clothesline
Endurance Cost: 6
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker jumps off the turnbuckle at the victim,
sticks out their arm and hits the victim in the neck with it as
they fall.
- 155 -
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps off the top of the turnbuckle and
falls on the victim elbow first.
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps off the top of the turnbuckle
onto a downed opponent head first.
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 4
The attacker jumps off the top of the turnbuckle and
drops onto a prone opponent with the back of their leg.
Frog Splash
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 10
- 156 -
Heat: 5
This move is performed by leaping from the top rope,
stretching out to a horizontal position, and bringing one's feet
and hands inward and outward before landing.
Senton Bomb
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 13
Heat: 10
A variant of the Senton Bomb which sees the
attacker jumping off the turnbuckle while keeping their body
straight and arms out-stretched resembling a swan dive. Then
at the last possible moment the attacker executes a flip so they
land on the opponent like a regular senton.
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 4
The attacker jumps off the top turnbuckle and lands
back first on the downed opponent.
Moonsault
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker jumps off the top of the turnbuckle
with a backwards somersault and lands stomach first on the
victim.
Endurance Cost: 6
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 12
Heat: 10
This move another variation of the shooting star
press requires a wrestler to be on the top turnbuckle while the
opponent is standing up, the wrestler executes a shooting star
(flip in mid air counter clockwise) before grabbing the
opponents head and slamming it on the ground finishing with
the DDT.
Moonsault Legdrop
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 12
This variation sees the attacker perform a top
turnbuckle moonsault but instead of landing on the opponent
- 157 -
Failure Chance: 10
Heat: 5
The attacker jumps of the turnbuckle catching the
victim's head/neck between their legs and sealing the lock by
crossing their ankles. The attacker falls the the mat pulling
down the victim to the mat.
450 Splash
Endurance Cost: 6
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 14
Heat: 10
The attacker stands on the top of the turnbuckle, they
jump up into the air and flip forward 450 from a raised,
landing on the opponent in the splash position.
Endurance Cost: 2
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 2
The attacker jumps off the top of the turnbuckle and
lands stomach first on the victim.
Tornado DDT
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 8
The attacker jumps off the turnbuckle catches the
victim with a front face lock then uses his momentum to spin
both wrestlers around then drives the victim straight down or
backwards, driving the victim's head into the mat. This move
may also be used in the Ringside Group.
- 158 -
Ringside Group
Going outside the ring is a dangerous adventure, for one thing ya got weapons and the ring
itself to worry about. A steel post to the head dont feel good no matter how tough and ugly
ya are! Heres a few tricks to help you out if you ever find yourself on the outside of the ring.
Also got some fancy crap you can do if your opponents on the outside of the ring and yous
inside it. But like I said for Top Rope moves, its your body...if you aints got respect for it
then I aints either.
- 159 -
Ringside Group
This group is made up of moves that are performed on the
outside of the ring, or moves that begin inside the ring but end
up outside. The moves from this group are available for use
once one of the wrestlers involved in the match is outside the
ring.
Failure Chance: 8
Heat: 5
Both competitors are on the outside of the ring, the
attacker grabs the opponent in a front facing bear hug lifting
them off the ground. The attacker then charges forward
driving the opponent's back into the side of the apron. This
move can also be performed with the attacker driving the
opponent's back into the ring post or steel steps; when doing
either one this move gets a +2 on damage.
Bearhug Drive
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Exposed Piledriver
Endurance Cost: 3
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 9
Alignment: Heel
DQ: 9
Heat: 5
Both competitors are on the outside of the ring,
generally the opponent is down, the attacker removes a piece
of padding on the ground exposing the concrete floor. He
then drags the opponent up and delivers a Piledriver onto the
exposed concrete.
Plancha
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker gets a running start and dives to the
outside of the ring over the top rope colliding with the victim
on the outside chest to chest.
- 160 -
Springboard DDT
Springboard Hurricanrana
Endurance Cost: 10
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 13
Heat: 10
The attacker is in the ring, he charges the ropes,
jumps up landing on the top rope and springboards himself
into the air, catches the victim who is standing outside of the
ring with a front face lock then uses his momentum to spin
both wrestlers around then drives the victim straight down or
backwards, driving the victim's head into the ground at
ringside. This move may also be performed in the opposite
direction, the attacker being on the outside of the ring and the
victim standing in the ring. The attacker jumps up on the
apron, then up onto the top rope, springboards off and hits
the DDT.
