Tuesday, June 30, 2009

Mozillion The Fire Fox

Mozillion The Fire Fox

Human (Supernatural) Level 1 Technician

Height: 6’6 Weight: 256lbs Persona: Face

Finishing Move: Crushing Clap PV: 7

Racial Trait: Forbidden Knowledge

Mozillion

Attribute Total Mod
Strength: XX 2 +1.0
Agility: XXX 3 +1.5
Intelligence: XXXXX 5 +2.5
Durability: XXX 3 +1.5
Energy Projection: XXXXX 5 +2.5
Brawling: X 1 +0.5
High Flying: XXX 3 +1.5
Technical: XXXXXXX 7 +3.5

Once a normal human bookworm, young Moe Zellack stumbled upon an ancient book that changed his life. Accidently tapping into a well of primal power young Moe was suffused with supernatural power and his body was transformed into that of a humanoid fox. Now wielding immense power Moe changed his name to Mozillion and has entered the XFWC to make enough money to create some kind of antidote to restore him to his previous shy bookworm self.

Wednesday, June 24, 2009

Johnny “Super” Starr

Johnny “Super” Starr

Human (Super Powered) Level 1 High Flyer

Height: 6’3 Weight: 245lbs Persona: Face

Finishing Move: Shooting Star Splash PV:6

Racial Trait: Super Brawler

johnnysuperstarr

Attribute                    Total Mod
Strength: XXXXX 5 +2.5
Agility: XXXXX 5 +2.5
Intelligence: XX 2 +1.0
Durability: XXX 3 +1.5
Energy Projection: XXX 3 +1.5
Brawling: XXXXX 5 +2.5
High Flying: XXXXX 5 +2.5
Technical: X 1 +0.5

Johnny “Super” Starr is a cocky young man that hails from an outpost on Mars. A balanced wrestler, Starr enjoys using his brawling skills to set up his high flying maneuvers and is planning on learning more of the technical side of the sport. Although his cockiness has turned off some fans he remains extremely popular with the ladies.

Tuesday, June 23, 2009

The Darkling

The Darkling

Human (Super Suit) Level 3 Highflyer

Height: 6’4 Weight: 350lbs Persona: Face

Finishing move: Triple Back Suplex PV: 8

Racial Trait: Augment Finisher, Counter Brawl

thedarkling

Attribute Total Mod
Strength: XX 2 +1.0
Agility: XXXXX 5 +2.5
Intelligence: XXXX 4 +2.0
Durability: XXX 3 +1.5
Energy Projection: XXXXXX 6 +3.0
Brawling: X 1 +0.5
High Flying: XXXXXXX 7 +3.5
Technical: XXXXX 5 +2.5

The Darkling is a high flying fan favorite. Considered one of the elite wrestlers in the XFWC the Darkling is an intense, brooding wrestler. A brutal warrior, the Darkling has no mercy for his opponents and comes dangerously close to crossing the line from hero to villain. His finishing move is a triple back suplex in which he flies 20’ feet up in the air before slamming his opponent to the ground over and over again.

Theraxtor

Theraxtor

Alien (Scelerath) Level 1 Technician

Height: 6’5 Weight: 280lbs Persona: Heel

Finishing Move: The Torture Rack  PV: 8

Racial Trait: Tech Master

theraxtor 

Attribute:   Total Mod
Strength: XXX 3 +
Agility: XX 2 +1.0
Intelligence: XXXXXXX 7 +3.5
Durability: XXX 3 +1.5
Energy Projection: XXX 3 +1.5
Brawling: XXX 3 +1.5
High Flying: 0 +0
Technical: XXXXXXXX 8 +4

Theraxtor was once a noble among his people and spent his time persecuting the weak and enslaving Vis’Robur for fun. After the Vis’Robur rebellion Theraxtor narrowly escaped death but was captured by Vis’Robur allies from the United Nations of Earth. Now Theraxtor is forced to compete in the XFWC for his war crimes. Theraxtor grugingly complies, after all, the alternative is death.

