Each wrestler starts his/her season with 80 points to divide between strength, endurance,agility, dexterity
Strength This equates to Damage per move and your modifier for standard moves.
, Endurance, Each point in endurance is worth an extra 5hp so hp is as follow (E*5+150=total)
Agility This affects your rope climbing speed/Attack bonus off the top rope and reduces damage from falling from high places
, Dexterity This affects your ability to make tags in tag matches hold on to ropes, and win ladder matches and battle royals AKA hand speed
S 10 +0
A 20 +5
D 35 +12
. The more Damage you assign your wrestler, the quicker he can put away his opponent. However,r wrestler a very high Damage stat wrestler usually has low Endurance and cannot take much punishment. Choose wisely. What kind of matches do you want to wrestle? You also pick a wrestling style. see samples below.
This then determines your modifier for the respective scores to find your mod subtract them from the score then split it in half. This mod only applies to your bonuses to perform actions as to where damage and HP are determined by the score directly.
( P.S YOU MAY NOT HAVE A
SINGLE STAT ABOVE 35 by natural means )
For example, say you were going off the top rope with 30 agility this would give you a +10 to land the move
However Doom train has a 10 dex so his reaction to catch you would only be +0 .or he could use his strength of 40 (giving him a +12) as Modifiers are capped at this Limit during the first half of a season: Six months.
IN matches with more than one other person in the ring attacking you can roll a counter-attack to avoid being slugged rapidly per incoming attack
For example, say Both Snow and Killer. Where to attack Crowley
On each of their turns, they would roll to attack vs Crowley's counter, for example.
If Crow were to roll a 19 vs killers 15 he would counter taking no damage., Now snow attacks
on his turn rolling a 23 vs Crows 15 Crowley would take the damage from snow
. wrestling styles!!!
Brawler, Brawler special
: once per match you can Roll a 2d6 on a 7-9 on a 10-12 gain both pick one 1, you Gain +your endurance stat in hp back, 2 you gain the use of an extra vicious fo doubling the damage,
Out of ring actions special roll a 2d6
High flyer, roll a 2d6 for Aerial if 6-9 your move does an extra 10 damage on a 10-12 it deals an extra 15
Safe landing special during a failed aerial move roll a 2d6 on a 7-9 you take reduced damage from your damage stat equal to half your agility on a 10-12 you can max it
Sub/Tech. Once a match During a submission/sleeper you can roll a 2d6 on a 6-9 the move is held an additional round or you may inflict an injury on a 10-12 both happen
Second special once per match you may roll a 2d6 to escape any move n, on a 6-9 it is reversed clean and gives you +5 to the next roll, on a 10-12 this is flipped into round 2 of a submission hold .and you gain +5 to the next roll
Grappler tech. Once a match you can roll a 2d6 to reverse someone's finisher on a 6-9 it is reversed and a reroll is forced, on a 10-12 you hit them with their own moment dealing half damage + finisher damage.
Second special once a match you can roll a 2d6 to force a pin at any time even if you lose the attack roll on a 6-9 the pin happens with no damage on a 10-12 the pin does 10 damage
Strong style, Before the match you can raise your stat bonus by an extra 1d4
In-ring special once a match rolls a 2d6 and adds the result to your damage.
Powerhouse. Once match per roll a 2d6 if 6-9 you gain +5 momentum to your next roll +10 on a 10-12
Second ability once a match you can hulk out ignoring half the damage from a single move.
Once a match rolls a 2d6 0n a 6-9 gain 5 momentum when using a fo and split your opponent open on a 9-10 the ref ignores any possible DQ check on an 11-12 they are gushing and you gain both effects.
Monster: Bonus roll is increased to a D6
When using a finisher roll a 2d6 on a 6 or above add 7 damage on a 10-12 add +15
Second ability when scoring a come Backroll a 2d6 for additional HP back treated as endurance.
Once you pick your stats/style they cannot be redistributed for the remainder of the season (24 weeks). Always keep your stats in mind when choosing your strategy in a match.
