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Post by BaneTheDestroyer on Jul 5, 2014 0:42:06 GMT -5
Please Copy & Paste (so that I can see the questions as well as your answers without having to reference back to my original post) Username: (your forum username) Wrestler Name & Nickname (if any): Gimmick: (in a few brief sentences) Bio: (no more than one or two paragraphs) Attitude: (face, heel, or tweener. This game WILL NOT WORK without a good mix of heel and face) Height: Weight Class: (Light Heavyweight, Cruiserweight, Heavyweight, Super Heavyweight, Ultra Heavyweight) Entrance Theme: (provide YouTube video if possible) List the following in order of priority for your character, from highest to lowest: Athleticism, Brawn (overall physicality), Flair (charisma), Instinct (technical skills), and Power (raw physical strength) List the following in order of priority for your character, from highest to lowest: Aerialist, Brawling, Crowd Working, Hardcore, Technical Ability, Powerhouse Your Finishing Maneuver: (must be something that could actually happen in a wrestling ring… taking out a knife and stabbing someone in the throat is not acceptable) Some Common Wrestling Moves that your character uses a lot: What is your character’s biggest weakness? Describe your character (physical appearance, personality, etc)
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Post by BaneTheDestroyer on Jul 5, 2014 0:43:28 GMT -5
Link (hopefully) to a sample character in MS excel format; "Dark Match" Donnie Driver. www.dropbox.com/s/m8sp0lh125qcd52/DonnieDriver.xlsxFor those that can use XL, the best thing about this spreadsheet is that it has the full maneuver list on the third page...
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Post by BaneTheDestroyer on Jul 5, 2014 0:43:49 GMT -5
Donnie Driver in "long form" Wild World Wrestling Character Sheet Name: "Dark Match" Donnie Driver Concept/gimmick: Jolly Fat Man with a dangerous amount of experience Attitude: Babyface Eyes: Brown Hair: Black Height: 6’3" Weight: 355 lbs Weight Mod: +6 ATHLETICS: -2 BRAWN: 3 FLAIR: +2 INSTINCT: 0 POWER: 1 Star Power/Current Star Power: Max Heat/Current Heat: 4/0 Injury: Fatigue Threshold: 23 Fatigue/Fatigue Penalty: Submission Threshold: 15 SKILL BONUS Athletics Deception Kn: Athletic Kn: Brawl Kn: Flair Kn: Power Kn: Technical Kn: Roster +5 Kn: Sp Match Kn: Tag Team Language Perception +3 Performance +2 GIMMICK USED Training BG MF: Brawling MF: Power Finisher Maneuver Training: +1 High Pain Threshold Refocusing Your Aggression (You can spend 1 Heat to reroll any one roll keyed to Brawn (including attribute, skill, submission count, Brawling maneuver, Brawling maneuver damage, etc.) with all bonuses and penalties, unless the original result is an automatic miss. You must take the new roll. You can use this GE as many times as you want, spending the requisite Heat each time.) Signature Maneuver Flaws Glass Jaw: Once per card, you get no roll to resist stun effects and automatically become stunned. Finisher: The Donnie Driver (Fallaway Slam) +0, 3d6 (Base Maneuver Stats) Fallaway Slam (Power) Lift the opponent up across your chest, then fall backward while throwing him over your head. Modifiers: 2d6 damage (–3), requires lifting (+1) Total Modifier: -2 Signature: The Donnie Drop +1, 1d8+6, 4 fatigue cost Base Maneuver Stats: Butt Splash Modifiers: 1d8 damage (-2), add Weight Mod to damage (-1), prone target (+1), stunning (-2), stunning: self if missed (+1). Total Modifier: -3
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Post by BaneTheDestroyer on Jul 5, 2014 0:47:38 GMT -5
Wild World Wrestling Character Sheet Name: Bane The Destroyer Concept/gimmick: Egotistical and power hungry monster. Thinks he's the most dominant force there is and is always willing to prove it. Attitude: Tweener Eyes: Green Eyes Hair: Bald Height: 6’8" Weight: 355 lbs Weight Mod: +6 ATHLETICS: +1 BRAWN: +2 FLAIR: 0 INSTINCT: 0 POWER: +3 Star Power/Current Star Power: Max Heat/Current Heat: 4/0 Injury: Fatigue Threshold: 22 Fatigue/Fatigue Penalty: Submission Threshold: 12 SKILL BONUS Athletics Deception Kn: Athletic Kn: Brawl Kn: Flair Kn: Power +5 Kn: Technical Kn: Roster Kn: Sp Match Kn: Tag Team Language Perception Performance Presence: +3 GIMMICK Enhancements Training Background Maneuver Familiary: Power Maneuver Familiarity: Improvised Weapons(The Maneuver Familiarity Gimmick Enhancement removes the -4 non-familiarity penalty for using that type of maneuver) Finisher (see below) Signature (see below) Feat of Strength(Before rolling a Power roll (such as performing a Power maneuver, pinning or submitting an opponent with Power holds, kicking out of a pin, using a skill keyed to Power, etc.), you can add a +1 bonus to the roll for every 1 Fatigue you choose to exert, up to double (2x) your Power (minimum 1 for 0 or negative scores). No-Sell(Once per card, you take no damage and effects from a maneuver with a successful Brawn roll (Difficulty = damage dealt). Against damage from a finisher, however, you must spend a Heat yourself to use this GE.) Flaws Overconfident(Once per card, you do only half damage on a successful maneuver, or halve the final result of a non-Maneuver Roll.) Finisher: Venomocity (Powerbomb Backbreaker) +2, 4d8 damage Base Maneuver Stats 3d8 damage (–6), exertion: 4 Fatigue (+2), requires lifting (+1) Total Modifier: -3 +1 Damage Dice (free due to Finisher): 4d8 +1 to roll (free due to Finisher) +1 to roll (free from Knowledge: Power Maneuvers +5) +3 Power Attribute Signature: No Man's Land (Spinning Side Slam) -2, 3d6 damage, stun (Brawn roll Df = damage dealt or be stunned) Base Maneuver Stats 3d6 damage (-5), Requires Lifting (+1), Stunning (-2) Total Modifier: -6 +2 to roll (free due to Signature) +2 Brawn Attribute
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Post by BaneTheDestroyer on Jul 5, 2014 0:48:32 GMT -5
Wild World Wrestling Character Sheet Name: Topher "The Kid Legend" Pillson Concept/gimmick: Topher is a young ,gifted , natural athlete that pulls off many feats only done by veterans. He plans on making his mark in the wrestling business one of renown and permanence. Attitude: Babyface Eyes: Hair: Height: 6’ Weight: 220 lbs Weight Mod: 0 ATHLETICS: +3 BRAWN: -1 FLAIR: +2 INSTINCT: +3 POWER: -1 Star Power/Current Star Power: Max Heat/Current Heat: 4/0 Injury: Fatigue Threshold: 19 Fatigue/Fatigue Penalty: Submission Threshold: 9 SKILL BONUS Athletics: +5 Deception Kn: Athletic Kn: Brawl Kn: Flair Kn: Power Kn: Technical: Kn: Roster Kn: Sp Match Kn: Tag Team Language Perception Performance Presence: +3 GIMMICK USED Training BG Maneuver Familiarity: Instinct Maneuver Familiarity: Flair Maneuver Familiarity: Athletic (removes -4 non-familiarity penalty for moves of that category) Finisher (Crossface Chickenwing) Signature Maneuver (Diving Kneedrop Bulldog) Flaws Showboat (You’ll flaunt your greatness even when doing something that is beyond you. Once per card, an opponent can pick a maneuver type and you’ll have to attempt a move of that type for the round before any die roll, or he/she can choose which attribute you’ll use for a non-Maneuver Roll (even if it’s nonsensical) Finisher: Crossface Chickenwing: -1, 4d6 Base Maneuver Stats 3d6 (-5), Knockdown (-1), Prone Self (+1), Submission (-1) Damage: +1d for Finisher Maneuver Roll +1 for Finisher +3 for Instinct +1 for Maneuver Training Signature: Diving Kneedrop Bulldog: +1, 2d8 Base Maneuver Stats 2d8 damage (-4), Knockdown (-1), Stunning (-2), Stunning: Self If Missed (+1) Maneuver Roll +2 Signature +3 Athleticism +1/5 Athletics Skills +1 Maneuver Training
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Post by BaneTheDestroyer on Jul 5, 2014 0:54:16 GMT -5
Wild World Wrestling Character Sheet Name: Jester Junior Concept/gimmick: 2nd Generational wrestler, cocky for being "so good" at his age. Attitude: Heel Eyes: Hair: Height: 6’2" Weight: 145 lbs Weight Mod: -2 ATHLETICS: +2 BRAWN: +1 FLAIR: 0 INSTINCT: +1 POWER: +1 Star Power/Current Star Power: Max Heat/Current Heat: 4/0 Injury: Fatigue Threshold: 21 Fatigue/Fatigue Penalty: Submission Threshold: 11 SKILL BONUS Athletics: Deception Kn: Athletic Kn: Brawl Kn: Flair Kn: Power Kn: Technical: Kn: Roster Kn: Sp Match Kn: Tag Team Language Perception Performance +4 Presence: +4 GIMMICK USED Training BG MF: Athletic MF: Power (removes -4 unfamiliarity penalty for that maneuver type) Finisher (Bullhorn) Hardcore (Once per card, you can voluntarily forego your action and drop your Action Count to 0 for one round, gaining 1 Heat if you take 10 or more points in damage (after all reductions) for the round. You can use this GE