WVW_Productions

"Lets get ready to wrestle~!"
It was inevitable really, that some enterprising young woman would realize the tremendous profit that could be gained in combining all of the sinful little vices of the denizens of the park into a single, profitable venture that could bankroll her millions. With action, sex, and the always present prospect of being devoured alive before an adoring audience, Womens' Vore Wrestling was founded in a dinky little community center where it had its first series of matches that ended with the referee being swallowed whole by the then-reigning champion. From that point forward it has only expanded as women have heard about the extravagant salaries that were offered to the talent and more people were drawn in to watching the always surprising spectacle that WVW offers on public television despite the ever-present predations by finicky moral guardians who rankle at what is aired once a night. The appeal is simple...regular, albeit athletic, women are put into the infamous four-sided ring where the rules are simple. Pin your opponent or force them to submit, no outside weaponry and no eating or killing your opponent with the threat of disqualification and a fine hanging over your head. If you win, you are awarded with two hours to do whatever you want with your opponent so long as they return to the locker room in one piece and able to compete. Plus the occasional cash prize or title shot, victory has its side benefits! If you lose...well, you have to do what your opponent wants for two hours (or else...) and the company takes note of your poor performance. If you continue to lose then it becomes public knowledge that your contract is officially up and your opponents can request a 'Winner Takes All' match. If you manage to break your losing streak and win, then the slate is wiped clean and your contract is renewed. If you lose again, like everyone suspects you will at that point, then your opponent gets your contract and your fate is in their hands. Maybe they'll be nice and let you go. Maybe they're feeling a bit spiteful and force you to become their valet, a piece of arm candy that cheers them on from the side lines and can be substituted for them if they lose a match. ...Maybe they indulge in what most women who enter WVW hope for and, in front of a paying audience of thousands of people, strip you down in the middle of the ring, fuck you senseless, and swallow your kicking and screaming body down for the very last performance that you'll ever give. If you're lucky then maybe it will be on some important PPV event and your death will be remembered for a while...or maybe it'll happen on a slow Saturday night and people will forget about it as soon as they've turned off the TV. You lose as much as you bet in WVW... ----------------------------------------- This is a hub type alt and not all the characters on it will be mine either. If you want to talk to a specific wrestler, you are better off with messaging that wrestler if you see them or dropping them a PUB. If you have questions about the setting or the system, then you talk to this alt and I will do my very best to answer your questions for you. I will also use this alt to describe different types of matches people come up with, ongoing feuds, and 'retirees'. Keep in mind that the above rules for the Production (having to do whatever the winner wants) is an IC only rule. Anything you do to another player must be agreed on beforehand with that player if you win and they have to check with you the same way if they win. This is a non-negotiable rule, you can't force someone to do a kink they can't enjoy! This setting is meant for normal woman/hermaphrodites in a world where vore is not only possible but greatly enjoyed. Not only that, but there is an element of perma-death to the WVW that every prospective employee must agree to before working for the company. If they lose a Winner Takes All match, or particularly rankle their opponent into risking disqualification (which is rather severe) then that could be it for them. If they are killed off then that character is dead, if made specifically for WVW play. If they were an otherwise ordinary character who can just 'do' WVW play then dying in WVW means they are only dead for WVW play, in other words they can continue on and do whatever but can't participate in WVW play with that character any more. Wrestlers: Majesty Mallet GeneralGluttony Managers Valets/Arm Candy Referees Hall of Famers Retirees Partners Feyana's mysterious syndicate. =========================================== The wrestling system hasn't really seem to have caught much interest so it isn't really necessary for people to use this setting to have fun, sexy wrestling matches! So if you want to participate, just message me and we can talk~!
Attributes
Five attribute scores define your wrestler’s basic aptitudes: Power (POW), Athleticism (ATH), Brawn (BRW), Instinct (INS), and Flair (FLR). They are expressed as bonus or penalty, normally ranging from -5 to +5, with 0 (conferring neither bonus nor penalty) being the average for a typical beginner in the WVW! Almost every die roll you make is modified by one of your abilities. A smart wrestler is more likely than an obtuse one to sniff out an ambush, and a slow brawler will be hard-pressed to beat a high flyer in a foot race. Your attributes give bonus or penalty to these kinds of rolls directly. Athletics (ATH): This is your hand-eye coordination, agility, reflexes, and balance. Athleticism is important if you want to be quicker than a hiccup and able to hit high-risk aerial moves with consistency. You apply your Athleticism to: • Rolls when performing athletic maneuvers, such as dropkick, flying body splash, moonsault, sunset flip, and tornado DDT. • Damage rolls for aerial maneuvers. • Opposed rolls to raise your shoulder or reach the rope and end pin attempts. • Opposed rolls to twist or flip your way out of a submission hold. • Rolls to avoid taking falling damage and being thrown over the top rope in a battle royal. • Rolls to beat count-out. Brawn (BRW) This is your stamina and physical fortitude. Brawn equates to your ability to take a beating so it’s important for everybody. You apply your Brawn to: • Rolls when performing brawling maneuvers, such as chair shot, elbowdrop, forearm smash, punch, and stomp. • Damage rolls for brawling maneuvers. • Rolls to withstand submission holds long enough to escape. • Rolls to avoid stun effect from maneuvers. • Determine your thresholds for Fatigue, Injury, and Submission. Flair (FLR) This is your fan appeal and star quality. Someone with a high Flair has good ring presence. It also influences your popularity, your promos, and your ability to get the referees and officials backstage to do things your way. You apply your Flair to: • Rolls when performing flair maneuvers, such begging off, eye poke, low blow, and taunt. • Damage rolls for flair maneuvers. • Opposed rolls to escape pin attempts by pulling hair/mask, grabbing the ref, putting a foot on the ropes, or similar moves. • Opposed and regular rolls for nonmatch interactions, such as distracting an opponent, interviews, getting a ruling in your favor, etc. • Bonus to your attempt to gain Favor with the crowd before the match starts. • Number of matches you can require before a 'Winner Takes All' match can take place. Instinct (INS) This measures your general aptitude for the ring “bizniz,” and is important if you want to execute complex technical holds to perfection. Instinct also includes intuition, perception, and mental fortitude. You apply your Instinct to: • Rolls when performing technical maneuvers, such as armbar, DDT, figure-four leglock, small package, and sleeper. • Damage rolls for technical maneuvers. • Rolls to get out of submission holds. • Opposed rolls to spot ambush and avoid distraction. Power (POW) This is your raw strength. Power is crucial for strong wrestlers relying on brute force to dominate and win matches. You apply your Power to: • Rolls when performing power maneuvers, such as body slam, camel clutch, clothesline, full nelson, powerbomb, suplex. • Damage rolls for power maneuvers. • Opposed rolls to pin an opponent. • Opposed rolls to kick out of pin attempts. Determining Your Attributes Determing your attributes is rather easy. You have 5 points to be spent on a one for one basis with each statistic starting off at 0. If you put 1 point into ATH then you have an ATH score of 1, simple, right? If you take a score below 0 then you gain an equal number of points to spend on other attributes (example: if you reduce ATH to -1, you gain 1 point to spend elsewhere). You can also gain up to three extra attribute points by having a good wrestling name, a well written persona/gimmick/style, and by picking out some theme music. If you aren't sure if your persona/gimmick/style is good enough to warrant an extra attribute point then PUB this profile and I will check it out and let you know.