Your match has begun. The referee, an actual person with special training in the game, dictates the pace of the action. He or she will keep track of everything happening in the match and will instruct you when to enter your moves. Usually, the referee will use the shorthand "ENTER 'EM!" to indicate the wrestlers should write the next move they're planning to execute. Wrestlers cannot enter moves until instructed by the referee. Once a move is entered, it can only be modified if the opponent has not yet entered his move (or if the referee asks for a clarification).
You can enter any wrestling move you wish, or even make up your own! Once both wrestlers enter their moves, the players will roll twenty-sided dice with modifiers to determine which wrestler hits. Hitting a move gives you a +0.5 advantage on the next roll, meaning you'll hit your next move on a tie. The wrestler with the advantage has the burden of entering his move first on the next round.
Referee: ENTER 'EM!
Jager: Whip him into the ropes and hit him with a Big Boot.
JTX e: Duck the boot and land a thunderous Clothesline.
OnlineHost: Players rolled -sided dice: 2 7
Referee: Jager WITH THE CLOTHESLINE!
In the above example, Jager hits his move (the Clothesline) because his 7 is higher than JTX 2. 2.
Before the match begins, the referee will roll 2 4-sided dice. This is the bonus roll. Your roll will add to your stats for the match. A4 1 roll in your favor is ideal.
These are any kind of move that you want inside the ring. Suplexes, armbars, clotheslines, whatever you want. Please enter your move fully each time. Don't say things like "Same" or "Same as before." Enter the move so the ref knows what to do. While you're waiting for the move result to come up, be thinking about what move you want to do next to help keep the match moving at a quick pace.
Each wrestler can hit one finisher during a match. You can attempt your finisher as many times as you want, but only successfully hit it once. Any move can be used as a finisher, but the wrestler must indicate the move as a finisher. Hitting your finisher does extra damage, and it comes with an automatic pinfall attempt. As such, the notation (Fin/Pen) is often used to indicate you're going for your finisher + the pinfall. (These moves do plus 15 damage.)
Each wrestler additionally has a move he can designate as a setup during the match. Like the finisher, it can be attempted as many times as desired but only successfully executed once. The setup, if hit, does extra damage and adds +1 to your next dice roll. You'll often see the referee indicate that a wrestler who hit his setup has a +1.5 advantage (1 from the setup, and 0.5 from hitting his last move). Setups can be done with any move except finishers and pins. (Plus 5 damage)
Aside from the pin attempt that comes with hitting your finisher, you can go for the pin any time in the match. You can also hit a pinning move as many times as you wish. Pinning combinations only do minimal damage, but if your opponent is sufficiently weakened they can lead to victory. You must enter the word "pin" in your move to attempt a pinfall. Non-finisher pinfalls cannot be combined with other moves.
Using the Ropes
You can attempt moves off the middle or top ropes during the match. Hitting moves off the middle rope do extra damage and off the top do even more damage. However, these moves are called high risk for a reason: if you miss a move off the ropes, you'll take the damage! p. (You must explicitly indicate you are going for a move off the middle or top rope. Merely writing "Superplex" will not count as a top rope move, for example. You must enter "Superplex off the top" or something similar. Finishers can be done off the ropes. Wrestlers will often use the notation (FOTP) to indicate they are going for their Finisher Off the Top for a Pin. Of course, you can use either or none of the ropes when you do your finisher. (15 mid,20 top rope.)
The DZW allows each wrestler to successfully hit his opponent with 2 foreign objects per match, but they must be used outside the ring. An FO inflicts 10 extra points of damage. After a wrestler is hit with a foreign object, the referee will check to see if he has been busted open. This is done by rolling another 2d6 -sided dice. If the "blood roll" produces two odd-numbered dice, the wrestler is bleeding. A bleeding wrestler will continue to lose health throughout the match. If the wrestler is busted open twice, he has a gusher and is said to be "maxed," losing obscene amounts of blood and added damage.
Since they may cause bleeding, foreign object moves are often entered by wrestlers as Move + "for blood." You must indicate you are using a foreign object or doing a move for blood.
If you use a foreign object inside the ring or hit a wrestler with more than 2 foreign objects outside the ring, you risk being disqualified. On a failed Dex save The referee will roll an additional 2 6-sided dice. If the "DQ roll" produces two even-numbered dice, the referee has caught the cheating and will disqualify the rulebreaker.
