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Ty States (order #1772158)

DISCLAIMER
The move described in this book are there to help the player visiualize the moves. Please do not practice or
perform said moves at any time. Professional wrestlers are trained to perform these moves without getting hurt,
copying what you see on television or performing the moves described in this book can lead to injury or even
death.

Day Dreamer Interactive


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Ty States (order #1772158)

Coming Soon from Day Dreamer Interactive:


The Seven Trials of Shaolin
Jumping The Void

Digital Edition --- July 2008 ---

The Seven Trials of Shaolin, Jumping The Void, The Squared Circle, Day Dreamer Interactive are trademarks owned by Eric Moreau and
Day Dreamer Interactive.
RN-075

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Ty States (order #1772158)

The Squared Circle

Wrestling RPG

Written By: Eric Moreau

Cover Art: Omar Sancristobal

Move List Contributors: Ray Duffy


Eric Moreau

Interior Artist: Omar Sancristobal


Eric Moreau

Typography: Eric Moreau

Testers: Ira Johnson


Lloyd Bergen
Nathan Veith

WWW.DAYDREAMERINTERACTIVE.COM

Copyright 2007 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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Ty States (order #1772158)

TABLE OF CONTENTS
What is this?
............................................................................................................................... 8
Glossary Of Terms ............................................................................................................................... 8

Wrestler Creation
Attributes ............................................................................................................................................... 10
Wrestler Classes ..................................................................................................................................... 12
Brawler ............................................................................................................................................12
All-Rounder ...................................................................................................................................... 13
Technical ............................................................................................................................................14
High Flyer ......................................................................................................................................... 15
Powerhouse ........................................................................................................................................ 16
Skills ...................................................................................................................................................... 18
Rounding Out ..................................................................................................................................... 20

Match Types
Singles Match ..................................................................................................................................... 22
Tag Team Match ................................................................................................................................. 22
Six-Man Tag Team Match .................................................................................................................... 22
Hardcore Singles Match ...................................................................................................................... 22
Hardcore Two-Man Team ................................................................................................................... 22
Hardcore Six-Man Team ...................................................................................................................... 22
Singles Ladder Match .......................................................................................................................... 22
Two-Man Team Ladder Match .............................................................................................................. 23
Three-Man Team Ladder Match ........................................................................................................... 23
Blindfold Singles Match ........................................................................................................................ 23
Blindfold Two-Man Team Match .......................................................................................................... 23
Blindfold Three-Man Team Match ....................................................................................................... 23
Flag Singles Match ................................................................................................................................ 23
Flag Two-Man Team Match ................................................................................................................. 24
Flag Three-Man Team Match ............................................................................................................... 24
2 VS 1 Handicap Match ........................................................................................................................ 24
3 VS 1 Handicap Match ........................................................................................................................ 24
3 VS 2 Handicap Match ........................................................................................................................ 24
Inferno Singles Match ........................................................................................................................ 24
Iron Man Singles Match ........................................................................................................................ 24
Singles Lumberjack Match ................................................................................................................... 25
Scaffold Singles Match .......................................................................................................................... 25
Two Out of Three Singles Match ......................................................................................................... 25
First Blood Singles Match ..................................................................................................................... 25
Last Man Standing Singles Match ....................................................................................................... 25
Table Singles Match .............................................................................................................................. 25
Table Tag Match ................................................................................................................................... 26
Classic Singles Cage Match .................................................................................................................. 26
Classic Four-Man Cage Match ............................................................................................................. 26
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Modern Singles Cage Match ............................................................................................................. 26


Modern Four-Man Cage Match ............................................................................................................ 27
Three Way Match .................................................................................................................................. 27
Four Way Match .................................................................................................................................... 27
Triangle Match ...................................................................................................................................... 27
Four Corners Match ............................................................................................................................... 27
Three Way Dance .................................................................................................................................. 28
Four Way Dance .................................................................................................................................... 28
Battle Royal ............................................................................................................................................ 28

Money and Spending it ...................................................................................................................... 29


Managers and Valets ........................................................................................................................... 30
Angles & Feuds .................................................................................................................................... 31
Merchandising ..................................................................................................................................... 34

Match Mechanics .............................................................................................................................. 36


Combos ................................................................................................................................................. 38
Critical Hits & Misses .......................................................................................................................... 38
Zero Health Points ................................................................................................................................ 39
Lift Moves .............................................................................................................................................. 39
High Spots ............................................................................................................................................ 39
Team Based Wrestling ........................................................................................................................... 39
Massive Wrestlers .................................................................................................................................. 40
Reversals ................................................................................................................................................ 41
Pinfalls .................................................................................................................................................... 41
Submission Holds ................................................................................................................................. 41
Heat Points ............................................................................................................................................ 42
Injury Points ........................................................................................................................................... 42
Referee Warnings .................................................................................................................................. 42
Ringside Action ..................................................................................................................................... 42
Alignment Points ................................................................................................................................... 42
Finishers ................................................................................................................................................ 43
Overness ................................................................................................................................................. 43
Multiple Wrestler Fights ....................................................................................................................... 43
Weapons ................................................................................................................................................. 44
Match Aftermath .................................................................................................................................... 45
Experience ............................................................................................................................................. 45
Example Of Play ................................................................................................................................... 46
Game Master Section ...................................................................................................................... 48
Setting Up the Game ............................................................................................................................. 48
Simulating NPC Matches ...................................................................................................................... 49
Wrestler Contracts ............................................................................................................................. 49
Running the Game ................................................................................................................................. 51
Prestige .................................................................................................................................................. 51
Booking A Card ..................................................................................................................................... 52
Monthly Payroll ..................................................................................................................................... 53
Television Contracts & Creating New Moves ....................................................................................... 54
Wrestling Terminology ......................................................................................................................... 55
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NPC Generation & List ......................................................................................................................... 59

Free Agent NPC Listing


The Great Falcon ................................................................................................................................... 64
James Shanks ......................................................................................................................................... 65
Greg Timble .......................................................................................................................................... 65
The Destroyer ........................................................................................................................................ 65
Billy Law ................................................................................................................................................ 66
The Blob Fats McGree ..................................................................................................................... 67
Shawn Shooter ....................................................................................................................................... 67
Alex Kinder ............................................................................................................................................ 68
Ajax ........................................................................................................................................................ 68
Johnny Rain ........................................................................................................................................... 69
Ultimate Wave ....................................................................................................................................... 69
Baltos ..................................................................................................................................................... 70
Rick Stryder ............................................................................................................................................ 70
Solomon ................................................................................................................................................. 71
Kuri Saki ................................................................................................................................................ 71
The Warrior Monk ................................................................................................................................ 72
Marc Flightspeed ................................................................................................................................... 73
Jimmy Palloozi ...................................................................................................................................... 73
New Era Wrestling ............................................................................................................................ 74
Col-2-Kwick .......................................................................................................................................... 78
Deuce ..................................................................................................................................................... 80
The Dark Angel ..................................................................................................................................... 82
Krandor the Iron Knight ........................................................................................................................ 84
Lethalo ................................................................................................................................................... 86
Jon Mourton .......................................................................................................................................... 88
Freight Train .......................................................................................................................................... 89
Lance Freeman ...................................................................................................................................... 91
The Prophet ........................................................................................................................................... 93
Ian Hensley ............................................................................................................................................ 94
Frost ....................................................................................................................................................... 96
Reckless Warrior .................................................................................................................................... 97
Joseph David .......................................................................................................................................... 99
Wraith ..................................................................................................................................................... 100
Specter ................................................................................................................................................... 101
Lock-Down ............................................................................................................................................ 102
Harold Vodka Collins ......................................................................................................................... 104
The Role Model ..................................................................................................................................... 105
The Top Prospect Rickson Rain ........................................................................................................ 106
Juan Alvero Hernandez .......................................................................................................................... 107
Ricky Hernandez ................................................................................................................................... 108
The Prodigy ........................................................................................................................................... 109
Lord Nikon ............................................................................................................................................ 111
The Phoenix Mike Markis ................................................................................................................. 112
Magnum Von Dozer .............................................................................................................................. 113
Marc Flackett .......................................................................................................................................... 114
The Assassin Jeremy Adams .............................................................................................................. 115
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Mr. Impossible Ken Stylez .......................................................................................................... 117


Scorpion .......................................................................................................................................... 118
Blue Bolt .......................................................................................................................................... 119
White Lightning .............................................................................................................................. 120
Vincent De Armolnd ....................................................................................................................... 121
S.T.U. ............................................................................................................................................. 122
Sinder .............................................................................................................................................. 123
Infest ............................................................................................................................................... 124
Hornet ............................................................................................................................................. 125
Hazard ............................................................................................................................................ 126
Flex ................................................................................................................................................. 127

Move List ..................................................................................................................................... 130


Standing Group - A ......................................................................................................................... 132
Standing Group - B ......................................................................................................................... 133
Standing Group - C ......................................................................................................................... 135
Standing Group - D ........................................................................................................................ 136
Standing Group - E ......................................................................................................................... 137
Standing Group - F ......................................................................................................................... 138
Standing Group - G ......................................................................................................................... 140
Standing Group - H ........................................................................................................................ 141
Standing Group - I ......................................................................................................................... 141
Standing Group - J ......................................................................................................................... 142
Standing Group - K ......................................................................................................................... 142
Standing Group - L ........................................................................................................................ 143
Standing Group - M ........................................................................................................................ 143
Standing Group - N ........................................................................................................................ 143
Standing Group - O ........................................................................................................................ 143
Standing Group - P ........................................................................................................................ 144
Standing Group - R ......................................................................................................................... 145
Standing Group - S ......................................................................................................................... 146
Standing Group - T ......................................................................................................................... 148
Standing Group - U ........................................................................................................................ 149
Standing Group - V ......................................................................................................................... 150
Running Group ............................................................................................................................... 151
Top Rope Group ............................................................................................................................. 154
Ringside Group .............................................................................................................................. 159
Down Group ................................................................................................................................... 162
Corner Group .................................................................................................................................. 167
Equipment List .......................................................................................................................... 170

Card Booking Sheet ................................................................................................................... 172


Match Tracking Sheet 1 ............................................................................................................ 173
Match Tracking Sheet 2 ........................................................................................................... 174
Wrestler Sheet .............................................................................................................................. 175
Promotion Sheet ........................................................................................................................ 179
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Ty States (order #1772158)

What is this?
The book you are holding is a tabletop roleplaying
game about the wrestling industry. In creating this book I
have attempted to take the hobby of e-wrestling from the
Internet into a format that could be played at the table with
some friends or even alone.
To play this game you will need a few things; first some
paper, some pencils, this book of course, one or more set(s)
of polyhedral dice. These can be purchased at numerous
locations online and at your local Gaming Store. You will
need at least one complete set containing a four-sided
die(D4), few six-sided dice (D6), an eight-sided die (D8), a
ten-sided die (D10), a twenty-sided die (D20) and finally
what is called a hundred sided die (D100) but it really
doesn't have one hundred sides. It has ten, each side worth
10 adds up to 100. The last thing you will need to play is of
course your imagination.
During game-play you will create your own wrestler, rolling
up stats and choosing between 5 classes for your wrestler.
You will also choosing skills that will make your wrestler truly
unique and a force to be reckoned with in the ring. You will
then take your wrestler through the ranks of the wrestling
industry in the hopes of reaching the top of the business.
Capturing titles and getting involved in feuds, storylines and
angles as you go.
This game is best enjoyed with your friends; it has two modes
of play, one where each player controls a wrestler and the
second is a promotion management type game where each
player runs their own promotions as well as their own
wrestlers. For those who enjoy promotion management type
games will also be able to play this game alone, it isn't quite
as entertaining as playing with others but it can be if you like
management style games.
I hope you enjoy this game as much as I enjoyed creating it.
Thanks again!

Glossary of Terms
Session: Refers to a block of time when players and Game
Master sit down at the table to play. How long a session lasts
is dependent on everyone involved. Some people can only a
devote a small amount of time while some more hardcore
players can spend upwards of 8 hours or more playing in a
single session.

Percentile Roll: This type of roll is usually requested when


a player is required to roll below a certain percentage mark.
The player rolls a one-hundred sided die and a ten-sided die
together. Or alternatively you can roll two ten-sided dice, the
first die will be the first digit and the second die will be the
second. For example if you roll a 2 and an 8 you would have
a percentage of 28%. The 0 on the ten sided die represents
a 0 and not a 10 in this case.

Saving Throw: Whenever something really bad or nasty is


about to happen to the player, the game usually allows for a
saving throw which provides the player with a chance to save
himself from whatever is about to happen. The game
mechanics of this saving throw can be different from system
to system but generally the Saving Throw is a number below
20, a twenty-sided die is rolled and the result must be higher
then the Saving Throw value.

Dice: In an effort to save space in Roleplaying game books,


many times damage and required rolls will be written in the
shorthand version. This takes the form of 1D20, 2D6, 2D4,
ect... The way to discern this meaning is quite simple, the first
number is the number of dice to be rolled and the second is
the type of die to roll. So 1D20 means a roll of one
twenty-sided die while 2D6 requires two six-sided dice to be
rolled.

Game Master: Someone has to make sure the players play


by the rules set forth in the games manual, this job belongs
to the person called the Game Master. This person is also
responsible for teaching the players how to play the game. It
is very important for whomever is chosen as Game Master
for them to understand the rules of the particular game
system inside and out. The players must also understand that
the Game Master is the boss! The Game Master is the one
running the game and he or she decides how the game goes.
Players should respect the Game Masters rulings at all times,
otherwise chaos could ruin the game. Also one must
remember that Game Masters are also only human and can
make mistakes from time to time.

House Rules: This term refers to a set of rules the Game


Master has either come up with or modified for a specific
game system. This could be a small change or a big one,
generally Game Master do this because they feel the game
system is either broken or too difficult to handle.
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Ty States (order #1772158)

Wrestler Creation

Step 1: The Attributes

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Ty States (order #1772158)

The first step in creating your wrestler is to roll the base


attributes that will dictate the basic characteristics and abilities
of the wrestler. These six attributes are determined by roll
four six-sided dice (4D6) for each attribute making sure to
re-roll any dice that comes up as a one. See the back pages of
this book for Character Sheets to help you organize your
wrestlers information.
Strength: This is how strong the character is, used when
determining lifting strength as well as extra damage done from
moves.

Endurance Bonus
Attribute

Bonus

13 to 16

+1D6 HP & Endurance points

17 to 20

+2D6 HP & Endurance points

21 to 25

+3D6 HP & Endurance points

26 to 29

+4D6 HP & Endurance points

30 and up

+5D6 HP & Endurance points

Intelligence: This represents the wrestler's intelligence, used


to determine the ability to learn new moves.
Endurance: Represents the physical toughness of the
wrestler. A factor in providing bonuses to Health Points and
Endurance Points.

Charisma Bonus
Attribute

Bonus

13 to 16

+1 Angle Roll

Charisma: Personal magnetism of the wrestler which comes


into play when the wrestler is cutting a promo or involved in
angles.

17 to 20

+2 Angle Roll

21 to 25

+3 Angle Roll

26 to 29

+4 Angle Roll

Agility: The ability to move quickly and easily, this comes into
play when the wrestler attempts to dodge moves.

30 and up

+5 Angle Roll

Speed: How quickly the wrestler can move, this attribute


represents the general speed of the wrestler and provides
bonuses to initiative.

Agility Bonus
Strength Bonus
Attribute

Damage Bonus

13 to 16

+2

17 to 20

+3

21 to 25

+4

26 to 29

+5

30 and up

+6

Attribute

Bonus

13 to 16

+1 High Spots & Evade

17 to 20

+2 High Spots & Evade

21 to 25

+3 High Spots & Evade

26 to 29

+4 High Spots & Evade

30 and up

+5 High Spots & Evade

Intelligence Bonus

Speed Bonus

Attribute

Bonus

Attribute

Bonus

13 to 16

+4 Moves

13 to 16

+1 Initiative

17 to 20

+ 6 Moves

17 to 20

+2 Initiative

21 to 25

+ 8 Moves

21 to 25

+3 Initiative

26 to 29

+ 10 Moves

26 to 29

+4 Initiative

30 and up

+ 12 Moves

30 and up

+5 Inititative

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Ty States (order #1772158)

Wrestler Creation

Step 2: Wrestler Class

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Ty States (order #1772158)

Step 2: Wrestler Class


The next step in wrestler creation is to determine which class
they will be, there are five classes to choose from; Brawler,
All-Rounder, Technical, High Flyer and Powerhouse. All classes begin with a base set of abilities. Each additional level they
acquire new abilities and get stronger as described in the class
description. All wrestlers begin at Level 1.

BRAWLER:
Brawlers prefer to disregard technical skill in lieu of using
their favorite primary weapons...their fists. These wrestlers
are rough and tumble kind of people and can take an insane
amount of punishment and still keep dishing it out. They
begin play with 4D6 + 20 Health Points and 4D6 Endurance
Points, 2 Skill Slots and 1D4 + 4 skill points.

Level 5: (XP Needed: 12,000)


+2D6 Endurance Points
+2D6 Health Points
+1 Strength
+1 Agility
Failure Chance Modifier: -1
Additional Moves: +2

They gain 1 Skill Slots every additional level and 1D4 Skill
points.

Level 6: (XP Needed: 14,000)


+2D6 Endurance Points
+2D6 Health Points
Additional Reversals: +1
Additional Moves: +2

Level 1:
+1 Damage
+1D6 Health Points
+1D6 Endurance Points
Base Reversals: 2
Base Moves: 6

Level 7: (XP Needed: 16,000)


+3D6 Endurance Points
+3D6 Health Points
+1 Speed
Failure Chance Modifier: -1
Additional Moves: +2

Level 2: (XP Needed: 3,000)


+1D6 Endurance Points
+1D6 Health Points
Additional Moves: +2

Level 8: (XP Needed: 18,000)


+3D6 Endurance Points
+3D6 Health Points
+1 Speed
+1 Damage
Additional Moves: +2

Level 3: (XP Needed: 6,000)


+1D6 Endurance Points
+1D6 Health Points
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: +2

Level 9: (XP Needed: 20,000)


+3D6 Endurance Points
+3D6 Health Points
+1 Strength
+1 Speed
Failure Chance Modifier: -1
Additional Moves: +2

Level 4: (XP Needed: 8,000)


+2D6 Endurance Points
+2D6 Health Points
Additional Moves: +2
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Ty States (order #1772158)

Level 10: (XP Needed: 22,000)

+2D6 Health Points


Failure Chance Modifier: -1
Additional Moves: +2

+4D6 Endurance Points


+4D6 Health Points
+1 Damage
Additional Reversals: +1
Additional Moves: +2

Level 6: (XP Needed: 16,000)

ALL-ROUNDER:
All-Rounders have developed their skills evenly, they are
decent wrestlers in all areas but master of none choosing
instead to dabble equally among the various styles of
wrestling. They begin play with 4D6 + 10 Health Points and
3D6 Endurance Points, 2 Skill Slots and 1D6 + 4 skill points.
They gain 1 Skill Slots every additional level and 1D6 Skill
points.

Level 1:
+1D6 Endurance Points
+1D6 Health Points
Base Reversals: 2
Base Moves: 8

+2D6 Endurance Points


+2D6 Health Points
+1 Strength
+1 Agility
Additional Moves: +2

Level 7: (XP Needed: 18,000)


+2D6 Endurance Points
+2D6 Health Points
+1 Damage
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: +2

Level 8: (XP Needed: 20,000)


+2D6 Endurance Points
+2D6 Health Points
+1 Speed
Additional Moves: +2

Level 2: (XP Needed: 3,500)


+1D6 Endurance Points
+1D6 Health Points
Failure Chance Modifier: -1
Additional Moves: +2

Level 9: (XP Needed: 22,000)


+3D6 Endurance Points
+3D6 Health Points
+1 Damage
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: +2

Level 3: (XP Needed: 7,000)


+1D6 Endurance Points
+1D6 Health Points
+1 Damage
Failure Chance Modifier: -1
Additional Moves: +2

Level 10: (XP Needed: 24,000)


+4D6 Endurance Points
+4D6 Health Points
+1 Damage
Additional Moves: +2

Level 4: (XP Needed: 9,000)


+1D6 Endurance Points
+1D6 Health Points
+1 Speed
Additional Reversals: +1
Additional Moves: +2

Level 5: (XP Needed: 13,000)


+2D6 Endurance Points
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Ty States (order #1772158)

Level 6: (XP Needed: 16,000)

TECHNICAL:

+2D6 Endurance Points


+2D6 Health Points
+1 Agility
Failure Chance Modifier: -1
Additional Moves: +3

Technical wrestlers focus on the techniques and flawless


execution to get the wins. This class ends ups with the most
moves in the entire game so it is a perfect choice if you wish
to have a large repertoire of moves. Technical wrestlers begin
play with 3D6 + 10 Health Points and 5D6 Endurance
Points, 3 Skill Slots and 1D8 + 4 skill points.

Level 7: (XP Needed: 18,000)

They gain 1 Skill Slots every additional level and 1D8 Skill
points.

+2D6 Endurance Points


+2D6 Health Points
+1 Damage
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: +3

Level 1:
+1D6 Endurance Points
+1D6 Health Points
Base Reversals: 3
Base Moves: 10

Level 8: (XP Needed: 20,000)

Level 2: (XP Needed: 4,000)

+2D6 Endurance Points


+2D6 Health Points
+1 Agility
Failure Chance Modifier: -1
Additional Moves: +3

+1D6 Endurance Points


+1D6 Health Points
+1 Agility
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: + 2

Level 9: (XP Needed: 22,000)


+2D6 Endurance Points
+2D6 Health Points
+1 Damage
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: +3

Level 3: (XP Needed: 8,000)


+1D6 Endurance Points
+1D6 Health Points
+1 Damage
Failure Chance Modifier: -1
Additional Moves: +2

Level 10: (XP Needed: 24,000)


+3D6 Endurance Points
+3D6 Health Points
+1 Speed
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: +3

Level 4: (XP Needed: 10,000)


+1D6 Endurance Points
+1D6 Health Points
+1 Speed
Failure Chance Modifier: -1
Additional Reversals: +1
Additional Moves: +2

Level 5: (XP Needed: 14,000)


+2D6 Endurance Points
+2D6 Health Points
Failure Chance Modifier: -1
Additional Moves: +2

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Ty States (order #1772158)

High Flyer:
High Flyers are the daredevils of the ring pulling off dangerous death defying and of course dazzling aerial maneuvers.
Wrestlers of this class tend to be smaller and more agile then
their counterparts. They begin play with 3D6 + 10 Health
Points and 3D6 Endurance Points, 2 Skill Slots and 1D6 + 4
skill points.
They gain 1 Skill Slot and 1D6 Skill points every additional
level.

+1 Agility
Failure Chance Modifier: -1
Additional Moves: +2

Level 7: (XP Needed: 18,000)


+2D6 Endurance Points
+2D6 Health Points
+1 Damage
Additional Reversals: +1
Additional Moves: +2

Level 8: (XP Needed: 20,000)

Level 1:

+2D6 Endurance Points


+2D6 Health Points
+1 Agility
Failure Chance Modifier: -1
Additional Moves: +2

+1D6 Endurance Points


+1D6 Health Points
+1 Speed
Base Reversals: 2
Base Moves: 10

Level 2: (XP Needed: 3,500)

Level 9: (XP Needed: 22,000)

+1D6 Endurance Points


+1D6 Health Points
Failure Chance Modifier: -1
Additional Moves: +2

+3D6 Endurance Points


+3D6 Health Points
+1 Damage
Additional Reversals: +1
Additional Moves: +2

Level 3: (XP Needed: 7,000)


+1D6 Endurance Points
+1D6 Health Points
+1 Damage
Additional Moves: +2

Level 10: (XP Needed: 24,000)


+4D6 Endurance Points
+4D6 Health Points
+1 Speed
+1 Agility
Failure Chance Modifier: -1
Additional Moves: +2

Level 4: (XP Needed: 9,000)


+1D6 Endurance Points
+1D6 Health Points
+1 Speed
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: +2

Level 5: (XP Needed: 13,000)


+2D6 Endurance Points
+2D6 Health Points
Additional Moves: +2

Level 6: (XP Needed: 16,000)


+2D6 Endurance Points
+2D6 Health Points
+1 Speed
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Ty States (order #1772158)

Powerhouse:
Wrestlers of this class are massive walking mountains of
muscle, they use their amazing strength to pull off devastating
attacks of sheer power and drive opponents into the mat with
frightening impact. This class is the only one with a minimum
height and weight requirement. A wrestler of this class must
be at least 6 feet 5 inches and weigh at least 260 lbs. They
begin play with 5D6 + 10 Health Points and 3D6 Endurance
Points, 2 Skill Slots and 1D6 skill points.
They gain 1 Skill Slot every level and 1D6 Skill points.

Level 1:
+1D8 Endurance Points
+1D8 Health Points
+1 Strength
Base Reversals: 2
Base Moves: 8

+1 Strength
+1 Dexterity
Failure Chance Modifier: -1
Additional Moves: +2
Level 7: (XP Needed: 18,000)
+2D8 Endurance Points
+2D8 Health Points
+2 Damage
Additional Reversals: +1
Additional Moves: +2

Level 8: (XP Needed: 20,000)


+2D8 Endurance Points
+2D8 Health Points
+1 Speed
Failure Chance Modifier: -1
Additional Moves: +2

Level 2: (XP Needed: 3,000)


+1D8 Endurance Points
+1D8 Health Points
Failure Chance Modifier: -1
Additional Moves: +2

Level 3: (XP Needed: 7,000)


+1D8 Endurance Points
+1D8 Health Points
+2 Damage
Additional Moves: +2

Level 4: (XP Needed: 9,000)


+1D8 Endurance Points
+1D8 Health Points
+1 Strength
Additional Reversals: +1
Failure Chance Modifier: -1
Additional Moves: +2

Level 9: (XP Needed: 22,000)


+4D6 Endurance Points
+4D6 Health Points
+2 Damage
Additional Reversals: +1
Additional Moves: +2

Level 10: (XP Needed: 24,000)


+4D6 Endurance Points
+4D6 Health Points
+1 Strength
Failure Chance Modifier: -1
Additional Moves: +2

Level 5: (XP Needed: 13,000)


+2D8 Endurance Points
+2D8 Health Points
Additional Moves: +2

Level 6: (XP Needed: 16,000)


+2D8 Endurance Points
+2D8 Health Points
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Wrestler Creation

Step 3: Skill Selection

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Wrestlers can have varying skills that make them unique and
allow them to stand out amongst their peers. Some of these
skills grant one time bonuses while others use the Skill Point
system wherein it is possible to invest Skill Points into the
skills to receive consecutive bonuses.
The starting amount of Skill Point and Skill Slots is
determined by the wrestler's class.

for selection, provides a bonus of +2 to the Angle roll for all


Anglesthe wrestler is involved in.

Fast Learner:

High Flyer:

Gain additional moves by acquiring this skill. Upon selecting


this skill roll 2D6 +2 and multiply by 2 to give you the total
amount of moves received.

Fast Healer:
The wrestler recovers quicker from injuries (torn ligaments,
sprained joints, broken limbs) that would keep him
hospitalized and out of action. When taken out of
commission due to severe injury, the wrestler will recover at
double the rate.

Referee Slack:
Certain people are blessed by referee apathy, and never seem
to get disqualified despite obviously illegal tactics. When a
wrestler with Ref Slack takes an illegal action, the illegal
move's DQ stat is halved with this skill. In addition, a
referee will tend to give this wrestler some leeway and give 5
warnings instead of 3.

Acting Chops:
Provides bonus of +2 to every angle roll the wrestler is
involved in.

This skill represents the characters ability to pull off


dangerous high flying maneuvers. For every 4 skill point
invested add a +1 to the High Spots bonus.

Submission Resistant:
With this skill the wrestler as able to resist submission moves
longer than regular people, which buys the wrestler some
much needed time to reverse the hold. For every 3 skill
points invested add a +1 on the submission break roll when
defending against a hold.

Submission Master:
This skill represents the wrestler's ability to perform
submission holds that are devastatingly difficulty to get out
of. For every 3 skill points invested add a +1 on the
submission use roll when applying a move.

Fine Tuning:
Microphone Work:
The level at which a wrestler can perform when interviewed
or cutting a promo. For every 3 skill points invested add a +1
to the angle. (Works with any Mic Work angle)

With this skill the wrestler is able to tune and maintain the
muscles of his body for optimal performance at all times.
For every 3 skill points invested add 20pts of Endurance.

The No Sell:
Natural Charisma:
Adds 1D4pts to the Charisma Attribute for a one time
bonus.

Basic Angle Writer:

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.

Gives a bonus of +1 to the Angle Roll for all angles the


wrestler is involved in.

Second Wind:
Advanced Angle Writer:
Must possess Basic Angle Writer for this to become available

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
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user. For every 3 skill points invested the wrestler may use
the second wind ability once a match.

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.

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 Negotiator:
The wrestler with this skill possesses an uncanny ability to do
business and get what they want without the other party
realizing they are giving away too much. This comes in handy
when negotiating contracts and buying Pre-Match Bonuses.
For every 3 skill points invested, the wrestler receives a 10%
more from a contract and 5% discount on all Pre-Match
Bonuses.

specific match allowing him or her to gain special bonuses


when competing in these matches, this skill only available for
specialty matches and cannot be used for a regular Singles
match. For every 3 skill points invested, the wrestler begins the
match with a bonus of 10pts to Heat, has a +1 on all Initiative
rolls and does an extra +1 on Damage.

Ring Technician:
This skill allows the wrestler to receive bonuses on the to
strike roll when attempting to execute a move. For every 2 Skill
Points invested the wrestler receives a +1 on the roll.

Move Specialization:
This skill allows the wrestler to become extremely proficient
with the specific move selected. This skill can be taken
multiple times, once for each move specialized in. For every 2
skill points invested the wrestler gains a +1 to strike and
damage with the move.

Skillful Execution:
This skill provides a bonus of 1D4 skill points every time the
wrestler levels up. This skill is retroactive starting at Level 2, so
if you acquire it at level 5, you get to roll 1D4 for levels 2,3
and 4 as well.

Finisher Specialization:

Die-Hard Following:

With this skill the wrestler can specialize and perfect their
finishing moves/holds and make them ever more lethal. This
skill is finisher specific, to specialize in additional finishers
this skill can be taken multiple times, one for each Finisher.
For every 3 skill points invested, the Finisher receives a
bonus of 2pts to Damage(and Endurance drain if a
submission hold) and the Failure Chance drops by 1.

The wrestler has amassed a cult following that will cheer him
on no matter what alignment he is. For every 2 Skill points
invested, the wrestler receives an extra 2 points of Heat for
every move that they execute.

Trademarked Finisher:
This skill allows a wrestler to essentially trademark his
finisher allowing it to garner much more respect and
adulation from the fans. This skill is finisher specific and if
you want to use this skill on more than one finisher you must
take this skill multiple times; once for each finisher. For every
3 skill points invested, the Finisher receives a bonus of 4pts
to Heat.

Match Specialization:

The Specialist:
This skill allows the wrestler to study and learn how to execute
moves with little effort resulting in lower endurance cost to
execute the move. Taking this skill will lower the Endurance
cost of all moves in half, round up any decimal value and all
moves must have have a minimum cost of 1, so if you get a
negative adjust it to a 1.

Amazing Recovery:
With this skill, the wrestler is able to turn his heat points into
Health or Endurance Points. For every 2 Skill Points invested
the wrestler can turn up to 10 Heat Points into either Health
or Endurance Points every segment.

This skill allows a wrestler to become specialized in a


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Then roll a ten-sided die and add 1 to the roll. The roll of the
D4 is for the amount of Feet while the D10 is for the
amount of
inches.

Weight:
The player may choose what height they want their wrestler
to be or they may roll a ten-sided die, multiply the roll by 10.
Then if the wrestler is between 5 feet and 6 feet add 100 to
the roll and you have your wrestlers weight. If the wrestler is
between 6 feet and 7 feet then add 200 to the roll to get your
weight. If the wrestler is over 7 feet then add 300 to the roll
to get the weight.

Age:
The player may choose the age of their wrestler if they like
or they can roll a percentage on the following table, age may
come into play during game play if the Game Master is using
the optional Age Rules found in the Game Master section
later on in this book.
01-20 = 1D4 + 20 years
21-30 = 1D6 + 20 years
31-40 = 1D8 + 20 Years
41-50 = 1D10 + 20 Years
51-60 = 1D4 + 30 Years
61-70 = 1D6 + 30 Years
71-80 = 1D8 + 30 Years
81-90 = 1D10 +30 Years
91-00 = 1D10 + 40 Years

Step 4: Moves & Finishers


Next we need to select the wrestlers move list. The amount
of moves a wrestler gets is determined by Class and Level.
There is a listing of moves at the end of the book.

Birthday:
Everyones gotta have one, plus if the Game Master is using
the optional Age rules then it will be required to know when
the wrestler gets a year older. The player may choose the date
or roll 2D6 for the Month and 5D6 for the day. The year can
be calculated using the wrestlers current age which we
determined earlier.

Aside from moves, we also get to choose one finishing move


at Level 1, and can create an additional finisher at Level 5 and
10. See the Finisher section in the Match Mechanics section.

Step 5: Rounding Out


The final step in wrestler creation is to round out the
characters general information.

Gender:
Male or Female? Males are generally stronger than women so
therefore a small penalty is applied when a women wrestler
fights a male wrestler, when two women wrestlers face off
however there is no penalty applied.
The penalty for the women wrestler when fighting a
male counterpart their Strength attribute is lowered by 2 and
their Health and Endurance points are halved.

Height:
The player may choose what height they want their wrestler
to be, wrestlers are very rarely shorter than 5 feet and taller
then 8 feet. The player may roll a four-sided die and add 3 to
the roll, making sure to re-roll the die if it comes up a 1.
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Hometown:

Finances:

Where the wrestler is from, either where they were born or


where they currently reside.

This will represent the amount of money the character had


before beginning his wrestling career. To determine this
amount we roll 1D8 x 10,000.

Theme Song:

Ring Entrance:

The song the wrestler comes out to the ring to.

Alignment:
There are three types of alignments, certain moves are noted
as being associated with an alignment. Executing this move if
you are not the same alignment as the move will lead you to
receive a heat penalty.

Face: A good alignment, this type of character will


never cheat or break any of the match rules. They will
come to the rescue of people they see in trouble and
will protect those that cant protect themselves.

Tweener: This type of character stradles the line


between good and evil. This alignment receives only
half penalty for using Heel aligned moves.

The Game Master might require that each wrestler have a ring
entrance written down, ths is optional and up to the Game
Masters discretion. This is a description of what occurs
during the wrestlers ring entrance. Here is a short example of
a ring entrance:
Unknown Song by an Unknown artist begins to play
across the arena. The lights dim down and an instant
later the entranceway explodes with brilliant white pyro.
The Role Model steps out from behind the curtain as the
pyro dies down. He looks to the fans on the ring of the
entranceway and then to the left before strutting confidently down the rampway to the ring. He gets to the ring
and jump up on the apron then climbs into the ring
between the top and middle rope.

Heel: An evil alignment, characters of this type are


greedy, jealous and generally not nice people. They
will cheat as many times as they can without getting
caught, break every rule in the book when the referee
isnt looking.

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Match Types
Singles Match:

Hardcore Singles Match:

Wining Methods:
- Pinfall
- Submission
- Disqualification (Champion keeps title)
- Count-Out (Champion keeps title)

Winning Methods: (+2D6 Heat Points)


- Pinfall
- Submission
A more extreme version of the Singles match, in this
match type anything and everything goes. Competitors may
use any kind of weapon on each other, ring-outs are not
enforce and the competitors are free to roam all over ringside
or backstage for as long as they like.

This match is held between two competitors. This is


the standard type of match, the use of weapons is not
permitted and will most likely get you disqualified. Wrestlers
may only stay on the outside of the ring for a standard 10
count. (1 segment)

Hardcore Two-Man Team:


Winning Methods: (+2D6+2 Heat Points)
- Pinfall
- Submission

Tag Team Match:


Winning Methods:
- Pinfall
- Submission
- Disqualification (Champions keeps titles)
- Count-Out (Champions keeps titles)

Again, a more extreme version of the Tag Team


match type, like the singles variety of this match type
everything is legal.

This match is held between two teams of two, this is


the standard type of team matches. Much like the Singles
match, weapon use in the match is not permitted. Wrestlers
may only stay on the outside of the ring for a standard 10
count. (1 segment) Only one wrestler from each team is
involved in the match at one time, partners need to be tagged
in and out.

Winning Methods: (+2D6+4 Heat Points)


- Pinfall
- Submission

Hardcore Six-Man Team:

Two three member teams compete in an extreme


six-man tag match where everything is legal.

Singles Ladder Match:


Winning Methods: (+2D6 Heat Points)
- Item Retrieval

Six-Man Tag Team Match:


Winning Methods: (+1D6 Heat Points)
- Pinfall
- Submission
- Disqualification (Champions keep titles)
- Count-Out (Champion keep titles)

This match is between two competitors and has


much of the same rules as a regular singles match. The only
weapon permitted is ladders. Some type of item; usually a
title belt, is suspended over the ring. The first competitor to
setup a
ladder and snatch the item wins the match.

This match involves two three member teams, much


like the regular Tag Team match type, only one member from
each time will compete at one time. Partners must be tagged
in and out which takes one move action. Weapons are not
permitted and will lead to the team being disqualified.
Wrestlers may only remain on the outside of the ring for a
standard 10 count. (1 segment)

To win the match the ladder must be recovered from under


the ring and setup in the ring under the item hanging above,
this will take one action. The player then rolls 1D4 which will
determine in how many actions it will take for the wrestler to
get to the top, once up top another action must be used to
snatch the item. Remember that each action is considered a
move action and there will be an initiative roll after every
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one. This allows the defending player a chance to counter the


attacker's attempt to win the match.

get knocked down and a new initiative roll is taken.


26 - 40 = Wrestler trips over his own feet and nearly falls
over but stumbles around trying to catch himself
and hits the ropes and tumbles out to ringside.
Takes 1D8 pts of damage.
41 60 = Wrestler takes a bad fall, taking 1D8 pts of
damage. New initiative roll.
61 80 = Wrestler takes a bad fall, taking 1D6 pts of
damage. New initiative roll.
81 00 = Wrestler takes a bad fall, taking 1D4 pts of
damage. New initiative roll.

If the defender happens to take the initiative while


the attacker is climbing the ladder then he is considered
prone and cannot defend. The defender can then kick or
knock the ladder down, the attacker will take 1D8 worth of
damage to his Health Points and Endurance from this fall off
the ladder.

Two-Man Team Ladder Match:

Blindfold Two-Man Team Match:

Winning Methods: (+3D6 Heat Points)


- Item Retrieval

Winning Methods: (+2D6+2 Heat Points)


- Pinfall
- Submission

This is exactly the same as the Singles version of this


match only this type has two teams of two competing in the
same match. Unlike traditional matches however all
competitors fight at the same time, there is no tagging in and
out.

Works the exact same way as the singles version of


this match, only this type involves two teams of two
competitors, all competitors are blindfolded and compete at
the same time. There is not tagging in or out. Replace the 6180 percentage roll with the wrestler accidentaly attacking his
partner.

Three-Man Team Ladder Match:


Winning Methods: (+3D6+2 Heat Points)
- Item Retrieval

Blindfold Three-Man Team Match:


Winning Methods: (+2D6+4 Heat Points)
- Pinfall
- Submission

This is exactly the same as the Singles version of this


match only this type has two teams of three competing in the
same match. Unlike traditional matches however all
competitors fight at the same time, there is not tagging in and
out.

Works the exact same way as the singles version of


this match, only this type involves two teams of three
competitors, all competitors are blindfolded and compete at
the same time. There is not tagging in or out. Replace the 6180 percentage roll with the wrestler accidentaly attacking his
partner.

Blindfold Singles Match:


Winning Methods: (+2D6 Heat Points)
- Pinfall
- Submission

Flag Singles Match:

Much like a regular Singles match, this type takes


place between two competitors, the twist is that both competitors are blinded, either with a blindfold or some type of
hood or mask. The way this match works is that every time a
wrestler attempts any kind of action, the GM rolls a one
hundred-sided die and a ten sided die and consult the
following table, also no bonuses of any kind can be used by
either wrestler. (Strike, Evade, Damage, ec..)

Winning Methods: (+2D6 Heat Points)


- Capture the Flag
This match takes place between two competitors, it
is a variation of the singles match only pinfalls or
submissions do not count. There are no count-outs as well
so competitors may roam around ringside freely. In this
match there are two flags attached to opposing turnbuckles,
each representing one of the wrestlers' corner. The object of
the match is to capture the opponents flag while defending
your own, the opponent's flag must be brought to your cor-

01 15 = Wrestler trips over his own feet and falls to the


ground and a new initiative roll is taken.
16 25 = Both wrestler's collide with each other and both
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3 vs 1 Handicap Match:

ner and attached to win the match. Capturing and attaching


a flag take a standard move action each.

Winning Methods: (+2D6+2 Heat Points)


- Pinfall
- Submission
- Count-Out
- Disqualification

Flag Two-Man Team Match:


Winning Methods: (+2D6+2 Heat Points)
- Capture the Flag

This match operates under tag rules for the team


with superior numbers. Rules are identical to a standard
Singles match with the only exception being that one side has
3 competitors who tag in an out of action.

This match takes place between two teams of two


competitors, it is a variation of the singles match only pinfalls
or submissions do not count. There are no count-outs as well
so competitors may roam around ringside freely. In this
match there are two flags attached to opposing turnbuckles,
each representing one of the team's corner. The object of
the match is to capture the opponents flag while defending
your own, the opponent's flag must be brought to your
corner and attached to the turnbuckle to win the match.
There is no tagging in or out in this match, all competitors
fight at the same time. Capturing and attaching a flag take a
standard move action each.

3 vs 2 Handicap Match:
Winning Methods: (+2D6+4 Heat Points)
- Pinfall
- Submission
- Count-Out
- Disqualification
This match operates under tag rules for both sides.
Rules are identical to a standard Singles match, both teams
must tag in and out of action.

Flag Three-Man Team Match:


Winning Methods: (+2D6+4 Heat Points)
- Capture the Flag

Inferno Singles Match:

This match takes place between two teams of three


competitors, it is a variation of the singles match only pinfalls
or submissions do not count. There are no count-outs as well
so competitors may roam around ringside freely. In this
match there are two flags attached to opposing turnbuckles,
each representing one of the team's corner. The object of
the match is to capture the opposing team's flag while
defending your own, the opposing team's flag must be
brought to your corner and attached to the turnbuckle to win
the match. There is no tagging in or out in this match, all
competitors fight at the same time. Capturing and attaching
a flag take a standard move action each.

Winning Methods: (+3D6 Heat Points)


- Set Opponent on Fire
In this match, the ring is surrounded by fire thanks
to gas fed pipes that surround the ring. The object of this
match is quite simple, each competitor wears a loose fitting
muscle shirt...the goal of the match is to set your opponent's
shirt on fire. There are many ways to accomplish this; an irish
whip into the flames (40% chance of shirt being ignited),
dragging a downed opponent into the flames (60% chance
of shirt being ignited).

Ironman Singles Match:


Winning Methods: (+3D6 Heat Points)
- Pinfall
- Submission
- Count-Out

2 vs 1 Handicap Match:
Winning Methods: (+2D6 Heat Points)
- Pinfall
- Submission
- Count-Out
- Disqualification

This match is similar to a standard Singles match,


the only exceptions are that disqualifications are not
enforced and that the match is set to a minimum length,
usually 30 minutes (30 rounds) or 60 minutes (60 rounds).
Whichever of the competitors gets the most wins at the end
of the time limit wins.

This match operates under tag rules for the team


with superior numbers. Rules are identical to a standard
Singles match with the only exception being that one side has
2 competitors who tag in an out of action.
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Singles Lumberjack Match:


Winning Methods: (+3D6 Heat Points)
- Pinfall
- Submission
This match is similar to a standard Singles match,
the only exceptions are that disqualifications and count-outs
are not enforced. The ring is surrounded by wrestlers who
are not involved in the match (referred to as lumberjacks),
whenever a wrestler gets knocked out of the ring or attempts
to leave the ring these lumberjacks' will throw the wrestler
back into the ring...most often after softening him up a bit.
It's customary to have enemies and rivals of the competing
wrestlers to make things more interesting. If players are used
as Lumberjacks then each time one of the competitors is
thrown out of the ring each player rolls a twenty-sided die,
whomever gets a higher roll will determine in front of whom
the competitor will land. The player can then take action
against the competitor.
If the players are involved in the match as
competitors and only NPC's are standing at ringside then
each time they are thrown out of the ring they will receive
1D10 pts of damage before being thrown back into the ring.

Scaffold Singles Match:


Winning Methods: (+4D6 Heat Points)
- Flag Capture
- Fall Off Scaffold
In this match, two competitors face off not in the
ring as in regular matches, but instead up on a scaffold that
is suspended above the ring. There two ways to win this type
of match...the first is to throw your opponent off the
scaffold to the ring below. The second being to capture your
opponent's flag attached to his side of the scaffold and
attach it to your side. Capturing and attaching the flag
requires a standard move action each. Attempting to throw
your opponent off the
scaffold is a standard test of
strength; both competitors roll a twenty-sided die adding any
damage bonus received from strength to the roll. If the
competitor attempting to throw the other off has a higher
roll then the opponent is successfully thrown off.

Two out of Three Singles Match:


Winning Methods: (+2D6 Heat Points)
- Pinfall
- Submission
- Count-Out
- Disqualification

This match is identical to a standard Singles match with the


only exception being that to win the match a competitor has
to win two decisions. (pinfall, submission, count-out,
disqualification), each wrestler regenerates 15 Health and
Endurance points after each fall.

First Blood Singles Match:


Winning Methods: (+3D6 Heat Points)
- Make opponent bleed
This match is held between two competitors, it has
similar rules to a Hardcore match where everything goes. The
only way to win this match is to bust open your opponent and
make him bleed.

Last Man Standing Singles Match:


Winning Methods: (+3D6 Heat Points)
- Knockout
This match is similar to a standard Singles match,
there are no disqualifications or count-outs. The only way to
win a match is to knockout your opponent, when an opponent
is knocked to the mat he must answer a ten-count or lose the
match. When the attacker executes a move that sees the
opponent driven into the mat, the attacker may choose to wait
for a ten count from the referee. If so up to four initiative rolls
will be made, if the defender does not win initiative then he or
she has not answered the ten count and loses the match.
GM Info:
When the attacker executes a move that sees the
opponent driven into the mat, the attacker may choose to wait
for a ten count from the referee. If so then use the Pin-fall
rules, if the defender successfully gets a Pin Break according
to the rules then they get up an answer the ten-count and the
match continues.

Table Singles Match:


Winning Methods: (+2D6 Heat Points)
- Go through Table
This match type takes place between two competitors,
however it has much more in common with a hardcore match.
There are no count-outs or disqualifications, pinfalls or
submissions however do not count. The only way to one is to
put your opponent through a table. The tables are usually
housed under the ring, competitors must execute standard
moves through table to get the win, Auto-Reversals cannot be
used to put the opponent through the table. Propping a table
up against a turnbuckle and whipping an opponent into it with
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Classic Four-Man Cage Match:

enough force to break the table will also work. Another way
to win the match is to place your opponent on the table and
execute a High Flying move off a turnbuckle onto the
opponent thus driving him through the table. The tables can
be setup in the ring or out of the ring, where the opponent
goes through the table is not important.

Winning Methods: (+5D6 Heat Points)


- Pinfall
- Submission
- Cage Escape
A match involving two teams of two competitors, all
competitors fight at the same time as there is no tagging in
or out. Walls made of steel bars are attached to the sides of
the ring. There are no disqualifications in this match, pinfalls
and submissions do count as well there is an additional
method of winning the match by climbing up the side of the
cage and down the other side. Once a competitor climbs up
and over the cage and his feet touch the ground at ringside
that competitor is the winner. When a competitor attempts
to climb the cage, the player must roll 1D4 + 1 to determine
how many actions it will take to climb up and over the cage.
For each action the wrestler is climbing the cage an initiative
roll is made, if the defender gains initiative he can shake the
cage to make the climber fall. The climber will receive
1D10pts of damage from the fall. Ramming the opponent's
head or other body part into the cage does 1D10pts of
damage, if it's the head there is a 30% chance of busting the
opponent open. Using the cage as a weapon in this manner
generates 15pts of Heat for the wrestler doing the action.

Table Tag Match:


Winning Methods: (+2D6+4 Heat Points)
- Go through Table
This match type takes place between two teams of
two competitors, this is a standard type tag match. Partners
must be tagged in and out. There are no count-outs or
disqualifications, pinfalls or submissions however do not
count. The only way to one is to put your opponent through
a table. The tables are usually housed under the ring or setup
at ringside, competitors can execute standard moves through
tables to get the win. Propping a table up against a
turnbuckle and whipping an opponent into it with enough
force to break the table will also work. Another way to win
the match is to place your opponent on the table and execute
a High Flying move off a turnbuckle onto the opponent thus
driving him through the table. The tables can be setup in the
ring or out of the ring, where the opponent goes through the
table is not important.

Classic Singles Cage Match:

Modern Singles Cage Match:

Winning Methods: (+3D6 Heat Points)


- Pinfall
- Submission
- Cage Escape

Winning Methods: (+3D6+2 Heat Points)


- Pinfall
- Submission
- Cage Escape

A standard singles match only walls made of steel


bars are attached to the sides of the ring. There are no
disqualifications in this match, pinfalls and submissions do
count as well there is an additional method of winning the
match by climbing up the side of the cage and down the
other side. Once a competitor climbs up and over the cage
and his feet touch the ground at ringside that competitor is
the winner. When a competitor attempts to climb the cage,
the player must roll 1D4 + 1 to determine how many actions
it will take to climb up and over the cage. For each action the
wrestler is climbing the cage an initiative roll is made, if the
defender gains initiative he can shake the cage to make the
climber fall. The climber will receive 1D10pts of damage
from the fall. Ramming the opponent's head or other body
part into the cage does 1D10pts of damage, if it's the head
there is a 30% chance of busting the opponent open. Using
the cage as a weapon in this manner generates 15pts of Heat
for the wrestler doing the action.