while stunned.) Reckless Abandon (When performing a maneuver with the “Stunning: Self” or “Stunning: Self if Missed” modifier, you can add a bonus on the damage roll and subtract the same number from the Maneuver Roll. This bonus cannot exceed one-half (1/2) your Maneuver Training bonus (round down, minimum 1). Furthermore, you gain one Heat if the damage roll for stun purpose for this maneuver exceeds 10 on a miss!) Wrestling Savant (Non-familiarity penalty is -2 rather than -4) Flaws Cocky (Once per card, the opponent kicks out of your pin attempt or escapes your submission hold automatically — including singles or tag team finishers!) Finisher: Bullhorn Base Maneuver Stats: -2, 3d8 2d8 (-4), Knockdown (-1), Prone Self (+1), Stunning (-2), Stunning: Self If Missed (+1) +1d damage for Finisher Total: -5 +1 from Finisher + 2 from Athletics
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Post by BaneTheDestroyer on Jul 5, 2014 0:55:14 GMT -5
Wild World Wrestling Character Sheet Name: Solomon Concept/gimmick: Narcissistic but self-conscious Attitude: Heel Eyes: Hair: Height: 5'11" Weight: 140 lbs Weight Mod: -2 ATHLETICS: +2 BRAWN: -1 FLAIR: +3 INSTINCT: +2 POWER: -1 Star Power/Current Star Power: Max Heat/Current Heat: 4/0 Injury: Fatigue Threshold: 19 Fatigue/Fatigue Penalty: Submission Threshold: 9 SKILL BONUS Athletics: Deception Kn: Athletic Kn: Brawl Kn: Flair Kn: Power Kn: Technical: Kn: Roster Kn: Sp Match Kn: Tag Team Language Perception Performance +8 Presence: GIMMICK USED Training BG MF: Instinct MF: Flair MF: Athletic (removes -4 unfamiliarity penalty for that maneuver type) Finisher (Exodus) Resources +2 (This represents the wealth, prestige, and influence necessary to get your way, expressed as bonus on rolls such as avoiding disqualifications, rescinding fines and revoking suspensions, as well as complementing certain Gimmick Enhancements (like Astute Foresight). Steal Heat (Once per card, when you gain a Heat you can choose to take it from another character in the same match or segment instead. You cannot use this GE when you’re at maximum Heat, or if the target has no Heat available.) Flaws Hated (Once per card, an opponent can make you lose one Heat that you just gained or received, since regardless of your Attitude, you just seem to rub everyone the wrong way, from those backstage and in the locker room to the fans.) Finisher: Exodus +1, 3d6 damage Base Maneuver Stats Modifiers: 2d6 damage (–3), prone self (+1), requires prone target (+1), submission (–1) Total Modifier: –2 +1d6 damage (free from Finisher) +1 to Maneuver Roll (free from Finisher) +2 from instinct
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Post by BaneTheDestroyer on Jul 5, 2014 0:55:25 GMT -5
Wild World Wrestling Character Sheet Name: Lex Thunder Concept/gimmick: Greek God/Kung Fu Master/Marine Attitude: Face Eyes: Hair: Height: 6'2" Weight: 235 lbs Weight Mod: +1 ATHLETICS: +2 BRAWN: +1 FLAIR: 0 INSTINCT: +2 POWER: +1 Star Power/Current Star Power: Max Heat/Current Heat: 4/0 Injury: Fatigue Threshold: 21 Fatigue/Fatigue Penalty: Submission Threshold: 11 SKILL BONUS Athletics: Deception Kn: Athletic Kn: Brawl: +3 Kn: Flair Kn: Power Kn: Technical: Kn: Roster Kn: Sp Match Kn: Tag Team Language: English Language: Chinese Perception Performance Presence: +3 GIMMICK USED Training BG MF: Instinct MF: Brawl Finisher Maneuver Training: +1 Critical Strike (Once per card, after you confirm a critical hit with a signature move, finisher, or maneuver of a type with which you are familiar (i.e., have the corresponding Maneuver Familiarity GE), inflict the maximum damage without rolling.) Wrestling Savant (Non-proficient penalty is only -2 for you instead of -4.) Flaws Unlucky (Once per card, an opponent can stage down your extraordinary success or failure: critical success into automatic success, automatic success into standard success, or automatic failure into critical failure. You still use the original roll for comparison purpose, but lose the benefits or suffer additional consequences.) Finisher: Lightning Strikes -3, 4d6 Base Maneuver Stats 3d6 damage (-5), Stunning (-2) Total: -7 +1d6 damage (free from Finisher) +1 maneuver roll (free from Finisher) +2 maneuver roll (from Instinct) +1 maneuver roll (from maneuver training)
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