Sunday, June 21, 2009

The Mutilator

The Mutilator

Undead Level 1 Brawler

Height: 6’10 Weight: 364lbs Persona: Heel

Finishing Move: Throttle PV: 7

Racial Trait: Relentless

themutilator

Attribute:
Total: Mod:
Strength: XXXXXXX 7 +3.5
Agility: XXX 3 +1.5
Intelligence: XXX 3 +1.5
Durability: XXXXXX 6 +3.0
Energy Projection: XXX 3 +1.5
Brawling: XXXXX 5 +2.5
High Flying: X 1 +0.5
Technical: X 1 +0.5

The Mutilator is a ruthless killing machine that loves to punish his opponents before taking them out. Immensely strong and durable the Mutilator is as relentless as a slasher flick monster and doesn’t stop until the other guy has been beaten to a pulp. The Mutilator prefers to end matches by lifting his opponents by the throat and choking the life out of them.

Saturday, June 20, 2009

The Dark Knight

The Dark Knight

Human (Super Natural) Level 1 Technician

Height: 6’0 Weight: 220lbs Persona: Face

Finishing Move: Knight Fall PV: 6

Racial Trait: Forbidden Knowledge

darkknight

Attribute
Total Mod
Strength: XXX 3 +1.5
Agility: XXXX 4 +2
Intelligence: XXXXX 5 +2.5
Durability: XX 2 +1
Energy Projection: XXX 3 +1.5
Brawling: XX 2 +1
High Flying: XXXX 4 +2
Technical: XXXXXX 6 +3

Mysterious, dark and brooding the Dark Knight is a grim competitor. Well schooled in many different forms of hand to hand combat the Dark Knight prefers to launch an assortment of technical assaults punctuated by high flying collisions and punishing martial arts kicks. The Dark Knight competes in the XFWC to combat supporters of the Empire, a tyrannical regime that seeks to invade and rule over defenseless nations. His finishing move is the Knight Fall, in which the Dark Knight launches a foe against the ropes and then blasts them with a powerful side kick to the face.

Cold Stone

Cold Stone

Human (Mutant) Level 1 Brawler

Height: 6’7 Weight: 246lbs Persona: Heel

Finishing Move: The Cold Stone Stunner PV: 7

Racoldstonecial Trait: Cheater

Attribute
Total Mod
Strength: XXXXXX
6 +3
Agility: X
1 +0.5
Intelligence: XXXX
4 +2
Durability: XXXX
4 +2
Energy Projection: XX
2 +1
Brawling: XXXXXXXX
8 +4
High Flying:
0 0
Technical: XXXX
4 +2

Cold Stone is a foul mouthed, beer swilling bad ass from the south west portion of the United States of Mex-America. Vulgar and crude, Cold Stone says what's on his mind and puts his foot up the ass of anybody in his way. Flashing the “finger” at fans and foes alike his finishing move is the Cold Stone Stunner, a vicious kick to the gut followed quickly by a savage ace crusher.

Thursday, June 18, 2009

Create-A-Wrestler

Wrestler Creation:

1. Choose a Race. There are currently eight different races to choose from, each with their own pro’s and cons. Choose a race that fits your ideal wrestler. More races coming soon!

2. Arrange Attribute Points. At 1st level you have a total of 25 Attribute Points (AP) to distribute to the 8 different attributes plus whatever bonus AP you receive from your race. To perform any Brawling, High Flying or Technical maneuvers you must have at least 1 AP on the corresponding attribute. For example: To perform any Brawling maneuvers you must have at least 1 AP on your Brawling attribute. You must also have at least one AP on each of your physical attributes (strength, agility, intelligence) You gain more AP as you level up. See Attributes to learn more about your attributes and the bonuses they confer to your wrestler.

3. Create a unique finishing move. Add the total of your Brawling, High Flying, or Technical modifier, depending on your wrestler style, to the corresponding physical attribute modifier (Strength, Agility or Intelligence modifier) to get its point value. For example: Your wrestler is a High Flyer that leaps off a chair and moonsaults onto his opponent. Let’s call it the Chair Launch. High Flying maneuvers require agility so let’s use your wrestler’s Agility modifier and add it to his High Flying attribute modifier since it’s a high flying maneuver. The total of those two modifiers (rounded up) is the point value (PV) of your finishing move. Be creative when choosing a finishing move. Anything is possible in the XFWC!