Endurance Cost: 6
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 13
Heat: 7
The attacker leaps onto the top rope, springboards up
and to the outside catching the victim and locks both of their
legs around the victim's head/neck. The attacker falls backwards and flips the victim over.
Springboard Dropkick
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker jumps up on the top rope, bounces off
into the air and kicks the victim with both their feet. The
attack can be focuses on the victim's head, chest, stomach,
back or legs.
Springboard Splash
Endurance Cost: 3
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 4
The attacker jumps on the top rope, springboards up
into the air and lands stomach first on the victim on the
outside of the ring.
- 161 -
Down Group
Okay, youre doin good kid...keep it up. Now youve slammed the sucker down on the canvas
and hes at your mercy. Heres some things ya can do to really put the hurt on him, a few
submissions to stretch and pull them ligaments will have your opponent screaming for his
mama!
- 162 -
Down Group
Moves from this category can be executed when the opponent
is down on the canvas.
Ankle Lock
Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D6 per segment
Ending Position: Down
Failure Chance: 8
Heat: 2 per segment
The victim is on their back, the attacker grabs the one
of the victim's legs and twists the victim's ankle. The attacker
goes to the mat and applies a scissor lock to the leg.
Armbar
Type: Submission Hold
Endurance Cost: 1 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D4 per segment
Ending Position: Down
Failure Chance: 8
Heat: 1 per segment
The attacker wraps their arms around one of the
victim's arms in such a way that the victim's elbow is locked
straight out and the attacker applies pressure to the victim's
arm.
Boston Crab
Type: Submission Hold
Endurance Cost: 3 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D10 per segment
Ending Position: Down
Failure Chance: 8
Heat: 3 per segment
Can be set up two ways. With the victim on their back,
the attacker grabs both the victim's legs, the attacker steps over
the victim's body so they are turned onto their stomach. The
attacker leans back to apply pressure. If the victim is on their
stomach, the attacker grabs both their legs and pulls
backwards to apply pressure.
Camel Clutch
Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D8 + 2 per segment
Ending Position: Down
Failure Chance: 8
Heat: 3 per segment
The victim is face down on the mat, the attacker sits
on their back and puts the the victim's arms on their legs. The
attacker then links their hands under/on the victim's chin and
- 163 -
pulls back.
Choke Hold
Type: Submission Hold
Endurance Cost: 1 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D10 per segment
Ending Position: Down
Failure Chance: 8
Alignment: Heel
Heat: 1 per segment
The attacker grabs the victim by the throat with either
one or two hands.
Cobra Clutch
Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 6
Heat: 2 per segment
The attacker stands behind the victim. The attacker
reaches under one of the victim's arms with one hand and
places it behind the victim's neck. The attacker uses their free
arm to reach across the victim's body and grab the victim's
arm which is on the the same side as the arm the attacker is
apply the half nelson. The attacker pulls the victim's arm
across their face and locks their hands around the victim's
neck and applies pressure.
Elbow Drop
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 7
Heat: 1
The attacker falls on the victim elbow first.
Fist Drop
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 1
The attacker drops onto a downed opponent with
their fist.
Giant Swing
Endurance Cost: 3
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The victim is on their back, the attacker grabs both
their legs and starts to spin. The momentum lifts the victim
off the mat as they get spun around by their legs.
Groin Stomp
Endurance Cost: 1
Damage: 1D8
Ending Position: Down
Failure Chance: 5
Alignment: Heel
DQ: 12
Heat: 2
The victim is on their back, the attacker grabs both
legs, splits them apart and delivers a kick to the groin.
Half Crab
- 164 -
Hamstring Pull
Endurance Cost: 1
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 2
The victim is on their back, the attacker grabs the
victim's leg. The attacker places one leg behind the victim's
knee and places the victim's ankle/shin behind the knee of
their other leg. The attacker jumps and drives the victim's leg
into the mat.