You can execute painful submission maneuvers by entering the word "submission" — or the shorthand "sub" — with your move. If you hit the move, you have the option of keeping it for additional pressure the next round. You can do this by entering "Keep the hold." Submission holds can cause injury. An injured wrestler can still compete, but he will start his subsequent matches with less health, depending on the severity of the injury. Holding a submission for 4 consecutive rounds (i.e., rolls of the dice) will injure your opponent for one week. Holding it for 5 consecutive rounds will injure your opponent for two weeks. Holding it for 6 consecutive rounds will injure your opponent for three weeks. It will also cause an automatic win via ref stoppage, assuming the ref isn’t down. The longer the wrestler is injured, the more starting health he loses.
Injuries heal over time. A three-week injury will turn into a two-week injury and then a one-week injury as the wrestler gradually regains lost starting health. Wrestlers can tap out to avoid injury. However, opponents can now attempt to hold on for one more round after the bell. The referee will roll 1d10. A 1-5 means the wrestler succeeds in holding on; a 6-10 means the referee stops him. Whether successful or not, a DQ check will ensure to see if the decision is reversed.
It is now possible to use a finisher and a submission together to give the hold more damage. The Fin/Sub combination must be initialized together. That means that the finisher cannot be added on after the first round of the submission. After it is used, you lose your finisher as if you used your finisher regularly. Since the finisher is being spread throughout the submission, a setup cannot be used on a Fin/Sub round.
You can also designate moves as sleepers during a match. Sleepers do less damage than a regular move, but holding your opponent in one for 4 consecutive rounds will cause him to pass out, giving you the KO victory.
It is possible to deal so much damage to your opponent that he is unable to continue. This occurs when your opponent is at -100 health. If this happens, the referee will signal the knockout and award you the match. The knocked-out wrestler will be injured for one week.
Wrestlers aren't the only ones who can be knocked silly! If the move roll is 10/10 or 20/20, the referee is knocked down for 2 rounds. That means he won't be able to disqualify cheaters, so essentially anything goes. Of course, he also can't count pinfalls or see submissions! If another 10/10 or 20/20 comes up while the referee is down, he'll stay down another 2 rounds. Note that the 5 5 or 10 10 has to come up on the move roll to produce a ref knockdown (i.e., a blood or DQ roll cannot knock the referee down). The wrestler with the advantage will still hit his move on the ref knockdown.
Momentum and Comebacks
If a wrestler hits 4 consecutive moves on his opponent, he is said to have momentum and will gain an additional +1 on rolls for as long as he keeps hitting moves. A wrestler who hits a move after missing 3 consecutive moves is said to have a comeback and will regain some lost health. If, however, momentum is lost without a wrestler hitting a move to break it, such as in the case of a save, no comeback will be scored.
Example: You hit your opponent with 5 devastating moves in a row before executing your patented setup maneuver! You go into the next roll with a +2.5 advantage (+1 for momentum, +1 for the setup, +0.5 for hitting the last move).
Everyone starts with 0 XP. Winning a match earns your wrestler 2 XP; losing a match gives him 1 A wrestler who's won a match in a season, however, cannot fall below 1 XP. XP is used as currency in-game for stat bonuses and special perks. The result, rounded down, is carried over to the next season (e.g., if you end the season with 13 XP, you start the next season with 2 XP).
There is no theoretical limit on the number of matches you can wrestle per week. However, if you wrestle more than once on a show, you will be fatigued and your health from your previous match will carry over to your next one (plus a little boost). You should therefore use caution when accepting more than one match on a card.
Note also that when wrestlers get hurt in a match, they no longer deliver moves at full strength. It is therefore important to damage your opponent early when your offense hits the hardest.
Corners and Interference
In a standard match, wrestlers have the option to have another wrestler in their corner. This must be communicated to the referee in the chatroom before the match, and the corner must accept. The corner can attempt to save his wrestler during a pinfall, submission, or sleeper attempt, or interfere in the match at another time. The referee will roll 1 10-sided die. If the result is 1-4, the interference is successful (and if applicable, the pin, submission, or sleeper is broken). Otherwise, the attack backfires! Successful interference will result in a DQ check unless the referee is down. If the interference does not cause a DQ, the corner will be ejected from the ringside.