4. Arrange his maneuver set. A maneuver set consists of 8 Wear-Down Maneuvers that have PV’s of 1-8 and Devastating Maneuvers that have PV’s of 9-12. You may only choose a certain maneuver once and you cannot have maneuvers of the same PV’s. Exception: Your Finishing Move PV can be any number and can have the same value as one of your other maneuvers.

5. Fill in the details! Is your wrestler tall and muscle bound or short and fat? Is he a lithe ring acrobat or a hulking powerhouse? Set his height, weight, eye color, nationality and biography to really bring your wrestler to life. Don't forget to set his wrestling style and persona. Is he a fan favorite "face" or a wrestler the crowd loves to hate "heel"?

6. Get in the ring and battle it out with other super wrestlers!



XFWC races

Human (Supernatural):+2 to any two attributes. These humans use supernatural rituals and dark magic to enhance their selves mentally and physically.
Forbidden Knowledge: Due to their knowledge of the dark arts Supernatural humans gain a +2 to Point Value (PV) win difference versus Demons, & Undead. Level 3: Forbidden Knowledge (aliens) or Channel Demon: add +2 to PV wins difference vs “faces” or Channel Angel: add +2 to PV wins difference vs “heels”.

Alien (Vis’Robur): +2 Strength & Brawling Skill. Vis’Robur aliens were originally bred by the Scelerath for slave labor and as gladiators. A bloody rebellion granted these powerfully built creatures their independence. They are fierce warriors and at home in the battle arena. Gladiator Toughness:
Vis’Robur are incredibly tough and bred for battle. Vis’Robur treat point value ties as wins and are granted 1 point for each PV tie. Level 3: Improved G.Toughness: +2 or Scelerath Hunter: Add +1 PV Wins vs Sceleraths

Alien (Scelerath) :+2 Intelligence & Technical Skill. Scelerath aliens are vile masterminds that seek to enslave other races. Almost wiped out by the Vis’Robur rebellion they turned to the Galactic Order of Nation for help. Now bound by G.O.N. regulations the Sceleraths take part in the XFWC in pursuit of their former glory.
Technical Master:
The Scelerath use their high intelligence and technical prowess to achieve victory. Whenever a Sceleraths Tech. Hold is matched up against an opponent’s Tech. Hold add +1 to the PV of the Sceleraths hold. Level 3: Tech Superiority: +2 vs Oppt. Tech. move. Or Outwrestle: whenever a Scelerath TM is matched against a BM add +1 to the TM PV.

Undead:+2 Durability & Strength. Once mindless creations of mad sorcerer’s & evil warlocks the Undead somehow gained conscience thought and a way to reproduce themselves. The Undead have no fear of death and are supernaturally strong and incredibly tough. They fight in order to protect themselves from the living and to establish their place in the universe. Relentless:
Supernaturally tough, the Undead do not give in easily. Undead are not susceptible to the 4 Move rule and if a match goes all 13 rounds they gain a +4 to their total match score. Level 3: Rise From the Grave: Immune to CO. Or Unholy Touch: +1 to PV wins vs “face”

Demon: +2 Strength & Energy Projection. During the dark days of the human world, when nations tried to destroy each other with nuclear bombs a infusion of evil magic’s combined with the nuclear fallout to open a gateway to Hell. Demons raged through it like an avalanche before it shut. After many years of destruction and with the combined help of earths heroes these evil creatures were enslaved and now are only summoned to do battle for the enjoyment of the masses. But if they should ever escape their captors they would wreak unholy havoc upon the universe.
Aura of Doom:
Evil to the bone, some say evil is suffused in their very being, Demons are especially potent against good aligned opponents. Add +1 to a Demons PV difference if its opponent is a “Face”. Level 3: Improved Aura: +2. Or Sadist: +1 to all PV wins.

