Ladies and Gentlemen,
Let's Get Ready To RRRUUUMMMBBBLLLEEE!
Based on the PPV: Pro Wrestling Hack by Rob Wieland
Welcome to Penny Arcade Championship Wrestling (PACW), brought to you by Fruit Fucker 2000. “Drink My Juice”. Tonight, Wrestlers from around the world will compete for Fame and Fortune, performing high feats of athletic strength and acrobatic mastery in a spectacle of lights, sounds, and pain! Tell the children to go to bed, it's time for PACW!
It's FATE Accelerated! It's Wrestling! It's GMless (mostly)!
In this game, players are both the wrestlers and the managers of their team. Your job is to one day become the greatest manager in the PACW, with a roster of legends. The game starts with managers have 12 Face Points to use to create as many Wrestlers as they can (See Managers Below). Each match gives the winner a chance to win 1 Face or 1 Heel Point unless otherwise specified. Clean fights give you Face Points while dirty tricks will earn you Heel. You may also choose to take a Heel point instead of Face Points in a clean fight too, which means your wrestler is setting up something evil later.
Creating a Wrestler
Like normal characters in FAE, wrestlers are made up of Aspects, Approaches (Skills), and Stunts.
Aspects: Every wrestler has one aspect, their Gimmick: You gotta have a gimmick. It might be something realistic like Olympic Champion or MMA Expert. It could be something involving your look like Seven Foot Giant or Luchador Sin Igual. It could be your supposed non-wrestling occupation like Digger of Graves or Sadistic Dentist. Or it could be your antics outside the ring, like Jet Plane Flyin, Limousine Ridin, Kiss Stealin, Wheelin, Dealin Son of A Gun. (Yes, that's all one aspect. Woo!)
Beyond these aspects are more, but let's talk about feuds for a moment.
Each aspect beyond the first two represents a feud you've had with another wrestler. Feuds are the backbone of wrestling organizations. Some feuds are forgettable, but some are legendary. No matter what, your wrestler learned something from the feud, which is represented by a feud aspect.
Rather than make one single character, it's best to make 2-4 characters for each player, each with a different amount of feud aspects. This allows players more chances to be in a match on any given PPV night, and also allows for classic storylines to play out, like the rookie upsetting the legend, or the rivals trading a title in a series of classic matches. PPV can be played without a GM, or one player can step back and be the Booker, who adjudicates any rules issues. For added realism, a Booker can still create and control wrestlers, but don't be surprised if they go over more often...
Here's a rough guide to what each number of feuds represents in experience:
0 Feud Aspects: This wrestler is often called a jobber. They exist mainly to make their opponent look good. They are usually young wrestlers still green to the business or veterans who never got popular with the crowd. they rarely get on TV, but when they do, you know they are 99% sure to lose.
1 Feud Aspect: Wrestlers at this level are known as curtain jerkers. They have a bit of personality and a cult following among fans. They usually wrestle at the top of the show to get people excited. The wrestler may also be known as a jobber to the stars, since it is likely they will lose to anyone other than another curtain jerker.
2 Feud Aspects: These mid-carders are versatile. They have small, devoted fanbases and can be used to fight with wrestlers above, below or at this level. Often they hold secondary or tag titles to feud over.
3 Feud Aspects: Main eventers are the current starts of the federation. They wrestle at most PPVs, or at the end of televised cards. They are considered legitimate challengers for world titles. They have fans who buy T-shirts and chant their catchphrases.
4 Feud Aspects: These wrestlers are legends. When someone thinks of pro wrestling, they often picture a legend strutting down the aisle or laying out an opponent with a devastating finisher. The also may have had success in Hollywood or other areas outside the business.
Feud aspects can be catchphrases "Time to die, sucka!", signature maneuvers (The Floatover DDT), lessons learned (Never Trust A Pretty Face) or current rivalries (That Bastard Stole My Title)
Approaches (Skills):
Characters in PPV use the following approaches in their matches.
