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> Global RPG Online Wrestling League (GROWL), turn-based pro wrestling RPG
paul73
post Jun 28 2012, 06:17 PM
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I'd like to try something a little different, if you're game. This is a pro wrestling RPG. Basically, this is a chance for us to "geek out" on pro wrestling. I'll try to keep it as simple as I can, but to make it more interesting and more fun, there's going to have to be a certain level of detail for realism (in a sports entertainment sense). I encourage you to suggest improvements and changes.

The way it works:
1. You create or select a character
2. You distribute Bonus Skill Points to your character
3. You challenge another player, who accepts or declines
4. You create a promo for your match (if you want)
5. You have a match with your opponent
6. You collect "money"* for the match and trade it in for more Bonus Skill Points or Entrance production value.
7. If your character is injured in the match, you must wait at least 7 days to play that character again.

(*No way am I forking out any kind of real money!)

Each of those will be detailed in following posts, and as the game progresses. I can't detail everything at the beginning, as I'm sure you'd rather just play rather than have to read a lot (are you reading this?) I won't be able to anticipate all contingencies at the beginning, either, so the game will evolve as we play.

Multiple matches can happen at one time. They will be differentiated by the names of the characters and the match number in the upper left corner like in this example:
Rex Graves vs. Brian Trask Match# 01
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paul73
post Jun 28 2012, 06:27 PM
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1. Creating or selecting a character and 2. Distributing Bonus Skill Points

Here are two examples of characters I created:


"The Skull" Rex Graves

Also referred to as: The Damager


Originating: Hell, Norway

Weight: 255 lbs.

Height: 5'10

Strength: 10

Intelligence: 12

Agility: 13

Speed: 10

Motivation: 10

Intimidation: 11

Fan support: 0

Fan heat: 10

Adreneline Rush: 0
Ambidextrous: N
Current Injuries: none


Signature moves:

1. Headbutt

2. Flying knee

3. back breaker

4. flying headbutt

5. elbow drop

Finisher: sleeper hold



Tights: black
(masked wrestler)

Enrance music: Super Beast by Rob Zombie

Manager: none

Budget: $5000





Name: Brian "The Wrestling Machine" Trask
Also referred to as: The Master of the Suplex

Originating: Silicon Valley, Calif.

Weight: 210 lbs.

Height: 5'7

Strength: 11

Intelligence: 10

Agility: 13

Speed: 12

Motivation: 10

Intimidation: 10

Fan support: 10

Fan heat: 0

Ambidextrous: N
Adrelaline Rush: 0
Current Injuries: none


Signature moves:
  1. vertical suplex
  2. gut-wrench suplex
  3. northern lights suplex
  4. clothesline
  5. dropkick
Finisher: superplex off the top rope


Tights: neon green and yellow

(Masked wrestler)

Enrance music: Robot rock by Daft Punk
Manager: none
Budget: $5000





I will post other examples of ready-to-go characters that you can select. I should mention that wrestlers don't have to be male.






Creating a character:

You start off with this blank slate:

Name:
Also referred to as:
Originating:
Weight: lbs.
Height:
Strength: 10
Intelligence: 10
Agility: 10
Speed: 10
Motivation: 10
Intimidation: 10
Fan support: 10
Fan heat: 0
Ambidextrous: N

Adrenaline Rush: N
Signature moves:

1.

2.

3.

4.

5.



Finisher:



Tights:

Entrance music:

Manager:
Budget: $5000



You start off with 6 Bonus Skill Points which you can distribute as you like. Note that the default for Fan Support = 10 and Fan Heat = 0. If your character is a heal, you can switch these stats around so that your Fan Support = 0 and your Fan Heat = 10. Ambidextrous can be changed from N to Y for 1 point.

What each of these stats means will be briefly detailed in the next post.
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paul73
post Jun 28 2012, 06:29 PM
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Weight: If you are +300 lbs., your opponent must have a high strength to perform certain moves on you (eg. body slam), however your agility must be higher than lighter wrestlers in order to perform certain moves yourself (eg. going off the top rope).