Human (Super Powered) +2 to any two of these attributes: Strength, Agility, Durability, Intelligence or Energy Projection. Through a freak accident involving cosmic power, gamma radiation, a super “soldier” program or super armor these humans have far superior physical attributes than normal humans. Most use their powers for good but a good many use it to further their own cause or for tyranny.
Super Brawler:
Super Humans (also known as super heroes or super villains) use their superior physical traits to out brawl most competitors. Whenever Super Human’s Brawl Hold is matched up against an opponent’s Brawl Hold add +1 to the PV of the Super Humans hold. Level 3: Imp. Brawler: +2. Or Super Heroism: add +2 whenever there is a PV tie.

Human (Mutant): +2 to any of these two attributes: Strength, Agility, Brawling Skill, Technical Skill. These humans have abnormal genes that mutate and give them odd appearances and amazing powers. Outcast and forced to live in hiding mutants fight against racism and fear.
Cheater:
Mutants are scrappy fighters and street smart. The know how to work referees and get away with moves that would disqualify others. Mutants are not susceptible to the Count Out rule and are only disqualified on 1.5 times the DQ rate. Level 3: Imp Cheat: Immune to DQ and add +1 to BM PV. Or Healing Factor: Add the total number of PV wins to this creatures total match score.

Cyborg : Choose one chosen race bonus & +2 to Energy Projection. Cyborgs are creatures that have melded their bodies with advance technology. All races have their share of cyborgs and they fight for fame, money and glory.
Enhanced Copy:
Cyborgs are enhanced versions of a standard race and therefore a tougher challenge. Cyborgs gain a +1 to the PV Difference against creatures of the same race. IE: a cyborg mutant would get the bonus versus a regular mutant. Or choose race bonus as their own. IE: A cyborg mutant could forego this bonus vs. mutants and instead take the mutants Cheater quality. Level 3: Superior Version: +2 vs origin race. Or Choose origin race bonus 2.

XFWC Handbook

>XFWC handbook

How Are Matches Decided?

When you create an XFWC wrestler, you choose 12 different wrestling maneuvers for him to use plus a unique finishing move. These maneuvers are known as your Maneuver Set & decide how well he will do during that wrestling season (a season is generally 3-4 weeks long). If you wish, you can change his Maneuver Set (his 13 maneuvers) every season, but each wrestler can only have one Maneuver Set at a time.

There are 72 maneuvers for you to pick from, and each one has a Point Value (PV) from 1 to 12 (there are three maneuvers with a point value of 1, three maneuvers with a point value of 2, etc). These values determine the effectiveness of each maneuver. The values of the maneuvers change every season, so keep an eye out for that and adjust accordingly.

When you enter a match, the value of your first maneuver is compared to the value of your opponent's first maneuver. If your maneuver is valued higher, your wrestler is awarded the difference in points plus any bonuses he gets from his race and attribute modifiers. If your opponent's maneuver is valued higher, his wrestler is awarded the difference in points plus any bonuses he gets from his race and attribute modifiers. Then the second maneuvers are compared in the same way, etc., until a winner is determined. Some special traits affect maneuver point values either raising them to break ties or awarding more points for “winning” the round.

If a wrestler has four maneuvers in a row that are valued higher than his opponent's, he wins the match at that maneuver. If a wrestler's points fall behind his opponent's points by exactly the disqualification value at any time, that wrestler is disqualified; and if he falls behind by exactly the count out value, he is considered to be counted out.

A match can go through all 13 maneuvers. In that case, we add your wrestler’s Durability modifier and any special miscellaneous bonuses to the match total and the winner is the wrestler with the most points. If, for instance, after all 13 maneuvers are compared, your wrestler has 23 points and your opponent has 18 points, your wrestler would win by a 5-point margin. This margin of victory is posted online with the match summaries.

If both wrestlers end up equal after all 13 maneuvers, the match will be declared a draw. A wrestler can win by a zero-point margin if he wins four straight maneuvers over his opponent and they both end up with the same number of points at that maneuver. This is not a draw.

The winner(s) of tag-team, six-man, and handicap matches are determined in much the same way as singles matches, except we use a "team strategy" for both sides: For the first team, we check the value of each wrestler's first maneuver. It chooses the maneuver with the highest value to use as the first maneuver of that team's strategy. Then it continues with the second through the thirteenth maneuver. This process is repeated for the other team, and the match is then played using the team strategies.

