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The Squared Circle

Wrestling RPG Demo


Written By: Eric Moreau
Layout: Eric Moreau

Interior Artist: Omar Sancristobal

WWW.DAYDREAMERINTERACTIVE.COM

Copyright 2010 Day Dreamer Interactive


All rights reserved under the Universal Copyright Convention, World Wide, No part of this book may be
reproduced in part or whole, in any form or by any means, without permission from the
publisher. All incidents, institutions,governments and people are fictional and any similarity, without satiric
intent, of characters or persons living or dead, is strictly coincidental.

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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 taken from the Down group.
Each move also has a Failure Chance, this
number represents the chance a wrestler has of botching
the move thus allowing your opponent to take the
initiative from you. As a wrestler goes up in levels,
bonuses will be gained that will lower the Failure Chances
for every move. This is known as the Failure Chance
Modifier. The Failure Chance is the base minimum the
player must roll above to successfully execute the move.
This means that the number on the die must be higher
than the Failure Chance of the move otherwise its
botched. Strike bonuses do not help in this matter.
Executing a move will also lower a wrestlers
Endurance points, every move in the game has an
Endurance Cost value associated with it. Whether a move
is successfully executed or not the Endurance Cost is
deducted from the wrestler's Endurance points. When
you run out of Endurance points you can no longer
execute any moves as your wrestler is just way too tired.
You will need to take a Rest action to recover Endurance.
You will also find that some moves are associated
with a particular alignment; such as a low blow which is
associated with a Heel alignment. A wrestler who's
alignment is set to Face will actually lose Heat Points in
doing a move associated with the Heel Alignment and
vice versa. When this happens the move's Heat value
multiplied by 2 is deducted from the wrestler's Heat
Points. 10 alignment points will also be deducted from
the offending player.
Heel aligned moves also have the referee to
worry about, when one of these moves is performed the
GM rolls a twenty-sided die and if the roll is lower than
the move's DQ stat then the referee saw the move and
will penalize the performer. See Referee Warnings for
more information.
And finally we arrive to the actual execution of
the move, the player must roll a twenty-sided dice, if the
die comes up anything less then whatever the maneuver's
Failure Chance is, then the move is botched, the
defending wrestler receives initiative. But just rolling
above the moves failure Chance does not constitute a
successful execution of a move, the opposing wrestler
must decide if they want to either Evade or Reverse the
move.

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No matter which one the defending player
decides it will cost him 3 Endurance Points. If a move is
evaded or botched both wrestlers begin the next segment
in the Standing position.
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 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 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.

Drag Opponent To Feet:


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.

With this action a wrestler can drag a downed


opponent to their feet thus allowing the use of moves in
the Standing Group. This however results 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

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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.

Playing to the Crowd:


This action involves the wrestler doing
something that will get a rise out of the fans either to leer
or jeer the wrestler if he's a heel or cheer him on in he is
a Face. This

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.

Critical Hits and Misses

When a roll is a natural 20 (twenty-sided die


comes up a 20), then that strike is critical meaning that
the move will do double damage. On the opposite end

of the spectrum, when the roll is a 1 on a Twenty-Sided


die, not only is it a guaranteed botched move but the
roller of the dice fumbles and falls to the canvas losing
10pts of Heat due to this embarrassment.

Zero Health Points


Eventually during the match, one of the wrestler
will have his or her Health Points drop to 0 or even in
the negatives. This does not mean that the wrestler is
dead or finished at all, the wrestler may continue the
match but every time they receive damage they gain 1
Injury Point. See the Injury Point section for additional
information.
Once the Health Points get to this point the
wrestler is extremely hurt and tired, any move attempted
by the wrestler has a +4 added to the Failure Chance of
the move as well as they do not receive any Damage or
Initiative bonuses until they can get their Health Points
above 0 either through taking rest actions or using a skill
like Second Wind.

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.