Fatigue This battle system uses a unique method of keeping track of your character's condition, that being Fatigue which, you guessed it, represents how worn out your character is! You accrue Fatigue by being hurt by your opponent's moves, pulling off particular strenuous ones of your own, or (if your character is big enough) from wearing yourself out due to being big and heavy. Each character has a fatigue threshold of 20 + BRW (So having a Brawn of 3 would give you a Fatigue Threshold of 23. Having a BRW of -2 would give you a threshold of 18). Once you take Fatigue equal to your threshold, your wrestler has a cumulative penalty of -1 to all rolls they make for the rest of the match an their Fatigue resets (with any excess Fatigue rolling over as well). Example: Say you have a threshold of 22 and take 23 points of damage from a stupendous critical hit, you would gain a -1 penalty on all rolls and your Fatigue would reset to 0 with the excess 1 damage from the critical putting your total Fatigue at 1. Fatigue resets to 0 after a match, assuming you survive, with the exception being if you are doing a lot of matches in succession, are part of a tournament, or whatever! Use your best judgement or come to terms with your opponent about what sounds reasonable.
Level Every character using this system, if it's for the WVW setting or not, should start off between level 1 and level 4, no exceptions. This isn't really a rule intensive system and once you get beyond level 13 (the equivalent of a legendary wrestler who is really famous) you are pretty much gilding the lily when it comes to gaining mechanical benefits. Levels don't determine anything on their own, all they do is determine how many skill points your have and how many Feats you have access to. For WVW, the higher level a character is, the more famous they are and the more experience they've earned in the ring. How do you gain a level? Well...simple, you have matches, compete in special events, do story-lines with other characters, etc. However, all the stuff besides matches is decided on a case-by-case standard so this section will only address gaining levels through participating in matches. You gain a level by acquiring a number of wins equal to the level you are going up to, with losses counting as 1/2 a win and draws amounting to nothing. So, for example, you would need two wins or four loses to get to 2nd level (or 1 win and two loses, so on and so forth). Level Benefits Because first level is the foundation level, you get a choice of four Feats and a +4 bonus to split between skills in any way you want. Each level thereafter (i.e., from 2nd level and up), you gain two additional Feats and allocate +4 bonus for skills. You can also take one Flaw at any and every level in exchange for an extra Feat each time.
Attitude Everyone in the wrestling business portrays a role: Face, Heel, or Tweener. Attitude represents your general moral and personal views on fairness and sportsmanship; in short, whether you would shake an opponent’s hand, hit him with a chair when he has his back turned, or walk away without doing either. Face You’re a “Good Guy,” respectful of the referees and popular with the fans. You avoid cheating and sneak-attacking a wrestler unless that wrestler has jumped you first. But even then, the payback almost never exceeds what was inflicted on you. Heel You’re a “Bad Guy,” caring not for the rules, refs, officials, or fans. You despise your opponents, especially the Faces. You would lie, cheat, and steal in the ring for a victory. Back-jumping is not only something you relish, but is expected of you. Tweener You tread that thin, ambiguous line between Faces and Heels. Though not overly concerned with following the rules, you don’t break them as blatantly and often as Heels do, either. A Tweener typically adapts the role of a Heel against Face opponents, and a Face against Heel opponents.
Every character has a Weight Mod (WM), used to determine whether she is lifted or knocked off her feet after an opponent executes a maneuver that leaves her prone successfully, like body slam or clothesline. Your Weight Mod starts at 0. For every 15 pounds over 110 (round down all fractions), add +1 to the WM, or –1 for every 10 pounds under 110 (round down). Lifting/Knockdown If your key attribute for a move is less than the target’s Weight Mod when using a maneuver with the “Requires Lifting” modifier (like piledriver) your Maneuver Roll must meet or beat the target’s roll by the deficit between the key attribute used for the move and his Weight Mod to cause damage, or to knock the target prone if the maneuver has the “Knockdown” modifier (like shoulderblock). Damage If positive, your WM causes the equal amount in additional damage whenever you fall prone; for instance, a 300-pound, +12 WM amazon will suffer a whopping 12 Fatigue every time she falls to the ground from an opponent’s move (and sometimes her own misses)! Characters with WM of 0 or less take no Weight Damage. Extra Fatigue Cost It’s also more difficult to move around gracefully with all that extra weight. Assuming a positive Weight Mod, you incur Fatigue equal to one-half your WM (round down) when performing any athletic maneuver and action requiring athletic exertion (climbing a cage, jumping off a ladder, chasing after someone, etc); the 500-pounder from above, for example, would take (12 WM/ 2 =) 6 Fatigue. The cost is mandatory, even for maneuvers and actions that normally require no Fatigue to perform.