Headbutt Drop
Knee Slam
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 1
The attacker falls onto a downed opponent head first.
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The victim is face down on the mat. The attacker
grabs one of the victim's legs by the ankle and lifts it up,
usually lifting the lower part of the victim's body off the mat,
and then slams the knee down into the ground.
Indian Deathlock
Type: Submission Hold
Endurance Cost: 3 per segment
Damage: 1D4 + 2 per segment
Victim Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 7
Submission: Yes
Heat: 3 per segment
The attacker lifts up one of the opponents legs and
walks one of their legs around the leg before dropping to a
kneeling position, thus locking the opponents leg behind the
attackers knee. The attacker then reaches over and grabs the
opponents far leg and places it on top of the trapped foot of
the opponent. The wrestler then performs a forward roll while
maintaining the hold. This forces the opponent onto their
chest while the wrestler ends in a sitting position facing the
same direction as their opponent.
Knee Drop
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker drops down knee first on a prone victim.
Leg Drop
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker drops onto a prone opponent with the
back of their leg.
- 165 -
Rope Choke
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Alignment: Heel
DQ: 8
Heat: 2
The attacker drags the victim to the ropes and places
the victim's throat first across and chokes them in some
manner.
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 5
The victim is on their back, the attacker grabs the
victim by their legs and hooks both feet with their arms. The
attacker falls backwards, pulling the victim off the mat and
shooting them over the attacker's body into the ring ropes or
the corner. The attacker bends their knees as the victim
rebounds and falls backwards. The victim then lands with the
small of their back on the attacker's knees.
Senton
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker jumps over the victim and lands back
first on them. This is a common move in lucha libre.
Splash
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker jumps up and lands stomach first on the
victim.
Stomp
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 2
Combo: Yes
Heat: 1
Momentum: 2
The attacker delivers a hard stomp to a downed
opponent. The target of the attack can be any body part.
Sleeper Hold
- 166 -
Corner Group
Okay last and certainly not least, ya got the corner moves. So lets say instead of whipping
your opponent into the ropes, ya decide to get cute and whip him hard into the turnbuckle.
Great plan, the turnbuckle aint got no give like the ropes do...so heres a few moves that will
help ya take advantage of the situtation.
- 167 -
Corner Group
of the opponent.
Corner 10 Punches
Endurance Cost: 2
Damage: 1D10
Ending Position: Corner
Failure Chance: 5
Heat: 6
A classic turnbuckle move that sees the opponent
leaning back-first in the corner, the attacker climbs up onto
either the bottom or middle rope and delivers 10 mounted
punches. The crowd get into the action counting out each
punch.
Corner Dropkick
Endurance Cost: 2
Damage: 1D6 + 2
Ending Position: Corner
Failure Chance: 10
Heat: 5
The attacker takes a running start towards the
opponent in the turnbuckle and delivers a vicious dropkick to
the chest.
Corner Spear
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker gets a running start and delivers a spear
to the opponent who is leaning back first into the corner.
- 168 -
Corner Splash
Endurance Cost: 3
Damage: 1D8 + 2
Ending Position: Down
Failure Chance: 10
Heat: 7
The attacker gets a running start towards the
opponent in the turnbuckle, as the attacker approaches they
either jump up in the air towards the opponent and collide
chest to chest or the attacker simply runs into the opponent
colliding chest to chest.
Endurance Cost: 4
Damage: 1D8 + 2
Ending Position: Down
Failure Chance: 8
Heat: 8
This involves the attacker suspending the opponent
upside down on a turnbuckle, with the opponent's back being
up against it. To do this the opponent's legs are then hooked
under the top ropes, leaving the opponent facing the attacking
wrestler, upside down. The attacker then gets a running start
and delivers a baseball slide striking the opponent in the face.
Frankensteiner
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 6
This is a headscissors takedown executed on an
opponent sitting on the top turnbuckle. With the attacking
wrestler's legs scissored around the opponent's head while
they face each other, the wrestler performs a back-flip to
swing through the opponent's open legs, dragging the
opponent into a forced somersault that distances the wrestler
from the opponent, who lands on their back.
