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[pbp] PACW- WA:NG 2: WA:NG Harder. Sign Ups Always Open.

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Posts

  • Jester313Jester313 Registered User regular
    I'm about to leave work and head to kiddo's swim lessons. I'll be back around 8:00 tonight or so. Feel free to do some announcer work and Wynn's walk in...or just wait until I'm back. Totally up to you.

    Also, I apologize for any rules sloppiness. Watching that match was super helpful, but I'm sure I will still make a ton of mistakes.

    See you in a few hours.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    @DaMoonRulz to get us started, then? Or some commercials?

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    https://www.youtube.com/watch?v=SuY9kNsGaPk
    https://www.youtube.com/watch?v=2_zfyUcjJuo
    https://www.youtube.com/watch?v=x3o2cQe35k8

    When we come back from the commercial break, Wynn is in the ring, stretching in preparation for his match and making eyes at the ladies.

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  • Jester313Jester313 Registered User regular
    Woooo! I have a little down time before I have to go.

    Suddenly the lights go out. The arena is bathed in darkness as the sound of wind echoes through the inky blackness. In a moment, the first drum and clap sets off alternating orange and white strobes.

    Archangel seemingly materializes at the top of the ramp and stalks down toward the ring. His arms are loose at his sides, his hair cascading down over his eyes, which are fixed on Wynn.

    Oh, I don't like that look in his eye.

    How can you tell?

    He reaches the ring and the lights go out once more, plunging the arena into a blackened void. When they come back on Archangel is in the ring, standing silently in front of the ropes.

    The bell rings, and Archangel advances toward Wynn. The orange-clad wrestler stops in the middle of the mat and puts his hands out in front of him, offering them to Walker for a grapple.

    I believe I have momentum? Depending on if Wynn takes the grapple or not, I'll make my first move.

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Yeah, you have momentum.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Wynn's easy going smile disappears as the bell is rung and he turns to face his opponent. Wiggling his fingers while extending his arms slowly, only briefly considering a cheap shot to the gut, Wynn locks hands with Archangel and steels himself for a test of strength.

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  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    And Wynn couldn't be heelish and kick him in the tummy because I don't have heat points to gain momentum, right?

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  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Yeah.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Woo! I'm understanding the system!

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  • Jester313Jester313 Registered User regular
    The wrestlers' hands lock and Archangel immediately begins to overpower his foe. Just when it looks like Wynn will be forced to his knees, the aerial acrobat fights back. Archangel seems unable to force Wynn's arms back, and seizes a moment.

    Stomping suddenly to distract Wynn, Archangel twists his body and attempts to send his opponent into the ropes.

    Create an advantage (highflying) to throw Wynn against the ropes: 4dF+4 4

    Am I doing this right?

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Now how would I try to counter this into an attack? Like, I do go to the ropes and on the rebound do an attack. Is that possible without Heat?

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  • Jester313Jester313 Registered User regular
    I'm not sure...maybe you have to "Overcome" and if you win the roll then you could just narrate how he turns the tables. I don't think you could make an actual "attack" since I have the momentum...but good RP could let you land a clothesline or something just without actually doing damage.

    I would wait for @Grunt's Ghosts‌ or @Dex Dynamo‌ to answer though.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Or maybe create an advantage when going off the ropes? Well whatever it is, I'll defend with High Flying to try to hit the ropes just right?

    Defense roll 4dF+0=2

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  • Dex DynamoDex Dynamo Registered User regular
    Yeah, you'd just narrate your defense action as you turning the tables and trying to go on the offensive. Then, if you win, you steal momentum and do so, and if you don't, Archangel is able to prevent you from taking over.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Unable to overcome Archangel, Wynn is sent running into the ropes and rebounds right back at him

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  • Grunt's GhostsGrunt's Ghosts Registered User regular
    To turn that into an attack, you would need to first overcome it with style, which would gain you momentum, then attack. Or spend Heat for "Hope Spot" (in the OP), and then attack.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Jester313 wrote: »
    I'm not sure...maybe you have to "Overcome" and if you win the roll then you could just narrate how he turns the tables. I don't think you could make an actual "attack" since I have the momentum...but good RP could let you land a clothesline or something just without actually doing damage.

    I would wait for "Grunt's Ghosts"‌ or "Dex Dynamo"‌ to answer though.