Favor In pro wrestling, Favor is a result of crowd reaction and a gauge of a wrestler’s popularity (whether good or bad). In WVW, you can garner Favor through actions in a match and interactions during a card. A Favor can be spent to do different things, such as activating a Feat, prelude to attempting a finisher, increasing your range for automatic success on d20 rolls, and in some cases, let you counter opposing Favor-based effects wherein each player can spend additional Favor in order to reactivate or re-counter, until one side wins the bidding war. You can have up to a maximum of 4 Favor. Favor typically lasts until the end of a major storyline or event (usually a PPV) if part of WVW or until the end of a match otherwise, after which everyone resets to 0 Favor and have to build it back up during matches until the next big show. If an issue comes up, I'll decide if you can hold on to Favor or not, from indefinitely (until spent) to as brief as a single match. You gain a Favor when your attack inflicts 10 or more points of damage. You can “steal” Favor from an opponent by outperforming the target by a significant margin (i.e., exceed the opposing roll by at least 10) in a promo or vignette. You can also transfer Favor to any other character (normally an ally) before rolling a d20, but this must be for all your remaining Favor and you must actually be present at the match! I also have final call on stripping any character of Favor for not role-playing or refusing to compromise with another player on a storyline or match. This is a cooperative style game after all and if there is a dispute without an impartial and knowledgeable (me or other people listed on here) third party to make a call on a dispute it would need to be decided between the players in question or someone they ask to do so. In other words, try to solve the problem in a manner that is reasonable between you and your opponent when you can~! Favor provides a passive benefit to every character, increasing their range of automatic success. For example, having 1 Favor means that you score an automatic success on your roll for rolling a 19 or 20. Having two Favor means you score an automatic success on 18-20, etc. All characters start play with 0 Favor.
Ruby Rathe, the Hollywood media darling-turned-manager, can talk her way around almost every situation and incite any wrestler. Omega, an ominous brute with a supernatural gimmick, intimidates every poor soul who crosses her path. These and other actions depend heavily on having the skills to back them up. You get bonuses to allocate between skills at every level. At first level, you receive +4, then +4 every level thereafter. There is no per-level cap, so you can distribute the bonuses in any combination you like, even putting everything into one skill. (But play fair and stay with your concept, or I might ask you to make some changes!) You add the bonuses you put into a skill that is applicable to the situation to a d20 attribute roll. Skills are always paired with an attribute, though the attribute used is never set in stone, but rather dependent on the circumstance. Take climbing a steel cage. It’s normally Athleticism + Athletics, but may become Power + Athletics when you’re doing so while carrying a heavy object or another person, and Brawn + Athletics if the opponent spiked your drink before the match. It’s Flair + Deception for fast-talking somebody, but Athleticism + Deception to sneak up on her. It’s Power or Brawn + Presence when you try to intimidate a person by flexing your muscle or looking tough, Flair + Presence when you want to be diplomatic, and Instinct + Presence if your goal is to persuade through reason and logic. There is no “trained” or “untrained” distinction; if you don’t have any bonus in the appropriate skill, you either can't make that roll in the first place or you will only use your attribute if anyone could attempt the check and training just improves your odds. Skill List There are only seven skills in WWW, though two (Knowledge and Special Talent) are actually comprised of sub-skills that you must specify and pick up separately. Athletics This encompasses your training and natural aptitude for running, jumping, acrobatics, and any other sort of athletic endeavor. Deception This represents your ability to deceive others in different ways, from fast-talking and hiding to disguises and sleights of hand. It’s primarily opposed by the Perception skill. Knowledge This is comprised of the following sub-skills that you must allocate bonuses for individually. Every knowledge gives you a +1 bonus on any roll that uses that knowledge for every five skill points in that knowledge. Having ten ranks in Knowledge: Athletic Maneuvers would give you a +2 bonus on athletic maneuvers for example. The exception is Knowledge: Roster which means your wrestler knows about your opponent's style and method by succeeding at a DC 15+target's levels Knowledge: Roster check, including their flaws. Until you know their flaws, your wrestler can't take advantage of them! Knowledge subsets are given below. Athletic Maneuvers Brawling Maneuvers Flair Maneuvers Foreign Objects Power Maneuvers Roster Specialty Match Tag-Team Technical Maneuvers Perception This includes your ability to sense not just physical concealment, but emotional as well. You use this skill to see if you notice an ambush early enough to not be flat-footed, find hidden objects or persons, and tell when someone may be lying to you. It’s mostly opposed by the Deception skill. Performance This represents your stage chops, from delivering promos and performing vignettes to professional acting, when the spotlight is on you! Presence This is your knack for influencing people, whether through diplomacy, intimidation, or sheer reputation. You often match your Presence against your target’s in an opposed roll. Special Talent (ST) This is a “catch-all,” where you define each unique, individual ability, trait or proficiency as a sub-skill (pending my approval). It may be as mundane as “driving,” as glamorous as “fitness model,” and as exotic as “supernatural powers” — the kind that can make you disappear and reappear in the ring like magic! The bonus from a ST can stack with other skills; a “dancer” will able to add the Special Talent to her Performance in a dance-off, for example.