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Reversals
Lifting Penalty

Weight Difference

Penalty

50 lbs

51 to 100 lbs

101 to 150 lbs

151 to 200 lbs

201 to 250 lbs

251 to 300 lbs

301 to 350 lbs

351 lbs and up

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High Spots
High Spots is the term that refers to moves that
are usually done from high places such as the top of the
turnbuckle, scaffold, ladder, balcony, you name it! These
moves are always a crowd pleaser and never miss a chance
to impress and awe the fans. However these moves are
also very dangerous and are specially suited for the
smaller wrestlers. Larger competitors may attempt these
moves of course, but there are going to be some penalties
based on how big they are and their agility attribute, there
are after all agile big men in the world.
First consult the table below to get the base
penalty, then we take the High Spot bonus and deduct it
from the Penalty. We then add this modified Penalty to
the Failure Chance of the move, if you happen to get a
negative
number for the Penalty then deduct instead
of adding the Penalty from the Failure Chance.
High Spot Penalty

Wrestler Weight

Penalty

220 lbs to 250 lbs

251 to 280 lbs

281 to 330 lbs

331 to 380 lbs

381 to 430 lbs

431 lbs and up

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Each wrestler has a certain number of Auto


Reversals available per match and he or she may use these
to reverse a move and gain initiative without spending 3
Endurance Points. When a wrestler decides to use up on
of his Reversals, it is an automatic reversal, there is no
need to roll anything, whatever move the opposing
wrestler was attempting to do you may execute it; even if
it isnt in your Move List. You still need to roll and get
higher than the moves Failure Chance, remember if your
opponent is larger than you, a lift penalty might need to
be applied. Alternatively you can also choose to not
execute your opponents move and instead go for one
of your own. Also note that you will need to have enough
Endurance Points to execute the move.
There are certain moves you cannot reverse.
Moves from the Down, Running and Corner group
cannot be reversed. Although submission holds may be
reversed if the GM allows it. Any High Spot move cannot
be reversed either.
In the case of a reversal, you receive the Heat
Bonus and deduct the moves endurance cost and not
your opponent.

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.
Pinfall Breaks

HP + Endurance

Break Attempts

31 to 45
46 to 60
61 to 80
81 to 100
101 to 150
151 and up

5
4
3
2
1
0

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To attempt to break out of the pin attempt a
wrestler must roll a one-hundred sided die and one
ten-sided die to get a percentage roll. For each break
attempt the wrestler must roll below the Pin Break
percentage to successfully break out of the pin before
the three count, each break attempt also uses up 2 points
of endurance. The attacking wrestler keeps initiative after
the pinfall break.
The Pin Break has a base percentage of 50%, a
modifier is applied that is deducted from the base
percentage. Consult the following table, the damage is
how much damage the last move executed did.
Pin Break Modifier

Damage

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.

Submission Percentage

Segments

Percentage

1
2
3
4
5
6
7

10%
20%
30%
40%
50%
60%
Auto Submit

Heat Points
Each character has a heat value in the match, the
goal of each wrestler is to get his Heat Points as high as
possible as this represents the level of excitement and
entertainment the fans are drawing from that wrestler, the
maximum Heat Points a wrestler can acquire in a match
is 100. Heat Points for a match factor in deciding whether
or not the wrestler's Overness goes up or down after the
match as well as how much experience he or she will gain.
Each wrestler also begins the match with a set
amount of Heat points equal to the wrestlers Overness
points.
Every move generates a certain amount of Heat
points, however Heat Points can also be deducted during
the match due to the following things:
Same Move executed in 4 times in a row against
opponent:
Lowers Heat Points by 20.
Standing at Ringside waiting for tag:
For every segment the wrestler stands at ringside he or
she loses 2pts of Heat per segment.
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

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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 the Game Master prefers shorter matches,
allowing finishers earlier such as after the 3rd round is
recommended. Alternatively one can also increase match
length by making this value higher such as in the 10th
round.

Evade.
The wrestler will still be able to attack but will
not receive Strike Bonuses and gets a -4 to Strike and
Failure Chance Modifier of the move is at +5.
A blinded wrestler will also not be able to use
automatic reversals and skills that grant the wrestler
special attacking powers such as Adrenaline Rush, Move
Specialization, Slippery Devil.

Stunned
When a wrestler is stunned, he is unable to take
any action (offensive or defensive) for the duration of the
effect. While stunned the wrestler also does not recover
points from Rest Actions and Rest Holds and cannot use
any skills or automatic reversals.
Opponents attacking a wrestler who is stunned
are not able to botch a move, in fact when attacking a
stunned wrestler the attacker need not even roll the dice
to strike, the attack is automatically successful.
Stunned wrestlers also get a - 2 Pin Break attempts.

Knock-Out

Status Effects
(from Puroresu sourcebook)

Sometimes during a match a wrestler may find himself


suffering from certain Status Effects that can hamper him
during the match. Certain moves or hardcore attacks can
lead to a wrestler receiving these Status Effects.
A wrestler will however get a chance to attempt
to save against them, the value of the saving throw is
determined by taking the wrestler's Endurance attribute
and deduct 5. Then the player must roll 1D20 and get
equal or lower than the Saving Throw value to save
against the effects.