High-Flying: Wrestlers using the ropes, doing flashy spins to avoid attacks, or jumping from high points onto their opponent use this approach.
Powerhouse: Wrestlers lifting their opponent above their head, showing off that an attack unfazed them, or smashing two opponents together use this approach.
Roughneck: Wrestlers trading blows with their opponent, battling back from defeat with a well timed kick, or hitting their oppenent with a steel chair use this opponent.
Savvy: Wrestlers cheating to win, making it to the ropes to break a hold, or distracting the referee use this approach.
Technical: Wrestlers chain wrestling their opponent, reversing a hold to their advantage, or focusing on an injured body part use this approach.
Wrestlers get a number of points based on their role in the federation. The maximum any wrestler can have in any approach is Superb (+5)
Jobber: 2 ranks
Curtain Jerker: 4 ranks
Mid-carder: 6 ranks
Main Eventer: 8 ranks
Legend: 10 ranks
Stunts:
Choose two stunts normally. Perhaps you are good on the mic and get a bonus when creating an advantage in an interview. Perhaps you are very good at reversing technical holds. Perhaps you inflict extra stiff steel chair shots.
Every wrestler has a finishing maneuver: Describe yours. It could be the technical description, like The Spike Piledriver. It could be a gimmick related name, like The Boomstick. When you use your finisher, you get a free invoke on any consequences your opponent has, in addition the the normal stunt bonus. This is your third stunt.
Each Wrestler will have 1 three box stress bar and three consequences. Minor Consequences will disappear at the end of the night, Major will disappear at the end of the next PPV Event, and Severe will disappear when your character changes his Gimmick.
Heat (FATE Points)
FATE Points during matches are called Heat. Heat is your crowd backing. The more heat you have, the more the crowd cheers (or boos) what you do. Fate points represent this crowd support. The total amount of your Fate points is known as your Heat. In addition to the usual spends for a Fate point, like +2 or a reroll, you can spend Fate points on these Heat actions:
Run-in. To insert yourself into a scene, such as a match or a promo, spend a Fate point.
Booooriiiiing. To use the same approach on two rolls in a row, spend a Fate point.
With Authority. To hit an opponent with a finishing maneuver after the first time you've used it in a match, spend a Fate point.
A Hope Spot. You may spend a Fate point to seize momentum before a roll. Your opponent may do the same.
Business Is Picking Up! To call for aid in a scene from another wrestler, give them a Fate point. They may refuse by spending a Fate point.
Each wrestler starts an event with Heat equal to half their aspects, rounded up. When you Succeed With Style you gain one Heat as the crowd cheers you on.
Matches:
Each match is a series of rolls. These rules don't simulate a blow-by-blow account of the match, but rather the big moves and turning points in the match. A match could be decided by one roll, or several.
Each wrestler has three stress boxes as well as three consequence slots. There is one stress track. The first consequence slot remains until the end of a card. The second consequence remains until the next PPV, usually every three or four cards. The third consequence remains until the character changes their gimmick aspect. A character may only change their gimmick aspect after they've been in a number of PPV events equal to their feud aspects.
The match is governed by momentum. You can only inflict stress on an opponent when you have momentum. You keep momentum so long as you make successful rolls. Whoever has momentum chooses their approach first. Momentum switches sides when a wrestler succeeds with style on a roll to defend. A wrestler may choose to give up momentum to make the opponent choose first. Rather than take momentum, a wrestler may choose to create an advantage if they succeed with style.
Starting momentum is determined by who has more heat. If there's a tie, each wrestler rolls their best approach. Whoever wins, starts with momentum and narrates how they got it..
When a wrestler is taken out, they lose the match.
Managers- The Meta Game.
Each player is a manager of a team or group of Wrestlers. Each manager has Face and Heel points to spend to help their team grow or hinder the other manager's wrestlers.
Buy a jobber wrestler: 3 Face Points
Add a feud to a wrestler: Number of Feuds the wrestler has +1 Face Points
Change an Aspect That Isn't Your Gimmick: 2 Face Points
Change a Stunt: 2 Face Points
Rename Your Gimmick: 4 Face and One PPV Event Showing
Up the Ante (see Events and Matches below): Bet Face Points.
