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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:
3
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.
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.
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.
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.
5
Reversals
Lifting Penalty
Weight Difference
Penalty
50 lbs
51 to 100 lbs
10
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
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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
6
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)
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
8
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.
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.
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
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.
10
the 1D100 and 5 on the 1D10 giving him 45% and that is
not enough to break out.
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
10
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
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)
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
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)
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)
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
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.
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.
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
Heat:
Referee Warnings:
Auto Reversals Used:
Move Series
Referee Warnings:
Auto Reversals Used:
Move Series
Round 1
Round 4
Round 5
Round 6
Round 7
Round 8
Round 9
Round 10
Round 11
Round 12
Round 13
Round 14
Round 15
Round 16