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.

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