At first level, you choose four (4) Feats. Every level thereafter, i.e., from second level on, you may select two (2) more Feats upon attaining a new level. Some feats have prerequisites. You must have the listed minimum attribute, attitude, feats, skill ranks, and other requirements in order to choose or use that feat. You can take a feat at the same level at which you meet all its prerequisites. You cannot use a feat if for some reason you can no longer meet any of its prerequisites. For example, if you change your Attitude from Face to Heel, you cannot use any feat you have that has the Face Attitude as a prerequisite. A feat may also have a listed “Limit” for how often you can take it. This can be figured out easily with simple division, dropping all fractions if you’re creating characters at higher than 1st level. For example, providing you meet all prerequisites, if you’re an 8th-level character you can take a once-every-3-level feat twice (8/3 = 2, ignoring fractions); you cannot take it for a third time until you’ve reached at least 9th level. A feat can be taken only once, unless it has a Limit or specified otherwise in the description. You can take any feat that has no Limit and may be taken more than once multiple times per level. Feats sharing similar effects do stack. For example, if you have both Feat of composure and Master Mat Technician, you can combine them for the best bonus possible when executing a technical move. Or, if you have taken Toughness more than once, you can use them simultaneously in the same round to reduce as much damage as you can. You cannot use a feat that has an “activation cost” (e.g., exertion of Fatigue, Favor expenditure) when you’re stunned.
Feat List
Attribute Improvement Prerequisite: Level 3 or higher Limit: Once per 3 levels Choose any one attribute and add +1 to the score each time you take this feat. Close Call Prerequisite: Ring Sense You can use the attribute you chose for the Ring Sense feat in place of Brawn when resisting stun effect from maneuvers. Critical Strike Prerequisite: Maneuver Training +1 or higher Once per match, after you confirm a critical hit with a signature move or finisher you may inflict the maximum damage without rolling. You can take this feat more than once, each time adding another use per match. Desperate Save Once per card, you can spend a Favor to “help” any one other character (i.e., not yourself) escape a pin attempt, submission, or vore attempt automatically (such as pulling the ref out of the ring), unless the attacker’s pin or submission count is an automatic success, which nullifies/prevents this effect. Using this feat can be ground for disqualification in a regular match. Expertise Gain an additional +4 to allocate between skills. You can take this feat more then once, gaining an additional +4 to distribute each time. Feat of Composure/Cunning/Dexterity/Endurance/Power Pick a single attribute and before making a roll (such as performing a technical maneuver, rolling for or against submission counts, aid another, recognizing trickery, using a skill keyed to the attribute, etc.) using that attribute, you can add a +1 bonus to the roll for every 1 Fatigue you choose to exert, up to double (2x) your Instinct (minimum 1 for 0 or negative scores). You can take this feat more than once, each time increasing the bonus maximum by another +1x multiplier, i.e., twice for 3x bonus, three times for 4x bonus, etc. You must take this feat again for it to apply to another attribute and increasing the bonus maximum requires taking additional feats for that specific attribute (List the Feats of ---- on your sheet individually). Finisher Limit: Once per 3 levels You have a finisher, the devastating move used to put opponents away. Choose or design a maneuver to be a finisher. A finisher cannot be altered unless through Feats or special provisions. When you hit a finisher, you add one extra die (+1d) to the damage, and if you follow up a finisher with a pin attempt, it’s an automatic two-count so the opponent has only one chance to kick out! In addition you gain a +1 bonus for naming your finisher. Any move with no listed damage die does 1d4 as a finisher. You must spend a Favor every time you attempt a finisher. Pick a new maneuver each time you take this Feat. Hardcore Once per match, you can voluntarily forgo your action and drop your Action Count to 0 for one round, gaining 1 Favor if you take 10 or more points in damage (after all reductions) for the round. You can use this feat while stunned. This feat may be taken multiple times, each time gaining an additional use per match. Heat Machine Prerequisite: Flair +1 or better You can have one more maximum Favor (i.e., from 4 to 5, 5 to 6, etc.) for each time you take this Feat. (Though your threat range due to Favor benefit cannot exceed 16-20; see Favor above.) High Pain Threshold Increase your submission threshold by 2. You can this feat more than once, each time raising your submission threshold by another 2, up to +10 maximum. Indefatigable Add +2 to your Fatigue penalty threshold. You can take this feat repeatedly, each time increasing the threshold by another +2. Master --------- Prerequisite: Varies (see below) Choose a type of maneuver that you have at least two points in the knowledge relating to it (Master Brawler requiring Knowledge: Brawling Maneuvers 2 for example). Once per match, you can add a bonus to your Maneuver Roll using that maneuver type equal to one-half (1/2) your relevant Knowledge skill, instead of +1 bonus for every +5 in that skill. You can take this feat more than once, each time gaining another use per match. You can take this feat for additional maneuver types but additional uses of them must taken additional times as well. Master of Diversion Prerequisite: Flair +2 or better and Instinct +2 or better, Deception +5 or better, must be a manager Once per match, you may spend one Feat to automatically distract any one character without rolling unless she scores an automatic success on an Instinct + Perception roll. You can take this Feat multiple times, each additional time gives you an extra use of this feat per match. Master of Fortune Prerequisite: Manager character Once per match, choose one target or yourself and increase the range for either automatic success or automatic failure by 1 for one round. For example, a 19 showing on a d20 becomes an automatic success/hit, or if you choose to “jinx” someone, a 2 is now an automatic failure/miss. You may use this feat after seeing the result of a roll. You may take this Feat multiple times, each additional time gives you an extra use of this feat per match. Master of the Game Prerequisite: Knowledge: Roster +2 or better You know everyone’s moves and how to counter them. This feat is identical to Master ------- but works with any Maneuver Roll against a single opponent you have successfully used Knowledge: Roster against. Monster Comeback Prerequisites: Face Attitude, level 3 or higher Once per match, when you’re at least a -1 Fatigue penalty and currently have more Fatigue than your opponent, you can activate this Feat to gain Favor up to your maximum allowed instantly. For two rounds, you ignore your Fatigue penalty and you can spend 1 Favor to automatically break a non-finisher pin or submission against you, or 2 Favor for a finisher pin or submission, without die rolls. After the two rounds are over, however, you lose all Favor (even those gained in the interim) and are subject to Fatigue penalties again. Moveset Limit: Once every 3 levels Choose three maneuvers. You gain a +1 bonus to Maneuver Roll when performing these moves. Once selected, you can never alter them by more than +1 or -1 via maneuver modifiers. You