A standard singles match only a cage made of chain


link fence is lowered down over the ring. The cage has four
walls and a ceiling and there is room between the cage and
ringside so competitors can walk and fight outside the ring.
This type of cage usually has a door put into one of the
walls, one way to win the match is to escape out of the door.
To exit the ring the wrestler must be standing outside the
ring, it takes a move action to exit the cage, the initiative roll
is made and if the defender wins the initiative the escape
attempt is
unsuccessful. Ramming the opponent's head
or other body part into the cage does 1D8pts of damage, if
it's the head there is a 20% chance of busting the opponent
open. The opponent's head can also be rubbed up against
the cage which does 1D6 points of damage with a 50%
chance of busting open the opponent. Using the cage as a
weapon in this
manner generates 15pts of Heat for the
wrestler doing the action.

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Ty States (order #1772158)

Modern Four-Man Cage Match:

Executing a move on another wrestler will make the odd man


out the new target of the victim of the move. The other
wrestler becomes the odd man out at this point.

Winning Methods: (+5D6+2 Heat Points)


- Pinfall
- Submission
- Cage Escape

The two targeted wrestlers fight the match out


under Regular Rules.

This match involves two teams of two competitors,


all competitors fight at the same time, there is no tagging in
or out. A cage made of chain link fence is lowered down over
the ring. The cage has four walls and a ceiling and there is
room between the cage and ringside so competitors can walk
and fight outside the ring. This type of cage usually has a
door put into one of the walls, one way to win the match is
to escape out of the door. To exit the ring the wrestler must
be standing outside the ring, it takes a move action to exit the
cage, the initiative roll is made and if the defender wins the
initiative the escape attempt is unsuccessful. Ramming the
opponent's head or other body part into the cage does
1D8pts of damage, if it's the head there is a 20% chance of
busting the opponent open. The opponent's head can also be
rubbed up against the cage which does 1D6 points of
damage with a 50% chance of busting open the opponent.
Using the cage as a weapon in this manner generates 15pts
of Heat for the wrestler doing the action.

Four Way Match:


Winning Methods: (+4D6 Heat Points)
- Pinfall
- Submission
- Disqualification
This match involves four competitors squaring off
against each other, this match is held under standard rules
with only one exception, count-outs are not enforced. All
competitors fight at the same time.

Triangle Match:
Winning Methods: (+2D6+2 Heat Points)
- Pinfall
- Submission
- Disqualification

Three Way Match:

This match is not be confused with the Three Way


Match, it does involve three competitors but only two
compete at the same time. The third competitor must stand
at ringside and wait to be tagged in by either competitor in
the ring.

Winning Methods: (+2D6 Heat Points)


- Pinfall
- Submission
- Disqualification
This match involves three competitors squaring off
against each other, this match is held under standard rules
with only one exception, count-outs are not enforced. All
competitors fight at the same time.

Four Corners Match:

GM Info:
This match is not fought under the Multiple
Wrestler Fight rules simply because the number of wrestlers
is uneven. The way to run this match is to have each wrestler
roll 1D6 before anything else. The two highest rollers will
target each other with the lowest roller being the odd man
out. In the event of a tie, re-roll the dice.

Winning Methods: (+2D6 Heat Points)


- Pinfall
- Submission
- Disqualification
This match is similar to the Triangle match only it
has four competitors instead of 3, only two of the
competitors fight at one time. The other two must stand at
ringside in their corners and await a tag by either competitor
in the ring. In this match each wrestler represents a corner,
competitors in the ring may tag in any wrestler from any
corner at any time

The odd man out must roll an initiative roll every


segment, if the odd man out is in a Standing, Running or Top
Rope position and they roll higher than 5 on the initiative
roll, higher than 8 if the odd man out is either Down or at
Ringside, then they may take an action that segment.
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Ty States (order #1772158)

Three-Way Dance Match:


Winning Methods: (+2D6 Heat Points)
- Pinfall
- Submission
- Disqualification
This match is not be confused with the Three Way
Match, it does involve three competitors but it is under
elimination rules. All competitors fight it out at the same
time, a wrestler is eliminated from the match after being
pinned, submitting or being disqualified.
GM Info:
This match is not fought under the Multiple
Wrestler Fight rules simply because the number of wrestlers
is uneven. The way to run this match is to have each wrestler
roll 1D6 before anything else. The two highest rollers will
target each other with the lowest roller being the odd man
out. In the event of a tie, re-roll the dice.
The odd man out must roll an initiative roll every
segment, if the odd man out is in a Standing, Running or Top
Rope position and they roll higher than 5 on the initiative
roll, higher than 8 if the odd man out is either Down or at
Ringside, then they may take an action that segment.
Executing a move on another wrestler will make the odd man
out the new target of the victim of the move. The other
wrestler becomes the odd man out at this point.
The two targeted wrestlers fight the match out
under Regular Rules.

This match can have 10, 15, 20 or even more


competitors...competitors may either start the match with all
of them inside the ring or two competitors begin and after a
certain amount of time a new competitor comes out. The
amount of time is determined by the GM but the most
common are; 30 seconds (3 segments) and 1 minute (1
round). The only way to win in this match is to be the last
one standing, a competitor is only eliminated when they are
thrown over the top rope and their feet touch the ground.
Wrestlers can forcibly throw another competitor over the top
rope, a test of strength is done between the two competitors.
Each one rolls a twenty-sided die and adds any damage
bonus granted by the strength attribute. If the wrestler wins
the test of strength the attempt to throw the opponent over
is successful.
The competitor how is going over the top rope has
one last chance to save against being eliminated, the player
rolls one six-sided die (D6) and if the roll comes up either a
1 or a 2 then the wrestler grabs onto the ropes and pulls
himself up and into the ring before his or her feet could
touch ground.
GM Info:
This match can be quite a challenge to run,
especially if the number of competitors is quite high. To
make things easier, you should assign a number to each NPC
wrestler in the match. Every time a player eliminates a
wrestler or when you as the GM decide it's time to eliminate
someone, roll the appropriate die (if there are 10 NPC's roll
a ten-sided die, etc..) and whatever number comes up, the
NPC attached to that number gets eliminated. This match
should also be run under the Multiple Wrestler Fight rules.

Four-Way Dance Match:


Winning Methods: (+4D6+2 Heat Points)
- Pinfall
- Submission
- Disqualification
This match is not be confused with the Four Way
Match, it does involve four competitors but it is under
elimination rules. All competitors fight it out at the same
time, a wrestler is eliminated from the match after being
pinned, submitting or being disqualified.

Battle Royal Match:


Winning Methods: (+5D6 Heat Points)
- Over the Top Rope
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Ty States (order #1772158)

Money and Spending It

Major Strike Bonus:


Cost: $15,000
Bonus: +4 to move execution

A wrestler will be offered a contract, the money received for


wrestling can be used for various purchases that can increase
their abilities. There are two categories of items; Temporary
and Permanent. The Temporary category has items that provide bonuses for only one match after which the bonuses
granted by the item disappear. The Permanent group as the
name suggests has items that provide bonuses to the wrestler
permanently.

Minor Damage Bonus:


Cost: $5,000
Bonus: +2 to damage.

Medium Damage Bonus:


Cost: $10,000
Bonus: +3 to damage.

Temporary:

Major Damage Bonus:

For these items there is a maximum of three items that may


be purchased for each match.

Cost: $15,000
Bonus: +4 to damage.

Minor Health Bonus:

Minor Evasion Bonus:

Cost: $1,000
Bonus: +20 to Health Points

Cost: $5,000
Bonus: +2 to evade.

Medium Health Bonus:

Medium Evasion Bonus:

Cost: $2,000
Bonus: +30 to Health Points

Cost: $10,000
Bonus: +3 to evade.

Major Health Bonus:

Major Evasion Bonus:


Cost: $15,000
Bonus: +4 to evade.

Cost: $3,000
Bonus: +50 to Health Points

Minor Endurance Bonus:


Cost: $1,000
Bonus: +20 to Health Points

Permanent:

Medium Endurance Bonus:

Learn New Move:

Cost: $2,000
Bonus: +30 to Health Points

Cost: $5,000
Bonus: Receive 1 new move slot.

Major Endurance Bonus:

Strength Attribute Bonus:

Cost: $3,000
Bonus: +50 to Health Points

Cost: $200,000
Bonus: +1 to Strength attribute.

Medium Health Point Bonus:

Intelligence Attribute Bonus:

Cost: $2,000
Bonus: +30 to Health Points

Cost: $100,000
Bonus: +1 to Intelligence attribute.

Minor Strike Bonus:

Endurance Attribute Bonus:

Cost: $5,000
Bonus: +2 to move execution

Cost: $180,000
Bonus: +1 to Endurance attribute.

Medium Strike Bonus:

Charisma Attribute Bonus:

Cost: $10,000
Bonus: +3 to move execution

Cost: $300,000
Bonus: +1 to Charisma attribute.
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Ty States (order #1772158)

Managers and Valets

Agility Attribute Bonus:


Cost: $150,000
Bonus: +1 to Agility attribute.

Speed Attribute Bonus:


Cost: $180,000
Bonus: +1 to Speed attribute.

New Skill Slot:

Another great use of money is to hire a Manager or a Valet to


accompany you to ringside for your matches or help you out
in angles and microphone work if the wrestler is not
particularly skilled at such endeavors. The promotion the
wrestler is currently working for might have a list of readymade Managers and valets for you to hire. If not you can
always generate your own with the following methods.

Cost: $50,000
Bonus: +1 Skill Slot.

Skill Points Package:

Valet:

Cost: $400,000
Bonus: +1 Failure Modifier

Nothing says cool like having a beautiful woman or man


accompany you to ringside. Valet's are nothing more than eye
candy and heat generators. Coming to the ring with a Valet will
start you off with the Startup Heat from the Valet's stats, then
every round the valet will generate the amount of Heat points
specified by their Heat Generation stat. Valets will very rarely
get involved in what is going on in the ring, they will instead
cheer you on and get the crowd behind you. Valets will take a
certain amount of your Monthly earnings as payment for their
services, each Valet charges differently based on their skills at
drawing Heat.

Health & Endurance Package:

Generating A Valet:

Cost: $30,000
Bonus: +1D10 + 2 Skill Points

Wrestler Training:
Cost: $200,000
Bonus: +1 Reversal

Advanced Wrestler Training:

Cost: $100,000
Bonus: +2D10 + 5 HP and Endurance

Finisher Design Training:


Cost: $100,000
Bonus: Can create an additional Finisher

Here are some quick rules to creating Valets quickly, the Game
Master can also opt to just select the desired stats themselves
instead of rolling.
Startup Heat: Roll 2D10 +2
Heat Generation: 2D10 + 2
Monthly Wage: 1D10 + 2%

Managers:
Unlike Valets, Managers can do much more then just accompany you to the ring. Managers can actually do Microphone
Work for the wrestler using the Manager's superior
Microphone and Charisma skill. This can be a godsend for
wrestlers who lack charisma and microphone or angle skills. A
Manager can also take action at ringside. The player may give
orders to the Manager such as handing the wrestler a weapon
or distracting the referee. Managers also generate Heat just like
Valet's can, Managers do however take a larger cut of your
Monthly earnings.

Generating A Manager:
Here are some quick rules to creating Managers quickly, the
Game Master can also opt to just select the desired stats
themselves instead of rolling.
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Ty States (order #1772158)

Startup Heat: Roll 1D10 +2


Heat Generation: 1D10 + 2
Monthly Wage: 2D10 + 5%
Microphone Work Bonus: 1D10
Angle Heat Bonus: 1D10

Game Master or the players, one must be careful however to


not end a Feud too early. Doing so is akin to dropping a
storyline briskly with no rewarding conclusion, this will lead
to the fans being pissed off and disappointed which will lead
to all wrestlers involved in the Feud losing 1D10 Overness
points.
Whether or not ending a Feud is too early is
determined by a percentage roll based on the following table.

Angles
Angles serve to fill in the spots between matches and keep
the crowd's interest in the show as well as maintain their
mood. Angles can also be seen as story lines, using angles you
can craft intricate story lines that will help get the wrestlers
over with the fans.
Angles can either be proposed by players with the
Game Master accepting the angle into the card or created by
the Game Master for the players.
All angles are judged with the following method; the
player doing the angle will roll a ten-sided die adding Angle
roll bonus and any other bonus that might apply to the roll.
The Game Master rolls a ten-sided die as well and adds 2 to
the roll. If the player rolls higher than the GM then the angle
was a huge success resulting in the generation of the Base
Heat of the angle multiplied by 2. If the GM's roll is higher,
the angle only receives the base heat subtracted by 1D4.

Feud Ending

The following table describes what happens as a result of the


Angle's Heat Score. The results apply to everyone involved in
the angle.

Overness Bonus

1 to 2

-5

3 to 5

-2

6 to 8

+2

9 to 12

+5

13 and up

+10

Early Penalty Chance

Below 30

60%

31 to 50

40%

51 to 60

30%

61 to 70

20%

71 to 80

10%

81 to 90

5%

91 to 100

0%

Upon a successful end of a Feud, all wrestlers involved will


gain 1D10 + 10 points of Overness.
Ongoing feuds will generate a certain amount of
Heat for all the wrestlers involved allowing them to begin
matches with bonus Heat. This represents a general interest
by the fans in anything the wrestler does. The exact amount
of Heat generated can be determined by consulting the
following table:

Angle Heat Result


Heat Score

Feud Points

Feud Match Heat Bonus

Feuds:
Another great way to get wrestlers over with the fans is to
have them involved with Feuds. All competitors must agree
to participate in the Feud. A wrestler may only be involved in
one Feud at a time.
Each Feud will have a Feud Point Value attached to
it, upon the creation it begins at 0 and can be brought up to
a maximum of 100 points. Every time the wrestlers in the
Feud fight each other or are the focus of Angles with each
other the Feud gains 1D6 points of Heat.
The Feud will continue until ended by either the

Feud Points

Match Heat Bonus

Below 30

10

31 to 50

15

51 to 60

20

61 to 70

25

71 to 80

30

81 to 90

35

91 to 100

40

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Feuds also give bonus Heat to Angles involving the Feuding


wrestlers, consult the following table:

Tag Team In-Ring Promo:


Base Heat: 6
Focus:
- Upcoming Match
- Tag Team

Feud Angle Heat Bonus


Feud Points

Angle Heat Bonus

Below 30

31 to 50

51 to 60

61 to 70

71 to 80

81 to 90

91 to 100

The tag team comes out to the middle of the ring


and delivers a promo, either hyping an upcoming match or
insulting another tag team. If the focus is on an upcoming
match than that match will receive Heat Points.

Tag Team Backstage Promo:


Base Heat: 5
Focus:
- Upcoming Match
- Tag Team
The tag team is interviewed backstage and delivers a
promo, either hyping an upcoming match or insulting
another tag team. If the focus is on an upcoming match than
that match will receive Heat Points.

Angle List
This is just a small list to serve as a guide for using angles.
You may use these angles as presented or choose to modify
them to your own liking. You may also choose to free form
the use of angles by creating your own in this case the Game
Master should decide how much Base Heat to give.

In-Ring Simple Challenge:


Base Heat: 3
Focus:
- Wrestler(s)
The wrestler come out to the middle of the ring and
directly challenges another wrestler to a match either later on
in the card or some time in the future, the challenged wrestler
may choose to come out to give their answer.

In-Ring Promo:
Base Heat: 5
Focus:
- Upcoming Match
- Wrestler
The wrestler comes out to the middle of the ring
and delivers a promo, either hyping an upcoming match or
insulting another wrestler. If the focus is on an upcoming
match than that match will receive 5 Heat Points. If the focus
is on another wrestler and an existing feud exists then the
feud will receive 5 Heat Points.

In-Ring Simple Challenge Brawl:


Base Heat: 5
Focus:
- Wrestler(s)
The wrestler comes out to the middle of the ring
and directly challenges another wrestler to a match either
later on in the card or some time in the future, the challenged
wrestler comes out and rushes the ring resulting in an
impromptu brawl occurring in the ring with referees
attempting to gain control of the situation.

Backstage Promo:
Base Heat: 4
Focus:
- Upcoming Match
- Wrestler
The wrestler is interviewed backstage and delivers a
promo, either hyping an upcoming match or insulting
another wrestler. If the focus is on an upcoming match than
that match will receive 5 Heat Points. If the focus is on
another wrestler and an existing feud exists then the feud will
receive 5 Heat Points.
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In-Ring Open Challenge:

Marriage Proposal:

Base Heat: 4
Focus:
- Wrestler(s)
The wrestler comes out to the middle of the ring
and declares that he is so good that nobody can defeat them.
He lays down an open challenge to anyone in the back who
thinks they have the guts. A wrestler shows up to answer the
call.

Base Heat: 3
Focus:
- Person
Someone proposes marriage to another and it is
either accepted or rejected.

Marriage:
Base Heat: 3
Focus:
- Two People
Two people get married and everything goes
according to plan.

Backstage Assault 1vs1:


Base Heat: 3
Focus:
- Wrestler
One wrestler attacks another backstage with the
camera's rolling.

Marriage Wrecked:
Base Heat: 5
Focus:
- Two People
Two people get married and the wedding gets
crashed or something else horrible happens that wrecks the
entire ceremony.

Backstage Assault 2vs1:


Base Heat: 4
Focus:
- Wrestler
Two wrestlers attack another backstage with the
camera's rolling.

Authority Figure Matchmaking:


Base Heat: 5
Focus:
- Wrestler(s)
An Authority figure comes out to the middle of the
ring and announces that he has booked a match for either
later on the card on a future date.

Backstage Assault 3vs1:


Base Heat: 5
Focus:
- Wrestler
Three wrestlers attack another backstage with the
camera's rolling.

Authority Favor:

Pre-Match Assault :

Base Heat: 3
Focus:
- Wrestler(s)
A wrestler approaches an authority figure and
requests a favor, this could be a match or a title shot or any
number of other things.

Base Heat: 5
Focus:
- Wrestler(s)
One or more wrestlers rush out and attack a wrestler
or wrestlers making their ring entrance.

Post Match Assault :

Bikini Contest:

Base Heat: 5
Focus:
- Wrestler(s)
One or more wrestlers rush out after a match an
assault the winner(s) or loser(s).

Base Heat: 8
A bikini contest is held between multiple women.
Some times a wrestler or other figure is selected to be the
special judge for the competition.

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Ty States (order #1772158)

Being paid to wrestle by a wrestling promotion is


not the only way wrestlers can earn some money. Often times
the wrestlers earn more money from merchandising than
they do from a wrestling contract.
Mechandising is closely tied to a wrestlers Overness
so if one wants keep making good money they have to make
sure that theyre Overness does not drop.
There are two ways to go about setting up some
merchandising, the first is ideal if the wrestler does not have
a lot of starting capital to invest in merchandise.
This first way is to strike a deal with the wrestling
promotion where they will cover most or all of the cost in
exchange for a percentage of the profits. The exact numbers
involved will depend on the players and GM (minimum 2%
profit on sales), it is up to them to negotiate a deal that will
be equally benificial to the wrestler and the company. The
main disadvantage of this method is that the wrestling
promotion owns all rights to the merchandise designs and
retain them even if the wrestler quits or is fired from the
promotion.
The second method sees the wrestler paying for the
whole thing. The main advantage of this is that the wrestler
retains the rights to the designs. The wrestling promotion
does take 2% of the profit from merchandise sales in
exchange for placing the items up for sale at shows. This
method can be quite expensive however, especially if you
want to have a numerous different types of merchandise.
Merchandising doesnt just help you acquire money,
it will also have a slight effect on your Overness as you sell
more and more merchandise. For this calculation all
merchandise sales of all types are added together. For every
1,000 units sold the wrestler receives 2 points of Overness.

Merchandise Sales
Each month merchandise sales are calculated and
the wrestler receives his share. The player must roll a
six-sided die and add the wrestlers Overness and the items
Design Bonus to the roll for each Merchandise item.
Armed with that number when then consult the
following table to see how many units the item has sold that
month. With that we then multiply the amount sold by the
profit margin of from the item to get the final amount.

Merchandise Sales
Roll

Sales Made

1 to 16

20

17 to 20

60

21 to 36

180

37 to 50

540

51 to 60

1,620

61 to 70

4,860

71 to 90

14,580

91 to 106

43,740

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Ty States (order #1772158)

Merchandise Types

Jackets
Startup Cost: $30,000
Design Bonus: 1D10 + 5
Profit Margin: $10
Max Design: 2

There are several different types of merchandise,


from shirts to mugs. Each one has a profit margin listed, this
is the amount of money the wrestler receives from each sale
of the item. When first creating an item the wrestler must
pay the startup cost and roll the items Design Bonus roll.
The Design bonus represents how well the items
overall look and design is, the highest the number the better
the design. Once a Design Bonus has been determined for an
item it cannot be changed.
Items also have a Max Design value, this is the
maximum number of designs you can have of the same item.
For example; T-Shirts have a Max Design of 5 so you can
only have 5 T-Shirt Designs on sale at the same time. If you
wish to make a new design you will need to discontinue one
of the designs and replace it with the new one.

Dog Tags
Startup Cost: $12,000
Design Bonus: 1D10 + 5
Profit Margin: $2.75
Max Design: 2

Foam Finger
Startup Cost: $8,000
Design Bonus: 1D10
Profit Margin: $3
Max Design: 2

T-Shirt

Travel Mugs

Startup Cost: $15,000


Design Bonus: 1D10 + 2
Profit Margin: $5
Max Design: 5

Startup Cost: $10,000


Design Bonus: 1D10 + 2
Profit Margin: $3.50
Max Design: 2

Best Of DVD

Hoody

Startup Cost: $30,000


Design Bonus: 1D10 + 5
Profit Margin: $10
Max Design: 1

Startup Cost: $25,000


Design Bonus: 1D10 + 5
Profit Margin: $3.50
Max Design: 2

Action Figure

Sweatshirt

Startup Cost: $50,000


Design Bonus: 1D10 + 10
Profit Margin: $8
Max Design: 2

Startup Cost: $18,000


Design Bonus: 1D10 + 3
Profit Margin: $3.50
Max Design: 2

6 Ceramic Statue
Startup Cost: $80,000
Design Bonus: 1D10 + 10
Profit Margin: $15
Max Design: 2

Hats
Startup Cost: $10,000
Design Bonus: 1D10 + 2
Profit Margin: $5
Max Design: 3

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Ty States (order #1772158)

Match Mechanics
Finally we get to the nitty gritty of the game, the
actual running of a match. At first glance the rules might
seem a little intimidating, but not to worry as Im sure you
will find that running matches gets easier the more you do as
you will retain more of the rules and will not have to
constantly be consulting the book.
A wrestlers main goal in a match is to acquire and
keep Initiative, because only the wrestler who possesses
Initiative may take action. The opposing wrestler may only
attempt to Evade/Block attacks until they can recover
Initiative.
Matches are split into Rounds which represent
1 Minute worth of action. Rounds are further split into
6 Segments that represent 10 seconds worth of time. The
wrestler with Initiative may take 1 action ever segment until
they lose Initiative.

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.

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.

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.

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

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.
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.
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very popular to the fans and most see them as boring. For
this reason theses moves actually drain Heat instead of
generating it.
Unlike regular attacks, Rest Holds do not need to be
rolled to strike, they always are successful, unless of course
the opponent uses up on of his Reversal points. Once a Rest
Hold has been applied a battle of rolls will ensue, both the
attacker and the victim roll a six-sided die each segment the
hold is held, if the attacker gets the highest roll then the hold
is locked on. If the victim has the highest roll then they break
out of the hold but the attacker keeps initiative. The
attacker may choose to release the hold at any time.
The attacker recovers 1D10 + 5 points of
Endurance and 1D8 + 2 Health Points for every segment the
hold is held. The victim recovers 1D8 + 2 points of
Endurance only and receives 2 points of damage for every
segment the hold is held, please note that damage bonus is
not applied to damage done with Rest Holds. Both wrestlers
lose 1D4 points of Heat for every segment the hold is held.
Rest Holds do not take up Move Slots as the
specific moves are not mentioned or listed. The wrestler with
initiative only needs to say he is applying a rest hold as his
action for that segment. If the Game Master and players so
wish and they are knowledgeable in the area of wrestling
moves they can call out the specific hold they are applying.
But this is more for role playing purpose than anything else.

Evade:
If the defender chooses to evade then they must roll a
twenty-side die and add in their Evade Bonus. If they get
higher than the attackers roll then they have successfully
evaded the execution of the move and now has initiative.
Reversing:
If the defender chooses to attempt to reverse the move
allowing him to execute the same move that the attacker was
attempting. The defender may do this even if the attackers
move is not known to him. The attacker does not receive a
chance to evade or reverse the reversal.
High Spots cannot be reversed as well as moves
contained in the Down, Running and Corner Groups cannot
be reversed. Submission holds can be provided the Game
Master allows it.
To successfully reverse a move you must roll at least
3 over your opponent's roll. There are no bonuses to be
applied to this roll. Also keep in mind that lift penalties will
factor in by being deducted from your roll.
After executing a successful move we then move on
to rolling damage. Each move has a Damage value
associated with it which will tell you what dice you need to
roll. Make sure to add in any bonus you may receive from
your strength or other damage bonuses.
The final step to the execution of a move is to add the Heat
value of the move to the wrestlers Heat Points. All moves
generate heat whether they have been perfectly executed,
evaded or reversed. Only moves that have been botched do
not receive Heat. In fact they deduct from your Heat score.

Drag Opponent To Feet:


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

Rest:
This action allows the wrestler to rest up and
recover some Endurance and Health points, the downside to
using this action however is that both wrestlers recover some
points. The wrestler with initiative however will recover
15pts for both Endurance and Health while the opposing
wrestler will only recover 5. Taking this action will result in a
new initiative roll being done.

Movement:
This action allows the wrestler to move to a
different area of the ring. This could be anything from
leaving the ring, grabbing a weapon, climbing up a
turnbuckle or other miscellaneous action the involve moving
or taking action outside of executing a move. Movement
actions will also warrant a new initiative roll.

Rest Holds
Rest holds are basic wrestling maneuvers that allow
the user to recover some endurance and health points while
still delivering damage to the opponent. These include rear
chinlocks, side Head-Locks, etc.. Rests holds generally aren't

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
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action generates 10 Heat points to the wrestler doing the


action. Both wrestlers also recover 5pts of Endurance and
Health during this action. This action will also result in a new
Initiative Roll being done.

Diversity Heat Bonus


Moves in a Row

Heat Bonus

+10

Tag Out:

+20

This action can be taken when you are in a match


where a partner stands on the apron awaiting a tag to switch
places with the partner in the ring. After a tag both
competitors may take action in the ring at the same time for
1 Segment only, this allows the execution of double team
maneuvers. A new Initiative Roll is done when a wrestler
goes for a tag, if the opponent wins the initiative the tag is
still successful but only the opponent can take action
allowing him or her to get the jump on the incoming
wrestler(s).

+25

10

+30

12

+40

14

+50

become quite boring for the crowd which will result in Heat
loss. Having a diversified match where several moves are
showcased will allow you to generate even more Heat.
At the very end of this book you will find many
sheets that the GM will find useful for running the game.
One of these is called the Match Tracking sheet I. Every
move each wrestler executes will be listed on this sheet in
order that they were executed. This will help the GM keep
track of what moves each wrestler has executed in the match,
remember that executing the same move twice in a row will
lose you 10 Heat Points while executing the same move three
times in a row will lose you 20 points worth of Heat. (See the
Heat Points section further in this book for more details)
You can generate additional Heat for yourself by
executing different moves every time you get initiative. Take
a look at the table labeled Diversity Heat Bonus. Every
time you execute 4 different moves in a row as tracked by the
GM on the Match Tracking Sheet 1 you receive a bonus of
+10 to Heat. If you hit 6 different moves in a row you get an
additional +20 and so on.
It is possible to get this bonus several times during
the course of a match. Lets say you execute 4 different
moves and receive the bonus of +10 to Heat. Then for your
next action you execute a move that was one of the the
previous 4, then the count starts back to zero with this 5th
move being the first move in a new series...then if you do
three different moves in a row you get the bonus again! As
long as each move in the series is different the count will not
reset to zero. Moves done inside Combos count only as one
move execution and doesnt reset the count even if every
move in the combo is the same.

Combos
Simple moves such as punches and kicks can be
combined in a dazzling combo of quick strikes, moves that
are eligible for Combos have a Combo: Yes listed in their
stats. You may have up to 4 of these attacks that can be
linked together in a single segment. However each move
suffers the failure chance and the opponent gets to roll
evasion/reversal for each strike.
Moves that can be used as a combo also have a
Momentum value attached to them, for every successful
strike that you accomplish the opponent's evade roll gets a
penalty of whatever the Momentum value is. For example if
you attempt to execute a combo of three punches to your
opponent, you successfully strike with the first punch, the
opponent now deducts 2 from his next Evasion roll because
regular punches have a Momentum of 2. The second punch
is also successful giving the opponent another -2 to his evade
roll making him at -4 to evade the third strike.
The player must call out how many attacks he will be
doing in the combo ahead of time. Endurance cost for each
attack is deducted however only the attacks that hit will gain
Heat Points and a wrestlers Damage bonus is not added to
the damage roll.

Critical Hits and Misses

Move Diversity

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,

It is very important to add diversity to a wrestling


match by not always doing the same moves. Doing so can be
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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.

Lifting Penalty

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.

High Spots
High Spots is the term that refers to moves that are
usually done from high places such as the top of the

Penalty

50 lbs

51 to 100 lbs

101 to 150 lbs

151 to 200 lbs

201 to 250 lbs

251 to 300 lbs

301 to 350 lbs

351 lbs and up

10

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.

Lift Moves
Some moves require the wrestler performing it to lift
the opposing wrestler into the air. These types of moves
pose a significant struggle to smaller wrestlers when dealing
with larger opponents. When a wrestler attempts to do one
of these types of moves, modifiers may be added to the
Failure Chance depending on the wrestler's size and strength.
First we determine the difference in weight between the
opponent and the wrestler attempting the move. When a
smaller wrestler is set to take on much larger wrestler it's a
good idea to have this number figured out and written down
before the match starts so you always have it handy at a
moment's notice.
Now that we have the difference between the two
weights, Consult the following table to determine what kind
of penalty we are looking at. Then we take the Damage
bonus that is provide by the strength attribute and deduct
that bonus from the penalty. Now add the now modified
Penalty to the the move's failure chance and then we are
ready to roll the dice as normal. If you happen to get a negative number for your penalty then deduct instead of adding
to the the Failure Chance.

Weight Difference

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

12

Team Based Wrestling


Playing out Singles matches is one thing, but when you start
moving into Tag Team matches there are some additional
rules that come into play. The obvious one being that you
have to tag your parnter(s) in an out of action. The following section will deal with all the ins and outs of Team Based
combat.
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When doing a tag match there are two approaches to


take, which one is used is left up to the individual Game
Master.
The first is undoubtly the easiest where each team
will have 1 Heat Score. Using this method Heat Generated by
either wrestler gets added to the teams Heat Score.
The second method requires a little bit more
bookeeping because instead of having one Heat Score for the
entire team, Heat is tracked for each member of the team.
At the beginning of a match each team must decide
who will start off the match. If the players do not want to
decide they can roll a six-sided die, the one with the highest
number gets to go first.

Double Team Moves:


When a tag is made both wrestlers may be in the ring
at the same time for 1 segment, allowing them to pull off a
Double Team Maneuver. Any move can be used as a Double
Team Move. The thing that is great about these moves is they
are guaranteed to hit and the opponent does not get a chance
to Evade or Reverse them. The move does double its regular
damage (plus each wrestlers damage bonus) as well as
generating double the moves Heat and both wrestlers deduct
the moves Endurance Cost.

Alignment attempts to do this it will either cost him 10


points of Heat or cost the team the 10 points of Heat;
depending on which method of play is being used.
This tactic is quite simple, when a wrestler who is
standing on the apron wants to attempt this, the player must
roll a six-sided die; the GM will roll a six-side die for the
referee. If the player gets higher then the referee then he
successfully accomplished his task without the referee
noticing. In doing so the partner gets to do 1D10 plus
damage bonus to the opponent in the ring while also
generating 10 points of Heat.
If the referee rolls higher then the player then the
referee will issue a warning.

Massive Wrestlers
Extremely large wrestlers will also receive bonuses
to damage due to their size and power. Consult the following
table to see the additional damage bonus received by these
behemoths.

Massive Damage Bonus


Wrestler Weight

Damage Bonus

350 lbs to 390 lbs

Pinfall & Submissions:

391 to 400 lbs

Going for a pin in a tag match is a difficult situation


because the partner of the wrestler being pinned might come
into the ring and break the pin just in time to save the match.
If the player wishes to attempt to save his partner
from being pinned, the player must roll a six-side die and get
either a 1 or a 2 to successfully get in to break the pin. The
player will have a maximum of three rolls per pinfall.
The same mechanics can be applied to submission
holds as well. Just remember the player attempting to
intervene only gets three shots at it per segment that the hold
is held..

401 to 450 lbs

451 to 500 lbs

501 to 550 lbs

550 lbs and up

Partner Recovery:

Being a massive wrestler might be appealing due to the


damage bonus, however these wrestlers are also plagued with
difficulty in executing complex maneuvers. Consult the
following table to determine what kind of modifier is applied
to the Failure Chance of every move executed.

Massive Failure Penalty

The wrestlers who are awaiting a tag recover 2


Health Points and 1 Endurance Point per segment that they
are standing at ringside.

Wrestler Weight

Failure Chane Penalty

350 lbs to 390 lbs

+2

391 to 400 lbs

+4

Partner Interference:

401 to 450 lbs

+6

The great part about a tag team match is that you


have a partner to help pull the wool over the referees eyes.
Wrestlers who are either Heels or Tweeners can use this
tactic to gain advantage in the match. If a wrestler of the face

451 to 500 lbs

+8

501 to 550 lbs

+10

550 lbs and up

+12

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Reversals

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.

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.

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.

Pinfalls
At any time that an opponent is laying on the
canvas, you may attempt to pin your opponent to win the
match. The wrestler being pinned adds the amount of
Health Point damage and spent Endurance points together.
Then compare to the Pinfall Breaks table to determine how
many pinfall breaks the wrestler receives. If the total is lower
then 30 then the pin attempt is automatically broken.
If the pinfall is broken by the opponent, both
wrestlers begin play again in the standing position, Initiative
remains with the wrestler who went for the pinfall.

Submission Percentage

Pinfall Breaks
HP + Endurance

Break Attempts

31 to 45

46 to 60

61 to 80

81 to 100

101 to 150

151 and up

Segments

Percentage

10%

20%

30%

40%

50%

60%

Auto Submit

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Heat Points

for matches or angles, they must rest up at home. After the


healing time the wrestler will have 0 Injury Points again.
There are also medical and rehabilitation bills that go along
with serious injuries. Roll 1D8 x 1000 to determine the cost
of the treatment, if the wrestler cannot pay this expense then
the healing time is doubled.
Every time a wrestler receives a serious injury he or
she gains 1 Cripple Point. When the wrestler reaches 100
Cripple Points then they can no longer wrestle and are
crippled from all the injuries and will have no other choice
but to retire.
Injury points are healed at a rate of 1D20 for every
week a wrestler doesn't wrestle. The wrestler can get involved
with angles but any wrestling will negate the healing effects
for that week.
Every time a wrestler takes damage and his Health
Points are at 0 or in the negatives they receive 1 Injury Point.

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.

Referee Warnings

Standing at Ringside waiting for tag:


For every segment the wrestler stands at ringside he or she
loses 2pts of Heat per segment.

Every once and a while a referee will decide to do


his job, the referee is there to make sure that no illegal moves
are performed and that weapons are kept out of play when
they need to be. The referees operate on a three strikes your
out policy, the referee will give a warning when he spots an
illegal action...after the third warning on the fourth spotted
illegal act the referee will disqualify the wrestler and award
the match to the opponent.
Heel aligned moves 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
wrestler with a warning.

Rest Actions:
Every rest action taken drops Heat Points by 5 for all
wrestlers involved.
Botched Move:
Whatever the Heat value of the move is how much Heat
is lost.
Executing the same move twice in a row:
Lose 10 Heat Points.
Executing the same move three times in a row:
Lose 20 Heat Points

Ringside Action
Eventually in a match, one of the wrestlers will no
doubt end up on the outside of the ring...either under their
own power or not. There are two ways to handle this and
which one to use is up to the discretion of the Game Master.
It should be noted however that both methods can be used
interchangeably easily through out the match. For certain
situations that require more detailed actions the second
method is best used, while the first is best for quick
actions.
The first method is best used when a wrestler leaves
the ring to grab something at ringside or other small action

Injury Points
During the course of a wrestler's career it is possible
he will acquire injury points to various parts of his body. This
value will range from 0 (Healthy as can be) to 100 (Ain't
feeling so good). Once a value hits 100 the wrestler will have
a serious injury that will require time off from the ring as well
as some pretty expensive medical bills.
When a wrestler receives a serious injury, they rolls
1D10 + 2 to determine how many weeks it takes for the
injury to heal. During this time the wrestler is not available
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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.

that sees the wrestler return to the ring immediately before


the referee's ten count. This action by the wrestler falls under
a move action taking only one segment.
For a more detailed ringside experience, once a
wrestler gets out of the ring, the current segment is split into
5 sub-segments. (2 seconds worth of action each) This
allows the wrestlers to have a more detailed fight on the
outside that the normal segment system would allow.
Remember that 1 segment is worth 10 seconds, so without
splitting the segment up in these sub-segments really only
one action could be taken and both wrestlers would be
disqualified due to the referee's ten count. Using the
sub-segments, 5 actions can be taken, just make sure the last
one is to get back in the ring with or without dragging your
opponent with you. After the 5th sub-segment has passed
there is a 50% chance the referee is counting slowly and any
wrestler still outside will have an extra action to get back in
the ring before the count.

Overness
This is how popular the wrestler is and is the main
career goal for every wrestler. The more Over they can get
the more fans they will acquire, the more money they can
command and of course get higher up on the Card. Gaining
Overness is also a great way to go up levels faster as for every
10pts of Overness a wrestler acquires they receive an extra
200pts of experience.
After each match, each wrestler's Heat Points will be
compared to the following table to determine if they
received an Overness boost from the match.

Overness Boost
Alignment Points
A wrestlers starts at 100 points in his or her chosen
alignment. If a wrestler does not follow their alignment this
number will fall. This can happen by executing Heel
aligned moves. The Game Master may also elect to award or
penalize players using alignment points if the wrestler does
something particularly good or nasty. If this number gets too
low the fans will start to see that wrestler as the opposing
alignment, in this case the wrestler will need to change his
alignment or suffer a -25 Heat Points every match he
wrestles.

Heat Point

Overness Modifier

0 to 10

-10

11 to 20

-5

21 to 50

51 to 60

+1

61 to 70

+2

71 to 80

+3

81 to 99

+5

100 and up

+10

Multiple Wrestler Fights


Certain types of matches will see all wrestlers
involved, fight it out at the same time such as in a Hardcore
Two-Man Team Match. Since all four wrestlers fight at the
same time in this match the regular rules don't work. So
instead, at the start of the match the players may choose their
targets and then roll against them. Essentially the Game
Master will be running several mini-matches at once. Some
matches may also have specific rules that cover how to run
the match such as the Battle Royale Match.
Still using the Hardcore Two-Man Team Match
example; wrestler #1 targets wrestler #2 and wrestler #3
targets wrestler #4. Wrestler #1 and #2 roll initiative against
each other like any other match while wrestler #3 and #4 do
the same against each other. So in essence there really are two
matches going on at the same time.

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

Players may swap targets at any time.


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Weapons

Standard Weapons

Some matches allow the use of weapons, one can


still use weapons even in a match that does not allow
them...you just have to be sneaky about it. All weapons have
three basic attacks; the Strike Damage stat is used when the
weapon is used to either strike or jab the victim with the
weapon, the Slam Damage bonus is added when the victim
is slammed into the weapon by any type of maneuver that
drops the victim to the mat, the Splash Damage Bonus is
added when either the weapon is placed over the victim and
then some kind of splash move is executed that sees the
attacker drop down on the victim or the victim is placed on
the weapon(such as a table) and the attacker drops down on
them breaking through the object.
There are two category of weapons; Standard
Weapons which are always found under the ring and
Hardcore Weapons which may or not be stored under the
ring. When a wrestler goes for a weapon they must choose if
they will go for a Standard Weapon or for a Hardcore
Weapon. If they choose to go with the Hardcore Weapons
then they must make a percentage roll and consult the
following table to determine what kind of weapon they grab.
Some weapons have a Juice Percentage, when a
wrestler is hit with the weapon or driven into it, a percentage
roll is made and if the roll is below the Juice Percentage then
the wrestler has been busted open and is bleeding. When a
wrestler is busted open, all competitors in the match gain
10pts of Heat. The wrestler that got busted open however
gets 3 Injury Points and takes an additional 5pts of damage
on top of the weapon's damage.

Steel Chair:
Strike Damage: 1D10 + 1
Slam Damage Bonus: +5
Splash Damage Bonus: +2
Heat Bonus: +2
Juice Percentage: 40%

Table:
Strike Damage: 1D8 + 1
Slam Damage Bonus: +2
Splash Damage Bonus: +4
Heat Bonus: +4

Ladder:
Strike Damage: 1D10 + 1
Slam Damage Bonus: +5
Splash Damage Bonus: +5
Heat Bonus: +5
Juice Percentage: 35%

Hardcore Weapons

Steel Pipe:
Strike Damage: 1D10 + 2
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +3
Juice Percentage: 50%

Striking an opponent with a weapon works the same as executing moves. You roll a D20, add your Strike bonus and if
you roll higher than your opponents defensive actions you
connect with the strike.

01 15 = Steel pipe
16 25 = Barbed Wire
26 30 = Barbed Wire Covered Bat
31 40 = Thrash Can
41 45 = Stop Sign
46 50 = Kendo Stick
51 55 = Tazer
56 65 = Chain
66 70 = Sledgehammer
71 80 = Shovel
81 90 = Brass Knuckles
91 00 = Crowbar

Barbed Wire:
Strike Damage: 1D6 + 1
Slam Damage Bonus: +2
Splash Damage Bonus: +5
Heat Bonus: +5
Juice Percentage: 50%

Barbed Wire Covered Bat:


Strike Damage: 1D10 + 3
Slam Damage Bonus: +3
Splash Damage Bonus: +5
Heat Bonus: +8
Juice Percentage: 60%
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Ty States (order #1772158)

Thrash Can:

Juice Percentage: 50%

Strike Damage: 1D8 + 1


Slam Damage Bonus: +3
Splash Damage Bonus: +4
Heat Bonus: +5
Juice Percentage: 20%

Brass Knuckles:
Strike Damage: 1D10 + 1
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +3
Juice Percentage: 50%

Stop Sign:
Strike Damage: 1D10 + 1
Slam Damage Bonus: +3
Splash Damage Bonus: +4
Heat Bonus: +5
Juice Percentage: 30%

Crowbar:
Strike Damage: 1D10 + 2
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +5
Juice Percentage: 50%

Kendo Stick:
Strike Damage: 1D10 + 2
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +8
Juice Percentage: 50%

After each match there are certain steps that must be taken
to complete all the book-keeping for the match.

Tazer:

Step 1: Consult Overness Table to see if wrestlers


gains/loses Overness.

Match Aftermath

Strike Damage: 1D10 + 5


Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +10

Step 2: Add up experience for each wrestler.


Step 3: If wrestler is paid per match then add the money to
the player's account.

Chain:

Experience

Strike Damage: 1D8 + 2


Slam Damage Bonus: N/ASplash Damage Bonus: N/A
Heat Bonus: +5
Juice Percentage: 40%

After each match, each wrestler involved will receive a certain


amount of experience points. The exact amount is
determined by several factors. Wrestlers who have achieved
Level 10 still continue to receive experience. Instead of going
up levels however, for every 1,000 experience point gained
they receive 1 Skill Point to distribute amongst their skills.

Sledgehammer:
Strike Damage: 1D10 + 2
Slam Damage Bonus: N/A
Splash Damage Bonus: N/A
Heat Bonus: +8
Juice Percentage: 60%

Winning the Match: +150pts


Losing the Match: +50pts
Win against opponent 3 Levels above you: +50pts
Win against opponent 6 Levels above you: +100pts
Win against opponent 9 Levels above you: +200pts
100 Heat Points at End of Match: +250pts
Between 50 and 99 Heat Points: +150pts
Between 10 and 49 Heath Points: +50pts
For every 10pts of Overness Gained: +200pts
Winning a Title: +500pts

Shovel:
Strike Damage: 1D10 + 1
Slam Damage Bonus: + 2
Splash Damage Bonus: +2
Heat Bonus: +5
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Ty States (order #1772158)

Example of Play

At this point the Game Master, would put two checks in Joey
Jobber's Heat box on Tracking Sheet 1 because Joey receives the
move's Heat Points, in this case it's 2 points. The Game Master
will also write down the move's name on the first line of
Tracking Sheet 1.

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.

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.

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.

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.

Time for the introductions, our ring announcer Teddy Smith


will announce the competitors.

Okay, so Joey has rolled successfully for his move, now Frank
decides to attempt to evade the move, he rolls a twenty-sided die
as well and gets an 8, adds in his evade bonus of 1 to get a total
of 9. Since he did not beat Joey's roll his attempt to evade was
unsuccessful and the move is executed. Frank deducts 3
Endurance Points for his attempt at evading the move, Joey's
player rolls the move's damage which in this case is 1D4 (one
four-sided die) and adds his damage bonus of +4. Joey gets a 3
on his roll and with his damage bonus that gives him a 7. Frank
deducts these 7 points off his Health Points.

This next match is scheduled for one fall, coming out first, from New
York, New York, weighing in at 235 lbs...
JOEY JOBBER!!!
At this point either you as the GM can read out the characters
entrance or it could be easier to let the player read his
character's entrance.
And his opponent, from Denver Colorado, weighing in at 225
lbs...FRANK JABRONE!!

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.

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.

Tracking Sheet 2 would now have Frank Jobber written down


in the second slot of Round 1.

Frank Jabrone rolls a 4 and adds his initiative bonus of 1 to give


him a total of 5.

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.

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.

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.

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.

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
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Ty States (order #1772158)

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.

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. See Rest Holds
on page 35.
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.

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.

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.

Frank goes for his second punch now and rolls a 9 + Strike
Bonus (1) + Momentum bonus (2) to give him a total of 12.
Joey attempts to evade the second punch as well and gets a 20
on his evasion roll! Joey ducks the second punch and regains the
initiative, Frank doesn't get his third punch because Joey
evaded and stole the initiative. Frank's Combo only counts as
one attack on the Tracking Sheet 1 move section.

After his finisher he goes for the pinfall, Frank adds up the total
amount of Health Point damage he has taken during the match,
his starting Health Points was 45 and he is now down to 5
points, so he has taken 40 points of damage. Then we add the
damage taken to the amount of Endurance spent; Frank has
spent 28 points of Endurance. The total of the two is 68, we
now consult the table on page 39 to see that at 68 Frank gets
2 chances to break out of the pin.

Tracking Sheet 2 would have Joey Jobber written down in slot


3 of Round 1.

We now consult the Pin Break Modifier table on page 39, the
last move executed was Joey's finisher that did 17 points of
damage, according to the table that gives us a 20% modifier.
The Base pin break percentage is 50%, we deduct 20% from
that and get 30%. Frank will need to roll below this to break out
of the pinfall.

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 rolls a hundred-sided die (1D100) and a ten-sided die


(1D10) to get a percentage. His first roll came up as 40 on the
1D100 and 5 on the 1D10 giving him 45% and that is not
enough to break out.

Frank is now in the corner and Joey can choose to execute any
move he has that is contained in the Corner Group.
His second roll is worse at 62%, that's Frank's two chances at
breaking out, he didn't so he was pinned for the three count.
The match is over and your winner is Joey Jobber.

This back and forth battle goes on for several rounds, so let's
skip ahead to round 7. Both competitors are below half of their
Health Points and their Endurance points are nearing zero.

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!

Joey Jobber has the initiative but his Endurance points are down
to 0, meaning he is too tired to execute any moves. He chooses
to take a rest action, Joey will regain 15 Endurance and Health
Points while Frank recovers 5pts to his Endurance and Health.
- 47 -

Ty States (order #1772158)

Game Master Section


Setting Up the Game

become very important as you'll need money to buy


equipment, book shows and of course hire wrestlers.

This game is designed to be played in one of two


methods; the first being the easiest to setup as everything is
pretty much created for you. I am of course talking about the
Game Master becoming the new Head Booker of the New
Era Wrestling federation and the players being new recruits
who have just joined the company.
This method is perfect if you just want to get down
to playing the game. Everything about the NEW
organization can all be found in it's own section of this book.
The roster is all filled out, the titles are all created...all the
Game Master needs to do is start setting up shows.
The second method of play is to have each player
including the Game Master create a promotion from scratch,
everyone competes against each other to become the best
wrestling promotion in the world. See Promotion Creation
below for more information
Once each player has created his or her Promotion
then each player (including the Game Master) will create a
wrestler for each of the other Promotions. So if you have 3
people (including Game Master) playing then each person
would have two wrestlers in total; one in each of the other
people's Promotion. This way no one is ever left out of the
action.
The way this type of game works is that every
player will take a turn running a show for their Promotion,
once the show is done the next person gets to hold a show
and so on. This method is called Competition Mode as all
players are in competition with each other...not just to win a
specific match...but to create and run a better Promotion
than the other players.
This mode involves a lot of work to get started,
what follows are the creation rules for Promotions. If you
are playing the first Method feel free to skip this section and
look over the NEW section for all the information you will
need to book your first card.