Resist a Compel Outside a Match: 1 Face/Heel Point.
Create A
Dirty Trick Advantage for in the Ring: 2 Heel Points
Steal Rival's Ally (Girlfriend, Manager, anyone important to your Rival): 3 Heel Points
Sudden Match (Create a fight the Rival wasn't expecting, including jumping them out of the ring)- 2 Heel Points*
Compel an Aspect Outside a Match- 1 Heel Point
*Special Matches such as Hell in The Cell, TLCs, ect. Require you to place twice as much Heel Points in as the Rival places Face Points into the Ante. Winner gains the pot.
Events and Matches
Before the Wrestlers step into the ring, the managers decide the cards for the event. There are two kinds of events, Cable TV Events (Raw/Smackdown like) and Pay Per View Events. In both Events, each manager must have at least one wrestler from his team show to the event. Managers decide among themselves who faces who as long as the wrestler didn't face that wrestler the last Event and a wrestler can't face the same wrestler twice in the same Event. Winning matches in a Cable TV Event gains you 1 Face/Heel point per win while PPV Events gain you 2 Face/Heel Points per win. There are 3-5 Cable TV Events between PPV events.
Cable TV Events have a number of matches equal to the number of managers divided by 2 +1. So if we have 4 managers playing, there will be 3 matches on a Cable TV Event.
PPV Events have a number of matches equal to the number of managers divided by 2 +2. So with 4 managers you will have 4 matches.
Managers may also bet Face/Heel Points to create a Special Match. These events include but not limited to Tag-Team, Cage Matches, Title Matches, TLC, and Special Rules such as Falls Count Anywhere. Both Managers much agree on the betting amount (Usually Face Points) unless it's an Ambush Special Match which one person wasn't expecting, in which the Manager starting the match must bet two Heel Points for every Face Point the other Manager Antes. Winner gains the Pot.
Interviews, Promos, and other Non-Match Type Contest
Each Event has a set number of matches, but managers may choose to instead use this time to do interviews/promotions and other non-wrestling match contest. Each one of these cost 1/3 a match and if the whole match isn't used, it's lost. Starting from the Manager with the least amount of Face Points, they can choose to do the following:
Interview- where a lone wrestler talks about an opponent or rival. They roll an approach based on how their interview goes. The difficulty for the roll equals the amount of aspects their opponent or rival has. On a Success, gain 1 Face Point, on a Failure gain 1 Heel Point.
Promotion- Same as Interviews but instead they try to gain sponsors and endorsements, such as sports commercials and movies deals.
Contest- This covers anything where two wrestlers try to out do each other - dueling promos, a backstage brawl or a bodybuilding pose down. Each chooses an approach for the roll. Whoever wins the contest gets a Fate point. Any aspects generated in a contest carry over for the rest of the card.
Other Manager Things
Each Manager can buy/trade wrestlers between themselves to better their teams. You can spend Face/Heel points, trade Wrestler for Wrestler, bake the other Manager cookies in RL, whatever, as long as the two managers agree to the deal.
Managers can also retire Wrestlers. Other Managers who want to bring back retired wrestlers must gain permission from the Manager who retired him first.
Refereeing
If there is an argument or ruling that needs to be made, I'll make it as fair as I can.
Game Terms-
Wrestler- The Fighters of the Ring
Manager- The Players
Teammates- Wrestlers owned by the same Managers.
Allies- Teammates, and Wrestlers on other Management teams that are on friendly terms with Wrestlers on your Team.
Rivals- Any Wrestler you aren't on friendly terms with.
FATE Accelerated book is free here! Grab it!
I can take as many people as we can get since this is going to be mostly GM free. I'll help people get used to the rules. Some things are subject to change for balance reasons which will be addressed if/when we come across them. Since this is really just PvP, there is no need for a GM! Yay! Just try to post once per day and once during the weekend to help keep the thread moving. One match at a time to keep confusion down, but otherwise, go crazy!