can take this feat repeatedly, each time choosing three new maneuvers. No-Sell Prerequisite: Brawn +1 or better Once per match, you take no damage and effects from a maneuver with a successful Brawn roll (Difficulty = damage dealt). Against damage from a finisher, however, you must spend a Favor yourself to use this feat. You can take this Feat a number of times up to your Brawn score, each time giving one additional use per match. Opportunist Prerequisite: Heel attitude You get two automatic pin or submission counts instead of one when pinning or submitting a stunned target. Potent Strike Once per match, after you hit a signature move or finisher, add double your key attribute (instead of 1x) to the damage. You can take this Feat more than once, each time adding another use per match. Reckless Abandon When performing a maneuver with the “Stunning: Self” or “Stunning: Self if Missed” modifier, you can add a bonus on the damage roll and subtract the same number from the Maneuver Roll. Furthermore, you gain one Favor if the damage roll for stun purpose for this maneuver exceeds 10 on a miss! Refocus You can spend 1 Favor to reroll any one roll with all bonuses and penalties, unless the original result is an automatic miss. You must take the new roll. You can use this feat as many times as you want, spending the requisite Heat each time. Ring Rage Prerequisite: Brawn +1 or better, Power +1 or better Once per match, after you have taken 10 or more points of damage from one single attack in the previous round, you gain +2 Power and +2 Brawn for a number of rounds equal to your original, unmodified Brawn score. But you can use only brawling or power maneuvers and skills keyed to Brawn or Power in the meantime. Ring Sense Prerequisite: Athleticism or Instinct of +2 or better Choose either your Athleticism or Instinct attribute that is +2 or better. You can add 1/2 that score (round down) to your final Action Count when you’re stunned. You can take this feat one more time for the other of the two attributes. Then you add half of each together to your final Action Count when you're stunned. Ring Strategist Prerequisite: Instinct +2 or better Once per match, you can change your action or maneuver after everybody has announced but before any die is rolled. You get the Favor spent on a finisher back when it’s subbed out with this feat. If two or more characters use Ring Strategist in the same round, use initiative and then tiebreakers to determine order of declaration. Signature Move Limit: Once per 3 levels Choose or design a specific non-finishing maneuver as your signature move. It gets a +2 “Signature Move”. You must create a unique delivery to signal a signature move; for example, taking off and throwing your arm pad before laying a corkscrew-elbow smackdown. You can attempt a Signature Move a number of times per match equal to your Flair + amount of Favor you had when the match started (minimum 1 regardless of sum). You can take this feat multiple times, each time gaining a new maneuver as signature move. Spectacular Entrance Prerequisites: Flair +1 or better, level 6 or higher Your ring entrance is impressive and stunning enough to earn Favor. Once per match, upon entrance you can attempt a Df20 Flair + Performance. If successful, you a Favor. No one else may interrupt or alter the entrance. Toughness Prerequisite: Brawn +1 or better Once per match, you can reduce the damage you take from all attacks in one round by your Brawn score. Apply the reduction against each maneuver individually. You can combine this feat with No-Sell to maximize your chance of avoiding damage. You can use Toughness while stunned. You can take this feat more than once, each time gaining another use per card.
No character is perfect, especially in pro wrestling. Flaws are the opposite of Feats, but serve the same purpose of defining a character by showing her foibles and quirks. However, unlike most games, you’ll want to think it through before taking any one of them because they’re almost guaranteed to come into play every time and throw a monkey wrench into your plan! First of all, you can take one Flaw every level in exchange for one extra Feat — or, at first level only, +1 to an attribute if you so choose. Unless specified, you can take any Flaw more than once. Here comes the bad news: Your opponent gets to invoke your Flaws and choose when to do so — even after you have rolled, if applicable and they succeeded at the check to know about them! Opponent in this case is anyone NOT your ally, wrestling against you, turning on you, or another character belonging to you. Anyone who is an opponent by that definition can invoke your Flaw, so it does not have to be the same player (though priority should be given to your match opponent and feuding rival). If you took a Flaw multiple times, an opponent can “activate” it that many times against you, so if you have “Cocky” twice, it can be invoked twice per card. Lastly, you always suffer the full consequence of a Flaw immediately upon invocation, so you can never “loophole” your way out of it! In case of a direct contradiction, Flaws always trumps Feats or Tricks, though they do not cost the target a use of the feat/Trick. For instance, your opponent can invoke your “Unlucky” to change your critical hit to automatic hit, thereby stopping you from using your “Critical Strike” feat. However, you’re not charged a use of the Feat so you can try again on a later critical hit. Flaw List Below describes the Flaws available. You and I are free to create new ones or customize these to fit your characters. Bump Machine Once per match, you take maximum damage from a successful move with no reductions permitted. Cocky Once per match, the opponent kicks out of your pin attempt or escapes your submission hold automatically — including singles or tag team finishers! Crazy Once per match, an opponent gets to dictate your action for one round (during a match) or one segment. Essentially, the invoking player controls your character temporarily and can do whatever with the character in the interim! Glass Jaw Once per match, you get no roll to resist stun effects and automatically become stunned. Hated Once per match, an opponent can make you lose one Favor that you just gained or received, since regardless of your Attitude, you just seem to rub everyone the wrong way, from those backstage and in the locker room to the fans. Inept Once per match, an opponent can declare the action you’re attempting — whether a maneuver, distraction, cutting a promo, whatever — to have a final result of “2,” no roll necessary! Old Injury Once per match, a successful maneuver that does any damage to you immediately causes a -1 Fatigue penalty as the opponent aggravates an old injury. Overconfident Once per match, you do only half damage on a successful maneuver, or halve the final result of a non-Maneuver Roll. Rookie Mistake Even the best can be prone to rookie mistakes every now and then. Once per match, you’re distracted or fooled (by a Deception roll targeting you) automatically without an opposed roll. Showboat You’ll flaunt your greatness even when doing something that is beyond you. Once per match, an opponent can pick a maneuver type and you’ll have to attempt a move of that type for the round before any die roll, or he/she can choose which attribute you’ll use for a non-Maneuver Roll (even if it’s nonsensical). Unlucky Once per match, an opponent can stage down your extraordinary success or failure: critical success into automatic success, automatic success into standard success, or automatic failure into critical failure. You still use the original roll for comparison purpose, but lose the benefits or suffer additional consequences.