Height: Being more than 6' allows you to perform certain moves (eg. choke slam), however since you are a bigger target, you will need a high level of agility to evade certain moves from your opponent.

Strength: For moves requiring strength, every point above 10 is added to Damage you inflict on your opponent. A higher strength allows you to perform certain moves on bigger opponents (eg. body slam).

Intelligence: This affects a number of things including your ability to Counter or Evade (or conversly, to execute) a move and your ability to Distract a referee.

Agility: Your level of agility affects your ability to perform certain moves requiring agility (eg. hurricanranna). It also adds bonus Damage points to such moves.

Speed: Affects ability to Counter or Evade (or conversley, to execute) a move. Also affects your ability to avoid outside interference.

Motivation: Affects ability to Counter or Evade (or conversley, to execute) a move. Also affects your ability to avoid being stunned (and thus fight back). Also affects your ability to "kick out" of a pinning predicament or to avoid submission.

Intimidation: Affects ability to Counter or Evade (or conversley, to execute) a move. Also affects your ability to stun an opponent (and thus be unable to fight back). Also affects your ability to Distract a referee. Levels of > 15 Intimidation can delay a Disqualification (DQ) decision. Also affects your ability to pin an opponent or to make your opponent submit.

Fan support: Higher levels of Fan Support mean more money.

Fan heat: Higher levels of Fan Heat mean more money.

Adrenaline rush: This ability can only be used one time per match, so this value can be no higher than 1. It gives your character a bonus of +5 to one of the following: Damage; Counter or Evade; or Kick Out or Avoid Submission.

Signature moves: Your choose 5 to start. For each victorious match, you can pick one move from your match to add. A signature move adds a bonus +1 to Damage and it is more difficult to Counter or Evade.



Finisher: Adds +5 to Damage. Generally an opponent's Health must be Low to attempt it, and if a pin or submission is unsuccessful after a Finisher, there is a -5 penalty to Intimidation and Motivation for the next round.



Tights and Entrance Music: Creativity to these are factored into how many points are assigned to Fan Heat or Fan Support, together with promos.


Manager: Managers can distract a referee, or interfere in a match, and give more Fan Heat or Fan Support to a wrestler. They can also protect their "investment" on the floor, and prevent interferance. A manager however takes 10% of a wrestler's money earnings from a match.

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paul73
post Jun 28 2012, 06:32 PM
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4. Creating a promo

Be creative!

A great promo will earn your charcter:
+1 Fan Support or Fan Heat
+1 Motivation
+1 Intimidation.

A good promo will earn your character:
+1 Fan Support or Fan Heat
+1 Motivation

A fair promo will earn your character:
+ 1 Motivation

Who judges what's a good promo? I think all of us, and I'll average out the result.

A promo might include talking about the upcoming match; talking about a previous match; trashing your opponent; rapping; etc. Be creative! Exude character!

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paul73
post Jun 28 2012, 06:38 PM
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5. Have a match

Pre-Match:

A creative pre-match routine (ie. "Entrance") will earn you +1 Fan Support or Fan Heat.

Interacting with the fans in a new and unique way will also earn you +1 Fan Support or Fan Heat.

Taunting your opponent in a new and unique way will earn you +1 Intimidation and +1 Fan Support or Fan Heat.

You also have a chance to Jump your opponent, which may or may not be successful depending on your ability to Distract your opponent among other factors. A Jump cannot be Countered or Evaded. A successful Jump gives +1 Fan Heat to a Heal and -1 Fan Support to a Face.

Match:

The bell sounds and the clock is started. For most posts, 10 seconds goes by on the clock. The time limit is 30 minutes, and if it is reached, the match is declared a draw. The time will be shown underneath the Character Names and Match Number like this:
Time: 0:30 min.