Step 2: Equipment
You can't hold a wrestling show without equipment,
so in this step we need to purchase the basic equipment
needed for a show, below is a list of the three things you will
need to get started. See the Equipment Listing for prices and
information.
- Ring
- Sound System
- Cargo Truck

Step 3: Staff
You are going to need to hire some staff to help you
run your shows. You need two basic staff members to even
be able to hold a show in the first place, these two are:
- Referee
- Ring Announcer
The other staff member types include;
Commentators and Writers. These two types provide
bonuses to your shows. Commentators add to match quality
of shows that are televised, Writers provide bonuses to all
shows.

Step 4: Wrestlers
And now the final step and the probably the most
important part of a wrestling show...the wrestlers! You will
need to hire some wrestlers to be ablel to book your first
card, see the NPC Wrestlers list at the end of this book for
a list of some pre-generated Free Agents, the Game Master
can of course also created their own NPC wrestlers to add
flavor to their Promotion.

Promotion Creation:
Step 1: Startup Money
This first step is where we determine how much
starting capital the fledging Federation will receive. This
money could be an inheritance the player receives or from
private investors, whatever the player wants to use.
Roll 1D8 + 10 x 10,000 to get your startup money, this will
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Ty States (order #1772158)

Simulating NPC Matches

Strength & Endurance Modifier

The need to quickly and easily simulate matches that


involve only Non-Player Characters (NPC) is very important.
A card generally involves several matches and most of them
will be between NPCs and fully running each of these
matches could take a long time and bore the players.
Therefore each NPC has a Quick Roll Bonus stat assigned to
them. The Game Master will roll a ten-sided die and add the
Quick Roll Bonus for all competitors involved in the match,
the one with the highest rolls twice in a row wins the
match.
When dealing with tag type matches then all the
wrestlers on each time has their Quick Roll Bonus added
together and then added to the Game Masters roll.

Strength/Endurance

Modifier

13 to 16

17 to 20

21 to 25

26 to 29

30 and up

Level Modifier

If you decide to create your own Non-Player


Characters you will need to generate Quick Roll Bonus for
them. Also if you modify the existing NPCs you will need to
adjust the Quick Roll Bonus.
Quick Roll Bonus = Overness Modifier +
Strength Modifier + Endurance Modifier + Level Modifier

Level

Modifier

1 to 2

3 to 4

5 to 6

7 to 8

9 to 10

Wrestler Contracts

Overness Modifier
Overness

Modifier

0 to 20

21 to 30

31 to 40

41 to 50

51 to 60

61 to 70

71 to 80

81 to 90

91 to 100

There are two basic types of contracts; verbal and


written. A wrestler under verbal contract can compete for
more than one promotion at the same time. A wrestler under
written contract is exclusive to the promotion that signed
them. The other benefit of a written contract is that it's iron
clad and if the wrestler wishes to exit out of his contract
before the end of the contract, then the wrestler will need to
pay the promotion a penalty fee of 25% of the contracts
worth. A wrestler under verbal contract may leave at any
time.
Beyond that there are also two terms for contracts;
Pay Per Appearance (PPA) and Salary. A wrestler under a
PPA agreement is paid after every match while the wrestler
on a Salary is paid every two weeks based off his monthly
Salary.
The promoter is in charge of deciding how much to
offer a wrestler based on that wrestler's perceived ability to
draw fans to the promotion. Below you will find some
guidelines to help you decide how much to offer for each
type of contract.

Verbal Pay Per Appearance:


This type of contract is perfect to test out a wrestler
to see if they are someone worth having around. Verbal
contracts generally don't have a length associated with them,
they exist until a wrestler either signs a written contract or
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Ty States (order #1772158)

Written Salary:

decides to leave the promotion. The average amount of


money is anywhere between $100 to $2,000.

This is the most common type of contract offered


by the bigger promotions, the wrestlers are locked in and are
exclusive to your promotion. The standard contract lengths
range from 3 months to 10 years, the average amount of
money offered is anywhere between $2,000 to $1,800,000 a
month.

Verbal Salary:
Generally this type of contract is not used as much
as there really is no point in paying someone a Salary if there
is no guarantee they will be around or even available at your
next show. The average amount of money offered can be
anywhere from $2,000 to $9,000 a month.

NPC Contract Negotiations

Written Pay Per Appearance:


This type of contract locks in a wrestler, preventing
them from wrestling for another promotion while they are
under contract with you. The standard contract lengths range
from 3 months to 5 years, the average amount of money
offered is anywhere between $300 to $4,000.

Whether or not an NPC will agree to your contract


depends on their Overness stat. First we take the base
percentage number gathered from Table 1.0. Then we apply
the modifier from Table 1.1 and Table 1.2 to get our final
percentage value. When the roll a percentage roll and must
get below the percentage value to successfully sign the NPC.

Table 1.0
Overness

Verbal PPA Verbal Salary Written PPA Written Salary

0 to 15

90%

99%

90%

99%

16 to 30

70%

99%

65%

99%

31 to 50

50%

99%

40%

99%

51 to 70

30%

99%

20%

99%

71 to 90

20%

99%

10%

99%

91 to 100

5%

99%

2%

99%

Table 1.1
Cash Offered Verbal PPA Verbal Salary Written PPA Written Salary
$100 to $500

-5%

-20%

-10%

-80%

$501 to $2,000

+5%

-10%

+0%

-40%

$2,001 to $3,000

+20%

+0%

+10%

-10%

$3,001 to $5,000

+30%

+10%

+20%

+0%

$5,001 and up

+40%

+20%

+30%

+10%

Table 1.2
Contract Length Verbal PPA Verbal Salary Written PPA Written Salary
3 Months

N/A

N/A

-5%

-20%

1 Year

N/A

N/A

+0%

-10%

2 Years

N/A

N/A

+10%

+0%

3 Years

N/A

N/A

+20%

+10%

4 Years and up

N/A

N/A

+30%

+20%

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Ty States (order #1772158)

Running the Game

Match Quality:
Each card held by a Promotion will be assigned a
Card Quality Percentage, this number is the average
percentage from all the Matches during the card. Each Match
is given a Match Quality percentage which represents how
into the match the fans where and most importantly how
entertained they were by it.
For matches involving a Player simply add up the
Heat points for all the competitors, add each wrestlers
Overness and divide by 2 and that is your Match Quality as a
percentage. If the number is higher then 100% then it is
adjusted down to 100.
NPC matches are handled by rolling 1D6 for each
competitor. Adding all rolls together and the multiplying it by
10 to give you the Match Quality Percentage. Again if the
number is higher than 100%, adjust it down.

Now its time to start actually playing the game,


which is actually quite easy. No matter what method of game
play you are using the basic idea is the same. Each promotion
will most likely have at least 1 show per week and then a large
Pay-Per View event at the end of the month, dependent of
course on whether or not they can afford such a schedule.
A Promotion may also opt to skip a week. If you are
using a pre-generated Promotion such as the NEW then you
will find a full list of all their events in the NEW section of
this book.
The game is played week by week with each
Promotion getting a chance to hold a show one or more
shows each week. Generally the players will always be
booked on each show unless the player wants his wrestler to
take the week off.
The Game Master will determine the lineup of the
card, there can be as many matches as you want. If you are
using pre-generated Promotions then booking a good show
is not as important as when playing in Competition Mode.
But a good Game Master will strive to have the pre-generated Promotion evolve and expand by booking what they think
is good NPC matches. This will give the players a more
dynamic game experience then if you just left the promotion
with the basic stats listed in the book. The Game Master
should feel free to give NPCs experience points and make
them go up levels. Doing this will have a side effect of
making the game tougher for the players as they level up.

Angle Quality:
Much like matches Angles have a quality as well. A
roll of 1D10 is done, then if the Heat Score is below 6 then
no bonus is given. If the Heat Score is between 6 and 10 then
a +1 is given and anything over 11 is given a +2. Lastly for
every wrestler with an Overness over 50 in the angle add +1
to the total. Once he have our roll we then multiply it by 100
to give us our
percentage. If the percentage is over 100
then adjust it back down to 100%.

Card Quality:
After the card has been done, the final task to do is
to determine the overall quality of the show. Add the Quality
percentage for each match and angle on the card together
and then divide by the number of matches which will give
you the average percentage, which is the Card Quality.
Consult the following table to determine the result of your
show.

Competition Mode
For this mode of play the NPC must be given
experience so they can level up and perform better for the
players. The amount of experience to give each NPC after a
match is quite easily determined. The winner of the match
receives 1D6 + 1 x 100 points of experience while the loser
gets 1D4 x 100 points.
Overness is another thing that must be considered,
after each match roll a 1D6 for each NPC, if the roll comes
up a 1 or a 2 then deduct the number of the roll from the
NPCs Overness. Rolling a 3 to a 6, you add the roll to the
Overness.
Keep in mind as well that as an NPC goes up levels
or gains Overness their Quick Roll Bonus might change. See
the beginning of this section for information on how to
calculate the new Quick Roll Bonus.

Card Quality Results


Card Quality

Result

0 to 20

- 10 Fan Base and Interest, - 5 Prestige

21 to 30

-5 Fan Base and Interest, -2 Prestige

31 to 40

-2 Fan Base and Interest, -1 Prestige

41 to 50

No Bonus or Penalty

51 to 60

+1 Fan Base and Interest, +1 Prestige

61 to 70

+2 Fan Base and Interest, +2 Prestige

71 to 80

+3 Fan Base and Interest, +3 Prestige

81 to 90

+4 Fan Base and Interest, +4 Prestige

91 to 100

+5 Fan Base and Interest, +5 Prestige

*Note: Interest bonus has a maximum value of 5.


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Ty States (order #1772158)

Card Attendance:

remainder becomes the value on the right. If the Interest


bonus is in the negatives then deduct instead of adding, if
the deduction leads to a negative number then adjust it to 0.
The last thing to calculated about Pay-Per View
events is your take of the profits. First we need to calculate
how much money the event generated. First take your
buy-rate and multiply it by 1 million (1,000,000), that is how
many people bought the event. Multiply this number by
$29.99 (standard Pay-Per View rate) and you have the total
amount made. The Pay-Per View carriers take 55% of the
amount, so multiply the total cash amount by 0.55 which will
give you how much the carriers take, whats left is yours.

The amount of people that will show up for your


show is determined by an attendance roll. What dice you roll
is determined by the size of the venue chosen, then you add
the Fan Base bonus to the roll, deduct any penalty modifier
and then multiply by 100 to give you the attendance of the
show. From there you can calculate your ticket sales by
multiplying the number by your ticket cost.
Televised events are sold at double the ticket cost
while Pay Per View events are sold at triple the ticket cost.
Overness of the wrestlers on the card will also come
into play when calculating Attendance. Add up the Overness
of all wrestlers who are wrestling on the card and divide by
the number of wrestlers booked to wrestle to give you an
average overness boost. (Round up to the next whole
number) Now take that average and multiply it by 100 and
add that to your card attendance.

Prestige:
This value defines the cost of tickets to your show.
The ticket cost reflects how much the fans think your shows
are worth. Consult the following table to determine your
ticket price.
There is no upper limit to this value, you keep
collecting Prestige points endlessly. So what is it used for you
might ask besides deciding what you can charge for tickets?
Well Prestige points are used to determine which
Promotion is the number one company in the Wrestling
Industry. So essentially its used to rank the various wrestling
companies, being number one does have an additional
advantage and that is that you receive a +2.0 on TV ratings
and PPV buy-rates. As long as your Promotion is number
one you also receive a +25 to Fan Base.

Television Ratings:
If the card is televised then a ratings roll will need to
be done to determine what kind of rating the show got.
Ratings take the form of a value followed by a decimal point
and a second value after the decimal; for exmaple: a rating of
3.5. The rating is done in two rolls, the first for the value on
the left of the decimal point and the second for the one on
the right.
The value on the left, a roll of 1D10 is done, if the
Interest bonus is between 2 and 3 then add 1 to the roll. If
the Interest bonus is over 3 then add 2 to the roll.
For the value on the right roll 1D10 and add Interest
bonus to the roll. If the roll is higher than 10, add 1 to the
value on the left and deduct 10 from the roll and the
remainder becomes the value on the right.
Television stations will pay you based on the
contract you signed with them. See Television Contracts
for additional information.

Ticket Price

Pay-Per View Buy-rates:


Pay-Per View events have a rating similar to
Television shows, but it is called a buy-rate. The buy-rate is
in the same format as the TV rating, the rolls and calculations
are a little different.
For the value on the left, roll 1D6, if the Interest
bonus is between 2 and 3 then add 2 to the roll, if the
interest Bonus is over 3 then add 3 to the roll. On the other
hand if the Interest bonus is between -1 and -3 then the
value is automatically 1. If the Interest bonus is below -3
then the value is automatically 0.
For the value on the right, roll 1D10 and add
Interest bonus to the roll. If the roll is higher than 10 add 1
to the value on the left and deduct 10 from the roll, the

Prestige

Ticket Price

0 to 50

$10

101 to 200

$20

201 to 400

$40

401 to 800

$50

801 to 1,200

$60

1,201 and up

$80

Booking A Card
The first step to booking a card is to determine the
venue size. When I first was designing this game I thought of
listing several venues across North America, but instead I
decided to leave that up the Booker to decide where the
venue was situated if they so desired. The exact location of
the venue is more of a roleplaying thing, as far as the game
mechanics are concerned, all we need is the size of the
venue. There are 5 sizes to choose from, each with an
associated cost to rent:
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Tiny:

to help you out in getting the organized when booking a


card. This sheet along with all the other sheets found at the
end of the book can be found as a free download off our
website. The sheets are available in various formats.

Cost: $2,000
Attendance Roll: 1D4
Max Attendance: 200

Pay-Per Appearance Contracts:

Small:

If you plan to have wrestlers who you have under a


Verbal PPA agreement on your show, you will need to have
the money before the show to pay them otherwise they will
not perform. This does not apply to the Written PPA
contracts because of the written legal document stating that
they will get their money, either before or after the show or
else they get to sue your pants off.

Cost: $6,000
Attendance Roll: 1D6 + 2
Max Attendance: 1,000

Medium:
Cost: $20,000
Attendance Roll: 1D8 + 4
Max Attendance: 5,000

Monthly Payroll

Large:
Cost: $120,000
Attendance Roll: 1D10 + 5
Max Attendance: 12,500

Huge:
Cost: $250,000
Attendance Roll: 1D20 + 5
Max Attendance: 25,000
Next we have to determine if the show will be
televised or not. This decision is already made for you if you
do not have a contract with a Television Station. If you do
however you can choose to have the show televised. There a
few things you will need beforehand to televise a card. The
main thing of course is a camera. You will need to have to
own at least 1 camera and have hired at least 1 camera man.
Having multiple cameras and camera men can give
you a Prestige Bonus for the show. For each working camera
you will receive a bonus of 2 Prestige points, you only get
this bonus if you have more than one camera. Additional
Television Production equipment will grant additional
Prestige points. All equipment must have the necessary staff
to receive the bonuses.
If the card is to be a Pay-Per View event then it
works the same way as for Televised shows. Bonuses and
conditions are the same. The only difference is that the PPV
Carrier Network demands a minimum payment of $200,000
to host an event on their network.
The next step is of course book the matches and
angles that will make up the show. See the end of this book
for a Card Booking Sheet that you can have photocopied

At the end of every month you will need to pay your


staff and any wrestler that you might have under a salary
contract. All staff members are salaried employees, their
monthly salary is listed in their stats.
If you do not have enough money to pay a staff
member he or she will leave the company and the next time
you attempt to hire them, it will cost you double their salary
listed. So its not a good idea to burn your employees.
For NPC wrestlers for which you dont have the
money to pay their salaries, it will void their contracts and
they will leave your Promotion. Worst of all, a penalty of
-50% on contract negotiations will be put in play for that
wrestler. After 1 year this penalty will drop to -20% and after
2 years have gone by there will be no penalty.
So its always best to make sure you have enough
money to pay your talent. Or sign less exclusive deals such as
Pay-Per Appearance contracts.

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Television Contracts
Television Contracts:

Television Contract Signing

Signing a television contract can be the sing biggest break a


wrestling promotion can get. The ability to hold weekly
Televised events will expand the company's fan base and
their overall profile in the wrestling industry.
The first requirement to be able to sign a television
contract is to have a Prestige over 100. Once that
requirement has been met then consult the following table to
see what kind of roll you will need to make to find out the
details of the contract such as; price per show (PPS), length
and ratings bonus. The higher the company's Prestige the
better the deal.

Prestige

Contract Details

100 to 200

PPS:1D6 x 10,000, Length:1D4 Years


Ratings Bonus:1D6 x 10,000

201 to 300

PPS:2D6 x 10,000, Length:1D4+1 Years


Ratings Bonus:1D6 + 2 x 10,000

301 to 400

PPS:3D6 x 10,000, Length:1D4+2 Years


Ratings Bonus:2D6 x 10,000

401 to 600

PPS:4D6 x 10,000, Length:1D6+2 Years


Ratings Bonus:2D6+2 x 10,000

601 to 800

PPS:5D6 x 10,000, Length:2D6 Years


Ratings Bonus:3D6 x 10,000

801 and up

PPS:6D6 x 10,000, Length:2D6+1 Years


Ratings Bonus:4D6 x 10,000

TV Ratings:
Television stations depend on high ratings so they can charge
the most from their advertisers. Television stations may
cancel your contract at any given time if your ratings get too
low. If you're ratings dip below 1.0 for three shows in a row,
the station will cancel your contract.
Getting high ratings can bring additional income
your way, each television contract has a Ratings Bonus, every
time your show gets a rating of 5.0 or higher you will receive
the Ratings Bonus.

Bonuses Gained:
Airing a televised show will give the company some bonuses;
increases Fan base by 10 and Prestige by 2.

Creating New Moves


The move list at the end of this book has a large
number of wrestling holds and attacks listed, however not
every wrestling move ever created will be listed. Such a list
would take way more pages and this book would be a whole
lot heavier.
Eventually you might want to create your own
moves or write up details for a move that isnt included in our
move list. What follows are basic guidelines for designing
moves, the Game Master should have final say on the stats of
created moves. The following rules are just guidelines and the
GM should feel free to adjust the numbers to something
satisfactory.

Minor moves do a D4 of damage while an Average


move can do either a D6 or D8 and the Strong does D10 or
D12.

Damage:

Endurance Cost:

When creating a move we start with the damage, this will


determine what kind of move it is; Minor, Average or Strong.
Minor moves are usually strikes and other moves that dont
do much damage, an Average move would be something like
a DDT or a Bodyslam while a Strong move would be a
powerbomb and other hard hitting moves. Every move
category uses a different die of damage. Additional damage
can be tacked on in the form of 1D4 + 2.

Heat:
The amount of Heat a move generates depends on how
flashy and spectacular it looks. The player and GM can come
up with an number or roll for a random score:
Minor Move: 1D4 + 1
Average Move: 1D6 + 2
Strong Move: 1D8 + 2

The base Endurance cost depends on what type of move it


is; a Minor move has a base of 1, Average a base of 2 and a
Strong move a base of 3. Then add in modifiers that apply
to the move:
High Flying/Jumping Attack = + 3
Lifting Move = + 2
Move Complexity = +1D6
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Failure Chance:

1 (not likely to cause a DQ) and 20 (Very likely to cause DQ).


The player and GM can come up with a number that is
adequate or a roll of 1D20 can be done to get a random
number.

To determine the chance of failure, the type of move is again


the base criteria; Minor move has a base of 3, Average has a
base of 4, Strong has a base of 5. Then add 1D4 to the base
and then add any modifier that might apply to the move:
High Flying/Jumping Attack = +3
Move Complexity = +1D6

Submission Holds:
Submission Holds are designed to drain your opponents
Endurance and generally do very little damage, they
however an Endurance Drain stat, this is how many
Endurance Points the move drains every segment the hold is
held.
When creating Submission Holds, this Endurance
Drain should be used to determine if the move is a Minor,
Average or Strong move. Damage for submission holds is
usually 1D4 and occasionally you will see a 1D6 at the most.

Combos:
Moves that are to be used as combos also have a Momentum
stat. The slower the move is to perform the lower the number. A number between 1 and 4 is usually acceptable. A roll
of 1D4 can be used to get a random stat.

Illegal Moves:
These moves also have a DQ stat, this is a number between

Wrestling Terminology
Angle:

Build:

A storyline in wrestling used to set up a match or a feud.

The meat of the match and the way the wrestlers work
towards the finish, if the finish was a Figure Four leg lock
then good build would be working the leg leading up to it.

Babyface:
The good guy in a wrestling angle, often simply referred to
as Face for short. The babyface is intended to be the guy/girl
the fans rally behind in their battles with the dastardly Heels.

Buried

Beatdown:
A group of wrestlers (more or less always heels) delivering a
beating to one or two wrestlers.

When a worker is jobbed out by repeatedly losing to kill their


drawing power, usually either because they've upset someone
backstage, someone backstage considers them a threat to
their spot or because they are leaving the company and the
bookers don't want them to go to another company strong.

Blowoff:

Card:

The finishing point to a feud. Should usually be a match but


in some cases can be a backstage skit. The blowoff is what
all the bookers "hard" work is leading to, a successful
blowoff can make a career and a draw a poor blowoff can
break one.

Carry:

The list of matches on a show.

The man/woman who writes the angles in a wrestling


company and decides which wrestlers should get pushed and
which should be buried.

When a wrestler does the bulk of the work in the match


carrying their opponent and making them look good. A
good carry job will be the one you don't notice but signs to
look for are one guy calling most of the spots, bumping all
over the place for their opponents, etc. Basically if one guy is
doing a lot and one guy isn't then the guy doing stuff is the
carrier!

Botched:

Count Out:

Booker:

This term refers to the act of improperly executing a


wrestling move. In the scope of this game it means that the
wrestler loses initiative and the heat value of the move is
deducted from the wrestlers Heat Score.

When a wrestler is out of the ring for the ten or twenty count
and the match finishes. A useful heel tactic because as we all
know, title's cannot usually change hands on a count out.

Bump:

A lower card worker who more or less always works the first
match on the card, hence them being the first to jerk the

Curtain Jerker

The impact a wrestler takes when falling down to sell a move.


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curtain back.

Gimmick Match:

Dark Match:
A non televised match at a TV taping.

Any match that isn't straight or tag wrestling. Ladder


matches, cage matches, etc, would all qualify as gimmick
matches.

Double Turn

Going Over:

A match/angle which the face and the heel will switch roles
during it. The Bret Hart/Steve Austin double turn at Mania
13 is the best example of this.

Winning the match or feud.

Heat:

DQ:

The amount or type of crowd reaction a wrestler or a match


gets.

Short for Disqualification, when the rules of the match are


broken the referee has no choice but to disqualify the
wrestler who has taken advantage.

Heel Corner:
The heel corner of the ring in a tag match where the non
active member of the heel team is waiting for the tag, the
face will often be thrown here and abused by the heels.

Draw:
To bring in viewing figures and therefore money, the basic
aim of wrestling.

Drawing Power:

High Spot:

The ability a wrestler has to draw buyrates, ratings, money


and attendances based on his character, skill, look and
charisma.

Refers to a move down off the tope of a turnbuckle or a


springboard type maneuver where the wrestler performs a
high flying move. Moves such as Moonsaults, 450 Splash,
Springboard Somersault Senton, etc...

Fast Count:
A heel tactic whereby a crooked ref counts the pinfall faster
in an attempt to get the heel a cheap victory.

House Show:
A non-televised show run by a company.

Feud:
Basically dislike between two wrestlers that leads to a match.

Job:
To lose a match. When a wrestler takes a pinfall or submits
he/she is doing the job.

Feud Series:
A series of matches between wrestlers or teams.

Jobber:
A performer who loses most (or all) of their matches and
wrestles in a lower card position.

Finisher:
The move most regularly used by a wrestler to get the win in
his/her matches.

Juice:
Chairs, tables, light tubes, thumbtacks, whatever. If it isnt a
body part then it's a foreign object.

Refers to the act of bleeding in a match. Also sometimes


called adding color to a match. In the scopes of this game
you will find this term used to describe how efficient
weapons are at busting open wrestlers.(making wrestlers
struck with them bleed)

Gimmick :

Kayfabe:

Foreign Object

A wrestlers character, what bookers think will separate one


wrestler from another. Gimmicks vary in wackiness and can
make or break a career.

The illusion that everything in wrestling is real, for wrestlers


to only talk in character about feuds and never to let the
crowd in on it being worked. Not as important today as it
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once was.

silence he isn't.

Kickout:

Pinfall:

Technically a wrestler fighting their way out of a pinfall by


using their leg strength, now a generic term for any kind of
escape from a pin attempt.

The 3 count that ends a match.

Promo:
A speech given by a wrestler/character in a kayfabe
environment. The idea being that the worker is promoting
his/her character.

Luchadore:
A male Mexican wrestler.

Lucha Libre:
Mexican Wrestling. Roughly translates to Free Fight.

Promoter:
The man behind it all, who runs the company and takes it to
towns in the hope of selling tickets etc, will often also be the
booker.

Main Event:
The match at the top of the card and the one the company
hopes will draw the most fans to a show.

Promotion:
A wrestling company.

Midcard:
Matches/wrestlers in the middle of the card, not main
eventers, not jobbers.

Push:
A performer moving up the card or one in a higher card
position is being pushed, It's basically pushing for acceptance
(and therefore money) from the fan base).

Monster Heel:
A large heel that receives a push whereby it gets to destroy
people (mostly jobbers) en route to being set up for a top
card babyface encounter.

Pyro:
Pyrotechnics used at some point of a wrestlers act, usually
their entrance.

Monster Push:
A huge push with a worker going over anyone and everyone
on their way to a quick promotion to a run at the top of the
card.

Ring:
The squared circle where the action takes place.

Near Fall:

Ring Rust:

A kickout at a two count, usually left as late as humanly


possible.

An excuse for a wrestler not yet being back to his best after
a prolonged absence from the ring.

Rope Break:

No Selling :

A worker crawling to and grabbing the ropes forcing their


opponent to break their submission hold.

When a performer doesn't make it look like his opponents


offence is hurting him, it's also possible to no sell one their
own offence by not selling a missed elbow for example.

Run in:
When a wrestler not involved in the match comes in and
interferes he/she is running in.

Over:
The level of reaction a wrestler is able to get from the crowd.
If he gets lots of noise he's over, if his arrival is greeted by
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Selling:

Submission:

The art of making your opponents move and the emotion of


the match seem real, selling is basically the art of looking
hurt, pissed off or anything else that's supposed to come
across, short term selling can be bumping hard for impacts
or looking like your cartilage is being ripped from your bones
in a submission, whereas long term selling can range from
limping to sell an injury to showing emotion.

A move cranking a body part designed to get the opponent


to tap out.

Slow Count:

Tag Rope:

Tag:
The hand slap between two workers that allows them to
switch over in a tag match.

A heel tactic done by a crooked ref who counts a pinfall


slowly to give the heel a greater chance of kicking out.

A rope attached to a turnbuckle in some tag matches, the


idea being that to make a legal tag you must be holding the
tag rope with your other hand.

Spot:
Tap out:

Any kind of move or situation can be a spot, as long as it's


important to the match, it can be anything from a dive from
a cage to a german suplex.

The usual method of submitting, the wrestler taps on the


mat signifying he/she wants to quit.

Turn:

Spotfest:

The transition from heel to face or from face to heel.

A match that concentrates entirely on spots with very little


thought given to stringing the spots together properly or
making the match make any sense.

Turnbuckle:
The metal ring holding the ropes together, padded initially,
often used for heel tactics.

Spot Monkey:
A limited worker who tends to only do spots in his matches
without giving thought to the other aspects of wrestling, will
tend to work spotfests.

Tweener:
A character who isn't quite a face and isn't quite a heel,
designed to get booed or cheered depending on whom they
work with.

Squash:
A quick win for a performer, usually in impressive style with
the worker doing the job getting little or no offence in.

Undercard:
The lower card matches that begin a show.

Stable:

Valet:

An onscreen group of performers working as a team.

A (usually) good looking woman accompanying a wrestler to


the ring.

Staring at the ceiling/lights:


Another word for jobbing, comes from the man being
pinned looking upwards.

Work:
Any faked match or Angle is a work.

Stiff:

Worker:

When a worker is hitting hard or bumping hard he/she is


working stiff.

An Industry term for Wrestler.

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NPC Generation & Listing


The Move Sets are broken down by Class with each Class
getting two Move Sets. We are also providing full Character
Sheets for each one of these as a free download from our
website: www.thesquaredcircle.com

Generating Staff Members


If you are playing in Competition mode you will be requiring
staff to hire. Here you will find some quick and easy rules to
generate these staff members.
There are two types of staff members, the first type
would be non-bonus generating staff members. These
include referees and ring announcers. Although they do not
grant the company any bonuses they are needed to be able to
start holding shows. Every match needs a referee and
someone to announce the wrestlers as they make their
entrance.
Basically all we have to do to generate one of these
types of staff is to roll for their salary. A simple roll of 1D4
x 1,000 will suffice for this type.
The second type of staff member of course is those
that generate bonuses for the company. These include
writers and commentators. Both provide bonuses to show
quality, however they are slightly different. The bonus
provided by writers are applied to all shows while the
bonuses generated by the Commentators are only applied to
shows that are televised or placed on Pay Per View.

Also note that these Move Sets have the base Failure Chance
and if you use one of these wrestlers you will need to deduct
their Failure Chance Modifier.

Move Sets
Brawler Move Set 1:
Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Atomic Drop (2/2/6/Down/1D4)
Back Breaker Drop (1/2/5/Down/1D4)
Bulldog (1/2/5/Down/1D4)
DDT (2/3/5/Down/1D6)
Double Axe Handle Smash(C)(2/1/6/Standing/1D4/M=1)
Neck Breaker (3/3/10/Down/1D6)
Piledriver (2/2/8/Down/1D6)
Short Arm Clothesline (3/4/6/Down/1D6)
Vertical Suplex (2/2/7/Down/1D8)

Generation Steps:
1) Roll 1D10 + 1 to determine the Card/Televised Quality
bonus
2) Consult the following table to determine how much the
monthly salary will be

Monthly Salary
Card/Televised Bonus

Salary/month

$2,000

3 to 5

$4,000

6 to 8

$8,000

9 to 11

$16,000

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Armbar (S)(1/1/8/Down/Drain=1D4 - Damage=1D4)
Knee Slam (2/1/5/Down/1D4)

NPC Wrestlers
The following is a listing of Non-Player Characters that you
can insert into your game. In order to stuff as many of them
into this book as I could and not have the book be a
thousand pages long, only the most important stats for these
wrestlers are shown. Also in an effort to save space we will
use a few Move Sets for all of them.

Running Group:
Cross Body Block (2/2/5/Down/1D4)
Running Clothesline (2/4/9/Down/1D6)
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Corner Group:

Ringside Group:

Corner 10 Punches (6/2/5/Corner/1D10)

Barricade Throat Drop (5/3/8/Standing/1D10)


Exposed Piledriver (H)(5/3/9/Down/1D10+2)

Ringside Group:
Barricade Head Smash (5/3/8/Standing/1D8)
Ring Post Head Smash (5/2/8/Down/1D8)

All-Rounder Move Set 1:


Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Backbreaker Drop (1/2/5/Down/1D4)
Brainbuster Suplex (5/4/8/Down/1D8)
DDT (2/3/5/Down/1D6)
Death Valley Driver (10/8/10/Down/1D10)
Dropkick (2/2/8/Down/1D4)
Fireman's Carry Arm Breaker
German Suplex (4/3/8/Down/1D8)
Guillotine Face Driver (4/3/12/Down/1D6)
Inverted DDT (4/3/8/Down/1D6)
Piledriver (2/2/8/Down/1D6)
Sidewalk Slam (3/3/9/Down/1D8)
Underhook DDT (4/4/8/Down/1D8)

Brawler Move Set 2:


Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Axe Kick (2/2/5/Down/1D4)
Belly to Belly Suplex (3/3/7/Down/1D8)
DDT (2/3/5/Down/1D6)
Face Driver (4/3/10/Down/1D6)
Flap Jack (2/3/11/Down/1D6)
German Suplex (4/3/8/Down/1D8)
Heart Punch (2/2/8/Down/1D6)
Piledriver (2/2/8/Down/1D6)
Side Slam (2/3/8/Down/1D6)
Spinebuster Slam (3/3/8/Down/1D8)
Underhook Piledriver (3/3/11/Down/1D8)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Ankle Lock (S)(2/2/8/Down/Drain=1D6-Damage=1D4)
Boston Crab (S)(3/3/8/Down/Drain=1D10-Damage=1D4)
Sleeper Hold (S)(2/2/5/Down/Drain=1D6-Damage=1D4)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Boston Crab (S)(3/3/8/Down/Drain=1D10,Damage=1D4)
Knee Drop (1/1/5/Down/1D4)

Running Group:
Cross Body Block (2/2/5/Down/1D4)
Flying Axe Kick (3/2/8/Down/1D6)
Flying Shoulder Tackle (2/4/9/Down/1D6)

Running Group:
Back Body Drop (2/2/5/Down/1D4)
Lou Thesz Press (5/3/9/Down/1D6)

Corner Group:
Corner Group:

Corner Running Knee Strike (5/2/6/Down/1D8)


Superplex (5/4/10/Down/1D10)

Corner Kick Fest (8/2/6/Down/1D6)


Corner Spear (5/4/10/Down/1D8)
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Ringside Group:

Ringside Group:

Barricade Head Smash (5/3/8/Standing/1D8)


Barricade Throat Drop (5/3/8/Standing/1D10)
Bear Hug Drive (5/3/8/Down/1D8)

Ring Post Head Smash (5/2/8/Down/1D8)

High Flyer Move Set 1:


Standing Group:

All-Rounder Move Set 2:

Body Slam (2/2/5/Down/1D4)


Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Arm Wringer (1/1/5/Standing/1D4)
DDT (2/3/5/Down/1D6)
Dropkick (2/2/8/Down/1D4)
Enzuigiri (3/2/9/Down/1D4)
Hurricanrana (3/3/11/Down/1D6)
Jawbreaker (2/2/9/Down/1D6)
Roundhouse Kick (1/1/5/Down/1D6)
Running Bulldog (2/4/7/Down/1D6)

Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Arm Wringer (1/1/5/Standing/1D4)
Cobra Clutch Bulldog (3/4/7/Down/1D6)
DDT (2/3/5/Down/1D6)
Fisherman Suplex (5/4/8/Down/1D10)
Implant DDT (5/5/9/Down/1D8)
Neck Breaker (3/3/10/Down/1D6)
Northern Lights Bomb (4/4/11/Down/1D8)
Russian Legsweep (2/2/8/Down/1D4)
Shoulder Breaker (2/3/10/Down/1D8)
Snap Suplex (2/2/8/Down/1D8)
Underhook Face Driver (4/3/10/Down/1D6)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Half Crab (S)(3/2/8/Down/Drain=1D10-Damage=1D4)
Senton (2/2/8/Down/1D4)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Figure Four Leglock
(S)(4/3/6/Down/Drain=1D10-Dmg=1D4)
Ring Rope Leg Drop (2/2/10/Down/1D6)
Sleeper Hold (S)(2/2/5/Down/Drain=1D6-Damage=1D4)

Running Group:
Flying Head Scissors (4/3/12/Down/1D6)
Spin Wheel Kick (2/2/10/Down/1D6)

Top Rope Group:

Fallaway Slam (2/3/9/Down/1D6)


Running Clothesline (2/4/9/Down/1D6)

High Angle Senton Bomb (10/5/13/Down/1D10)


Missile Dropkick (3/3/10/Down/1D6)
Moonsault (3/3/11/Down/1D8)
Shooting Star Press (5/5/12/Down/1D10)
Tornado DDT (8/6/10/Down/1D10)

Top Rope Group:

Corner Group:

Frog Splash (5/3/10/Down/1D8)


Missile Dropkick (3/3/10/Down/1D6)

Frankensteiner (6/4/10/Down/1D8)

Running Group:

Ringside Group:

Corner Group:

Springboard Dropkick (5/4/10/Down/1D8)


Spingboard Hurricanrana (7/6/13/Down/1D10+2)

Corner Splash (7/3/10/Down/1D8+2)


- 61 -

Ty States (order #1772158)

High Flyer Move Set 2:

Technical Move Set 1:

Standing Group:

Standing Group:

Body Slam (2/2/5/Down/1D4)


Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Arm Drag (1/1/4/Down/1D4)
DDT (2/3/5/Down/1D6)
Dropkick (2/2/8/Down/1D4)
Enzuigiri (3/2/9/Down/1D4)
Huricanrana (3/3/11/Down/1D6)
Knife Hand Chop (C)(2/1/5/Down/1D4/M=2)
Swinging Bulldog (3/4/7/Down/1D6)

Body Slam (2/2/5/Down/1D4)


Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Abdominal Stretch (S)(1/2/8/Down/Drain=1D4-Dmg=1D4)
Chickenwing (S)(2/2/8/Down/Drain=1D8-Damage=1D4)
Cobra Clutch Legsweep (4/3/11/Down/1D8)
DDT (2/3/5/Down/1D6)
Fireman's Carry DDT (8/6/9/Down/1D10)
Fisherman Suplex (5/4/8/Down/1D10)
German Suplex (4/3/8/Down/1D8)
Inverted DDT (4/3/8/Down/1D6)
Inverted DDT to Knee (4/3/9/Down/1D8)
Michinoku Driver II (10/5/9/Down/1D8)
Russian Legsweep (2/2/8/Down/1D4)
Snap Suplex (2/2/8/Down/1D8)
Tiger Suplex (5/3/8/Down/1D8)
Underhook DDT (4/4/8/Down/1D8)
Underhook Suplex (4/4/9/Down/1D10)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Armbar and Arm Scissors
(S)(2/3/8/Down/Drain=1D8-Damage=1D4)
Senton (2/2/8/Down/1D4)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Ankle Lock (S)(2/2/8/Down/Drain=1D6-Damage=1D4)
Camel Clutch (S)(3/2/8/Down/Drain=1D8+2-Dmg=1D4)
Figure Four Leglock
(S)(4/3/6/Down/Drain=1D10-Dmg=1D4)
Knee Drop Knee Breaker (2/1/5/Down/1D6)
Texas Clover Leaf
(S)(4/3/9/Down/Drain=1D10-Dmg=1D6)

Running Group:
Dragon Screw (3/2/10/Down/1D4)
Flying Head Scissors (4/3/12/Down/1D6)

Top Rope Group:


Corkscrew Splash (6/4/10/Down/1D10)
Flying Leg Drop (4/3/10/Down/1D6)
Missile Dropkick (3/3/10/Down/1D6)
Moonsault Legdrop (12/6/12/Down/1D10)
450 Splash (10/6/14/Down/1D10+2)
Tornado DDT Tornado DDT (8/6/10/Down/1D10)

Running Group:
Cross Body Block (2/2/5/Down/1D4)
Running Clothesline (2/4/9/Down/1D6)
Monkey Flip (3/3/11/Down/1D6)

Ringside Group:
Plancha (5/4/10/Down/1D10)
Springboard Dropkick (5/4/10/Down/1D8)
Springboard Flying Head Scissors (8/6/12/Down/1D10)
Springboard Somersault Senton (7/5/12/Down/1D10)

Corner Group:
Corner Running Knee Strike (5/2/6/Down/1D8)
Superplex (5/4/10/Down/1D10)

- 62 -

Ty States (order #1772158)

Technical Move Set 2:

Powerhouse Move Set 1:

Standing Group:

Standing Group:

Body Slam (2/2/5/Down/1D4)


Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Body Scissors Body Press (2/3/6/Down/1D4)
Cobra Clutch Bulldog (4/4/11/Down/1D8)
DDT (2/3/5/Down/1D6)
Dropkick (2/2/8/Down/1D4)
Fireman's Carry Face Breaker (6/4/12/Down/1D8)
Fireman's Carry Takedown (1/2/7/Down/1D4)
Fisherman Buster (5/4/8/Down/1D10)
Front Face Lock Drop (2/3/9/Down/1D6)
German Suplex (4/3/8/Down/1D8)
Inverted Atomic Drop (2/2/6/Down/1D4)
Jawbreaker (2/2/9/Down/1D6)
Northern Lights Bomb (4/4/11/Down/1D8)
Running Bulldog (2/4/7/Down/1D6)
Snap Suplex (2/2/8/Down/1D8)
Turnbuckle Smash (2/3/8/Corner/1D6)
Underhook Piledriver (3/3/11/Down/1D8)

Body Slam (2/2/5/Down/1D4)


Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/6/Standing/1D6/M=1)
Punch (1/1/5/Standing/1D4/M=2)
Airplane Spin Toss (1/2/5/Down/1D4)
Belly to Back Powerbomb (8/7/13/Down/1D10+2)
Belly to Belly Overhead Suplex (5/4/8/Down/1D10)
Brainbuster Suplex (5/4/8/Down/1D10)
Choke Slam (3/3/7/Down/1D6)
Crossed Arms Powerbomb (8/6/13/Down/1D10)
Death Valley Driver (10/8/10/Down/1D10)
Falcon Arrow (4/5/12/Down/1D10)
Front Suplex Gutbuster Drop (5/5/13/Down/1D8)
Gutwrench Powerbomb (6/6/10/Down/1D10)
Overhead Press Powerslam (6/5/8/Down/1D8)
Pumphandle Suplex (4/4/9/Down/1D10)
Running Powerbomb (7/7/13/Down/1D10+2)
Short Arm Big Boot (4/2/5/Down/1D6)
Sit-Out Full Nelson Bomb (6/3/7/Down/1D8)
Tilt-A-Whirl Powerslam (6/8/11/Down/1D10)
Underhook Back Breaker Drop (6/6/9/Down/1D8)
Underhook Powerbomb (7/6/10/Down/1D10)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Cobra Clutch (S)(2/2/6/Down/Drain=1D8-Dmg=1D4)
Half Crab (S)(3/2/8/Down/Drain=1D10-Damage=1D4)
Hamstring Pull
(S)(2/3/7/Down/Drain=1D6-Damage=1D4)
Knee Slam (2/1/5/Down/1D4)
Sharpshooter Leg Lock
(S)(5/3/9/Down/Drain=1D10-Damage=1D6)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (1/1/2/Down/1D4/M=2)
Knee Drop (1/1/5/Down/1D4)

Running Group:
Big Boot Kick (2/1/10/Down/1D6)
Flying Shoulder Tackle (2/4/9/Down/1D6)
Spear (6/3/10/Down/1D10)
Running Clothesline (2/4/9/Down/1D6)

Running Group:
Bulldog Lariat (2/2/8/Down/1D4)
Running Face Lock Bulldog (6/5/10/Down/1D10)
Spin Wheel Kick (2/2/10/Down/1D6)

Corner Group:
Corner Clothesline (5/2/10/Corner/1D6+2)
Corner Splash (7/3/10/Down/1D8+2)
Turnbuckle Belly to Belly Suplex (8/8/10/Down/1D10)

Corner Group:
Corner 10 Punches (6/2/5/Corner/1D10)
Corner Spear (5/4/10/Down/1D8)
- 63 -

Ty States (order #1772158)

NPC Listing

Powerhouse Move Set 2:

The Great Falcon

Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/1D4 turnbuckle 1D6 railing)
Kick (C)(1/1/6/Standing/1D6/M=1)
Punch (C)(1/1/5/Standing/1D4/M=2)
Belly to Back Cradle Suplex (3/3/7/Down/1D6)
Belly to Belly Suplex (3/3/7/Down/1D8)
Canadian Back Breaker Rack (4/5/9/Down/1D6)
Crucifix Powerbomb (8/6/13/Down/1D10)
Full Nelson Slam (3/4/8/Down/1D8)
Gutwrench Gutbuster Drop (6/5/11/Down/1D8)
Headbutt (C)(1/1/8/Standing/1D4+2/M=1)
Inverted Powerslam (5/4/8/Down/1D8)
Press Slam (3/5/8/Down/1D8)
Pumphandle Back Breaker (5/5/8/Down/1D8)
Short Arm Back Elbow Smash (3/2/10/Down/1D4)
Shoulder Breaker (2/3/10/Down/1D8)
Spinebuster Press Slam (5/7/11/Down/1D10)
Throat Slam Suplex (4/4/9/Down/1D10)
Tilt-A-Whirl Piledriver (5/5/13/Down/1D10)
Turnbuckle Smash (2/3/8/Corner/1D6)
Underhook Powerbomb (7/6/10/Down/1D10)

Class: High Flyer


Level: 5
Experience: 13,000
Age: 28
Height: 5ft 10in
Weight: 201 lbs
Hometown: Los Angeles, California
Wrestling Debut: January 18th 1998
Alignment: Face
Move Set: High Flyer1
Primary Finisher: Falcon Dive (16/8/4/Down/2D10+2)
Finisher Description: Corckscrew Shooting Star Press

Attributes
Strength: 18
Intelligence: 15
Endurance: 18
Charisma: 10
Agility: 25
Speed: 22

Down Group:

Stats & Bonuses

Leg Drop (2/1/8/Down/1D4)


Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)

Overness: 15
Health Points: 49
Endurance Points: 66
Damage Bonus: +3
Strike Bonus: +1
Submission Break: +2
High Spots: +5
Evade: +3
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 6

Running Group:
Fallaway Slam (2/3/9/Down/1D6)
Running Clothesline (2/4/9/Down/1D6)

Corner Group:
Corner Spear (5/4/10/Down/1D8)
Turnbuckle Crucifix Powerbomb (12/8/14/Down/1D10+2)

Skills
High Flying (8 Points)
Submission Resistant (6 Points)
Fine Tuning (3 Points)
Finisher Specialization:Falcon Dive (3 Points)
Trademarked Finisher:Falcon Dive
Ring Technician (2 Points)

Ringside Group:
Barricade Throat Drop (5/3/8/Standing/1D10)
Bear Hug Drive (5/3/8/Down/1D8)
- 64 -

Ty States (order #1772158)

James Shanks

Experience: 7,000
Age: 24
Height: 6ft 5in
Weight: 310 lbs
Hometown: Miami, Florida
Wrestling Debut: December 7th 2004
Alignment: Face
Move Set: Powerhouse1

Class: All-Rounder
Level: 2
Experience: 3,500
Age: 20
Height: 6ft 2in
Weight: 250 lbs
Hometown: New York, New York
Wrestling Debut: April 6th 2005
Alignment: Heel
Move Set: All-Rounder1

Primary Finisher: Timbler Bomb (10/10/10/Down/2D10+2)


Finisher Description: Powerbomb

Attributes

Primary Finisher: The Shank (10/6/6/Down/2D8+4)


Finisher Description: Sidewalk Slam
Strength: 20
Intelligence: 17
Endurance: 18
Charisma: 18
Agility: 17
Speed: 16

Attributes
Strength: 21
Intelligence: 19
Endurance: 15
Charisma: 18
Agility: 17
Speed: 14

Stats & Bonuses


Overness: 10
Health Points: 61
Endurance Points: 47
Damage Bonus: +5
Strike Bonus: +1
Angle Roll: +2
High Spots: +2
Evade: +2
Initiative: +1
Reversals: 2
Failure Modifier: -1
Quick Roll Bonus: 7

Stats & Bonuses


Overness: 10
Health Points: 34
Endurance Points: 39
Damage Bonus: +4
Angle Roll: +2
High Spots: +2
Evade: +2
Initiative: +1
Reversals: 2
Failure Modifier: -1
Quick Roll Bonus: 6

Skills
Skills

Fine Tuning (3 Points)


Finisher Specialization:Timbler Bomb (3 Points)
Ring Technician (2 Points)
Acting Chops

Fine Tuning (3 Points)


Finisher Specialization:The Shank (6 Points)
Trademarked Finisher:The Shank (3 Points)

The Destroyer
Greg Timble

Class: Powerhouse
Level: 5
Experience: 13,000
Age: 25

Class: Powerhouse
Level: 3
- 65 -

Ty States (order #1772158)

Experience: 8,000
Age: 23
Height: 6ft 0in
Weight: 238 lbs
Hometown: Dallas, Texas
Wrestling Debut: May 22nd 2004
Alignment: Face
Move Set: Brawler1

Height: 6ft 5in


Weight: 325 lbs
Hometown: Detroit, Michigan
Wrestling Debut: September 22nd 2001
Alignment: Heel
Move Set: Powerhouse2
Primary Finisher: Destroyer Bomb
(16/12/6/Down/2D10+4)
Finisher Description: Gutwrench Powerbomb

Primary Finisher: Law Cutter (14/8/6/Down/2D10+4)


Finisher Description: 3/4 Face Lock Bulldog

Attributes

Attributes

Strength: 23
Intelligence: 18
Endurance: 21
Charisma: 13
Agility: 15
Speed: 12

Strength: 18
Intelligence: 13
Endurance: 19
Charisma: 17
Agility: 17
Speed: 20

Stats & Bonuses


Stats & Bonuses

Overness: 20
Health Points: 74
Endurance Points: 77
Damage Bonus: +6
Strike Bonus: +1
Angle Roll: +3
High Spots: +1
Evade: +1
No Sell: 1
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 10

Overness: 20
Health Points: 57
Endurance Points: 69
Damage Bonus: +4
Strike Bonus: +1
Angle Roll: +2
High Spots: +2
Evade: +2
Initiative: +2
Reversals: 3
Failure Modifier: -1
Quick Roll Bonus: 7

Skills
Fine Tuning (3 Points)
Finisher Specialization:Destroyer Bomb (6 Points)
Trademarked Finisher:Destroyer Bomb (3 Points)
The No Sell (3 Points)
Ring Technician (2 Points)
Acting Chops