Blinded
A blinded wrestler is in big time trouble, unable to see
prevents the wrestler from defending themselves. The
wrestler may still attempt to Evade an attack but will need
to depend on his other senses (hearing/smell/touch) to
pinpoint the location of the attacker. A blinded wrestler
receives no Evade bonus and gets an additional -2 to

If a wrestler receives 15 points of Damage or


more in a single attack there is a chance they will be
Knocked-Out. The wrestler will get a saving throw as per
usual, failing the Saving Throw means the wrestler is
knocked out for 1D4 segments.
A knocked out wrestler cannot take offensive or
defensive action, use skills or automatic reversals and to
make things even worse cannot break out of a pinning
predicament. While knocked out the wrestler does not
recover points from Rest Actions and Rest Holds.
Getting a Knock-Out in a Last Man Standing
match will result in an automatic win for your opponent.
Certain weapons will have a knock-out
percentage attached to them, wrestlers will not receive a
Saving Throw for these attacks. If the precentage roll falls
below the weapons Knock-Out value then the victim
suffers this status effect.

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Example of Play
The following is a step by step example of how running a
match should go. For this example we will use a simple
Singles Match, the exact same steps are taken when running
specialty matches. The difference being of course that
specialty matches will have added rules and methods
depending on the type of match.
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.
Time for the introductions, our ring announcer Teddy Smith
will announce the competitors.

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!!
Same thing goes here, player or GM reads the entrance of
the character.

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.
Frank Jabrone rolls a 4 and adds his initiative bonus of 1 to
give him a total of 5.
Joey Jobber has won the initiative, he decides to execute a
move on Frank, Joey's player looks over his list of moves in
the Standing Group because both wrestlers are standing in
the ring. He decides on a good old fashioned Bodyslam. Joey
must now roll a twenty-sided die (1D20) and add his Strike
Bonus, but Joey Jobber doesn't have a strike bonus so his
roll of a 19 on his D20 remains unmodified.

Since Joey's roll of 19 is way over the Bodyslam's Failure

Chance of 5, the move is not botched. Had he rolled 5 or


below Joey would have messed up the move and lost the
initiative. Joey's player deducts the move's endurance cost
from his Endurance Points, in this case that would be 2
points.
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.
Tracking Sheet 1 is used to keep track of each wrestlers Heat
generated during the match as well as their string of moves.
See Move Diversity on page 36 for more information on
what this is used for.
Tracking Sheet 2 is used to keep track of rounds and who
has initiative. So at this point Tracking Sheet 2 would have
Joey Jobber written down on the first slot of Round 1.
Every round represents 1 minute of action.
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.
Since Joey successfully executed a move, he still has initiative
and it's his turn again. Frank is laying on the canvas because
the Ending Position of the Bodyslam is Down. Joey can
now
execute any move he has in the Down Group. He
decides to go for a Legdrop...he rolls a twenty-sided die
(1D20) again, he has no Strike bonus to add....he gets a 15,
another successful roll. Joey's player deducts the Legdrop's
Endurance cost from his Endurance Points and the Game
Master adds the Heat value to Joey's Tracking Sheet as well
as writes down Legdrop on the second line on move section
of the sheet.
Tracking Sheet 2 would now have Frank Jobber written
down in the second slot of Round 1.
Frank chooses to attempt to evade the move again. He rolls
his twenty sider, a 19!!! More than enough to beat Joey's roll
even before adding the +4 to evade. Frank deducts the 3
points for his evasion action from his Endurance Points and
he gets to his feet and now has initiative.

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 decides he's going to go for a combo of 3 punches,
he rolls his 1D20 and gets a 10 and adds his Strike bonus
of +1 to give him an 11. That's higher than the Punch's
Failure Chance of 5, so far so good. Joey however still gets
a chance to either evade or reverse, he chooses to evade and
rolls his 1D20 and gets a 5, adds his evade bonus of +3 to
give him an 8. But sadly that's not enough to beat Frank's
roll so the first punch hits it's target. Joey deducts the 3
points of Endurance for attempting to evade while Frank
deducts the 1 point of Endurance for the punch.
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.
Tracking Sheet 2 would have Joey Jobber written down in
slot 3 of Round 1.
Okay so now both wrestlers are in the standing
position...Joey Jobber decides to execute an Irish Whip
sending Frank into the turnbuckle. He rolls his 1D20 and
gets 15, which is a successful roll, he deducts the moves
Endurance cost and the Game Master adds the move's Heat
points to Joey's Heat Value. Frank now opts to let the move
happen to preserve his Endurance points. Joey rolls the
damage, an Irish Whip into the turnbuckle does 1D4....he
gets a 1 and adds his damage bonus of 4 to give him a total
of 5.
Frank is now in the corner and Joey can choose to execute

any move he has that is contained in the Corner Group.