If no one is Jumped, after the bell sounds, the wrestlers lock-up. The stronger wrestler will push the weaker wrestler to the ropes. The ref will ask for a clean break. At this point, the stronger wrestler has a chance to take a Cheap Shot, for which there is no Counter or Evade. A Cheap Shot earns +1 Fan Heat to a Heal, and -1 Fan Support to a Face.

If there is a clean break at the ropes, the turn will automatically go to the wrestler who was pushed.

Taking a turn:
1. Attempt a move (from the List of Moves, or add a new one)
2. Your opponent will automatically attempt to Counter or Evade
3. If Counter or Evade is successful, your opponent gets a turn.
4. If the Counter or Evade is unsucessful, Damage is determined. Damage effects Overall Health and Bodypart Health (eg. Arm Health or Back Health).
5. Chance to stun is determined.
6. If an opponent is stunned, the attacking wrestler has another turn (conversley, the recipient misses a turn). A stunned opponent allows for certain moves to be performed (eg. jump off the top rope).

A turn doesn't necessarily have to consist of a move against your opponent: You can leave the ring (for every ten seconds outside the ring +1 Overall Health); you can taunt your opponent (earns +1 Intimidation and +1 Fan Support or Fan Heat); you can distract the reff (allows outside interference); you can interact with the audience (+1 Motivation and +1 Fan Support or Fan Heat); etc.

How Success is determined: I've created a spreadsheet in Microsoft Excel with the following formula: =RAND()*5 + 1 which gives an integer between 1-6 (like rolling a dice). There are between 1-3 rolls, depending on what is happening. How success is determined will be detailed in each of my postings, like this:

-Standing drop-kick

Chance to counter

-If receiver is stunned, no chance to counter

3 rolls.


  1. If Receiver's Health is (> 75, a total roll of > 11); If Receiver's Health is (< 76, a total roll of > 15) +1 if the sum of the Receiver's Speed, Intimidation, Intelligence and Motivation is greater than the sum of the Giver's Speed, Intelligence, Intimidation and Motivation.
  2. Penalty of 1 to Speed if Health is Medium; Penalty of 2 if Health is Low; Additional penalty of 1 if Leg Health is < 75.
  3. If Giver's signature move,
  4. -1 penalty to roll If targeting same body part twice in a row (except in a submission hold), +1 penalty to roll
Chance to counter:


  1. Roll of 10
  2. N
  3. -1 (Roll of 9)
  4. N
Hargens fails to counter the dropkick!

The highest you can roll is 18 (6 x 3). At the beginning of the match, your ability to successfully Counter or Evade is higher than at the middle of the match, because your Health will be high.

The rest of the details (eg. how Damage works, etc.) will come out in the matches.

There isn't a tag team division as yet, as I haven't worked out the details.
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paul73
post Jun 28 2012, 06:40 PM
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6. Collect "money" to trade for extra Bonus Skills

Win (regular match) : $3000
Win (title match): $5,000
Loss (regular match): $1000
Loss (title match): $2,000
Draw (regular match): $2,000 each
Draw (title match): $3,000 each
Win (grudge match): extra $1000

A grudge match is the same as a return match (ie. the same wrestlers wrestle again).

Each point of Fan Heat or Fan Support above 13 is a bonus $500 per match.

Managers are paid 10% (eg. 10% of $3000 = $300).
$1000 = +1 Bonus Skill

A wrestler's Entrance isn't free. You pay for it. Wrestlers are given a base $5,000, but the rest must come out of your pocket.

pyrotechnics: $1000
lasers: $5000
a different or new copyrighted song: $10,000
celebrity escort to the ring: $20,000+
... etc.

There may be an opportunity to earn money also through creative merchandising...