Posts
Grunt's Ghosts (2 Face, 0 Heel)
Boris "The Soviet Bear" Melovic (Curtain Jerker)
Amora Cruz (Mid-Carder)
Dex Dynamo (0 Face, 0 Heel)
Briggs Tobacco (Mid-Carder)
Tyler Arrow, The River City Kid (Jobber)
"The Unstoppable Force" Diana Chen (Jobber)
Goose! (6 Face, 0 Heel)
"The Professor" Gordon Miller (Mid-Carder)
Auralynx (3 Face, 0 Heel)
Alexander Turner (Main Eventer)
Ken O (0 Face, 0 Heel)
Damage (Mid-Carder)
Malice (Mid-Carder)
Reynolds (3 Face, 0 Heel)
"The Archer" Robin Adams (Main Eventer)
Jester313 (6 Face, 0 Heel)
Archangel (Mid-Carder)
DaMoonRulz (3 Face, 0 Heel)
Steve "Stormy" Barnes (Jobber)
Wynn Walker (Jobber)
Arnold Nathaniel Parson "AnP" (Jobber)
Manager: Grunt S. Ghosts (8 Face, 0 Heel)
Name: Boris "The Soviet Bear" Melovic (Curtain Jerker) 3 Face to buy him as a jobber and 1 Face to up him to Curtain Jerker
Gimmick: The Russian Powerhouse
Aspects: Big Guy With Big Mouth
Feud: Only Red, No White Or Blue
Approaches:
Powerhouse +2
Roughneck +1
Technical +1
Stunts:
Ha! Didn't Even Feel That!: Once per Match, gain +2 to your next Roughneck Defend roll.
I Love Mother Russia: All Face points earn by Boris become Heels.
Back-breaker: Once during a Match, Slam your opponent's back across your knee, gaining +2 to Powerhouse Attacks.
Heat: 1
Stress: [ ][ ][ ]
Consequences: Minor: Major: Severe:
Background: At 6' 9" and almost 400lbs, Boris has been making a name for himself in the amateur circuit for years now. Hailing for Moscow, Russia, the self named "Soviet Bear" has come to PACW to earn victory in the name of his homeland. Unliked by the American fans, Boris cares not for their boos, as he knows that they are cheers back home.
What decides how many face/heel points etc. we start with?
You start with 12 Face and 0 Heels to make as many Wrestlers as you can for your team. You could do 4 jobbers with that but most likely everyone will have 2-3 people each.
Comics, Games, Booze
Where it goes Carefully, Cleverly, ect, we are using Powerhouse, High Flying, Roughneck, ect. I kinda short and sweeten it with mine but you'll notice that I still hit the main points: +2 Bonus to Approach when Stuff Happens.
And then there is the other type of stunt:
Which is where the Face is always Heel with Boris comes from.
Gimmicks will be the Pilot (high flyer) the Wing walker (technician) and their Mechanic (rough neck/power house). The Mechanic's finisher is the Monkeywrench Powerbomb.
You won't be able to break the grip of hands that hold onto a plane's wing during aerial maneuvers, I can tell you that much.
When someone grapples you (most likely with a Powerhouse Create an Advantage) you can try on your turn to Overcome their grapple. If you can't, they could inflict damage to you as part of their turn. If you don't want to take damage/consequences you can tap out and lose the match by submission. Pinfalls will work the same way. They pin you to the ground, Overcome; failure means you get the three count, success means you get the two.
Sorry, my Fate Nerd is showing.
0 Face Points, 0 Heel Points
Biggs Tobacco
Reputation: Midcarder (3 FP+1FP+2FP)
Gimmick: Corrupt Washington Lobbyist
Aspect: Friends in High Places
Feud: It's All About the Money
Feud: Keep Your Nose Clean
Approaches:
Savvy +3
Technical +2
Roughneck +1
Stunts:
Because Money Talks, I can add +2 when creating Savvy Advantages related to bribery.