Skills
Fine Tuning (3 Points)
Finisher Specialization:Law Cutter (6 Points)
Trademarked Finisher:Law Cutter (3 Points)
Ring Technician (2 Points)
Natural Charisma

Billy Law
Class: Brawler
Level: 4
- 66 -

Ty States (order #1772158)

The Blob Fats McGree

Shawn Shooter

Class: Brawler
Level: 2
Experience: 3,000
Age: 20
Height: 5ft 11in
Weight: 390 lbs
Hometown: Seattle, Washington
Wrestling Debut: March 3rd 2007
Alignment: Heel
Move Set: Brawler2

Class: Technical
Level: 2
Experience: 4,000
Age: 21
Height: 5ft 10in
Weight: 230 lbs
Hometown: Toronto, Ontario, Canada
Wrestling Debut: June 8th 2007
Alignment: Face
Move Set: Technical1

Primary Finisher: Piggyback Ride (12/4/9/Down/2D6+2)


Finisher Description: Ring Rope Legdrop

Primary Finisher: The Toronto Stretch


(12/6/6/Down/Drain=2D10+4-Damage=2D6+4)
Finisher Description: Texas Clover Leaf

Attributes

Attributes

Strength: 15
Intelligence: 13
Endurance: 18
Charisma: 15
Agility: 13
Speed: 13

Strength: 19
Intelligence: 13
Endurance: 17
Charisma: 15
Agility: 13
Speed: 17

Stats & Bonuses

Stats & Bonuses

Overness: 5
Health Points: 48
Endurance Points: 35
Damage Bonus: +3
Strike Bonus: +1
Angle Roll: +1
High Spots: +1
Evade: +1
Initiative: +1
Reversals: 2
Failure Modifier: 0
Quick Roll Bonus: 5

Overness: 5
Health Points: 29
Endurance Points: 30
Damage Bonus: +3
Angle Roll: +1
Submission Use: +1
Submission Break: +1
High Spots: +1
Evade: +1
Initiative: +2
Reversals: 4
Failure Modifier: -1
Quick Roll Bonus: 6

Skills

Skills

Finisher Specialization: Piggyback Ride (3 Points)


Trademarked Finisher: Piggyback Ride (6 Points)
Ring Technician (2 Points)

Finisher Specialization:The Toronto Stretch (6 Points)


Trademarked Finisher:The Toronto Stretch (3 Points)
Submission Resistant (3 Points)
Submission Master (4 Points)

- 67 -

Ty States (order #1772158)

Alex Kinder

Ajax

Class: All-Rounder
Level: 3
Experience: 7,000
Age: 23
Height: 6ft 2in
Weight: 245 lbs
Hometown: Denver, Colorado
Wrestling Debut: May 9th 2005
Alignment: Tweener
Move Set: All-Rounder2

Class: Powerhouse
Level: 5
Experience: 13,000
Age: 25
Height: 6ft 9in
Weight: 401 lbs
Hometown: Ajax, Mississippi
Wrestling Debut: July 18th 2002
Alignment: Tweener
Move Set: Powerhouse2

Primary Finisher: Kinder Plex (10/6/5/Down/2D10+2)


Finisher Description: Release German Suplex

Primary Finisher: Ajax Bomb (22/14/9/Down/2D10+8)


Finisher Description: Running Powerbomb

Attributes

Attributes

Strength: 14
Intelligence: 17
Endurance: 12
Charisma: 16
Agility: 16
Speed: 18

Strength: 23
Intelligence: 16
Endurance: 20
Charisma: 13
Agility: 18
Speed: 11

Stats & Bonuses

Stats & Bonuses

Overness: 18
Health Points: 71
Endurance Points: 49
Damage Bonus: +6
Strike Bonus: +2
Angle Roll: +3
High Spots: +2
Evade: +2
No Sell: 1
Second Wind: 1
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 9

Overness: 10
Health Points: 37
Endurance Points: 46
Damage Bonus: +3
Angle Roll: +1
High Spots: +1
Evade: +1
Initiative: +2
No Sell: 2
Second Wind: 1
Reversals: 2
Failure Modifier: -2
Quick Roll Bonus: 4

Skills
Skills

The No Sell (3 Points)


Second Wind (3 Points)
Finisher Specialization: Ajax Bomb (6 Points)
Trademarked Finisher: Ajax Bomb (6 Points)
Ring Technician (4 Points)
Acting Chops

Fine Tuning (3 Points)


The No Sell (6 Points)
Second Wind (3 Points)
Finisher Specialization: Kinder Plex (5 Points)

- 68 -

Ty States (order #1772158)

Johnny Rain

Submission Master (6 Points)


Fine Tuning (3 Points)
Second Wind (6 Points)
Microphone Work (6 Points)
Amazing Recovery (6 Points)
Finisher Specialization: Rain Maker (9 Points)
Trademarked Finisher: Rain Maker (12 Points)

Class: Technical
Level: 8
Experience: 20,000
Age: 40
Height: 6ft 0in
Weight: 249 lbs
Hometown: Winnipeg, Manitoba, Canada
Wrestling Debut: August 26th 1986
Alignment: Face
Move Set: Technical1

Ultimate Wave

Primary Finisher: Rain Maker (26/8/1/Down/2D10+6)


Finisher Description: Fisherman Buster

Class: All-Rounder
Level: 6
Experience: 16,000
Age: 26
Height: 5ft 11in
Weight: 239 lbs
Hometown: Los Angeles, California
Wrestling Debut: October 20th 2002
Alignment: Tweener
Move Set: All-Rounder2

Attributes
Strength: 14
Intelligence: 18
Endurance: 16
Charisma: 25
Agility: 20
Speed: 20

Primary Finisher: The Wave (16/8/4/Down/2D6+4)


Finisher Description: Running Group: Flying Shoulder
Tackle

Stats & Bonuses


Overness: 35
Health Points: 69
Endurance Points: 87
Max Heat Transfer: 30
Damage Bonus: +4
Angle Roll: +6
Mic Work: +2
Submission Use: +2
Submission Break: +2
High Spots: +2
Evade: +2
Initiative: +2
Second Wind: 2
Reversals: 6
Failure Modifier: -7
Quick Roll Bonus: 9

Attributes
Strength: 18
Intelligence: 18
Endurance: 17
Charisma: 17
Agility: 16
Speed: 18

Stats & Bonuses


Overness: 19
Health Points: 60
Endurance Points: 66
Damage Bonus: +4
Strike Bonus: +1
Angle Roll: +2
Mic Work: +2
Submission Break: +2
High Spots: +1
Evade: +1
Initiative: +2

Skills
Basic Angle Writer
Acting Chops
Submission Resistant (6 Points)
- 69 -

Ty States (order #1772158)

Angle Roll: +4
Mic Work: +2
Submission Break: +2
High Spots: +2
Evade: +2
Initiative: +2
No Sell: 2
Second Wind: 2
Reversals: 4
Failure Modifier: -4
Quick Roll Bonus: 7

Reversals: 3
Failure Modifier: -3
Quick Roll Bonus: 8

Skills
Natural Charisma
Fine Tuning (3 Points)
Finisher Specialization: The Wave (6 Points)
Trademarked Finisher: The Wave (9 Points)
Submission Resistant (6 Points)
Microphone Work (6 Points)
Ring Technician (2 Points)

Skills
Acting Chops
Natural Charisma
Microphone Work (6 Points)
The No Sell (6 Points)
Second Wind (6 Points)
Finisher Specialization: Baltic Embrace (6 Points)
Trademarked Finisher: Baltic Embrace (6 Points)
Ring Technician (6 Points)
Submission Resistant (6 Points)

Baltos
Class: All-Rounder
Level: 8
Experience: 20,000
Age: 30
Height: 6ft 4in
Weight: 250 lbs
Hometown: Washington, D.C.
Wrestling Debut: March 8th 1998
Alignment: Heel
Move Set: All-Rounder1

Rick Stryder
Class: Technical
Level: 7
Experience: 18,000
Age: 28
Height: 5ft 10in
Weight: 220 lbs
Hometown: Boston, Massachusetts
Wrestling Debut: September 1rst 2000
Alignment: Tweener
Move Set: Technical1

Primary Finisher: Baltic Embrace (16/8/5/Down/2D8+4)


Finisher Description: Cobra Clutch Slam

Attributes
Strength: 14
Intelligence: 16
Endurance: 16
Charisma: 18
Agility: 17
Speed: 19

Primary Finisher: Stryder Driver (24/12/1/Down/2D10+6)


Finisher Description: Fireman's Carry DDT

Attributes
Stats & Bonuses

Strength: 14
Intelligence: 16
Endurance: 14
Charisma: 17
Agility: 16
Speed: 18

Overness: 15
Health Points: 71
Endurance Points: 55
Damage Bonus: +4
Strike Bonus: +3
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Ty States (order #1772158)

Stats & Bonuses

Attributes

Overness: 25
Health Points: 64
Endurance Points: 53
Damage Bonus: +4
Strike Bonus: +3
Angle Roll: +7
Submission Use: +4
Submission Break: +4
High Spots: +1
Evade: +1
Initiative: +2
Reversals: 5
Failure Modifier: -6
Quick Roll Bonus: 8

Strength: 16
Intelligence: 16
Endurance: 17
Charisma: 25
Agility: 16
Speed: 21

Stats & Bonuses


Overness: 21
Health Points: 106
Endurance Points: 77
Damage Bonus: +4
Strike Bonus: +2
Angle Roll: +6
Mic Work: +1
High Spots: +1
Evade: +1
Initiative: +3
No Sell: 2
Reversals: 4
Failure Modifier: -3
Quick Roll Bonus: 9

Skills
Basic Angle Writer
Advanced Angle Writer
Acting Chops
Natural Charisma
Submission Resistant (12 Points)
Submission Master (12 Points)
Finisher Specialization: Stryder Driver (9 Points)
Trademarked Finisher: Stryder Driver (6 Points)
Ring Technician (6 Points)

Skills
Natural Charisma
Basic Angle Writer
Acting Chops
Microphone Work (4 Points)
The No Sell (6 Points)
Finisher Specialization: Solomon's Kneel (6 Points)
Trademarked Finisher: Solomon's Kneel (6 Points)
Referee Slack
Ring Technician (4 Points)

Solomon
Class: Brawler
Level: 8
Experience: 18,000
Age: 28
Height: 6ft 1in
Weight: 247 lbs
Hometown: Fargo, North Dakota
Wrestling Debut: November 21rst 1999
Alignment: Heel
Move Set: Brawler2

Kuri Saki
Class: Technical
Level: 6
Experience: 16,000
Age: 25
Height: 5ft 8in
Weight: 201 lbs
Hometown: Tokyo, Japan
Wrestling Debut: December 3rd 2002

Primary Finisher: Solomon's Kneel


(16/6/4/Down/2D8+4)
Finisher Description: Inverted DDT to Knee
- 71 -

Ty States (order #1772158)

Experience: 13,000
Age: 24
Height: 5ft 7in
Weight: 180 lbs
Hometown: Hong Kong, China
Wrestling Debut: April 10th 2004
Alignment: Face
Move Set: High Flyer2

Alignment: Face
Move Set: Technical1
Primary Finisher: Death Defier (20/10/2/Down/2D10+6)
Finisher Description: High Angle Senton Bomb

Attributes

Primary Finisher: Eagle's Catch (24/16/3/Down/2D10+4)


Finisher Description: Flying Somersault DDT

Strength: 15
Intelligence: 17
Endurance: 19
Charisma: 14
Agility: 17
Speed: 20

Attributes
Strength: 18
Intelligence: 15
Endurance: 19
Charisma: 13
Agility: 18
Speed: 19

Stats & Bonuses


Overness: 5
Health Points: 47
Endurance Points: 72
Damage Bonus: +3
Strike Bonus: +2
Angle Roll: +1
Submission Use: +2
Submission Break: +2
High Spots: +4
Evade: +2
Initiative: +2
Second Wind: 2
Reversals: 5
Failure Modifier: -5
Quick Roll Bonus: 7

Stats & Bonuses


Overness: 5
Health Points: 67
Endurance Points: 68
Damage Bonus: +4
Strike Bonus: +1
Angle Roll: +1
High Spots: +4
Evade: +2
Initiative: +2
Second Wind: 1
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 8

Skills
Submission Resistant (6 Points)
Submission Master (6 Points)
High Flyer (8 Points)
Second Wind (6 Points)
Fine Tuning (3 Points)
Finisher Specialization: Death Defier (9 Points)
Ring Technician (4 Points)

Skills
High Flyer (8 Points)
Fine Tuning (3 Points)
Second Wind (3 Points)
Finisher Specialization: Eagle's Catch (6 Points)
Trademarked Finisher: Eagle's Catch (6 Points)
Ring Technician (2 Points)

The Warrior Monk


Class: High Flyer
Level: 5
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Ty States (order #1772158)

Marc Flightspeed

Trademarked Finisher: Air Brake (6 Points)


Ring Technician (3 Points)
Basic Angle Writer

Class: High Flyer


Level: 8
Experience: 20,000
Age: 29
Height: 5ft 10in
Weight: 205 lbs
Hometown: Omaha, Nebraska
Wrestling Debut: September 19th 1998
Alignment: Face
Move Set: High Flyer1

Jimmy Palloozi
Class: All-Rounder
Level: 1
Experience: 300
Age: 18
Height: 6ft 0in
Weight: 240 lbs
Hometown: New Jersey
Wrestling Debut: May 9th 2008
Alignment: Tweener
Move Set: All-Rounder1

Primary Finisher: Air Brake (32/12/10/Down/2D10+4)


Finisher Description: Moonsault Legdrop

Attributes
Strength: 16
Intelligence: 12
Endurance: 21
Charisma: 21
Agility: 17
Speed: 21

Primary Finisher: Palloozi Plant (10/10/4/Down/1D8+2)


Finisher Description: Implant DDT

Attributes
Strength: 14
Intelligence: 15
Endurance: 16
Charisma: 16
Agility: 18
Speed: 18

Stats & Bonuses


Overness: 45
Health Points: 76
Endurance Points: 71
Match Heat Bonus: 10
Damage Bonus: +4
Strike Bonus: +1
Angle Roll: +6
High Spots: +4
Evade: +2
Initiative: +3
Second Wind: 2
Reversals: 4
Failure Modifier: -4
Quick Roll Bonus: 11

Stats & Bonuses


Overness: 3
Health Points: 33
Endurance Points: 39
Damage Bonus: +2
Angle Roll: +1
High Spots: +2
Evade: +2
Initiative: +2
Reversals: 2
Failure Modifier: 0
Quick Roll Bonus: 4

Skills
Natural Charisma
Acting Chops
High Flyer (8 Points)
Second Wind (6 Points)
The Heat Generator (6 Points)
Finisher Specialization: Air Brake (6 Points)

Skills
Fine Tuning (3 Points)
Finisher Specialization: Palloozi Plant (4 Points)
- 73 -

Ty States (order #1772158)

Early History:

as the name of his new federation. On September 2nd 2000,


the new incarnation of the N.E.W. began with a live one
hour broadcast on network TV to huge ratings and critical
acclaim from fans and critics. The fight was on...

The New Era Wrestling federation came to life in


1998 in the small town of Portsford Illinois, at that time a
small local independent wrestling company created by 65
year old wrestling super fan William Telos. William had
enjoyed wrestling since as far back as he could remember.
In his younger days he had attempted to become a
wrestler, but life had other plans for William as he met a girl
and chose to settle down rather than walk the path of a
wrestling superstar. His love of wrestling never wavered
however, keeping up with the ever changing world of
wrestling as he got older and itching to get into it.
Now decades later William found himself the owner
of thriving local grocery store, it was thanks to the money
that his store generated that he was able to fulfill his life-long
dream of being in the wrestling business. Although at
sixty-five years old, he was far from ready to step into the
ring, instead he would enter the business as an owner.
A month later the NEW was born and it held it's
first show at the local bar in front of small group of
drunken patrons. The show went off successfully, and as
more and more shows were held in neighboring towns the
NEW began to gain some local fame. It was this fame that
caught the attention of John Sykus who was going around
the country acquiring independent wrestling companies to
merge into an as yet un-named company.
John had recently been fired from the top wrestling
company Global Assault Wrestling (GAW) and was looking
to get back at his former bosses the only way he knew
how...competition. Sykus had been instrumental in the rise of
GAW, he had overseen the destruction of all its competitors,
but now that GAW was on top they had no use for Sykus.
News around the wrestling industry was that Sykus
was going to come back at the head of a new promotion, one
he would create with the sole purpose of bringing down the
massive GAW. The news reports however did not specify
how he was going to accomplish this. Sykus new that
building a company from scratch would take too long, so he
decided on a plan to buy out four small local wrestling
promotions which would give him an instant roster of stars
that were known in their respective areas. The four he chose
were; from Texas...High Stakes Wrestling (THSW), from
Colorado...Rocky Mountain Wrestling (RMW), from
Toronto, Ontario Canada...Canadian Super Pro Wrestling
(CSPW) and of course from Illinois the New Era Wrestling
(NEW) which Sykus liked the name so much that he chose it

The Rise of the NEW


The following year saw the NEW product get bigger
and better with every show that was held. The first Pay-Per
View event appropriately named First Strike drew record
buy-rates putting the GAW competing September pay per
view event in second place for the first time in years.
Sykus turned many unknown independent wrestlers
into massive international stars, the NEW's flagship
television program, Saturday Night Fury began overtaking
the GAW's flagship show in the ratings. Each new month
brought more and more attention to the NEW's product and
it stars, the GAW attempted to break up the fledging
company numerous times by attempting to steal the top
talent out from under Sykus.
But iron-clad contracts and worker loyalty was too
much for the GAW to overcome. Eighty percent of the
NEW's roster were independent wrestlers from the
companies Sykus had purchased, they had been wrestling in
front of crowds of less then 100 for their entire careers, then
in came Sykus who pushed them into the international
spotlight overnight. They would not betray someone who
had given them so much, not even for all the money GAW
threw at them.
After the first year of operation it was quite obvious
that the days of the GAW dominating the wrestling world
were over as the NEW and the GAW where neck and neck
fighting for the number one position. By continuing to
evolve and introduce new and exciting story lines and
wrestlers the NEW were able to completely surpass their
longtime rivals and leave them in the dust. After only two
years the NEW was the top dog of the wrestling industry.
Many who had scoffed at John Sykus' plans for a new
Promotion years before, were silenced and ridiculed. The
NEW was here and it had every intention of staying around
for a long long time to come.

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Ty States (order #1772158)

The Split and Slip

Top of the Food Chain

In early 2004, John Sykus' eagerness to get the NEW


up and running and crushing the competition caught up with
him. In the early years he had needed massive capital to fund
the NEW's quick ascension. Sykus was not a poor man, but
his personal fortune was not enough to get the company
where he thought it should be and at a pace he wanted. So he
allowed outsider investors to get in on the action, by opening
up the company the NEW had gained much needed
capital, but it had also gained a Board of Directors. Sykus
served at the head of the Board so he was able to maintain
control of his company in the early years of the promotion.
However it was only a matter of time before Sykus
lost the reigns of his company, in 2004 out of the blue the
Board of Directors notified Sykus that he was being relieved
of his duties as Board Chairman and that his services would
no longer be needed. Speculations abound that the GAW
had a hand in the ousting of John Sykus but these rumors
have never been verified. The fact that the GAW attempted
to buy-out the NEW after Sykus ousting only added more
fuel to the rumors.
Upon the notice, Sykus attempted to get the support
of the roster to solidify his position, however when that did
not look like it was going to work. Sykus and the roster
attempted to walk-out to form another company, the entire
roster was behind John Sykus and they were ready to prove
it to the Board of Directors and to the world. This would
have surely been the end of the NEW had it not been for
most of the roster being under iron-clad contracts, contracts
that John Sykus himself had negotiated.
John Sykus was left with no other choice but to leave
the company he had put on the map. As a result the product
suffered, the ratings slipped and for awhile it looked like the
GAW was going to become the number one company once
again.
The battle for control of the company however was
far from over, John Sykus was no push-over and through
legal wrangling he was able to not only place himself back as
the head of the company but also dismissing the entire
Board of Directors. After only a year of filing lawsuits
against every Board member, John Sykus bought them all out
as part of the settlement, it seemed that the Board of
Directors had preferred to leave the company with their
money instead of fighting Sykus in the courts for the next
decade or two.
As soon as John was back in control, the company
burst ahead of it's competition at full power and returned to
the powerhouse wrestling company it had been before the
split.

Now in 2008 the NEW is the top dog in the


business, undoubtedly the number one wrestling company in
the entire world. Global Assault Wrestling (GAW) coming in
at second place and the Spinebuster Wrestling (SW) securing
third spot.
The GAW unhappy with being dethroned has spent
countless amounts of money attempting to claw itself back
up to the top since the NEW first began to make steam, but
thus far it has been to no avail.
The NEW has managed to maintain the top spot
with it's roster of massive stars and ever changing and
involving shows. With monthly pay-per-view events and two
weekly shows; Saturday Night Fury and Extreme Chaos, this
juggernaut has no signs of letting up any time soon.

Front Office:
The company has a decent size staff of writers,
announcers and commentators as well as road agents that
work with the roster. Here is a full list of the staff members
with a short description. The Game Master would serve as
Head Booker for the NEW.

John Sykus:
Position: CEO
Enigmatic leader and wrestling visionary, has always had a
good handle on what makes a good and exciting wrestling
show.
Alicia Lockhart:
Position: Commentator
Straight laced seasoned commentator, has been involved
with the NEW since the beginning.. (+10 Televised Quality)
Frank Longley Jr.:
Position: Color Commentator
A retired wrestler from the 80s, he brings his unapologetic,
no-nonsense opinions to the announce team.
(+10 Televised Quality)
Jerry Single.:
Position: Ring Announcer
Since the NEW began Jerry has been announcing wrestlers
match entrances.
- 75 -

Ty States (order #1772158)

Bill Mena:

May: Mayday
June: NEW World War
July: Sanitarium
August: Rejuvination
September: First Strike
October: Devils Dance
November: Aftermath
December: Seasons Beatings

Position: Head Writer


Enigmatic leader and wrestling visionary, has always had a
good handle on what makes a good and exciting wrestling
show. (+10 Card Quality)

Tony Hyde:
Position: Writer
Solid writer who has been employed with the company for a
solid 3 years. (+5 Card Quality)

Other Promotion Stats

Roy Johnson:

Prestige: 410
Fan Base: 100
Interest: 5
Card Quality Bonus: +15
Televised Card Quality Bonus: +20

Position: Head Referee


Fair and by the book type of referee, has been employed by
the NEW since the start of the company.

Greg Sampson:
Position: Referee
The second longest working referee on the NEW payroll.

Current Roster
Kelly Inkler:

Here is a quick list of the current NEW roster with each


wrestlers level and alignment.

Position: Referee
The first woman to ever wear the referees jersey in the NEW,
she is relatively new to the company.

Uppercard:

Total Staff Payroll/Month: $91,100

Col-2-Kwick (10 - Face)


The Dark Angel (10 - Heel)
Deuce (10 - Face)
Krandor the Iron Knight (10 - Face)
Lethalo (10 - Tweener)
Jon Mourton (9 - Face)

Events
The NEW holds a lot of events throughout the year; their
house show touring schedule is between 90 to 120 shows a
year. They also run a weekly televised event every saturday
called Saturday Night Fury and not to mention monthly Pay
Per View events. The Pay Per View events are always held on
the last Sunday of each month.

Mid-C
Card:
The Prophet (8 - Heel)
Ian Hensley (8 - Face)
Reckless Warrior (8 - Tweener)
Joseph David (8 - Heel)
Freight Train (7 - Heel)
Lance Freeman (7 - Tweener)
Frost (7 - Face)
Wraith (7 - Tweener)
Specter (7 - Face)
Lock-Down (7 - Heel)
Harold Vodka Collins (6 - Heel)
The Role Model (6 - Face)

PPV Schedule
January: Into the NEW
February: Sanctioned Chaos
March: Ides of March
April: No Pain, No Gain
- 76 -

Ty States (order #1772158)

Titles & History

The Top Prospect Rickson Rain (6 - Heel)


Juan Alvero Hernandez (5 - Heel)
Ricky Hernandez (5 - Heel)
The Prodigy (5 - Tweener)
Lord Nikon (5 - Face)
The Phoenix Mike Markis (5 - Tweener)
Magnum Von Dozer (5 - Heel)

WORLD TITLE
Current Champion: The Dark Angel
1.Ricky Daniels (09-27-2000)
2.Deuce (10-31-2000)
3.The Prophet (01-31-2001)
4.Lethalo (02-10-2001)
5.Deuce (03-31-2001)
6.Matty Wright (04-28-2001)
7.Col-2-Kwick (08-28-2001)
8.Johnny Rain (03-15-2002)
9.Deuce (07-29-2002)
10.Col-2-Kwick (02-22-2003)
11.The Dark Angel (06-10-2003)
12.Matty Wright (10-31-2003)
13.Krandor the Iron Knight (05-20-2004)
14.Lance Freeman (11-28-2004)
15.Frost (03-03-2005)
16.Col-2-Kwick (07-29-2005)
17.Jon Mourton (06-29-2006)
18.Freight Train (01-18-2007)
19.The Dark Angel (08-28-2007)

Lower Card:
Marc Flackett (4 - Heel)
The Assassin Jeremy Adams (4 - Heel)
Mr. Impossible Ken Stylez (4 - Tweener)
Scorpion (3 - Heel)
Blue Bolt (3 - Face)
White Lightning (3 - Face)
Vincent De Armond (2 - Face)
S.T.U. (2 - Face)
Sinder (2 - Heel)
Infest (2 - Heel)
Hornet (2 - Heel)
Hazard (1 - Tweener)
Flex (1 - Face)

Tag Teams:
The Lords of Thunder
- Blue Bolt and White Lightning

TELEVISION TITLE
Current Champion: Freight Train

Special Ops
- Deuce and Jon Mourton

1.Ricky Daniels (09-16-2000)


2.The Dean of Extreme Andrew St. Patrick (10-27-2000)
3.Skard (12-21-2000)
4.Lethalo (02-28-2001)
5.Matty Wright (03-29-2001)
6.The Dark Angel (04-28-2001)
7.Col-2-Kwick (06-15-2001)
8.Krandor the Iron Knight (08-23-2001)
9.Jon Mourton (11-29-2001)
10.Lance Freeman (12-28-2001)
11.Lethalo (02-19-2002)
12.The Dark Angel (07-28-2002)
13.Lethalo (01-28-2003)
14.The Prophet (04-15-2003)
15.Ark (06-20-2003)
16.Krandor the Iron Knight (08-24-2003)
17.Jon Mourton (12-14-2003)
18.Col-2-Kwick (03-15-2004)
19.Ian Hensley (09-22-2004)
20.Deuce (01-18-2005)
21.Juan Alvero Hernandez (06-25-2005)

Ultimate Potential
- The Role Model and The Prodigy
Drunk But Sturdy
- Harold Vodka Collins and Magnum Von Dozer
The Mexican Connection
- Juan Alvero Hernandez and Ricky Hernandez
Ring Lords
- Krandor the Iron Knight and Lord Nikon
The Riot Squad
- Lethalo and Reckless Warrior

- 77 -

Ty States (order #1772158)

TAG TEAM TITLES

22.Ian Hensley (10-15-2005)


23.Jon Mourton (02-05-2006)
24.Deuce (04-19-2006)
25.Freight Train (06-28-2006)
26.Ian Hensley (11-16-2006)
27.Krandor the Iron Knight (03-20-2007)
28.Freight Train (09-18-2007)

Current Champion: Special Ops


1.Krandor the Iron Knight and Ricky Daniels (09-27-00)
2.Street Brothers (10-21-00)
3.Prophet and Ian Hensley (11-29-00)
4.The Riot Squad (12-30-00)
5.The Warriors of Destruction: Judgment and The Master
(01-31-01)
6.Shaken Not Stirred: Matty Wright and Col-2-Kwick
(02-28-01)
7.Vacated due to dissolution of Shaken Not Stirred
(07-31-01)
8.The Riot Squad(08-12-01)
9.The Warriors of Destruction: Judgement and The Master
(02-24-02)
10.The Lords of Thunder (09-30-02)
11.The Riot Squad (03-20-03)
12.Street Brothers (10-30-03)
13.Ultimate Potential (04-19-04)
14.The Mexican Connection (06-10-04)
15.Ring Lords (12-28-04)
16.The Mexican Connection (06-17-05)
17.The Riot Squad (09-11-05)
18.Special Ops (01-26-06)
19.Ring Lords (07-08-06)
20.The Mexican Connection (03-12-07)
21.Ultimate Potential (05-28-07)
22.Special Ops (08-15-07)

HARDCORE TITLE
Current Champion: Ian Hensley
1.Freight Train (03-17-01)
2.Big Daddy Extreme (04-18-01)
3.Ian Hensley (05-26-01)
4.Ark (06-30-01)
5.Reckless Warrior (11-29-01)
6.Ian Hensley (02-14-02)
7.Freight Train (06-28-02)
8.Ark (10-20-02)
9.Ian Hensley (01-28-03)
10.Scorpion (03-25-03)
11.STU (05-12-03)
12.Joseph David (08-18-03)
13.Lock-Down (11-04-03)
14.Joseph David (02-15-04)
15.Harold Vodka Collins (04-28-04)
16.Ark (05-16-04)
17.The Role Model (08-20-04)
18.Lock-Down (10-14-04)
19.Ian Hensley (12-22-04)
20.Ark (03-28-05)
21.STU (06-08-05)
22.The Prodigy (09-10-05)
23.Wraith (10-28-05)
24.STU (11-18-05)
25.The Role Model (01-22-06)
26.Lock-Down (03-29-06)
27.Vincent De Armond (06-28-06)
28.Ark (08-13-06)
29.The Prodigy (02-19-07)
30.Scorpion (05-23-07)
31.Ian Hensley (09-28-07)

Roster Stats
The following section has detailed information on every
wrestler on the roster. All the information you will need to
use them as Non-Player Characters (NPCs).
In an effort to conserve space, the move data was
organized into the following format (Heat/Endurance
Cost/Failure Chance/Ending Position/Damage).
Submission holdsdrain Endurance so therefore they
have an additional field and the format looks as follows:
(Heat/ Endurance Cost/ Failure Chance/ Ending position/
Endurance Drain - Damage), also note that for submission
holds the Heat, Endurance, Drain and Damage are for each
segment the hold is held.
You will also notice that certain moves have a letter
in parenthesis. These letters represent (C)=Combo Move,
(S)=Submission Move, (H)=Heel Maneuver.
- 78 -

Ty States (order #1772158)

Class: High Flyer


Level: 10
Experience: 25,000
Age: 30
Height: 6ft 2in
Weight: 215 lbs
Hometown: West Bromwich, UK
Wrestling Debut: September 18h 1995
Alignment: Face
Contract Type: Written
Contract Length: 3 Years
Contract Amount: $300,000 per Month
Savings: $8,805,000
Titles Held:
3 x NEW World Champion
2 x NEW Television Champion
1 x NEW Tag Team Champions

Primary Finisher:
Kwick Sault (32/16/0/Down/2D10+10)
Finisher Description: Flying Somersault DDT

Secondary Finisher:
Col Driver (24/8/0/Down/2D8+8)
Finisher Description: Underhook DDT
Theme Song: Screamager by Therapy
Ring Entrance:
The entranceway fills with gray smoke, Screamager by
Therapy pumps through the arena. Col-2-Kwick bursts out
of the back and through the smoke, he blazes down the aisle
and jumps up on the apron before somersaulting into the
ring to a loud pop from the crowd.

Col-2-Kwick
Hailing from the United Kingdom, Col-2-Kwick
had no previous professional wrestling experience before
joining the NEW, he had however done some regional amateur wrestling as well as being a former youth Kick-Boxing
champion before turning to Gymnastics. His study of
Gymnastics eventually led him to represented Great Britain
at the Olympics.
He arrived on the scene a few months after the
NEW started, using his quickness and agility he was able to
climb the ranks of the company in short oder and was a
main-event contender in less then a year after arriving. He
has captured several NEW titles including the World Title on
three separate occasions. He is without a doubt the top High
Flyer in not only the NEW but the entire wrestling world.
However he suffered a serious knee injury in late
2006 that took him out of action. He has taken the last year
and a half off to recover from the injury and is now back to
dominate once again as the greatest High Flyer in the business.

Attributes:
Strength: 17
Intelligence: 15
Endurance: 17
Charisma: 20
Agility: 26
Speed: 22

Stats & Bonuses:


Overness: 90
Health Points: 103
Endurance Points: 90
Strike Bonus: +5
Damage Bonus: +5
Singles Ladder Match Damage Bonus: +4
Singles Ladder Match Initiative Bonus: +4
- 79 -

Ty States (order #1772158)

Thrust Kick (1/1/0/Down/1D6)

Singles Ladder Match Heat Bonus: +40


Angle Roll: +5
Match Heat Bonus: +20
Initiative: +3
Evade: +4
High Spot Bonus: +8
Mic Work: +5
Miraculous Kick-Out: 3
Reversals: 6
Failure Modifier: -8
Quick Roll Bonus: 17

Down Group:
Leg Drop (2/1/0/Down/1D4)
Elbow Drop (1/1/0/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S)(3/3/0/Down/Drain=1D10 Dmg=1D4)
Senton (2/2/0/Down/1D4)

Top Rope Group:


Corkscrew Shooting Star Press (8/4/4/Down/1D10)
Flying Face Lock Bulldog (8/6/4/Down/1D10+4)
Flying Leg Drop (4/3/2/Down/1D6)
Frog Splash (5/3/2/Down/1D8)
Missile Dropkick (3/3/8/Down/1D6)
Moonsault Leg Drop (12/6/4/Down/1D10)
Super Flying Head Scissors (5/4/2/Down/1D8)
Tornado DDT (8/6/2/Down/1D10)

Skills:
Microphone Work (15 Points)
Natural Charisma
Basic Angle Writer
Acting Chops
High Flyer (16 Points)
The Miraculous Kick-Out (9 Points)
The Heat Generator (12 Points)
Skillful Execution
Ring Technician (10 Points)
Finisher Specialization: Kwick Sault (15 Points)
Trademarked Finisher: Kwick Sault (12 Points)
Amazing Recovery (6 Points)
Match Specialization: Singles Ladder Match (12 Points)
Finisher Specialization: Col Driver (12 Points)
Trademarked Finisher: Col Driver (12 Points)

Running Group:
Flying Head Scissors (4/3/4/Down/1D6)
Spin Wheel Kick (2/2/2/Down/1D6)

Ringside Group:
Barricade Head Smash (5/2/0/Down/1D8)
Plancha (5/4/2/Down/1D10)
Springboard Hurricanrana (7/6/5/Down/1D10 +2)

Corner Group:
Frankensteiner (6/4/2/Down/1D8)

Move List
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/2/Down/1D4)
Hip Toss (1/1/0/Down/1D4)
Irish Whip (1/1/0/Running/1D4 turnbuckle 1D6 railing)
Kick (1/1/0/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Arm Drag (1/1/0/Down/1D4)
Body Scissors Body Press (2/3/0/Down/1D4)
Bulldog (1/2/0/Down/1D4)
DDT (2/3/0/Down/1D6)
Dropkick (2/2/0/Down/1D4)
Enzuigiri (3/2/1/Down/1D4)
European Uppercut (1/1/0/Standing/1D4+1/M=1)
German Suplex (4/3/0/Down/1D8)
Hurricanrana (3/3/3/Down/1D6)
Legsweep Kick (1/1/0/Down/1D4)
Neck Breaker (3/3/2/Down/1D6)
Piledriver (2/2/0/Down/1D6)
Running Bulldog (2/4/0/Down/1D6)
Russian Legsweep (2/2/0/Down/1D4)
Snap Suplex (2/2/0/Down/1D8)

Deuce
The sensation from Alabama, was one of the
members of the initial NEW roster, although he quickly
advanced beyond his peers and captured the World Title in
less then a month, taking the title from Ricky Daniels who
had won a Battle Royal match to become the first World
Champion the month earlier.
Deuce has been a solid competitor in the main event
spot since then and has been fairly lucky to never have picked
up an injury in his entire career. He is clearly main event
material but for some reason insists on focusing on Tag
Team wrestling at the moment. He has said that one day he
will return to singles competition full time and when that
happens whomever is holding the World Title better start
praying.

- 80 -

Ty States (order #1772158)

Class: All-Rounder
Level: 10
Experience: 24,450
Age: 26
Height: 6ft
Weight: 215 lbs
Hometown: Robertsdale, Alabama
Wrestling Debut: February 4th 1998
Alignment: Face
Contract Type: Written
Contract Length: 3 Years
Contract Amount: $300,000 per Month.
Savings: $10,000,000
Titles Held:
3 x NEW World Champion
2 x NEW Television Champion
2 x NEW Tag Team Champions
Tag Team Name: Special Ops
Tag Partner: Jon Mourton
Primary Finisher: Deuced Up (10/10/1/Down/2D8+4)
Finisher Description: Implant DDT
Secondary Finisher: Deuce Breaker (8/6/5/Down/2D6)
Finisher Description: Cradle Neckbreaker
Theme Song: "Hell's Bells" by AC/DC
Ring Entrance:
Lights go out as the bells toll. As Angus Young's lone guitar
softly plays we see a figure appear in the spotlight now
shining on the entranceway. It is Deuce. He pauses and stares
at the ring. He makes his way slowly, then more rapidly until
he is jogging to the ring, not glancing away from his target.
He slides under the ropes and stands dead center of the ring.
He seems lost until Brian Johnson screams "HELLS
BELLS" Deuce then snaps out of his quandary and smiles
menacingly at the ref and announcers.

Endurance Points: 83
Damage Bonus: +7
Strike Bonus: +1
Angle Roll: +7
Submission Use: +1
Submission Break: +3
Initiative: +3
Evade: +2
High Spots: +4
Mic Work: +3
Second Wind: 1
No Sell: 1
Reversals: 7
Failure Modifier: -6
Quick Roll Bonus: 15

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

Stats & Bonuses:

Skills:

Overness: 80
Health Points: 93

Microphone Work (9 Points)


- 81 -

Ty States (order #1772158)

Missile Dropkick (3/3/4/Down/1D6)


Superplex (5/4/4/Down/1D10)

Natural Charisma
Basic Angle Writer
Acting Chops
High-Flyer (8 Points)
Submission Resistant (9 Points)
Submission Master (3 Points)
The No Sell (3 Points)
Second Wind (3 Points)
The Heat Generator (9 Points)
Finisher Specialization: Deuced Up (6 Points)
Trademarked Finisher: Deuced Up (6 Points)
Ring Technician (2 Points)

Ringside Group:
Baseball Slide DDT (8/6/4/Down/1D8)

Down Group:
Elbow Drop (1/1/1/Down/1D4)
Leg Drop (2/1/2/Down/1D4)
Knee Slam (2/1/0/Down/1D4)
Stomp (1/1/0/Down/1D4)
Cobra Clutch (S)(2/2/0/Down/Drain=1D8 Dmg= 1D4)
Figure Four Leglock (S)(4/3/0/Down/Drain=1D10,Dmg=1D4)

Move List:
Standing Group:

Corner Group:

Punch (1/1/0/Standing/1D4)
Kick (1/1/0/Standing/1D6)
Drop Toe Hold (1/1/4/Down/1D4)
Atomic Drop (2/2/0/Standing/1D4)
Back Breaker Drop (1/2/0/Down/1D4)
Irish Whip (1/1/0/Running/1D4 turnbuckle 1D6 railing)
Hip Toss (1/1/2/Down/1D4)
Body Slam (2/2/0/Down/1D4)
Arm Wringer (1/1/0/Standing-Down/1D4)
Leg Sweep Kick (1/1/0 Down/1D4)
Enzuigiri (3/2/3/Down/1D4)
Dropkick (2/2/2/Down/1D4)
Forearm Smash (1/1/2/Standing/1D4)
Knife Hand Chop (2/1/0/Standing/1D4)
Running Bulldog (2/4/1/Down/1D6)
DDT (2/3/0/Down/1D6)
Fireman's Carry DDT (8/6/3/Down/1D10)
Inverted DDT to Knee (4/3/3/Down/1D8)
Underhook DDT (4/4/2/Down/1D8)
Back Suplex (2/2/0/Down/1D6)
German Suplex (4/3/2/Down/1D8)
Snap Suplex (2/2/2/Down/1D8)
Russian Legsweep (2/2/2/Down/1D4)
Neckbreaker (3/3/4/Down/1D6)
Piledriver (2/2/2/Down/1D6)

Corner 10 Punches (6/2/0/Corner/1D10)


Corner Spear (5/4/4/Down/1D8)

The Dark Angel


The Dark Angel is the self proclaimed Lord of
Darkness and sees himself as being better than everyone,
expecting people to bow to his greatness. Although he is
extremely arrogant, Angel does however possess exceptional
technical wrestling skill. He has used this expertise to slowly
climb the ranks of the company and now sits at the top
holding the World Title.
Class: Technical
Level: 10
Experience: 25,000
Age: 32
Height: 6ft 4in
Weight: 235 lbs
Hometown: Toronto, Ontario, Canada
Wrestling Debut: March 21rst 1993
Alignment: Heel
Contract Type: Written
Contract Length: 4 Years
Contract Amount: $300,000 per Month.
Savings: $9,000,000
Titles Held:
- 2 x NEW World Champion
- 2 x NEW Television Champion

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)
- 82 -

Ty States (order #1772158)

Primary Finisher:
Fall From Heaven (12/16/2/Down/2D10)
Finisher Description: Tornado DDT
Secondary Finisher:
Everlasting Pain (10/6/1/Down/Drain: 2D10 - Dmg: 2D6)
Finisher Description: Sharpshooter Leg Lock

Attributes:
Strength: 17
Intelligence: 21
Endurance: 21
Charisma: 26
Agility: 17
Speed: 19

Stats & Bonuses:


Overness: 90
Health Points: 111
Endurance Points: 125
Damage Bonus: +6
Strike Bonus: +2
Match Heat Bonus: +5
Angle Roll: +6
Submission Use: +4
Submission Break: +3
Initiative: +2
Evade: +2
High Spot Bonus: +3
Mic Work: +3
Second Wind: 1
No Sell: 2
Reversals: 9
Failure Modifier: -10
Quick Roll Bonus: 18

Move List:
Standing Group:

Skills:

Punch (1/1/0/Standing/1D4)
Kick (1/1/0/Standing/1D6)
Drop Toe Hold (1/1/3/Down/1D4)
Irish Whip (1/1/0/Running/1D4 turnbuckle 1D6 railing)
Hip Toss (1/1/0/Down/1D4)
Body Slam (2/2/0/Down/1D4)
Clothesline (1/2/0/Down/1D4)
Back Breaker Drop (1/2/0/Down/1D4)
Atomic Drop (2/2/0/Standing/1D4)
Arm Wringer (1/1/0/Standing Down +1/1D4)
Thrust Kick (1/1/0/Down/1D6)
Enzuigiri (3/2/0/Down/1D4)
Dropkick (2/2/0/Down/1D4)
Guillotine Face Driver (4/3/2/Down/1D6)

Microphone Work (9 Points)


Natural Charisma
Referee Slack
Acting Chops
Submission Resistant (9 Points)
Submission Master (12 Points)
The No Sell (6 Points)
Second Wind (3 Points)
The Miraculous Kick Out (3 Points)
High Flyer (4 Points)
Fast Healer
The Heat Generator (3 Points)
Ring Technician (4 Points)
- 83 -

Ty States (order #1772158)

camera for some time. The gossip is that they have indeed
separated or maybe even divorced, whatever the facts are,
Krandor refuses to talk about it.
The sword he calls Excalibur never leaves his sight
and is often seen wielding the massive blade. Krandor
believes the sword links him to the powers of ancient times
and gets quite angry and agitated when someone else
touches the blade.

European Uppercut (C)(4/3/2/Down/1D6)


Death Valley Driver (10/8/0/Down/1D10)
Running Bulldog (2/4/0/Down/1D6)
DDT (2/3/0/Down/1D6)
Spinebuster Slam (3/3/0/Down/1D8)
Sidewalk Slam (3/3/0/Down/1D8)
Turnbuckle Smash (2/3/0/Down/1D6)
German Suplex (4/3/0/Down/1D8)
Fisherman's Suplex (5/4/0/Down/1D10)
Northern Lights Bomb (4/4/1/Down/1D8)
Low Blow (2/1/0/Down/1D4/Heel)
Neckbreaker (3/3/0/Down/1D6)
Falcon Arrow (4/5/2/Down/1D10)
Shoulder Breaker (2/3/0/Down/1D8)
Powerbomb (5/5/2/Down/1D10)

Class: Technical
Level: 10
Experience: 26,000
Age: 37
Height: 6ft 2in
Weight: 240 lbs
Hometown: Miami, FL
Wrestling Debut: September 15th 1987
Alignment: Face
Contract Type: Written
Contract Length: 5 Years
Contract Amount: $420,000 per Month.
Savings: $30,000,000
Titles Held:
- 1 x NEW World Champion
- 3 x NEW Television Champion
- 3 x NEW Tag Team Champions

Running Group:
Cross Body Block (2/2/0/Down/1D4)
Fallaway Slam (2/3/0/Down/1D6)
Running Clothesline (2/4/0/Down/1D6)
Spin Wheel Kick (2/2/0/Down/1D6)

Top Rope Group:


Flying Bulldog (3/4/1/Down/1D8)
Missile Dropkick (3/3/0/Down/1D6)
Flying Legdrop (4/3/0/Down/1D6)

Valet: Alexandra
Startup Heat: 17
Heat Generation: 22
Monthly Wage: 10%

Down Group:
Elbow Drop (1/1/0/Down/1D4)
Leg Drop (2/1/0/Down/1D4)
Ring Rope Leg Drop (2/2/0/Down/1D6)
Rope Choke (2/2/0/Down/1D6/Heel)
Boot Lace Eye Rake (2/1/0/Down/1D4/Heel)
Knee Drop Knee Breaker (2/1/0/Down/1D6)

Primary Finisher:
Knight's Victory (14/6/0/Down/Drain: 2D10 - Dmg: 2D6)
Finisher Description: Sharpshooter Leg Lock
Secondary Finisher:
Knight's Cross (16/12/3/Down/2D10)
Finisher Description: Crucifix Powerbomb
Theme Song: "Knightfall
Ring Entrance:
The lights dim and a pale blue light shines on the entrance
and "Knightfall" begins to play, after a few moments
Krandor walks out with his beautiful valet/wife Alexandra
who wears a skin-tight black leather outfit, Krandor wears a
black cape and wields a large sword in his right hand. He
walks down the aisle slowly and climbs into the ring. Once
inside the ring he walks to the center and raises the sword in
the air and the entrance explodes with pyrotechnics and the
lights come back on as the music fades while Krandor hands

Krandor the Iron Knight


Krandor is a talented technical wrestler that uses a Medieval
Knight gimmick, following a strict code of chivalry Krandor
is always there to help those in need. He has been one of
mainstays of the NEW roster since the company opened up,
a spot that is well deserved.
He is managed and usually accompanied to the ring
by his wife Alexandria, although she has not been seen on
- 84 -

Ty States (order #1772158)

Strike Bonus: +6
Submission Break: +5
Submission Use: +5
Angle Roll: +8
High Spots: +4
Evade: +4
Initiative: +2
Mic Work: +4
Second Wind: 2
Reversals: 9
Failure Modifier: -10
Quick Roll Bonus: 14

Skills:
Fast Healer
Microphone Work (12 Points)
Basic Angle Writer
Advanced Angle Writer
Acting Chops
Submission Resistant (16 Points)
Submission Master (15 Points)
Fine Tuning (3 Points)
Second Wind (6 Points)
Ring Technician (12 Points)
Trademark Finisher: Knight's Victory (9 Points)
Finisher Specialization: Knights Victory (9 Points)

Move List:
Standing Group:
Body Slam
Drop Toe Hold
Hip Toss
Irish Whip
Kick
Punch
Abdominal Stretch (S) (1/2/0/Down/E= 1D4 D= 1D4)
Arm Drag (1/1/0/Down/1D4)
Arm Wringer (1/1/0/Down/1D4)
Back Breaker Drop (1/2/0/Down/1D4)
Belly to Belly Suplex (3/3/0/Down/1D8)
Bulldog (1/2/0/Down/1D4)
Cobra Clutch Legsweep (4/3/1/Down/1D8)
Cradle Neck Breaker (4/3/0/Down/1D6)
DDT (2/3/0/Down/1D6)
Dropkick (2/2/0/Down/1D4)
European Uppercut (1/1/0/Down/1D4+1/M=1)
Fireman's Carry DDT (8/6/0/Down/1D10)
Fireman's Carry Gutbuster Drop (5/4/2/Down/1D6)

his sword and cape to Alexandra who steps out of the ring
with the items.

Attributes:
Strength: 17
Intelligence: 17
Endurance: 17
Charisma: 21
Agility: 25
Speed: 17

Stats & Bonuses:


Overness: 85
Health Points: 125
Endurance Points: 133
Damage Bonus: +5
- 85 -

Ty States (order #1772158)

Fisherman Suplex (5/4/0/Down/1D10)


German Suplex (4/3/0/Down/1D8)
Guillotine Face Driver (4/3/2/Down/1D6)
Inverted DDT (4/3/0/Down/1D6)
Legsweep Kick (1/1/0/Down/1D4)
Piledriver (2/2/0/Down/1D6)
Russian Legsweep (2/2/0/Down/1D4)
Snap Suplex (2/2/0/Down/1D8)
Spinebuster Slam (3/3/0/Down/1D8)
Tilt-A-Whirl Backbreaker Drop (8/8/0/Down/1D10)

Class: All-Rounder
Level: 10
Experience: 28,000
Age: 35
Height: 6ft 6in
Weight: 260 lbs
Hometown: Nachiteous, LA
Wrestling Debut: January 19th 1992
Alignment: Tweener
Contract Type: Written
Contract Length: 5 Years
Contract Amount: $300,000 per Month
Savings: $10,830,000
Titles Held:
1 x NEW World Champion
3 x NEW Television Champion
4 x NEW Tag Team Champions

Down Group:
Leg Drop (2/1/0/Down/1D4)
Elbow Drop (1/1/0/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Ankle Lock (S) (2/2/0/Down/Drain = 1D6 Dmg =1D4)
Boston Crab (S) (3/3/0/Down/Drain=1D10 Dmg= 1D4)
Figure Four Leglock (S) (4/3/0/Down/Drain=1D10Dmg=1D4)
Sleeper Hold (S)(2/2/0/Down/Drain=1D6 Dmg =1D4)

Primary Finisher: Lethal Drop (10/8/1/Down/2D8 + 6)


Finisher Description: The attacker picks up opponent in a
suplex position and drops them between his legs, onto his
head.