Each wrestler may have only one maneuver set per season. For this reason, you may not challenge the same opponent more than once in a season since the outcome of both matches would be identical. Also, you may not challenge wrestlers you own since you know both maneuver sets.

attributes

When you create your wrestler you decide how strong, fast and tough he is and define his wrestling style. You do this by adding Attribute Points (AP) to your attributes. There are 8 different attribute categories (stats) and each one gives your wrestler a unique bonus. The bonus is based on your wrestlers Attribute Modifier. To find an attributes modifier add the total number of AP’s of the stat you are viewing and divided it by 1.5. The result is your Attribute Modifier.

You should choose your abilities on the type of wrestler you are creating. Making a quick wrestler that likes to soar through the air on their way to victory? Add more AP to his Agility and High Flying stats. Building more of a bruising powerhouse? Add more AP to his Strength and Brawling Stats. Below is a table that details your wrestler’s attributes.

Strength (Str):

Determines how physically strong your wrestler is.

Add Str. modifier to all Brawling point value wins.

Agility (Agi):

Determines how quick and dexterous your wrestler is.

Add Agi. modifier to all High Flying point value wins.

Intelligence (Int):

Determines how smart and ring savvy your wrestler is.

Add Int. modifier to all Technical point value wins.

Durability (Dura):

Determines how physically tough and resilient your wrestler is.

Add Dura. modifier to your wrestlers match total at the end of the match.*

Energy Projection (Enpro):

Determines how powerful your ability to discharge energy is.

Add Enpro. modifier to all PV wins.

Brawling:

Determines how proficient your wrestler is at cheating and brawling.

Add Brawling modifier to finishing move PV and in PV ties between Brawling maneuvers.

High Flying:

Determines how skilled your wrestler is at performing devastating aerial maneuvers.

Add High Flying modifier to finishing move PV and in PV ties between High Flying maneuvers.

Technical

Determines how skilled your wrestler is at submissions and technical maneuvers.

Add Technical modifier to finishing move PV and in PV ties between Technical maneuvers.


imaginary money (credit)

In singles matches, every victory is worth $1,000 Galaxy Credits (GC) in imaginary money to a wrestler. If your wrestler loses a match, he receives a "loser's purse" for making an attempt. The amount of this purse varies, depending on the margin of victory.

In tag-team, six-man, or handicap matches, each member of the winning team receives $1,000 GC and each member of the losing team wins the amount of the loser's purse.

If there is a draw, each wrestler involved receives an imaginary $500 GC.

Wrestlers who are disqualified or counted out are fined for their unsportsmanlike actions! If your wrestler is disqualified, he loses $1,000 GC of his imaginary earnings. If he is counted out, he is fined $500 GC in imaginary money.

A wrestler's accumulated earnings are listed beside his record in the rankings. Galaxy Credits can be used to buy special wrestling gear that enhances your wrestler’s attributes and maneuver point values.

battle royal

To determine the winner of the battle royal, eight random numbers from 1 to 12 are entered into our computer. When you enter a battle royal, the values of the maneuvers in your maneuver set at those eight positions are added up. The wrestler with the highest total wins. The wrestler with the second highest total is thrown out last, down to the wrestler with the lowest total being thrown out first.

Wrestlers are given imaginary money based on when they are thrown out instead of who they throw out since that awards more money to those with higher totals.

The winner gets $30,000 GC added to his imaginary earnings and the wrestlers who were thrown out also receive imaginary money. The first wrestler who is thrown out gets $1,000 and each wrestler after that receives $100 above the previous wrestler.


leveling up

In addition to GC your wrestler also receives experience points (XP) for entering and winning matches. After totaling a certain number of XP your wrestler gains a level. When you gain a level you automatically receive more AP that you can distribute however you like and when you reach 3rd, 6th, & 9th level you gain another Racial Trait. The XP System table below list the points needed to level up.