At the end of the day, once all the trash talk, ambushes, and tense confrontations are over with, it all comes down to the match itself which is...really, really easy. To determine the initiative, each player rolls their Presence + one attribute that demonstrates how they are trying to rile up the crowd. The winner gets initiative and a +2 to their maneuver roll for that round. Each player rolls a d20+the attribute for the maneuver being used+the maneuver modifiers+the relevant skill+Fatigue penalty-Repetition penalty. Repetition penalty is when you use the same type of move (say, Power moves!) over and over again. If you use the same type of move over and over again the crowd gets bored and you take a cumulative -1 penalty so long as you keep doing it. The one who rolls lower role-plays their action first because they essentially failed, but that doesn't mean they stood there like an idiot. Then the wrestler who rolled higher describes their successful action and all of the consequences (damage, being stunned or not, getting back to the ring, etc. etc.) are figured out. The player who rolled lower failed at their action and loses initiative in the next round. If a player rolls an automatic success then it doesn't matter if they got a lower total result than their opponent, their move succeeded. If both players roll an automatic success, whoever has the highest Favor wins. Off Your Feet: Lifting and Knockdown Naturally, the heavier you are, the harder it is to lift you or knock you down. Every character has a Weight Mod (WM) calculated from weight, used to determine whether he/she is lifted off the ground to complete a maneuver such as body slam, or knocked down to the mat by a move such as clothesline. Certain moves (like suplex, powerbomb, over-the-rope toss, sunset flip, etc.) require lifting your opponent off the ground and dropping him/her in order to do damage. They have the “Requires Lifting” modifier. Lifting is automatic when your target’s WM does not exceed your key attribute used for the maneuver. Otherwise, your Maneuver Roll must beat your target’s Maneuver Roll by at least a margin of your opponent’s WM minus your key attribute, or it does no damage because you fail to lift the target — even though the move is considered a hit and you gain initiative for the following round. On Your Back: Prone There are only two positions you have to track for characters in WWW: Prone or not prone. If you’re lifted or knocked down, you’re considered to be prone until you hit a move without the “Prone Self” modifier, or someone tries a move without the “Requires Prone Target” modifier against you, or when an opponent fails to lift you/knock you down with a maneuver. You can use any maneuver with the “Requires Prone Target” modifier against a prone target, giving you a wider selection of moves. If you’re not prone when a round begins, no one can target you with a move that includes “Requires Prone Target.” Losing Your Wind: Stun There are moves that may cause the target (whether your opponent,yourself, or both!) to become stunned. These moves have the “Stunning” modifier. Use a Brawn roll with Df = damage dealt to see if you succumb to the effect, though resistance is automatic if the move does no damage. Unless specified, stun lasts for one round, but two rounds if you auto-failed the Brawn roll, and three rounds on a critical failure. When you’re stunned, you cannot attack, initiate any action, or use most feats, including ones with a Fatigue cost, unless permitted in the description. You’ll roll just a d20 and divide the result in half (round down), then minus any Fatigue penalty you have to get your Action Count. You’re still entitled to all reactionary and opposed rolls while stunned (such as escaping pin attempts and submissions or resisting another stun effect, but not, say, to Aid Another), and automatic/critical rolls are still in effect, hence you do duck an opponent’s move if the d20 roll is an auto or critical “hit”; it’s also considered a successful action so you may gain initiative for the following round. The duration of stun from different attacks or actions do not stack. Use the lengthiest stun effect when you fail multiple rolls against stun in a round. A referee will not be able to count pinfalls or verify submissions while stunned. Finishing Maneuver A finishing maneuver (or “finisher”) is the most feared and effective move in your arsenal, used to put the final nail in the opponent’s proverbial coffin. You need to spend a Heat to use a finisher, but if you hit it, you add one extra die (+1d) to the damage (which should already be figured in on the character sheet). Also, if you follow up a finisher with a pin attempt, it’s an automatic two-count so the opponent has only one chance to kick out; or if the finisher is a submission hold, he gets only one chance to avoid tapping! In addition, you gain a +1 Naming bonus for naming the finisher. Submission Threshold Everyone has a submission threshold = 10 + Brawn score. When the damage of a submission move exceeds (not equals) your submission threshold, you must win one of three (or fewer) opposed rolls to not give up or tap out. See To Give or Not to Give: Submission, below. Any maneuver with the “Submission” modifier is a submission hold. The advantage is that if you do enough damage you can force your opponent to submit. Everyone has a submission threshold of 10 + Brawn score. When the damage of a submission move exceeds (not equals) your submission threshold, you have three chances to not give up or tap out (representing the ref checking by raising your arm three times). This follows the same rules as a regular pin attempt: There are three opposed rolls — or just one for submission finishers. The attacker will use the key attribute for the maneuver versus the defender using either Athleticism (sheer quickness), Brawn (sheer endurance), or Instinct (sheer will), but only once each (exactly like in a pin attempt). A stunned target loses one of the three chances to break the hold. You can also try to pull the rope for leverage to gain an additional count (with the same drawback if you fail). Still, the target always has at least one opportunity to fight off a submission. Since there’s no set time in a round, you don’t “maintain” a submission move — you just have to hit it again next round if you want to “retain” it. Whether you “hold” it and for how long is simply a matter of your narrative. Pin You can try to pin a prone opponent by dropping prone yourself and covering the target in a cross-body position. You do have to hit the flair/technical-based Pin Attempt maneuver to initiate