Running Group:

Theme Song: Kryptonite by 3 Doors Down

Back Body Drop (2/2/0/Down/1D4)


Cross Body Block (2/2/0/Down/1D4)
Running Clothesline (2/4/0/Down/1D6)
Spin Wheel Kick (2/2/0/Down/1D6)

Ring Entrance:
Before Lethalo comes out, the lights go out, Kryptonite by
3 Doors Down begins to play. The ring path glows yellow, at
the entranceway, amidst a yellow light, you see Lethalo's
shadow. He then proceeds down the aisle to the ring and
climbs in. Once in the ring, he looks around and puts one fist
in the air and the crowd erupts.

Top Rope Group:


Flying Clothesline (3/6/0/Down/1D6)
Frog Splash (5/3/0/Down/1D8)
Missile Dropkick (3/3/0/Down/1D6)

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

Ringside Group:
Plancha (5/4/0/Down/1D10)

Lethalo

Stats & Bonuses:

This big man from Louisiana is most definitely one


tough cookie and has proven himself to be a solid
main-event attraction. He has captured many singles titles
but now mainly focuses on tag team wrestling with his
partner Reckless Warrior, together they form the tag team
known as Riot Squad and have pretty much dominated the
tag team scene, those in the know are quick to predict the tag
titles returning to the Riot Squad very shortly.

Overness: 75
Health Points: 148
Endurance Points: 155
Damage Bonus: +8
Strike Bonus: +4
Submission Break: +3
Angle Roll: +5
High Spots: +3
- 86 -

Ty States (order #1772158)

Move List:
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/4/Down/1D4)
Hip Toss (1/1/2/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (1/1/0/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Arm Breaker (1/1/0/Down/1D4)
Belly to Back Cradle Suplex (3/3/1/Down/1D6)
Belly to Belly Brainbuster (8/8/3/Down/1D10)
Crucifix Powerbomb (8/6/7/Down/1D10)
Death Valley Driver (10/8/4/Down/1D10)
German Suplex (4/3/2/Down/1D8)
Implant DDT (5/5/3/Down/1D8)
Neck Breaker (3/3/4/Down/1D6)
Piledriver (2/2/2/Down/1D6)
Powerbomb (5/5/6/Down/1D10)
Russian Legsweep (2/2/2/Down/1D4)
Short Arm Clothesline (3/4/0/Down/1D6)
Spinebuster Slam (3/3/2/Down/1D8)
Underhook Face Driver (4/3/4/Down/1D6)

Down Group:
Leg Drop (2/1/2/Down/1D4)
Elbow Drop (1/1/1/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S)(3/3/2/Down/Drain=1D10 Dmg=1D4)
Knee Drop (1/1/0/Down/1D4)
Splash (1/1/0/Down/1D4)

Evade: +3
Initiative: +2
Mic Work: +3
No Sell: 5
Match Heat Bonus: +10
Reversals: 7
Failure Modifier: -6
Quick Roll Bonus: 17

Top Rope Group:


Flying Double Axe Handle Smash (3/3/2/Down/1D6)

Skills:

Running Group:

Fast Healer
Microphone Work (9 Points)
Natural Charisma
Basic Angle Writer
Acting Chops
Submission Resistant (9 Points)
Fine Tuning (3 Points)
The No Sell (12 Points)
The Heat Generator (7 Points)
Ring Technician (8 Points)
Finisher Specialization: Lethal Drop (9 Points)

Back Body Drop (2/2/0/Down/1D4)


Running Clothesline (2/4/3/Down/1D6)
Flying Shoulder Tackle (2/4/3/Down/1D6)

Corner Group:
Corner 10 Punches (6/2/0/Corner/1D10)
Turnbuckle Crucifix Powerbomb (12/8/8/Down/1D10+2)

- 87 -

Ty States (order #1772158)

Wrestling Debut: February 14th 1998


Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $83,000 per Month
Savings: $3,136,000
Titles Held:
1 x NEW World Champion
2 x NEW Tag Team Champions
3 x NEW TV Champion
Tag Team: Special Ops
Tag Partner: Deuce
Primary Finisher: The Liberal Limit
(28/10/2/Down/2D10+6)
Finisher Description: The attacker picks the victim up into
suplex, drops them stomach first on ropes, whilst still in the
suplex position, then jackhammers them. Other wise known
as Springboard Jackhammer.
Theme Song: Evil Has No Boundaries by Less Than Jake
Ring Entrance:
Evil Has No Boundaries by Less Than Jake begins to play
across the arena as Jon Mourton makes his entrance from the
backstage area. He walks down the aisle energetically slapping the hands of the fans as he goes. He climbs into the ring
using the steel steps and poses in the middle of the ring until
his music fades out.

Jon Mourton

Attributes:
Strength: 21
Intelligence: 13
Endurance: 17
Charisma: 22
Agility: 17
Speed: 21

It has been a hard path that this man took leading up


to the squared circle, in his early years a love of Rugby
instilled in him the desire and love of fast paced violent a
ctivities. He joined the Army at eighteen years old but Army
life didn't suit him and he was discharged two years later. To
make ends meet he began doing some underground fighting
to earn enough money to train in Professional Wrestling.
Since exploding onto the wrestling scene in 1998, Jon has
decimated his competition using his raw brute strength and
blazing speed.

Stats & Bonuses:


Overness: 73
Health Points: 154
Endurance Points: 153
Damage Bonus: +8
Strike Bonus: +2
Angle Roll: +6
Mic Work: +3
Submission Break: +4
Hardcore Singles Match Heat Bonus: +10

Class: Brawler
Level: 9
Experience: 20,820
Age: 27
Height: 6ft 5in
Weight: 270 lbs
Hometown: Gloucester, England
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Ty States (order #1772158)

Down Group:

Hardcore Singles Match Damage Bonus: +1


Hardcore Singles Match Initiative Bonus: +1
High Spot Bonus: +2
Evade: +2
Initiative: +3
Reversals: 6
Failure Modifier: -5
Quick Roll Bonus: 17

Leg Drop (2/1/3/Down/1D4)


Elbow Drop (1/1/2/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Sleeper Hold (S) (2/2/0/Down/Drain = 1D6 Dmg= 1D4)

Running Group:
Back Body Drop (2/2/0/Down/1D4)
Running Clothesline (2/4/4/Down/1D6)

Skills:
Microphone Work (9 Points)
Natural Charisma
Basic Angle Writer
Acting Chops
Fine Tuning (3 Points)
Submission Resistant (12 Points)
Ring Technician (6 Points)
Finisher Specialization: The Liberal Limit (9 Points)
Trademarked Finisher: The Liberal Limit (9 Points)
Match Specialization: Hardcore Singles Match (3 Points)
Fast Healer

Corner Group:
Corner Spear (6/3/5/Down/1D10)

Ringside Group:
Barricade Throat Drop (5/3/3/Down/1D10)
Bear Hug Drive (5/3/3/Down/1D8)

Freight Train
This massive African man was brought into the wrestling
business by a manager who named him Freight Train and
called himself The Station Master. Freight Train wrestled for
several years under The Station Master's tutelage before
dropping his manager for mis-managing his money. Since
doing so, his career has skyrocketed and led to several title
wins and has defeated some pretty high profile names.
Intimidation is his mean weapon as it comes easy to him
thanks to his massive size. Amazing strength and the fact that
not many wrestlers have the power to lift him off his feet
make Freight Train one hell of a challenge.

Move List:
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/5/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (1/1/1/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Back Breaker Drop (1/2/0/Down/1D4)
Clothesline (1/2/0/Down/1D4)
DDT (2/3/0/Down/1D6)
Double Axe Handle Smash (2/1/1/Standing/1D4/M=1)
European Uppercut (C)(1/1/3/Standing/1D4 + 1/M=1)
Fireman's Carry Takedown (1/2/2/Down/1D4)
Heart Punch (2/2/3/Down/1D6)
Implant DDT (5/5/4/Down/1D8)
Piledriver (2/2/3/Down/1D6)
Powerslam (4/4/3/Down/1D8)
Short Arm Clothesline (3/4/1/Down/1D6)
Sidewalk Slam (3/3/4/Down/1D8)
Snap Suplex (2/2/3/Down/1D8)
Spear (4/3/5/Down/1D8)

Class: Powerhouse
Level: 7
Experience: 19,500
Age: 29
Height: 6ft 6in
Weight: 475 lbs
Hometown: Kaduna, Nigeria
Wrestling Debut: June 9th 1998
Alignment: Heel
Contract Type: Written
Contract Length: 3 Years
Contract Amount: $250,000 per Month
Savings: $10,000,000
Titles Held:
1 x NEW World Champion
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Ty States (order #1772158)

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
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

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

Move List:

Ring Entrance:
The sound of an Electric Train horn sounds for ten seconds
as through the curtains comes the Freight Train, the sound
changes to the sound of a train on tracks. A the top of the
ramp the Freight Train looks on at the crowd and 'roars'
before Unfinished Sympathy begins to play. The massive
man slowly makes his way down the aisle ignoring the fans,
he climbs into the ring using the steel steps and stands in the
middle of the ring roaring at the crowd until his music fades
out.

Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/1D4 turnbuckle 1D6 Railing)
Kick (1/1/2/Standing/1D6)
Punch (1/1/1/Standing/1D4)
Airplane Spin Toss (1/2/1/Down/1D4)
Atomic Drop (2/2/2/Standing/1D4)
Back Breaker Rack (2/3/5/Down/Drain=1D8, Dmg=1D4)
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Ty States (order #1772158)

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)

Height: 6ft 4in


Weight: 255 lbs
Hometown: New York, NY
Wrestling Debut: July 9th 1995
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $100,000 per Month
Savings: $2,450,000
Titles Held:
1 x NEW World Champion
1 x NEW Television Champion
Primary Finisher: The Freelancer
(20/12/3/Down/2D10+6)
Finisher Description: Fireman's Carry Face Lock
Bulldog

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)

Theme Song: "Living in the Chaos" Offspring


Ring Entrance:
"Living in the Chaos" begins to play, the crowd stands and
stares, each wanting to be the first to spot the next superstar
to enter. Freeman steps out from the back with a lit cigarette
in his mouth, he stands there at the entrance looking at the
fans. He takes a drag from his smoke, takes it from his mouth
and flicks it backstage before making his way down the aisle,
he slides into the ring under the bottom rope and jumps to
his feet. He then circles the ring looking at the fans sitting at
ringside on all sides of the ring before choosing a corner and
leaning up against it awaiting the start of the match.

Running Group:
Clothesline (2/2/1/Down/1D6)
Spear (6/3/6/Down/1D10)

Lance Freeman

Attributes:
Strength: 21
Intelligence: 15
Endurance: 21
Charisma: 17
Agility: 17
Speed: 16

The cool, calm and collected air that Lance Freeman


exudes can sometimes lead his opponents to underestimate
him. Which would be a very big mistake as he has endured
many hardships and pains throughout his life which has
enabled him to endure enormous amounts of pain and still
keep fighting. More of a lone wolf, Lance is neither cold nor
arrogant, if approached by someone, he has nothing against
holding a short conversation or answering a few questions, as
long as they are not about him. H prefers to keep an air of
mystery around himself and will never answer any personal
questions. It's unclear whether Lance Freeman is even his
real name, but one thing is certain...when he gets into the
ring he's a wrestling machine.

Stats & Bonuses:


Overness: 70
Health Points: 116
Endurance Points: 117
Damage Bonus: +6
Strike Bonus: +4
Angle Roll: +3
High Spots: +2
Evade: +2
Initiative: +1

Class: All-Rounder
Level: 7
Experience: 18,365
Age: 30
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Ty States (order #1772158)

Mic Work: +2
Second Wind: 2
Reversals: 6
Failure Modifier: -5
Ladder Match Bonus: +20 Heat,+2 Damage,+2 Initiative
Quick Roll Bonus: 16

Skills:
Fast Learner
Microphone Work (6 Points)
Basic Angle Writer
Fine Tuning (4 Points)
Second Wind (6 Points)
Ring Technician (8 Points)
Finisher Specialization: The Freelancer (9 Points)
Trademarked Finisher: The Freelancer (3 Points)
Match Specialization: Ladder Match (6 Points)

Move List:
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/5/Down/1D4)
Hip Toss (1/1/3/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4,barricade- 1D6)
Kick (1/1/1/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Belly to Belly Brainbuster (8/8/4/Down/1D10)
Cradle Neck Breaker (4/3/5/Down/1D6)
Death Valley Driver (10/8/5/Down/1D10)
Elbow Smash (1/1/5/Standing/1D4/M=2)
Fireman's Carry DDT (8/6/4/Down/1D10)
Inverted DDT to Knee (4/3/4/Down/1D8)
Piledriver (2/2/3/Down/1D6)
Running Bulldog (2/4/2/Down/1D6)
Snap Suplex (2/2/3/Down/1D8)
Spinebuster Slam (3/3/3/Down/1D8)
Tilt-A-Whirl Backbreaker Drop (8/8/5/Down/1D10)
Turnbuckle Smash (2/3/3/Corner/1D6)

Running Group:
Fallaway Slam (2/3/4/Down/1D6)
Running Clothesline (2/4/4/Down/1D6)

Corner Group:
Corner 10 Punches (6/2/0/Corner/1D10)
Superplex (5/4/5/Down/1D10)
Turnbuckle Belly to Belly Suplex (8/8/5/Down/1D10)

Down Group:

Top Rope Group:

Leg Drop (2/1/3/Down/1D4)


Elbow Drop (1/1/2/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)

Flying Double Axe Handle Smash (3/3/3/Down/1D6)


Flying Head Butt Drop (3/3/5/Down/1D8)

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

Knee Drop Knee Breaker (2/1/0/Down/1D6)


Ring Rope Leg Drop (2/2/5/Down/1D6)

Ringside Group:
Baseball Slide DDT (8/6/5/Down/1D8)
Barricade Throat Drop (5/3/3/Down/1D10)
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Ty States (order #1772158)

The Prophet

Hometown: Detroit, MI
Wrestling Debut: April 4th 1995
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $70,000 per Month.
Savings: $500,000
Titles Held:
1 x NEW World Champion
1 x NEW TV Champion
1 x NEW Tag Team Champion
Primary Finisher: The Prophecy
(22/8/2/Down/2D10+6)
Finisher Description: Brainbuster Suplex
Theme Song: "A Prophecy" by Saviour Machine
Ring Entrance:
The lights dim down and a bright white light shines down
onto the ring, a blue glow fills the entrance and smoke
comes out from both sides. "A Prophecy" by Saviour
Machine starts to play and The Prophet walks out accompanied by three younger wrestlers who follow him close
behind as he makes his way down the aisle. The Prophet
holds up the worn leather-bound book in the air for the
fans to see before he hands it to one of his followers and
climbs into the ring using the steel ring steps.

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

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.

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

Class: Brawler
Level: 8
Experience: 18,900
Age: 33
Height: 6ft 4in
Weight: 252 lbs
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Ty States (order #1772158)

Running Group:

Reversals: 6
Failure Modifier: -4
Quick Roll Bonus: 14

Flying Shoulder Tackle (2/4/5/Down/1D6)


Running Clothesline (2/4/5/Down/1D6)

Corner Group:

Skills

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)

Referee Slack
Microphone Work (9 Points)
Basic Angle Writer
Advanced Angle Writer
Submission Resistant (12 Points)
Second Wind (9 Points)
Ring Technician (4 Points)
Finisher Specialization: The Prophecy (9 Points)
Trademarked Finisher: The Prophecy (9 Points)

Ringside Group:
Bear Hug Drive (5/3/4/Down/1D8)
Exposed Piledriver (H) (5/3/5/Down/1D10 + 2)
Ring Post Head Smash (5/2/4/Down/1D8)

Move List
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6)
Kick (1/1/2/Standing/1D6/M=1)
Punch (1/1/0/Standing/1D4/M=2)
Back Suplex (2/2/1/Down/1D6)
Bear Hug (S) (1/1/3/Down/Drain= 1D6 Dmg = 1D4)
DDT (2/3/1/Down/1D6)
Elbow Smash (1/1/6/Standing/1D4/M=1)
Eye Gouge (H) (2/1/1/Standing/1D4)
Falcon Arrow (4/5/8/Down/1D10)
Front Face Lock Drop (2/3/5/Down/1D6)
Full Nelson Slam (3/4/4/Down/1D8)
Low Blow (H) (2/1/4/Down/1D4)
Piledriver (2/2/4/Down/1D6)
Short Arm Back Elbow Smash (3/2/6/Down/1D4)
Shoulder Breaker (2/3/6/Down/1D8)
Side Slam (2/3/4/Down/1D6)
Vertical Suplex (2/2/3/Down/1D8)

Ian Hensley
He is most often referred to as the Crazy One by
most everyone who has met him. By looking at him from a
distance one would not be able to guess that this man's
elevator doesn't go all the way to the top if you know what I
mean. Although he isn't stupid and is actually quite intelligent
he tends to have conversations with himself and generally
acts extremely crazy. He enjoys getting hit in the head with all
manner of objects, which would explain his affinity for
Hardcore matches.
Class: All-Rounder
Level: 8
Experience: 21,000
Age: 28
Height: 6ft 1in
Weight: 240 lbs
Hometown: Honolulu, Hawaii
Wrestling Debut: September 28th 1998
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $75,000 per Month.
Savings: $1,000,000
Titles Held:
3 x NEW TV Champion
5 x NEW Hardcore Champion
1 x NEW Tag Team Champion

Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boot Lace Eye Rake (H) (2/1/1/Down/1D4)
Ring Rope Leg Drop (2/2/6/Down/1D6)
Rope Choke (H) (2/2/1/Down/1D6)
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Ty States (order #1772158)

Primary Finisher: Ninja Death Lock


(20/2/0/Down/Drain = 2D8+8 Dmg = 2D4+8)
Finisher Description: Cobra Clutch.
Theme Song: Ornate Japanese Flute Music
Ring Entrance:
The music begins to play softly across the arena, after a few
seconds Ian walks out and does a Martial Arts pose for the
crowd. He smiles broadly as he makes his way down the aisle
towards the ring, he rolls into the ring, climbs a turnbuckle
and sits down awaiting the start of the match.

Attributes
Strength: 17
Intelligence: 14
Endurance: 20
Charisma: 21
Agility: 21
Speed: 20

Stats & Bonuses


Overness: 75
Health Points: 96
Endurance Points: 103
Damage Bonus: +3
Strike Bonus: +3
Angle Roll: +6
Mic Work: +3
Submission Use: +4
High Spots: +6
Evade: +3
Initiative: +2
Reversals: 6
Hardcore Singles Match Heat Bonus: +30
Hardcore Singles Match Initiative Bonus: +3
Hardcore Singles Match Damage Bonus: +3
Failure Modifier: -5
Quick Roll Bonus: 15

Fine Tuning (3 Points)


Skillful Execution
Finisher Specialization: Ninja Death Lock (12 Points)
Trademarked Finisher: Ninja Death Lock (12 Points)
Ring Technician (6 Points)
Match Specialization: Hardcore Singles Match (9 Points)

Move List
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/5/Down/1D4)
Hip Toss (1/1/3/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/1/Standing/1D6/M=1)
Punch (C)(1/1/0/Standing/1D4/M=2)
Axe Kick (2/2/0/Down/1D4)
Back Drop Driver (2/2/0/Down/1D6)
DDT (2/3/0/Down/1D6)
Enzuigiri (3/2/4/Down/1D4)
Fisherman Buster (5/4/3/Down/1D10)
German Suplex (4/3/3/Down/1D8)
Guillotine Face Driver (4/3/7/Down/1D6)
Inverted Atomic Drop (2/2/1/Down/1D4)

Skills
Microphone Work (9 Points)
Natural Charisma
Basic Angle Writer
Acting Chops
High Flyer (12 points)
Submission Master (12 Points)
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Ty States (order #1772158)

Legsweep Kick (1/1/0/Down/1D4)


Neck Breaker (3/3/5/Down/1D6)
Nerve Strike (C) (1/1/0/Standing/1D4 + 2/M=2)
Palm Thrust (C) (1/1/0/Standing/1D4/M=2)
Reverse Bulldog (4/2/2/Down/1D6)
Thrust Kick (1/1/0/Down/1D6)
Underhook Piledriver (3/3/6/Down/1D8)

Down Group:
Leg Drop (2/1/3/Down/1D4)
Elbow Drop (1/1/2/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S) (3/3/3/Down/Drain=1D10Dmg = 1D4)
Knee Slam (2/1/0/Down/1D4)

Running Group:
Bulldog Lariat (2/2/3/Down/1D4)
Monkey Flip (3/3/6/Down/1D6)
Running Clothesline (2/4/4/Down/1D6)

Corner Group:
Corner 10 Punches (6/2/3/Down/1D10)
Corner Spear (5/4/5/Down/1D8)

Top Rope Group:


Flying Headbutt Drop (3/3/5/Down/1D8)
Frog Splash (5/3/5/Down/1D8)

Ringside Group:
Barricade Head Smash (5/2/3/Down/1D8)
Plancha (5/6/3/Down/1D10)

Titles Held:
1 x NEW World Champion

Frost

Primary Finisher: The Befallen (26/8/2/Down/2D8+6)


Finisher Description: Inverted Powerslam

Class: Brawler
Level: 7
Experience: 17,150
Age: 25
Height: 6ft 3in
Weight: 285 lbs
Hometown: Glasgow, Scotland
Wrestling Debut: November 25th 1999
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $80,000 per Month
Savings: $2,100,000

Theme Song: "The Anthem of War"


Ring Entrance:
As the frenzied pandemonium of the crowd in attendance is
pushed to another level as the skirl of the war pipes rises like
a fog over the moors. Suddenly there is an explosion of
pyrotechnics at the entrance, the speed metal riff of the
Anthem of War thunders, hacking and slashing like a
relentless machine. Stalking out from the back to the roar of
the crowd, Frost throws his arms up in the air as the second
wave of pyrotechnics explodes. Pounding his fist against his
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Ty States (order #1772158)

chest, eyes alight with battle joy, Frost tigerishly makes his
way to the squared circle; ready and willing to take the world
down.

Bear Hug (S) (1/1/3/Down/Drain=1D6 Dmg=1D4)


Clothesline (1/2/1/Down/1D4)
Crossed Arms Powerbomb (8/6/9/Down/1D10)
DDT (2/3/1/Down/1D6)
Fireman's Carry Flapjack (4/4/9/Down/1D6)
Gutbuster Drop (3/3/6/Down/1D6)
Inverted Atomic Drop (2/2/2/Down/1D4)
Olympic Slam (10/5/5/Down/1D8)
Piledriver (2/2/4/Down/1D6)
Short Arm Back Elbow Smash (3/2/6/Down/1D4)
Shoulder Tackle (2/3/1/Down/1D4)
Vertical Suplex (2/2/3/Down/1D8)

Attributes
Strength: 23
Intelligence: 12
Endurance: 14
Charisma: 19
Agility: 20
Speed: 21

Down Group:

Stats & Bonuses

Leg Drop (2/1/4/Down/1D4)


Elbow Drop (1/1/3/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Camel Clutch (S)(3/2/4/Down/Drain= 1D8 + 2, Dmg=1D4)
Knee Drop (1/1/1/Down/1D4)

Overness: 60
Health Points: 112
Endurance Points: 114
Damage Bonus: +5
Strike Bonus: +4
Angle Roll: +4
High Spots: +2
Evade: +2
Initiative: +3
No Sell: 2
Reversals: 6
Failure Modifier: -4
Quick Roll Bonus: 13

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

Corner Group:
Corner Splash (7/3/6/Down/1D8 + 2)
Corner Kick Fest (8/2/2/Down/1D6)

Skills
Microphone Work (3 Points)
Natural Charisma
Acting Chops
Fine Tuning (3 Points)
The No Sell (8 Points)
Ring Technician (6 Points)
Finisher Specialization: The Befallen (9 Points)
Trademarked Finisher: The Befallen (9 Points)

Reckless Warrior
Class: Brawler
Level: 8
Experience: 18,900
Age: 30
Height: 6ft 4in
Weight: 243 lbs
Hometown: Dallas, Texas
Wrestling Debut: April 20h 1996
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $50,000 per Month.
Savings: $1,600,000
Titles Held:
1 x NEW Hardcore Champion
4 x NEW Tag Team Champion

Move List
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/turnbuckle-1D4,barricade- 1D6)
Kick (C)(1/1/2/Standing/1D6/M=1)
Punch (C)(1/1/1/Standing/1D4/M=2)
Airplane Spin Toss (1/2/1/Down/1D4)
- 97 -

Ty States (order #1772158)

Skills

Primary Finisher: Reckless Ride (24/5/6/Down/2D10+6)


Finisher Description: Crucifix Powerbomb

Microphone Work (3 Points)


Natural Charisma
Basic Angle Writer
Acting Chops
The Miraculous Kick-Out (6 Points)
Finisher Specialization: Reckless Ride (9 Points)
Trademarked Finisher: Reckless Ride (6 Points)
The Specialist
Ring Technician (6 Points)
The No Sell (6 Points)

Theme Song: Stan by Eminem


Ring Entrance:
Stan by Eminem starts up as the lights begin to flash on
and off, suddenly green and red pyrotechnics erupt from the
four ring posts of the ring and Reckless Warrior steps out
from the back and makes his way down to the ring, he climbs
in just as another burst of green and red pyro erupts from
the ringposts, the lights return to normal and the music then
fades out.
Physical Description:
Has a strong muscular build with long black hair that drops
down about and inch past his collar bone and always makes
his appearances with stubble on his face. His ring attire is
made up of red and yellow wrestling tights with a rattle snake
printed on the sides of each leg. Completing the outfit is a
pair of red leather wrestling boots and white wrist tape.

Move List
Standing Group:
Body Slam (2/1/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/2/Standing/1D6/M=1)
Punch (C)(1/1/1/Standing/1D4/M=2)
Belly to Back Powerbomb (8/4/9/Down/1D10 + 2)
Brainbuster Suplex (5/2/4/Down/1D10)
Clothesline (1/1/1/Down/1D4)
DDT (2/2/1/Down/1D6)
Elbow Smash (1/1/6/Down/1D4/M=2)
Flap Jack (2/2/7/Down/1D6)
Forearm Smash (C) (1/1/4/Standing/1D4/M=2)
Neck Breaker (3/2/6/Down/1D6)
Piledriver (2/1/4/Down/1D6)
Press Slam (3/3/4/Down/1D8)
Short Arm Big Boot (4/1/1/Down/1D6)
Spinebuster Slam (3/2/4/Down/1D8)
Turnbuckle Smash (2/2/4/Corner/1D6)

Attributes
Strength: 21
Intelligence: 14
Endurance: 20
Charisma: 22
Agility: 15
Speed: 17

Stats & Bonuses


Overness: 60
Health Points: 119
Endurance Points: 93
Damage Bonus: +5
Strike Bonus: +3
Angle Roll: +6
Mic Work: +1
High Spot Bonus: +1
Evade: +1
Initiative: +2
No Sell: 2
Miraculous Kick-Out: 2
Reversals: 6
Failure Modifier: -4
Quick Roll Bonus: 14

Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)
Knee Drop Knee Breaker (2/1/1/Down/1D6)

Running Group:
Big Boot Kick (2/1/6/Down/1D6)
Bulldog Lariat (2/1/4/Down/1D4)
Running Clothesline (2/2/5/Down/1D6)
- 98 -

Ty States (order #1772158)

Corner Group:

up. His ring attire consists of red leather wrestling boots,


black wrestling tights with the word Joseph printed on the
right leg and the word David printed on the left in red
lettering.

Corner Clothesline (5/1/6/Down/1D6 + 2)


Corner Spear (5/2/6/Down/1D8)

Ringside Group:

Attributes

Barricade Throat Drop (5/2/4/Standing/1D10)


Bear Hug Drive (5/2/4/Down/1D8)
Ring Post Head Smash (5/1/4/Down/1D8)

Strength: 17
Intelligence: 10
Endurance: 18
Charisma: 15
Agility: 17
Speed: 18

Top Rope Group:


Flying Clothesline (3/3/4/Down/1D6)
Flying Fist Drop (3/1/6/Down/1D6)

Stats & Bonuses


Overness: 55
Health Points: 81
Endurance Points: 161
Damage Bonus: +5
Strike Bonus: +4
Angle Roll: +3
Mic Work: +2
High Spots: +2
Evade: +2
Initiative: +2
No Sell: 3
Miraculous Kick-Out: 3
Reversals: 5
Failure Modifier: -5
Quick Roll Bonus: 13

Joseph David
Class: All-Rounder
Level: 8
Experience: 20,500
Age: 30
Height: 6ft 4in
Weight: 235 lbs
Hometown: Las Vegas, Nevada
Wrestling Debut: September 12th 1998
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $40,000 per Month.
Savings: $1,000,000
Titles Held:
2 x NEW Hardcore Champion

Skills
Referee Slack
Microphone Work (6 Points)
Acting Chops
Fine Tuning (12 Points)
The Miraculous Kick-Out (9 Points)
Ring Technician (8 Points)
Finisher Specialization: The Leviathan (9 Points)
Trademarked Finisher: The Leviathan (9 Points)
The No Sell (9 Points)

Primary Finisher: The Leviathan


(32/16/2/Down/2D10+6)
Finisher Description: Death Valley Driver
Theme Song: "Dig" by Mudvayne
Ring Entrance:
Dig by Mudvayne fills the arena as Joseph David steps out
from the back and motions with his finger that he's number
one as the crowd boos loudly. He slowly walks down the aisle
and climbs into the ring as his music fades out.

Move List
Standing Group:

Physical Description:
He has a decent physical build, nothing too spectacular but
he's no slouch either. His hair is short, dyed red and spiked

Body Slam (2/2/0/Down/1D4)


Drop Toe Hold (1/1/5/Down/1D4)
- 99 -

Ty States (order #1772158)

Hip Toss (1/1/3/Down/1D4)


Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/1/Standing/1D6/M=1)
Punch (C)(1/1/0/Standing/1D4/M=2)
Atomic Drop (2/2/1/Down/1D4)
Brainbuster Suplex (5/4/3/Down/1D10)
DDT (2/3/0/Down/1D6)
Death Valley Driver (10/8/5/Down/1D10)
Dropkick (2/2/3/Down/1D4)
Fireman's Carry Face Lock Bulldog (8/6/5/Down/1D10)
Fisherman Buster (5/4/3/Down/1D10)
Front Suplex Gutbuster Drop (5/5/8/Down/1D8)
Implant DDT (5/5/4/Down/1D8)
Low Blow (H) (2/1/3/Down/1D4)
Release German Suplex (5/3/3/Down/1D10)
Shoulder Breaker (2/3/5/Down/1D8)
Snap Suplex (2/2/3/Down/1D8)
Tiger Suplex (5/3/3/Down/1D8)

Contract Type: Written


Contract Length: 2 Years
Contract Amount: $25,000 per Month.
Savings: $250,000
Titles Held:
1 x NEW Hardcore Champion

Down Group:

Physical Description:
His ring attire consists of plain black leather boots with black
and gray wrestling tights and a black and grey wrestling mask
covers his face.

Leg Drop (2/1/1/Down/1D4)


Elbow Drop (1/1/2/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Groin Stomp (H) (2/1/0/Down/1D8)
Half Crab (S) (3/2/3/Down/Drain=1D10 Dmg = 1D4)
Sharpshooter Leglock (S)
(5/3/4/Down/Drain=1D10Dmg=1D6)

Running Group:
Fallaway Slam (2/3/4/Down/1D6)
Running Clothesline (2/4/4/Down/1D6)

Primary Finisher: Ghost Flight (16/8/5/Down/2D10+8)


Finisher Description: Corkscrew Shooting Star Press
Theme Song: Ghost Riders in the Sky by Spiderbait
Ring Entrance:
Ghost Riders in the Sky begins to play across the arena, as
the lights dim down, a gray spotlight shines down on the the
entrance while a blue one shines down on the ring. Wraith
comes out and slowly makes his way down the aisle towards
the ring which he slides into under the bottom rope and
jumps to his feet as the lights come on and his music fades.

Attributes
Strength: 13
Intelligence: 15
Endurance: 15
Charisma: 14
Agility: 22
Speed: 20

Corner Group:
Corner 10 Punches (6/2/0/Down/1D10)
Corner Kick Fest (8/2/1/Down/1D6)
Turnbuckle Crucifix Powerbomb (12/8/9/Down/1D10 + 2)

Wraith
Class: High Flyer
Level: 7
Experience: 18,500
Age: 24
Height: 5ft 10in
Weight: 205 lbs
Hometown: Denver, CO
Wrestling Debut: November 22nd 2001
Alignment: Tweener

Stats & Bonuses


Overness: 50
Health Points: 101
Endurance Points: 122
Damage Bonus: +4
Strike Bonus: +2
Angle Roll: +3
High Spot Bonus: +7
Evade: +3
Initiative: +2
Second Wind: 2
Reversals: 5
Failure Modifier: -3
Quick Roll Bonus: 10
- 100 -

Ty States (order #1772158)

Skills
Fast Healer
Acting Chops
High Flyer (16 Points)
Fine Tuning (6 Points)
Second Wind (6 Points)
Finisher Specialization: Ghost Flight (12 Points)
Ring Technician (4 Points)
Referee Slack

Super Flying Heascissors (5/4/7/Down/1D8)

Corner Group:
Frankensteiner (6/4/7/Down/1D8)

Ringside Group:
Plancha (5/4/7/Down/1D10)
Springboard Dropkick (5/4/7/Down/1D8)
Springboard Somersault Senton (7/5/9/Down/1D10)

Move List
Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Arm Drag (1/1/1/Down/1D4)
DDT (2/3/2/Down/1D6)
Dropkick (2/2/5/Down/1D4)
Fisherman Suplex (5/4/5/Down/1D10)
German Suplex (4/3/5/Down/1D8)
Hurricanrana (3/3/8/Down/1D6)
Inverted DDT (4/3/5/Down/1D6)
Legsweep Kick (1/1/2/Down/1D4)
Palm Thrust (C)(1/1/2/Down/1D4/M=2)
Running Bulldog (2/4/4/Down/1D6)
Swinging Bulldog (3/4/4/Down/1D6)

Down Group:
Leg Drop (2/1/5/Down/1D4)
Elbow Drop (1/1/4/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Knee Drop (1/1/2/Down/1D4)
Texas Cloverleaf (S) (4/3/6/Down/Drain=1D10Dmg=1D6)

Running Group:
Cross Body Block (2/2/2/Down/1D4)
Flying Axe Kick (3/2/5/Down/1D6)
Monkey Flip (3/3/8/Down/1D6)

Top Rope Group:


Flying Cross Body Block (4/3/5/Down/1D8)
Frog Splash (5/3/7/Down/1D8)
Shooting Star Senton (10/6/9/Down/1D10)
450 Splash (10/6/11/Down/1D10 + 2)

Specter
Class: Technical
Level: 7
Experience: 18,200
Age: 29
Height: 6ft 1in
Weight: 248 lbs
Hometown: Los Angeles, CA
Wrestling Debut: June 3rd 1998
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,500 per Month.
Savings: $200,000
Titles Held: None
Primary Finisher: Wild Touch (14/12/2/Down/2D10+4)
Finisher Description: Underhook Powerbomb
Theme Song: "Wrong Way" by Sublime
Ring Entrance:
Wrong Way by Sublime begins to play across the arena as
Specter steps out from the back and makes his way down the
aisle slapping the hands of the fans as he goes. He slips into
the ring under the bottom rope and jumps to his feet as the
music fades out.
Physical Description:
He has short brown hair that is neatly coiffed. His ring attire
is quite simple, consisting of black leather wrestling boots
and a solid black singlet.
- 101 -

Ty States (order #1772158)

Attributes
Strength: 20
Intelligence: 19
Endurance: 19
Charisma: 11
Agility: 15
Speed: 16

Stats & Bonuses


Overness: 50
Health Points: 73
Endurance Points: 89
Damage Bonus: +5
Strike Bonus: +1
Angle Roll: +5
Submission Use: +2
Submission Break: +2
High Spot Bonus: +1
Evade: +1
Initiative: +1
Reversals: 6
Failure Modifier: -6
Quick Roll Bonus: 12

Fireman's Carry DDT (8/6/3/Down/1D10)


Fireman's Carry Takedown (1/2/1/Down/1D4)
German Suplex (4/3/2/Down/1D8)
Implant DDT (5/5/3/Down/1D8)
Inverted DDT (4/3/2/Down/1D6)
Neck Breaker (3/3/4/Down/1D6)
Pumphandle Suplex (4/4/3/Down/1D10)
Russian Legsweep (2/2/2/Down/1D4)
Tilt-A-Whirl Backbreaker Drop (8/8/4/Down/1D10)

Down Group:
Leg Drop (2/1/2/Down/1D4)
Elbow Drop (1/1/1/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Ankle Lock (S) (2/2/2/Down/Drain=1D6Dmg=1D4)
Boston Crab (S) (3/3/2/Down/Drain=1D10Dmg=1D4)
Figure Four Leg Lock (S)
(4/3/0/Down/Drain=1D10Dmg=1D4)
Knee Drop Knee Breaker (2/1/0/Down/1D6)

Running Group:
Fallaway Slam (2/3/4/Down/1D6)
Lou Thesz Press (5/3/3/Down/1D6)

Skills
Basic Angle Writer
Advanced Angle Writer
Acting Chops
Submission Resistant (6 Points)
Submission Master (6 Points)
Fine Tuning (3 Points)
Finisher Specialization: Wild Touch (6 Points)
Ring Technician (2 Points)
Fast Healer

Move List
Standing Group:
Body Slam (2/2/0/Down/1D4)
Drop Toe Hold (1/1/4/Down/1D4)
Hip Toss (1/1/2/Down/1D4)
Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/0/Standing/1D6/M=1)
Punch (C)(1/1/0/Standing/1D4/M=2)
Atomic Drop (2/2/0/Down/1D4)
Belly to Back Cradle Suplex (3/3/1/Down/1D6)
Belly to Belly Brainbuster (8/8/3/Down/1D10)
Cobra Clutch Slam (4/4/5/Down/1D8)
DDT (2/3/5/Down/1D6)
Death Valley Driver (10/8/4/Down/1D10)

Corner Group:
Turnbuckle Belly to Belly Suplex (8/8/4/Down/1D10)

Ringside Group:
Barricade Head Smash (5/2/2/Down/1D8)
Bear Hug Drive (5/3/2/Down/1D8)

Lock-Down
Class: High Flyer
Level: 7
Experience: 18,000
Age: 29
Height: 6ft 0in
Weight: 215 lbs
Hometown: Seattle, WA
Wrestling Debut: June 3rd 1998
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $8,000 per Month
Savings: $76,000
- 102 -

Ty States (order #1772158)

High Flyer (8 Points)


Submission Resistant (9 Points)
Ring Technician (4 Points)
Skillful Execution
Finisher Specialization: The End (6 Points)
Trademarked Finisher: The End (6 Points)

Titles Held:
3 x NEW Hardcore Champion
Primary Finisher: The End (18/8/4/Down/2D10+4)
Finisher Description: 3/4 Facelock Bulldog
Theme Song: "Maria" by Rage Against The Machine
Ring Entrance:
The lights in the arena go off, Maria by Rage Agains The
Machine begins to playm, suddenly brilliant white
pyrotechnics light up the entranceway and a searchlight goes
through the arena. Lock-Down walks out and makes his way
down the aisle, climbing into the ring using the steel ring
steps.
Physical Description:
Long brown hair that falls just below his shoulder blades, his
ring attire is made up of white leather wrestling boots and
black wrestling tights with a graphic of a piece of barb wire
snaking around the right leg all the way up and circling the
waist.

Attributes
Strength: 18
Intelligence: 10
Endurance: 14
Charisma: 12
Agility: 22
Speed: 22

Stats & Bonuses


Overness: 50
Health Points: 86
Endurance Points: 68
Damage Bonus: +5
Strike Bonus: +2
Angle Roll: +2
Mic Work: +2
Submission Break: +3
High Spots: +5
Evade: +3
Initiative: +3
Reversals: 5
Failure Modifier: -3
Quick Roll Bonus: 11

Move List
Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Arm Drag (1/1/1/Down/1D4)
Arm Wringer (1/1/2/Standing/1D4)
Back Breaker Drop (1/2/2/Down/1D4)
DDT (2/3/2/Down/1D6)
Dropkick (2/2/5/Down/1D4)
Enzuigiri (3/2/6/Down/1D4)
Eye Gouge (H) (2/1/2/Down/1D4)
German Suplex (4/3/5/Down/1D8)
Hurricanrana (3/3/8/Down/1D6)
Roundhouse Kick (1/1/2/Down/1D6)
Sidewalk Slam (3/3/6/Down/1D8)
Snap Suplex (2/2/5/Down/1D8)
Underhook Face Driver (4/3/7/Down/1D6)

Down Group:
Leg Drop (2/1/5/Down/1D4)
Elbow Drop (1/1/4/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Armbar (1/1/5/Down/Drain = 1D4 Damage 1D4)
Groin Stomp (H) (2/1/2/Down/1D8)

Running Group:
Dragon Screw (3/2/7/Down/1D4)
Spin Wheel Kick (2/2/7/Down/1D6)

Top Rope Group:

Skills
Microphone Skill (6 Points)
Acting Chops

Blockbuster (8/5/9/Down/1D10)
High Angle Senton Bomb (10/5/10/Down/1D10)
Missile Dropkick (3/3/7/Down/1D6)
Top Rope Hurricanrana (6/5/9/Down/1D10)
Tornado DDT (8/6/7/Down/1D10)
- 103 -

Ty States (order #1772158)

Harold Vodka Collins

Damage Bonus: +5
Strike Bonus: +1
Angle Roll: +2
High Spot Bonus: +1
Evade: +1
Initiative: +2
No Sell: 2
Reversals: 5
Failure Modifier: -2
Quick Roll Bonus: 11

Class: Brawler
Level: 6
Experience: 14,000
Age: 33
Height: 6ft 6in
Weight: 330 lbs
Hometown: New York, NY
Wrestling Debut: July 18th 1997
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month.
Savings: $200,000
Titles Held:
1 x NEW Hardcore Champion

Skills
Referee Slack
Basic Angle Writer
The No Sell (6 Points)
Finisher Specialization: Screwdriver (6 Points)
Trademarked Finisher: Screwdriver (4 Points)
The Heat Generator (6 Points)
Ring Technician (2 Points)

Primary Finisher: Screwdriver (12/8/6/Down/2D8+4)


Finisher Description: Tombstone Piledriver
Theme Song: Russian Folksong
Ring Entrance:
A cheery little Russian Folksong begins to play on the arena
sound system. Harold "Vodka" Collins staggers out from the
back holding a bottle of Russian vodka, he flips the crowd
off after which he unleashes a loud and putrid belch. He
staggers down the aisle sipping from the bottle as he goes.
The crowd laughs hysterically as he tries stumbles and falls
attempting to climb into the ring.
Physical Description:
Harold Collins is a big burly man, he has short brown
unkempt hair and a full beard, always with little bits of food
stuck in it. His ring attire is quite simply a pair of blue jeans
and a flannel shirt. He comes to the ring wearing black
leather wrestling boots, blue jeans and a flannel shirt that is
unbuttoned exposing his very hairy chest.

Attributes
Strength: 23
Intelligence: 16
Endurance: 20
Charisma: 15
Agility: 16
Speed: 18

Stats & Bonuses


Overness: 50
Health Points: 89
Endurance Points: 69
Match Heat Bonus: +10

Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Bear Hug (S) (1/1/5/Down/Drain = 1D6 Dmg = 1D4)
Belly To Belly Suplex (3/3/5/Down/1D8)
Bite (H) (2/1/1/Down/1D4)
Death Valley Driver (10/8/8/Down/1D10)
Double Axe Handle Smash (2/1/4/Down/1D4/M=2)
Elbow Smash (C)(1/1/8/Down/1D4/M=2)
3/4 Face Lock Bulldog (5/4/7/Down/1D10)
Flap Jack (2/3/9/Down/1D6)
Inverted Powerslam (5/4/6/Down/1D8)
Low Blow (H) (2/1/6/Down/1D4)
Piledriver (2/2/6/Down/1D6)
Short Arm Clothesline (3/4/4/Down/1D6)
Side Slam (2/3/6/Down/1D6)
Spear (4/3/8/Down/1D8)
Underhook DDT (4/4/6/Down/1D8)

Down Group:
Leg Drop (2/1/6/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)
Fist Drop (1/1/6/Down/1D4)
- 104 -

Ty States (order #1772158)

Attributes

Giant Swing (2/3/3/Down/1D4)


Groin Stomp (H) (2/1/3/Down/1D8)

Strength: 19
Intelligence: 17
Endurance: 17
Charisma: 18
Agility: 20
Speed: 17

Running Group:
Running Clothesline (2/4/7/Down/1D6)
Spear (6/3/8/Down/1D10)

Stats & Bonuses


Overness: 55
Health Points: 69
Endurance Points: 62
Match Heat Bonus: +20
Damage Bonus: +4
Angle Roll: +4
Mic Work: +3
High Spot Bonus: +5
Evade: +2
Initiative: +2
Reversals: 4
Failure Modifier: -3
Quick Roll Bonus: 12

The Role Model


Class: High Flyer
Level: 6
Experience: 16,000
Age: 26
Height: 5ft 11in
Weight: 234 lbs
Hometown: Boston, MA
Wrestling Debut: October 28th 1999
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $12,000 per Month.
Savings: $200,000
Titles Held:
2 x NEW Hardcore Champion
2 x NEW Tag Team Champion

Skills
Natural Charisma
Microphone Work (9 Points)
Acting Chops
Skillful Execution
High Flyer (15 Points)
Trademarked Finisher: The Idol Kick (15 Points)
The Heat Generator (12 Points)

Primary Finisher: The Idol Kick (22/2/2/Down/2D6)


Finisher Description: Thrust Kick
Theme Song: Role Model By Eminem

Move List
Ring Entrance:
As Role Model by Eminem begins to play across the arena,
The Role Model steps out and makes his way down the aisle
towards the ring, slapping the hands of the fans on the way.
He slides into the ring underneath the bottom rope as his
music fades out.
Physical Description:
Short brown hair and clean shaven, he has a decent physique
for a High Flyer and his ring attire consists of yellow and
black wrestling tights along with a pair of black leather
wrestling boots.

Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Axe Kick (2/2/2/Down/1D4)
DDT (2/3/2/Down/1D6)
Dropkick (2/2/5/Down/1D4)
Face Driver (4/3/7/Down/1D6)
Hurricanrana (3/3/8/Down/1D6)
Jawbreaker (2/2/6/Down/1D6)
Legsweep Kick (1/1/2/Down/1D4)

- 105 -

Ty States (order #1772158)

Neck Breaker (3/3/7/Down/1D6)


Running Bulldog (2/4/4/Down/1D6)
Russian Legsweep (2/2/5/Down/1D4)
Snap Suplex (2/2/8/Down/1D8)

Down Group:

Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month.
Savings: $90,000
Titles Held: None

Leg Drop (2/1/5/Down/1D4)


Elbow Drop (1/1/4/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S) (3/3/5/Down/Drain=1D10Dmg=1D4)
Senton (2/2/5/Down/1D4)

Primary Finisher: The Prospector


(34/11/5/Down/2D10 + 19)
Finisher Description: Corner Group: Top Rope Death
Valley Driver

Running Group:

Ring Entrance:
As Memory Remains by Metallica begins to play, Rickson
Rain steps out from behind the curtain and stops in front of
the entrance way, he raises his index finger in the air as the
crowd boos loudly, he then walks to the ring taunting and
insulting the fans along the way. Once he gets to the ring he
climbs up on the apron, raises the top rope and steps into th
ring between the top and middle ropes and waits in the ring
for his opponent as his music fades out.

Cross Body Block (2/2/2/Down/1D4)


Dragon Screw (3/2/7/Down/1D4)
Flying Head Scissors (4/3/9/Down/1D6)
Monkey Flip (3/3/8/Down/1D6)

Corner Group:
Corner Spear (5/4/7/Down/1D8)

Top Rope Group:


Corkscrew Shooting Star Press (8/4/9/Down/1D10)
Flying Leg Drop (4/3/7/Down/1D6)
Flying Somersault DDT (8/8/8/Down/1D10)
Frog Splash (5/3/7/Down/1D10)
Moonsault (3/3/8/Down/1D8)
Moonsault Legdrop (12/6/9/Down/1D10)

Ringside Group:
Springboard Flying Head Scissors (8/6/9/Down/1D10)
Springboard Leg Drop (6/4/8/Down/1D8)

Theme Song: Memory Remains by Metallica

Physical Description:
Rickson Rain possesses an impressive well chiseled physique,
he has shoulder length blonde hair and blue eyes. His ring
attire is composed of simple black wrestling trunks with
black elbow pads and black leather wrestling boots.