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. Had Joey decided to use a Rest
Hold he would have continued to deliver damage to his
opponent but he would have had to win dice battles against
Frank to keep the hold on.
Because Joey took a Rest as his action, a new initiative roll
is done. Joey has successfully executed his last two moves
against Frank so he gets a +2 on his initiative roll.
Joey rolls an 7 + Initiative Bonus (1) + Initiative Momentum (2) that gives him a 10.
Frank rolls an 8 + Initiative Bonus (1) to give him a 9.
Joey wins and chooses to go for his finisher the Jobber Plex.
He rolls his Strike roll and gets a 14, Frank attempts to evade
but with a roll of 5 is unsuccessful. Joey hits his finisher, he
rolls damage 2D10 and gets 13, adds in his damage bonus
to give him a total of 17 points.
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, 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 rolls a hundred-sided die (1D100) and a ten-sided die


(1D10) to get a percentage. His first roll came up as 40 on

10
the 1D100 and 5 on the 1D10 giving him 45% and that is
not enough to break out.

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.

I hope this has given you an idea of how to go about


running your own matches, don't worry if you mess up a
time or two with the rules. The primary purpose should
always be to have fun with it, in time as you do more and
more matches you will find that it comes easier and the
speed of running each match will increase. Good luck and
have fun!

Get the books today and see the following:


- Character Creation
- Character Levels up to 15
- Lots of Classes to choose from
- Full rules and skills
- Hundreds of moves detailed and explained
- Lots of NPC wrestlers to face off against
- Promotion Manager rules

and so much more!!!

The Squared Circle Wrestling RPG is the #1 wrestling


rpg on the market today. So what are you waiting for?

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.

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

Head on over to www.daydreamerinteractive.com


to find out how you can purchase the worlds best
supported wrestling game, visit the forums to find out
whats planned next for the game line.

What follows are the pre-generated characters for you to


try out. The Moves in their move lists are abbreviated and
this is how you read it.

10

(Heat/Endurance Cost/Failure Chance/Ending/Damage)

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

11
Stats & Bonuses:
Overness: 80
Health Points: 93
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

Skills:

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.

Attributes:
Strength: 17
Intelligence: 17
Endurance: 15
Charisma: 21
Agility: 17
Speed: 21

Microphone Work (9 Points)


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)

Move List:
Standing 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)

11

12
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)

Top Rope Group:


Tornado DDT (8/6/4/Down/1D10)
Missile Dropkick (3/3/4/Down/1D6)
Superplex (5/4/4/Down/1D10)

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=1D8Dmg=1D4)
Figure Four Leglock
(S)(4/3/0/Down/Drain=1D10,Dmg=1D4)

Corner Group:
Corner 10 Punches (6/2/0/Corner/1D10)
Corner Spear (5/4/4/Down/1D8)

12

The Prophet
He is the self professed Prophet here to herald
the new era of wrestling. He'll preach and prophecizes to
anyone who will listen and will often quote from a large
leather bound book he carries with him everywhere. He
calls it; the Big Book of Wrestling and claims that it contains many things such as rules and regulations as well as
maneuver descriptions and illustrations and of course
strategies on how to defeat various types of wrestlers.
Throughout the years he has amassed a following of
younger wrestlers who follow him and look up to him as
a mentor. Most believe that the Big Book of Wrestling
actually contains everything The Prophet claims and
more and they hang around in hopes of gleaming some
knowledge that will make them unbeatable and of course
rich and famous.
Class: Brawler
Level: 8
Experience: 18,900
Age: 33
Height: 6ft 4in
Weight: 252 lbs
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

13
followers and climbs into the ring using the steel ring
steps.