Because I've got a Loaded Cane, I can substitute Savvy for Roughneck when making weapon attacks with it.
Finisher:
The Smoke-Out (Sleeper transitioned into a Backstabber) - One during a match, Tobacco may add a permanent +2 to his technical attacks with this maneuver.
Heat: 2
Stress: [][][]
Consequences:
Minor:
Major:
Severe:
Background:
Hailing from K Street, Washington, D.C., Biggs Tobacco is the face of the tobacco industry, spreading its message to the impressionable youths of America. With his scores of illicit money and utter disregard for the rules, he has been clawing his way up the ladder, one match at a time.
Tyler Arrow, the River City Kid
Reputation: Jobber (3FP)
Gimmick: Back Alley Brawler
Aspect: I ain't a criminal no more...
Approaches:
Roughneck +2
Stunts:
Throwin' Potatoes: +2 to Roughneck Attacks when wildly throwing punches and elbows
There's always somethin' under the ring: +2 to creating Savvy advantages when pulling foreign objects out from under the ring.
Finisher: Full Nelson Slam - Permanent +2 to Powerhouse moves after using this maneuver
Heat: 0
Stress: [][][]
Consequences:
Minor:
Major:
Severe:
Background:
Born and raised among biker gangs and petty crooks, Tyler Arrow is a punk brawler with a heart of gold.
"The Unstoppable Force" Diana Chen
Reputation: Jobber (3FP)
Gimmick: All-American Track Star
Aspect: Pain is Temporary, Glory is AWESOME!
Approaches:
Roughneck +2
Stunts:
Fancy Footwork: +2 to Roughneck Defenses when dodging strikes and blows in close-combat.
Running Start: +2 to Roughneck Attacks when making charging or running-based attacks (clotheslines, Yakuza Kicks, Spears, etc.)
Finisher: Springboard Missile Dropkick - Permanent +2 to High-Flying Attacks after using this maneuver.
Heat: 0
Stress: [][][]
Consequences:
Minor:
Major:
Severe:
Background:
A decorated star in track and field, Chen retired from the sport at the young age of 20 due to a minor injury. Ever the optimist, she sought out other sports she could try her hands at, and became a wrestler.
True, but you would need to grapple first, which to me seems to be a CaA move. So first turn you grapple, next turn you use your free invoke to gain a +2 towards your Attack.
I really don't know how I would fit that kind of character in here.
That makes sense! I wasn't considering that.
Name: "The Professor" Gordon Miller (aka Professor Miller) (Mid Carder) (3 Face to buy him + 3 Face to up him to Mid Card)
Gimmick: Old School Mat Wrestler
Aspects: Masters Degree in Technical Wrestling
Feud: School is in Session
Feud: Pure Wrestling above all
Approaches:
Technical +4
Savvy +1
Powerhouse +1
Stunts:
Textbook Reversal: +2 Technical Defense when reversing a submission manuever
Oldest Trick in the Book: Once per match, gain +2 to the next Savvy manuever after performing an eye gouge on your opponent
Number 1,005: Once per match, when your opponent gets locked into #1,005 (Stepover Toehold Cobra Clutch), gain +2 to Technical attack
Heat: 1
Stress: [ ][ ][ ]
Consequences: Minor: Major: Severe:
Background: Gordon is former NCAA Champion in the 165, 174, and 184 lb. classes during his collegiate career at the University of Pennsylvania. After graduating, Miller learned under the tutelage of some of the greatest teachers in Professional Wrestling, where he earned a reputation for being a perfectionist in and out of the ring.
I'm pretty sure it would mostly involve me opting to do interviews or promos about my various nefarious schemes and to create special events between others' characters, then eventually using the heel points thus generated to start stealing you guys' wrestlers or allies and generally be the giant jerk that every "face of the promotion," character is.