Attributes
Strength: 21
Intelligence: 12
Endurance: 16
Charisma: 18
Agility: 19
Speed: 20

Stats & Bonuses

The Top Prospect Rickson Rain


Class: All-Rounder
Level: 6
Experience: 16,000
Age: 27
Height: 6ft 2in
Weight: 235 lbs
Hometown: San Jose, CA
Wrestling Debut: November 10th 1999

Overness: 50
Health Points: 79
Endurance Points: 67
Damage Bonus: +5
Strike Bonus: +6
Angle Roll: +4
Mic Work: +3
High Spots: +2
Evade: +2
Initiative: +2
Reversals: 4
Failure Modifier: -3
Quick Roll Bonus: 11
- 106 -

Ty States (order #1772158)

Skills

Missile Dropkick (3/2/7/Down/1D6)

Natural Charisma
Acting Chops
Microphone Work (9 Points)
Finisher Specialization: The Prospector (21 Points)
Trademarked Finisher: The Prospector (6 Points)
Skillful Execution
The Specialist
Ring Technician (12 Points)

Juan Alvero Hernandez


Class: Technical
Level: 5
Experience: 14,000
Age: 26
Height: 6ft 0in
Weight: 225 lbs
Hometown: Santander Jiminez
Wrestling Debut: July 28th 1998
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month.
Savings: $70,000
Titles Held:
1 x NEW TV Champion
3 x NEW Tag Team Champion

Move List
Standing Group:
Body Slam (2/1/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Brainbuster Suplex (5/2/5/Down/1D10)
DDT (2/2/2/Down/1D6)
Fireman's Carry Face Breaker (6/2/9/Down/1D8)
German Suplex (4/2/5/Down/1D8)
Low Blow (H) (2/1/5/Down/1D4)
Olympic Slam (10/3/6/Down/1D8)
Piledriver (2/1/5/Down/1D6)
Short Arm Back Elbow Smash (3/1/7/Down/1D4)
Underhook DDT (4/2/5/Down/1D8)
Vertical Suplex (2/1/4/Down/1D8)

Primary Finisher: Old El Paso Drop


(20/6/3/Down/2D6+6)
Finisher Description: Underhook Face Driver

Attributes

Down Group:
Leg Drop (2/1/5/Down/1D4)
Elbow Drop (1/1/4/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Groin Stomp (H) (2/1/2/Down/1D8)
Hamstring Pull (S) (2/2/4/Down/Drain=1D6Dmg=1D4)

Running Group:
Flying Shoulder Tackle (2/2/6/Down/1D6)
Running Clothesline (2/2/6/Down/1D6)

Corner Group:
Corner Clothesline (5/1/7/Corner/1D6 + 2)
Superplex (5/2/7/Down/1D10)

Top Rope Group:


Flying Leg Drop (4/2/7/Down/1D6)

Strength: 11
Intelligence: 16
Endurance: 23
Charisma: 16
Agility: 16
Speed: 18

Stats & Bonuses


Overness: 35
Health Points: 90
Endurance Points: 99
Damage Bonus: +1
Strike Bonus: +2
Angle Roll: +3
Submission Use: +2
Submission Break: +3
High Spots: +1
Evade: +1
Initiative: +2
Reversals: 6
Failure Modifier: -4
Quick Roll Bonus: 9

- 107 -

Ty States (order #1772158)

Skills
Referee Slack
Submission Resistant (9 Points)
Submission Master (6 Points)
Finisher Specialization: Old El Paso Drop (9 Points)
Trademarked Finisher: Old El Paso Drop (9 Points)
Ring Technician (4 Points)
Acting Chops

Move List
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)
Hip Toss (1/1/4/Down/1D4)
Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/2/Standing/1D6/M=1)
Punch (C)(1/1/1/Standing/1D4/M=2)
Arm Breaker (1/1/1/Down/1D4)
Back Breaker Drop (1/2/1/Down/1D4)
DDT (2/3/1/Down/1D6)
Dropkick (2/2/4/Down/1D4)
European Uppercut (C) (1/1/4/Standing/1D4/M=1)
Fisherman Buster (5/4/4/Down/1D10)
German Suplex (4/3/4/Down/1D8)
Inverted DDT (4/3/4/Down/1D6)
Legsweep Kick (1/1/1/Down/1D4)
Neck Breaker (3/3/6/Down/1D6)
Piledriver (2/2/4/Down/1D6)
Running Bulldog (2/3/4/Down/1D6)
Sidewalk Slam (3/3/5/Down/1D8)
Spinning Boot Scrape (H) (2/1/0/Down/1D4)

Corner Group:
Corner Foot Choke (3/2/0/Down/1D6)
Frankensteiner (6/4/6/Down/1D8)
Superplex (5/4/6/Down/1D10)

Ricky Hernandez
Class: High Flyer
Level: 5
Experience: 13,000
Age: 25
Height: 5ft 9in
Weight: 190 lbs
Hometown: Santander Jiminez
Wrestling Debut: January 16th 1999
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month
Savings: $70,000
Titles Held:
3 x NEW Tag Team Champion
Primary Finisher: The Mexican Twister
(16/12/6/Down/2D10+4)
Finisher Description: Tornado DDT
Theme Song: La Rispa by Mexican Mariachi Band

Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Achilles Tendon Hold (S)
(2/2/4/Down/Drain=1D6Dmg=1D4)
Figure Four Leg Lock (S)
(4/3/2/Down/Drain=1D10Dmg=1D4)
Texas Clover Leaf (S)
(4/3/5/Down/Drain=1D10Dmg=1D6)

Running Group:
Back Body Drop (2/2/1/Down/1D4)
Running Clothesline (2/4/5/Down/1D6)

Ring Entrance:
The music gets louder and louder as the lights get lower and
lower. An orange spotlight rests on the entrance way. There
is a few seconds delay before the orange light flashes
between red, yellow and orange. Ricky jumps out through the
curtain and jumps around dancing to the music as he makes
his way down the aisle. He jumps up on the apron then
effortlessly jumps over the top rope landing in the ring and
begins to dance to the music in the ring until it fades out.
Physical Description:
Mexican tanned skin color with short black hair. His
wrestling attire consists of Red wrestling tights and white
leather wrestling boots. During his entrance he wears a very
large Sombrero.
- 108 -

Ty States (order #1772158)

Attributes

Down Group:
Leg Drop (2/1/6/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)
Boot Lace Eye Rake (H) (2/1/3/Down/1D4)
Camel Clutch (S)
(3/2/6/Down/Drain=1D8 +2Dmg=1D4)
Knee Drop (1/1/3/Down/1D4)

Strength: 18
Intelligence: 16
Endurance: 20
Charisma: 18
Agility: 22
Speed: 22

Stats & Bonuses


Overness: 35
Health Points: 71
Endurance Points: 99
Match Heat Bonus: +10
Damage Bonus: +4
Angle Roll: +4
High Spots: +5
Evade: +3
Initiative: +3
Reversals: 4
Failure Modifier: -2
Quick Roll Bonus: 10

Running Group:
Flying Headscissors (4/3/10/Down/1D6)
Spin Wheel Kick (2/2/8/Down/1D6)

Top Rope Group:


Flying Bulldog (3/4/9/Down/1D8)
Flying Face Lock Bulldog (8/6/9/Down/1D10 + 4)
Shooting Star Press (5/5/10/Down/1D10)
Sunset Flip (3/4/9/Down/1D8)

Corner Group:

Skills
Referee Slack
High Flyer (10 Points)
Finisher Specialization: The Mexican Twister (6 Points)
The Heat Generator (6 Points)
Fine Tuning (3 Points)
Acting Chops

Frankensteiner (6/4/8/Down/1D8)

Ringside Group:
Springboard DDT (10/10/11/Down/1D10+2)
Springboard Dropkick (5/4/8/Down/1D8)
Springboard Legdrop (6/4/9/Down/1D8)

Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
DDT (2/3/3/Down/1D6)
Dropkick (2/2/6/Down/1D4)
Enzuigiri (3/2/7/Down/1D4)
Guillotine Face Driver (4/3/10/Down/1D6)
Hurricanrana (3/3/9/Down/1D6)
Inverted Atomic Drop (2/2/4/Down/1D4)
Neck Breaker (3/3/8/Down/1D6)
Northern Lights Bomb (4/4/9/Down/1D8)
Vertical Suplex (2/2/5/Down/1D8)

The Prodigy
Class: High Flyer
Level: 5
Experience: 13,000
Age: 28
Height: 6ft 0in
Weight: 225 lbs
Hometown: Pittsburgh, PA
Wrestling Debut: March 16th 1997
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month
Savings: $100,000
- 109 -

Ty States (order #1772158)

Acting Chops
Natural Charisma
High Flyer (8 Points)
Finisher Specialization: Stars And Stripes (9 Points)
Ring Technician (4 Points)

Titles Held:
2 x NEW Tag Team Champion
2 x NEW Hardcore Champion
Primary Finisher: Stars And Stripes
(20/10/8/Down/2D10+6)
Finisher Description: High-Angle Senton Bomb

Move List

Theme Song: Of Wolf and Man by Metallica

Standing Group:

Ring Entrance:
Of Wolf and Man by Metallica starts up and The Prodigy
calmly comes out from the back and makes his way down the
ring mostly ignoring the fans, but if he sees someone wearing his merchandise he'll slap their hand or give them an
autograph. When he gets to the ring he slides in under the
bottom rope and jumps to his feet as the music fades out.
Physical Description:
He has long shoulder length blonde hair and piercing blue
eyes with a clean shaven face. His wrestling attire is made up
of a pair of black wrestling boots and dark green or white
cargo pants, a set of black elbow pads rounds out the attire.

Attributes
Strength: 17
Intelligence: 17
Endurance: 14
Charisma: 21
Agility: 21
Speed: 24

Body Slam (2/2/3/Down/1D4)


Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Arm Drag (1/1/2/Down/1D4)
Bulldog (1/2/3/Down/1D4)
DDT (2/3/3/Down/1D6)
Dropkick (2/2/6/Down/1D6)
Enzuigiri (3/2/7/Down/1D4)
German Suplex (4/3/6/Down/1D8)
Hurricanrana (3/3/9/Down/1D6)
Inverted Side Swinging Bulldog (6/4/7/Down/1D6)
Knife Hand Chop (C) (2/1/3/Standing/1D4/M=2)
Roundhouse Kick (1/1/3/Down/1D6)
Snap Suplex (2/2/6/Down/1D8)

Down Group:

Stats & Bonuses


Overness: 50
Health Points: 96
Endurance Points: 80
Damage Bonus: +4
Strike Bonus: +2
Angle Roll: +5
Mic Work: +2
High Spot Bonus: +5
Evade: +3
Initiative: +3
Reversals: 5
Failure Modifier: -2
Quick Roll Bonus: 10

Leg Drop (2/1/6/Down/1D4)


Elbow Drop (1/1/5/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Armbar and Arm Scissors (S)
(2/3/6/Down/Drain = 1D8 Dmg=1D4)
Senton (2/2/6/Down/1D4)

Running Group:
Dragon Screw (3/2/8/Down/1D4)
Flying Head Scissors (4/3/10/Down/1D6)

Corner Group:
Corner Kick Fest (8/2/4/Down/1D6)
Frankensteiner (6/4/8/Down/1D8)

Top Rope Group:


Skills

Microphone Work (6 Points)

Frog Splash (5/3/8/Down/1D8)


Missile Dropkick (3/3/8/Down/1D6)
Moonsault (3/3/9/Down/1D8)
Super Flying Head Scissors (5/4/8/Down/1D8)
Top Rope Hurricanrana (6/5/10/Down/1D10)
- 110 -

Ty States (order #1772158)

Ringside Group:

Agility: 17
Speed: 17

Springboard Dropkick (5/4/8/Down/1D8)


Springboard Flying Head Scissors (8/6/10/Down/1D10)

Stats & Bonuses


Overness: 40
Health Points: 81
Endurance Points: 90
Damage Bonus: +4
Strike Bonus: +3
Angle Roll: +2
Submission Break: +3
High Spot Bonus: +2
Evade: +2
Initiative: +2
No Sell: 3
Reversals: 5
Failure Modifier: -3
Quick Roll Bonus: 9

Lord Nikon
Class: All-Rounder
Level: 5
Experience: 13,000
Age: 34
Height: 6ft 0in
Weight: 260 lbs
Hometown: Mississauga, Ontario
Wrestling Debut: January 24th 1991
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $10,000 per Month.
Savings: $110,000
Titles Held:
2 x NEW Tag Team Champion

Skills
Fine Tuning (3 Points)
Submission Resistant (9 Points)
Finisher Specialization: The Nikon Plant (9 Points)
The No Sell (9 Points)
Ring Technician (6 Points)
Acting Chops

Primary Finisher: The Nikon Plant


(10/10/3/Down/2D8+6)
Finisher Description: Implant DDT

Move List

Theme Song: Mozart's Requiem


Ring Entrance:
Lord Nikon's music begins to play softly throughout the
arena, after a few seconds he walks out from the back and
slowly makes his way down the aisle making sure to greet the
fans and talk to them as he goes. When he gets to ringside he
slowly climbs up the steel steps and climbs into the ring as
his music fades out.
Physical Description:
He has a very stocky build and wouldn't win any
bodybuilding awards, his short brown hair is neatly groomed,
he sports a fantastic looking handle-bar mustache. His ring
attire consists of navy blue and crimson red ring tights along
with white leather wrestling boots.

Attributes
Strength: 17
Intelligence: 13
Endurance: 16
Charisma: 15

Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Back Breaker Rack (S)
(2/3/6/Down/Drain=1D8 Dmg=1D4)
Belly To Back Cradle Suplex (3/3/4/Down/1D6)
DDT (2/3/2/Down/1D6)
Elbow Smash (C) (1/1/7/Standing/1D4/M=2)
Fireman's Carry Gutbuster Drop (5/4/9/Down/1D6)
German Suplex (4/3/5/Down/1D8)
Inverted DDT (4/3/5/Down/1D6)
Neck Breaker (3/3/7/Down/1D6)
Piledriver (2/2/5/Down/1D6)
Powerbomb (5/5/9/Down/1D10)
Russian Legsweep (2/2/5/Down/1D4)
Sidewalk Slam (3/3/6/Down/1D8)
Tilt-A-Whirl Powerslam (6/8/8/Down/1D10)

- 111 -

Ty States (order #1772158)

Down Group:

Physical Description:
He is a trim, broad-shouldered youngster with close-cut dark
hair and flashing dark eyes. He doesn't have the sheer bulk of
most wrestlers but possesses enough strength to get the job
done. He has a tattoo on his left shoulder of a phoenix
wreathed in flames. His wrestling gear is made up of a traditional black singlet, with black leather wrestling boots and
black knee pads.

Leg Drop (2/1/5/Down/1D4)


Elbow Drop (1/1/4/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)
Half Crab (S) (3/2/5/Down/Drain=1D10 Dmg = 1D4)
Headbutt Drop (1/1/8/Down/1D4)
Ring Rope Leg Drop (2/2/7/Down/1D6)

Running Group:

Attributes

Bulldog Lariat (2/2/5/Down/1D4)


Flying Shoulder Tackle (2/4/6/Down/1D6)

Strength: 12
Intelligence: 14
Endurance: 15
Charisma: 12
Agility: 19
Speed: 21

Corner Group:
Corner 10 Punches (6/2/2/Corner/1D10)
Corner Kick Fest (8/2/3/Down/1D6)

Stats & Bonuses


Overness: 20
Health Points: 65
Endurance Points: 64
Damage Bonus: +1
Strike Bonus: +3
Angle Roll: +1
Mic Work: +2
Submission Break: +1
High Spots: +2
Evade: +2
Initiative: +3
Second Wind: 2
Reversals: 5
Failure Modifier: -4
Quick Roll Bonus: 5

The Phoenix Mike Markis


Class: Technical
Level: 5
Experience: 14,000
Age: 26
Height: 5ft 11in
Weight: 234 lbs
Hometown: Detroit, MI
Wrestling Debut: May 26h 2001
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $8,000 per Month.
Savings: $100,000
Titles Held: None

Skills
Microphone Work (6 Points)
Basic Angle Writer
Second Wind (6 Points)
Finisher Specialization: Rolling Thunder (9 Points)
Trademarked Finisher: Rolling Thunder (6 Points)
Ring Technician (6 Points)
Submission Resistant (3 Points)

Primary Finisher: Rolling Thunder


(14/4/3/Down/2D6+6)
Finisher Description: Flying Elbow Drop
Theme Song: House is Rockin' by SRV
Ring Entrance:
As House is Rockin' by SRV begins to play, Mike sprints
out from behind the curtain and down the aisle to the ring,
he jumps up on the apron and jumps over the top rope into
the ring. Once inside the ring he bounces energetically on the
balls of his feet in his corner until his music fades out.

Move List
Standing Group:
Body Slam (2/2/1/Down/1D4)
Drop Toe Hold (1/1/6/Down/1D4)

- 112 -

Ty States (order #1772158)

Hip Toss (1/1/4/Down/1D4)


Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/2/Standing/1D6/M=1)
Punch (C)(1/1/1/Standing/1D4/M=2)
Chickenwing (S)(2/2/4/Down/Drain = 1D8Dmg= 1D4)
Cobra Clutch Bulldog (3/4/3/Down/1D6)
DDT (2/3/1/Down/1D6)
Dropkick (2/2/4/Down/1D4)
Enzuigiri (3/2/5/Down/1D4)
Fireman's Carry Arm Breaker (3/3/4/Down/1D6)
German Suplex (4/3/4/Down/1D8)
Implant DDT (5/5/5/Down/1D8)
Neck Breaker (3/3/6/Down/1D6)
Piledriver (2/2/4/Down/1D6)
Running Bulldog (2/4/3/Down/1D6)
Snap Suplex (2/2/4/Down/1D8)
Underhook Suplex (4/4/5/Down/1D10)

Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/3/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S) (3/3/4/Down/Drain=1D10Dmg=1D4)
Figure Four Leg Lock (S)
(4/3/2/Down/Drain=1D10Dmg=1D4)
Knee Slam (2/1/1/Down/1D4)

Running Group:
Cross Body Block (2/2/1/Down/1D4)
Monkey Flip (3/3/7/Down/1D6)

Top Rope Group:


Flying Leg Drop (4/3/6/Down/1D6)

Magnum Von Dozer


Class: All-Rounder
Level: 5
Experience: 13,000
Age: 29
Height: 6ft 11in
Weight: 387 lbs
Hometown: Reykjavik, Iceland
Wrestling Debut: June 2nd 1996
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $8,000 per Month.
Savings: $150,000
Titles Held: None
Primary Finisher: Legend Killer
(20/16/4/Down/2D10+6)
Finisher Description: Death Valley Driver
Theme Song: "Devil Without A Cause" by Kid Rock
Ring Entrance:
"Devil Without A Cause" starts blasting through the sound
system, the fans instantly start booing as Magnum Con
Dozer appears at the end of the ramp. With a smirk on his
face, he starts walking down towards the ring, when he gets
to the ring he walks calmly ups the steel steps and hops into
the ring ignoring the fans as his music fades.
Physical Description:
He has short well groomed brown hair and a goatee,
physically he is a very massive but not very well defined. His
ring attire is made up of plain black wrestling boots and blue
wrestling tights with a white stripe running along the seem of
each leg. He also wears a white singlet with Iceland's flag
printed on the front, a pair of blue elbow pads finish off the
look.

Corner Group:
Corner 10 Punches (6/2/1/Corner/1D10)
Superplex (5/4/6/Down/1D10)

Ringside Group:
Plancha (5/4/6/Down/1D10)

Attributes:
Strength: 20
Intelligence: 17
Endurance: 19
Charisma: 14
Agility: 16
Speed: 21

Stats & Bonuses


Overness: 30
Health Points: 91
- 113 -

Ty States (order #1772158)

Choke Hold (S) (H)


(1/1/5/Down/Drain = 1D10 Dmg=1D4)
Knee Drop Knee Breaker (2/1/2/Down/1D6)

Endurance Points: 94
Damage Bonus: +4
Strike Bonus: +3
Angle Roll: +2
High Spots: +1
Evade: +1
Initiative: +3
No Sell: 3
Reversals: 4
Failure Modifier: -3
Quick Roll Bonus: 9

Running Group:
Big Boot Kick (2/1/7/Down/1D6)
Running Clothesline (2/4/6/Down/1D6)

Corner Group:
Corner Splash (7/3/7/Down/1D8 + 2)

Skills
Referee Slack
Basic Angle Writer
Fine Tuning (3 Points)
The No Sell (12 Points)
Finisher Specialization: Legend Killer (9 Points)
Ring Technician (6 Points)

Ringside Group:
Barricade Throat Drop (5/3/5/Down/1D10)
Bear Hug Drive (5/3/5/Down/1D8)
Ring Post Head Smash (5/2/5/Down/1D8)

Move List
Standing Group:
Body Slam (2/2/2/Down/1D4)
Drop Toe Hold (1/1/7/Down/1D4)
Hip Toss (1/1/5/Down/1D4)
Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/3/Standing/1D6/M=1)
Punch (C)(1/1/2/Standing/1D4/M=2)
Airplane Spin Toss (1/2/2/Down/1D4)
Atomic Throw (3/4/5/Down/1D4)
Belly to Belly Suplex (3/3/4/Down/1D8)
Choke Slam (3/3/4/Down/1D6)
DDT (2/3/2/Down/1D6)
Double Axe Handle Smash (C)
(2/1/3/Standing/1D4/M=1)
Flap Jack (2/3/8/Down/1D6)
Full Nelson Slam (3/4/5/Down/1D8)
Powerslam (4/4/5/Down/1D8)
Press Slam (3/5/5/Down/1D8)
Short Arm Clothesline (3/4/3/Down/1D6)
Side Slam (2/3/5/Down/1D6)
Spinebuster Slam (3/3/5/Down/1D8)
Turnbuckle Smash (2/3/5/Corner/1D6)

Down Group:
Leg Drop (2/1/5/Down/1D4)
Elbow Drop (1/1/4/Down/1D4)
Stomp (C)(1/1/0/Down/1D4/M=2)

Marc Flackett
Class: All-Rounder
Level: 4
Experience: 9,500
Age: 23
Height: 5ft 11in
Weight: 227 lbs
Hometown: Loughland City, Canada
Wrestling Debut: April 24th 2002
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $5,000 per Month.
Savings: $40,000
Titles Held: None
Primary Finisher: Weapon X (12/8/7/Down/2D8+4)
Finisher Description: Northern Lights Bomb
Theme Song: "Wake Up" by Rage Against the Machine
Ring Entrance:
Wake Up by Rage Against the Machine begins to play
across the arena as Marc Flackett makes his way out from the
back. He takes his time as he walks down the aisle insulting
and laughing at the fans as he goes. Once he gets to the ring
he slides in under the bottom rope as his music fades out.

- 114 -

Ty States (order #1772158)

Physical Description:
He has black hair styled in a mullet with long sideburns, a
slightly hairy chest and has a decent physique...nothing
spectacular. His ring attire consists of black elbow pads,
black wrist and hand tape. White wrestling trunks with black
knee pads and plain white wrestling boots.

Attributes

Cobra Clutch Legsweep (4/3/9/Down/1D8)


DDT (2/3/3/Down/1D6)
Dropkick (2/2/6/Down/1D4)
Jawbreaker (2/2/7/Down/1D6)
Piledriver (2/2/6/Down/1D6)
Snap Suplex (2/2/6/Down/1D8)

Down Group:
Leg Drop (2/1/4/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Boston Crab (S) (3/3/6/Down/Drain=1D10Dmg= 1D4)
Cobra Clutch (S) (2/2/4/Down/Drain = 1D8Dmg=1D4)
Groin Stomp (H) (2/1/3/Down/1D8)

Strength: 14
Intelligence: 18
Endurance: 20
Charisma: 16
Agility: 15
Speed: 16

Stats & Bonuses


Overness: 20
Health Points: 50
Endurance Points: 52
Damage Bonus: +2
Strike Bonus: +4
Angle Roll: +1
High Spot Bonus: +1
Evade: +1
Initiative: +1
Second Wind: 1
Reversals: 4
Failure Modifier: -2
Quick Roll Bonus: 6

Running Group:
Fallaway Slam (2/3/7/Down/1D6)
Spin Wheel Kick (2/2/8/Down/1D6)

Corner Group:
Corner Running Knee Strike (5/2/4/Down/1D8)
Superplex (5/8/4/Down/1D10)

Top Rope Group:


Flying Clothesline (3/6/6/Down/1D6)
Missile Dropkick (3/3/8/Down/1D6)

Skills
Fine Tuning (3 Points)
Second Wind (3 Points)
Finisher Specialization: Weapon X (6 Points)
Trademarked Finisher: Weapon X (3 Points)
Ring Technician (8 Points)

Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Arm Drag (1/1/2/Down/1D4)
Back Breaker Drop (1/1/3/Down/1D4)

Ringside Group:
Barricade Throat Drop (5/3/6/Standing/1D10)
Baseball Slide DDT (8/6/8/Down/1D8)
Exposed Piledriver (H) (5/3/7/Down/1D10 + 2)

The Assassin Jeremy Adams


Class: Powerhouse
Level: 4
Experience: 10,000
Age: 27
Height: 6ft 5in
Weight: 282 lbs
Hometown: Plattsville Ontario Canada
Wrestling Debut: July 20th 2001
Alignment: Heel

- 115 -

Ty States (order #1772158)

Contract Type: Written


Contract Length: 2 Years
Contract Amount: $3,000 per Month.
Savings: $18,000
Titles Held: None

Second Wind: 1
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 8

Skills

Primary Finisher: Novocaine (16/10/5/Down/2D10+6)


Finisher Description: Crucifix Powerbomb DDT
Theme Song: "Resurrection" by Public Enemy
Ring Entrance:
Resurrection by Public Enemy starts up and after a few
seconds, there is a huge explosion of pyrotechnics at the
entranceway, as the smoke clears from the pyro, Jeremy
Adams stands in the middle of the smoke with one arm in
the air. He than makes his way to the ring and climbs up on
the apron, he wipes his boots and then enters the ring.
Physical Description:
Muscular, but not defined, Jeremy Adam's is quite
intimidating with his shaved head and his cold dead eyes. A
goatee decorates his chin while his right eye brow is pierced
with a barbell stud. His forehead is scared by several small
scars and one very large one that comes down and runs along
his jawline on the right side of his face. His ring attire is just
basic Jean shorts with a black knee brace on his right knee
and black shiny army style wrestling boots to finish off the
look.

Attributes
Strength: 22
Intelligence: 12
Endurance: 19
Charisma: 13
Agility: 18
Speed: 15

Natural Charisma
The No Sell (6 Points)
Second Wind (4 Points)
Skillful Execution
Finisher Specialization: Novocaine (9 Points)
Ring Technician (6 Points)
Basic Angle Writer

Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Crucifix Powerbomb (8/6/11/Down/1D10)
Fireman's Carry DDT (8/6/7/Down/1D10)
German Suplex (4/3/6/Down/1D8)
Inverted DDT to Knee (4/3/7/Down/1D8)
Inverted Powerslam (5/4/6/Down/1D8)
Olympic Slam (10/5/7/Down/1D8)
Pumphandle Backbreaker (5/5/6/Down/1D8)
Release German Suplex (5/3/6/Down/1D8)
Underhook Powerbomb (7/6/8/Down/1D10)

Down Group:

Stats & Bonuses


Overness: 20
Health Points: 43
Endurance Points: 43
Damage Bonus: +6
Strike Bonus: +3
Angle Roll: +2
High Spot Bonus: +2
Evade: +2
Initiative: +1
No Sell: 2

Leg Drop (2/1/6/Down/1D4)


Elbow Drop (1/1/5/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Figure Four Leg Lock (S)
(4/3/4/Down/Drain = 1D10Dmg=1D4)

Running Group:
Big Boot Kick (2/1/8/Down/1D6)
Running Clothesline (2/4/7/Down/1D6)

- 116 -

Ty States (order #1772158)

Corner Group:

Endurance: 12
Charisma: 20
Agility: 18
Speed: 17

Corner Kick Fest (8/2/4/Down/1D6)


Turnbuckle Crucifix Powerbomb
(12/8/12/Down/1D10 + 2)

Stats & Bonuses


Overness: 20
Health Points: 41
Endurance Points: 26
Damage Bonus: +3
Strike Bonus: +1
Angle Roll: +4
High Spot Bonus: +5
Evade: +2
Initiative: +2
Reversals: 3
Failure Modifier: -2
Quick Roll Bonus: 4

Mr. Impossible Ken Stylez


Class: High Flyer
Level: 4
Experience: 9,000
Age: 25
Height: 5ft 11in
Weight: 210 lbs
Hometown: Dallas, TX
Wrestling Debut: September 2nd 2003
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $3,000 per Month.
Savings: $54,000
Titles Held: None

Skills
Acting Chops
Natural Charisma
High Flyer (12 Points)
Trademarked Finisher: The Impossible (9 Points)
Ring Technician (2 Points)

Primary Finisher: The Impossible


(20/12/9/Down/2D10 + 8)
Finisher Description: 450 Splash

Move List

Theme Song: "Drive" by Incubus


Ring Entrance:
"Drive" by Incubus, blasts over the sound system. Ken Stylez
walks out wearing a nice pair of sunglasses. He slowly makes
his way down the aisle with a big grin on his face, he climbs
into the ring and walks to the middle of the ring and flexes
his arms for the crowd. Red pyrotechnics shoot out from all
four corners of the ring.
Physical Description:
He has buzz cut brown hair and he has a very muscular
physique of which he is very proud of. His wrestling attire is
made up of black leather gloves with the fingers cut off,
black elbow pads, black and red wrestling tights with the
words "Mr. Impossible emblazoned on the waist and of
course red leather wrestling boots.

Attributes
Strength: 13
Intelligence: 12

Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Arm Drag (1/1/2/Down/1D4)
Body Scissors Body Press (2/3/4/Down/1D4)
DDT (2/3/3/Down/1D6)
Dropkick (2/2/6/Down/1D4)
Enzuigiri (3/2/7/Down/1D4)
Hurricanrana (3/3/9/Down/1D6)
Inverted Side Headlock Swinging Bulldog
(6/4/7/Down/1D6)
Piledriver (2/2/6/Down/1D6)

Down Group:
Leg Drop (2/1/6/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
- 117 -

Ty States (order #1772158)

Stomp (C)(1/1/0/Down/1D4/M=2)
Achilles Tendon Hold (S)
(2/2/6/Down/Drain=1D6Dmg=1D4)

Running Group:
Flying Head Scissors (4/3/10/Down/1D6)
Spin Wheel Kick (2/2/8/Down/1D6)

Top Rope Group:


Frog Splash (5/3/8/Down/1D8)
High Angle Senton Bomb (10/5/11/Down/1D10)
Moonsault (3/3/9/Down/1D8)

nothing at all.
Physical Description:
Scorpion wears torn denim shorts or leather trousers to the
ring in various colors, he also wears various T-Shirts of all
styles and colors all with satanic or Gothic designs on them.
He wears plain black wrestling boots, and pads and his body
is covered in tattoos, most noticeably the huge Scorpion on
his back. His face and body are scarred from many hardcore
and violent matches, his hair is long wet and scraggy looking
and varies in color.

Attributes
Strength: 18
Intelligence: 15
Endurance: 20
Charisma: 13
Agility: 15
Speed: 13

Scorpion
Class: All-Rounder
Level: 3
Experience: 7,000
Age: 25
Height: 6ft 4in
Weight: 242 lbs
Hometown: Boston, Massachusetts
Wrestling Debut: February 20th 2003
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $6,800 per Month.
Savings: $22,400
Titles Held:
2 x NEW Hardcore Champion

Stats & Bonuses


Overness: 20
Health Points: 51
Endurance Points: 47
Damage Bonus: +4
Angle Roll: +1
High Spots: +1
Evade: +1
Reversals: 2
Failure Modifier: -2
Quick Roll Bonus: 7

Skills
Referee Slack
Fine Tuning (4 Points)
Finisher Specialization: Scorpion Sting (6 Points)
Die-Hard Following (2 Points)

Primary Finisher: Scorpion Sting


(12/6/4/Down/2D8+4)
Finisher Description: Tiger Suplex
Theme Song: I, Zombie by White Zombie

Move List

Ring Entrance:
I, Zombie by White Zombie begins to play across the
arena, grey smoke floats out from under the backstage
curtain filling the entranceway area. Scorpion slowly steps
through the curtain and stands at the entranceway as the
crowd boos loudly. He slowly wanders down to the ring
ignoring the chants of hatred and the many objects thrown
at him. As he reaches the ring he stares at it in an almost
mark of respect before rolling under the bottom rope and
crawling towards a corner where he slouches staring at

Standing Group:
Body Slam (4/2/3/Down/1D4)
Drop Toe Hold (3/1/8/Down/1D4)
Hip Toss (3/1/6/Down/1D4)
Irish Whip (3/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(3/1/4/Standing/1D6/M=1)
Punch (C)(3/1/3/Standing/1D4/M=2)
Belly to Belly Overhead Suplex (7/4/6/Down/1D10)
Brainbuster Suplex (7/4/6/Down/1D10)
DDT (4/3/3/Down/1D6)

- 118 -

Ty States (order #1772158)

Elbow Smash (3/1/8/Down/1D4/M=2)


Fisherman Suplex (7/4/6/Down/1D10)
Front Suplex Gutbuster Drop (7/5/11/Down/1D8)
Pumphandle Suplex (6/4/7/Down/1D10)
Short Arm Back Elbow Smash (5/2/8/Down/1D4)
Snap Suplex (4/2/6/Down/1D8)
Suplex Powerbomb (9/6/8/Down/1D10)

Ring Entrance:
The lights dim in the arena and the thunder explodes loudly
throughout the arena as the theme song "Lords of Thunder"
starts up. Blue Bolt walks out and stands at the entrance for
a few seconds as he looks around at the fans. He raises his
arms in the air and pyro goes off at all four corners of the
ring. He then sprints down the aisle and slides into the ring
as the arena lights return to normal.

Down Group:

Physical Description:
He has a very well defined and imposing physique, he has
short blond hair and blue eyes. His wrestling attire is
composed of black wrestling tights with a blue stripe down
the middle of each leg and plain black wrestling boots.

Leg Drop (4/1/6/Down/1D4)


Elbow Drop (3/1/5/Down/1D4)
Stomp (3/1/0/Down/1D4/M=2)
Cobra Clutch (S)(4/2/4/Down/Drain =1D8Dmg = 1D4)
Groin Stomp (H) (4/1/3/Down/1D8)

Attributes
Running Group:
Cross Body Block (4/2/3/Down/1D4)
Running Face Lock Bulldog (8/5/8/Down/1D10)

Corner Group:

Strength: 22
Intelligence: 13
Endurance: 18
Charisma: 14
Agility: 22
Speed: 18

Corner 10 Punches (8/2/3/Corner/1D10)


Corner Spear (7/4/8/Down/1D8)

Blue Bolt
Class: All-Rounder
Level: 3
Experience: 7,000
Age: 28
Height: 6ft 5in
Weight: 265 lbs
Hometown: The Heavens
Wrestling Debut: March 20th 1996
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $5,000 per Month.
Savings: $20,000
Titles Held:
1 x NEW Tag Team Champion
Primary Finisher: Lightning Bolt
(14/14/10/Down/2D10 +4)
Finisher Description: Running Powerbomb
Theme Song: "Lords Of Thunder

Stats & Bonuses


Overness: 15
Health Points: 38
Endurance Points: 38
Damage Bonus: +5
Strike Bonus: +2
Angle Roll: +2
High Spot Bonus: +3
Evade: +3
Initiative: +2
Reversals: 2
Tag Team Match Heat Bonus: 10
Tag Team Match Initiative Bonus: +1
Tag Team Match Damage Bonus: +1
Failure Modifier: -2
Quick Roll Bonus: 8

Skills
Fine Tuning (3 Points)
Finisher Specialization: Lightning Bolt (3 Points)
Ring Technician (4 Points)
Basic Angle Writer
Match Specialization: Tag Team (3 Points)
Microphone Work (2 Points)
- 119 -

Ty States (order #1772158)

Move List
Standing Group:
Body Slam (2/2/3/Down/1D4)
Drop Toe Hold (1/1/8/Down/1D4)
Hip Toss (1/1/6/Down/1D4)
Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/4/Standing/1D6/M=1)
Punch (C)(1/1/3/Standing/1D4/M=2)
Atomic Throw (3/4/6/Down/1D4)
Clothesline (1/2/3/Down/1D4)
Death Valley Driver (10/8/8/Down/1D10)
Front Face Lock Drop (2/3/7/Down/1D6)
Guillotine Face Driver (4/3/10/Down/1D6)
Implant DDT (5/5/7/Down/1D8)
Knife Hand Chop (C)(2/1/3/Down/1D4/M=2)
Snap Suplex (2/3/6/Down/1D8)

Down Group:
Leg Drop (2/1/6/Down/1D4)
Elbow Drop (1/1/5/Down/1D4)
Stomp (1/1/0/Down/1D4/M=2)
Figure Four Leg Lock (S)
(4/3/4/Down/Drain=1D10 Dmg=1D4)
Sleeper Hold (S) (2/2/3/Down/Drain=1D6Dmg= 1D4)

Corner Group:
Corner Running Knee Strike (5/2/4/Down/1D8)
Superplex (5/4/8/Down/1D10)

Running Group:

Age: 26
Height: 6ft 6in
Weight: 270 lbs
Hometown: The Heavens
Wrestling Debut: March 20th 1996
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $5,000 per Month.
Savings: $10,000
Titles Held:
1 x NEW Tag Team Champion
Primary Finisher: White Hot (8/10/10/Down/2D10+2)
Finisher Description: Falcon Arrow
Theme Song: "Lords Of Thunder
Ring Entrance:
The lights dim in the arena and the thunder explodes loudly
throughout the arena as the theme song "Lords of Thunder"
starts up. White Lightning walks out and stands at the
entrance for a few seconds as he looks around at the fans. He
raises his arms in the air and pyro goes off at all four corners
of the ring. He then sprints down the aisle and slides into the
ring as the arena lights return to normal.
Physical Description:
His wrestling attire is made up of black wrestling tights with
white lightning bolts running down the side of each leg. He
wears only one black leather elbow-length glove on his right
hand and has long black hair that drop down just below his
shoulders. He usually wears tied up in a pony tail to keep it
out of his eyes when he's wrestling.

Lou Thesz Press (5/3/7/Down/1D6)


Running Clothesline (2/4/7/Down/1D6)

Ringside Group:
Barricade Head Smash (5/2/6/Down/1D8)
Ring Post Head Smash (5/2/6/Down/1D8)

Attributes
Strength: 19
Intelligence: 17
Endurance: 20
Charisma: 12
Agility: 17
Speed: 18

Stats & Bonuses

White Lightning
Class: Brawler
Level: 3
Experience: 6,000

Overness: 15
Health Points: 57
Endurance Points: 44
Damage Bonus: +3
Angle Roll: +3
High Spots: +2

- 120 -

Ty States (order #1772158)

Ringside Group:

Evade: +2
Initiative: +2
Reversals: 3
Failure Modifier: -1
Quick Roll Bonus: 7

Barricade Throat Slam (5/3/7/Standing/1D10)


Bear Hug Drive (5/3/7/Down/1D8)

Skills
Basic Angle Writer
Acting Chops
Fine Tuning (3 Points)
Finisher Specialization: White Hot (4 Points)

Move List
Standing Group:
Body Slam (2/2/4/Down/1D4)
Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Back Breaker Drop (1/2/4/Down/1D4)
Clothesline (1/2/4/Down/1D4)
DDT (2/3/4/Down/1D6)
Fireman's Carry Takedown (1/2/6/Down/1D4)
Jawbreaker (2/2/8/Down/1D6)
Neck Breaker (3/3/8/Down/1D6)
Throat Slam Suplex (4/4/8/Down/1D10)
Vertical Suplex (2/2/6/Down/1D8)

Down Group:
Leg Drop (2/1/7/Down/1D4)
Elbow Drop (1/1/6/Down/1D4)
Stomp (1/1/1/Down/1D4/M=2)
Armbar (S) (1/1/7/Down/Drain=1D4 Dmg=1D4)
Knee Slam (2/1/4/Down/1D4)

Running Group:
Bulldog Lariat (2/2/7/Down/1D8)
Spear (6/3/9/Down/1D10)

Corner Group:
Corner 10 Punches (6/2/4/Corner/1D10)
Corner Splash (7/3/9/Down/1D8+2)

Vincent De Armond
Class: High Flyer
Level: 2
Experience: 3,500
Age: 21
Height: 5ft 9in
Weight: 195 lbs
Hometown: Niagara Falls,NY
Wrestling Debut: May 12th 2004
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,500 per Month.
Savings: $11,400
Titles Held: None
Primary Finisher: Impressed! (20/12/13/Down/2D10+2)
Finisher Description: 450 Splash
Valet: Julliet Sanders
Startup Heat: 15
Heat Generation: 10
Monthly Wage: 8%
Theme Song: "Before Dishonor" by Hate Breed
Ring Entrance:
"Before dishonor" by Hate Breed is blasted through the
arena and the fans begin cheer. Julliet walks out and Vincent
follows close behind her, they walk to the ring slapping the
hands of the fans as they go and often time a Vincent chant
starts up in the crowd. Julliet walks up the ring steps while
Vincent jumps up on the apron, and then jumps over the top
rope. He splits the bottom and middle rope so the lovely
Julliet may step into the ring. After that Vincent does a
jumping spin kick then bounces around, waiting for the
match to start.
Physical Description:
His ring attire consists of black high wrestling boots that
come up almost to his knees, black knee pads, black and blue
singlet. He has short spiky brownish/blond hair and is always
clean shaven.
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Ty States (order #1772158)

Attributes

Top Rope Group:


Corkscrew Splash (6/4/9/Down/1D10)
Flying Leg Drop (4/3/9/Down/1D6)
Tornado DDT (8/6/9/Down/1D10)

Strength: 17
Intelligence: 12
Endurance: 17
Charisma: 18
Agility: 17
Speed: 18

Running Group:

Stats & Bonuses


Overness: 15
Health Points: 31
Endurance Points: 47
Damage Bonus: +3
Strike Bonus: +1
Angle Roll: +4
High Spots: +3
Evade: +2
Initiative: +2
Reversals: 2
Failure Modifier: -1
Quick Roll Bonus: 6

Dragon Screw (3/2/9/Down/1D4)

S.T.U.

Skills
High Flyer (5 Points)
Fine Tuning (3 Points)
Ring Technician (2 Points)
Acting Chops

Move List
Standing Group:

Class: Powerhouse
Level: 2
Experience: 3,000
Age: 24
Height: 6ft 7in
Weight: 285 lbs
Hometown: London England
Wrestling Debut: September 20th 2001
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $8,000 per Month.
Savings: $28,000
Titles Held:
3 x NEW Hardcore Champion

Body Slam (2/2/4/Down/1D4)


Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Cobra Clutch Bulldog (3/4/6/Down/1D6)
DDT (2/3/4/Down/1D6)
Dropkick (2/2/7/Down/1D4)
Enzuigiri (3/2/8/Down/1D4)
Hurricanrana (3/3/10/Down/1D6)
Jawbreaker (2/2/8/Down/1D6)
Piledriver (2/2/7/Down/1D6)

Primary Finisher: Final Fall (12/10/5/Down/2D8+4)


Finisher Description: Overhead Press Powerslam

Down Group:

Physical Description:
S.T.U. has long brown hair that drops down to an inch below
his shoulder blades, and wears blue wrestling tights with
yellow band down the side of each leg, he wears yellow and
black wrestling boots and has a very well defined physique.
He also wears dark blue elbow and knee pads.

Leg Drop (2/1/7/Down/1D4)


Elbow Drop (1/1/6/Down/1D4)
Stomp (C)(1/1/1/Down/1D4/M=2)
Senton (2/2/7/Down/1D4)

Theme Song: Gimme A Bullet by AC/DC


Ring Entrance:
Gimme A Bullet by AC/DC begins to play across the
arena, after a few seconds S.T.U. Comes out and makes his
way down the aisle talking to the fans and clapping their
hands as he makes his way towards the ring. Once at ringside
he rolls into the ring and jumps to his feet, he raises his arms
in the air as the crowd cheers.

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Ty States (order #1772158)

Attributes

Stomp (1/1/1/Down/1D4/M=2)
Half Crab (S) (3/2/7/Down/Drain=1D10 Dmg = 1D4)

Strength: 21
Intelligence: 14
Endurance: 16
Charisma: 14
Agility: 17
Speed: 17

Running Group:
Big Boot Kick (2/1/9/Down/1D6)
Fallaway Slam (2/3/8/Down/1D6)

Corner Group:

Stats & Bonuses

Corner Clothesline (5/2/9/Corner/1D6 + 2)


Superplex (5/4/9/Down/1D10)

Overness: 25
Health Points: 53
Endurance Points: 57
Damage Bonus: +4
Strike Bonus: +2
Angle Roll: +1
Mic Work: +2
High Spots: +2
Evade: +2
Initiative: +2
Reversals: 2
Failure Modifier: -1
Quick Roll Bonus: 7

Ringside Group:
Barricade Head Smash (5/2/7/Standing/1D8)

Sinder
Skills

Fine Tuning (3 Points)


Finisher Specialization: Final Fall (6 Points)
Ring Technician (4 Points)
Microphone Work (6 Points)

Move List
Standing Group:
Body Slam (2/2/4/Down/1D4)
Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Back Breaker Rack (S)
(2/3/8/Down/Drain=1D8 Dmg=1D4)
Belly to Belly Brainbuster (8/8/8/Down/1D10)
Double Choke Slam (4/4/8/Down/1D8)
Full Nelson Slam (3/4/7/Down/1D8)
Gutwrench Powerbomb (6/6/9/Down/1D10)
Sidewalk Slam (3/3/8/Down/1D8)
Throat Slam Suplex (4/4/8/Down/1D10)
Underhook Facebreaker (6/4/11/Down/1D8)

Down Group:
Leg Drop (2/1/7/Down/1D4)
Elbow Drop (1/1/6/Down/1D4)

Class: Powerhouse
Level: 2
Experience: 3,000
Age: 22
Height: 6ft 9in
Weight: 335 lbs
Hometown: Arlington,Virginia
Wrestling Debut: July 12th 2005
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $24,000
Titles Held: None
Primary Finisher: Inferno (10/10/7/Down/2D8)
Finisher Description: Pumphandle Backbreaker
Theme Song: Crush 'Em by Megadeth
Ring Entrance:
Crush 'Em by Megadeth begins to play on the sound system as a wall of fire spouts up in front of the entrance way,
after the fire dies down Sinder is standing at the entranceway.
He makes his way down to the ring and climbs in by grasping the top rope and pulling himself up onto the apron
before climbing inside over the top rope.
Physical Description:
Sinder has a physique that seems to be chiseled out of

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Ty States (order #1772158)

granite, he sports long brown hair the drops an inch or two


below his shoulders and dark blue eyes. His ring attire is
made up of black wrestling trunks and red elbow and knee
pads, his feet are stuffed into a pair of tailor-made black steel
toed cowboy boots.

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Groin Stomp (H)(2/1/4/Down/1D8)

Attributes
Corner Group:

Strength: 24
Intelligence: 19
Endurance: 19
Charisma: 16
Agility: 15
Speed: 18

Corner 10 Punches (6/2/4/Corner/1D10)


Corner Foot Choke (H) (3/2/3/Corner/1D6)
Turnbuckle Belly To Belly Suplex (8/8/9/Down/1D10)

Stats & Bonuses


Overness: 10
Health Points: 42
Endurance Points: 39
Damage Bonus: +4
Angle Roll: +1
High Spots: +1
Evade: +1
Initiative: +2
Second Wind: 1
Reversals: 2
Failure Modifier: -1
Quick Roll Bonus: 7

Running Group:
Fallaway Slam (2/3/8/Down/1D6)
Running Clothesline (2/4/8/Down/1D6)
Spear (6/3/9/Down/1D10)

Ringside Group:
Barricade Throat Drop (5/3/7/Standing/1D10)
Bear Hug Drive (5/3/7/Down/1D8)
Exposed Piledriver (H) (5/3/8/Down/1D10 +2)

Skills
Second Wind (3 Points)
Fine Tuning (3 Points)
Referee Slack

Move List
Standing Group:
Body Slam (2/2/4/Down/1D4)
Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Belly To Back Powerbomb (8/7/12/Down/1D10 + 2)
Belly To Belly Overhead Suplex (5/4/7/Down/1D10)
Canadian Back Breaker Rack (4/5/9/Down/1D6)
Choke Slam (3/3/6/Down/1D6)
Michinoku Driver II (10/5/8/Down/1D8)
Pildedriver (2/2/7/Down/1D6)
Press Slam Gutbuster Drop (6/5/9/Down/1D8)
Spinebuster Press Slam (5/7/10/Down/1D10)

Infest
Class: Brawler
Level: 2
Experience: 3,000
Age: 20
Height: 6ft 1in
Weight: 235 lbs
Hometown: Miami, FL
Wrestling Debut: August 4th 2005
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $24,000
Titles Held: None
Primary Finisher: Exterminator (12/8/9/Down/2D6)
Finisher Description: Running Clothesline
Theme Song: "No Way by Korn

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Ty States (order #1772158)

Ring Entrance:
The lights in the arena flash wildly as No Way by Korn fills
the arena. Infest comes out from the back and slowly makes
his way down the aisle insulting the fans or ripping up fan
made signs as he goes. He gets to the ring and climbs in, he
then walks around the ring laughing at and or insulting various people sitting in the first row.
Physical Description:
He has short buzz cut black hair and stubble on his face, his
wrestling attire consists of plain black leather wrestling
boots, red wrestling tights with black streaks up the sides of
the legs coupled with a black singlet with the words Infest
printed on the front.