Tree of Woe
Endurance Cost: 2
Damage: 1D6 + 2
Ending Position: Down
Failure Chance: 6
Heat: 5
This involves the attacker suspending the opponent
upside down on a turnbuckle, with the opponent's back being
up against it. To do this the opponent's legs are then hooked
under the top ropes, leaving the opponent facing the attacking
wrestler, upside down. The attacker will then either choke,
kick or stomp the opponent until the referee uses up his five
count.
Endurance Cost: 8
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 14
Heat: 12
The attacker sits the opponent on top of the
turnbuckle with the opponent's back facing the attacker. The
attacker then places both their arms under the arms of the
victim and extends their arms out as far as they can and slams
them to the canvas using a Crucifix Powerbomb.
Turnbuckle Dropkick
Endurance Cost: 5
Damage: 1D10 + 2
Ending Position: Down - Outside of Ring
Failure Chance: 9
Heat: 6
The attacker sits the opponent on top of the
turnbuckle, the attacker then steps back towards the center of
the ring and then gets a running start and delivers a dropkick
to the chest of the opponent sitting on the turnbuckle. The
opponent falls back crashing to the outside of the ring.
- 169 -
Equipment List
Rings
Basic Ring
Cost: NEW= $5,000, USED = $2,000
Heat Bonus: NEW= 0, USED = -5
Cargo Space Use: 20
This is a very basic ring, it isn't the prettiest of rings
but it's better than nothing.
Deluxe Ring
Cost: NEW = $15,000, USED = $10,000
Heat Bonus: NEW = +5, USED = 0
Cargo Space Use: 20
This ring is a step up from the basic version, with a
more professional look and good bump taking ability your
wrestler's will thank you for it.
Professional Ring
Cost: NEW = $30,000, USED = $20,000
Heat Bonus: NEW = +10, USED = +5
Cargo Space Use: 20
This is the top quality ring, everything about this
ring is the best money can buy.
Video Production
Television Production Truck
Cost: NEW = $250,000 - USED = $150,000
Heat Bonus: NEW = +20 USED = +10
(Bonus applies only to Televised Events)
Fuel Cost per Show: NEW = $150 USED = $200
Cargo Space Use: N/A
This is an entire truck that houses various television
production equipment allowing your Television shows to
look more professional.
Sound System
Basic Sound System
Cost: NEW = $3,000 - USED = $1,500
Heat Bonus: 0
Cargo Space Use: 10
Sound on a budget, provides adequate playback
quality for entrance music and ring announcers. This package
includes 2 wired microphones.
- 170 -
Pyro Setups
Basic Pyro
Cost: $500
Heat Bonus: +5
Cargo Space Use: 5
A basic and simple setup that provides decent
looking pyrotechnics.
Professional Pyro
Cost: $2,000
Heat Bonus: +15
Cargo Space Use: 10
The professional pyrotechnic setup, allows an
unlimited variation in pyro.
Specialty Matches
Cost: $3,500
Heat Bonus: +15
Cargo Space Use: 20
A better quality cage.
Basic Scaffolding
Cost: NEW = $500
Heat Bonus: 0
Cargo Space Use: 20
If you plan to have a Scaffold match you will need
one of these, this is a basic small scaffolding setup.
Cargo Trucks
Large Scaffolding
Cost: NEW = $2,000 USED = $800
Heat Bonus: NEW = +15 USED = +5
Cargo Space Use: 30
A larger version of the basic setup, allows more
room on the scaffold for the wrestlers.
Intricate Scaffolding
Cube Van
Cost: $2,000
Heat Bonus: 0
Cargo Space Use: 20
To have a Classic Cage match you will first need a
cage.