(Presumably someone will more or less immediately challenge me to a match so they can defy the will of the Corporation and so on, as well)
(Manager): Auralynx
Face Points Remaining: 3
Name: Alexander Turner (Main-Eventer, total cost 9 Face)
Gimmick: Meddling Promoter and Minority Stockholder
Aspect: String-Pulling Weasel
Feud #1: Ousted as CEO
Feud #2: Let Someone Else Do The Dirty Work
Feud #3: Make Sure The Fix Is In
Approaches:
Savvy +5
Roughneck +2
High-Flying +1
Stunts:
Good? Bad? I'm the Guy With the Shares: Mr. Turner may spend face points as if they were heel points.
Scheming Promoter: Mr. Turner may Create A Dirty Trick Advantage for someone else (with their permission), create Sudden Matches for other managers' wrestlers regardless of rivalry status, and does not pay double cost for special matches he creates with heel points.
Finisher: The Turnabout, a hammer throw into spinning elbow smash combination. Once per event, Mr. Turner may immediately exit a match, disqualifying himself, instead of hitting this move; his opponent(s) may spend 1 Heat to prevent his escape. If successful, Mr. Turner gains 1 heel point but may no longer influence matches in any way for the duration of the event.
Heat: 3
Stress: [ ][ ][ ]
Consequences:
Background: Mr. Turner was once the (storyline) CEO of PACW, until his "ouster" by current management. Surprisingly athletic for a manager, he relies mostly on dirty tricks and manipulating other wrestlers to drive storylines and sell PPV events. His character has utter disdain for the title and cares only about furthering nebulous schemes to reinstall him as CEO.
Pictures
Damage
Reputation: Midcarder (3 FP+1FP+2FP)
Gimmick: Tattooed Punk Beast
Aspect: King of the Powerbomb
Feud: Never Say Die
Feud: Celebrating in the crowd
Approaches:
Powerhouse +4
Technical +1
Roughneck +1
Stunts:
1 Powerbomb Expert: +2 Powerhouse when performing a variation of the powerbomb
2 Cleared the Ropes: Once per match Damage is able throw his opponent over the top rope and to the floor below with a jackknife. Regains one spent Heat point as the crowd chants "Holy Shit".
Finisher:
The Battering Ram (2 repeated powerbombs followed by a jackknife) -
If Damage Succeeds With Style the Battering Ram adds a Dazed Boost towards his next move.
Heat: 2
Stress: [][][]
Consequences:
Minor:
Major:
Severe:
Background:
From Olympia, Washington Damage is a 6'4" pile of muscle. Wrestles in Docs, urban camo BDU pants, and fingerless gloves. Covered in tattoos and piercings. Damage keeps his hair in pony tail that has been shaved down on the sides. Enters to Rancid's Indestructible. Despite his appearance he won over crowds with his sheer strength and refusal to give up. Became even more of a baby face by going into the crowd during post match celebrations.
Malice
Reputation: Midcarder (3 FP+1FP+2FP)
Gimmick: Out of Control Punk
Aspect: Explosive Brawler
Feud: Spit in their Face.
Feud: Disqualified...again.
Approaches:
Roughneck +3
Savvy +2
Technical +1
Stunts:
1 Hit me again! +2 Defense against punches.
2 "F*ck you, f*ck you, f*ck you, you're cool, and f*ck you, I'm out!": On a successful interview/promo roll Malice gains 2 Heel points.
Finisher: Dead End. Malice grabs her opponent's head, knees it twice, and then jumps up for a single knee face buster. +2 towards a Roughneck Attack when Malice grabs her opponent's head.
Heat: 4
Stress: [][][]
Consequences:
Minor:
Major:
Severe:
Background:
Hailing from Boston Malice is loud. From the moment Black Flag's "My War" she is a flurry of knees, spit, and middle fingers. The Boston native has bleached white hair that just passes her chin. With her tattoos, piercings, and spikes she stands out among the women's wrestlers.