Attributes
Strength: 22
Intelligence: 15
Endurance: 19
Charisma: 16
Agility: 16
Speed: 15

Atomic Drop (2/2/6/Down/1D4)


Axe Kick (2/2/5/Down/1D4)
DDT (2/3/5/Down/1D6)
Double Axe Handle Smash (C)(2/1/6/Standing/1D4/M=1)
German Suplex (4/3/8/Down/1D8)
Inverted DDT (4/3/8/Down/1D6)
Running Bulldog (2/4/7/Down/1D6)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Groin Stomp (H)(2/1/5/Down/1D8)

Running Group:
Flying Shoulder Tackle (2/4/9/Down/1D6)
Flying Axe Kick (3/2/8/Down/1D6)

Corner Group:
Corner 10 Punches (6/2/5/Corner/1D10)

Stats & Bonuses


Ringside Group:

Overness: 5
Health Points: 45
Endurance Points: 41
Damage Bonus: +4
Angle Roll: +3
High Spot Bonus: +1
Evade: +1
Initiative: +1
Reversals: 2
Failure Modifier: 0
Quick Roll Bonus: 7

Exposed Piledriver (H)(5/3/9/Down/1D10 + 2)

Hornet

Skills
Acting Chops
Fine Tuning (3 Points)
Trademarked Finisher: Exterminator (7 Points)

Move List
Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/6/Standing/1D6/M=1)
Punch (C)(1/1/5/Standing/1D4/M=2)

Class: Powerhouse
Level: 2
Experience: 3,000
Age: 20
Height: 6ft 10in
Weight: 335 lbs
Hometown: Adelaide, Australia
Wrestling Debut: February 14th 2005
Alignment: Heel
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $6,000
Titles Held: None
Primary Finisher: The Hornnihator (16/12/7/2D10+2)
Finisher Description: Crade DDT the attacker grabs the
opponent's leg (either one) in a suplex position (his/her arm
over the attacker's shoulder and the attacker's arm over
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Ty States (order #1772158)

his/her shoulder) so it looks like you are going for a fisherman's suplex. But instead of making them land on their back
they land straight on top of their head.
Theme Song: Damnit by Blink 182
Ring Entrance:
The lights dim down as a pale blue light floods the entrance
area. Suddenly, Damnit by Blink 182 fills the arena as the
massive Hornet steps out from the back. He slowly makes
his way down to the ring ignoring the fans who jeer him as
he goes. He he gets to ringside he climbs up onto the apron
of the ring and climbs into the ring over the top rope.
Physical Description:
Hornet has brown skin and long black hair which is
occasionally tied back into a pony tail. His physique is
absolutely amazing as he is a giant mountain of muscle. He
wears a gold-plated necklace and no shirt, all the more to
display his amazing physique. Long black and red velvet
pants and plain black boots round out his ring attire. A large
tattoo of an Eagle sits predominantly on his left bicep.

Move List
Standing Group:
Body Slam (2/2/4/Down/1D4)
Drop Toe Hold (1/1/9/Down/1D4)
Hip Toss (1/1/7/Down/1D4)
Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/5/Standing/1D6/M=1)
Punch (C)(1/1/4/Standing/1D4/M=2)
Belly to Belly Brainbuster (8/8/8/Down/1D10)
Crucifix Powerbomb DDT (8/5/9/Down/1D10)
Front Suplex Gutbuster Drop (5/5/12/Down/1D8)
Overhead Press Powerslam (6/5/7/Down/1D8)
Titl-A-Whirl Powerslam (6/8/10/Down/1D10)

Down Group:
Leg Drop (2/1/7/Down/1D4)
Elbow Drop (1/1/6/Down/1D4)
Stomp (C)(1/1/1/Down/1D4/M=2)
Slingshot Catapult Back Breaker Drop (5/3/8/Down/1D6)

Running Group:
Big Boot Kick (2/1/9/Down/1D6)

Attributes
Strength: 22
Intelligence: 10
Endurance: 20
Charisma: 16
Agility: 13
Speed: 14

Ringside Group:
Bearhug Drive (5/3/7/Down/1D8)

Corner Group:

Stats & Bonuses


Overness: 2
Health Points: 50
Endurance Points: 30
Damage Bonus: +4
Strike Bonus: +2
Angle Roll: +3
High Spot Bonus: +1
Evade: +1
Initiative: +1
Reversals: 2
Failure Modifier: -1
Quick Roll Bonus: 7

Turnbuckle Belly to Belly Suplex (8/8/9/Down/1D10)


Corner Spear (5/4/9/Down/1D8)

Hazard

Skills
Acting Chops
Finisher Specialization: The Hornnihator (3 Points)
Ring Technician (4 Points)
Natural Charisma

Class: Brawler
Level: 1
Experience: 2,000
Age: 19
Height: 6ft 5in
Weight: 290 lbs
Hometown: Chicago, IL
Wrestling Debut: June 5th 2006
Alignment: Tweener
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $24,000
Titles Held: None
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Ty States (order #1772158)

Primary Finisher: Brutal Force (12/6/5/Down/2D8+4)


Finisher Description: Sit-Out Full Nelson Bomb
Theme Song: "American Badass" by Kid Rock
Ring Entrance:
The arena lights turn a blood red color as "American Badass"
by Kid Rock blast through the arena, Hazard bursts out from
the back and races down the aisle sliding into the ring under
the bottom rope. Once inside the ring he jumps to his feet
and climbs the nearest turnbuckle and raises his arms in the
air singing along with the song.
Physical Description:
His ring attire consists of plain black leather pants and boots,
he is also tanned with short brown hair and blue eyes. His
body is not as well defined as most and he has a Hazardous
Waste tattoo on his right shoulder.

Attributes

Kick (C)(1/1/6/Standing/1D6/M=1)
Punch (C)(1/1/5/Standing/1D4/M=2)
Atomic Drop (2/2/6/Standing/1D4)
Back Breaker Drop (1/2/5/Down/1D4)
Belly to Belly Suplex (3/3/7/Down/1D8)
Brainbuster Suplex (5/4/8/Down/1D10)
Clothesline (1/2/5/Down/1D4)
DDT (2/3/5/Down/1D6)
Elbow Smash (C)(1/1/10/Down/1D4/M=2)
Eye Gouge (2/1/5/Down/1D4/Heel)
Flap Jack (2/3/11/Down/1D6)
Heart Punch (2/2/8/Down/1D6)
Piledriver (2/2/8/Down/1D6)
Running Bulldog (2/4/7/Down/1D6)
Shoulder Tackle (2/3/5/Down/1D4)
Side Slam (2/3/8/Down/1D6)
Spinebuster Slam (3/3/8/Down/1D8)
Turnbuckle Smash (2/3/8/Down/1D6)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Fist Drop (1/1/8/Down/1D4)
Knee Slam (2/1/5/Down/1D4)
Ring Rope Legdrop (2/2/10/Down/1D6)

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

Stats & Bonuses


Overness: 0
Health Points: 41
Endurance Points: 25
Damage Bonus: +3
High Spot Bonus: +2
Evade: +2
Reversals: 2
Failure Modifier: 0
Quick Roll Bonus: 4

Running Group:
Lou Thesz Press (5/3/9/Down/1D6)
Running Clothesline (2/4/9/Down/1D6)

Corner Group:
Corner Splash (7/3/10/Down/1D8+2)

Ringside Group:

Skills

Barricade Throat Drop (5/3/8/Standing/1D8)


Ring Post Head Smash (5/2/8/Down/1D8)

Fast Learner
Finisher Specialization: Brutal Force (8 Points)

Move List
Standing Group:
Body Slam (2/2/5/Down/1D4)
Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/turnbuckle-1D4, barricade - 1D6)

Flex
Class: All-Rounder
Level: 1
Experience: 1,000
Age: 19
Height: 6ft 2in
Weight: 239 lbs
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Ty States (order #1772158)

Move List:

Hometown: Venice Beach, CA


Wrestling Debut: April 7th 2006
Alignment: Face
Contract Type: Written
Contract Length: 2 Years
Contract Amount: $2,000 per Month.
Savings: $18,000
Titles Held: None

Standing Group:

Primary Finisher: Flex Driver (10/6/9/Down/2D6+2)


Finisher Description: Underhook Leg Face Driver
Theme Song: Brand New Day by Sting
Ring Entrance:
The lights dim down as Brand New Day by Sting begins to
play across the arena. After a few seconds Flex steps out
onto the entrance ramp and the lights flash back on. He
flexes his muscles and the crowd cheers wildly. He slowly
makes his way down the aisle towards the ring flexing for the
crowd as he goes.
Physical Description:
Flex has a very muscular tan body and it's quite obvious the
his two favorite things to do are; working out and tanning.
He wears torn blue jeans and a simple white tank top.

Attributes
Strength: 19
Intelligence: 14
Endurance: 16
Charisma: 21
Agility: 19
Speed: 13

Body Slam (2/2/5/Down/1D4)


Drop Toe Hold (1/1/10/Down/1D4)
Hip Toss (1/1/8/Down/1D4)
Irish Whip (1/1/5/Running/turnbuckle-1D4, barricade - 1D6)
Kick (C)(1/1/6/Standing/1D6/M=1)
Punch (C)(1/1/5/Standing/1D4/M=2)
Arm Drag (1/1/4/Down/1D4)
Cradle Neck Breaker (4/3/10/Down/1D6)
DDT (2/3/5/Down/1D6)
Face Driver (4/3/10/Down/1D6)
Fireman's Carry Flapjack (4/4/13/Down/1D6)
Jawbreaker (2/2/9/Down/1D6)
Neckbreaker (3/3/10/Down/1D6)
Snap Suplex (2/2/8/Down/1D8)
Vertical Suplex (2/2/7/Down/1D8)

Down Group:
Leg Drop (2/1/8/Down/1D4)
Elbow Drop (1/1/7/Down/1D4)
Stomp (C)(1/1/2/Down/1D4/M=2)
Boston Crab (S)(3/3/8/Down/Drain=1D10, Dmg=1D4)
Knee Drop Knee Breaker (2/1/5/Down/1D6)

Running Group:
Back Body Drop (2/2/5/Down/1D4)

Top Rope Group:


Flying Cross Body Block (4/3/8/Down/1D8)
Missile Dropkick (3/3/10/Down/1D6)

Stats & Bonuses


Overness: 0
Health Points: 31
Endurance Points: 18
Damage Bonus: +3
Angle Roll: +3
High Spot Bonus: +2
Evade: +2
Initiative: +1
Reversals: 2
Failure Modifier: 0
Quick Roll Bonus: 5

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

Ringside Group:
Barricade Head Smash (5/2/8/Standing/1D8)

Skills
Natural Charisma
Finisher Specialization: Flex Driver (6 Points)
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Ty States (order #1772158)

Wrestling Move Listing

As taught by wrestling veteran

Gus Armstrong
So ya wanna be a professional wrestler eh...well it aint easy as ya think. Its a lot of hard
work, blood and sweat. But if its a wrestler ya wanna be, then old Gus the guy to see. Im
the best of the best and back in my day I was the greatest wrestler to lace up a pair o boots.
So listen good and listen hard, old Gus is about to teach ya a thing or two about wrestling
moves! Lets start with moves from the standing position, this is when both you and your
opponent are standing.

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Ty States (order #1772158)

Move List
Every wrestler will begin with every move listed in the Basic Group, this represents the very basic wrestling skills that every
wrestler knows after being trained for the ring. These moves do not take up Move Slots, they are considered free Moves.
Upon wrestler creation, the wrestler will get to choose a certain amount of moves based on their class. As the wrestler gains
levels they acquire new move slots and can learn new moves.

Basic Group
Body Slam
Drop Toe Hold
Elbow Drop
Hip Toss
Irish Whip
Kick
Leg Drop
Punch
Stomp

Standing Group
Abdominal Stretch (S) (1)
Airplane Spin Toss(1)
Arm Breaker (1)
Arm Drag (1)
Arm Wringer (1)
Atomic Drop (2)
Atomic Throw (3)
Axe Kick (2)
Back Breaker Drop (1)
Back Breaker Rack (S) (2)
Back Drop Driver (2)
Back Rake (2)
Back Suplex (2)
Bear Hug (S) (1)
Belly to Back Cradle Suplex (3)
Belly to Back Powerbomb (8)
Belly to Belly Brainbuster (8)
Belly to Belly Overhead Suplex (5)
Belly to Belly Suplex (3)
Bite (2)
Body Scissors Body Press (2)
Body Slam (2)
Brainbuster Suplex (5)
Bulldog (1)
Canadian Back Breaker Rack (4)
Chickenwing (S) (2)
Choke Slam (3)
Clothesline (1)
Cobra Clutch Bulldog (3)
Cobra Clutch Leg Sweep (4)
Cobra Clutch Slam (4)
Cradle Neck Breaker (4)
Crossed Arms Powerbomb (8)
Crucifix Powerbomb (8)
Crucifix Powerbomb DDT (8)

DDT (2)
Death Valley Driver (10)
Double Axe Handle Smash (2)
Double Choke Slam (4)
Dropkick (2)
Drop Toe Hold (1)
Elbow Smash (1)
Enzuigiri (3)
European Uppercut (1)
Eye Gouge (2)
Face Driver (4)
3/4 Face Lock Bulldog (5)
Falcon Arrow (4)
Fireman's Carry Arm Breaker (3)
Fireman's Carry DDT (8)
Fireman's Carry Face Breaker (6)
Fireman's Carry 3/4 Face Lock Bulldog (10)
Firemans Carry Flap Jack
Fireman's Carry Gutbuster Drop (5)
Fireman's Carry Takedown (1)
Fisherman Buster (5)
Fisherman Suplex (5)
Flap Jack (4)
Flap Jack Chop (3)
Flap Jack 3/4 Face Lock Bulldog (10)
Forearm Smash (1)
Front Face Lock Drop (2)
Front Suplex Gutbuster Drop (5)
Full Nelson Slam (3)
German Suplex (4)
Guillotine Face Driver (4)
Gutbuster Drop (3)
Gutwrench Gutbuster Drop (6)
Gutwrench Powerbomb (6)
Headbutt (1)
Heart Punch (2)
Hip Toss (1)
Hurricanrana (3)
Implant DDT (5)
Inverted Atomic Drop (2)
Inverted DDT (4)
Inverted DDT to Knee (4)
Inverted Face Lock Suplex Drop (4)
Inverted Powerslam (5)
Inverted Side Headlock Swinging Bulldog (6)
Irish Whip (1)

Jawbreaker (2)
Kick (1)
Knife Hand Chop (2)
Legsweep Kick (1)
Low Blow (2)
Mongolian Chop (1)
Michinoku Driver II (10)
Neck Breaker (3)
Nerve Strike (1)
Northern Lights Bomb (4)
Olympic Slam (10)
Overhead Press Powerslam (6)
Over the Shoulder Arm Drag (1)
Palm Thrust (1)
Piledriver (2)
Powerbomb (5)
Powerslam (4)
Press Slam (3)
Press Slam Back Breaker Drop (4)
Press Slam Gutbuster Drop (6)
Pumphandle Backbreaker (5)
Pumphandle Suplex (4)
Punch (1)
Release German Suplex (5)
Reverse Bulldog (4)
Roundhouse Kick (1)
Running Bulldog (2)
Running Powerbomb (7)
Russian Legsweep (2)
Shining Wizard (3)
Short Arm Back Elbow Smash (3)
Short Arm Big Boot (4)
Short Arm Clothesline (3)
Shoulder Arm Breaker (1)
Shoulder Breaker (2)
Shoulder Tackle (2)
Side Slam (2)
Sidewalk Slam (3)
Sit-Out Full Nelson Bomb (6)
Snap Suplex (2)
Spear (4)
Spinebuster Press Slam (5)
Spinebuster Slam (3)
Spinning Back Fist (2)
Spinning Boot Scrape (2)
Suplex Powerbomb (7)
Suplex Powerslam (6)

- 130 -

Ty States (order #1772158)

Swinging Bulldog (3)


Throat Slam Suplex (4)
Throat Strike (1)
Thrust Kick (5)
Tiger Suplex (5)
Tilt-A-Whirl Back Breaker Drop (8)
Tilt-A-Whirl Piledriver (5)
Tilt-A-Whirl Powerslam (6)
Tombstone Piledriver (4)
Turnbuckle Smash (2)
Underhook Back Breaker Drop (6)
Underhook DDT (4)
Underhook Facebreaker (6)
Underhook Face Driver (4)
Underhook Leg Face Driver (5)
Underhook Piledriver (3)
Underhook Powerbomb (7)
Underhook Suplex (4)
Vertical Suplex (2)

Down Group
Achilles Tendon Hold (S) (2)
Ankle Lock (S) (2)
Armbar (S) (1)
Armbar and Arm Scissors (S) (2)
Boston Crab (S) (3)
Boot Lace Eye Rake (2)
Camel Clutch (S) (3)
Choke Hold (S) (1)
Cobra Clutch (S) (2)
Elbow Drop (1)
Figure Four Leg Lock (S) (4)
Fist Drop (1)
Giant Swing (2)
Groin Stomp (2)
Half Crab (S) (3)
Hamstring Pull (S) (2)
Headbutt Drop (1)
Indian Deathlock (3)
Knee Drop (1)
Knee Drop Knee Breaker (2)
Knee Slam (2)
Leg Drop (2)
Ring Rope Leg Drop (2)
Rope Choke (2)
Senton (2)
Sharpshooter Leg Lock (S) (5)
Sleeper Hold (S) (2)

Slingshot Catapult Back Breaker Drop (5)


Splash (1)
Stomp (1)
Texas Clover Leaf (S) (4)

Top Rope Group


Blockbuster (8)
Corkscrew Shooting Star Press (8)
Corkscrew Splash (6)
Dragonrana (8)
Flying Bulldog (5)
Flying Clothesline (5)
Flying Cross Body Block (4)
Flying Double Axe Handle Smash (3)
Flying Elbow Drop (3)
Flying Face Driver (8)
Flying Facelock Bulldog (8)
Flying Fist Drop (3)
Flying Head Butt Drop (3)
Flying Leg Drop (4)
Flying Spinning Heel Kick (10)
Flying Somersault DDT (8)
Frog Splash (5)
High-Angle Senton Bomb (10)
Missile Dropkick (3)
Moonsault (3)
Moonsault Legdrop (12)
Senton Bomb (4)
Shooting Star DDT (10)
Shooting Star Press (5)
Shooting Star Senton (10)
Somersault Leg Drop (6)
450 Splash (10)
Sunset Flip (3)
Super Flying Head Scissors (5)
Top Rope Hurricanrana (6)
Top Rope Shoulder Tackle (3)
Top Rope Splash (2)
Tornado DDT (8)

Ringside Group
Barricade Head Smash (5)
Barricade Throat Drop (5)
Baseball Slide DDT (8)
Bear Hug Drive (5)
Exposed Piledriver (5)
Plancha (5)
Ring Post Head Smash (5)
Springboard DDT (10)
Springboard Dropkick (5)
Springboard Flying Head Scissors (8)
Springboard Hurricanrana (7)
Springboard Leg Drop (6)
Springboard Somersault Senton (7)
Springboard Splash (4)

Running Group
Bicycle Kick (3)
Back Body Drop (2)
Big Boot Kick (2)
Bulldog Lariat (2)
Cross Body Block (2)
Dragon Screw (3)
Fallaway Slam (2)
Flying Axe Kick (3)
Flying Head Scissors (4)
Flying Shoulder Tackle (2)
Lou Thesz Press (5)
Running Clothesline (2)
Running Face Lock Bulldog (6)
Running Senton (5)
Monkey Flip (3)
Spin Wheel Kick (2)

Corner Group
Corner 10 Punches (6)
Corner Butt Bump (5)
Corner Clothesline (5)
Corner Dropkick (5)
Corner Kick Fest (8)
Corner Foot Choke (3)
Corner Shoulder Drive (2)
Corner Running Knee Strike (5)
Corner Spear (5)
Corner Splash (7)
Frankensteiner (6)
Superplex (5)
Tree of Woe (5)
Tree of Woe - Baseball Slide (8)
Turnbuckle Belly to Belly Suplex (8)
Turnbuckle Crucifix Powerbomb (12)
Turnbuckle Dropkick (6)

- 131 -

Ty States (order #1772158)

Standing Group

Arm Drag

Abdominal Stretch
Type: Submission Hold
Endurance Cost: 2
Damage: 1D4 per segment
Endurance Drain: 1D4 per segment
Ending Position: Down
Failure Chance: 8
Heat: 1 per segment
The attacker stands behind the victim. The attack
reaches around the victim's body with one leg so it is around
the victim's side and between their legs, hooking the leg on the
same side as the attacker's leg. The attacker then has a few
options on what they can do : They can lock their arms around
the victim's neck and pull them upwards. They can use both
their arms to push the victim's head and neck down so they
are stretched across the attacker's knee. Or they can hook the
victim's head or arm with one arm and grind their knuckle or
elbow into the victim's floating ribs. In all cases the victim is
usually bent sideways.

Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 4
Heat: 1
The attacker hooks an arm of the victim and falls to
the mat and pulls the victim over.

Arm Wringer
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing/Down
Failure Chance: 5
Heat: 1
The attacker grabs the victim's arm by the wrist. The
attacker twists the victim's arm over the attacker's head and
spins it around. The attacker can take the victim to the mat if
they spin their arm with enough force using an extra 1pt of
Endurance.

Atomic Drop

Airplane Spin Toss


Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The victim is lifted up over the attacker's shoulder so
the victim is facing upwards and their back is held over the
shoulder of the attacker. The attacker holds the victim in place
and spins around a few times, then tosses the victim into the
air dropping them back first to the mat.

Arm Breaker
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker has the victim's arm in a wrist-lock. The
attacker steps forward and drives the victim's arm across their
knee.

Endurance Cost: 2
Damage: 1D4
Ending Position: Standing
Failure Chance: 6
Heat: 2
The attacker stands behind and slightly to the side of
the victim. The attacker grabs the victim's midsection with one
arm and hooks one of the victim's legs with the other. The
attacker lifts the victim up over their shoulder so the victim is
parallel to the mat. The attacker kneels down and drops the
victim's tail bone first on the attacker's knee.

Atomic Throw
Endurance Cost: 4
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker stands behind and slightly to the side of
the victim. The attacker grabs the victim's midsection with one
arm and hooks one of the victim's legs with the other. The
attacker lifts the victim up over their shoulder so the victim is
parallel to the mat. The attacker throws the victim in the air,
dropping them on their back. This move can be used to throw
someone out of the ring. In this case the damage received is
1D10 and the endurance cost increases by 2.

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Ty States (order #1772158)

Axe Kick

Back Rake

Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker lifts their leg straight up in the air and
drops it down on the head (or shoulder) of the victim. Also
can be executed to the back of the neck of a bent over
opponent. The heel or back of the foot is the contact point of
the attacker's foot.

Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 3
Heat: 2
Alignment: Heel
DQ: 5
The attacker scratches down the victim's back with
their nails/fingers.

Back Suplex
Back Breaker Drop
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker lifts up the victim and drops them back
first across their knee.

Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker is standing behind the victim, the attacker's head is under one of the victim's arms. The attacker lifts
the victim up so they are on the attackers shoulder. The
attacker falls backwards dropping the victim to the mat on
their back.

Bear Hug
Back Breaker Rack
Type: Submission Hold
Endurance Cost: 3 per segment
Damage: 1D4 per segment
Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 9
Heat: 2 per segment
The attacker lifts the victim up so that they are laying
across the attacker's shoulders. The attacker hooks the victim's
neck and leg and applies pressure.

Type: Submission Hold


Endurance Cost: 1 per segment
Damage: 1D4 per segment
Endurance Drain: 1D6 per segment
Ending Position: Down
Failure Chance: 7
Heat: 1 per segment
The attacker stands face to face with the victim and
wraps their arms around the victim's body and applies
pressure.

Belly to Back Cradle Suplex

Back Drop Driver


Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker is standing behind the victim, the
attacker's head is under one of the victim's arms. The
attacker waist-locks the victim and lifts them off the ground
and falls backwards, dropping the victim on their head/neck.

Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker stands behind the victim. The attacker
had their head under one of the victim's arms. The attacker
reaches around the victim's body with their arm that's closest
to their body while reaching through the victim's legs with
their other arm, hooking one of the victim's legs. The
attacker links their hands together and lifts the victim up and
falls backwards, dropping them on their back/shoulders. The
attacker keeps their hands linked and bridges for the pin.

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Ty States (order #1772158)

Belly to Back Powerbomb


Endurance Cost: 7
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 13
Heat: 8
The attacker is standing behind the victim, the
attacker's head is under one of the victim's arms. The
attacker lifts the victim up so they are on the attackers
shoulder. As the victim is lifted up, the attacker pulls the
victim's legs across the front of their body, pushing the
victim's head out in front of the attacker's body. The attacker
drops the victim to the mat on their back.

Belly to Belly Brainbuster


Endurance Cost: 8
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 8
The attacker lifts up the so they are chest to chest and
the attacker hooks both of the victim's legs so they are not
touching the ground. The attacker releases one leg and with
that arm positions the victim's head into the attacker's armpit.
From there, the attacker falls backwards driving the victim's
head into the mat in a fashion similar to a DDT or a
fishermanbuster.

attacker lifts the victim off the mat and pivots 180 degrees
slamming the victim's back to the mat and landing on top of
them.

Bite
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 3
Heat: 2
Alignment: Heel
DQ: 10
The attacker has a late lunch on a body part of the
victim. This move is placed here in the Standing Group but it
can also be used in the Down Group.

Body Scissors Body Press


Endurance Cost: 3
Damage: 1D4
Ending Position: Down
Failure Chance: 6
Heat: 2
The attacker jumps up vertically at the victim and
wraps their legs around the victim's body taking them down to
the canvas in the process and pinning them to the mat. This
move leads to an automatic pin-fall attempt.

Body Slam
Belly to Belly Overhead Suplex
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker stands face to face with the victim. The
attacker locks their arms around the waist of the victim and
lifts the straight up, the attacker falls back and drops the
victim on their back.

Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker faces the victim. The attacker grabs
through the victim's legs and picks the victim up and slams
them down on their back.

Brainbuster Suplex
Belly to Belly Suplex
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker stands face to face with the victim. The
attacker locks their arms around the waist of the victim. The

Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker then drops
down, causing the victim to fall straight down on their head.

- 134 -

Ty States (order #1772158)

Bulldog

Clothesline

Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker applies a side headlock on the victim and
drops them down on their face.

Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker sticks out their arm and hits the victim
in the neck with it. This move can also be performed in the
Running Group, in this case it does 1D6 worth of damage and
generates 2 points of Heat.

Canadian Back Breaker Rack


Endurance Cost: 5
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 4
The victim is lifted up over the attacker's shoulder so
the victim is facing upwards and their back is held over the
shoulder of the attacker. The attacker locks their arms around
the victim's torso and drops to their knees, wrenching the
victim's back.

Chickenwing
Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 8
Heat: 2 per segment
The attacker is behind the victim and hooks one of
the victim's upper arm and pulls it behind their back, applying
pressure to the victim's shoulder.

Choke Slam
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker grabs the victim by the throat. The
attacker lifts the victim up in air and then slams them down to
the mat on their back.

Cobra Clutch Bulldog


Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker stands behind the victim. The attacker
reaches under one of the victim's arms with one hand and
places it behind the victim's neck. The attacker uses their free
arm to reach across the victim's body and grab the victim's
arm which is on the the same side as the arm the attacker is
apply the half nelson. The attacker pulls the victim's arm
across their face and locks their hands around the victim's
neck. The attacker charges forward and drives the victim face
first into the mat.

Cobra Clutch Leg Sweep


Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 4
The attacker stands behind the victim. The attacker
reaches under one of the victim's arms with one hand and
places it behind the victim's neck. The attacker uses their free
arm to reach across the victim's body and grab the victim's
arm which is on the the same side as the arm the attacker is
apply the half nelson. The attacker pulls the victim's arm
across their face and locks their hands around the victim's
neck. The attacker moves to the side of the victim and wraps
their leg around the victim's near leg. The attacker falls
backwards and sweeps out the victim's leg, dropping the
victim on their back.

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Ty States (order #1772158)

Cobra Clutch Slam


Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 4
The attacker stands behind the victim. The attacker
reaches under one of the victim's arms with one hand and
places it behind the victim's neck. The attacker uses their free
arm to reach across the victim's body and grab the victim's
arm which is on the the same side as the arm the attacker is
apply the half nelson. The attacker pulls the victim's arm
across their face and locks their hands around the victim's
neck. The attacker lifts the victim up in the air, when the
victim reaches the apex, the attacker shoves them down,
dropping them on their back/back of their head.

Cradle Neck Breaker


Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 4
The attacker applies a front facelock on the victim
and hooks one of their legs as if they were going to go for a
fisherman suplex. The attacker spins to the side while still
holding the victim's leg and falls to the mat, twisting the
victim's neck.

Crossed Arms Powerbomb


Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 13
Heat: 8
The attacker applies a standing headscissors on the
victim. The victims arms are crossed under their chest, the
attacker lifts the victim up so they are horizontal to the mat.
The attacker sits down and drops the victim back first to the
mat while still holding their arms.

head scissors and grabs the victim around the waist. The
attacker lifts the victim up so they are over the attacker's
shoulder. From there, the attacker places both their arms
under the arms of the victim and extends their arms out as far
as they can. From there, the attacker then drops the victim
down back first to the mat.

Crucifix Powerbomb DDT


Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 8
The attacker bends a victim over or applies a standing
head scissors and grabs the victim around the waist. The
attacker lifts the victim up so they are over the attacker's
shoulder. From there, the attacker places both their arms
under the arms of the victim and extends their arms out as far
as they can. The attacker pulls down on the victim's
arms/upper body, flipping the victim's body over so they are
falling face first towards the mat. On the way down, the
attacker hooks the victim's head in a front face lock and falls
to the mat, driving the victim face/head first into the mat.

DDT
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker applies a front face lock on the victim.
The attacker falls straight down or backwards, driving the
victim's head into the mat.

Death Valley Driver


Crucifix Powerbomb
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 13
Heat: 8
The attacker bends a victim over or applies a standing

Endurance Cost: 8
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 10
The attacker lifts the victim up say they laying across
their shoulders in a standing fireman's carry. The attacker falls
to the side and drops the victim on their head.

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Ty States (order #1772158)

Double Axe Handle Smash

Elbow Smash

Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Combo: Yes
Failure Chance: 6
Momentum: 1
Heat: 2
The attacker locks both their hands together and
strikes victim with both their hands. For the additional cost of
2 Endurance points this attack can knock the victim down to
the mat and cause an extra 2 points of damage, doing so
however breaks the combo sequence.

Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 10
Combo: Yes
Momentum: 2
Heat: 1
The attacker hits the victim with their elbow in
variety of locations.

Enzuigiri

Double Choke Slam


Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 4
The attacker grabs the victim by the throat with both
hands in a double choke. The attacker lifts the victim off the
ground by their neck. The attacker then throws the victim
down, slamming them on their back.

Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 9
Heat: 3
The attacker kicks the victim but the victim catches
the foot, the attacker then jumps at the victim and strikes them
in the back of the head with their other foot. The point of
contact is the top of the attacker's foot.

Dropkick

European Uppercut

Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker jumps in the air and kicks the victim with
both their feet. The attack can be focuses on the victim's head,
chest, stomach, back or legs. This move can also be executed
in the Running Group.

Endurance Cost: 1
Damage: 1D4 + 1
Ending Position: Standing
Failure Chance: 8
Combo: Yes
Momentum: 1
Heat: 1
The attacker strikes the victim in the chin with a
rising blow with their forearm.

Drop Toe Hold


Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 10
Heat: 1
The attacker drops down to the mat hooking the leg
(or legs) of the victim with one foot in front of the victim's
ankle and then trips the victim down by pushing with their
other leg on the back of the victim's legs.

Eye Gouge
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 5
Alignment: Heel
DQ: 8
Heat: 2
The attacker pokes the victim in the eye(s) with their
fingers.

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Ty States (order #1772158)

Face Driver

Fireman's Carry DDT

Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 4
The attacker places victim's head in a standing head
scissors. The attacker drops down to their knees and drives the
victim face first to the mat.

Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 8
The attacker lifts the victim up say they laying across
their shoulders in a standing fireman's carry. The attacker
releases the victim's legs and throws them over the attacker's
head and in front of the attacker's body. The attacker slides
the victim's head into a front face lock as the victim is falling,
the attacker falls to the mat and drives the victim's head/face
into the mat.

3/4 Face Lock Bulldog


Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 5
The attacker applies 3/4 face lock (basically, the
victim's head on the attacker's shoulder with the attacker
forming a headlock around the top of their head as the
attacker has their back to the victim) and drops down to the
mat impacting the victim's chin into the attacker's shoulder.

Falcon Arrow
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 4
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker turns the victim
slightly as if they are going to body slam the victim. The
attacker positions the victim's head down and
sits/jumps/drops down, dropping the victim on their head.

Fireman's Carry Arm Breaker


Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker lifts the victim up so they are laying
stomach first across the attacker's shoulders (a standing
fireman's carry). The attacker releases the victim's legs and
throws them towards the attacker's back. The attacker grabs
on the victim's arms and holds it across their should. The
attacker sits down as the victim falls to the mat and impacts
the victim's arm on their shoulder.

Fireman's Carry Face Breaker


Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 12
Heat: 6
The attacker lifts the victim up so they are laying
stomach first across the attacker's shoulders (a standing
fireman's carry). The attacker releases the victim's legs and
throws them towards the attacker's back and spinning them
out to the side. The attacker holds the victim's head and kneels
down, driving the victim face/jaw first onto the attacker's
knee.

Fireman's Carry 3/4 Face Lock Bulldog


Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 8
The attacker lifts the victim up so they are laying
stomach first across the attacker's shoulders (a standing
fireman's carry). The attacker releases the victim's legs and
throws them towards the attacker's back. The attacker applies
3/4 face lock (basically, the victim's head on the attacker's
shoulder with the attacker forming a headlock around the top
of their head as the attacker has their back to the victim) and
drops to the mat, impacting the victim's chin into the
attacker's shoulder.

Fireman's Carry Flap Jack


Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 13

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Ty States (order #1772158)

Heat: 4
The attacker lifts the victim up so they are laying
stomach first across the attacker's shoulders (a standing
fireman's carry). The attacker releases the victim's head and
pushes their body out so their body is pushed 90 degrees to
where they were previously. The attacker falls back so the
victim lands on their face/chest.

Fireman's Carry Gutbuster Drop


Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 12
Heat: 5
The attacker lifts the victim up so they are laying
stomach first across the attacker's shoulders (a standing
fireman's carry). The attacker pushes the victim up and over
their head and drops them stomach first across their knee.

Fireman's Carry Takedown


Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 7
Heat: 1
The attacker drops to one knee and reaches between
the victim's legs, dropping the victim across their shoulders in
a fireman's carry, the attacker then starts to stand up and
dumps the victim over on their back.

Fisherman Buster
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's near leg and hooks it. The attacker
lifts the victim so they are upside down and then drops the
victim straight down so they land on their head.

Fisherman Suplex
Endurance Cost: 4
Damage: 1D10
Ending Position: Down

Failure Chance: 8
Heat: 5
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's near leg and hooks it. The attacker
lifts the victim up and falls backwards so they land back first
on the mat. The attacker keeps the leg hooked and usually
bridges to hold the move for a pin.

Flap Jack
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 11
Heat: 2
The attacker lifts the victim up in the air as if for a
back drop but instead of tossing them over, the attacker
pushes them up in the air when the victim is horizontal so they
land on their face/chest when they hit the mat.

Flap Jack Chop


Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker lifts the victim up in the air as if for a
back drop but instead of tossing them over, the attacker
pushes them up in the air when the victim is horizontal. As the
victim falls to the mat, the attacker strikes the victim in the
back of their head with the pinky side of their open hand.

Flap Jack 3/4 Face Lock Bulldog


Endurance Cost: 10
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 11
Heat: 10
The attacker lifts the victim up in the air as if for a
back drop but instead of tossing them over, the attacker
pushes them up in the air when the victim is horizontal so they
land on their face/chest when they hit the mat. As the victim
is falling to the mat, the attacker applies 3/4 face lock
(basically, the victim's head on the attacker'sshoulder with the
attacker forming a headlock around the top of their head as
the attacker has their back to the victim) and drops to the mat,
impacting the victim's chin into the attacker's shoulder.

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Ty States (order #1772158)

Forearm Smash
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 8
Combo: Yes
Momentum: 2
Heat: 1
The attacker strikes the victim with their forearm.
Can be a clubbing overhand forearm or straight forearm jab.

Front Face Lock Drop


Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 2
The attacker stands face to face with the victim and
grabs the victim's head and places it under their arm. The
attacker locks the victim's head with one arm, reaching around
the victim's head and across their face. The attacker throws
their body out backwards and drops to the mat on their
stomach, driving the victim face first to the mat.

Front Suplex Gutbuster Drop

Once they reach the apex, the attacker pushes down and
releases the hold, dropping the victim down on their
back/back of their head.

German Suplex
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker stands behind the victim and applies a
waist-lock. The attacker lifts the victim up and falls backwards,
dropping the victim on their shoulders/neck/upper-back. The
attacker keeps the waist-lock applied and bridges for the pin.

Guillotine Face Driver


Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 12
Heat: 4
The victim is bent over, the attacker places one leg
over the back of the victim's neck and jumps up, using their
weight to drive the victim face first into the mat. Sometimes
the attacker holds the victim's arm as they throw their leg over
their neck.

Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 13
Heat: 5
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker drops the
victim's body forward in front of their body at an angle. As
the victim falls the the mat, the attacker kneels down and
drops the victim stomach first across the attacker's knee.

Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker crouches the victim over and grabs them
by one leg and across their chest. The attacker lifts the victim
up so they are facing down and drops them stomach first
across the attackers knee as if for a back breaker drop.

Full Nelson Slam

Gutwrench Gutbuster Drop

Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker stands behind the victim. The attacker
places both their arms under the victim's arms and locks them
behind the victim's neck. The attacker lifts the victim in the air.

Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 6
The attacker is standing facing the victim. The
attacker reaches around one side of the victim's body and
locks their arms around the victim in a waistlock. The

Gutbuster Drop

- 140 -

Ty States (order #1772158)

attacker lifts the victim off the mat until the are upside down.
The attacker drops the victim forward and kneels down the
victim lands stomach first across the attacker's knee.

leverages them over their hip so the victim lands back first on
the mat.

Hurricanrana

Gutwrench Powerbomb
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker is standing facing the victim. The
attacker reaches around one side of the victim's body and
locks their arms around the victim in a waistlock. The
attacker lifts the victim off the mat until they are upside down.
The attacker shifts the victim's body in front of theirs and sits
down, dropping the victim to the mat back first.

Headbutt
Endurance Cost: 1
Damage: 1D4 + 2
Ending Position: Standing
Failure Chance: 8
Combo: Yes
Momentum: 1
Heat: 1
The attacker strikes the victim with their head, this
move can knock the victim down to the mat for the cost of 2
extra Endurance points.

Heart Punch
Endurance Cost: 2
Damage: 1D6
Ending Position: Standing
Failure Chance: 8
Heat: 2
The attacker is facing the victim. The attacker lifts up
one of the victim's arms straight up in a wrist lock. The
attacker then punches the victim in the chest. The victim can
be dropped to the canvas with this move if one extra
Endurance point is spent which also adds +1 to damage.

Hip Toss
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 1
The attacker hooks under one of the victim's arm and

Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker leaps at the victim and locks both of
their legs around the victim's head/neck. The attacker falls
backwards and flips the victim over. This move may also be
used in the Running Group.

Implant DDT
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 5
The attacker puts the victim in a front face lock. The
attacker hooks the victim's tights and lifts the victim up in the
air. As the attacker lifts the victim up, they jump and fall
backwards driving the victim's head into the mat.

Inverted Atomic Drop


Endurance Cost: 2
Damage: 1D4
Ending Position: Standing
Failure Chance: 6
Heat: 2
The attacker is facing the victim. The attacker grabs
the victim around the waist with both arms, sometimes
hooking both the victim's legs. The attacker lifts the victim up,
the attacker kneels down and drops the victim tail bone (or
crotch) first on the attacker's bent knee.

Inverted DDT
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker stands behind or to the side of the
victim. The attacker applies an inverted face lock on the
victim. The attacker falls backwards or straight down, driving
the victim down to the mat on the back or top of their head.

- 141 -

Ty States (order #1772158)

Inverted DDT to Knee

Irish Whip

Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 4
The attacker stands behind or to the side of the
victim. The attacker applies an inverted face lock on the
victim. The attacker drops to one knee, driving the victim's
upper back/neck into their knee.

Endurance Cost: 1
Damage: Special
Ending Position: Running
Failure Chance: 5
Heat: 1
The attacker grabs an arm of the victim and whips
them into the ropes, turnbuckle or railing. Damage is listed as
special because whipping a victim into the ropes causes no
damage, while whipping them into the turnbuckle does 1D4
and a barricade or ring post 1D6.

Inverted Face Lock Suplex Drop


Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 4
The attacker applies an inverted face lock on the
victim. The attacker then hooks the victim's tights and lifts
them in the air as so they are upside down, similar to an
inverted face lock suplex. The attacker then lets the victim fall
forward and across the attacker's body. The attacker kneels
down so the victim lands back first across their knee.

Inverted Powerslam
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The victim is lifted up over the attacker's shoulder so
the victim is facing upwards and their back is held over the
shoulder of the attacker. The attacker holds onto the victim's
torso and falls foward, dropping the victim face/chest first to
the mat.

Inverted Side Headlock Swinging Bulldog


Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 6
The attacker applies an inverted face lock on the
victim. The attacker reaches over with their far arm and turns
around so the victim is in sort of a side head lock facing
upward and the attacker is now facing 180 degrees opposite of
what they were originally facing. The attacker then falls and
spins to the side, flipping the victim over and driving them
face first into the ground.

Jawbreaker
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 2
The attacker can be either facing towards or away
from the victim. The attacker places their head under the chin
of the victim and holds their head into place with their arms.
The attacker drops down to the mat, either onto their knees or
their butt and drives the victim's jaw into the top of their head.

Kick
Endurance Cost: 1
Damage: 1D6
Ending Position: Standing
Failure Chance: 6
Combo: Yes
Momentum: 1
Heat: 1
The basic kick attack.

Knife Hand Chop


Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Combo: Yes
Failure Chance: 5
Momentum: 2
Heat: 2
The attacker strikes the victim with the outer part of
their hand, the pinky finger side. This attack can be done to a
variety of locations on the victim's body.

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Ty States (order #1772158)

Legsweep Kick

Neck Breaker

Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker spins their body backwards and ducks
down, as they duck down, they shoot out the leg that went
back first and sweep out the feet of the victim as the attacker
turns on their other foot or knee.

Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker applies a front face lock on the victim.
The attacker spins to the side twisting the head of the victim
and falling to the mat.

Low Blow

Nerve Strike

Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Alignment: Heel
DQ: 15
Heat: 2
Any assortment of blows to the groin, of which the
male writer of this list wishes not to have to explain.

Endurance Cost: 1
Damage: 1D4 + 2
Ending Position: Standing
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
A martial arts strike where the attacker hits the victim
in a nerve. Most nerve strikes are focused at the neck.

Mongolian Chop
Endurance Cost: 2
Damage: 1D4
Ending Position: Standing
Combo: Yes
Failure Chance: 5
Momentum: 1
Heat: 1
The attacker stands face to face with the victim. The
attacker strikes the victim in the neck/shoulders with two
downward knife hand chops (The attacker strikes the victim
with the outer part of their hand, the pinky finger side.)

Michinoku Driver II
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 10
While facing his/her opponent, the attacker reaches
between his/her opponent's legs with one arm and reaches
around his/her back from the same side with his/her other
arm. The attacker lifts his/her opponent up and turns
him/her upside down so that he/she is held up by the
attacker's arm cradling his/her back. The wrestler then throws
the opponent to the ground as he/she falls to a sitting
position so that the opponent lands on his/her upper back.

Northern Lights Bomb


Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 4
The attacker lifts up the victim up as if they were
going to give them a bodyslam. The attacker falls to the side,
dropping the victim on their head.

Olympic Slam
Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 10
The attacker stands behind the opponent and grabs
hold of one of the opponent's wrists while tucking his head
under the arm and wraps his free arm around the near leg of
the opponent. The attacker then lifts the opponent up on his
shoulders sideways and at the same time spins 90 degrees and
falls down on his back, slamming the opponent down on
his/her back.

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Ty States (order #1772158)

Overhead Press Powerslam

Powerbomb

Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 6
The attacker lifts the victim up in their air up over
their head. The attacker turns the victim slightly and drops
them across one of their shoulder's with their head facing the
front of the attacker's body. The attacker falls forward and
slams them into the canvas landing on top of him.

Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 5
The attacker bends a victim over or applies a standing
head scissors and grabs the victim around the waist. The
attacker lifts the victim up so they are over the attacker's
shoulder or sitting on the attacker's shoulders facing the
opposite direction. The attacker then drops the victim down
back first to the mat.

Over the Shoulder Arm Drag

Powerslam

Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 3
Heat: 1
This is a common martial arts throw. The attacker has
the victim's arm over their shoulder and stands with their back
to the victim, the attacker throws the victim over by pulling on
the victim's arm and leaning forwards, lifting the victim off
the ground and dropping them on their back.

Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker lifts the victim up in the air and slams
them to the mat and the victim falls with all their weight on
top of the victim as well.

Palm Thrust

Press Slam

Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
The attacker throws a jab at the victim, striking them
with palm of their hand.

Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker lifts the victim up over their head. The
attacker can either slam the victim down on their back or drop
them on their stomach.

Piledriver

Press Slam Back Breaker Drop

Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker applies a standing head scissors on the
victim and grabs around their midsection. The attacker lifts
the victim up so the are upside down. The attacker then drops
the victim head first to the mat, either by sitting down or
dropping to their knees.

Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker lifts the victim over their head as if they
were going to press slam them, the attacker then drops the
person back first across their knee.

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Ty States (order #1772158)

Press Slam Gutbuster Drop

Release German Suplex

Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker lifts the victim up over their head. The
attacker drops the victim in front on their body and kneels
down so the victim lands stomach first across the attacker's
knee.

Endurance Cost: 3
Damage: 1D10
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker stands behind the victim and applies a
waist-lock. The attacker lifts the victim up and falls backwards,
the attacker releases the victim at the height of their lift,
dropping the victim on their shoulders/neck/upper-back.

Pumphandle Backbreaker

Reverse Bulldog

Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker bends the victim over and stands to their
back. The victim's lower arm is put between their legs and held
by one of the attacker's hands as the attacker hooks the
victim's other arm. The attacker lifts the victim up and slams
the victim down across the attacker's knee.

Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 4
The attacker stands face to face with the victim. The
attacker reaches under the victim's chin and locks their hands
around the victim's head. The attacker sits down and drives
the victim to the mat on the back of their head.

Roundhouse Kick

Pumphandle Suplex
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 4
The attacker bends the victim over and stands to their
back. The victim's lower arm is put between their legs and
held by one of the attacker's hands as the attacker hooks the
victim's other arm. The attacker lifts the victim up and throws
them over their head as they fall back. The victim lands on
their back.

Punch
Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
Just a regular old punch, nothing special here.

Endurance Cost: 1
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker kicks with one leg while pivoting 90
degrees on the other. The attack can be directed at the knee,
midsection or head. It can be done to a sitting opponent to the
back. The top of the attacker's foot is the contact point for
this kick.

Running Bulldog
Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 2
The attacker runs up behind the victim, usually after
bouncing off the ropes, jumps up and applies a side headlock
on the victim in mid-air and drops them down on their face.

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Ty States (order #1772158)

Running Powerbomb

Short Arm Big Boot

Endurance Cost: 7
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 13
Heat: 7
The attacker bends a victim over or applies a standing
head scissors and grabs the victim around the waist. The
attacker lifts the victim up so they are over the attacker's
shoulder or sitting on the attacker's shoulders facing the
opposite direction. The attacker then drops the victim down
back first to the mat.

Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 4
The attacker grabs the victim's hand and pulls them
towards the attacker while lifting up their leg and kicking the
victim in in the face with the bottom of their foot.

Russian Legsweep
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker stands to the side of the victim and faces
in the same direction. The attacker wraps one arm around the
victim's neck while stepping in front of the nearest leg of the
victim and hooking it. The attacker falls back and sweeps out
the victim's legs dropping the victim to the mat and
wrenching their neck.

Shinning Wizard
Endurance Cost: 2
Damage: 1D4 + 2
Ending Position: Down
Failure Chance: 9
Heat: 3
After stepping off the opponent's raised knee with
one foot, the wrestler swings his other leg and strikes the
opponent's head with either the side of his knee or his shin.

Short Arm Back Elbow Smash


Endurance Cost: 2
Damage: 1D4
Ending Position: Standing
Failure Chance: 10
Heat: 3
The attacker grabs the victim's arm and pulls them
towards the attacker. The attacker pulls the victim in and
drives one of their elbows into the attacker's face.

Short Arm Clothesline


Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 6
Heat: 3
The attacker grabs the victim by their wrist and pulls
the victim towards the attacker, the attacker hits the victim in
the neck/throat with their free arm.

Shoulder Arm Breaker


Endurance Cost: 1
Damage: 1D4
Ending Position: Standing
Failure Chance: 6
Heat: 1
The attacker grabs the victim's arm by the wrist and
lifts it so the victim is behind them and their arm over the
attacker's shoulder. The attacker pulls down on the victim's
arm in an attempt to hyper extend or break the victim's elbow.

Shoulder Breaker
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 2
The attacker lifts up the victim as if for a bodyslam,
the attacker kneels down and inverts the victim, droping the
victim shoulder first on their knee.

Shoulder Tackle
Endurance Cost: 3
Damage: 1D4
Ending Position: Down
Failure Chance: 5

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Ty States (order #1772158)

Heat: 2
The attacker runs at the victim and hits them with
their shoulder.