Attributes
Strength: 22
Intelligence: 18
Endurance: 18
Charisma: 21
Agility: 17
Speed: 20

Stats & Bonuses


Overness: 60
Health Points: 112
Endurance Points: 96
Damage Bonus: +6
Strike Bonus: +2
Angle Roll: +6
Mic Work: +3
Submission Break: +4
High Spots: +2
Evade: +2
Initiative: +2
Second Wind: 3
Reversals: 6
Failure Modifier: -4
Quick Roll Bonus: 14

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)

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)

13

14
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)

Running Group:
Flying Shoulder Tackle (2/4/5/Down/1D6)
Running Clothesline (2/4/5/Down/1D6)

Corner Group:
Corner 10 Punches (6/2/1/Corner/1D10)
Corner Clothesline (5/2/6/Corner/1D6 + 2)
Corner Foot Choke (H) (3/2/0/Corner/1D6)

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
2 x NEW Television Champion
2 x NEW Hardcore Champion
Primary Finisher: The End of the Line
(4/6/0/Down/2D6+6)
Finisher Description: Fallaway Slam
Theme Song: Unfinished Sympathy by Massive Attack

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)

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.

14

Class: Powerhouse
Level: 7
Experience: 19,500
Age: 29

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.

Attributes:
Strength: 21
Intelligence: 15
Endurance: 20
Charisma: 18
Agility: 17
Speed: 18

Stats & Bonuses:


Overness: 65
Health Points: 133
Endurance Points: 91
Damage Bonus: +12
Strike Bonus: +1
Submission Break: +3

15
Initiative: +2
Evade: +2
High Spot Bonus: +2
Second Wind: 2
No Sell: 3
Miraculous Kick-Out: 3
Reversals: 8
Failure Modifier: -3
Quick Roll Bonus: 15

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

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)

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/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)
Bear Hug (1/1/3/Down/Drain=1D6 Dmg=1D4)
Belly to Belly Suplex (3/3/3/Down/1D8)
Choke Slam (3/3/3/Down/1D6)
Clothesline (1/2/1/Down/1D4)
DDT (2/3/1/Down/1D6)
Full Nelson Slam (3/4/4/Down/1D8)
Low Blow (2/1/4/Down/1D4/Heel)
Mongolian Chop (1/2/1/Standing/1D4/Combo)
Overhead Press Powerslam (6/5/4/Down/1D8)
Powerslam (4/4/4/Down/1D8)
Press Slam (3/5/4/Down/1D8)
Short Arm Clothesline (3/4/2/Down/1D6)
Sidewalk Slam (3/3/5/Down/1D6)
Spinebuster Slam (3/3/4/Down/1D8)
Vertical Suplex (2/2/3/Down/1D8)

15

16

Skill Descriptions
Here are a few of the skills described so you will know
how to use them in your test match.

The No Sell:
This skill allows a wrestler to No Sell a move during a
match, which essentially means that whether the
opponent's roll to execute a move against the user of this
skill is successful or not, the move has no effect and
Initiative switch from the opponent to the user. For every
3 skill points invested the wrestler will be able to
No Sell 1 move per match.

The next two pages are work sheets for you to


use when running your matches. They will help a lot to
keep things organized, wrestling matches can be quite
chaotic and it helps to have a record of things that
happened to go back to.
I hope you have enjoyed this demo version of The
Squared Circle and I hope it entices you to want to check
out the full game and join our little community of
wrestling fans.
Thank you for taking the time to check out my game,
have a good day and most importantly have fun.
- Eric Moreau

Second Wind:
This skill allows a wrestler to come back with a vengeance
using the strength of a second wind of energy. Using this
skill in a match will generate 25pts of Endurance for the
user. For every 3 skill points invested the wrestler may
use the second wind ability once a match.

The Heat Generator:


The wrestler with this skill possesses that natural it
factor that just makes the fans interested, whether he be
face or heel there always seems to be massive appeal in
his matches. For every 3 skill points invested, the wrestler
begins a match with 5pts of Heat.

The Miraculous Kick-Out:


This skill allows the wrestler to instantly kick out of a
pinning situation with a miraculous burst of energy
seeming to come from nowhere. For every 3 skill points
invested, the wrestler will be able to use this skill once per
match.

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.

16

Match Tracking Sheet I


VS
Heat:

Heat:

Referee Warnings:
Auto Reversals Used:

Move Series

Referee Warnings:
Auto Reversals Used:

Move Series

Match Tracking Sheet II


VS
Segment Tracker
Round 2
Round 3

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

2007-2008 Day Dreamer Interactive, All rights reserved

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