Entrance music
Damage
https://www.youtube.com/watch?v=U_IjmQjCEUI
Malice, "My War" from Black Flag
https://www.youtube.com/watch?v=nB_tGab-t0g
Comics, Games, Booze
Name: "The Archer" Robin Adams (Main Eventer) (3+1+2+3=9 FP)
Gimmick: Archery Themed 80's Face
Aspects: Incorruptible
Feud: "Right on Target"
Feud: Quiverplex
Feud: All Heart
Approaches:
High-Flying: 3
Roughneck: 1
Technical: 4
Stunts:
For the Kids: By mainly appealing to women and children, during Interviews he gains 2 FP on a success, but a failure causes the core male demographic to turn on him and give 2 FP or 2 HP to his opponent or rival (their choice).
Ring General: Once per match, after succeeding with style on defense, take the momentum and create an advantage.
Bow & Arrow Stretch: Once per match, lock in this submission Finisher, gaining +2 to Technical Attacks.
Heat: 3
Stress: [ ][ ][ ]
Consequences: Minor: Major: Severe:
Background: A tall, athletic good guy that's popular with women and children, but tends to lose the support of the average wrestling fan during promos. His incredible in-ring performances have kept them on his side for the most part, and he works hard trying to convince the cynics to cheer for him. He's a bit too trusting and easy-going, and will give anyone a second chance (or three). Never breaks the rules, and even seems reluctant to 'bend' them when involved in no-DQ/hardcore matches, which some audiences don't appreciate. Not as large as power wrestlers or as quick as smaller high-flyers, his style strikes a balance that has brought him much success.
I think I got that all right. I have an idea for a heel, maybe I'll give that one a shot once I have a few more points to work with.
That's something for you guys to decide. It seems that everyone is making characters that are realistic but over the top characters (much like 80s and 90s Wrestling was).
@Auralynx you might earn Heel points more than Face, so your first Stunt might be kinda useless. An idea I had was that you could do Backstage Dramas, like how wrestling has people plotting in the locker rooms, creating drama and pushing themselves towards an end goal (and Turner's goal seems to be placing himself as head of the PACW again.)
@Goose! You have "Number 1,005: Once per match, when your opponent gets locked into #1,005 (Stepover Toehold Cobra Clutch), gain +2 to Technical/Powerhouse submission thing", change thing to Attack and pick one or the other as far as Technical and Powerhouse.
Everyone else's characters look great.
I do love the backstage drama thing, though, and some kind of mechanic where I can bet on the outcome of others' matches for Face / Heel points would be neat too.
Which one would make it harder to escape the hold?
Alternately, Turner might hate smoking or Biggs might have "funded the takeover." There are several ways we could go!
Name: Amora Cruz (Mid-Carder) 3 Face for jobber, 3 Face to Up to Mid-Carder
Gimmick: Female Masked Mexican Wrestler
Aspects: High Flying Angel
Feud: Call Me Ring Candy Again, I Dare You
Feud: Loco Arpía
Approaches:
High Flying +3
Savvy +1
Technical +2
Stunts:
Sex Sells: When Amora is successful with Interviews, Promos, and other Non-Match events she gains 2 Face instead of 1.
Escape Artist: When Amora is grappled into Submission, she gains +2 toward her next Technical Overcome roll.
Finisher: South of the Boarder: When Amora succeeds with style on a Creating an Advantage Stun move, she steals the momentum, spins around the person's neck and slams them into the mat (It's a Stone Cold Stunner with a twist).
Heat: 2
Stress: [ ][ ][ ]
Consequences:
Bio: While many believe Amora is from Mexico, she really is a LA girl, born and raised there. Her grandfather wrestled in the Mexican Masked League for years, and her blue and white Angel Wing Mask copies his White and Red Diablo Mask. For years Amora was thought to be just another ring girl for Biggs Tobacco until she surprised the whole crowd at Brawl on the Beach PPV by knocking him out with his Loaded Cane after he tried to get her and two other ring girls to do a wet t-shirt contest. She's seen mostly with her mask on but she does make Tv appearances without it.
@Dex Dynamo I wanted to kinda make someone else that's not Turner a villain, and Briggs is the other other person who would have Ring Girls.