- 171 -
Main Event:
Quality:
TV Rating:
Ticket Sales: $
Venue Size:
Heat Score:
Title Belt:
VS
Quality:
Title Belt:
Type:
Featuring:
Type:
Quality:
Title Belt:
Quality:
Title Belt:
Type:
VS
Quality:
Title Belt:
Type:
VS
Type:
Featuring:
Type:
VS
Featuring:
Heat Score:
Type:
VS
Angles
Heat Score:
Type:
Quality:
Type:
VS
Heat Score:
Type:
Featuring:
Quality:
Type:
VS
Heat Score:
Type:
Featuring:
Quality:
VS
Quality:
Heat Score:
Type:
Type:
Featuring:
Type:
VS
Quality:
Type:
VS
Heat Score:
Type:
Featuring:
Quality:
Type:
VS
Heat:
Referee Warnings:
Auto Reversals Used:
Move Series
Referee Warnings:
Auto Reversals Used:
Move Series
Round 1
Round 4
Round 5
Round 6
Round 7
Round 8
Round 9
Round 10
Round 11
Round 12
Round 13
Round 14
Round 15
Round 16
WRESTLER SHEET
Weight:
Gender:
Class:
Height:
Birth Date:
Name:
Age:
Home Town:
Theme Song:
Alignment:
Level:
Overness:
Experience:
Attributes
Damage Bonus
Angle Roll
Initiative
Submission Use
Submission Break
High Spot Bonus
Strike Bonus
Strength
Intelligence
Endurance
Agility
Charisma
Speed
Mic Work
Reversals
Second Wind
No Sell
FailureModifier
Evade
Match Stats
Injuries
Health Points:
Endurance Points:
Heat: (
)
Injury Points:
Healing Time:
Cripple Points:
Employment Information
Promotion:
Wage:
Contract Start:
Contract Length:
Tag Team
Current Titles
Title Name
Team Name:
Partner:
Date Won
Skills
Skill Name
Points
Skill Name
Points
Standing Group
Name
End
Damage
End
Damage
End
Damage
End
Damage
End
Damage
Running Group
Name
Ringside Group
Name
Down Group
Name
Finisher Name:
Heat:
Description:
End:
Endurance:
Failure:
Damage:
Ring Entrance:
Group Name:
Name
End
Damage
End
Damage
Group Name:
Name
Group Name:
Name
End
Damage
Submission Holds:
Name
End
Damage
Additional Finishers
Finisher Name:
Description:
Finisher Name:
Description:
Heat:
End:
Endurance:
Failure:
Damage:
Heat:
End:
Endurance:
Failure:
Damage:
Promotion Sheet
Promotion Full Name:
Promotion Initials:
Promotion Owner:
Prestige:
Monthly Payroll:
Equipment List
Staff List
Promotion Titles
Title Name
Holder
Television Shows
Name
Length
Rating Bonus
Day Aired
Month
Coming Soon
Warriors of Zhonghua
Return of the Dragon Kings
Exciting Martial Arts adventure abounds in a
fantasy infused Oriental setting where magic, spirits and
demons are commonplace.
Thousands of years before the current era, the
race of Dragons ruled the world and enslaved
humanity. Their rule was brutal and very harsh on the
human population and so it was only a matter of time
until the humans revolted and overthrew their evil
masters. But humanity didnt stopped their, they waged
a war of extermination against the dragon race and soon
Dragons became extinct, or so humanity believed.
However now the Dragon Kings who have
been slumbering in hiding for the past few thousand
years and planning their return and the destruction of
the human race.
Features:
- Specially designed combat system makes for some
fast paced Martial Arts action.
- 6 Kung-Fu Styles to choose from; each with its own
strengths and weaknesses.
- Weapon Styles for the extra firepower needed to
take down those tough opponents.
- Harness the power of Chi to pull-off incredible
maneuvers and cast magical spells.
- Over 100 Kung-Fu attacks to pummel and punish
your opponents with.
- Set in a fantasy based version of China where dragons,
spirits, demons and other supernatural entities exist.
Veteran Bonus
Roll
Penalty
Roll
Penalty
-1 Speed
+2 Charisma
-1 Agility
+1 Charisma
No Penalty
+1 Reversal
No Penalty
+1 Submission Break
-1 Agility
+1 Second Wind
No Penalty
+1 Mic Work
-1 Strength
-1 Endurance
If the penalty rolled for the Age Penalty is a negative to the Endurance attribute and it brings your attribute score
down to the next level in the Attribute Bonus chart on page 10 then roll 1D6 for Health and Endurance Points
and deduct it from the wrestler's Health and Endurance points.
Missing Moves
Corner Clothesline
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker charges the corner and delivers a
crushing clothesline driving the opponent hard into the
corner crushing him between the turnbuckle and the
attackers arm.