Choose a corner with caution: Your corner may turn on you and attack you instead of your opponent! Turns do not require the 1d10 roll and will not result in a DQ check.
At the expense of one of your two available character slots, you can create a manager to control in the DZW. As with having two wrestlers, your manager cannot corner your wrestler or be involved in any match with your wrestler. Managers are characters who specialize in interfering in matches and changing the outcome in their client's favor. To create a manager, simply submit a wrestler with Damage and Endurance both set to 0.
In addition to saving, managers can distract referees and wrestlers, but each has its ways of doing so depending on their class. Both distractions require a 2d6 roll to be successful is a roll above 6, rather a roll above 11 needed to save. Distracting a referee takes him out of action for one round. Distracting a wrestler neutralizes his advantage. If a manager is unsuccessful at a distraction while the referee is up, he will be ejected from ringside. However, managers can potentially interfere in the view of the referee twice before automatic ejection, using any combination of saves and distractions. Saves for managers work like saves for corners and will result in DQ checks when successful. Distractions cannot be used to break a pin, as they must be entered before the move roll.
Referee: ADV JTX+2.5 WITH SETUP AND MOMENTUM, ENTER' EM!
JTX: y (Fin/Pin/3 XP)
Doom train: Try to counter.
Referee: JTX IS +5.5 HERE AND WANTS TO END IT!
PAIN: Distract JTX
Referee: EVIL PRIEST IS ON THE APRON!
OnlineHost: Referee rolled 1 10-sided die: 5
Referee: IS DISTRACTED! NO ADV, ENTER Moves!
At this point, both wrestlers will enter their moves again with no advantage However, his setup, momentum, and move advantage have been wiped out by the distraction.
Manager types /Changes.
Managers (2 attempts for each passive but can only land a success once.)
Once per match you can roll a 2d6 on a 6-9 you heal your client for 35 HP on a 10-12 heal for 45 HP.
Once per match
Roll a 2d6 on 6-9 get rid of 1 stage of (blood) on a 10 -12 gushing damage is reduced
Once per match before the rolls you can roll a 2d6 on a 6 or over you can annoy the enemy making them have -3 Momentum this turn on a 10-12 makes it -5 Momentum.
Once per match
Roll 2d6 on a 6 or over give your client +5 damage this turn. on a 10-12 make it +10 damage.
Once per match you can roll a 2d6 to toss an object such as a pillow in the ring to cushion impacts for your wrestler and on a 6-9 they take half damage on a 10-12 a reroll of the moves in place happens.
Once per match
would need to be during a (pin) and a 2 1/2 count comes up. You pull your client's feet or arm to the ropes and you roll a 2d6 on a 6 or over the count breaks. They Also gain back 25 hp
Once per match
Roll a 2d6 on a 6-9 spray a poisonous mist that acts like bleed for 1d4 rounds on a 10-12 it goes for it can go for an extra round and acts as a gusher
Once per match
Roll a 2d6 on a 6-9 you rub substance across the ropes during this time your wrestler gain +5 to hit when going ottr or OTM (Off the top rope or the middle.). On a 10-12 they gain +5 and all ottr damage is increased by 10.
The Bearer, Before the start of the match you bring a special coffin to ringside this Coffin has 50hp, During the match, your client can shove someone inside and force them to roll against a +7 strength-based sleeper hold until the coffin is broken…
Soul Taker, For each person who has been suffocated inside one of your coffins by the only Client they gain an Additional 6 hp every match this bonus stacks to a max of 10 times you must be at the ringside for this bonus to stay in effect.
Urn saves once a match rolls a 2d6 to smack someone with an urn; this urn does damage equal to the bonus hp from the souls inside; however, the urn shatters after using, cutting the bonus hp by half requires a 5 or above for success . your client can pin directly after this hit with no roll.
can be used twice.
Punching Bag: when the wrestler is about to hit your client you can take the hit of a non (FIN) (Setup) move but you are knocked down for 3 turns.
your natural talent for spotting what wrestler hurts influences the ref just by you speaking gives your wrestler an extra fo.