At the beginning there will be no title matches, since there is no champion. Eventually we will have an elimination tournament to crown a champion. Then I'll set up a structure for earning a title shot.
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paul73
post Jun 28 2012, 06:41 PM
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7. Injury

As it stands now, if a particular Body Part Health (eg. Leg Health) is < 75 and the Damage rolled is a perfect 18, that body part is considered injured. Any Damage inflicted on that body part for the remainder of the match is given a +5 bonus, and a Submission Hold applied to that body part is given a +5 bonus of success. In addition, there is a penalty to Counter and Evade, and a penalty to Damage for any move specific to that body part (eg. leg injury and a leg drop). In the case of limbs, we will assume that the limb targeted was the best-use limb (ie. righty vs. lefty). This penalty to a limb can be avoided with Ambidextrous. Injured character cannot be played for 7 calendar days.
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paul73
post Jun 28 2012, 06:43 PM
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Name: Brenden "The Irish Goliath" O'Neal
Residing: Dublin, Ireland


Weight: 275 lbs.

Height: 6'5

Strength: 13

Intelligence: 10

Agility: 13

Speed: 10

Intimidation: 10

Motivation: 10

Fan support: 10

Fan heat: 0

Ambidextrous: N
Adrenaline Rush: N




Signature moves:


  1. Headbutt
  2. Running powerbody slam
  3. Running elbow smash
  4. Flying headbutt
  5. Bearhug
Finisher: super powerbody slam (powerbody slam off the second rope)



Tights: Green

Enrance music: The Wild Rover

Manager: none
Budget: $5000
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paul73
post Jun 28 2012, 06:45 PM
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Name: Jim "The Master" Hargens
Also referred to as: The Truck


Originating: Detroit, Mich.

Weight: 270 lbs.

Height: 6'2

Strength: 13

Intelligence: 10

Agility: 13

Speed: 10

Motivation: 10

Intimidation: 10

Fan support: 0

Fan heat: 10


Ambidextrous: N
Adrenaline Rush: N


Signature moves:



  1. shoulder breaker
  2. knee drop
  3. forearm drop
  4. shoulder tackle (spear) in corner
  5. german suplex
Finisher: figure four leg lock

[/size]

[size="3"]Tights: blue


Enrance music: Highway to Hell by AC/DC

Manager: Stan "The Man" Hopkins
Budget: $5000
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paul73
post Jun 28 2012, 06:46 PM
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Well, right now I'm tired of typing and you're probably tired of reading. So let's play, see how we do, and have some fun!
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paul73
post Jun 29 2012, 12:05 AM
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moves

arm bar
arm drag
atomic drop

back breaker

back slide

bear hug

body slam

body slam on arena flr.

body slam, power

boston crab
camel clutch
chin lock, reverse
choke
choke slam
chop to chest
chop to throat
clothesline
crossbody
crossbody, high
ddt
dropkick
dropkick, high

elbow drop
elbow drop, high
elbow smash, running

electric chair
enzuigiri
figure-four leg lock
full nelson
ghostbuster
half nelson
headbutt

headbutt, flying
headlock
hip toss
hurricanranna
Irish whip

Irish whip into steel
kick to stomach
knee drop
knee drop off top
knee, high running
knee lift
leg clip from behind
leg drop
leg scissors, flying
leg trip, single
Lou-Thesz press
low blow
neck breaker
piledriver
powerbomb

powerbomb, sit-down

punch to face
rake of the eyes
roll up
Russian leg sweep
sharpshooter
shoulder breaker

slam, sidewalk
sleeper hold
slingshot
small package
spinning toe hold
splash
splash, flying
splash, frog
sunset flip
superplex
suplex, belly-to-belly
suplex, belly to back
suplex, fisherman
suplex, German
suplex, gutwrench
suplex, northern lights
suplex, snap
suplex, vertical
toe hold
torture rack

trip, single leg
wrist lock
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paul73
post Jul 10 2012, 12:14 AM
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Well! This is apparently the wrong forum for this. Maybe I'll try a wrestling forum. wink.gif
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