Level

XP

Bonus

1

0

25 AP & Racial Trait

2

100

2 AP

3

200

2 AP & Racial Trait

4

300

2 AP

5

450

3 AP

6

675

2 AP & Racial Trait

7

1,000

2 AP

8

1,500

2 AP

9

2,250

2 AP & Racial Trait

10

3,375

3 AP

XP Rewards by Match



Match Type

XP Reward: Entry

XP Reward: Victory

Regular Match

3

10

2 on 1 Handicap Match

5

15

Tag Team Match

2

5

Six Man Tag Match

2

5

Battle Royal

3 plus bonus depending on elimination order

30

Tournament

3

30

XFWC Solar Belt Title Match

5

20

XFWC Galactic Belt Title Match

7

30

XFWC Tag Team Title Match

5

15


Wednesday, June 17, 2009

The Super Spartan


The Super Spartan
Human (Super Powered) Level 1
Height: 6’2 Weight: 220lbs Persona: Face
Finishing Move: The Spartan Spear PV: 6
Super Brawler


The Super Spartan is an elite Super Agent with the United Nations of Earth with a fanatical devotion to the life and ways of the legendary Spartan warriors of ancient times. Some say he suffers from intense delusions and actually believes that he is a Spartan warrior ripped from his own time and forced onto ours by deranged sorcerers. Either way The Spartan is an accomplished warrior and a deadly opponent. His finishing move is a leaping top rope spear (shoulder tackle).

Wednesday, June 10, 2009

The Promise Keeper

The Promise Keeper
Undead/Demon Level 3
Height:7’2 Weight: 366lbs Persona: Heel
Finishing Move: Death Dealer PV: 7
Aura of Doom; Relentless


Created by foul black magic, the Promise Keeper is half demon, half undead and total bad ass! Incredibly powerful due to his undead /demon heritage the Promise Keeper is considered a top ten wrestler in the XFWC. Using burst of unholy power and his great strength to augment his brawling skills the Promise Keeper is a devastating opponent. His finishing move, the Death Dealer, is an off the top rope Tombstone Piledriver that has ended many a wrestlers career.

Friday, June 5, 2009

Drudge


Drudge
Alien (Vis’Robur) Level 1
6’6 368lbs
Finishing Move: Death Ray Bomb PV: 8
Gladiator Toughness


Bred for war and trained to be a gladiator his entire life, Drudge is suited very well to the combat and violence in the XFWC. Although not the smartest or most charismatic competitor Drudge has smacked the piss out of those who doubted or mocked him and has climbed the ladder to become a fan favorite from those of many different worlds. Drudge’s finishing move, the Death Ray Bomb, is a leaping top rope powerbomb followed by a vicious fist to the face.

Armand' Sol


Armand’ Sol
Human (Supernatural) Level 1
6’0 194lbs
Finishing Move: The Sunburst PV: 6
Forbidden Knowledge (Demons & Undead)



Armand’ Sol hails from the United Nations of Earth, specifically from the land once known as Spanish Europe. Armand’ Sol uses supernatural rituals to augment his strength and durability and uses his superior agility to leap away and dodge from enemy attacks. Armand also uses his spells and incantations to blast away at bigger opponents, weakening them from a distance before closing in. A high flying superstar, his finishing move is the Sunburst; a leaping springboard moonsault that also inflicts an enormous explosion of supernatural power upon his foe.

About the XFWC

Created by the Galactic Order of Nations to prevent mass warfare between worlds and nations the XFWC has become the universes primary form of entertainment. Wrestlers come from across the galaxy representing their nation, race, people and species. They battle in a specially fortified squared circle of doom for the welfare of their nations. Whether the wrestlers are battling on behalf of their nation for peace or war they come ready to wreak havoc upon their foes. Using a combination of super human abilities, advance technology, supernatural rituals and mutant powers the wrestlers go head to head in no holds barred combat. Dire consequences await those nations whose champions fail them.

The new season of XFWC is primed to start off with a 23 man/mutant/alien Battle Royal! Don't miss out on the first Battle Royal of the season as each wrestler hopes to qualify for a spot on the 8 man tournament for the championship of the galaxy!

Coming soon:

Wrestler Bio's
Battle Ring Info
Battle Royal