    Not that it's necessarily a bad thing, but yes, these are going to be brutally short - or at least read like it - more often than not if we don't start dressing up the narration a little. Rest hold-type stuff, punches, etc can fill words in rp to flesh out the scene the same way they exist mostly for pacing in the ring.

  • Jester313Jester313 Registered User regular
    Archangel attempts to use Wynn's momentum to lift Walker off the mat and press him above Archangel's head. He'll hold him there for a brief beat before dropping Walker straight down behind him while stepping forward.

    Powerhouse Attack +1 with the +2 I just earned by winning the advantage for a total of +3. Powerhouse press and drop attack: 4dF+3 2

  • Ken OKen O Registered User regular
    For the narrative I'd say mixing in more basic attacks in between the rolls would make a lot of sense. So if I was going to grapple for an advantage I could state that the two wrestlers traded punches before locking up. If we wanted to get really detailed we could add common attacks and signature moves to the character sheets so opponents could even write our wrestlers using moves that would "feel" correct for them.

    Also I was thinking about pinfalls. I'd say when the wrestler concedes that manager should write up the pin, otherwise almost all of the matches will end in KO.

    On an unrelated note I took my son to his first wrestling show. He did okay but I think we'll wait a bit before his next one.

    http://www.fingmonkey.com/
    Comics, Games, Booze
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Wynn's momentum does indeed send him into Archangel and up into the air, but now that he's in his element Wynn's able to focus. He grabs ahold of his opponent's wrist and shifts his weight, rolling forward and turning his fall into an arm drag, in an attempt to shift the momentum of the match.

    So narratively I'm not counting the Press as part of the attack, and a technical overcome +2 gets me a 4 on the roll The move wouldn't do any damage, it'd just interrupt Arch's offense

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  • Jester313Jester313 Registered User regular
    Sweet. Nice move. So does Wynn have momentum now that he overcame an attack or is it still in my court?

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited August 2014
    *sideways glance at Dex and Grunt. Oh, also is it you can't ATTACK with the same skill twice, or you can't use the same skill twice? Like I used technical for overcome, but now I can use technical for attack?

    DaMoonRulz on
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  • Grunt's GhostsGrunt's Ghosts Registered User regular
    You can't use the same approach twice in a row. Remember that you still have the other approaches at +0, which is average normal people skill. And to gain momentum, you must succeed with style (get +3 or better than their roll) with a defend or use HEAT to steal it away.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Ah, gotcha. SO CLOSE!

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  • Jester313Jester313 Registered User regular
    edited August 2014
    Archangel is dragged to the ground as Wynn locks in the arm drag. The mysterious wrestler's face contorts in pain as Walker tightens his grip, wrenching his opponent's shoulder and elbow into an armbar.

    Using his free arm to try and press himself up from the mat, Archangel collapses to his chest in pain, Walker tightening the screws of the armbar.

    Wow, Wynn looks like he wants to clip one of Archangel's wings!

    He's in trouble here…Walker doesn't look like he's in a hurry to go anywhere.

    Mustering strength from deep within, Archangel begins dragging himself toward the ropes. Wynn tries to muscle him back to the center of the ring.

    Savvy Create an Advantage to get to the ropes and break the hold: 4dF 3

    Edit: I misread "arm drag as armbar." Made it happen narratively without changing too much. Hope that's cool with everyone.

    Jester313 on
  • Ken OKen O Registered User regular
    Actually Wynn didn't succeed with style, so you shouldn't have to break the hold. If I'm right you can create an advantage to set up your next attack.

    http://www.fingmonkey.com/
    Comics, Games, Booze
  • Jester313Jester313 Registered User regular
    Right...that's what I'm doing functionally, but narratively I'm giving him the arm drag into an arm bar for flavor.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Wynn tries his best to keep Archangel away from the ropes, but even though his grip is strong, he hasn't worked on his Submission techniques long enough to apply the move properly. Archangel eventually scoots over and grabs onto the bottom rope. The Ref starts counting to break the hold, but the aerial daredevil tries cranking the arm bar even harder than before, letting go of the hold only after the ref counts to four.

    He hops up to the chorus of boos from the crowd and gets in the ref's face to let him know he has until five to break that count and don't you dare lay a finger on me!

    I wasn't sure what exactly it is I'm rolling, but whatever it was it was only a 1

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  • Jester313Jester313 Registered User regular
    You were rolling to prevent me from creating an advantage. I won the roll, so I have a +2 on my next attack...which is happening NOW!

