Showing posts with label hero. Show all posts
Showing posts with label hero. Show all posts

Sunday, July 5, 2009

The Marine

Cruzader

Human (Cyborg:Super Powered) Level 1 Technician

Height: 6’5 Weight: 262lbs        Persona: Face

Finishing Move: Casus Belli        PV: 4

Racial Trait: Enhanced Copy

themarine

Attribute                    Total Mod
Strength: XXXX 4 +2.0
Agility: XXXX 4 +2.0
Intelligence: XXXX 4 +2.0
Durability: XXXX 4 +2.0
Energy Projection: XXX 3 +1.5
Brawling: XXXX 4 +2.0
High Flying: XX 2 +1.0
Technical: XXXX 4 +2.0

The Marine is a prototypical soldier for the United Nations of Earth. Enhanced biologically with super soldier serum and technologically with cybernetic armor the Marine is a representative of the UNE’s first line of defense. This marine’s name and homeland are classified. Basically he competes as a XFWC superstar as a PR campaign to attract young men and women to enlist for service. An all around balanced competitor the Marine finishes foes off with his top rope DDT that he calls Casus Belli.

Saturday, July 4, 2009

Gaul Maladren

Gaul Maladren

Monster (Dracon) Level 3 Brawler

Height: 8’3 Weight: 420lbs Persona: Face

Finishing Move: Crucifix Crusher PV:9

Racial Trait: Super Brawler, Improved Super Brawler

gaul

Attribute
Total Mod
Strength: XXXXXXXXXX 10 +5.0
Agility: X 1 +0.5
Intelligence: XXX 3 +1.5
Durability: XXXXXXXX 8 +4.0
Energy Projection: XXX 3 +1.5
Brawling: XXXXXXX 7 +3.5
High Flying:
0 +0.0
Technical: X 1 +0.5

Gaul Maladren is a member of an honorable race of dragon men that have lived in secret for many many centuries. Only recently emerging from their subterranean cities the Dracon find humans fascinating and enjoy spending time with humans. Dracon’s generally get along well with Vis’Robur but hate slavery and look down upon the Scelerath. Gaul is a champion of the Dracon and represents there race for the XFWC.

Disco Dazzle

Disco Dazzle

Human (Super powered) Level 1 High Flyer

Height: 6’3 Weight: 220lbs Persona: Face

Finishing Move: Disco Driver PV: 7

Racial Trait: Super Brawler

discodazzle

Attribute Total Mod
Strength: X 1 +0.5
Agility: XXXXXXX 7 +3.5
Intelligence: XXXXXXX 7 +3.5
Durability: XX 2 +1.0
Energy Projection: XXX 3 +1.5
Brawling: 0 +0.0
High Flying: XXXXX 5 +2.5
Technical: XXXXX 5 +2.5

Disco Dazzle was a 70’s era superspy for the United States of America. His body was cryogenically frozen in a top secret government program. When the USA was torn apart by multiple rebellions his frozen body was lost amid the turmoil. After many years of war a new nation was formed and merged with the worlds other power nations to form the United Nations of Earth. Upon discovery of the frozen super spy the UNE “defrosted” him making Disco Dazzle the oldest living person in the known galaxy.

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.

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.

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.

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.

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