a pin fall because it can be preempted by a higher Maneuver Roll and thus does not happen for various reasons (e.g., you take too long to pose, are too exhausted to cover the opponent right away or too close to the ropes… whatever the winner decides in his/her description). Also, in multiple-character matches, another wrestler can “steal” the pin by announcing a pin attempt as well and getting a higher Action Count.A successful pin attempt immediately triggers a series of three opposed rolls, each representing a pin count (“1… 2…3!”), between you and the target being pinned. The pin counts are part of the pin attempt action within a round, not spread over three rounds. As the pinning character, you’ll make a Power roll on each pin count, while the opponent tries to oppose it with an attribute roll of his/her own using either Athleticism (raise shoulder, grab the rope), Flair (pull hair/mask, put foot on rope), or Power (kick out with brute force). The caveat is that he/she can use an attribute only ONCE per pin attempt. Your opponent must lose all three opposed rolls for you to score a pin and win. If he/she beats you (cannot tie, since you have the initiative for hitting a move) on any of the rolls, the pin is broken. Automatic success/failure applies to pin counts as well. If you roll a critical success while being pinned or the opponent pinning you rolls a critical failure on a pin count, you reverse the pin attempt and can start one of your own immediately. Conversely, if you roll a critical failure under a pin or the opponent pinning you rolls a critical success, you lose the next count automatically without rolling. For example, if this occurs on the first pin count, you lose the second as well and proceed right to the final pin count. (So, try to avoid this on the second pin count!) There are shortcuts to rack up automatic pin counts, like hooking the leg and pulling tights. Any move with the “Immediate Pin Attempt Upon Knockdown or Lifting” modifier lets you initiate a pin attempt upon successful completion without having to wait till next round, in addition to using the maneuver’s key attribute instead of Power for all three counts. If you follow a finisher (from you or someone else) with a successful pin attempt on the target, it’s an automatic two-count. Regardless of what combos you use, there’s never automatic three-count in Wild World Wrestling — the target always gets at least one pin count to escape the pin. (So hooking the leg or pulling tights after a finisher won’t give you any additional benefits.)Bridging or Hooking the Leg You can exert 1 Fatigue for a pinning bridge or 1 Fatigue to hook the opponent’s leg for an automatic one-count. They’re mutually exclusive so you can perform one or the other in a pin attempt, not both. Also, you can do neither for a maneuver with the “Immediate Pin Attempt UponKnockdown or Lifting” modifier because it is already a part of the move. Making a Save on Someone’s Pin Unless you’re stunned, you can break a pin attempt not involving you by targeting the pinning character with a maneuver during declaration at the beginning of the round, then roll a higher Action Count. (This, of course, requires anticipating your opponent’s moves.) Or, you can declare aid another (see below), then wait and give the bonus to the character being pinned during a pin count. (This can be done to help an ally pin somebody too.) Pinning a Stunned Opponent Pinning a stunned opponent gives you an automatic one-count, or two if you have the Opportunist feat. Pulling Tights And/Or Rope For Leverage Each of these requires 1 Fatigue and a Df10 Deception + Flair roll (or opposed Deception vs. Perception roll for a ref with actual stats), though a successful roll reduces the pin counts needed by one. Any time you fail such a roll, however, the referee catches you, gives you a warning and stops the pin count immediately, thus ending the pin attempt (and perhaps disqualifying you!).
Modifier Effect/Condition
+0 Damage: 1d4
-1 Damage: 1d6
-2 Damage: 1d8
-3 Damage: 1d10
-2 Damage: +1 Die
-1 Damage: Add Weight Mod
+1 Damage: Attribute Only
+2 Damage: None
+1 to +3 Exertion
+1 Illegal
+2 Illegal: Automatic DQ
-1 Immediate Pin Attempt upon Knockdown/Lift
-1 Knockdown
+1 Prone Self
+1 Reduction: Attribute Roll for Half Damage
+2 Reduction: Attribute Roll for No Damage
+1 Requires Lifting
+1 Requires Prone Target
-2 Stunning
+2 Stunning: Self
+1 Stunning: Self if Missed
-1 Submission
Damage: 1d4/1d6/1d8/1d10 Nearly all moves have a base die type for damage. Pick one that you feel best represents the maneuver (as suggested in parentheses). This gives you one damage die of that type when you hit the move. Damage: +1 Die Every damage die you want to add beyond the first incurs a -2 penalty to the move; increasing a maneuver’s damage by two dice (to three dice total) is -4, for instance. You can increase the amount of dice rolled to reflect the additional impact or leverage you put behind it, such as Irish-whipping your opponent, leaping off the top turnbuckle, charging full-speed at someone, etc. The maximum amount of dice you can add to a move with this modifier is equal to your key attribute for the maneuver (minimum 1) or 1/2 your Maneuver Training bonus (round down), whichever is higher. Damage: Add Weight Mod You can add your Weight Mod to the damage. (Obviously, you want this only if you have a positive WM!) However, if you miss the move (i.e., the target has a higher Action Count), you take your own WM in damage immediately (but no stun effect unless you added the “Stunning: Self” or “Stunning: Self if Missed” modifier). You take Weight Mod damage only once per move, so don’t count it again for you falling prone from the maneuver. Damage: Key Attribute Only You don’t roll any die but use only your key attribute for damage. Damage: None This move doesn’t do any damage at all, though you still gain the initiative if it’s successful. Exertion This move costs extra energy to perform, at the rate of 2 Fatigue per +1 bonus, up to 6 Fatigue for +3. You exert the Fatigue whether you hit or not. Illegal This move is illegal, meaning on an automatic hit or if it does 10 or more points of damage while the ref is not distracted, you get a warning and must roll against DQ. It is not always necessary to include this modifier for an illegal move; for example, a choke without “Illegal” means you will release it before the five-count, thus no warning or chance of disqualification (though you also lose the bonus that comes with the risk). Illegal: Automatic DQ A move with this modifier causes you to be disqualified automatically if you hit it