    As Wynn circles with the ref, both red-faced with fingers wagging, Archangel seizes the moment. Just as the ref turns away from Walker, creating an opening for Archangel to fly through, the long-haired high-flyer springboards off the top rope to land a flying dropkick square into Wynn's chest.

    High-flying springboard dropkick attack(with advantage)!: 4dF+6 4

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Too distracted and still watching the ref Wynn's head turns back to Archangel just moments before impact, not giving him the time needed to protect himself. The boots connect fully, sending Wynn flying backwards onto his back wheezing for breath.

    Ok so Powerhouse and I got a -2 which means he connects the fuck out of that kick. Am I dead? That seems like a heck of a hit

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  • Jester313Jester313 Registered User regular
    edited August 2014
    Yeah...I'm not sure how that's handled myself. @Grunt's Ghosts‌ or @Dex Dynamo‌ want to give us some guidance? I'm pretty sure Archangel succeeds with style...and Wynn takes a hit box or a consequence?

    Jester313 on
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Is there such a thing as Double Style? Because if there is he got it

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  • Dex DynamoDex Dynamo Registered User regular
    Alright, so, yes, you succeeded with style on your attack!

    What that means is one of two things--

    You can deal a total of 6 damage, or you can deal 5 damage, and create a Boost, creating a named Aspect that you can use once in the future, at which point it goes away.

    If you choose to deal the damage, Wynn can choose to mark off Stress boxes and Consequences equal to or greater than the damage dealt, or throw the fight.

    (Remember, you have 3 stress boxes--one equal to 1 Stress, one equal to 2 Stress, and one equal to 3 Stress, and then three Consequences--a Minor Consequence (equal to 2 Stress, which lasts until the end of the show), one Moderate Consequence (equal to 4 Stress, which lasts until the end of the next PPV), and one Severe Consequence (equal to 6 Stress, but which lasts until a number of PPVs equal to your total Aspects)

  • Jester313Jester313 Registered User regular
    Do I have to use the boost in this match or can I save it for a future match?

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    I'm torn between having the jobber do the job, but feeling like that would be robbing us of the opportunity to learn, which is probably more important

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  • Dex DynamoDex Dynamo Registered User regular
    And remember two things!

    Every Aspect/Boost/Advantage you make gets a name. Adds an element of descriptiveness to the scene, and also...

    If you feel the need to gain a Heat in the course of a match, you can always Compel an Aspect! To do so, you just choose an Aspect and narrate how it puts your wrestler in a bad position (say, one where your primary approach can't be used, or where a stunt would be blocked from use, or where the enemy winds up in a favorable position), and gain one Heat for use later.

    In the past, especially in a game like this where Combat is THE ONLY THING, I've houseruled that you can also opt to take a -2 penalty to a roll (though you still have to choose an Aspect and explain how it hinders you), but I'll leave that up to debate as to whether we want to use that, since it's not in the core rules.

  • Dex DynamoDex Dynamo Registered User regular
    edited August 2014
    Jester313 wrote: »
    Do I have to use the boost in this match or can I save it for a future match?

    I'd probably say it goes away at the end of the match.

    Dex Dynamo on
  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Dex Dynamo wrote: »
    Jester313 wrote: »
    Do I have to use the boost in this match or can I save it for a future match?

    I'd probably say it goes away at the end of the match.

    I could see an argument for one only applicable versus a particular opponent or lasting through a whole show, but those are exceptional cases we shouldn't look into just yet.

    Assuming you guys are wrapped up tonight, Turner has things to say at about 1a Eastern.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Ok I'll take the damage to my 2nd and 3rd hit boxes and leave him loopy and with 1 hit box, if Jester does 5 dmg and boost. That way Wynn can get set up for a finisher

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  • Jester313Jester313 Registered User regular
    I'll take the boost "Hammer of the Gods" (+2 on my next High-Flying Attack)

    Landing sharply against the mat Archangel bounces quickly to his feet. The crowd goes wild as he throws his hair back and lifts his hands, palms up to the ceiling.

    He delivers a few sharp kicks to the chest of a writhing Wynn Walker before kneeling down next to his head and grabbing his ears, bringing the wrestlers face to face.

    "ARE YOU HIM?" Archangel screams. A dazed Wynn doesn't respond. "ARE YOU HIM!?!"

    With no answer forthcoming Archangel drags the breathless daredevil to his feet and begins to haul him to the turnbuckle.

    Kicks to the chest and drag to the turnbuckle to Create a Advantage with Technical +1: 4dF+1 0

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