Side Slam
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker reaches around the victim's torso and
locks their hands. The attacker lifts the victim up so they are
facing upwards and horizontal to the mat. The attacker falls to
the mat, dropping the victim back first on the canvas.

neck/shoulders. The attacker usually grabs the victim by the


tights and executes a quick fall backwards, the attacker lifts the
victim up slightly as they are falling, snapping the victim over
on their back.

Spear
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 4
A standard amateur wrestling take-down. The
attacker dives at a standing or running victim and grabs both
their legs, causing the victim to fall backwards to the mat. This
move can also be used in the Running Group, in this case it
does 1D10 points of damage and generates 6 points of Heat.

Sidewalk Slam
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 3
The attacker is facing the victim. The attacker catches
the victim across their chest so the attacker is standing to the
side of the victim with their one arm acorss their chest and
under the victim's arms. The attacker lifts the victim up and
falls forward, driving the victim back first to the mat. This can
be done as a counter to a charging attacker.

Sit-Out Full Nelson Bomb


Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 7
Heat: 6
The attacker locks in a full nelson hold, then lifts the
opponent into the air while maintaining the hold and drops to
a sitting position, driving the lower spine of the opponent into
the canvas.

Snap Suplex
Endurance Cost: 2
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker applies a front face lock on the victim
and puts the victim's near arm over the attacker's

Spinebuster Press Slam


Endurance Cost: 7
Damage: 1D10
Ending Position: Down
Failure Chance: 11
Heat: 5
The attacker lifts the victim up over their head. The
attacker drops the victim at an angle catching them with their
stomach across their shoulders with their head hanging over
the victim's back. The attacker pivots and slams the victim
down back first into the mat.

Spinebuster Slam
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker grabs the victim in a belly to belly
waistlock, lifts the victim up and pivots 180 degrees, driving
the victim into the mat back first.

Spinning Back Fist


Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 4
Heat: 2
The attacker performs a 360 degree turn and hits the
victim with the back of their fist.

- 147 -

Ty States (order #1772158)

Spinning Boot Scrape


Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 3
Heat: 2
Alignment: Heel
DQ: 6
The victim is on their back. The attacker puts their
foot on the victim's face. The attacker puts more weight on the
victim's face and they spin their body around on the foot
which is on the victim's face.

Stomp
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
The attacker grabs the victim in a belly to belly
waist-lock, lifts the victim up and pivots 180 degrees, driving
the victim into the mat back first.

Suplex Powerbomb
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 7
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker pushes the
victim's body in front of theirs and sits down, dropping the
victim to the mat back first.

Suplex Powerslam
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in

the air so they are upside down. The attacker falls back and
moves their body so they are chest to chest with the victim and
lands on top of the victim when they fall back first to the
canvas.

Swinging Bulldog
Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 7
Heat: 3
The attacker applies a side headlock to the victim and
runs towards a corner and up the ring ropes with the headlock
still applied. The attacker kicks off the top rope and shifts
their bodyweight, swinging their body around. The attacker
drives the victim's head into the mat as they fall to the mat.

Throat Slam Suplex


Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 4
Sort of a cross between a belly to belly suplex and a
choke slam. The attacker stands to the right of the victim. The
victim's right arm is places over the right shoulder of the
attacker. The attacker reaches across the front of the victim's
body with their right arm and the left arm around the back of
the victim to under the victim's left shoulder. Attacker lifts the
victim up and pivots as if for a belly to belly suplex and drives
the victim into the mat.

Throat Strike
Endurance Cost: 1
Damage: 1D4 + 1
Ending Position: Down
Failure Chance: 5
Combo: Yes
Momentum: 2
Heat: 1
The attacker strikes the victim in the throat with their
fingers. Sometimes used in a side headlock where the attacker
strikes with his thumb.

Thrust Kick
Endurance Cost: 1
Damage: 1D6
Ending Position: Down

- 148 -

Ty States (order #1772158)

Failure Chance: 5
Heat: 1
The attacker stands sideways. The attacker usually
takes a step, lifts up their lead leg and then shoots it out,
kicking the victim usually in the head. The point of contact is
the sole of the attacker's foot.

Tiger Suplex
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker applies a double chicken-wing on the
victim and links their hands together behind the victim's back.
The attacker lifts the victim up and falls backwards, dropping
the victim on their shoulders/neck/upper-back. This move
leads to a pinfall as the attacker bridges back.

Tilt-a-Whirl Back Breaker Drop


Endurance Cost: 8
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 8
The attacker stands facing the victim. The attacker
bends the victim down so they are bent facing in front on the
attacker's body. The attacker reaches around the the victim's
body with their arms and lifts them up, spinning the victim in
front of the attacker's body. The attacker kneels down and
drops the victim down back first across the attacker's knee.

Tilt-a-Whirl Powerslam
Endurance Cost: 8
Damage: 1D10
Ending Position: Down
Failure Chance: 11
Heat: 6
The attacker lifts the the victim up and spins them
around in front of their body until the attacker holds the
victim over their shoulder. From there, the attacker falls forward and slams the victim to the mat while landing on top of
them.

Tombstone Piledriver
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 4
The attacker lifts the victim up as if for a bodyslam.
The attacker puts the victim's head down between the
attacker's legs so the victim is up side down and belly to belly
with the victim. The attacker can drop down to their knees or
sit down to the mat.

Turnbuckle Smash
Endurance Cost: 3
Damage: 1D6
Ending Position: Corner
Failure Chance: 8
Heat: 2
The attacker rams the victim's head into the
turnbuckle ten times most often so the local yokels can prove
they can count that high.

Underhook Back Breaker Drop

Tilt-a-Whirl Piledriver
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 13
Heat: 5
The attacker lifts up the victim and quickly spins their
body around in front of them. The attacker stops when the
victim is upside down, and the attacker has their arms
wrapped around the victim's body so they are belly to belly.
The attacker sits or knees down, dropping the victim on their
head.

Endurance Cost: 6
Damage: 1D8
Ending Position: Down
Failure Chance: 9
Heat: 6
The attacker is facing the victim. The attacker bends
the victim down and hooks both of the victim's arms so they
are behind the victim's back. The attacker links their hands
together and lifts the victim up. As the victim is in the air, the
attacker releases the victim's arms and drops them slightly to
the side. The attacker then kneels down so the victim lands
back first across the attacker's knee.

- 149 -

Ty States (order #1772158)

Underhook DDT

Underhook Piledriver

Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker is facing the victim, the victim is bent
over and the attacker hooks both the victim's arms behind
their back as if for an underhook suplex. The attacker lifts the
victim up slightly and falls to the mat, driving the victim head
first into the mat.

Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker bends the victim down and hooks both
the victim's arms. The attacker lifts the victim up so they are
upside down and then sits or kneels down, dropping the
victim on the their head/back of their neck.

Underhook Powerbomb
Underhook Facebreaker
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 12
Heat: 6
The attacker bends the victim down and hooks both
the victim's arms. The attacker lifts the victim up a bit and
then drops them forward. The attacker kneels down, driving
the victim face first into their knee.

Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 7
The attacker bends the victim down and hooks both
the victim's arms. The attacker lifts the victim up and releases
the victim's arms when the victim's back is parallel to the mat.
The attacker either lets the victim fall to the mat or sits down
with the victim.

Underhook Suplex

Underhook Face Driver


Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 4
The attacker executes a standing head scissors and a
hooks both the victim's arms. The attacker jumps up and
drives the victim's face into the mat.

Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 9
Heat: 4
The attacker is facing the victim. The attacker bends
the victim down and hooks both of the victim's arms so they
are behind the victim's back. The attacker links their hands
together and lifts the victim up and falls backwards, dropping
the victim to the mat on their back.

Underhook Leg Face Driver


Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 11
Heat: 5
The attacker is facing the victim. The attacker bends
the victim down and hooks both of the victim's arms so they
are behind the victim's back. The attacker links their hands
together and then lifts up one of their legs across the back of
the victim's neck. The attacker drops down, driving the victim
down face first into the mat.

Vertical Suplex
Endurance Cost: 2
Damage: 1D8
Ending Position: Down
Failure Chance: 7
Heat: 2
The attacker applies a front face lock on the victim
and throws the victim's near arm across their shoulders. The
attacker grabs the victim's tights and lifts them straight up in
the air so they are upside down. The attacker then falls
backwards, dropping the victim on their back.

- 150 -

Ty States (order #1772158)

Running Group

Okay kid, ya got him on the run now. Ya whipped him into the ropes, hes bounced off them
babies and is heading right for ya with the momentum of one of them freight trains...these
bunch of moves will help you out.

- 151 -

Ty States (order #1772158)

Running Group

their backs and the victim hits the back of their head on the
mat when they land.

This group of moves can only be used when the victim is


running towards or away from the attacker.

Cross Body Block


Back Body Drop
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker bends down forward as the victim
charges towards them. As the victim reaches the attacker, the
attacker stands up, lifting the victim up and over so they land
back first on the mat. It's also a common counter to an attack
where they are bent over, like for a piledriver or powerbomb.

Bicycle Kick
Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps up and kicks forward with both
feet in a pedaling motion with the foot that gets lifted second
being extended fully to catch a charging opponent directly in
the face.

Big Boot Kick


Endurance Cost: 1
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 2
The attacker lifts up their leg and kicks the victim in
in the face with the bottom of their foot as the victim comes
off the ropes.

Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The attacker jumps at the victim and hits them at an
angle as they come bouncing off the ropes, knocking them
down to the mat.

Dragon Screw
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker grabs the victim's leg as they come
bouncing off the ropes, the attacker falls to the mat and twists
the victim's leg, dragging them to the mat using the victims
momentum to add extra impact to the move.

Fallaway Slam
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 2
The attacker catches the victim as they come
bouncing off the ropes, picks them up so they are laying
stomach first across the attacker's shoulders (a standing
fireman's carry). The attacker falls backwards so that they land
with their upper body on top of the victim who lands back
first to the mat.

Flying Axe Kick

Bulldog Lariat
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker jumps at the victim and wraps their arm
around the victim's neck and drags them down to the mat as
the attacker falls. Generally, both attacker and victim land on

Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 3
As the victim comes off the ropes, the attacker jumps
at them lifting their leg straight up in the air and hits the
victim across the face with the side of the foot sending them
smashing backwards onto the mat.

- 152 -

Ty States (order #1772158)

Flying Head Scissors

Running Clothesline

Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 12
Heat: 4
The attacker jumps in the air catching the running
victim's head/neck between their legs and sealing the lock by
crossing their ankles. The attacker falls the the mat, they pull
down the victim to the mat.

Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 2
The attacker bounces off the opposite ropes or gets a
running start at the victim, sticks out their arm and hits the
victim in the neck with it.

Running 3/4 Face Lock Bulldog

Flying Shoulder Tackle


Endurance Cost: 4
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 2
The attacker runs at the victim who's coming off the
ropes and leaps at the victim hitting them with their shoulder.

Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 6
As the victim comes off the ropes, the attacker runs
up, jumps and applies 3/4 face lock in mid- (basically, the
victim's head on the attacker's shoulder with the attacker
forming a headlock around the top of their head as the
attacker has their back to the victim) and drops down to the
mat impacting the victim's chin into the attacker's shoulder.

Lou Thesz Press


Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 5
The attacker jumps at a running opponent knocking
them over with the attacker landing in a sitting position on the
opponent's chest, generally at this point the attacker would
deliver some punches to the face while in this mounted
position.

Monkey Flip
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 11
Heat: 3
As the victim comes bouncing off the ropes, the
attacker jumps onto the knees or waist of the victim and
hooks their hands behind the victim's head/neck. The
attacker falls backwards and and pushes with their legs. The
victim is flipped over backwards and lands on their back.

Running Senton
Endurance Cost: 5
Damage: 1D6 + 2
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker charges the opponent who is coming off
the ropes, jumps in the air and spins 180 striking the
opponent in the chest with the attackers back.

Spin Wheel Kick


Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 2
The attacker jumps in the air, as they go in the air they
spin their body and strike the victim with the side of their foot
as they fly through the air.

- 153 -

Ty States (order #1772158)

Top Rope Group

A fancy guy is ya! Well if you aint got no respect for your body son, then up in the airs
where ya belong. But be careful, climbing the turnbuckle can prove to be quite dangerous if
you havent disabled your opponent first. So slam the sucker down to the canvas and then go
up the turnbuckle, heres some of the moves ya can do from up high.

- 154 -

Ty States (order #1772158)

Top Rope Group

Heat: 8

This group of moves can only be used when one of the


wrestlers involved in the match is on top of the turnbuckle.
All of these moves can also be executed on wrestlers outside
of the ring.

Blockbuster
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 8
The attacker jumps off the turnbuckle executing a
somersault at a standing opponent, the attacker catches the
opponent's head and takes the opponent down with a falling
neckbreaker.

Corkscrew Shooting Star Press


Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 8
The attack is standing on the top rope, they jump into
the air and execute a back-flip in mid-air while turning 360 to
land on the opponent in the splash position.

Corkscrew Splash
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker stands on the top turnbuckle with the
opponent lying face up on the mat. The attacker then leaps at
the fallen opponent at the same time executing a 360
horizontal turn before landing on the opponent in the splash
position.

Dragonrana
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 10

In this variant of the Top Rope hurricanrana, the


wrestler first performs a front flip from the top rope before
executing a true hurricanrana

Flying Bulldog
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker jumps off a turnbuckle at a victim,
applies a side headlock on the victim in mid-air and drops
them down on their face.

Flying Clothesline
Endurance Cost: 6
Damage: 1D6
Ending Position: Down
Failure Chance: 8
Heat: 3
The attacker jumps off the turnbuckle at the victim,
sticks out their arm and hits the victim in the neck with it as
they fall.

Flying Cross Body Block


Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 4
The attacker jumps off a turnbuckle at the victim and
hits them at an angle, knocking them down to the mat.

Flying Double Axe Handle Smash


Endurance Cost: 3
Damage: 1D6
Ending Position: Standing
Failure Chance: 8
Heat: 3
The attacker jumps off the top of a turnbuckle, locks
both their hands together and strikes victim with both their
hands.

- 155 -

Ty States (order #1772158)

Flying Elbow Drop

Flying Headbutt Drop

Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps off the top of the turnbuckle and
falls on the victim elbow first.

Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps off the top of the turnbuckle
onto a downed opponent head first.

Flying Leg Drop


Flying Face Driver
Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 14
Heat: 8
The attacker jumps off the top of the turnbuckle and
catches the victim's head in a head scissors, uses the
momentum to spin both wrestlers around and the attacker
drops down to their knees and drives the victim face first to
the mat.

Flying 3/4 Face Lock Bulldog


Endurance Cost: 6
Damage: 1D10 + 4
Ending Position: Down
Failure Chance: 12
Heat: 8
The attacker jumps off a turnbuckle and applies 3/4
face lock (basically, the victim's head on the attacker's shoulder
with the attacker forming a headlock around the top of their
head as the attacker has their back to the victim) in mid-air and
drops down to the mat impacting the victim's chin into the
attacker's shoulder.

Flying Fist Drop


Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps off the turnbuckle and drops
onto a downed opponent with their fist.

Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 4
The attacker jumps off the top of the turnbuckle and
drops onto a prone opponent with the back of their leg.

Flying Spinning Heel Kick


Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 10
A move in which the attacker jumps off the top of
the turnbuckle and strikes a standing opponent with spinning
heel kick in mid-air.

Flying Somersault DDT


Endurance Cost: 8
Damage: 1D10
Ending Position: Down
Failure Chance: 11
Heat: 8
The attacker stands on the second rope behind the
victim. The attacker applies an inverted face lock on the
victim. The attacker jumps off the second rope and does a
forward flip over the victim's body. The attacker lands on their
back and drives the victim head first into the mat on their face
or top of their head.

Frog Splash
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 10

- 156 -

Ty States (order #1772158)

Heat: 5
This move is performed by leaping from the top rope,
stretching out to a horizontal position, and bringing one's feet
and hands inward and outward before landing.

in a splash position the wrestler would continue the rotation


to drive his leg across an opponent who is lying on the ground.

High-Angle Senton Bomb

Senton Bomb

Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 13
Heat: 10
A variant of the Senton Bomb which sees the
attacker jumping off the turnbuckle while keeping their body
straight and arms out-stretched resembling a swan dive. Then
at the last possible moment the attacker executes a flip so they
land on the opponent like a regular senton.

Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 4
The attacker jumps off the top turnbuckle and lands
back first on the downed opponent.

Shooting Star DDT


Missile Dropkick
Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps off the top of the turnbuckle and
kicks the victim with both their feet. The attack can be
focuses on the victim's head, chest, stomach, back or legs.

Moonsault
Endurance Cost: 3
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker jumps off the top of the turnbuckle
with a backwards somersault and lands stomach first on the
victim.

Endurance Cost: 6
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 12
Heat: 10
This move another variation of the shooting star
press requires a wrestler to be on the top turnbuckle while the
opponent is standing up, the wrestler executes a shooting star
(flip in mid air counter clockwise) before grabbing the
opponents head and slamming it on the ground finishing with
the DDT.

Shooting Star Press


Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 5
In a standard shooting star press, the attacker jumps
forward from the top of the turnbuckle, executes a back-flip
in mid-air, and lands on the opponent in the splash/press
position.

Moonsault Legdrop
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 12
This variation sees the attacker perform a top
turnbuckle moonsault but instead of landing on the opponent

Shooting Star Senton


Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 10
The attacker jumps forward off the turnbuckle and

- 157 -

Ty States (order #1772158)

executes a backflip in mid-air as in when doing a Shooting Star


Press but instead continues the rotation and lands on the
opponent in a senton position.

Failure Chance: 10
Heat: 5
The attacker jumps of the turnbuckle catching the
victim's head/neck between their legs and sealing the lock by
crossing their ankles. The attacker falls the the mat pulling
down the victim to the mat.

Somersault Leg Drop


Endurance Cost: 5
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 6
The attacker performs a forward somersault from a
raised platform while descending to drop their leg across the
throat or chest of an opponent.

450 Splash
Endurance Cost: 6
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 14
Heat: 10
The attacker stands on the top of the turnbuckle, they
jump up into the air and flip forward 450 from a raised,
landing on the opponent in the splash position.

Top Rope Hurricanrana


Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 6
The attacker leaps off the top of the turnbuckle at the
victim and locks both of their legs around the victim's
head/neck. The attacker falls backwards and flips the victim
over.

Top Rope Shoulder Tackle


Endurance Cost: 5
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 3
The attacker jumps off the top of the turnbuckle and
hits the victim with their shoulder.

Top Rope Splash


Sunset Flip
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 3
The attacker is on the top of the turnbuckle, once the
defender stands and faces the attacker, the attacker jumps off
the turnbuckle diving over the opponent, catches them in a
waist-lock from behind, and rolls into a sitting position as he
hits the mat. As the attacker rolls over, they pull the opponent
over backwards so that they land on their back in a pinning
position.

Super Flying Head Scissors


Endurance Cost: 4
Damage: 1D8
Ending Position: Down

Endurance Cost: 2
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 2
The attacker jumps off the top of the turnbuckle and
lands stomach first on the victim.

Tornado DDT
Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 8
The attacker jumps off the turnbuckle catches the
victim with a front face lock then uses his momentum to spin
both wrestlers around then drives the victim straight down or
backwards, driving the victim's head into the mat. This move
may also be used in the Ringside Group.

- 158 -

Ty States (order #1772158)

Ringside Group

Going outside the ring is a dangerous adventure, for one thing ya got weapons and the ring
itself to worry about. A steel post to the head dont feel good no matter how tough and ugly
ya are! Heres a few tricks to help you out if you ever find yourself on the outside of the ring.
Also got some fancy crap you can do if your opponents on the outside of the ring and yous
inside it. But like I said for Top Rope moves, its your body...if you aints got respect for it
then I aints either.

- 159 -

Ty States (order #1772158)

Ringside Group
This group is made up of moves that are performed on the
outside of the ring, or moves that begin inside the ring but end
up outside. The moves from this group are available for use
once one of the wrestlers involved in the match is outside the
ring.

Failure Chance: 8
Heat: 5
Both competitors are on the outside of the ring, the
attacker grabs the opponent in a front facing bear hug lifting
them off the ground. The attacker then charges forward
driving the opponent's back into the side of the apron. This
move can also be performed with the attacker driving the
opponent's back into the ring post or steel steps; when doing
either one this move gets a +2 on damage.

Barricade Head Smash


Endurance Cost: 2
Damage: 1D8
Ending Position: Standing
Failure Chance: 8
Heat: 5
Both competitors are standing at ringside, the
attacker grabs a hold of the opponent's head and drives it
down into the barricade.

Barricade Throat Drop


Endurance Cost: 3
Damage: 1D10
Ending Position: Standing
Failure Chance: 8
Heat: 5
The attacker lifts the opponent up with a gorilla press
and drops them throat first onto the barricade.

Baseball Slide DDT


Endurance Cost: 6
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 8
The victim is standing on the floor, the attacker is in
the ring. The attacker runs and slides head first at the victim
under the bottom rope. The attacker applies a front face lock
on the victim. The attacker swings their body off the apron,
twists around a lands on their back, driving the victim's head
into the floor.

Bearhug Drive
Endurance Cost: 3
Damage: 1D8
Ending Position: Down

Exposed Piledriver
Endurance Cost: 3
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 9
Alignment: Heel
DQ: 9
Heat: 5
Both competitors are on the outside of the ring,
generally the opponent is down, the attacker removes a piece
of padding on the ground exposing the concrete floor. He
then drags the opponent up and delivers a Piledriver onto the
exposed concrete.

Plancha
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker gets a running start and dives to the
outside of the ring over the top rope colliding with the victim
on the outside chest to chest.

Ring Post Head Smash


Endurance Cost: 2
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
Both competitors are standing at ringside, the
attacker grabs a hold of the opponent's head and smashes it
into a ring post.

- 160 -

Ty States (order #1772158)

Springboard DDT

Springboard Hurricanrana

Endurance Cost: 10
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 13
Heat: 10
The attacker is in the ring, he charges the ropes,
jumps up landing on the top rope and springboards himself
into the air, catches the victim who is standing outside of the
ring with a front face lock then uses his momentum to spin
both wrestlers around then drives the victim straight down or
backwards, driving the victim's head into the ground at
ringside. This move may also be performed in the opposite
direction, the attacker being on the outside of the ring and the
victim standing in the ring. The attacker jumps up on the
apron, then up onto the top rope, springboards off and hits
the DDT.

Endurance Cost: 6
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 13
Heat: 7
The attacker leaps onto the top rope, springboards up
and to the outside catching the victim and locks both of their
legs around the victim's head/neck. The attacker falls backwards and flips the victim over.

Springboard Dropkick
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker jumps up on the top rope, bounces off
into the air and kicks the victim with both their feet. The
attack can be focuses on the victim's head, chest, stomach,
back or legs.

Springboard Leg Drop


Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 11
Heat: 6
The attacker jumps on the top rope and uses it to
springboard himself into the air and drops onto a prone
opponent laying outside the ring with the back of their leg.

Springboard Somersault Senton


Endurance Cost: 5
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 7
The attacker jumps onto the top rope, springboards
off a executes a somersault then lands back first on the
downed opponent on the outside.

Springboard Flying Head Scissors


Endurance Cost: 6
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 8
The attacker jumps onto the top rope and uses it to
spingboard up and out of the ring catching the victim at
ringside's head/neck between their legs and sealing the lock by
crossing their ankles. The attacker falls the the mat pulling
down the victim to the mat.

Springboard Splash
Endurance Cost: 3
Damage: 1D10
Ending Position: Down
Failure Chance: 12
Heat: 4
The attacker jumps on the top rope, springboards up
into the air and lands stomach first on the victim on the
outside of the ring.

- 161 -

Ty States (order #1772158)

Down Group

Okay, youre doin good kid...keep it up. Now youve slammed the sucker down on the canvas
and hes at your mercy. Heres some things ya can do to really put the hurt on him, a few
submissions to stretch and pull them ligaments will have your opponent screaming for his
mama!

- 162 -

Ty States (order #1772158)

Down Group
Moves from this category can be executed when the opponent
is down on the canvas.

Achilles Tendon Hold


Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D6 per segment
Ending Position: Down
Failure Chance: 8
Heat: 2 per segment
The victim is on their back, the attacker grabs one of
the legs of a victim so that their foot is in the attacker's armpit.
The attacker puts his arm under the knee of the victim, sits
back and applies a leg scissor lock.

Ankle Lock
Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D6 per segment
Ending Position: Down
Failure Chance: 8
Heat: 2 per segment
The victim is on their back, the attacker grabs the one
of the victim's legs and twists the victim's ankle. The attacker
goes to the mat and applies a scissor lock to the leg.

Armbar
Type: Submission Hold
Endurance Cost: 1 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D4 per segment
Ending Position: Down
Failure Chance: 8
Heat: 1 per segment
The attacker wraps their arms around one of the
victim's arms in such a way that the victim's elbow is locked
straight out and the attacker applies pressure to the victim's
arm.

Armbar and Arm Scissors


Type: Submission Hold
Endurance Cost: 3 per segment

Damage: 1D4 per segment


Victim Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 8
Heat: 2 per segment
The victim is on the mat. The attacker scissor locks
one of the victim's arms with their legs and grabs the victim's
other arm with their arms and pulls back on it. The victim
should be laying on the mat on their side once the hold is
applied.

Boston Crab
Type: Submission Hold
Endurance Cost: 3 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D10 per segment
Ending Position: Down
Failure Chance: 8
Heat: 3 per segment
Can be set up two ways. With the victim on their back,
the attacker grabs both the victim's legs, the attacker steps over
the victim's body so they are turned onto their stomach. The
attacker leans back to apply pressure. If the victim is on their
stomach, the attacker grabs both their legs and pulls
backwards to apply pressure.

Boot Lace Eye Rake


Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Alignment: Heel
DQ: 7
Heat: 2
The attacker places their boot on the victim's face and
pushes the victim's head or pushes their own leg down, raking
the victim's eyes across the laces of the attacker's boot.

Camel Clutch
Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D8 + 2 per segment
Ending Position: Down
Failure Chance: 8
Heat: 3 per segment
The victim is face down on the mat, the attacker sits
on their back and puts the the victim's arms on their legs. The
attacker then links their hands under/on the victim's chin and

- 163 -

Ty States (order #1772158)

pulls back.

Choke Hold
Type: Submission Hold
Endurance Cost: 1 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D10 per segment
Ending Position: Down
Failure Chance: 8
Alignment: Heel
Heat: 1 per segment
The attacker grabs the victim by the throat with either
one or two hands.

Cobra Clutch
Type: Submission Hold
Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 6
Heat: 2 per segment
The attacker stands behind the victim. The attacker
reaches under one of the victim's arms with one hand and
places it behind the victim's neck. The attacker uses their free
arm to reach across the victim's body and grab the victim's
arm which is on the the same side as the arm the attacker is
apply the half nelson. The attacker pulls the victim's arm
across their face and locks their hands around the victim's
neck and applies pressure.

Elbow Drop
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 7
Heat: 1
The attacker falls on the victim elbow first.

and bends it sideways behind one of the attacker's own legs


and on top of the victim's other leg, forming a "4" with the
victim's legs. The attacker holds the victim's straight leg, the
attacker pins their legs into place, the attacker then falls back
onto the mat and applies pressure.

Fist Drop
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 1
The attacker drops onto a downed opponent with
their fist.

Giant Swing
Endurance Cost: 3
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The victim is on their back, the attacker grabs both
their legs and starts to spin. The momentum lifts the victim
off the mat as they get spun around by their legs.

Groin Stomp
Endurance Cost: 1
Damage: 1D8
Ending Position: Down
Failure Chance: 5
Alignment: Heel
DQ: 12
Heat: 2
The victim is on their back, the attacker grabs both
legs, splits them apart and delivers a kick to the groin.

Half Crab

Figure Four Leg Lock


Type: Submission Hold
Endurance Cost: 3 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D10 per segment
Ending Position: Down
Failure Chance: 6
Heat: 4 per segment
The victim is on their back, the attacker grabs one leg

Type: Submission Hold


Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D10 per segment
Ending Position: Down
Failure Chance: 8
Heat: 3 per segment
Can be set up one of two ways. If the victim is on
their back, the attacker grabs one of their legs, steps over the
victim's body turning them on their stomach and pulls back
applying pressure to the victim's back. If the victim is on their
stomach, the attacker grabs one of the victim's legs and pulls
backwards applying pressure to the victim's back.

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Ty States (order #1772158)

Hamstring Pull

Knee Drop Knee Breaker

Type: Submission Hold


Endurance Cost: 3 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D6 per segment
Ending Position: Down
Failure Chance: 7
Submission: Yes
Heat: 2 per segment
The victim is on their back, the attacker grabs the
victim's leg and flips forward, pulling the victim's leg as far as
it will go.

Endurance Cost: 1
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Heat: 2
The victim is on their back, the attacker grabs the
victim's leg. The attacker places one leg behind the victim's
knee and places the victim's ankle/shin behind the knee of
their other leg. The attacker jumps and drives the victim's leg
into the mat.

Headbutt Drop

Knee Slam

Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 1
The attacker falls onto a downed opponent head first.

Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 2
The victim is face down on the mat. The attacker
grabs one of the victim's legs by the ankle and lifts it up,
usually lifting the lower part of the victim's body off the mat,
and then slams the knee down into the ground.

Indian Deathlock
Type: Submission Hold
Endurance Cost: 3 per segment
Damage: 1D4 + 2 per segment
Victim Endurance Drain: 1D8 per segment
Ending Position: Down
Failure Chance: 7
Submission: Yes
Heat: 3 per segment
The attacker lifts up one of the opponents legs and
walks one of their legs around the leg before dropping to a
kneeling position, thus locking the opponents leg behind the
attackers knee. The attacker then reaches over and grabs the
opponents far leg and places it on top of the trapped foot of
the opponent. The wrestler then performs a forward roll while
maintaining the hold. This forces the opponent onto their
chest while the wrestler ends in a sitting position facing the
same direction as their opponent.

Knee Drop
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker drops down knee first on a prone victim.

Leg Drop
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker drops onto a prone opponent with the
back of their leg.

Ring Rope Leg Drop


Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 10
Heat: 2
The attacker drags the victim to the ropes and places
the victim's throat first on the bottom or middle rope. The
attacker stands on the opposite side of the ropes than the
victim's body. The attacker usually gets a running start and
jumps, dropping the back of their leg across the victim's neck
or head, driving their throat into the ring ropes.

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Ty States (order #1772158)

Rope Choke

Slingshot Catapult Back Breaker Drop

Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 5
Alignment: Heel
DQ: 8
Heat: 2
The attacker drags the victim to the ropes and places
the victim's throat first across and chokes them in some
manner.

Endurance Cost: 3
Damage: 1D6
Ending Position: Down
Failure Chance: 9
Heat: 5
The victim is on their back, the attacker grabs the
victim by their legs and hooks both feet with their arms. The
attacker falls backwards, pulling the victim off the mat and
shooting them over the attacker's body into the ring ropes or
the corner. The attacker bends their knees as the victim
rebounds and falls backwards. The victim then lands with the
small of their back on the attacker's knees.

Senton
Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 8
Heat: 2
The attacker jumps over the victim and lands back
first on them. This is a common move in lucha libre.

Sharpshooter Leg Lock


Type: Submission Hold
Endurance Cost: 3 per segment
Damage: 1D6 per segment
Victim Endurance Drain: 1D10 per segment
Ending Position: Down
Failure Chance: 9
Heat: 5 per segment
The victim is on their back. The attacker holds up the
victim's legs and steps in between them. The attacker crosses
the victim's legs around the leg which they put through and
holds them in place with their arms. The attacker them steps
over, turning the victim over on their stomach. The attacker
leans/crouches back to apply pressure.

Splash
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 5
Heat: 1
The attacker jumps up and lands stomach first on the
victim.

Stomp
Endurance Cost: 1
Damage: 1D4
Ending Position: Down
Failure Chance: 2
Combo: Yes
Heat: 1
Momentum: 2
The attacker delivers a hard stomp to a downed
opponent. The target of the attack can be any body part.

Sleeper Hold

Texas Clover Leaf

Type: Submission Hold


Endurance Cost: 2 per segment
Damage: 1D4 per segment
Victim Endurance Drain: 1D6 per segment
Ending Position: Down
Failure Chance: 5
Heat: 2 per segment
The attacker stands behind the victim and wraps one
of their arms around the victim's neck, but not under their
chin. The attacker applies pressure, cutting off the supply of
blood to the victim's brain, causing them to pass out.

Type: Submission Hold


Endurance Cost: 3 per segment
Damage: 1D6 per segment
Victim Endurance Drain: 1D10 per segment
Ending Position: Down
Failure Chance: 9
Heat: 4 per segment
The victim is on their back, the attacker grabs both
the victim's legs and locks them into a figure four with their
arms, placing the victim's straight leg into their arm pit. The
attacker steps over the victim rolling them on their stomach as
if for a boston crab and sits back.

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Ty States (order #1772158)

Corner Group

Okay last and certainly not least, ya got the corner moves. So lets say instead of whipping
your opponent into the ropes, ya decide to get cute and whip him hard into the turnbuckle.
Great plan, the turnbuckle aint got no give like the ropes do...so heres a few moves that will
help ya take advantage of the situtation.

- 167 -

Ty States (order #1772158)

Corner Group

of the opponent.

Moves from this category can be executed when the opponent


is leaning against one of the corners of the ring, usually after
being Irish Whipped into the turnbuckle.

Corner 10 Punches
Endurance Cost: 2
Damage: 1D10
Ending Position: Corner
Failure Chance: 5
Heat: 6
A classic turnbuckle move that sees the opponent
leaning back-first in the corner, the attacker climbs up onto
either the bottom or middle rope and delivers 10 mounted
punches. The crowd get into the action counting out each
punch.

Corner Butt Bump


Endurance Cost: 3
Damage: 1D6
Ending Position: Corner
Failure Chance: 10
Heat: 5
The attacker takes a running start towards the
opponent in the turnbuckle spins around and crashes into the
opponent with their butt.

Corner Dropkick
Endurance Cost: 2
Damage: 1D6 + 2
Ending Position: Corner
Failure Chance: 10
Heat: 5
The attacker takes a running start towards the
opponent in the turnbuckle and delivers a vicious dropkick to
the chest.

Corner Foot Choke


Endurance Cost: 2
Damage: 1D6
Ending Position: Corner
Failure Chance: 4
Alignment: Heel
DQ: 5
Heat: 3
The attacker places a foot on the opponent's throat
who is sitting in the corner. The attacker puts pressure on the
throat, choking the opponent and using the ropes for added
leverage.

Corner Running Knee Strike


Endurance Cost: 2
Damage: 1D8
Ending Position: Down
Failure Chance: 6
Heat: 5
The attacker gets a running start towards the
opponent who is sitting in the corner and drives a knee to the
face of the opponent.

Corner Shoulder Drive


Endurance Cost: 2
Damage: 1D4
Ending Position: Down
Failure Chance: 4
Combo: Yes
Momentum: 1
Heat: 2
The attacker walks up to the opponent into the
corner and drives a shoulder into his gut. This can be used as
a combo to drive multiple shoulder blows into the gut of your
opponent.

Corner Spear

Corner Kick Fest


Endurance Cost: 2
Damage: 1D6
Ending Position: Down
Failure Chance: 6
Heat: 8
The attacker delivers a series of quick kicks to the gut

Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker gets a running start and delivers a spear
to the opponent who is leaning back first into the corner.

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Ty States (order #1772158)

Corner Splash

Tree of Woe - Baseball Slide

Endurance Cost: 3
Damage: 1D8 + 2
Ending Position: Down
Failure Chance: 10
Heat: 7
The attacker gets a running start towards the
opponent in the turnbuckle, as the attacker approaches they
either jump up in the air towards the opponent and collide
chest to chest or the attacker simply runs into the opponent
colliding chest to chest.

Endurance Cost: 4
Damage: 1D8 + 2
Ending Position: Down
Failure Chance: 8
Heat: 8
This involves the attacker suspending the opponent
upside down on a turnbuckle, with the opponent's back being
up against it. To do this the opponent's legs are then hooked
under the top ropes, leaving the opponent facing the attacking
wrestler, upside down. The attacker then gets a running start
and delivers a baseball slide striking the opponent in the face.

Frankensteiner
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 10
Heat: 6
This is a headscissors takedown executed on an
opponent sitting on the top turnbuckle. With the attacking
wrestler's legs scissored around the opponent's head while
they face each other, the wrestler performs a back-flip to
swing through the opponent's open legs, dragging the
opponent into a forced somersault that distances the wrestler
from the opponent, who lands on their back.

Turnbuckle Belly to Belly Suplex


Endurance Cost: 8
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 8
The attacker sits the opponent on top of the turnbuckle, the attacker climbs up and grabs the opponent in a
front facing bear hug and delivers a Belly to Belly Suplex off
the turnbuckle.

Turnbuckle Crucifix Powerbomb


Superplex
Endurance Cost: 4
Damage: 1D10
Ending Position: Down
Failure Chance: 10
Heat: 5
The attacker sits the victim on the turnbuckle, locks a
front face lock and executes a suplex off the turnbuckle.

Tree of Woe
Endurance Cost: 2
Damage: 1D6 + 2
Ending Position: Down
Failure Chance: 6
Heat: 5
This involves the attacker suspending the opponent
upside down on a turnbuckle, with the opponent's back being
up against it. To do this the opponent's legs are then hooked
under the top ropes, leaving the opponent facing the attacking
wrestler, upside down. The attacker will then either choke,
kick or stomp the opponent until the referee uses up his five
count.

Endurance Cost: 8
Damage: 1D10 + 2
Ending Position: Down
Failure Chance: 14
Heat: 12
The attacker sits the opponent on top of the
turnbuckle with the opponent's back facing the attacker. The
attacker then places both their arms under the arms of the
victim and extends their arms out as far as they can and slams
them to the canvas using a Crucifix Powerbomb.

Turnbuckle Dropkick
Endurance Cost: 5
Damage: 1D10 + 2
Ending Position: Down - Outside of Ring
Failure Chance: 9
Heat: 6
The attacker sits the opponent on top of the
turnbuckle, the attacker then steps back towards the center of
the ring and then gets a running start and delivers a dropkick
to the chest of the opponent sitting on the turnbuckle. The
opponent falls back crashing to the outside of the ring.

- 169 -

Ty States (order #1772158)

Equipment List
Rings

Professional Sound System

Basic Ring
Cost: NEW= $5,000, USED = $2,000
Heat Bonus: NEW= 0, USED = -5
Cargo Space Use: 20
This is a very basic ring, it isn't the prettiest of rings
but it's better than nothing.

Cost: NEW = $15,000 - USED = $8,500


Heat Bonus: NEW = +10 USED = -5
Cargo Space Use: 20
The best sound money can buy, this system supports
wireless microphones with longer range. This system comes
with 6 microphones

Deluxe Ring
Cost: NEW = $15,000, USED = $10,000
Heat Bonus: NEW = +5, USED = 0
Cargo Space Use: 20
This ring is a step up from the basic version, with a
more professional look and good bump taking ability your
wrestler's will thank you for it.

Professional Ring
Cost: NEW = $30,000, USED = $20,000
Heat Bonus: NEW = +10, USED = +5
Cargo Space Use: 20
This is the top quality ring, everything about this
ring is the best money can buy.

Video Production
Television Production Truck
Cost: NEW = $250,000 - USED = $150,000
Heat Bonus: NEW = +20 USED = +10
(Bonus applies only to Televised Events)
Fuel Cost per Show: NEW = $150 USED = $200
Cargo Space Use: N/A
This is an entire truck that houses various television
production equipment allowing your Television shows to
look more professional.

Basic Giant Screen

Sound System
Basic Sound System
Cost: NEW = $3,000 - USED = $1,500
Heat Bonus: 0
Cargo Space Use: 10
Sound on a budget, provides adequate playback
quality for entrance music and ring announcers. This package
includes 2 wired microphones.

Cost: NEW = $30,000 - USED = $15,000


Heat Bonus: NEW = +10 USED = +5
Cargo Space Use: 30
A giant screen that displays various videos, this
screen is usually setup above or near the entrance. Having a
giant screen allows each wrestler to have intro videos
displayed as they make their entrance thus granting them a
Heat Bonus for that match. The entrance videos have to be
created using the Entrance Video Production service.

Professional Giant Screen Setup

Good Sound System


Cost: NEW = $5,000 - USED = $2,500
Heat Bonus: NEW = +5 USED = 0
Cargo Space Use: 15
This system provides a major boost to the quality of
the sound over the basic system, as well this system supports
wireless microphones and comes with 2 of them.

Cost: NEW = $60,000 - USED = $30,00


Heat Bonus: NEW = +25 USED = +10
Cargo Space Use: 50
Larger size and sharper visual quality, this system
includes two smaller screens.

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Ty States (order #1772158)

Pyro Setups

Professional Classic Cage

Basic Pyro
Cost: $500
Heat Bonus: +5
Cargo Space Use: 5
A basic and simple setup that provides decent
looking pyrotechnics.

Professional Pyro
Cost: $2,000
Heat Bonus: +15
Cargo Space Use: 10
The professional pyrotechnic setup, allows an
unlimited variation in pyro.

Specialty Matches

Cost: $3,500
Heat Bonus: +15
Cargo Space Use: 20
A better quality cage.

Basic Modern Cage


Cost: $4,000
Heat Bonus: 0
Cargo Space Use: 30
To a have a Modern Cage match you will require one
of these.

Professional Modern Cage


Cost: $6,000
Heat Bonus: +15
Cargo Space Use: 30
A better quality cage.

Basic Scaffolding
Cost: NEW = $500
Heat Bonus: 0
Cargo Space Use: 20
If you plan to have a Scaffold match you will need
one of these, this is a basic small scaffolding setup.

Cargo Trucks

Large Scaffolding
Cost: NEW = $2,000 USED = $800
Heat Bonus: NEW = +15 USED = +5
Cargo Space Use: 30
A larger version of the basic setup, allows more
room on the scaffold for the wrestlers.

Intricate Scaffolding

Cube Van

Cost: NEW = $3,500 USED = $1,800


Heat Bonus: NEW = +25 USED = +10
Cargo Space Use: 40
A very intricate Scaffolding design that is sure to
please and thrill fans of the Scaffold match.

Cost: NEW = $80,000 - USED = $35,000


Fuel Cost per Show: NEW = $100 USED = $150
Cargo Capacity: 50
A cargo truck used to haul your equipment to your
shows.

Basic Classic Cage

18 Wheeler Cargo Truck

Cost: $2,000
Heat Bonus: 0
Cargo Space Use: 20
To have a Classic Cage match you will first need a
cage.

Cost: NEW = $172,000 USED = $95,000


Fuel Cost per Show: NEW = $150 USED = $250
Cargo Capacity: 100
A large cargo truck to haul your equipment to your
shows.

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Ty States (order #1772158)

Card Booking Sheet


Card Date:
Card Name:
Televised?:
PPV?:
Attendance:
Card Quality:
PPV Buy-rate:

Main Event:
Quality:
TV Rating:
Ticket Sales: $
Venue Size:

Heat Score:

Title Belt:
VS
Quality:
Title Belt:

Type:
Featuring:

Type:

Quality:
Title Belt:

Quality:
Title Belt:

Type:
VS

Quality:
Title Belt:

Type:
VS

Type:
Featuring:

Type:
VS

Featuring:

Heat Score:

Type:
VS

Angles
Heat Score:

Type:

Quality:

Type:
VS

Heat Score:

Type:
Featuring:

Quality:

Type:
VS

Heat Score:

Type:
Featuring:

Quality:

VS
Quality:

Heat Score:

Type:

Type:
Featuring:

Type:
VS

Quality:

Type:
VS

Heat Score:

Type:
Featuring:

Quality:

Type:
VS

Ty States (order #1772158)

Match Tracking Sheet I


VS
Heat:

Heat:

Referee Warnings:
Auto Reversals Used:

Move Series

Ty States (order #1772158)

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

Ty States (order #1772158)

WRESTLER SHEET
Weight:
Gender:
Class:

Height:
Birth Date:

Name:
Age:
Home Town:
Theme Song:
Alignment:

Level:
Overness:

Experience:

Bonuses and Abilities

Attributes

Damage Bonus
Angle Roll
Initiative
Submission Use
Submission Break
High Spot Bonus
Strike Bonus

Strength
Intelligence
Endurance
Agility
Charisma
Speed

Mic Work
Reversals
Second Wind
No Sell
FailureModifier
Evade

Match Stats

Injuries

Health Points:
Endurance Points:
Heat: (
)

Injury Points:
Healing Time:
Cripple Points:

Employment Information
Promotion:
Wage:

Contract Start:
Contract Length:

Tag Team

Current Titles
Title Name

Team Name:
Partner:

Date Won

Total Skill Slots:


Total Skill Points:

Skills
Skill Name

Points

Skill Name

Points

2007-2008 Day Dreamer Interactive, All rights reserved

Ty States (order #1772158)

Standing Group
Name

Heat Endurance Failure

End

Damage

End

Damage

End

Damage

End

Damage

End

Damage

Running Group
Name

Heat Endurance Failure

Top Rope Group


Name

Heat Endurance Failure

Ringside Group
Name

Heat Endurance Failure

Down Group
Name

Heat Endurance Failure

Finisher Name:

Heat:

Description:

End:

Endurance:

Failure:

Damage:

2007-2008 Day Dreamer Interactive, All rights reserved

Ty States (order #1772158)

Ring Entrance:

Group Name:
Name

Heat Endurance Failure

End

Damage

End

Damage

Group Name:
Name

Heat Endurance Failure

2007-2008 Day Dreamer Interactive, All rights reserved

Ty States (order #1772158)

Group Name:
Name

Heat Endurance Failure

End

Damage

Submission Holds:
Name

Endurance Drain Heat Endurance Failure

End

Damage

Additional Finishers
Finisher Name:
Description:

Finisher Name:
Description:

Heat:
End:

Endurance:
Failure:
Damage:

Heat:
End:

Endurance:
Failure:
Damage:

2007-2008 Day Dreamer Interactive, All rights reserved

Ty States (order #1772158)

Promotion Sheet
Promotion Full Name:

Promotion Initials:

Promotion Owner:

Promotion Cash Balance:

Prestige:

Monthly Payroll:

Equipment List

Staff List

Promotion Titles
Title Name

Holder

Television Shows
Name

Pay Per Show

Length

Rating Bonus

Day Aired

Pay Per View Events


PPV Name

Month

2007-2008 Day Dreamer Interactive, All rights reserved

Ty States (order #1772158)

Coming Soon

Warriors of Zhonghua
Return of the Dragon Kings
Exciting Martial Arts adventure abounds in a
fantasy infused Oriental setting where magic, spirits and
demons are commonplace.
Thousands of years before the current era, the
race of Dragons ruled the world and enslaved
humanity. Their rule was brutal and very harsh on the
human population and so it was only a matter of time
until the humans revolted and overthrew their evil
masters. But humanity didnt stopped their, they waged
a war of extermination against the dragon race and soon
Dragons became extinct, or so humanity believed.
However now the Dragon Kings who have
been slumbering in hiding for the past few thousand
years and planning their return and the destruction of
the human race.
Features:
- Specially designed combat system makes for some
fast paced Martial Arts action.
- 6 Kung-Fu Styles to choose from; each with its own
strengths and weaknesses.
- Weapon Styles for the extra firepower needed to
take down those tough opponents.
- Harness the power of Chi to pull-off incredible
maneuvers and cast magical spells.
- Over 100 Kung-Fu attacks to pummel and punish
your opponents with.
- Set in a fantasy based version of China where dragons,
spirits, demons and other supernatural entities exist.

The universe is a harsh place, beyond the laws


and sphere of influence of the core worlds lies the
new frontier. A place where pirates, con men and
other miscreants thrive and flourish.
The laws that govern the people of the core
worlds is nothing more than a suggestion on the rim
of civilized space, the bright side being that a
mercenary can always get work in such an
environment.
Travel the universe to make your fortune as a
mercenary for hire or maybe being a pirate bringing
terror to the shipping lanes is more your style.
Meet new races and uncover mysteries of
civilizations long destroyed and forgotten.
Features:
- Play as a human or as one of the other species
- Includes 4 fully mapped and detailed Core Worlds
and their systems along with 3 fully mapped and
detailed frontier systems and their planets.
- Tons of weapons, armor and items to help
you along your adventures.
- More to be announced

Look For it in 2009

Look For it in 2009


- 180 -

Ty States (order #1772158)

The Squared Circle Errata V1.01


January 16th 2008
Aging Rule (Optional)
When the human body ages, the physical abilities of the body begin to deteriorate. This is especially true for
professional wrestlers who's body takes an excessive amount of damage throughout the years of wrestling.
However it's not all bad, with age comes wisdom and older wrestlers can still be dangerous and should not be
underestimated.
The aging rules don't come into play for a wrestler until they celebrate their 30th birthday, from then on
every year the wrestler must roll (1D8) on the Age Penalty table below. Every 5 years the wrestler will get to
roll (1D6) on the Veteran Bonus table beginning at age 35.
Age Penalty

Veteran Bonus

Roll

Penalty

Roll

Penalty

-1 Speed

+2 Charisma

-1 Agility

+1 Charisma

No Penalty

+1 Reversal

No Penalty

+1 Submission Break

-1 Agility

+1 Second Wind

No Penalty

+1 Mic Work

-1 Strength

-1 Endurance

If the penalty rolled for the Age Penalty is a negative to the Endurance attribute and it brings your attribute score
down to the next level in the Attribute Bonus chart on page 10 then roll 1D6 for Health and Endurance Points
and deduct it from the wrestler's Health and Endurance points.

Missing Moves
Corner Clothesline
Endurance Cost: 4
Damage: 1D8
Ending Position: Down
Failure Chance: 8
Heat: 5
The attacker charges the corner and delivers a
crushing clothesline driving the opponent hard into the
corner crushing him between the turnbuckle and the
attackers arm.

Ty States (order #1772158)

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