and the ref is not distracted. You can include this modifier for foreign objects and related moves for all no-DQ, no-holds-barred matches. Such essentially-free +2 bonus can be kept, converted to extra damage, or offset other modifiers to encourage the appropriate kind of violence! Immediate Pin Attempt Upon Knockdown/Lift You don’t have to wait till next round to try the Pin Attempt maneuver, but begin it right after you’ve lifted or knocked down the opponent, rolled damage, and resolved all other effects. In short, you can initiate pin counts against the target in the same round on a successful hit with this modifier. You cannot use the “Bridging” or “Hooking the Leg” option because it’s a part of the maneuver, but it does confer the same automatic one-count benefit. (And you can still try to pull tights or put your feet on the ropes to steal the second count.) Also, you get to use the maneuver’s key attribute for the opposed pinfall rolls. For instance, a successful sunset flip lets you use Athleticism instead of Power in the pin attempt. Knockdown If your Maneuver Roll is better than your target’s by at least the deficit between your key attribute and his/her Weight Mod, you knock him/her down. Prone Self You become prone whether you hit the move or not, thus opening yourself to pin attempts and maneuvers that require a prone target. You’ll also take your own Weight Mod in damage (if positive) when performing a move with this modifier. Reduction: Attribute Roll for Half Damage Unless a move with this modifier is a critical hit, a successful attribute roll by the target using the appropriate attribute (at the ref or Promoter’s discretion) reduces the damage by half. The Difficulty is the attacker’s Maneuver Roll, and the target may also add a +1 bonus for every +5 in a skill appropriate to the roll (such as Athletics for over-the-top-rope toss). Reduction: Attribute Roll for No Damage Identical to “Reduction: Attribute Roll for Half Damage” above, but damage is reduced to 0 with no other effects on a successful attribute roll. Requires Prone Target The opponent must be prone for you to attempt this move. Requires Lifting In order to inflict damage, your Maneuver Roll must be better than your target’s by at least the deficit between your key attribute and his/her Weight Mod. If so, the opponent also becomes prone. (Don’t take the name too literally… It covers all moves used to push, pull, drag, trip, and otherwise force an opponent down from standing.) Stunning The target must make a Brawn roll against Df = damage dealt or be stunned for at least 1 round. No roll is necessary if the damage is completely negated. Stunning: Self Hit or miss, you must make a Brawn roll to avoid stunning yourself. On a hit, make a Brawn roll against Df = damage caused by the maneuver or be stunned for 1 round. On a miss, roll for damage anyway as if you had hit, but use the result solely as the Difficulty for the Brawn roll against stun. Stunning: Self if Missed Similar to “Stunning: Self,” except you make a Brawn roll only if you missed the move (i.e., the intended target has a higher Action Count). Submission The move is a submission hold. If the damage exceeds the target’s Submission Threshold of 10 + Brawn, he/she must roll according to the Submission rule to avoid passing out or tapping. This modifier is not necessary if the hold is meant to only wear down the opponent without any chance of submission.
Defining Maneuver Types
Let’s say you’re looking to create a move or duplicate an amazing one you saw another wrestler perform. Here are some guidelines for determining what skill the maneuver would fall under!
Athletic Maneuver
Just about any maneuver relying on agility and balance, that requires you to jump, fly, flip, spin, and get your feet considerably off the mat is an athletic move. An elbow smash off the top rope, for instance, turns the normally brawling move into an athletic one.
Brawling Maneuver
Most brawling moves can be summed up in two words: hardcore and illegal. Any roughhouse tactic you would utilize in a bar fight or street rumble, from eye gouge to curb stomp, gets this label.
Flair Maneuver
A move that features cunning, finesse, maybe a dab of underhandedness and, most of all, FLASHY SHOWMANSHIP to execute should be a flair maneuver. For example, making a major production out of a mandible claw — complete with a sock puppet — changes it from technical to flair.
Power Maneuver
Strength, strength, and more strength. If it presses, crushes, rams, or blasts an opponent with pure brute force, it’s surely a power move.
Technical Maneuver
Punishing holds and locks that twist a body into a pretzel. If it resembles something out of an Olympic or amateur wrestling match and needs skills to apply, it’s a technical move. Unsurprisingly, a move that attempts to vore your opponent in some way could fall under any one of these to be perfectly honest about it. These are all different means to get to the same goal after all, whither you're leaping off the top rope to get the momentum to down your opponent in a single gulp, distracting or tricking them in some manner, or using brute force to stuff them down your gullet.
The rules above can be a bit daunting so here is a simplified version of them for quick little matches. You should have already determined your wrestler's Attributes, Fatigue Threshold, Favor, and Weight Modifier regardless of if you plan to use your character's full system rules or these ones, but in the simple rules tose are the only statistics that you need. Combat works pretty much the same, except that your Maneuver roll will solely be your Attribute+Repetition penalty+the roll of a single d20. Whoever wins is the one who successfully performed their action and does damage equal to the difference between the two rolls. The repetition penalty is changed to if the same type of attribute is used more than once in the next two following maneuvers it begins to accrue a cumulative -1 penalty. Once a player hits their Fatigue penalty in damage, they've lost the match in any way the winner deems proper (according to WVW rules of course). No skills, no feats, no Favor, or anything else. Much easier and less complex but also not a lot of difference between characters. Up to the individuals involved which rules they would want to use for a given match.
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Name: Ring Name: Height: Weight: Description Attributes: ATH BRW FLR INS POW Weight Mod: Fatigue Threshold: Submission Threshold: Skills: Feats: Commonly Used Maneuvers: Signature Moves: Finishers: Wins: Losses: Ongoing Feuds: Past Story Lines: