1-The Squared Circle Wrestling (1)

Ty States (order #1772158) 1 DISCLAIMER The move described in this book are there to help the player visiualize the m

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Ty States (order #1772158)

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DISCLAIMER The move described in this book are there to help the player visiualize the moves. Please do not practice or perform said moves at any time. Professional wrestlers are trained to perform these moves without getting hurt, copying what you see on television or performing the moves described in this book can lead to injury or even death.

Day Dreamer Interactive -1-

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Coming Soon from Day Dreamer Interactive: The Seven Trials of Shaolin™ Jumping The Void™

Digital Edition --- July 2008 ---

The Seven Trials of Shaolin, Jumping The Void, The Squared Circle, Day Dreamer Interactive are trademarks owned by Eric Moreau and Day Dreamer Interactive. RN-075

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The Squared Circle



Wrestling RPG

Written By: Eric Moreau

Cover Art: Omar Sancristobal

Move List Contributors: Ray Duffy Eric Moreau

Interior Artist: Omar Sancristobal Eric Moreau

Typography: Eric Moreau

Testers: Ira Johnson Lloyd Bergen Nathan Veith



WWW.DAYDREAMERINTERACTIVE.COM

Copyright ©2007 Day Dreamer Interactive™ All rights reserved under the Universal Copyright Convention, World Wide, No part of this book may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, institutions,governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.

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TABLE OF CONTENTS What is this? ............................................................................................................................... 8 Glossary Of Terms ............................................................................................................................... 8

Wrestler Creation Attributes ............................................................................................................................................... 10 Wrestler Classes ..................................................................................................................................... 12 Brawler ............................................................................................................................................12 All-Rounder ...................................................................................................................................... 13 Technical ............................................................................................................................................14 High Flyer ......................................................................................................................................... 15 Powerhouse ........................................................................................................................................ 16 Skills ...................................................................................................................................................... 18 Rounding Out ..................................................................................................................................... 20

Match Types Singles Match ..................................................................................................................................... 22 Tag Team Match ................................................................................................................................. 22 Six-Man Tag Team Match .................................................................................................................... 22 Hardcore Singles Match ...................................................................................................................... 22 Hardcore Two-Man Team ................................................................................................................... 22 Hardcore Six-Man Team ...................................................................................................................... 22 Singles Ladder Match .......................................................................................................................... 22 Two-Man Team Ladder Match .............................................................................................................. 23 Three-Man Team Ladder Match ........................................................................................................... 23 Blindfold Singles Match ........................................................................................................................ 23 Blindfold Two-Man Team Match .......................................................................................................... 23 Blindfold Three-Man Team Match ....................................................................................................... 23 Flag Singles Match ................................................................................................................................ 23 Flag Two-Man Team Match ................................................................................................................. 24 Flag Three-Man Team Match ............................................................................................................... 24 2 VS 1 Handicap Match ........................................................................................................................ 24 3 VS 1 Handicap Match ........................................................................................................................ 24 3 VS 2 Handicap Match ........................................................................................................................ 24 Inferno Singles Match ........................................................................................................................ 24 Iron Man Singles Match ........................................................................................................................ 24 Singles Lumberjack Match ................................................................................................................... 25 Scaffold Singles Match .......................................................................................................................... 25 Two Out of Three Singles Match ......................................................................................................... 25 First Blood Singles Match ..................................................................................................................... 25 Last Man Standing Singles Match ....................................................................................................... 25 Table Singles Match .............................................................................................................................. 25 Table Tag Match ................................................................................................................................... 26 Classic Singles Cage Match .................................................................................................................. 26 Classic Four-Man Cage Match ............................................................................................................. 26 -4-

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Modern Singles Cage Match ............................................................................................................. 26 Modern Four-Man Cage Match ............................................................................................................ 27 Three Way Match .................................................................................................................................. 27 Four Way Match .................................................................................................................................... 27 Triangle Match ...................................................................................................................................... 27 Four Corners Match ............................................................................................................................... 27 Three Way Dance .................................................................................................................................. 28 Four Way Dance .................................................................................................................................... 28 Battle Royal ............................................................................................................................................ 28

Money and Spending it ...................................................................................................................... 29 Managers and Valets ........................................................................................................................... 30 Angles & Feuds .................................................................................................................................... 31 Merchandising ..................................................................................................................................... 34

Match Mechanics .............................................................................................................................. 36 Combos ................................................................................................................................................. 38 Critical Hits & Misses .......................................................................................................................... 38 Zero Health Points ................................................................................................................................ 39 Lift Moves .............................................................................................................................................. 39 High Spots ............................................................................................................................................ 39 Team Based Wrestling ........................................................................................................................... 39 Massive Wrestlers .................................................................................................................................. 40 Reversals ................................................................................................................................................ 41 Pinfalls .................................................................................................................................................... 41 Submission Holds ................................................................................................................................. 41 Heat Points ............................................................................................................................................ 42 Injury Points ........................................................................................................................................... 42 Referee Warnings .................................................................................................................................. 42 Ringside Action ..................................................................................................................................... 42 Alignment Points ................................................................................................................................... 42 Finishers ................................................................................................................................................ 43 Overness ................................................................................................................................................. 43 Multiple Wrestler Fights ....................................................................................................................... 43 Weapons ................................................................................................................................................. 44 Match Aftermath .................................................................................................................................... 45 Experience ............................................................................................................................................. 45 Example Of Play ................................................................................................................................... 46 Game Master Section ...................................................................................................................... 48 Setting Up the Game ............................................................................................................................. 48 Simulating NPC Matches ...................................................................................................................... 49 Wrestler Contracts ............................................................................................................................. 49 Running the Game ................................................................................................................................. 51 Prestige .................................................................................................................................................. 51 Booking A Card ..................................................................................................................................... 52 Monthly Payroll ..................................................................................................................................... 53 Television Contracts & Creating New Moves ....................................................................................... 54 Wrestling Terminology ......................................................................................................................... 55 -5-

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NPC Generation & List ......................................................................................................................... 59

Free Agent NPC Listing The Great Falcon ................................................................................................................................... 64 James Shanks ......................................................................................................................................... 65 Greg Timble .......................................................................................................................................... 65 The Destroyer ........................................................................................................................................ 65 Billy Law ................................................................................................................................................ 66 “The Blob” Fats McGree ..................................................................................................................... 67 Shawn Shooter ....................................................................................................................................... 67 Alex Kinder ............................................................................................................................................ 68 Ajax ........................................................................................................................................................ 68 Johnny Rain ........................................................................................................................................... 69 Ultimate Wave ....................................................................................................................................... 69 Baltos ..................................................................................................................................................... 70 Rick Stryder ............................................................................................................................................ 70 Solomon ................................................................................................................................................. 71 Kuri Saki ................................................................................................................................................ 71 The Warrior Monk ................................................................................................................................ 72 Marc Flightspeed ................................................................................................................................... 73 Jimmy Palloozi ...................................................................................................................................... 73 New Era Wrestling ............................................................................................................................ 74 Col-2-Kwick .......................................................................................................................................... 78 Deuce ..................................................................................................................................................... 80 The Dark Angel ..................................................................................................................................... 82 Krandor the Iron Knight ........................................................................................................................ 84 Lethalo ................................................................................................................................................... 86 Jon Mourton .......................................................................................................................................... 88 Freight Train .......................................................................................................................................... 89 Lance Freeman ...................................................................................................................................... 91 The Prophet ........................................................................................................................................... 93 Ian Hensley ............................................................................................................................................ 94 Frost ....................................................................................................................................................... 96 Reckless Warrior .................................................................................................................................... 97 Joseph David .......................................................................................................................................... 99 Wraith ..................................................................................................................................................... 100 Specter ................................................................................................................................................... 101 Lock-Down ............................................................................................................................................ 102 Harold “Vodka” Collins ......................................................................................................................... 104 The Role Model ..................................................................................................................................... 105 “The Top Prospect” Rickson Rain ........................................................................................................ 106 Juan Alvero Hernandez .......................................................................................................................... 107 Ricky Hernandez ................................................................................................................................... 108 The Prodigy ........................................................................................................................................... 109 Lord Nikon ............................................................................................................................................ 111 “The Phoenix” Mike Markis ................................................................................................................. 112 Magnum Von Dozer .............................................................................................................................. 113 Marc Flackett .......................................................................................................................................... 114 “The Assassin” Jeremy Adams .............................................................................................................. 115 -6-

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“Mr. Impossible” Ken Stylez .......................................................................................................... 117 Scorpion .......................................................................................................................................... 118 Blue Bolt .......................................................................................................................................... 119 White Lightning .............................................................................................................................. 120 Vincent De Armolnd ....................................................................................................................... 121 S.T.U. ............................................................................................................................................. 122 Sinder .............................................................................................................................................. 123 Infest ............................................................................................................................................... 124 Hornet ............................................................................................................................................. 125 Hazard ............................................................................................................................................ 126 Flex ................................................................................................................................................. 127

Move List ..................................................................................................................................... 130 Standing Group - A ......................................................................................................................... 132 Standing Group - B ......................................................................................................................... 133 Standing Group - C ......................................................................................................................... 135 Standing Group - D ........................................................................................................................ 136 Standing Group - E ......................................................................................................................... 137 Standing Group - F ......................................................................................................................... 138 Standing Group - G ......................................................................................................................... 140 Standing Group - H ........................................................................................................................ 141 Standing Group - I ......................................................................................................................... 141 Standing Group - J ......................................................................................................................... 142 Standing Group - K ......................................................................................................................... 142 Standing Group - L ........................................................................................................................ 143 Standing Group - M ........................................................................................................................ 143 Standing Group - N ........................................................................................................................ 143 Standing Group - O ........................................................................................................................ 143 Standing Group - P ........................................................................................................................ 144 Standing Group - R ......................................................................................................................... 145 Standing Group - S ......................................................................................................................... 146 Standing Group - T ......................................................................................................................... 148 Standing Group - U ........................................................................................................................ 149 Standing Group - V ......................................................................................................................... 150 Running Group ............................................................................................................................... 151 Top Rope Group ............................................................................................................................. 154 Ringside Group .............................................................................................................................. 159 Down Group ................................................................................................................................... 162 Corner Group .................................................................................................................................. 167 Equipment List .......................................................................................................................... 170

Card Booking Sheet ................................................................................................................... 172 Match Tracking Sheet 1 ............................................................................................................ 173 Match Tracking Sheet 2 ........................................................................................................... 174 Wrestler Sheet .............................................................................................................................. 175 Promotion Sheet ........................................................................................................................ 179 -7-

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What is this? The book you are holding is a tabletop roleplaying game about the wrestling industry. In creating this book I have attempted to take the hobby of e-wrestling from the Internet into a format that could be played at the table with some friends or even alone. To play this game you will need a few things; first some paper, some pencils, this book of course, one or more set(s) of polyhedral dice. These can be purchased at numerous locations online and at your local Gaming Store. You will need at least one complete set containing a four-sided die(D4), few six-sided dice (D6), an eight-sided die (D8), a ten-sided die (D10), a twenty-sided die (D20) and finally what is called a hundred sided die (D100) but it really doesn't have one hundred sides. It has ten, each side worth 10 adds up to 100. The last thing you will need to play is of course your imagination. During game-play you will create your own wrestler, rolling up stats and choosing between 5 classes for your wrestler. You will also choosing skills that will make your wrestler truly unique and a force to be reckoned with in the ring. You will then take your wrestler through the ranks of the wrestling industry in the hopes of reaching the top of the business. Capturing titles and getting involved in feuds, storylines and angles as you go. This game is best enjoyed with your friends; it has two modes of play, one where each player controls a wrestler and the second is a promotion management type game where each player runs their own promotions as well as their own wrestlers. For those who enjoy promotion management type games will also be able to play this game alone, it isn't quite as entertaining as playing with others but it can be if you like management style games. I hope you enjoy this game as much as I enjoyed creating it. Thanks again!

Glossary of Terms Session: Refers to a block of time when players and Game Master sit down at the table to play. How long a session lasts is dependent on everyone involved. Some people can only a devote a small amount of time while some more hardcore players can spend upwards of 8 hours or more playing in a single session.

Percentile Roll: This type of roll is usually requested when a player is required to roll below a certain percentage mark. The player rolls a one-hundred sided die and a ten-sided die together. Or alternatively you can roll two ten-sided dice, the first die will be the first digit and the second die will be the second. For example if you roll a 2 and an 8 you would have a percentage of 28%. The 0 on the ten sided die represents a 0 and not a 10 in this case.

Saving Throw: Whenever something really bad or nasty is about to happen to the player, the game usually allows for a saving throw which provides the player with a chance to save himself from whatever is about to happen. The game mechanics of this saving throw can be different from system to system but generally the Saving Throw is a number below 20, a twenty-sided die is rolled and the result must be higher then the Saving Throw value.

Dice: In an effort to save space in Roleplaying game books, many times damage and required rolls will be written in the shorthand version. This takes the form of 1D20, 2D6, 2D4, ect... The way to discern this meaning is quite simple, the first number is the number of dice to be rolled and the second is the type of die to roll. So 1D20 means a roll of one twenty-sided die while 2D6 requires two six-sided dice to be rolled.

Game Master: Someone has to make sure the players play by the rules set forth in the game’s manual, this job belongs to the person called the Game Master. This person is also responsible for teaching the players how to play the game. It is very important for whomever is chosen as Game Master for them to understand the rules of the particular game system inside and out. The players must also understand that the Game Master is the boss! The Game Master is the one running the game and he or she decides how the game goes. Players should respect the Game Master’s rulings at all times, otherwise chaos could ruin the game. Also one must remember that Game Masters are also only human and can make mistakes from time to time.

House Rules: This term refers to a set of rules the Game Master has either come up with or modified for a specific game system. This could be a small change or a big one, generally Game Master do this because they feel the game system is either broken or too difficult to handle. -8-

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Wrestler Creation

Step 1: The Attributes

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The first step in creating your wrestler is to roll the base attributes that will dictate the basic characteristics and abilities of the wrestler. These six attributes are determined by roll four six-sided dice (4D6) for each attribute making sure to re-roll any dice that comes up as a one. See the back pages of this book for Character Sheets to help you organize your wrestler’s information. Strength: This is how strong the character is, used when determining lifting strength as well as extra damage done from moves.

Endurance Bonus Attribute

Bonus

13 to 16

+1D6 HP & Endurance points

17 to 20

+2D6 HP & Endurance points

21 to 25

+3D6 HP & Endurance points

26 to 29

+4D6 HP & Endurance points

30 and up

+5D6 HP & Endurance points

Intelligence: This represents the wrestler's intelligence, used to determine the ability to learn new moves. Endurance: Represents the physical toughness of the wrestler. A factor in providing bonuses to Health Points and Endurance Points.

Charisma Bonus Attribute

Bonus

13 to 16

+1 Angle Roll

Charisma: Personal magnetism of the wrestler which comes into play when the wrestler is cutting a promo or involved in angles.

17 to 20

+2 Angle Roll

21 to 25

+3 Angle Roll

26 to 29

+4 Angle Roll

Agility: The ability to move quickly and easily, this comes into play when the wrestler attempts to dodge moves.

30 and up

+5 Angle Roll

Speed: How quickly the wrestler can move, this attribute represents the general speed of the wrestler and provides bonuses to initiative.

Agility Bonus Strength Bonus Attribute

Damage Bonus

13 to 16

+2

17 to 20

+3

21 to 25

+4

26 to 29

+5

30 and up

+6

Attribute

Bonus

13 to 16

+1 High Spots & Evade

17 to 20

+2 High Spots & Evade

21 to 25

+3 High Spots & Evade

26 to 29

+4 High Spots & Evade

30 and up

+5 High Spots & Evade

Intelligence Bonus

Speed Bonus

Attribute

Bonus

Attribute

Bonus

13 to 16

+4 Moves

13 to 16

+1 Initiative

17 to 20

+ 6 Moves

17 to 20

+2 Initiative

21 to 25

+ 8 Moves

21 to 25

+3 Initiative

26 to 29

+ 10 Moves

26 to 29

+4 Initiative

30 and up

+ 12 Moves

30 and up

+5 Inititative

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Wrestler Creation

Step 2: Wrestler Class

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Step 2: Wrestler Class The next step in wrestler creation is to determine which class they will be, there are five classes to choose from; Brawler, All-Rounder, Technical, High Flyer and Powerhouse. All classes begin with a base set of abilities. Each additional level they acquire new abilities and get stronger as described in the class description. All wrestlers begin at Level 1.

BRAWLER: Brawlers prefer to disregard technical skill in lieu of using their favorite primary weapons...their fists. These wrestlers are rough and tumble kind of people and can take an insane amount of punishment and still keep dishing it out. They begin play with 4D6 + 20 Health Points and 4D6 Endurance Points, 2 Skill Slots and 1D4 + 4 skill points.

Level 5: (XP Needed: 12,000) +2D6 Endurance Points +2D6 Health Points +1 Strength +1 Agility Failure Chance Modifier: -1 Additional Moves: +2

They gain 1 Skill Slots every additional level and 1D4 Skill points.

Level 6: (XP Needed: 14,000) +2D6 Endurance Points +2D6 Health Points Additional Reversals: +1 Additional Moves: +2

Level 1: +1 Damage +1D6 Health Points +1D6 Endurance Points Base Reversals: 2 Base Moves: 6

Level 7: (XP Needed: 16,000) +3D6 Endurance Points +3D6 Health Points +1 Speed Failure Chance Modifier: -1 Additional Moves: +2

Level 2: (XP Needed: 3,000) +1D6 Endurance Points +1D6 Health Points Additional Moves: +2

Level 8: (XP Needed: 18,000) +3D6 Endurance Points +3D6 Health Points +1 Speed +1 Damage Additional Moves: +2

Level 3: (XP Needed: 6,000) +1D6 Endurance Points +1D6 Health Points Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: +2

Level 9: (XP Needed: 20,000) +3D6 Endurance Points +3D6 Health Points +1 Strength +1 Speed Failure Chance Modifier: -1 Additional Moves: +2

Level 4: (XP Needed: 8,000) +2D6 Endurance Points +2D6 Health Points Additional Moves: +2 - 12 -

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Level 10: (XP Needed: 22,000)

+2D6 Health Points Failure Chance Modifier: -1 Additional Moves: +2

+4D6 Endurance Points +4D6 Health Points +1 Damage Additional Reversals: +1 Additional Moves: +2

Level 6: (XP Needed: 16,000)

ALL-ROUNDER: All-Rounders have developed their skills evenly, they are decent wrestlers in all areas but master of none choosing instead to dabble equally among the various styles of wrestling. They begin play with 4D6 + 10 Health Points and 3D6 Endurance Points, 2 Skill Slots and 1D6 + 4 skill points. They gain 1 Skill Slots every additional level and 1D6 Skill points.

Level 1: +1D6 Endurance Points +1D6 Health Points Base Reversals: 2 Base Moves: 8

+2D6 Endurance Points +2D6 Health Points +1 Strength +1 Agility Additional Moves: +2

Level 7: (XP Needed: 18,000) +2D6 Endurance Points +2D6 Health Points +1 Damage Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: +2

Level 8: (XP Needed: 20,000) +2D6 Endurance Points +2D6 Health Points +1 Speed Additional Moves: +2

Level 2: (XP Needed: 3,500) +1D6 Endurance Points +1D6 Health Points Failure Chance Modifier: -1 Additional Moves: +2

Level 9: (XP Needed: 22,000) +3D6 Endurance Points +3D6 Health Points +1 Damage Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: +2

Level 3: (XP Needed: 7,000) +1D6 Endurance Points +1D6 Health Points +1 Damage Failure Chance Modifier: -1 Additional Moves: +2

Level 10: (XP Needed: 24,000) +4D6 Endurance Points +4D6 Health Points +1 Damage Additional Moves: +2

Level 4: (XP Needed: 9,000) +1D6 Endurance Points +1D6 Health Points +1 Speed Additional Reversals: +1 Additional Moves: +2

Level 5: (XP Needed: 13,000) +2D6 Endurance Points - 13 -

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Level 6: (XP Needed: 16,000)

TECHNICAL:

+2D6 Endurance Points +2D6 Health Points +1 Agility Failure Chance Modifier: -1 Additional Moves: +3

Technical wrestlers focus on the techniques and flawless execution to get the wins. This class ends ups with the most moves in the entire game so it is a perfect choice if you wish to have a large repertoire of moves. Technical wrestlers begin play with 3D6 + 10 Health Points and 5D6 Endurance Points, 3 Skill Slots and 1D8 + 4 skill points.

Level 7: (XP Needed: 18,000)

They gain 1 Skill Slots every additional level and 1D8 Skill points.

+2D6 Endurance Points +2D6 Health Points +1 Damage Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: +3

Level 1: +1D6 Endurance Points +1D6 Health Points Base Reversals: 3 Base Moves: 10

Level 8: (XP Needed: 20,000)

Level 2: (XP Needed: 4,000)

+2D6 Endurance Points +2D6 Health Points +1 Agility Failure Chance Modifier: -1 Additional Moves: +3

+1D6 Endurance Points +1D6 Health Points +1 Agility Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: + 2

Level 9: (XP Needed: 22,000) +2D6 Endurance Points +2D6 Health Points +1 Damage Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: +3

Level 3: (XP Needed: 8,000) +1D6 Endurance Points +1D6 Health Points +1 Damage Failure Chance Modifier: -1 Additional Moves: +2

Level 10: (XP Needed: 24,000) +3D6 Endurance Points +3D6 Health Points +1 Speed Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: +3

Level 4: (XP Needed: 10,000) +1D6 Endurance Points +1D6 Health Points +1 Speed Failure Chance Modifier: -1 Additional Reversals: +1 Additional Moves: +2

Level 5: (XP Needed: 14,000) +2D6 Endurance Points +2D6 Health Points Failure Chance Modifier: -1 Additional Moves: +2

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High Flyer: High Flyers are the daredevils of the ring pulling off dangerous death defying and of course dazzling aerial maneuvers. Wrestlers of this class tend to be smaller and more agile then their counterparts. They begin play with 3D6 + 10 Health Points and 3D6 Endurance Points, 2 Skill Slots and 1D6 + 4 skill points. They gain 1 Skill Slot and 1D6 Skill points every additional level.

+1 Agility Failure Chance Modifier: -1 Additional Moves: +2

Level 7: (XP Needed: 18,000) +2D6 Endurance Points +2D6 Health Points +1 Damage Additional Reversals: +1 Additional Moves: +2

Level 8: (XP Needed: 20,000)

Level 1:

+2D6 Endurance Points +2D6 Health Points +1 Agility Failure Chance Modifier: -1 Additional Moves: +2

+1D6 Endurance Points +1D6 Health Points +1 Speed Base Reversals: 2 Base Moves: 10

Level 2: (XP Needed: 3,500)

Level 9: (XP Needed: 22,000)

+1D6 Endurance Points +1D6 Health Points Failure Chance Modifier: -1 Additional Moves: +2

+3D6 Endurance Points +3D6 Health Points +1 Damage Additional Reversals: +1 Additional Moves: +2

Level 3: (XP Needed: 7,000) +1D6 Endurance Points +1D6 Health Points +1 Damage Additional Moves: +2

Level 10: (XP Needed: 24,000) +4D6 Endurance Points +4D6 Health Points +1 Speed +1 Agility Failure Chance Modifier: -1 Additional Moves: +2

Level 4: (XP Needed: 9,000) +1D6 Endurance Points +1D6 Health Points +1 Speed Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: +2

Level 5: (XP Needed: 13,000) +2D6 Endurance Points +2D6 Health Points Additional Moves: +2

Level 6: (XP Needed: 16,000) +2D6 Endurance Points +2D6 Health Points +1 Speed - 15 -

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Powerhouse: Wrestlers of this class are massive walking mountains of muscle, they use their amazing strength to pull off devastating attacks of sheer power and drive opponents into the mat with frightening impact. This class is the only one with a minimum height and weight requirement. A wrestler of this class must be at least 6 feet 5 inches and weigh at least 260 lbs. They begin play with 5D6 + 10 Health Points and 3D6 Endurance Points, 2 Skill Slots and 1D6 skill points. They gain 1 Skill Slot every level and 1D6 Skill points.

Level 1: +1D8 Endurance Points +1D8 Health Points +1 Strength Base Reversals: 2 Base Moves: 8

+1 Strength +1 Dexterity Failure Chance Modifier: -1 Additional Moves: +2 Level 7: (XP Needed: 18,000) +2D8 Endurance Points +2D8 Health Points +2 Damage Additional Reversals: +1 Additional Moves: +2

Level 8: (XP Needed: 20,000) +2D8 Endurance Points +2D8 Health Points +1 Speed Failure Chance Modifier: -1 Additional Moves: +2

Level 2: (XP Needed: 3,000) +1D8 Endurance Points +1D8 Health Points Failure Chance Modifier: -1 Additional Moves: +2

Level 3: (XP Needed: 7,000) +1D8 Endurance Points +1D8 Health Points +2 Damage Additional Moves: +2

Level 4: (XP Needed: 9,000) +1D8 Endurance Points +1D8 Health Points +1 Strength Additional Reversals: +1 Failure Chance Modifier: -1 Additional Moves: +2

Level 9: (XP Needed: 22,000) +4D6 Endurance Points +4D6 Health Points +2 Damage Additional Reversals: +1 Additional Moves: +2

Level 10: (XP Needed: 24,000) +4D6 Endurance Points +4D6 Health Points +1 Strength Failure Chance Modifier: -1 Additional Moves: +2

Level 5: (XP Needed: 13,000) +2D8 Endurance Points +2D8 Health Points Additional Moves: +2

Level 6: (XP Needed: 16,000) +2D8 Endurance Points +2D8 Health Points - 16 -

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Wrestler Creation

Step 3: Skill Selection

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Wrestlers can have varying skills that make them unique and allow them to stand out amongst their peers. Some of these skills grant one time bonuses while others use the Skill Point system wherein it is possible to invest Skill Points into the skills to receive consecutive bonuses. The starting amount of Skill Point and Skill Slots is determined by the wrestler's class.

for selection, provides a bonus of +2 to the Angle roll for all Anglesthe wrestler is involved in.

Fast Learner:

High Flyer:

Gain additional moves by acquiring this skill. Upon selecting this skill roll 2D6 +2 and multiply by 2 to give you the total amount of moves received.

Fast Healer: The wrestler recovers quicker from injuries (torn ligaments, sprained joints, broken limbs) that would keep him hospitalized and out of action. When taken out of commission due to severe injury, the wrestler will recover at double the rate.

Referee Slack: Certain people are blessed by referee apathy, and never seem to get disqualified despite obviously illegal tactics. When a wrestler with Ref Slack takes an illegal action, the illegal move's DQ stat is halved with this skill. In addition, a referee will tend to give this wrestler some leeway and give 5 warnings instead of 3.

Acting Chops: Provides bonus of +2 to every angle roll the wrestler is involved in.

This skill represents the characters ability to pull off dangerous high flying maneuvers. For every 4 skill point invested add a +1 to the High Spots bonus.

Submission Resistant: With this skill the wrestler as able to resist submission moves longer than regular people, which buys the wrestler some much needed time to reverse the hold. For every 3 skill points invested add a +1 on the submission break roll when defending against a hold.

Submission Master: This skill represents the wrestler's ability to perform submission holds that are devastatingly difficulty to get out of. For every 3 skill points invested add a +1 on the submission use roll when applying a move.

Fine Tuning: Microphone Work: The level at which a wrestler can perform when interviewed or cutting a promo. For every 3 skill points invested add a +1 to the angle. (Works with any Mic Work angle)

With this skill the wrestler is able to tune and maintain the muscles of his body for optimal performance at all times. For every 3 skill points invested add 20pts of Endurance.

The No Sell: Natural Charisma: Adds 1D4pts to the Charisma Attribute for a one time bonus.

Basic Angle Writer:

This skill allows a wrestler to “No Sell” a move during a match, which essentially means that whether the opponent's roll to execute a move against the user of this skill is successful or not, the move has no effect and Initiative switch from the opponent to the user. For every 3 skill points invested the wrestler will be able to “No Sell” 1 move per match.

Gives a bonus of +1 to the Angle Roll for all angles the wrestler is involved in.

Second Wind: Advanced Angle Writer: Must possess Basic Angle Writer for this to become available

This skill allows a wrestler to come back with a vengeance using the strength of a second wind of energy. Using this skill in a match will generate 25pts of Endurance for the - 18 -

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user. For every 3 skill points invested the wrestler may use the second wind ability once a match.

The Miraculous Kick-Out: This skill allows the wrestler to instantly kick out of a pinning situation with a miraculous burst of energy seeming to come from nowhere. For every 3 skill points invested, the wrestler will be able to use this skill once per match.

The Heat Generator: The wrestler with this skill possesses that natural “it” factor that just makes the fans interested, whether he be face or heel there always seems to be massive appeal in his matches. For every 3 skill points invested, the wrestler begins a match with 5pts of Heat.

The Negotiator: The wrestler with this skill possesses an uncanny ability to do business and get what they want without the other party realizing they are giving away too much. This comes in handy when negotiating contracts and buying Pre-Match Bonuses. For every 3 skill points invested, the wrestler receives a 10% more from a contract and 5% discount on all Pre-Match Bonuses.

specific match allowing him or her to gain special bonuses when competing in these matches, this skill only available for specialty matches and cannot be used for a regular Singles match. For every 3 skill points invested, the wrestler begins the match with a bonus of 10pts to Heat, has a +1 on all Initiative rolls and does an extra +1 on Damage.

Ring Technician: This skill allows the wrestler to receive bonuses on the to strike roll when attempting to execute a move. For every 2 Skill Points invested the wrestler receives a +1 on the roll.

Move Specialization: This skill allows the wrestler to become extremely proficient with the specific move selected. This skill can be taken multiple times, once for each move specialized in. For every 2 skill points invested the wrestler gains a +1 to strike and damage with the move.

Skillful Execution: This skill provides a bonus of 1D4 skill points every time the wrestler levels up. This skill is retroactive starting at Level 2, so if you acquire it at level 5, you get to roll 1D4 for levels 2,3 and 4 as well.

Finisher Specialization:

Die-Hard Following:

With this skill the wrestler can specialize and perfect their finishing moves/holds and make them ever more lethal. This skill is finisher specific, to specialize in additional finishers this skill can be taken multiple times, one for each Finisher. For every 3 skill points invested, the Finisher receives a bonus of 2pts to Damage(and Endurance drain if a submission hold) and the Failure Chance drops by 1.

The wrestler has amassed a cult following that will cheer him on no matter what alignment he is. For every 2 Skill points invested, the wrestler receives an extra 2 points of Heat for every move that they execute.

Trademarked Finisher: This skill allows a wrestler to essentially trademark his finisher allowing it to garner much more respect and adulation from the fans. This skill is finisher specific and if you want to use this skill on more than one finisher you must take this skill multiple times; once for each finisher. For every 3 skill points invested, the Finisher receives a bonus of 4pts to Heat.

Match Specialization:

The Specialist: This skill allows the wrestler to study and learn how to execute moves with little effort resulting in lower endurance cost to execute the move. Taking this skill will lower the Endurance cost of all moves in half, round up any decimal value and all moves must have have a minimum cost of 1, so if you get a negative adjust it to a 1.

Amazing Recovery: With this skill, the wrestler is able to turn his heat points into Health or Endurance Points. For every 2 Skill Points invested the wrestler can turn up to 10 Heat Points into either Health or Endurance Points every segment.

This skill allows a wrestler to become specialized in a - 19 -

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Then roll a ten-sided die and add 1 to the roll. The roll of the D4 is for the amount of Feet while the D10 is for the amount of inches.

Weight: The player may choose what height they want their wrestler to be or they may roll a ten-sided die, multiply the roll by 10. Then if the wrestler is between 5 feet and 6 feet add 100 to the roll and you have your wrestler’s weight. If the wrestler is between 6 feet and 7 feet then add 200 to the roll to get your weight. If the wrestler is over 7 feet then add 300 to the roll to get the weight.

Age: The player may choose the age of their wrestler if they like or they can roll a percentage on the following table, age may come into play during game play if the Game Master is using the optional Age Rules found in the Game Master section later on in this book. 01-20 = 1D4 + 20 years 21-30 = 1D6 + 20 years 31-40 = 1D8 + 20 Years 41-50 = 1D10 + 20 Years 51-60 = 1D4 + 30 Years 61-70 = 1D6 + 30 Years 71-80 = 1D8 + 30 Years 81-90 = 1D10 +30 Years 91-00 = 1D10 + 40 Years

Step 4: Moves & Finishers Next we need to select the wrestler’s move list. The amount of moves a wrestler gets is determined by Class and Level. There is a listing of moves at the end of the book.

Birthday: Everyone’s gotta have one, plus if the Game Master is using the optional Age rules then it will be required to know when the wrestler gets a year older. The player may choose the date or roll 2D6 for the Month and 5D6 for the day. The year can be calculated using the wrestlers current age which we determined earlier.

Aside from moves, we also get to choose one finishing move at Level 1, and can create an additional finisher at Level 5 and 10. See the Finisher section in the Match Mechanics section.

Step 5: Rounding Out The final step in wrestler creation is to round out the character’s general information.

Gender: Male or Female? Males are generally stronger than women so therefore a small penalty is applied when a women wrestler fights a male wrestler, when two women wrestlers face off however there is no penalty applied. The penalty for the women wrestler when fighting a male counterpart their Strength attribute is lowered by 2 and their Health and Endurance points are halved.

Height: The player may choose what height they want their wrestler to be, wrestlers are very rarely shorter than 5 feet and taller then 8 feet. The player may roll a four-sided die and add 3 to the roll, making sure to re-roll the die if it comes up a 1. - 20 -

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Hometown:

Finances:

Where the wrestler is from, either where they were born or where they currently reside.

This will represent the amount of money the character had before beginning his wrestling career. To determine this amount we roll 1D8 x 10,000.

Theme Song:

Ring Entrance:

The song the wrestler comes out to the ring to.

Alignment: There are three types of alignments, certain moves are noted as being associated with an alignment. Executing this move if you are not the same alignment as the move will lead you to receive a heat penalty.

Face: A good alignment, this type of character will never cheat or break any of the match rules. They will come to the rescue of people they see in trouble and will protect those that can’t protect themselves.

Tweener: This type of character stradles the line between good and evil. This alignment receives only half penalty for using Heel aligned moves.

The Game Master might require that each wrestler have a ring entrance written down, ths is optional and up to the Game Master’s discretion. This is a description of what occurs during the wrestler’s ring entrance. Here is a short example of a ring entrance: “Unknown Song” by an Unknown artist begins to play across the arena. The lights dim down and an instant later the entranceway explodes with brilliant white pyro. The Role Model steps out from behind the curtain as the pyro dies down. He looks to the fans on the ring of the entranceway and then to the left before strutting confidently down the rampway to the ring. He gets to the ring and jump up on the apron then climbs into the ring between the top and middle rope.

Heel: An evil alignment, characters of this type are greedy, jealous and generally not nice people. They will cheat as many times as they can without getting caught, break every rule in the book when the referee isn’t looking.

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Match Types Singles Match:

Hardcore Singles Match:

Wining Methods: - Pinfall - Submission - Disqualification (Champion keeps title) - Count-Out (Champion keeps title)

Winning Methods: (+2D6 Heat Points) - Pinfall - Submission A more extreme version of the Singles match, in this match type anything and everything goes. Competitors may use any kind of weapon on each other, ring-outs are not enforce and the competitors are free to roam all over ringside or backstage for as long as they like.

This match is held between two competitors. This is the standard type of match, the use of weapons is not permitted and will most likely get you disqualified. Wrestlers may only stay on the outside of the ring for a standard 10 count. (1 segment)

Hardcore Two-Man Team: Winning Methods: (+2D6+2 Heat Points) - Pinfall - Submission

Tag Team Match: Winning Methods: - Pinfall - Submission - Disqualification (Champions keeps titles) - Count-Out (Champions keeps titles)

Again, a more extreme version of the Tag Team match type, like the singles variety of this match type everything is legal.

This match is held between two teams of two, this is the standard type of team matches. Much like the Singles match, weapon use in the match is not permitted. Wrestlers may only stay on the outside of the ring for a standard 10 count. (1 segment) Only one wrestler from each team is involved in the match at one time, partners need to be tagged in and out.

Winning Methods: (+2D6+4 Heat Points) - Pinfall - Submission

Hardcore Six-Man Team:

Two three member teams compete in an extreme six-man tag match where everything is legal.

Singles Ladder Match: Winning Methods: (+2D6 Heat Points) - Item Retrieval

Six-Man Tag Team Match: Winning Methods: (+1D6 Heat Points) - Pinfall - Submission - Disqualification (Champions keep titles) - Count-Out (Champion keep titles)

This match is between two competitors and has much of the same rules as a regular singles match. The only weapon permitted is ladders. Some type of item; usually a title belt, is suspended over the ring. The first competitor to setup a ladder and snatch the item wins the match.

This match involves two three member teams, much like the regular Tag Team match type, only one member from each time will compete at one time. Partners must be tagged in and out which takes one move action. Weapons are not permitted and will lead to the team being disqualified. Wrestlers may only remain on the outside of the ring for a standard 10 count. (1 segment)

To win the match the ladder must be recovered from under the ring and setup in the ring under the item hanging above, this will take one action. The player then rolls 1D4 which will determine in how many actions it will take for the wrestler to get to the top, once up top another action must be used to snatch the item. Remember that each action is considered a move action and there will be an initiative roll after every - 22 -

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one. This allows the defending player a chance to counter the attacker's attempt to win the match.

get knocked down and a new initiative roll is taken. 26 - 40 = Wrestler trips over his own feet and nearly falls over but stumbles around trying to catch himself and hits the ropes and tumbles out to ringside. Takes 1D8 pts of damage. 41 – 60 = Wrestler takes a bad fall, taking 1D8 pts of damage. New initiative roll. 61 – 80 = Wrestler takes a bad fall, taking 1D6 pts of damage. New initiative roll. 81 – 00 = Wrestler takes a bad fall, taking 1D4 pts of damage. New initiative roll.

If the defender happens to take the initiative while the attacker is climbing the ladder then he is considered prone and cannot defend. The defender can then kick or knock the ladder down, the attacker will take 1D8 worth of damage to his Health Points and Endurance from this fall off the ladder.

Two-Man Team Ladder Match:

Blindfold Two-Man Team Match:

Winning Methods: (+3D6 Heat Points) - Item Retrieval

Winning Methods: (+2D6+2 Heat Points) - Pinfall - Submission

This is exactly the same as the Singles version of this match only this type has two teams of two competing in the same match. Unlike traditional matches however all competitors fight at the same time, there is no tagging in and out.

Works the exact same way as the singles version of this match, only this type involves two teams of two competitors, all competitors are blindfolded and compete at the same time. There is not tagging in or out. Replace the 6180 percentage roll with the wrestler accidentaly attacking his partner.

Three-Man Team Ladder Match: Winning Methods: (+3D6+2 Heat Points) - Item Retrieval

Blindfold Three-Man Team Match: Winning Methods: (+2D6+4 Heat Points) - Pinfall - Submission

This is exactly the same as the Singles version of this match only this type has two teams of three competing in the same match. Unlike traditional matches however all competitors fight at the same time, there is not tagging in and out.

Works the exact same way as the singles version of this match, only this type involves two teams of three competitors, all competitors are blindfolded and compete at the same time. There is not tagging in or out. Replace the 6180 percentage roll with the wrestler accidentaly attacking his partner.

Blindfold Singles Match: Winning Methods: (+2D6 Heat Points) - Pinfall - Submission

Flag Singles Match:

Much like a regular Singles match, this type takes place between two competitors, the twist is that both competitors are blinded, either with a blindfold or some type of hood or mask. The way this match works is that every time a wrestler attempts any kind of action, the GM rolls a one hundred-sided die and a ten sided die and consult the following table, also no bonuses of any kind can be used by either wrestler. (Strike, Evade, Damage, ec..)

Winning Methods: (+2D6 Heat Points) - Capture the Flag This match takes place between two competitors, it is a variation of the singles match only pinfalls or submissions do not count. There are no count-outs as well so competitors may roam around ringside freely. In this match there are two flags attached to opposing turnbuckles, each representing one of the wrestlers' corner. The object of the match is to capture the opponents flag while defending your own, the opponent's flag must be brought to your cor-

01 – 15 = Wrestler trips over his own feet and falls to the ground and a new initiative roll is taken. 16 – 25 = Both wrestler's collide with each other and both - 23 -

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3 vs 1 Handicap Match:

ner and attached to win the match. Capturing and attaching a flag take a standard move action each.

Winning Methods: (+2D6+2 Heat Points) - Pinfall - Submission - Count-Out - Disqualification

Flag Two-Man Team Match: Winning Methods: (+2D6+2 Heat Points) - Capture the Flag

This match operates under tag rules for the team with superior numbers. Rules are identical to a standard Singles match with the only exception being that one side has 3 competitors who tag in an out of action.

This match takes place between two teams of two competitors, it is a variation of the singles match only pinfalls or submissions do not count. There are no count-outs as well so competitors may roam around ringside freely. In this match there are two flags attached to opposing turnbuckles, each representing one of the team's corner. The object of the match is to capture the opponents flag while defending your own, the opponent's flag must be brought to your corner and attached to the turnbuckle to win the match. There is no tagging in or out in this match, all competitors fight at the same time. Capturing and attaching a flag take a standard move action each.

3 vs 2 Handicap Match: Winning Methods: (+2D6+4 Heat Points) - Pinfall - Submission - Count-Out - Disqualification This match operates under tag rules for both sides. Rules are identical to a standard Singles match, both teams must tag in and out of action.

Flag Three-Man Team Match: Winning Methods: (+2D6+4 Heat Points) - Capture the Flag

Inferno Singles Match:

This match takes place between two teams of three competitors, it is a variation of the singles match only pinfalls or submissions do not count. There are no count-outs as well so competitors may roam around ringside freely. In this match there are two flags attached to opposing turnbuckles, each representing one of the team's corner. The object of the match is to capture the opposing team's flag while defending your own, the opposing team's flag must be brought to your corner and attached to the turnbuckle to win the match. There is no tagging in or out in this match, all competitors fight at the same time. Capturing and attaching a flag take a standard move action each.

Winning Methods: (+3D6 Heat Points) - Set Opponent on Fire In this match, the ring is surrounded by fire thanks to gas fed pipes that surround the ring. The object of this match is quite simple, each competitor wears a loose fitting muscle shirt...the goal of the match is to set your opponent's shirt on fire. There are many ways to accomplish this; an irish whip into the flames (40% chance of shirt being ignited), dragging a downed opponent into the flames (60% chance of shirt being ignited).

Ironman Singles Match: Winning Methods: (+3D6 Heat Points) - Pinfall - Submission - Count-Out

2 vs 1 Handicap Match: Winning Methods: (+2D6 Heat Points) - Pinfall - Submission - Count-Out - Disqualification

This match is similar to a standard Singles match, the only exceptions are that disqualifications are not enforced and that the match is set to a minimum length, usually 30 minutes (30 rounds) or 60 minutes (60 rounds). Whichever of the competitors gets the most wins at the end of the time limit wins.

This match operates under tag rules for the team with superior numbers. Rules are identical to a standard Singles match with the only exception being that one side has 2 competitors who tag in an out of action. - 24 -

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Singles Lumberjack Match: Winning Methods: (+3D6 Heat Points) - Pinfall - Submission This match is similar to a standard Singles match, the only exceptions are that disqualifications and count-outs are not enforced. The ring is surrounded by wrestlers who are not involved in the match (referred to as lumberjacks), whenever a wrestler gets knocked out of the ring or attempts to leave the ring these lumberjacks' will throw the wrestler back into the ring...most often after softening him up a bit. It's customary to have enemies and rivals of the competing wrestlers to make things more interesting. If players are used as Lumberjacks then each time one of the competitors is thrown out of the ring each player rolls a twenty-sided die, whomever gets a higher roll will determine in front of whom the competitor will land. The player can then take action against the competitor. If the players are involved in the match as competitors and only NPC's are standing at ringside then each time they are thrown out of the ring they will receive 1D10 pts of damage before being thrown back into the ring.

Scaffold Singles Match: Winning Methods: (+4D6 Heat Points) - Flag Capture - Fall Off Scaffold In this match, two competitors face off not in the ring as in regular matches, but instead up on a scaffold that is suspended above the ring. There two ways to win this type of match...the first is to throw your opponent off the scaffold to the ring below. The second being to capture your opponent's flag attached to his side of the scaffold and attach it to your side. Capturing and attaching the flag requires a standard move action each. Attempting to throw your opponent off the scaffold is a standard test of strength; both competitors roll a twenty-sided die adding any damage bonus received from strength to the roll. If the competitor attempting to throw the other off has a higher roll then the opponent is successfully thrown off.

Two out of Three Singles Match: Winning Methods: (+2D6 Heat Points) - Pinfall - Submission - Count-Out - Disqualification

This match is identical to a standard Singles match with the only exception being that to win the match a competitor has to win two decisions. (pinfall, submission, count-out, disqualification), each wrestler regenerates 15 Health and Endurance points after each fall.

First Blood Singles Match: Winning Methods: (+3D6 Heat Points) - Make opponent bleed This match is held between two competitors, it has similar rules to a Hardcore match where everything goes. The only way to win this match is to bust open your opponent and make him bleed.

Last Man Standing Singles Match: Winning Methods: (+3D6 Heat Points) - Knockout This match is similar to a standard Singles match, there are no disqualifications or count-outs. The only way to win a match is to knockout your opponent, when an opponent is knocked to the mat he must answer a ten-count or lose the match. When the attacker executes a move that sees the opponent driven into the mat, the attacker may choose to wait for a ten count from the referee. If so up to four initiative rolls will be made, if the defender does not win initiative then he or she has not answered the ten count and loses the match. GM Info: When the attacker executes a move that sees the opponent driven into the mat, the attacker may choose to wait for a ten count from the referee. If so then use the Pin-fall rules, if the defender successfully gets a Pin Break according to the rules then they get up an answer the ten-count and the match continues.

Table Singles Match: Winning Methods: (+2D6 Heat Points) - Go through Table This match type takes place between two competitors, however it has much more in common with a hardcore match. There are no count-outs or disqualifications, pinfalls or submissions however do not count. The only way to one is to put your opponent through a table. The tables are usually housed under the ring, competitors must execute standard moves through table to get the win, Auto-Reversals cannot be used to put the opponent through the table. Propping a table up against a turnbuckle and whipping an opponent into it with - 25 -

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Classic Four-Man Cage Match:

enough force to break the table will also work. Another way to win the match is to place your opponent on the table and execute a High Flying move off a turnbuckle onto the opponent thus driving him through the table. The tables can be setup in the ring or out of the ring, where the opponent goes through the table is not important.

Winning Methods: (+5D6 Heat Points) - Pinfall - Submission - Cage Escape A match involving two teams of two competitors, all competitors fight at the same time as there is no tagging in or out. Walls made of steel bars are attached to the sides of the ring. There are no disqualifications in this match, pinfalls and submissions do count as well there is an additional method of winning the match by climbing up the side of the cage and down the other side. Once a competitor climbs up and over the cage and his feet touch the ground at ringside that competitor is the winner. When a competitor attempts to climb the cage, the player must roll 1D4 + 1 to determine how many actions it will take to climb up and over the cage. For each action the wrestler is climbing the cage an initiative roll is made, if the defender gains initiative he can shake the cage to make the climber fall. The climber will receive 1D10pts of damage from the fall. Ramming the opponent's head or other body part into the cage does 1D10pts of damage, if it's the head there is a 30% chance of busting the opponent open. Using the cage as a weapon in this manner generates 15pts of Heat for the wrestler doing the action.

Table Tag Match: Winning Methods: (+2D6+4 Heat Points) - Go through Table This match type takes place between two teams of two competitors, this is a standard type tag match. Partners must be tagged in and out. There are no count-outs or disqualifications, pinfalls or submissions however do not count. The only way to one is to put your opponent through a table. The tables are usually housed under the ring or setup at ringside, competitors can execute standard moves through tables to get the win. Propping a table up against a turnbuckle and whipping an opponent into it with enough force to break the table will also work. Another way to win the match is to place your opponent on the table and execute a High Flying move off a turnbuckle onto the opponent thus driving him through the table. The tables can be setup in the ring or out of the ring, where the opponent goes through the table is not important.

Classic Singles Cage Match:

Modern Singles Cage Match:

Winning Methods: (+3D6 Heat Points) - Pinfall - Submission - Cage Escape

Winning Methods: (+3D6+2 Heat Points) - Pinfall - Submission - Cage Escape

A standard singles match only walls made of steel bars are attached to the sides of the ring. There are no disqualifications in this match, pinfalls and submissions do count as well there is an additional method of winning the match by climbing up the side of the cage and down the other side. Once a competitor climbs up and over the cage and his feet touch the ground at ringside that competitor is the winner. When a competitor attempts to climb the cage, the player must roll 1D4 + 1 to determine how many actions it will take to climb up and over the cage. For each action the wrestler is climbing the cage an initiative roll is made, if the defender gains initiative he can shake the cage to make the climber fall. The climber will receive 1D10pts of damage from the fall. Ramming the opponent's head or other body part into the cage does 1D10pts of damage, if it's the head there is a 30% chance of busting the opponent open. Using the cage as a weapon in this manner generates 15pts of Heat for the wrestler doing the action.

A standard singles match only a cage made of chain link fence is lowered down over the ring. The cage has four walls and a ceiling and there is room between the cage and ringside so competitors can walk and fight outside the ring. This type of cage usually has a door put into one of the walls, one way to win the match is to escape out of the door. To exit the ring the wrestler must be standing outside the ring, it takes a move action to exit the cage, the initiative roll is made and if the defender wins the initiative the escape attempt is unsuccessful. Ramming the opponent's head or other body part into the cage does 1D8pts of damage, if it's the head there is a 20% chance of busting the opponent open. The opponent's head can also be rubbed up against the cage which does 1D6 points of damage with a 50% chance of busting open the opponent. Using the cage as a weapon in this manner generates 15pts of Heat for the wrestler doing the action.

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Modern Four-Man Cage Match:

Executing a move on another wrestler will make the odd man out the new target of the victim of the move. The other wrestler becomes the odd man out at this point.

Winning Methods: (+5D6+2 Heat Points) - Pinfall - Submission - Cage Escape

The two targeted wrestlers fight the match out under Regular Rules.

This match involves two teams of two competitors, all competitors fight at the same time, there is no tagging in or out. A cage made of chain link fence is lowered down over the ring. The cage has four walls and a ceiling and there is room between the cage and ringside so competitors can walk and fight outside the ring. This type of cage usually has a door put into one of the walls, one way to win the match is to escape out of the door. To exit the ring the wrestler must be standing outside the ring, it takes a move action to exit the cage, the initiative roll is made and if the defender wins the initiative the escape attempt is unsuccessful. Ramming the opponent's head or other body part into the cage does 1D8pts of damage, if it's the head there is a 20% chance of busting the opponent open. The opponent's head can also be rubbed up against the cage which does 1D6 points of damage with a 50% chance of busting open the opponent. Using the cage as a weapon in this manner generates 15pts of Heat for the wrestler doing the action.

Four Way Match: Winning Methods: (+4D6 Heat Points) - Pinfall - Submission - Disqualification This match involves four competitors squaring off against each other, this match is held under standard rules with only one exception, count-outs are not enforced. All competitors fight at the same time.

Triangle Match: Winning Methods: (+2D6+2 Heat Points) - Pinfall - Submission - Disqualification

Three Way Match:

This match is not be confused with the Three Way Match, it does involve three competitors but only two compete at the same time. The third competitor must stand at ringside and wait to be tagged in by either competitor in the ring.

Winning Methods: (+2D6 Heat Points) - Pinfall - Submission - Disqualification This match involves three competitors squaring off against each other, this match is held under standard rules with only one exception, count-outs are not enforced. All competitors fight at the same time.

Four Corners Match:

GM Info: This match is not fought under the Multiple Wrestler Fight rules simply because the number of wrestlers is uneven. The way to run this match is to have each wrestler roll 1D6 before anything else. The two highest rollers will target each other with the lowest roller being the odd man out. In the event of a tie, re-roll the dice.

Winning Methods: (+2D6 Heat Points) - Pinfall - Submission - Disqualification This match is similar to the Triangle match only it has four competitors instead of 3, only two of the competitors fight at one time. The other two must stand at ringside in their corners and await a tag by either competitor in the ring. In this match each wrestler represents a corner, competitors in the ring may tag in any wrestler from any corner at any time

The odd man out must roll an initiative roll every segment, if the odd man out is in a Standing, Running or Top Rope position and they roll higher than 5 on the initiative roll, higher than 8 if the odd man out is either Down or at Ringside, then they may take an action that segment. - 27 -

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Three-Way Dance Match: Winning Methods: (+2D6 Heat Points) - Pinfall - Submission - Disqualification This match is not be confused with the Three Way Match, it does involve three competitors but it is under elimination rules. All competitors fight it out at the same time, a wrestler is eliminated from the match after being pinned, submitting or being disqualified. GM Info: This match is not fought under the Multiple Wrestler Fight rules simply because the number of wrestlers is uneven. The way to run this match is to have each wrestler roll 1D6 before anything else. The two highest rollers will target each other with the lowest roller being the odd man out. In the event of a tie, re-roll the dice. The odd man out must roll an initiative roll every segment, if the odd man out is in a Standing, Running or Top Rope position and they roll higher than 5 on the initiative roll, higher than 8 if the odd man out is either Down or at Ringside, then they may take an action that segment. Executing a move on another wrestler will make the odd man out the new target of the victim of the move. The other wrestler becomes the odd man out at this point. The two targeted wrestlers fight the match out under Regular Rules.

This match can have 10, 15, 20 or even more competitors...competitors may either start the match with all of them inside the ring or two competitors begin and after a certain amount of time a new competitor comes out. The amount of time is determined by the GM but the most common are; 30 seconds (3 segments) and 1 minute (1 round). The only way to win in this match is to be the last one standing, a competitor is only eliminated when they are thrown over the top rope and their feet touch the ground. Wrestlers can forcibly throw another competitor over the top rope, a test of strength is done between the two competitors. Each one rolls a twenty-sided die and adds any damage bonus granted by the strength attribute. If the wrestler wins the test of strength the attempt to throw the opponent over is successful. The competitor how is going over the top rope has one last chance to save against being eliminated, the player rolls one six-sided die (D6) and if the roll comes up either a 1 or a 2 then the wrestler grabs onto the ropes and pulls himself up and into the ring before his or her feet could touch ground. GM Info: This match can be quite a challenge to run, especially if the number of competitors is quite high. To make things easier, you should assign a number to each NPC wrestler in the match. Every time a player eliminates a wrestler or when you as the GM decide it's time to eliminate someone, roll the appropriate die (if there are 10 NPC's roll a ten-sided die, etc..) and whatever number comes up, the NPC attached to that number gets eliminated. This match should also be run under the Multiple Wrestler Fight rules.

Four-Way Dance Match: Winning Methods: (+4D6+2 Heat Points) - Pinfall - Submission - Disqualification This match is not be confused with the Four Way Match, it does involve four competitors but it is under elimination rules. All competitors fight it out at the same time, a wrestler is eliminated from the match after being pinned, submitting or being disqualified.

Battle Royal Match: Winning Methods: (+5D6 Heat Points) - Over the Top Rope - 28 -

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Money and Spending It

Major Strike Bonus: Cost: $15,000 Bonus: +4 to move execution

A wrestler will be offered a contract, the money received for wrestling can be used for various purchases that can increase their abilities. There are two categories of items; Temporary and Permanent. The Temporary category has items that provide bonuses for only one match after which the bonuses granted by the item disappear. The Permanent group as the name suggests has items that provide bonuses to the wrestler permanently.

Minor Damage Bonus: Cost: $5,000 Bonus: +2 to damage.

Medium Damage Bonus: Cost: $10,000 Bonus: +3 to damage.

Temporary:

Major Damage Bonus:

For these items there is a maximum of three items that may be purchased for each match.

Cost: $15,000 Bonus: +4 to damage.

Minor Health Bonus:

Minor Evasion Bonus:

Cost: $1,000 Bonus: +20 to Health Points

Cost: $5,000 Bonus: +2 to evade.

Medium Health Bonus:

Medium Evasion Bonus:

Cost: $2,000 Bonus: +30 to Health Points

Cost: $10,000 Bonus: +3 to evade.

Major Health Bonus:

Major Evasion Bonus: Cost: $15,000 Bonus: +4 to evade.

Cost: $3,000 Bonus: +50 to Health Points

Minor Endurance Bonus: Cost: $1,000 Bonus: +20 to Health Points

Permanent:

Medium Endurance Bonus:

Learn New Move:

Cost: $2,000 Bonus: +30 to Health Points

Cost: $5,000 Bonus: Receive 1 new move slot.

Major Endurance Bonus:

Strength Attribute Bonus:

Cost: $3,000 Bonus: +50 to Health Points

Cost: $200,000 Bonus: +1 to Strength attribute.

Medium Health Point Bonus:

Intelligence Attribute Bonus:

Cost: $2,000 Bonus: +30 to Health Points

Cost: $100,000 Bonus: +1 to Intelligence attribute.

Minor Strike Bonus:

Endurance Attribute Bonus:

Cost: $5,000 Bonus: +2 to move execution

Cost: $180,000 Bonus: +1 to Endurance attribute.

Medium Strike Bonus:

Charisma Attribute Bonus:

Cost: $10,000 Bonus: +3 to move execution

Cost: $300,000 Bonus: +1 to Charisma attribute. - 29 -

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Managers and Valets

Agility Attribute Bonus: Cost: $150,000 Bonus: +1 to Agility attribute.

Speed Attribute Bonus: Cost: $180,000 Bonus: +1 to Speed attribute.

New Skill Slot:

Another great use of money is to hire a Manager or a Valet to accompany you to ringside for your matches or help you out in angles and microphone work if the wrestler is not particularly skilled at such endeavors. The promotion the wrestler is currently working for might have a list of readymade Managers and valets for you to hire. If not you can always generate your own with the following methods.

Cost: $50,000 Bonus: +1 Skill Slot.

Skill Points Package:

Valet:

Cost: $400,000 Bonus: +1 Failure Modifier

Nothing says cool like having a beautiful woman or man accompany you to ringside. Valet's are nothing more than eye candy and heat generators. Coming to the ring with a Valet will start you off with the Startup Heat from the Valet's stats, then every round the valet will generate the amount of Heat points specified by their Heat Generation stat. Valets will very rarely get involved in what is going on in the ring, they will instead cheer you on and get the crowd behind you. Valets will take a certain amount of your Monthly earnings as payment for their services, each Valet charges differently based on their skills at drawing Heat.

Health & Endurance Package:

Generating A Valet:

Cost: $30,000 Bonus: +1D10 + 2 Skill Points

Wrestler Training: Cost: $200,000 Bonus: +1 Reversal

Advanced Wrestler Training:

Cost: $100,000 Bonus: +2D10 + 5 HP and Endurance

Finisher Design Training: Cost: $100,000 Bonus: Can create an additional Finisher

Here are some quick rules to creating Valets quickly, the Game Master can also opt to just select the desired stats themselves instead of rolling. Startup Heat: Roll 2D10 +2 Heat Generation: 2D10 + 2 Monthly Wage: 1D10 + 2%

Managers: Unlike Valets, Managers can do much more then just accompany you to the ring. Managers can actually do Microphone Work for the wrestler using the Manager's superior Microphone and Charisma skill. This can be a godsend for wrestlers who lack charisma and microphone or angle skills. A Manager can also take action at ringside. The player may give orders to the Manager such as handing the wrestler a weapon or distracting the referee. Managers also generate Heat just like Valet's can, Managers do however take a larger cut of your Monthly earnings.

Generating A Manager: Here are some quick rules to creating Managers quickly, the Game Master can also opt to just select the desired stats themselves instead of rolling. - 30 -

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Startup Heat: Roll 1D10 +2 Heat Generation: 1D10 + 2 Monthly Wage: 2D10 + 5% Microphone Work Bonus: 1D10 Angle Heat Bonus: 1D10

Game Master or the players, one must be careful however to not end a Feud too early. Doing so is akin to dropping a storyline briskly with no rewarding conclusion, this will lead to the fans being pissed off and disappointed which will lead to all wrestlers involved in the Feud losing 1D10 Overness points. Whether or not ending a Feud is too early is determined by a percentage roll based on the following table.

Angles Angles serve to fill in the spots between matches and keep the crowd's interest in the show as well as maintain their mood. Angles can also be seen as story lines, using angles you can craft intricate story lines that will help get the wrestlers over with the fans. Angles can either be proposed by players with the Game Master accepting the angle into the card or created by the Game Master for the players. All angles are judged with the following method; the player doing the angle will roll a ten-sided die adding Angle roll bonus and any other bonus that might apply to the roll. The Game Master rolls a ten-sided die as well and adds 2 to the roll. If the player rolls higher than the GM then the angle was a huge success resulting in the generation of the Base Heat of the angle multiplied by 2. If the GM's roll is higher, the angle only receives the base heat subtracted by 1D4.

Feud Ending

The following table describes what happens as a result of the Angle's Heat Score. The results apply to everyone involved in the angle.

Overness Bonus

1 to 2

-5

3 to 5

-2

6 to 8

+2

9 to 12

+5

13 and up

+10

Early Penalty Chance

Below 30

60%

31 to 50

40%

51 to 60

30%

61 to 70

20%

71 to 80

10%

81 to 90

5%

91 to 100

0%

Upon a successful end of a Feud, all wrestlers involved will gain 1D10 + 10 points of Overness. Ongoing feuds will generate a certain amount of Heat for all the wrestlers involved allowing them to begin matches with bonus Heat. This represents a general interest by the fans in anything the wrestler does. The exact amount of Heat generated can be determined by consulting the following table:

Angle Heat Result Heat Score

Feud Points

Feud Match Heat Bonus

Feuds: Another great way to get wrestlers over with the fans is to have them involved with Feuds. All competitors must agree to participate in the Feud. A wrestler may only be involved in one Feud at a time. Each Feud will have a Feud Point Value attached to it, upon the creation it begins at 0 and can be brought up to a maximum of 100 points. Every time the wrestlers in the Feud fight each other or are the focus of Angles with each other the Feud gains 1D6 points of Heat. The Feud will continue until ended by either the

Feud Points

Match Heat Bonus

Below 30

10

31 to 50

15

51 to 60

20

61 to 70

25

71 to 80

30

81 to 90

35

91 to 100

40

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Feuds also give bonus Heat to Angles involving the Feuding wrestlers, consult the following table:

Tag Team In-Ring Promo: Base Heat: 6 Focus: - Upcoming Match - Tag Team

Feud Angle Heat Bonus Feud Points

Angle Heat Bonus

Below 30

1

31 to 50

2

51 to 60

3

61 to 70

4

71 to 80

5

81 to 90

6

91 to 100

7

The tag team comes out to the middle of the ring and delivers a promo, either hyping an upcoming match or insulting another tag team. If the focus is on an upcoming match than that match will receive Heat Points.

Tag Team Backstage Promo: Base Heat: 5 Focus: - Upcoming Match - Tag Team The tag team is interviewed backstage and delivers a promo, either hyping an upcoming match or insulting another tag team. If the focus is on an upcoming match than that match will receive Heat Points.

Angle List This is just a small list to serve as a guide for using angles. You may use these angles as presented or choose to modify them to your own liking. You may also choose to free form the use of angles by creating your own in this case the Game Master should decide how much Base Heat to give.

In-Ring Simple Challenge: Base Heat: 3 Focus: - Wrestler(s) The wrestler come out to the middle of the ring and directly challenges another wrestler to a match either later on in the card or some time in the future, the challenged wrestler may choose to come out to give their answer.

In-Ring Promo: Base Heat: 5 Focus: - Upcoming Match - Wrestler The wrestler comes out to the middle of the ring and delivers a promo, either hyping an upcoming match or insulting another wrestler. If the focus is on an upcoming match than that match will receive 5 Heat Points. If the focus is on another wrestler and an existing feud exists then the feud will receive 5 Heat Points.

In-Ring Simple Challenge Brawl: Base Heat: 5 Focus: - Wrestler(s) The wrestler comes out to the middle of the ring and directly challenges another wrestler to a match either later on in the card or some time in the future, the challenged wrestler comes out and rushes the ring resulting in an impromptu brawl occurring in the ring with referees attempting to gain control of the situation.

Backstage Promo: Base Heat: 4 Focus: - Upcoming Match - Wrestler The wrestler is interviewed backstage and delivers a promo, either hyping an upcoming match or insulting another wrestler. If the focus is on an upcoming match than that match will receive 5 Heat Points. If the focus is on another wrestler and an existing feud exists then the feud will receive 5 Heat Points. - 32 -

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In-Ring Open Challenge:

Marriage Proposal:

Base Heat: 4 Focus: - Wrestler(s) The wrestler comes out to the middle of the ring and declares that he is so good that nobody can defeat them. He lays down an open challenge to anyone in the back who thinks they have the guts. A wrestler shows up to answer the call.

Base Heat: 3 Focus: - Person Someone proposes marriage to another and it is either accepted or rejected.

Marriage: Base Heat: 3 Focus: - Two People Two people get married and everything goes according to plan.

Backstage Assault 1vs1: Base Heat: 3 Focus: - Wrestler One wrestler attacks another backstage with the camera's rolling.

Marriage Wrecked: Base Heat: 5 Focus: - Two People Two people get married and the wedding gets crashed or something else horrible happens that wrecks the entire ceremony.

Backstage Assault 2vs1: Base Heat: 4 Focus: - Wrestler Two wrestlers attack another backstage with the camera's rolling.

Authority Figure Matchmaking: Base Heat: 5 Focus: - Wrestler(s) An Authority figure comes out to the middle of the ring and announces that he has booked a match for either later on the card on a future date.

Backstage Assault 3vs1: Base Heat: 5 Focus: - Wrestler Three wrestlers attack another backstage with the camera's rolling.

Authority Favor:

Pre-Match Assault :

Base Heat: 3 Focus: - Wrestler(s) A wrestler approaches an authority figure and requests a favor, this could be a match or a title shot or any number of other things.

Base Heat: 5 Focus: - Wrestler(s) One or more wrestlers rush out and attack a wrestler or wrestlers making their ring entrance.

Post Match Assault :

Bikini Contest:

Base Heat: 5 Focus: - Wrestler(s) One or more wrestlers rush out after a match an assault the winner(s) or loser(s).

Base Heat: 8 A bikini contest is held between multiple women. Some times a wrestler or other figure is selected to be the special judge for the competition.

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Being paid to wrestle by a wrestling promotion is not the only way wrestlers can earn some money. Often times the wrestlers earn more money from merchandising than they do from a wrestling contract. Mechandising is closely tied to a wrestler’s Overness so if one wants keep making good money they have to make sure that they’re Overness does not drop. There are two ways to go about setting up some merchandising, the first is ideal if the wrestler does not have a lot of starting capital to invest in merchandise. This first way is to strike a deal with the wrestling promotion where they will cover most or all of the cost in exchange for a percentage of the profits. The exact numbers involved will depend on the players and GM (minimum 2% profit on sales), it is up to them to negotiate a deal that will be equally benificial to the wrestler and the company. The main disadvantage of this method is that the wrestling promotion owns all rights to the merchandise designs and retain them even if the wrestler quits or is fired from the promotion. The second method sees the wrestler paying for the whole thing. The main advantage of this is that the wrestler retains the rights to the designs. The wrestling promotion does take 2% of the profit from merchandise sales in exchange for placing the items up for sale at shows. This method can be quite expensive however, especially if you want to have a numerous different types of merchandise. Merchandising doesn’t just help you acquire money, it will also have a slight effect on your Overness as you sell more and more merchandise. For this calculation all merchandise sales of all types are added together. For every 1,000 units sold the wrestler receives 2 points of Overness.

Merchandise Sales Each month merchandise sales are calculated and the wrestler receives his share. The player must roll a six-sided die and add the wrestler’s Overness and the item’s Design Bonus to the roll for each Merchandise item. Armed with that number when then consult the following table to see how many units the item has sold that month. With that we then multiply the amount sold by the profit margin of from the item to get the final amount.

Merchandise Sales Roll

Sales Made

1 to 16

20

17 to 20

60

21 to 36

180

37 to 50

540

51 to 60

1,620

61 to 70

4,860

71 to 90

14,580

91 to 106

43,740

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Merchandise Types

Jackets Startup Cost: $30,000 Design Bonus: 1D10 + 5 Profit Margin: $10 Max Design: 2

There are several different types of merchandise, from shirts to mugs. Each one has a profit margin listed, this is the amount of money the wrestler receives from each sale of the item. When first creating an item the wrestler must pay the startup cost and roll the item’s Design Bonus roll. The Design bonus represents how well the item’s overall look and design is, the highest the number the better the design. Once a Design Bonus has been determined for an item it cannot be changed. Items also have a Max Design value, this is the maximum number of designs you can have of the same item. For example; T-Shirts have a Max Design of 5 so you can only have 5 T-Shirt Designs on sale at the same time. If you wish to make a new design you will need to discontinue one of the designs and replace it with the new one.

Dog Tags Startup Cost: $12,000 Design Bonus: 1D10 + 5 Profit Margin: $2.75 Max Design: 2

Foam Finger Startup Cost: $8,000 Design Bonus: 1D10 Profit Margin: $3 Max Design: 2

T-Shirt

Travel Mugs

Startup Cost: $15,000 Design Bonus: 1D10 + 2 Profit Margin: $5 Max Design: 5

Startup Cost: $10,000 Design Bonus: 1D10 + 2 Profit Margin: $3.50 Max Design: 2

Best Of DVD

Hoody

Startup Cost: $30,000 Design Bonus: 1D10 + 5 Profit Margin: $10 Max Design: 1

Startup Cost: $25,000 Design Bonus: 1D10 + 5 Profit Margin: $3.50 Max Design: 2

Action Figure

Sweatshirt

Startup Cost: $50,000 Design Bonus: 1D10 + 10 Profit Margin: $8 Max Design: 2

Startup Cost: $18,000 Design Bonus: 1D10 + 3 Profit Margin: $3.50 Max Design: 2

6” Ceramic Statue Startup Cost: $80,000 Design Bonus: 1D10 + 10 Profit Margin: $15 Max Design: 2

Hats Startup Cost: $10,000 Design Bonus: 1D10 + 2 Profit Margin: $5 Max Design: 3

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Match Mechanics Finally we get to the nitty gritty of the game, the actual running of a match. At first glance the rules might seem a little intimidating, but not to worry as I’m sure you will find that running matches gets easier the more you do as you will retain more of the rules and will not have to constantly be consulting the book. A wrestler’s main goal in a match is to acquire and keep Initiative, because only the wrestler who possesses Initiative may take action. The opposing wrestler may only attempt to Evade/Block attacks until they can recover Initiative. Matches are split into Rounds which represent 1 Minute worth of action. Rounds are further split into 6 Segments that represent 10 seconds worth of time. The wrestler with Initiative may take 1 action ever segment until they lose Initiative.

taken from the Down group. Each move also has a Failure Chance, this number represents the chance a wrestler has of botching the move thus allowing your opponent to take the initiative from you. As a wrestler goes up in levels, bonuses will be gained that will lower the Failure Chances for every move. This is known as the Failure Chance Modifier. The Failure Chance is the base minimum the player must roll above to successfully execute the move. This means that the number on the die must be higher than the Failure Chance of the move otherwise it’s botched. Strike bonuses do not help in this matter. Executing a move will also lower a wrestlers Endurance points, every move in the game has an Endurance Cost value associated with it. Whether a move is successfully executed or not the Endurance Cost is deducted from the wrestler's Endurance points. When you run out of Endurance points you can no longer execute any moves as your wrestler is just way too tired. You will need to take a Rest action to recover Endurance.

Initiative: At the start of the match and as well as throughout the player will be required to make Initiative Rolls. This is done by rolling one ten-sided die and adding in any Initiative bonus the wrestler might have. The higher roll will win the Initiative. Each move that a wrestler successfully executes, the opponent will suffer a -1 penalty on their next Initiative roll up to a maximum of -5 penalty. Once the opposing wrestler regains Initiative then the penalty is zeroed out.

You will also find that some moves are associated with a particular alignment; such as a low blow which is associated with a Heel alignment. A wrestler who's alignment is set to Face will actually lose Heat Points in doing a move associated with the Heel Alignment and vice versa. When this happens the move's Heat value multiplied by 2 is deducted from the wrestler's Heat Points. 10 alignment points will also be deducted from the offending player. Heel aligned moves also have the referee to worry about, when one of these moves is performed the GM rolls a twenty-sided die and if the roll is lower than the move's DQ stat then the referee saw the move and will penalize the performer. See Referee Warnings for more information.

Action List: A wrestler with Initiative has a choice of several actions to take, they are as follows:

Execute a Move: Obviously the main type of action in the game, the character may execute any move in his repertoire. Moves are split up into five major groups; Standing, Down, Top Rope, Running and Ringside. These groups dictate when the moves contained in them may be executed, for example at the start of the match both competitors are standing in the ring, so therefore any move from the Standing group can be executed. Moves also have an Ending Position which will dictate in what state the victim of the move will be in at the end of the move. For example, a Body Slam is contained in the Standing group, once executed however the Ending position of the move states that the victim will be down on the mat. So the next possible move that can be performed must be

And finally we arrive to the actual execution of the move, the player must roll a twenty-sided dice, if the die comes up anything less then whatever the maneuver's Failure Chance is, then the move is botched, the defending wrestler receives initiative. But just rolling above the move’s failure Chance does not constitute a successful execution of a move, the opposing wrestler must decide if they want to either Evade or Reverse the move. No matter which one the defending player decides it will cost him 3 Endurance Points. If a move is evaded or botched both wrestlers begin the next segment in the Standing position. - 36 -

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very popular to the fans and most see them as boring. For this reason theses moves actually drain Heat instead of generating it. Unlike regular attacks, Rest Holds do not need to be rolled to strike, they always are successful, unless of course the opponent uses up on of his Reversal points. Once a Rest Hold has been applied a battle of rolls will ensue, both the attacker and the victim roll a six-sided die each segment the hold is held, if the attacker gets the highest roll then the hold is locked on. If the victim has the highest roll then they break out of the hold but the attacker keeps initiative. The attacker may choose to release the hold at any time. The attacker recovers 1D10 + 5 points of Endurance and 1D8 + 2 Health Points for every segment the hold is held. The victim recovers 1D8 + 2 points of Endurance only and receives 2 points of damage for every segment the hold is held, please note that damage bonus is not applied to damage done with Rest Holds. Both wrestlers lose 1D4 points of Heat for every segment the hold is held. Rest Holds do not take up Move Slots as the specific moves are not mentioned or listed. The wrestler with initiative only needs to say he is applying a rest hold as his action for that segment. If the Game Master and players so wish and they are knowledgeable in the area of wrestling moves they can call out the specific hold they are applying. But this is more for role playing purpose than anything else.

Evade: If the defender chooses to evade then they must roll a twenty-side die and add in their Evade Bonus. If they get higher than the attacker’s roll then they have successfully evaded the execution of the move and now has initiative. Reversing: If the defender chooses to attempt to reverse the move allowing him to execute the same move that the attacker was attempting. The defender may do this even if the attacker’s move is not known to him. The attacker does not receive a chance to evade or reverse the reversal. High Spots cannot be reversed as well as moves contained in the Down, Running and Corner Groups cannot be reversed. Submission holds can be provided the Game Master allows it. To successfully reverse a move you must roll at least 3 over your opponent's roll. There are no bonuses to be applied to this roll. Also keep in mind that lift penalties will factor in by being deducted from your roll. After executing a successful move we then move on to rolling damage. Each move has a Damage value associated with it which will tell you what dice you need to roll. Make sure to add in any bonus you may receive from your strength or other damage bonuses. The final step to the execution of a move is to add the Heat value of the move to the wrestlers Heat Points. All moves generate heat whether they have been perfectly executed, evaded or reversed. Only moves that have been botched do not receive Heat. In fact they deduct from your Heat score.

Drag Opponent To Feet: With this action a wrestler can drag a downed opponent to their feet thus allowing the use of moves in the Standing Group. This however results in a new initiative roll being done

Rest: This action allows the wrestler to rest up and recover some Endurance and Health points, the downside to using this action however is that both wrestlers recover some points. The wrestler with initiative however will recover 15pts for both Endurance and Health while the opposing wrestler will only recover 5. Taking this action will result in a new initiative roll being done.

Movement: This action allows the wrestler to move to a different area of the ring. This could be anything from leaving the ring, grabbing a weapon, climbing up a turnbuckle or other miscellaneous action the involve moving or taking action outside of executing a move. Movement actions will also warrant a new initiative roll.

Rest Holds Rest holds are basic wrestling maneuvers that allow the user to recover some endurance and health points while still delivering damage to the opponent. These include rear chinlocks, side Head-Locks, etc.. Rests holds generally aren't

Playing to the Crowd: This action involves the wrestler doing something that will get a rise out of the fans either to leer or jeer the wrestler if he's a heel or cheer him on in he is a Face. This - 37 -

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action generates 10 Heat points to the wrestler doing the action. Both wrestlers also recover 5pts of Endurance and Health during this action. This action will also result in a new Initiative Roll being done.

Diversity Heat Bonus Moves in a Row

Heat Bonus

4

+10

Tag Out:

6

+20

This action can be taken when you are in a match where a partner stands on the apron awaiting a tag to switch places with the partner in the ring. After a tag both competitors may take action in the ring at the same time for 1 Segment only, this allows the execution of double team maneuvers. A new Initiative Roll is done when a wrestler goes for a tag, if the opponent wins the initiative the tag is still successful but only the opponent can take action allowing him or her to get the jump on the incoming wrestler(s).

8

+25

10

+30

12

+40

14

+50

become quite boring for the crowd which will result in Heat loss. Having a diversified match where several moves are showcased will allow you to generate even more Heat. At the very end of this book you will find many sheets that the GM will find useful for running the game. One of these is called the Match Tracking sheet I. Every move each wrestler executes will be listed on this sheet in order that they were executed. This will help the GM keep track of what moves each wrestler has executed in the match, remember that executing the same move twice in a row will lose you 10 Heat Points while executing the same move three times in a row will lose you 20 points worth of Heat. (See the Heat Points section further in this book for more details) You can generate additional Heat for yourself by executing different moves every time you get initiative. Take a look at the table labeled “Diversity Heat Bonus”. Every time you execute 4 different moves in a row as tracked by the GM on the Match Tracking Sheet 1 you receive a bonus of +10 to Heat. If you hit 6 different moves in a row you get an additional +20 and so on. It is possible to get this bonus several times during the course of a match. Let’s say you execute 4 different moves and receive the bonus of +10 to Heat. Then for your next action you execute a move that was one of the the previous 4, then the count starts back to zero with this 5th move being the first move in a new series...then if you do three different moves in a row you get the bonus again! As long as each move in the series is different the count will not reset to zero. Moves done inside Combos count only as one move execution and doesn’t reset the count even if every move in the combo is the same.

Combos Simple moves such as punches and kicks can be combined in a dazzling combo of quick strikes, moves that are eligible for Combos have a Combo: Yes listed in their stats. You may have up to 4 of these attacks that can be linked together in a single segment. However each move suffers the failure chance and the opponent gets to roll evasion/reversal for each strike. Moves that can be used as a combo also have a Momentum value attached to them, for every successful strike that you accomplish the opponent's evade roll gets a penalty of whatever the Momentum value is. For example if you attempt to execute a combo of three punches to your opponent, you successfully strike with the first punch, the opponent now deducts 2 from his next Evasion roll because regular punches have a Momentum of 2. The second punch is also successful giving the opponent another -2 to his evade roll making him at -4 to evade the third strike. The player must call out how many attacks he will be doing in the combo ahead of time. Endurance cost for each attack is deducted however only the attacks that hit will gain Heat Points and a wrestler’s Damage bonus is not added to the damage roll.

Critical Hits and Misses

Move Diversity

When a roll is a natural 20 (twenty-sided die comes up a 20), then that strike is critical meaning that the move will do double damage. On the opposite end of the spectrum,

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when the roll is a 1 on a Twenty-Sided die, not only is it a guaranteed botched move but the roller of the dice fumbles and falls to the canvas losing 10pts of Heat due to this embarrassment.

Lifting Penalty

Zero Health Points Eventually during the match, one of the wrestler will have his or her Health Points drop to 0 or even in the negatives. This does not mean that the wrestler is “dead” or finished at all, the wrestler may continue the match but every time they receive damage they gain 1 Injury Point. See the Injury Point section for additional information. Once the Health Points get to this point the wrestler is extremely hurt and tired, any move attempted by the wrestler has a +4 added to the Failure Chance of the move as well as they do not receive any Damage or Initiative bonuses until they can get their Health Points above 0 either through taking rest actions or using a skill like Second Wind.

High Spots High Spots is the term that refers to moves that are usually done from high places such as the top of the

Penalty

50 lbs

2

51 to 100 lbs

4

101 to 150 lbs

5

151 to 200 lbs

6

201 to 250 lbs

7

251 to 300 lbs

8

301 to 350 lbs

9

351 lbs and up

10

turnbuckle, scaffold, ladder, balcony, you name it! These moves are always a crowd pleaser and never miss a chance to impress and awe the fans. However these moves are also very dangerous and are specially suited for the smaller wrestlers. Larger competitors may attempt these moves of course, but there are going to be some penalties based on how big they are and their agility attribute, there are after all agile big men in the world. First consult the table below to get the base penalty, then we take the High Spot bonus and deduct it from the Penalty. We then add this modified Penalty to the Failure Chance of the move, if you happen to get a negative number for the Penalty then deduct instead of adding the Penalty from the Failure Chance.

Lift Moves Some moves require the wrestler performing it to lift the opposing wrestler into the air. These types of moves pose a significant struggle to smaller wrestlers when dealing with larger opponents. When a wrestler attempts to do one of these types of moves, modifiers may be added to the Failure Chance depending on the wrestler's size and strength. First we determine the difference in weight between the opponent and the wrestler attempting the move. When a smaller wrestler is set to take on much larger wrestler it's a good idea to have this number figured out and written down before the match starts so you always have it handy at a moment's notice. Now that we have the difference between the two weights, Consult the following table to determine what kind of penalty we are looking at. Then we take the Damage bonus that is provide by the strength attribute and deduct that bonus from the penalty. Now add the now modified Penalty to the the move's failure chance and then we are ready to roll the dice as normal. If you happen to get a negative number for your penalty then deduct instead of adding to the the Failure Chance.

Weight Difference

High Spot Penalty Wrestler Weight

Penalty

220 lbs to 250 lbs

2

251 to 280 lbs

3

281 to 330 lbs

4

331 to 380 lbs

5

381 to 430 lbs

8

431 lbs and up

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Team Based Wrestling Playing out Singles matches is one thing, but when you start moving into Tag Team matches there are some additional rules that come into play. The obvious one being that you have to tag your parnter(s) in an out of action. The following section will deal with all the ins and outs of Team Based combat. - 39 -

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When doing a tag match there are two approaches to take, which one is used is left up to the individual Game Master. The first is undoubtly the easiest where each team will have 1 Heat Score. Using this method Heat Generated by either wrestler gets added to the team’s Heat Score. The second method requires a little bit more bookeeping because instead of having one Heat Score for the entire team, Heat is tracked for each member of the team. At the beginning of a match each team must decide who will start off the match. If the players do not want to decide they can roll a six-sided die, the one with the highest number gets to go first.

Double Team Moves: When a tag is made both wrestlers may be in the ring at the same time for 1 segment, allowing them to pull off a Double Team Maneuver. Any move can be used as a Double Team Move. The thing that is great about these moves is they are guaranteed to hit and the opponent does not get a chance to Evade or Reverse them. The move does double it’s regular damage (plus each wrestler’s damage bonus) as well as generating double the move’s Heat and both wrestlers deduct the move’s Endurance Cost.

Alignment attempts to do this it will either cost him 10 points of Heat or cost the team the 10 points of Heat; depending on which method of play is being used. This tactic is quite simple, when a wrestler who is standing on the apron wants to attempt this, the player must roll a six-sided die; the GM will roll a six-side die for the referee. If the player gets higher then the referee then he successfully accomplished his task without the referee noticing. In doing so the partner gets to do 1D10 plus damage bonus to the opponent in the ring while also generating 10 points of Heat. If the referee rolls higher then the player then the referee will issue a warning.

Massive Wrestlers Extremely large wrestlers will also receive bonuses to damage due to their size and power. Consult the following table to see the additional damage bonus received by these behemoths.

Massive Damage Bonus Wrestler Weight

Damage Bonus

350 lbs to 390 lbs

1

Pinfall & Submissions:

391 to 400 lbs

2

Going for a pin in a tag match is a difficult situation because the partner of the wrestler being pinned might come into the ring and break the pin just in time to save the match. If the player wishes to attempt to save his partner from being pinned, the player must roll a six-side die and get either a 1 or a 2 to successfully get in to break the pin. The player will have a maximum of three rolls per pinfall. The same mechanics can be applied to submission holds as well. Just remember the player attempting to intervene only gets three shots at it per segment that the hold is held..

401 to 450 lbs

3

451 to 500 lbs

4

501 to 550 lbs

5

550 lbs and up

6

Partner Recovery:

Being a massive wrestler might be appealing due to the damage bonus, however these wrestlers are also plagued with difficulty in executing complex maneuvers. Consult the following table to determine what kind of modifier is applied to the Failure Chance of every move executed.

Massive Failure Penalty

The wrestlers who are awaiting a tag recover 2 Health Points and 1 Endurance Point per segment that they are standing at ringside.

Wrestler Weight

Failure Chane Penalty

350 lbs to 390 lbs

+2

391 to 400 lbs

+4

Partner Interference:

401 to 450 lbs

+6

The great part about a tag team match is that you have a partner to help pull the wool over the referees eyes. Wrestlers who are either Heels or Tweeners can use this tactic to gain advantage in the match. If a wrestler of the face

451 to 500 lbs

+8

501 to 550 lbs

+10

550 lbs and up

+12

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Reversals

To attempt to break out of the pin attempt a wrestler must roll a one-hundred sided die and one ten-sided die to get a percentage roll. For each break attempt the wrestler must roll below the Pin Break percentage to successfully break out of the pin before the three count, each break attempt also uses up 2 points of endurance. The attacking wrestler keeps initiative after the pinfall break. The Pin Break has a base percentage of 50%, a modifier is applied that is deducted from the base percentage. Consult the following table, the damage is how much damage the last move executed did.

Each wrestler has a certain number of Auto Reversals available per match and he or she may use these to reverse a move and gain initiative without spending 3 Endurance Points. When a wrestler decides to use up on of his Reversals, it is an automatic reversal, there is no need to roll anything, whatever move the opposing wrestler was attempting to do you may execute it; even if it isn’t in your Move List. You still need to roll and get higher than the move’s Failure Chance, remember if your opponent is larger than you, a lift penalty might need to be applied. Alternatively you can also choose to not execute your opponent’s move and instead go for one of your own. Also note that you will need to have enough Endurance Points to execute the move. There are certain moves you cannot reverse. Moves from the Down, Running and Corner group cannot be reversed. Although submission holds may be reversed if the GM allows it. Any High Spot move cannot be reversed either. In the case of a reversal, you receive the Heat Bonus and deduct the move’s endurance cost and not your opponent.

Pin Break Modifier Damage

Modifier

8 to 12

10%

13 to 18

20%

19 and up

30%

Submission Holds Submission holds are a great way to wear down your opponent, although these holds may not do very much damage, their main advantage is that they directly drain your opponent's Endurance points. Both wrestlers roll a six-sided die, the wrestler who is executing the hold must roll higher than the opposing wrestler to maintain the hold. If the opposing wrestler wins the roll, a new initiative roll is done with both wrestlers in a standing position. There is a chance that the opposing wrestler will submit to the move, the longer the wrestler is in the hold the greater the chance for a submission win. Damage Bonus is applied to both Endurance Drain and the move’s Damage value. For each segment the hold is held the opposing wrestler must roll a percentage roll, if the roll falls below the Submission percentage based on the following table which is based on how many segments the hold is held.

Pinfalls At any time that an opponent is laying on the canvas, you may attempt to pin your opponent to win the match. The wrestler being pinned adds the amount of Health Point damage and spent Endurance points together. Then compare to the Pinfall Breaks table to determine how many pinfall breaks the wrestler receives. If the total is lower then 30 then the pin attempt is automatically broken. If the pinfall is broken by the opponent, both wrestlers begin play again in the standing position, Initiative remains with the wrestler who went for the pinfall.

Submission Percentage

Pinfall Breaks HP + Endurance

Break Attempts

31 to 45

5

46 to 60

4

61 to 80

3

81 to 100

2

101 to 150

1

151 and up

0

Segments

Percentage

1

10%

2

20%

3

30%

4

40%

5

50%

6

60%

7

Auto Submit

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Heat Points

for matches or angles, they must rest up at home. After the healing time the wrestler will have 0 Injury Points again. There are also medical and rehabilitation bills that go along with serious injuries. Roll 1D8 x 1000 to determine the cost of the treatment, if the wrestler cannot pay this expense then the healing time is doubled. Every time a wrestler receives a serious injury he or she gains 1 Cripple Point. When the wrestler reaches 100 Cripple Points then they can no longer wrestle and are crippled from all the injuries and will have no other choice but to retire. Injury points are healed at a rate of 1D20 for every week a wrestler doesn't wrestle. The wrestler can get involved with angles but any wrestling will negate the healing effects for that week. Every time a wrestler takes damage and his Health Points are at 0 or in the negatives they receive 1 Injury Point.

Each character has a heat value in the match, the goal of each wrestler is to get his Heat Points as high as possible as this represents the level of excitement and entertainment the fans are drawing from that wrestler, the maximum Heat Points a wrestler can acquire in a match is 100. Heat Points for a match factor in deciding whether or not the wrestler's Overness goes up or down after the match as well as how much experience he or she will gain. Each wrestler also begins the match with a set amount of Heat points equal to the wrestler’s Overness points. Every move generates a certain amount of Heat points, however Heat Points can also be deducted during the match due to the following things: Same Move executed in 4 times in a row against opponent: Lowers Heat Points by 20.

Referee Warnings

Standing at Ringside waiting for tag: For every segment the wrestler stands at ringside he or she loses 2pts of Heat per segment.

Every once and a while a referee will decide to do his job, the referee is there to make sure that no illegal moves are performed and that weapons are kept out of play when they need to be. The referees operate on a three strikes your out policy, the referee will give a warning when he spots an illegal action...after the third warning on the fourth spotted illegal act the referee will disqualify the wrestler and award the match to the opponent. Heel aligned moves have the referee to worry about, when one of these moves is performed the GM rolls a twenty-sided die and if the roll is lower than the move's DQ stat then the referee saw the move and will penalize the wrestler with a warning.

Rest Actions: Every rest action taken drops Heat Points by 5 for all wrestlers involved. Botched Move: Whatever the Heat value of the move is how much Heat is lost. Executing the same move twice in a row: Lose 10 Heat Points. Executing the same move three times in a row: Lose 20 Heat Points

Ringside Action Eventually in a match, one of the wrestlers will no doubt end up on the outside of the ring...either under their own power or not. There are two ways to handle this and which one to use is up to the discretion of the Game Master. It should be noted however that both methods can be used interchangeably easily through out the match. For certain situations that require more detailed actions the second method is best used, while the first is best for quick actions. The first method is best used when a wrestler leaves the ring to grab something at ringside or other small action

Injury Points During the course of a wrestler's career it is possible he will acquire injury points to various parts of his body. This value will range from 0 (Healthy as can be) to 100 (Ain't feeling so good). Once a value hits 100 the wrestler will have a serious injury that will require time off from the ring as well as some pretty expensive medical bills. When a wrestler receives a serious injury, they rolls 1D10 + 2 to determine how many weeks it takes for the injury to heal. During this time the wrestler is not available - 42 -

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the Game Master prefers shorter matches, allowing finishers earlier such as after the 3rd round is recommended. Alternatively one can also increase match length by making this value higher such as in the 10th round.

that sees the wrestler return to the ring immediately before the referee's ten count. This action by the wrestler falls under a move action taking only one segment. For a more detailed ringside experience, once a wrestler gets out of the ring, the current segment is split into 5 sub-segments. (2 seconds worth of action each) This allows the wrestlers to have a more detailed fight on the outside that the normal segment system would allow. Remember that 1 segment is worth 10 seconds, so without splitting the segment up in these sub-segments really only one action could be taken and both wrestlers would be disqualified due to the referee's ten count. Using the sub-segments, 5 actions can be taken, just make sure the last one is to get back in the ring with or without dragging your opponent with you. After the 5th sub-segment has passed there is a 50% chance the referee is counting slowly and any wrestler still outside will have an extra action to get back in the ring before the count.

Overness This is how popular the wrestler is and is the main career goal for every wrestler. The more Over they can get the more fans they will acquire, the more money they can command and of course get higher up on the Card. Gaining Overness is also a great way to go up levels faster as for every 10pts of Overness a wrestler acquires they receive an extra 200pts of experience. After each match, each wrestler's Heat Points will be compared to the following table to determine if they received an Overness boost from the match.

Overness Boost Alignment Points A wrestlers starts at 100 points in his or her chosen alignment. If a wrestler does not follow their alignment this number will fall. This can happen by executing Heel aligned moves. The Game Master may also elect to award or penalize players using alignment points if the wrestler does something particularly good or nasty. If this number gets too low the fans will start to see that wrestler as the opposing alignment, in this case the wrestler will need to change his alignment or suffer a -25 Heat Points every match he wrestles.

Heat Point

Overness Modifier

0 to 10

-10

11 to 20

-5

21 to 50

0

51 to 60

+1

61 to 70

+2

71 to 80

+3

81 to 99

+5

100 and up

+10

Multiple Wrestler Fights Certain types of matches will see all wrestlers involved, fight it out at the same time such as in a Hardcore Two-Man Team Match. Since all four wrestlers fight at the same time in this match the regular rules don't work. So instead, at the start of the match the players may choose their targets and then roll against them. Essentially the Game Master will be running several mini-matches at once. Some matches may also have specific rules that cover how to run the match such as the Battle Royale Match. Still using the Hardcore Two-Man Team Match example; wrestler #1 targets wrestler #2 and wrestler #3 targets wrestler #4. Wrestler #1 and #2 roll initiative against each other like any other match while wrestler #3 and #4 do the same against each other. So in essence there really are two matches going on at the same time.

Finishers Each wrestler will possess at least one finisher, this is the move the wrestler uses to finish off an opponent on a near constant basis leading to the fans getting more excited over the move than they normally would. Each wrestler gets to create a Finisher upon creation, any standard move can be chosen as a Finisher, the player may also choose to create their own finishers, the Game Master should rule on the stats for the move. The Game Master should study similar moves to get an idea of what the stats should be. Wrestlers can create additional finishers once they reach level 5 and then again at level 10. Finishers do double their normal damage, double the heat value and the Endurance cost is also doubled. Finishers can only be used after the 5th round (5 minutes), if

Players may swap targets at any time. - 43 -

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Weapons

Standard Weapons

Some matches allow the use of weapons, one can still use weapons even in a match that does not allow them...you just have to be sneaky about it. All weapons have three basic attacks; the Strike Damage stat is used when the weapon is used to either strike or jab the victim with the weapon, the Slam Damage bonus is added when the victim is slammed into the weapon by any type of maneuver that drops the victim to the mat, the Splash Damage Bonus is added when either the weapon is placed over the victim and then some kind of splash move is executed that sees the attacker drop down on the victim or the victim is placed on the weapon(such as a table) and the attacker drops down on them breaking through the object. There are two category of weapons; Standard Weapons which are always found under the ring and Hardcore Weapons which may or not be stored under the ring. When a wrestler goes for a weapon they must choose if they will go for a Standard Weapon or for a Hardcore Weapon. If they choose to go with the Hardcore Weapons then they must make a percentage roll and consult the following table to determine what kind of weapon they grab. Some weapons have a Juice Percentage, when a wrestler is hit with the weapon or driven into it, a percentage roll is made and if the roll is below the Juice Percentage then the wrestler has been busted open and is bleeding. When a wrestler is busted open, all competitors in the match gain 10pts of Heat. The wrestler that got busted open however gets 3 Injury Points and takes an additional 5pts of damage on top of the weapon's damage.

Steel Chair: Strike Damage: 1D10 + 1 Slam Damage Bonus: +5 Splash Damage Bonus: +2 Heat Bonus: +2 Juice Percentage: 40%

Table: Strike Damage: 1D8 + 1 Slam Damage Bonus: +2 Splash Damage Bonus: +4 Heat Bonus: +4

Ladder: Strike Damage: 1D10 + 1 Slam Damage Bonus: +5 Splash Damage Bonus: +5 Heat Bonus: +5 Juice Percentage: 35%

Hardcore Weapons

Steel Pipe: Strike Damage: 1D10 + 2 Slam Damage Bonus: N/A Splash Damage Bonus: N/A Heat Bonus: +3 Juice Percentage: 50%

Striking an opponent with a weapon works the same as executing moves. You roll a D20, add your Strike bonus and if you roll higher than your opponent’s defensive actions you connect with the strike.

01 – 15 = Steel pipe 16 – 25 = Barbed Wire 26 – 30 = Barbed Wire Covered Bat 31 – 40 = Thrash Can 41 – 45 = Stop Sign 46 – 50 = Kendo Stick 51 – 55 = Tazer 56 – 65 = Chain 66 – 70 = Sledgehammer 71 – 80 = Shovel 81 – 90 = Brass Knuckles 91 – 00 = Crowbar

Barbed Wire: Strike Damage: 1D6 + 1 Slam Damage Bonus: +2 Splash Damage Bonus: +5 Heat Bonus: +5 Juice Percentage: 50%

Barbed Wire Covered Bat: Strike Damage: 1D10 + 3 Slam Damage Bonus: +3 Splash Damage Bonus: +5 Heat Bonus: +8 Juice Percentage: 60% - 44 -

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Thrash Can:

Juice Percentage: 50%

Strike Damage: 1D8 + 1 Slam Damage Bonus: +3 Splash Damage Bonus: +4 Heat Bonus: +5 Juice Percentage: 20%

Brass Knuckles: Strike Damage: 1D10 + 1 Slam Damage Bonus: N/A Splash Damage Bonus: N/A Heat Bonus: +3 Juice Percentage: 50%

Stop Sign: Strike Damage: 1D10 + 1 Slam Damage Bonus: +3 Splash Damage Bonus: +4 Heat Bonus: +5 Juice Percentage: 30%

Crowbar: Strike Damage: 1D10 + 2 Slam Damage Bonus: N/A Splash Damage Bonus: N/A Heat Bonus: +5 Juice Percentage: 50%

Kendo Stick: Strike Damage: 1D10 + 2 Slam Damage Bonus: N/A Splash Damage Bonus: N/A Heat Bonus: +8 Juice Percentage: 50%

After each match there are certain steps that must be taken to complete all the book-keeping for the match.

Tazer:

Step 1: Consult Overness Table to see if wrestlers gains/loses Overness.

Match Aftermath

Strike Damage: 1D10 + 5 Slam Damage Bonus: N/A Splash Damage Bonus: N/A Heat Bonus: +10

Step 2: Add up experience for each wrestler. Step 3: If wrestler is paid per match then add the money to the player's account.

Chain:

Experience

Strike Damage: 1D8 + 2 Slam Damage Bonus: N/ASplash Damage Bonus: N/A Heat Bonus: +5 Juice Percentage: 40%

After each match, each wrestler involved will receive a certain amount of experience points. The exact amount is determined by several factors. Wrestlers who have achieved Level 10 still continue to receive experience. Instead of going up levels however, for every 1,000 experience point gained they receive 1 Skill Point to distribute amongst their skills.

Sledgehammer: Strike Damage: 1D10 + 2 Slam Damage Bonus: N/A Splash Damage Bonus: N/A Heat Bonus: +8 Juice Percentage: 60%

Winning the Match: +150pts Losing the Match: +50pts Win against opponent 3 Levels above you: +50pts Win against opponent 6 Levels above you: +100pts Win against opponent 9 Levels above you: +200pts 100 Heat Points at End of Match: +250pts Between 50 and 99 Heat Points: +150pts Between 10 and 49 Heath Points: +50pts For every 10pts of Overness Gained: +200pts Winning a Title: +500pts

Shovel: Strike Damage: 1D10 + 1 Slam Damage Bonus: + 2 Splash Damage Bonus: +2 Heat Bonus: +5 - 45 -

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Example of Play

At this point the Game Master, would put two checks in Joey Jobber's Heat box on Tracking Sheet 1 because Joey receives the move's Heat Points, in this case it's 2 points. The Game Master will also write down the move's name on the first line of Tracking Sheet 1.

The following is a step by step example of how running a match should go. For this example we will use a simple Singles Match, the exact same steps are taken when running specialty matches. The difference being of course that specialty matches will have added rules and methods depending on the type of match.

Tracking Sheet 1 is used to keep track of each wrestlers Heat generated during the match as well as their string of moves. See Move Diversity on page 36 for more information on what this is used for.

Okay let's begin, this match will be taking place between Joey Jobber and Frank Jabrone. As the GM I have prepared an entire card to which Joey Jobber VS Frank Jabrone is the opening match.

Tracking Sheet 2 is used to keep track of rounds and who has initiative. So at this point Tracking Sheet 2 would have “Joey Jobber” written down on the first slot of Round 1. Every round represents 1 minute of action.

Time for the introductions, our ring announcer Teddy Smith will announce the competitors.

Okay, so Joey has rolled successfully for his move, now Frank decides to attempt to evade the move, he rolls a twenty-sided die as well and gets an 8, adds in his evade bonus of 1 to get a total of 9. Since he did not beat Joey's roll his attempt to evade was unsuccessful and the move is executed. Frank deducts 3 Endurance Points for his attempt at evading the move, Joey's player rolls the move's damage which in this case is 1D4 (one four-sided die) and adds his damage bonus of +4. Joey gets a 3 on his roll and with his damage bonus that gives him a 7. Frank deducts these 7 points off his Health Points.

“This next match is scheduled for one fall, coming out first, from New York, New York, weighing in at 235 lbs... JOEY JOBBER!!!” At this point either you as the GM can read out the characters entrance or it could be easier to let the player read his character's entrance. “And his opponent, from Denver Colorado, weighing in at 225 lbs...FRANK JABRONE!!”

Since Joey successfully executed a move, he still has initiative and it's his turn again. Frank is laying on the canvas because the Ending Position of the Bodyslam is Down. Joey can now execute any move he has in the Down Group. He decides to go for a Legdrop...he rolls a twenty-sided die (1D20) again, he has no Strike bonus to add....he gets a 15, another successful roll. Joey's player deducts the Legdrop's Endurance cost from his Endurance Points and the Game Master adds the Heat value to Joey's Tracking Sheet as well as writes down Legdrop on the second line on move section of the sheet.

Same thing goes here, player or GM reads the entrance of the character.

Ding, Ding There goes the bell, okay...both wrestlers roll one ten-side die(1D10) and add any Initiative bonus the character might have. Joey Jobber rolls an 8 and adds his initiative bonus of 1 to give him a total of 9.

Tracking Sheet 2 would now have “Frank Jobber” written down in the second slot of Round 1.

Frank Jabrone rolls a 4 and adds his initiative bonus of 1 to give him a total of 5.

Frank chooses to attempt to evade the move again. He rolls his twenty sider, a 19!!! More than enough to beat Joey's roll even before adding the +4 to evade. Frank deducts the 3 points for his evasion action from his Endurance Points and he gets to his feet and now has initiative.

Joey Jobber has won the initiative, he decides to execute a move on Frank, Joey's player looks over his list of moves in the Standing Group because both wrestlers are standing in the ring. He decides on a good old fashioned Bodyslam. Joey must now roll a twenty-sided die (1D20) and add his Strike Bonus, but Joey Jobber doesn't have a strike bonus so his roll of a 19 on his D20 remains unmodified.

Although Joey went for the legdrop but Frank rolled out of the way letting poor Joey hit nothing but canvas on his legdrop. Both wrestlers are considered to be in the Standing position at this point.

Since Joey's roll of 19 is way over the Bodyslam's Failure Chance of 5, the move is not botched. Had he rolled 5 or below Joey would have messed up the move and lost the initiative. Joey's player deducts the move's endurance cost from his Endurance Points, in this case that would be 2 points.

Frank decides he's going to go for a combo of 3 punches, he rolls his 1D20 and gets a 10 and adds his Strike bonus of +1 to give him an 11. That's higher than the Punch's Failure Chance - 46 -

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of 5, so far so good. Joey however still gets a chance to either evade or reverse, he chooses to evade and rolls his 1D20 and gets a 5, adds his evade bonus of +3 to give him an 8. But sadly that's not enough to beat Frank's roll so the first punch hits it's target. Joey deducts the 3 points of Endurance for attempting to evade while Frank deducts the 1 point of Endurance for the punch.

Had Joey decided to use a Rest Hold he would have continued to deliver damage to his opponent but he would have had to win dice battles against Frank to keep the hold on. See Rest Holds on page 35. Because Joey took a Rest as his action, a new initiative roll is done. Joey has successfully executed his last two moves against Frank so he gets a +2 on his initiative roll.

Frank then rolls for damage which is 1D4 and gets a 2, because this is a Combo Frank does not get to add his damage bonus. He does however get to do two more punches, all three punches constitute just one action. Each attack that successfully strikes the opponent generates it's Heat Value. Joey gets to attempt to evade or reverse each punch if he so chooses. He may also choose to simply let the punches strike in order to save the Endurance points for when he really needs them. Also on his second punch Frank gets to add an additional +2 to his Strike roll because a punch has a momentum value of 2. On the third punch he gets to add +4.

Joey rolls an 7 + Initiative Bonus (1) + Initiative Momentum (2) that gives him a 10. Frank rolls an 8 + Initiative Bonus (1) to give him a 9. Joey wins and chooses to go for his finisher the Jobber Plex. He rolls his Strike roll and gets a 14, Frank attempts to evade but with a roll of 5 is unsuccessful. Joey hits his finisher, he rolls damage 2D10 and gets 13, adds in his damage bonus to give him a total of 17 points.

Frank goes for his second punch now and rolls a 9 + Strike Bonus (1) + Momentum bonus (2) to give him a total of 12. Joey attempts to evade the second punch as well and gets a 20 on his evasion roll! Joey ducks the second punch and regains the initiative, Frank doesn't get his third punch because Joey evaded and stole the initiative. Frank's Combo only counts as one attack on the Tracking Sheet 1 move section.

After his finisher he goes for the pinfall, Frank adds up the total amount of Health Point damage he has taken during the match, his starting Health Points was 45 and he is now down to 5 points, so he has taken 40 points of damage. Then we add the damage taken to the amount of Endurance spent; Frank has spent 28 points of Endurance. The total of the two is 68, we now consult the table on page 39 to see that at 68 Frank gets 2 chances to break out of the pin.

Tracking Sheet 2 would have “Joey Jobber” written down in slot 3 of Round 1.

We now consult the Pin Break Modifier table on page 39, the last move executed was Joey's finisher that did 17 points of damage, according to the table that gives us a 20% modifier. The Base pin break percentage is 50%, we deduct 20% from that and get 30%. Frank will need to roll below this to break out of the pinfall.

Okay so now both wrestlers are in the standing position...Joey Jobber decides to execute an Irish Whip sending Frank into the turnbuckle. He rolls his 1D20 and gets 15, which is a successful roll, he deducts the moves Endurance cost and the Game Master adds the move's Heat points to Joey's Heat Value. Frank now opts to let the move happen to preserve his Endurance points. Joey rolls the damage, an Irish Whip into the turnbuckle does 1D4....he gets a 1 and adds his damage bonus of 4 to give him a total of 5.

Frank rolls a hundred-sided die (1D100) and a ten-sided die (1D10) to get a percentage. His first roll came up as 40 on the 1D100 and 5 on the 1D10 giving him 45% and that is not enough to break out.

Frank is now in the corner and Joey can choose to execute any move he has that is contained in the Corner Group. His second roll is worse at 62%, that's Frank's two chances at breaking out, he didn't so he was pinned for the three count. The match is over and your winner is Joey Jobber.

This back and forth battle goes on for several rounds, so let's skip ahead to round 7. Both competitors are below half of their Health Points and their Endurance points are nearing zero.

I hope this has given you an idea of how to go about running your own matches, don't worry if you mess up a time or two with the rules. The primary purpose should always be to have fun with it, in time as you do more and more matches you will find that it comes easier and the speed of running each match will increase. Good luck and have fun!

Joey Jobber has the initiative but his Endurance points are down to 0, meaning he is too tired to execute any moves. He chooses to take a rest action, Joey will regain 15 Endurance and Health Points while Frank recovers 5pts to his Endurance and Health. - 47 -

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Game Master Section Setting Up the Game

become very important as you'll need money to buy equipment, book shows and of course hire wrestlers.

This game is designed to be played in one of two methods; the first being the easiest to setup as everything is pretty much created for you. I am of course talking about the Game Master becoming the new Head Booker of the New Era Wrestling federation and the players being new recruits who have just joined the company. This method is perfect if you just want to get down to playing the game. Everything about the NEW organization can all be found in it's own section of this book. The roster is all filled out, the titles are all created...all the Game Master needs to do is start setting up shows. The second method of play is to have each player including the Game Master create a promotion from scratch, everyone competes against each other to become the best wrestling promotion in the world. See Promotion Creation below for more information Once each player has created his or her Promotion then each player (including the Game Master) will create a wrestler for each of the other Promotions. So if you have 3 people (including Game Master) playing then each person would have two wrestlers in total; one in each of the other people's Promotion. This way no one is ever left out of the action. The way this type of game works is that every player will take a turn running a show for their Promotion, once the show is done the next person gets to hold a show and so on. This method is called Competition Mode as all players are in competition with each other...not just to win a specific match...but to create and run a better Promotion than the other players. This mode involves a lot of work to get started, what follows are the creation rules for Promotions. If you are playing the first Method feel free to skip this section and look over the NEW section for all the information you will need to book your first card.

Step 2: Equipment You can't hold a wrestling show without equipment, so in this step we need to purchase the basic equipment needed for a show, below is a list of the three things you will need to get started. See the Equipment Listing for prices and information. - Ring - Sound System - Cargo Truck

Step 3: Staff You are going to need to hire some staff to help you run your shows. You need two basic staff members to even be able to hold a show in the first place, these two are: - Referee - Ring Announcer The other staff member types include; Commentators and Writers. These two types provide bonuses to your shows. Commentators add to match quality of shows that are televised, Writers provide bonuses to all shows.

Step 4: Wrestlers And now the final step and the probably the most important part of a wrestling show...the wrestlers! You will need to hire some wrestlers to be ablel to book your first card, see the NPC Wrestlers list at the end of this book for a list of some pre-generated Free Agents, the Game Master can of course also created their own NPC wrestlers to add flavor to their Promotion.

Promotion Creation: Step 1: Startup Money This first step is where we determine how much starting capital the fledging Federation will receive. This money could be an inheritance the player receives or from private investors, whatever the player wants to use. Roll 1D8 + 10 x 10,000 to get your startup money, this will - 48 -

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Simulating NPC Matches

Strength & Endurance Modifier

The need to quickly and easily simulate matches that involve only Non-Player Characters (NPC) is very important. A card generally involves several matches and most of them will be between NPC’s and fully running each of these matches could take a long time and bore the players. Therefore each NPC has a Quick Roll Bonus stat assigned to them. The Game Master will roll a ten-sided die and add the Quick Roll Bonus for all competitors involved in the match, the one with the highest rolls twice in a row wins the match. When dealing with tag type matches then all the wrestlers on each time has their Quick Roll Bonus added together and then added to the Game Master’s roll.

Strength/Endurance

Modifier

13 to 16

1

17 to 20

2

21 to 25

3

26 to 29

4

30 and up

5

Level Modifier

If you decide to create your own Non-Player Characters you will need to generate Quick Roll Bonus for them. Also if you modify the existing NPC’s you will need to adjust the Quick Roll Bonus. Quick Roll Bonus = Overness Modifier + Strength Modifier + Endurance Modifier + Level Modifier

Level

Modifier

1 to 2

1

3 to 4

2

5 to 6

3

7 to 8

4

9 to 10

5

Wrestler Contracts

Overness Modifier Overness

Modifier

0 to 20

1

21 to 30

2

31 to 40

3

41 to 50

4

51 to 60

5

61 to 70

6

71 to 80

7

81 to 90

8

91 to 100

9

There are two basic types of contracts; verbal and written. A wrestler under verbal contract can compete for more than one promotion at the same time. A wrestler under written contract is exclusive to the promotion that signed them. The other benefit of a written contract is that it's iron clad and if the wrestler wishes to exit out of his contract before the end of the contract, then the wrestler will need to pay the promotion a penalty fee of 25% of the contracts worth. A wrestler under verbal contract may leave at any time. Beyond that there are also two terms for contracts; Pay Per Appearance (PPA) and Salary. A wrestler under a PPA agreement is paid after every match while the wrestler on a Salary is paid every two weeks based off his monthly Salary. The promoter is in charge of deciding how much to offer a wrestler based on that wrestler's perceived ability to draw fans to the promotion. Below you will find some guidelines to help you decide how much to offer for each type of contract.

Verbal Pay Per Appearance: This type of contract is perfect to test out a wrestler to see if they are someone worth having around. Verbal contracts generally don't have a length associated with them, they exist until a wrestler either signs a written contract or - 49 -

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Written Salary:

decides to leave the promotion. The average amount of money is anywhere between $100 to $2,000.

This is the most common type of contract offered by the bigger promotions, the wrestlers are locked in and are exclusive to your promotion. The standard contract lengths range from 3 months to 10 years, the average amount of money offered is anywhere between $2,000 to $1,800,000 a month.

Verbal Salary: Generally this type of contract is not used as much as there really is no point in paying someone a Salary if there is no guarantee they will be around or even available at your next show. The average amount of money offered can be anywhere from $2,000 to $9,000 a month.

NPC Contract Negotiations

Written Pay Per Appearance: This type of contract locks in a wrestler, preventing them from wrestling for another promotion while they are under contract with you. The standard contract lengths range from 3 months to 5 years, the average amount of money offered is anywhere between $300 to $4,000.

Whether or not an NPC will agree to your contract depends on their Overness stat. First we take the base percentage number gathered from Table 1.0. Then we apply the modifier from Table 1.1 and Table 1.2 to get our final percentage value. When the roll a percentage roll and must get below the percentage value to successfully sign the NPC.

Table 1.0 Overness

Verbal PPA Verbal Salary Written PPA Written Salary

0 to 15

90%

99%

90%

99%

16 to 30

70%

99%

65%

99%

31 to 50

50%

99%

40%

99%

51 to 70

30%

99%

20%

99%

71 to 90

20%

99%

10%

99%

91 to 100

5%

99%

2%

99%

Table 1.1 Cash Offered Verbal PPA Verbal Salary Written PPA Written Salary $100 to $500

-5%

-20%

-10%

-80%

$501 to $2,000

+5%

-10%

+0%

-40%

$2,001 to $3,000

+20%

+0%

+10%

-10%

$3,001 to $5,000

+30%

+10%

+20%

+0%

$5,001 and up

+40%

+20%

+30%

+10%

Table 1.2 Contract Length Verbal PPA Verbal Salary Written PPA Written Salary 3 Months

N/A

N/A

-5%

-20%

1 Year

N/A

N/A

+0%

-10%

2 Years

N/A

N/A

+10%

+0%

3 Years

N/A

N/A

+20%

+10%

4 Years and up

N/A

N/A

+30%

+20%

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Running the Game

Match Quality: Each card held by a Promotion will be assigned a Card Quality Percentage, this number is the average percentage from all the Matches during the card. Each Match is given a Match Quality percentage which represents how into the match the fans where and most importantly how entertained they were by it. For matches involving a Player simply add up the Heat points for all the competitors, add each wrestler’s Overness and divide by 2 and that is your Match Quality as a percentage. If the number is higher then 100% then it is adjusted down to 100. NPC matches are handled by rolling 1D6 for each competitor. Adding all rolls together and the multiplying it by 10 to give you the Match Quality Percentage. Again if the number is higher than 100%, adjust it down.

Now it’s time to start actually playing the game, which is actually quite easy. No matter what method of game play you are using the basic idea is the same. Each promotion will most likely have at least 1 show per week and then a large Pay-Per View event at the end of the month, dependent of course on whether or not they can afford such a schedule. A Promotion may also opt to skip a week. If you are using a pre-generated Promotion such as the NEW then you will find a full list of all their events in the NEW section of this book. The game is played week by week with each Promotion getting a chance to hold a show one or more shows each week. Generally the players will always be booked on each show unless the player wants his wrestler to take the week off. The Game Master will determine the lineup of the card, there can be as many matches as you want. If you are using pre-generated Promotions then booking a good show is not as important as when playing in Competition Mode. But a good Game Master will strive to have the pre-generated Promotion evolve and expand by booking what they think is good NPC matches. This will give the players a more dynamic game experience then if you just left the promotion with the basic stats listed in the book. The Game Master should feel free to give NPC’s experience points and make them go up levels. Doing this will have a side effect of making the game tougher for the players as they level up.

Angle Quality: Much like matches Angles have a quality as well. A roll of 1D10 is done, then if the Heat Score is below 6 then no bonus is given. If the Heat Score is between 6 and 10 then a +1 is given and anything over 11 is given a +2. Lastly for every wrestler with an Overness over 50 in the angle add +1 to the total. Once he have our roll we then multiply it by 100 to give us our percentage. If the percentage is over 100 then adjust it back down to 100%.

Card Quality: After the card has been done, the final task to do is to determine the overall quality of the show. Add the Quality percentage for each match and angle on the card together and then divide by the number of matches which will give you the average percentage, which is the Card Quality. Consult the following table to determine the result of your show.

Competition Mode For this mode of play the NPC must be given experience so they can level up and perform better for the players. The amount of experience to give each NPC after a match is quite easily determined. The winner of the match receives 1D6 + 1 x 100 points of experience while the loser gets 1D4 x 100 points. Overness is another thing that must be considered, after each match roll a 1D6 for each NPC, if the roll comes up a 1 or a 2 then deduct the number of the roll from the NPC’s Overness. Rolling a 3 to a 6, you add the roll to the Overness. Keep in mind as well that as an NPC goes up levels or gains Overness their Quick Roll Bonus might change. See the beginning of this section for information on how to calculate the new Quick Roll Bonus.

Card Quality Results Card Quality

Result

0 to 20

- 10 Fan Base and Interest, - 5 Prestige

21 to 30

-5 Fan Base and Interest, -2 Prestige

31 to 40

-2 Fan Base and Interest, -1 Prestige

41 to 50

No Bonus or Penalty

51 to 60

+1 Fan Base and Interest, +1 Prestige

61 to 70

+2 Fan Base and Interest, +2 Prestige

71 to 80

+3 Fan Base and Interest, +3 Prestige

81 to 90

+4 Fan Base and Interest, +4 Prestige

91 to 100

+5 Fan Base and Interest, +5 Prestige

*Note: Interest bonus has a maximum value of 5. - 51 -

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Card Attendance:

remainder becomes the value on the right. If the Interest bonus is in the negatives then deduct instead of adding, if the deduction leads to a negative number then adjust it to 0. The last thing to calculated about Pay-Per View events is your take of the profits. First we need to calculate how much money the event generated. First take your buy-rate and multiply it by 1 million (1,000,000), that is how many people bought the event. Multiply this number by $29.99 (standard Pay-Per View rate) and you have the total amount made. The Pay-Per View carriers take 55% of the amount, so multiply the total cash amount by 0.55 which will give you how much the carriers take, what’s left is yours.

The amount of people that will show up for your show is determined by an attendance roll. What dice you roll is determined by the size of the venue chosen, then you add the Fan Base bonus to the roll, deduct any penalty modifier and then multiply by 100 to give you the attendance of the show. From there you can calculate your ticket sales by multiplying the number by your ticket cost. Televised events are sold at double the ticket cost while Pay Per View events are sold at triple the ticket cost. Overness of the wrestlers on the card will also come into play when calculating Attendance. Add up the Overness of all wrestlers who are wrestling on the card and divide by the number of wrestlers booked to wrestle to give you an average overness boost. (Round up to the next whole number) Now take that average and multiply it by 100 and add that to your card attendance.

Prestige: This value defines the cost of tickets to your show. The ticket cost reflects how much the fans think your shows are worth. Consult the following table to determine your ticket price. There is no upper limit to this value, you keep collecting Prestige points endlessly. So what is it used for you might ask besides deciding what you can charge for tickets? Well Prestige points are used to determine which Promotion is the number one company in the Wrestling Industry. So essentially it’s used to rank the various wrestling companies, being number one does have an additional advantage and that is that you receive a +2.0 on TV ratings and PPV buy-rates. As long as your Promotion is number one you also receive a +25 to Fan Base.

Television Ratings: If the card is televised then a ratings roll will need to be done to determine what kind of rating the show got. Ratings take the form of a value followed by a decimal point and a second value after the decimal; for exmaple: a rating of 3.5. The rating is done in two rolls, the first for the value on the left of the decimal point and the second for the one on the right. The value on the left, a roll of 1D10 is done, if the Interest bonus is between 2 and 3 then add 1 to the roll. If the Interest bonus is over 3 then add 2 to the roll. For the value on the right roll 1D10 and add Interest bonus to the roll. If the roll is higher than 10, add 1 to the value on the left and deduct 10 from the roll and the remainder becomes the value on the right. Television stations will pay you based on the contract you signed with them. See Television Contracts for additional information.

Ticket Price

Pay-Per View Buy-rates: Pay-Per View events have a rating similar to Television shows, but it is called a buy-rate. The buy-rate is in the same format as the TV rating, the rolls and calculations are a little different. For the value on the left, roll 1D6, if the Interest bonus is between 2 and 3 then add 2 to the roll, if the interest Bonus is over 3 then add 3 to the roll. On the other hand if the Interest bonus is between -1 and -3 then the value is automatically 1. If the Interest bonus is below -3 then the value is automatically 0. For the value on the right, roll 1D10 and add Interest bonus to the roll. If the roll is higher than 10 add 1 to the value on the left and deduct 10 from the roll, the

Prestige

Ticket Price

0 to 50

$10

101 to 200

$20

201 to 400

$40

401 to 800

$50

801 to 1,200

$60

1,201 and up

$80

Booking A Card The first step to booking a card is to determine the venue size. When I first was designing this game I thought of listing several venues across North America, but instead I decided to leave that up the Booker to decide where the venue was situated if they so desired. The exact location of the venue is more of a roleplaying thing, as far as the game mechanics are concerned, all we need is the size of the venue. There are 5 sizes to choose from, each with an associated cost to rent: - 52 -

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Tiny:

to help you out in getting the organized when booking a card. This sheet along with all the other sheets found at the end of the book can be found as a free download off our website. The sheets are available in various formats.

Cost: $2,000 Attendance Roll: 1D4 Max Attendance: 200

Pay-Per Appearance Contracts:

Small:

If you plan to have wrestlers who you have under a Verbal PPA agreement on your show, you will need to have the money before the show to pay them otherwise they will not perform. This does not apply to the Written PPA contracts because of the written legal document stating that they will get their money, either before or after the show or else they get to sue your pants off.

Cost: $6,000 Attendance Roll: 1D6 + 2 Max Attendance: 1,000

Medium: Cost: $20,000 Attendance Roll: 1D8 + 4 Max Attendance: 5,000

Monthly Payroll

Large: Cost: $120,000 Attendance Roll: 1D10 + 5 Max Attendance: 12,500

Huge: Cost: $250,000 Attendance Roll: 1D20 + 5 Max Attendance: 25,000 Next we have to determine if the show will be televised or not. This decision is already made for you if you do not have a contract with a Television Station. If you do however you can choose to have the show televised. There a few things you will need beforehand to televise a card. The main thing of course is a camera. You will need to have to own at least 1 camera and have hired at least 1 camera man. Having multiple cameras and camera men can give you a Prestige Bonus for the show. For each working camera you will receive a bonus of 2 Prestige points, you only get this bonus if you have more than one camera. Additional Television Production equipment will grant additional Prestige points. All equipment must have the necessary staff to receive the bonuses. If the card is to be a Pay-Per View event then it works the same way as for Televised shows. Bonuses and conditions are the same. The only difference is that the PPV Carrier Network demands a minimum payment of $200,000 to host an event on their network. The next step is of course book the matches and angles that will make up the show. See the end of this book for a Card Booking Sheet that you can have photocopied

At the end of every month you will need to pay your staff and any wrestler that you might have under a salary contract. All staff members are salaried employees, their monthly salary is listed in their stats. If you do not have enough money to pay a staff member he or she will leave the company and the next time you attempt to hire them, it will cost you double their salary listed. So it’s not a good idea to burn your employees. For NPC wrestlers for which you don’t have the money to pay their salaries, it will void their contracts and they will leave your Promotion. Worst of all, a penalty of -50% on contract negotiations will be put in play for that wrestler. After 1 year this penalty will drop to -20% and after 2 years have gone by there will be no penalty. So it’s always best to make sure you have enough money to pay your talent. Or sign less exclusive deals such as Pay-Per Appearance contracts.

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Television Contracts Television Contracts:

Television Contract Signing

Signing a television contract can be the sing biggest break a wrestling promotion can get. The ability to hold weekly Televised events will expand the company's fan base and their overall profile in the wrestling industry. The first requirement to be able to sign a television contract is to have a Prestige over 100. Once that requirement has been met then consult the following table to see what kind of roll you will need to make to find out the details of the contract such as; price per show (PPS), length and ratings bonus. The higher the company's Prestige the better the deal.

Prestige

Contract Details

100 to 200

PPS:1D6 x 10,000, Length:1D4 Years Ratings Bonus:1D6 x 10,000

201 to 300

PPS:2D6 x 10,000, Length:1D4+1 Years Ratings Bonus:1D6 + 2 x 10,000

301 to 400

PPS:3D6 x 10,000, Length:1D4+2 Years Ratings Bonus:2D6 x 10,000

401 to 600

PPS:4D6 x 10,000, Length:1D6+2 Years Ratings Bonus:2D6+2 x 10,000

601 to 800

PPS:5D6 x 10,000, Length:2D6 Years Ratings Bonus:3D6 x 10,000

801 and up

PPS:6D6 x 10,000, Length:2D6+1 Years Ratings Bonus:4D6 x 10,000

TV Ratings: Television stations depend on high ratings so they can charge the most from their advertisers. Television stations may cancel your contract at any given time if your ratings get too low. If you're ratings dip below 1.0 for three shows in a row, the station will cancel your contract. Getting high ratings can bring additional income your way, each television contract has a Ratings Bonus, every time your show gets a rating of 5.0 or higher you will receive the Ratings Bonus.

Bonuses Gained: Airing a televised show will give the company some bonuses; increases Fan base by 10 and Prestige by 2.

Creating New Moves The move list at the end of this book has a large number of wrestling holds and attacks listed, however not every wrestling move ever created will be listed. Such a list would take way more pages and this book would be a whole lot heavier. Eventually you might want to create your own moves or write up details for a move that isn’t included in our move list. What follows are basic guidelines for designing moves, the Game Master should have final say on the stats of created moves. The following rules are just guidelines and the GM should feel free to adjust the numbers to something satisfactory.

Minor moves do a D4 of damage while an Average move can do either a D6 or D8 and the Strong does D10 or D12.

Damage:

Endurance Cost:

When creating a move we start with the damage, this will determine what kind of move it is; Minor, Average or Strong. Minor moves are usually strikes and other moves that don’t do much damage, an Average move would be something like a DDT or a Bodyslam while a Strong move would be a powerbomb and other hard hitting moves. Every move category uses a different die of damage. Additional damage can be tacked on in the form of 1D4 + 2.

Heat: The amount of Heat a move generates depends on how flashy and spectacular it looks. The player and GM can come up with an number or roll for a random score: Minor Move: 1D4 + 1 Average Move: 1D6 + 2 Strong Move: 1D8 + 2

The base Endurance cost depends on what type of move it is; a Minor move has a base of 1, Average a base of 2 and a Strong move a base of 3. Then add in modifiers that apply to the move: High Flying/Jumping Attack = + 3 Lifting Move = + 2 Move Complexity = +1D6 - 54 -

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Failure Chance:

1 (not likely to cause a DQ) and 20 (Very likely to cause DQ). The player and GM can come up with a number that is adequate or a roll of 1D20 can be done to get a random number.

To determine the chance of failure, the type of move is again the base criteria; Minor move has a base of 3, Average has a base of 4, Strong has a base of 5. Then add 1D4 to the base and then add any modifier that might apply to the move: High Flying/Jumping Attack = +3 Move Complexity = +1D6

Submission Holds: Submission Holds are designed to drain your opponent’s Endurance and generally do very little damage, they however an Endurance Drain stat, this is how many Endurance Points the move drains every segment the hold is held. When creating Submission Holds, this Endurance Drain should be used to determine if the move is a Minor, Average or Strong move. Damage for submission holds is usually 1D4 and occasionally you will see a 1D6 at the most.

Combos: Moves that are to be used as combos also have a Momentum stat. The slower the move is to perform the lower the number. A number between 1 and 4 is usually acceptable. A roll of 1D4 can be used to get a random stat.

Illegal Moves: These moves also have a DQ stat, this is a number between

Wrestling Terminology Angle:

Build:

A storyline in wrestling used to set up a match or a feud.

The meat of the match and the way the wrestlers work towards the finish, if the finish was a Figure Four leg lock then good build would be working the leg leading up to it.

Babyface: The good guy in a wrestling angle, often simply referred to as Face for short. The babyface is intended to be the guy/girl the fans rally behind in their battles with the dastardly Heels.

Buried

Beatdown: A group of wrestlers (more or less always heels) delivering a beating to one or two wrestlers.

When a worker is jobbed out by repeatedly losing to kill their drawing power, usually either because they've upset someone backstage, someone backstage considers them a threat to their spot or because they are leaving the company and the bookers don't want them to go to another company strong.

Blowoff:

Card:

The finishing point to a feud. Should usually be a match but in some cases can be a backstage skit. The blowoff is what all the bookers "hard" work is leading to, a successful blowoff can make a career and a draw a poor blowoff can break one.

Carry:

The list of matches on a show.

The man/woman who writes the angles in a wrestling company and decides which wrestlers should get pushed and which should be buried.

When a wrestler does the bulk of the work in the match carrying their opponent and making them look good. A good carry job will be the one you don't notice but signs to look for are one guy calling most of the spots, bumping all over the place for their opponents, etc. Basically if one guy is doing a lot and one guy isn't then the guy doing stuff is the carrier!

Botched:

Count Out:

Booker:

This term refers to the act of improperly executing a wrestling move. In the scope of this game it means that the wrestler loses initiative and the heat value of the move is deducted from the wrestler’s Heat Score.

When a wrestler is out of the ring for the ten or twenty count and the match finishes. A useful heel tactic because as we all know, title's cannot usually change hands on a count out.

Bump:

A lower card worker who more or less always works the first match on the card, hence them being the first to jerk the

Curtain Jerker

The impact a wrestler takes when falling down to sell a move. - 55 -

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curtain back.

Gimmick Match:

Dark Match: A non televised match at a TV taping.

Any match that isn't straight or tag wrestling. Ladder matches, cage matches, etc, would all qualify as gimmick matches.

Double Turn

Going Over:

A match/angle which the face and the heel will switch roles during it. The Bret Hart/Steve Austin double turn at Mania 13 is the best example of this.

Winning the match or feud.

Heat:

DQ:

The amount or type of crowd reaction a wrestler or a match gets.

Short for Disqualification, when the rules of the match are broken the referee has no choice but to disqualify the wrestler who has taken advantage.

Heel Corner: The heel corner of the ring in a tag match where the non active member of the heel team is waiting for the tag, the face will often be thrown here and abused by the heels.

Draw: To bring in viewing figures and therefore money, the basic aim of wrestling.

Drawing Power:

High Spot:

The ability a wrestler has to draw buyrates, ratings, money and attendances based on his character, skill, look and charisma.

Refers to a move down off the tope of a turnbuckle or a springboard type maneuver where the wrestler performs a high flying move. Moves such as Moonsaults, 450 Splash, Springboard Somersault Senton, etc...

Fast Count: A heel tactic whereby a crooked ref counts the pinfall faster in an attempt to get the heel a cheap victory.

House Show: A non-televised show run by a company.

Feud: Basically dislike between two wrestlers that leads to a match.

Job: To lose a match. When a wrestler takes a pinfall or submits he/she is doing the job.

Feud Series: A series of matches between wrestlers or teams.

Jobber: A performer who loses most (or all) of their matches and wrestles in a lower card position.

Finisher: The move most regularly used by a wrestler to get the win in his/her matches.

Juice: Chairs, tables, light tubes, thumbtacks, whatever. If it isn’t a body part then it's a foreign object.

Refers to the act of bleeding in a match. Also sometimes called adding color to a match. In the scopes of this game you will find this term used to describe how efficient weapons are at busting open wrestlers.(making wrestlers struck with them bleed)

Gimmick :

Kayfabe:

Foreign Object

A wrestlers character, what bookers think will separate one wrestler from another. Gimmicks vary in wackiness and can make or break a career.

The illusion that everything in wrestling is real, for wrestlers to only talk in character about feuds and never to let the crowd in on it being worked. Not as important today as it - 56 -

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once was.

silence he isn't.

Kickout:

Pinfall:

Technically a wrestler fighting their way out of a pinfall by using their leg strength, now a generic term for any kind of escape from a pin attempt.

The 3 count that ends a match.

Promo: A speech given by a wrestler/character in a kayfabe environment. The idea being that the worker is promoting his/her character.

Luchadore: A male Mexican wrestler.

Lucha Libre: Mexican Wrestling. Roughly translates to Free Fight.

Promoter: The man behind it all, who runs the company and takes it to towns in the hope of selling tickets etc, will often also be the booker.

Main Event: The match at the top of the card and the one the company hopes will draw the most fans to a show.

Promotion: A wrestling company.

Midcard: Matches/wrestlers in the middle of the card, not main eventers, not jobbers.

Push: A performer moving up the card or one in a higher card position is being pushed, It's basically pushing for acceptance (and therefore money) from the fan base).

Monster Heel: A large heel that receives a push whereby it gets to destroy people (mostly jobbers) en route to being set up for a top card babyface encounter.

Pyro: Pyrotechnics used at some point of a wrestlers act, usually their entrance.

Monster Push: A huge push with a worker going over anyone and everyone on their way to a quick promotion to a run at the top of the card.

Ring: The squared circle where the action takes place.

Near Fall:

Ring Rust:

A kickout at a two count, usually left as late as humanly possible.

An excuse for a wrestler not yet being back to his best after a prolonged absence from the ring.

Rope Break:

No Selling :

A worker crawling to and grabbing the ropes forcing their opponent to break their submission hold.

When a performer doesn't make it look like his opponents offence is hurting him, it's also possible to no sell one their own offence by not selling a missed elbow for example.

Run in: When a wrestler not involved in the match comes in and interferes he/she is running in.

Over: The level of reaction a wrestler is able to get from the crowd. If he gets lots of noise he's over, if his arrival is greeted by - 57 -

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Selling:

Submission:

The art of making your opponents move and the emotion of the match seem real, selling is basically the art of looking hurt, pissed off or anything else that's supposed to come across, short term selling can be bumping hard for impacts or looking like your cartilage is being ripped from your bones in a submission, whereas long term selling can range from limping to sell an injury to showing emotion.

A move cranking a body part designed to get the opponent to tap out.

Slow Count:

Tag Rope:

Tag: The hand slap between two workers that allows them to switch over in a tag match.

A heel tactic done by a crooked ref who counts a pinfall slowly to give the heel a greater chance of kicking out.

A rope attached to a turnbuckle in some tag matches, the idea being that to make a legal tag you must be holding the tag rope with your other hand.

Spot: Tap out:

Any kind of move or situation can be a spot, as long as it's important to the match, it can be anything from a dive from a cage to a german suplex.

The usual method of submitting, the wrestler taps on the mat signifying he/she wants to quit.

Turn:

Spotfest:

The transition from heel to face or from face to heel.

A match that concentrates entirely on spots with very little thought given to stringing the spots together properly or making the match make any sense.

Turnbuckle: The metal ring holding the ropes together, padded initially, often used for heel tactics.

Spot Monkey: A limited worker who tends to only do spots in his matches without giving thought to the other aspects of wrestling, will tend to work spotfests.

Tweener: A character who isn't quite a face and isn't quite a heel, designed to get booed or cheered depending on whom they work with.

Squash: A quick win for a performer, usually in impressive style with the worker doing the job getting little or no offence in.

Undercard: The lower card matches that begin a show.

Stable:

Valet:

An onscreen group of performers working as a team.

A (usually) good looking woman accompanying a wrestler to the ring.

Staring at the ceiling/lights: Another word for jobbing, comes from the man being pinned looking upwards.

Work: Any faked match or Angle is a work.

Stiff:

Worker:

When a worker is hitting hard or bumping hard he/she is working stiff.

An Industry term for Wrestler.

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NPC Generation & Listing The Move Sets are broken down by Class with each Class getting two Move Sets. We are also providing full Character Sheets for each one of these as a free download from our website: www.thesquaredcircle.com

Generating Staff Members If you are playing in Competition mode you will be requiring staff to hire. Here you will find some quick and easy rules to generate these staff members. There are two types of staff members, the first type would be non-bonus generating staff members. These include referees and ring announcers. Although they do not grant the company any bonuses they are needed to be able to start holding shows. Every match needs a referee and someone to announce the wrestlers as they make their entrance. Basically all we have to do to generate one of these types of staff is to roll for their salary. A simple roll of 1D4 x 1,000 will suffice for this type. The second type of staff member of course is those that generate bonuses for the company. These include writers and commentators. Both provide bonuses to show quality, however they are slightly different. The bonus provided by writers are applied to all shows while the bonuses generated by the Commentators are only applied to shows that are televised or placed on Pay Per View.

Also note that these Move Sets have the base Failure Chance and if you use one of these wrestlers you will need to deduct their Failure Chance Modifier.

Move Sets Brawler Move Set 1: Standing Group: Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Atomic Drop (2/2/6/Down/1D4) Back Breaker Drop (1/2/5/Down/1D4) Bulldog (1/2/5/Down/1D4) DDT (2/3/5/Down/1D6) Double Axe Handle Smash(C)(2/1/6/Standing/1D4/M=1) Neck Breaker (3/3/10/Down/1D6) Piledriver (2/2/8/Down/1D6) Short Arm Clothesline (3/4/6/Down/1D6) Vertical Suplex (2/2/7/Down/1D8)

Generation Steps: 1) Roll 1D10 + 1 to determine the Card/Televised Quality bonus 2) Consult the following table to determine how much the monthly salary will be

Monthly Salary Card/Televised Bonus

Salary/month

2

$2,000

3 to 5

$4,000

6 to 8

$8,000

9 to 11

$16,000

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (C)(1/1/2/Down/1D4/M=2) Armbar (S)(1/1/8/Down/Drain=1D4 - Damage=1D4) Knee Slam (2/1/5/Down/1D4)

NPC Wrestlers The following is a listing of Non-Player Characters that you can insert into your game. In order to stuff as many of them into this book as I could and not have the book be a thousand pages long, only the most important stats for these wrestlers are shown. Also in an effort to save space we will use a few Move Sets for all of them.

Running Group: Cross Body Block (2/2/5/Down/1D4) Running Clothesline (2/4/9/Down/1D6) - 59 -

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Corner Group:

Ringside Group:

Corner 10 Punches (6/2/5/Corner/1D10)

Barricade Throat Drop (5/3/8/Standing/1D10) Exposed Piledriver (H)(5/3/9/Down/1D10+2)

Ringside Group: Barricade Head Smash (5/3/8/Standing/1D8) Ring Post Head Smash (5/2/8/Down/1D8)

All-Rounder Move Set 1: Standing Group: Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Backbreaker Drop (1/2/5/Down/1D4) Brainbuster Suplex (5/4/8/Down/1D8) DDT (2/3/5/Down/1D6) Death Valley Driver (10/8/10/Down/1D10) Dropkick (2/2/8/Down/1D4) Fireman's Carry Arm Breaker German Suplex (4/3/8/Down/1D8) Guillotine Face Driver (4/3/12/Down/1D6) Inverted DDT (4/3/8/Down/1D6) Piledriver (2/2/8/Down/1D6) Sidewalk Slam (3/3/9/Down/1D8) Underhook DDT (4/4/8/Down/1D8)

Brawler Move Set 2: Standing Group: Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Axe Kick (2/2/5/Down/1D4) Belly to Belly Suplex (3/3/7/Down/1D8) DDT (2/3/5/Down/1D6) Face Driver (4/3/10/Down/1D6) Flap Jack (2/3/11/Down/1D6) German Suplex (4/3/8/Down/1D8) Heart Punch (2/2/8/Down/1D6) Piledriver (2/2/8/Down/1D6) Side Slam (2/3/8/Down/1D6) Spinebuster Slam (3/3/8/Down/1D8) Underhook Piledriver (3/3/11/Down/1D8)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (1/1/2/Down/1D4/M=2) Ankle Lock (S)(2/2/8/Down/Drain=1D6-Damage=1D4) Boston Crab (S)(3/3/8/Down/Drain=1D10-Damage=1D4) Sleeper Hold (S)(2/2/5/Down/Drain=1D6-Damage=1D4)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (C)(1/1/2/Down/1D4/M=2) Boston Crab (S)(3/3/8/Down/Drain=1D10,Damage=1D4) Knee Drop (1/1/5/Down/1D4)

Running Group: Cross Body Block (2/2/5/Down/1D4) Flying Axe Kick (3/2/8/Down/1D6) Flying Shoulder Tackle (2/4/9/Down/1D6)

Running Group: Back Body Drop (2/2/5/Down/1D4) Lou Thesz Press (5/3/9/Down/1D6)

Corner Group: Corner Group:

Corner Running Knee Strike (5/2/6/Down/1D8) Superplex (5/4/10/Down/1D10)

Corner Kick Fest (8/2/6/Down/1D6) Corner Spear (5/4/10/Down/1D8) - 60 -

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Ringside Group:

Ringside Group:

Barricade Head Smash (5/3/8/Standing/1D8) Barricade Throat Drop (5/3/8/Standing/1D10) Bear Hug Drive (5/3/8/Down/1D8)

Ring Post Head Smash (5/2/8/Down/1D8)

High Flyer Move Set 1: Standing Group:

All-Rounder Move Set 2:

Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Arm Wringer (1/1/5/Standing/1D4) DDT (2/3/5/Down/1D6) Dropkick (2/2/8/Down/1D4) Enzuigiri (3/2/9/Down/1D4) Hurricanrana (3/3/11/Down/1D6) Jawbreaker (2/2/9/Down/1D6) Roundhouse Kick (1/1/5/Down/1D6) Running Bulldog (2/4/7/Down/1D6)

Standing Group: Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Arm Wringer (1/1/5/Standing/1D4) Cobra Clutch Bulldog (3/4/7/Down/1D6) DDT (2/3/5/Down/1D6) Fisherman Suplex (5/4/8/Down/1D10) Implant DDT (5/5/9/Down/1D8) Neck Breaker (3/3/10/Down/1D6) Northern Lights Bomb (4/4/11/Down/1D8) Russian Legsweep (2/2/8/Down/1D4) Shoulder Breaker (2/3/10/Down/1D8) Snap Suplex (2/2/8/Down/1D8) Underhook Face Driver (4/3/10/Down/1D6)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (1/1/2/Down/1D4/M=2) Half Crab (S)(3/2/8/Down/Drain=1D10-Damage=1D4) Senton (2/2/8/Down/1D4)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (1/1/2/Down/1D4/M=2) Figure Four Leglock (S)(4/3/6/Down/Drain=1D10-Dmg=1D4) Ring Rope Leg Drop (2/2/10/Down/1D6) Sleeper Hold (S)(2/2/5/Down/Drain=1D6-Damage=1D4)

Running Group: Flying Head Scissors (4/3/12/Down/1D6) Spin Wheel Kick (2/2/10/Down/1D6)

Top Rope Group:

Fallaway Slam (2/3/9/Down/1D6) Running Clothesline (2/4/9/Down/1D6)

High Angle Senton Bomb (10/5/13/Down/1D10) Missile Dropkick (3/3/10/Down/1D6) Moonsault (3/3/11/Down/1D8) Shooting Star Press (5/5/12/Down/1D10) Tornado DDT (8/6/10/Down/1D10)

Top Rope Group:

Corner Group:

Frog Splash (5/3/10/Down/1D8) Missile Dropkick (3/3/10/Down/1D6)

Frankensteiner (6/4/10/Down/1D8)

Running Group:

Ringside Group:

Corner Group:

Springboard Dropkick (5/4/10/Down/1D8) Spingboard Hurricanrana (7/6/13/Down/1D10+2)

Corner Splash (7/3/10/Down/1D8+2) - 61 -

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High Flyer Move Set 2:

Technical Move Set 1:

Standing Group:

Standing Group:

Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Arm Drag (1/1/4/Down/1D4) DDT (2/3/5/Down/1D6) Dropkick (2/2/8/Down/1D4) Enzuigiri (3/2/9/Down/1D4) Huricanrana (3/3/11/Down/1D6) Knife Hand Chop (C)(2/1/5/Down/1D4/M=2) Swinging Bulldog (3/4/7/Down/1D6)

Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Abdominal Stretch (S)(1/2/8/Down/Drain=1D4-Dmg=1D4) Chickenwing (S)(2/2/8/Down/Drain=1D8-Damage=1D4) Cobra Clutch Legsweep (4/3/11/Down/1D8) DDT (2/3/5/Down/1D6) Fireman's Carry DDT (8/6/9/Down/1D10) Fisherman Suplex (5/4/8/Down/1D10) German Suplex (4/3/8/Down/1D8) Inverted DDT (4/3/8/Down/1D6) Inverted DDT to Knee (4/3/9/Down/1D8) Michinoku Driver II (10/5/9/Down/1D8) Russian Legsweep (2/2/8/Down/1D4) Snap Suplex (2/2/8/Down/1D8) Tiger Suplex (5/3/8/Down/1D8) Underhook DDT (4/4/8/Down/1D8) Underhook Suplex (4/4/9/Down/1D10)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (1/1/2/Down/1D4/M=2) Armbar and Arm Scissors (S)(2/3/8/Down/Drain=1D8-Damage=1D4) Senton (2/2/8/Down/1D4)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (1/1/2/Down/1D4/M=2) Ankle Lock (S)(2/2/8/Down/Drain=1D6-Damage=1D4) Camel Clutch (S)(3/2/8/Down/Drain=1D8+2-Dmg=1D4) Figure Four Leglock (S)(4/3/6/Down/Drain=1D10-Dmg=1D4) Knee Drop Knee Breaker (2/1/5/Down/1D6) Texas Clover Leaf (S)(4/3/9/Down/Drain=1D10-Dmg=1D6)

Running Group: Dragon Screw (3/2/10/Down/1D4) Flying Head Scissors (4/3/12/Down/1D6)

Top Rope Group: Corkscrew Splash (6/4/10/Down/1D10) Flying Leg Drop (4/3/10/Down/1D6) Missile Dropkick (3/3/10/Down/1D6) Moonsault Legdrop (12/6/12/Down/1D10) 450 Splash (10/6/14/Down/1D10+2) Tornado DDT Tornado DDT (8/6/10/Down/1D10)

Running Group: Cross Body Block (2/2/5/Down/1D4) Running Clothesline (2/4/9/Down/1D6) Monkey Flip (3/3/11/Down/1D6)

Ringside Group: Plancha (5/4/10/Down/1D10) Springboard Dropkick (5/4/10/Down/1D8) Springboard Flying Head Scissors (8/6/12/Down/1D10) Springboard Somersault Senton (7/5/12/Down/1D10)

Corner Group: Corner Running Knee Strike (5/2/6/Down/1D8) Superplex (5/4/10/Down/1D10)

- 62 -

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Technical Move Set 2:

Powerhouse Move Set 1:

Standing Group:

Standing Group:

Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Body Scissors Body Press (2/3/6/Down/1D4) Cobra Clutch Bulldog (4/4/11/Down/1D8) DDT (2/3/5/Down/1D6) Dropkick (2/2/8/Down/1D4) Fireman's Carry Face Breaker (6/4/12/Down/1D8) Fireman's Carry Takedown (1/2/7/Down/1D4) Fisherman Buster (5/4/8/Down/1D10) Front Face Lock Drop (2/3/9/Down/1D6) German Suplex (4/3/8/Down/1D8) Inverted Atomic Drop (2/2/6/Down/1D4) Jawbreaker (2/2/9/Down/1D6) Northern Lights Bomb (4/4/11/Down/1D8) Running Bulldog (2/4/7/Down/1D6) Snap Suplex (2/2/8/Down/1D8) Turnbuckle Smash (2/3/8/Corner/1D6) Underhook Piledriver (3/3/11/Down/1D8)

Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/6/Standing/1D6/M=1) Punch (1/1/5/Standing/1D4/M=2) Airplane Spin Toss (1/2/5/Down/1D4) Belly to Back Powerbomb (8/7/13/Down/1D10+2) Belly to Belly Overhead Suplex (5/4/8/Down/1D10) Brainbuster Suplex (5/4/8/Down/1D10) Choke Slam (3/3/7/Down/1D6) Crossed Arms Powerbomb (8/6/13/Down/1D10) Death Valley Driver (10/8/10/Down/1D10) Falcon Arrow (4/5/12/Down/1D10) Front Suplex Gutbuster Drop (5/5/13/Down/1D8) Gutwrench Powerbomb (6/6/10/Down/1D10) Overhead Press Powerslam (6/5/8/Down/1D8) Pumphandle Suplex (4/4/9/Down/1D10) Running Powerbomb (7/7/13/Down/1D10+2) Short Arm Big Boot (4/2/5/Down/1D6) Sit-Out Full Nelson Bomb (6/3/7/Down/1D8) Tilt-A-Whirl Powerslam (6/8/11/Down/1D10) Underhook Back Breaker Drop (6/6/9/Down/1D8) Underhook Powerbomb (7/6/10/Down/1D10)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (1/1/2/Down/1D4/M=2) Cobra Clutch (S)(2/2/6/Down/Drain=1D8-Dmg=1D4) Half Crab (S)(3/2/8/Down/Drain=1D10-Damage=1D4) Hamstring Pull (S)(2/3/7/Down/Drain=1D6-Damage=1D4) Knee Slam (2/1/5/Down/1D4) Sharpshooter Leg Lock (S)(5/3/9/Down/Drain=1D10-Damage=1D6)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (1/1/2/Down/1D4/M=2) Knee Drop (1/1/5/Down/1D4)

Running Group: Big Boot Kick (2/1/10/Down/1D6) Flying Shoulder Tackle (2/4/9/Down/1D6) Spear (6/3/10/Down/1D10) Running Clothesline (2/4/9/Down/1D6)

Running Group: Bulldog Lariat (2/2/8/Down/1D4) Running ¾ Face Lock Bulldog (6/5/10/Down/1D10) Spin Wheel Kick (2/2/10/Down/1D6)

Corner Group: Corner Clothesline (5/2/10/Corner/1D6+2) Corner Splash (7/3/10/Down/1D8+2) Turnbuckle Belly to Belly Suplex (8/8/10/Down/1D10)

Corner Group: Corner 10 Punches (6/2/5/Corner/1D10) Corner Spear (5/4/10/Down/1D8) - 63 -

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NPC Listing

Powerhouse Move Set 2:

The Great Falcon

Standing Group: Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/1D4 turnbuckle – 1D6 railing) Kick (C)(1/1/6/Standing/1D6/M=1) Punch (C)(1/1/5/Standing/1D4/M=2) Belly to Back Cradle Suplex (3/3/7/Down/1D6) Belly to Belly Suplex (3/3/7/Down/1D8) Canadian Back Breaker Rack (4/5/9/Down/1D6) Crucifix Powerbomb (8/6/13/Down/1D10) Full Nelson Slam (3/4/8/Down/1D8) Gutwrench Gutbuster Drop (6/5/11/Down/1D8) Headbutt (C)(1/1/8/Standing/1D4+2/M=1) Inverted Powerslam (5/4/8/Down/1D8) Press Slam (3/5/8/Down/1D8) Pumphandle Back Breaker (5/5/8/Down/1D8) Short Arm Back Elbow Smash (3/2/10/Down/1D4) Shoulder Breaker (2/3/10/Down/1D8) Spinebuster Press Slam (5/7/11/Down/1D10) Throat Slam Suplex (4/4/9/Down/1D10) Tilt-A-Whirl Piledriver (5/5/13/Down/1D10) Turnbuckle Smash (2/3/8/Corner/1D6) Underhook Powerbomb (7/6/10/Down/1D10)

Class: High Flyer Level: 5 Experience: 13,000 Age: 28 Height: 5ft 10in Weight: 201 lbs Hometown: Los Angeles, California Wrestling Debut: January 18th 1998 Alignment: Face Move Set: High Flyer1 Primary Finisher: Falcon Dive (16/8/4/Down/2D10+2) Finisher Description: Corckscrew Shooting Star Press

Attributes Strength: 18 Intelligence: 15 Endurance: 18 Charisma: 10 Agility: 25 Speed: 22

Down Group:

Stats & Bonuses

Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (C)(1/1/2/Down/1D4/M=2)

Overness: 15 Health Points: 49 Endurance Points: 66 Damage Bonus: +3 Strike Bonus: +1 Submission Break: +2 High Spots: +5 Evade: +3 Reversals: 3 Failure Modifier: -2 Quick Roll Bonus: 6

Running Group: Fallaway Slam (2/3/9/Down/1D6) Running Clothesline (2/4/9/Down/1D6)

Corner Group: Corner Spear (5/4/10/Down/1D8) Turnbuckle Crucifix Powerbomb (12/8/14/Down/1D10+2)

Skills High Flying (8 Points) Submission Resistant (6 Points) Fine Tuning (3 Points) Finisher Specialization:Falcon Dive (3 Points) Trademarked Finisher:Falcon Dive Ring Technician (2 Points)

Ringside Group: Barricade Throat Drop (5/3/8/Standing/1D10) Bear Hug Drive (5/3/8/Down/1D8) - 64 -

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James Shanks

Experience: 7,000 Age: 24 Height: 6ft 5in Weight: 310 lbs Hometown: Miami, Florida Wrestling Debut: December 7th 2004 Alignment: Face Move Set: Powerhouse1

Class: All-Rounder Level: 2 Experience: 3,500 Age: 20 Height: 6ft 2in Weight: 250 lbs Hometown: New York, New York Wrestling Debut: April 6th 2005 Alignment: Heel Move Set: All-Rounder1

Primary Finisher: Timbler Bomb (10/10/10/Down/2D10+2) Finisher Description: Powerbomb

Attributes

Primary Finisher: The Shank (10/6/6/Down/2D8+4) Finisher Description: Sidewalk Slam Strength: 20 Intelligence: 17 Endurance: 18 Charisma: 18 Agility: 17 Speed: 16

Attributes Strength: 21 Intelligence: 19 Endurance: 15 Charisma: 18 Agility: 17 Speed: 14

Stats & Bonuses Overness: 10 Health Points: 61 Endurance Points: 47 Damage Bonus: +5 Strike Bonus: +1 Angle Roll: +2 High Spots: +2 Evade: +2 Initiative: +1 Reversals: 2 Failure Modifier: -1 Quick Roll Bonus: 7

Stats & Bonuses Overness: 10 Health Points: 34 Endurance Points: 39 Damage Bonus: +4 Angle Roll: +2 High Spots: +2 Evade: +2 Initiative: +1 Reversals: 2 Failure Modifier: -1 Quick Roll Bonus: 6

Skills Skills

Fine Tuning (3 Points) Finisher Specialization:Timbler Bomb (3 Points) Ring Technician (2 Points) Acting Chops

Fine Tuning (3 Points) Finisher Specialization:The Shank (6 Points) Trademarked Finisher:The Shank (3 Points)

The Destroyer Greg Timble

Class: Powerhouse Level: 5 Experience: 13,000 Age: 25

Class: Powerhouse Level: 3 - 65 -

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Experience: 8,000 Age: 23 Height: 6ft 0in Weight: 238 lbs Hometown: Dallas, Texas Wrestling Debut: May 22nd 2004 Alignment: Face Move Set: Brawler1

Height: 6ft 5in Weight: 325 lbs Hometown: Detroit, Michigan Wrestling Debut: September 22nd 2001 Alignment: Heel Move Set: Powerhouse2 Primary Finisher: Destroyer Bomb (16/12/6/Down/2D10+4) Finisher Description: Gutwrench Powerbomb

Primary Finisher: Law Cutter (14/8/6/Down/2D10+4) Finisher Description: 3/4 Face Lock Bulldog

Attributes

Attributes

Strength: 23 Intelligence: 18 Endurance: 21 Charisma: 13 Agility: 15 Speed: 12

Strength: 18 Intelligence: 13 Endurance: 19 Charisma: 17 Agility: 17 Speed: 20

Stats & Bonuses Stats & Bonuses

Overness: 20 Health Points: 74 Endurance Points: 77 Damage Bonus: +6 Strike Bonus: +1 Angle Roll: +3 High Spots: +1 Evade: +1 No Sell: 1 Reversals: 3 Failure Modifier: -2 Quick Roll Bonus: 10

Overness: 20 Health Points: 57 Endurance Points: 69 Damage Bonus: +4 Strike Bonus: +1 Angle Roll: +2 High Spots: +2 Evade: +2 Initiative: +2 Reversals: 3 Failure Modifier: -1 Quick Roll Bonus: 7

Skills Fine Tuning (3 Points) Finisher Specialization:Destroyer Bomb (6 Points) Trademarked Finisher:Destroyer Bomb (3 Points) The No Sell (3 Points) Ring Technician (2 Points) Acting Chops

Skills Fine Tuning (3 Points) Finisher Specialization:Law Cutter (6 Points) Trademarked Finisher:Law Cutter (3 Points) Ring Technician (2 Points) Natural Charisma

Billy Law Class: Brawler Level: 4 - 66 -

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“The Blob” Fats McGree

Shawn Shooter

Class: Brawler Level: 2 Experience: 3,000 Age: 20 Height: 5ft 11in Weight: 390 lbs Hometown: Seattle, Washington Wrestling Debut: March 3rd 2007 Alignment: Heel Move Set: Brawler2

Class: Technical Level: 2 Experience: 4,000 Age: 21 Height: 5ft 10in Weight: 230 lbs Hometown: Toronto, Ontario, Canada Wrestling Debut: June 8th 2007 Alignment: Face Move Set: Technical1

Primary Finisher: Piggyback Ride (12/4/9/Down/2D6+2) Finisher Description: Ring Rope Legdrop

Primary Finisher: The Toronto Stretch (12/6/6/Down/Drain=2D10+4-Damage=2D6+4) Finisher Description: Texas Clover Leaf

Attributes

Attributes

Strength: 15 Intelligence: 13 Endurance: 18 Charisma: 15 Agility: 13 Speed: 13

Strength: 19 Intelligence: 13 Endurance: 17 Charisma: 15 Agility: 13 Speed: 17

Stats & Bonuses

Stats & Bonuses

Overness: 5 Health Points: 48 Endurance Points: 35 Damage Bonus: +3 Strike Bonus: +1 Angle Roll: +1 High Spots: +1 Evade: +1 Initiative: +1 Reversals: 2 Failure Modifier: 0 Quick Roll Bonus: 5

Overness: 5 Health Points: 29 Endurance Points: 30 Damage Bonus: +3 Angle Roll: +1 Submission Use: +1 Submission Break: +1 High Spots: +1 Evade: +1 Initiative: +2 Reversals: 4 Failure Modifier: -1 Quick Roll Bonus: 6

Skills

Skills

Finisher Specialization: Piggyback Ride (3 Points) Trademarked Finisher: Piggyback Ride (6 Points) Ring Technician (2 Points)

Finisher Specialization:The Toronto Stretch (6 Points) Trademarked Finisher:The Toronto Stretch (3 Points) Submission Resistant (3 Points) Submission Master (4 Points)

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Alex Kinder

Ajax

Class: All-Rounder Level: 3 Experience: 7,000 Age: 23 Height: 6ft 2in Weight: 245 lbs Hometown: Denver, Colorado Wrestling Debut: May 9th 2005 Alignment: Tweener Move Set: All-Rounder2

Class: Powerhouse Level: 5 Experience: 13,000 Age: 25 Height: 6ft 9in Weight: 401 lbs Hometown: Ajax, Mississippi Wrestling Debut: July 18th 2002 Alignment: Tweener Move Set: Powerhouse2

Primary Finisher: Kinder Plex (10/6/5/Down/2D10+2) Finisher Description: Release German Suplex

Primary Finisher: Ajax Bomb (22/14/9/Down/2D10+8) Finisher Description: Running Powerbomb

Attributes

Attributes

Strength: 14 Intelligence: 17 Endurance: 12 Charisma: 16 Agility: 16 Speed: 18

Strength: 23 Intelligence: 16 Endurance: 20 Charisma: 13 Agility: 18 Speed: 11

Stats & Bonuses

Stats & Bonuses

Overness: 18 Health Points: 71 Endurance Points: 49 Damage Bonus: +6 Strike Bonus: +2 Angle Roll: +3 High Spots: +2 Evade: +2 No Sell: 1 Second Wind: 1 Reversals: 3 Failure Modifier: -2 Quick Roll Bonus: 9

Overness: 10 Health Points: 37 Endurance Points: 46 Damage Bonus: +3 Angle Roll: +1 High Spots: +1 Evade: +1 Initiative: +2 No Sell: 2 Second Wind: 1 Reversals: 2 Failure Modifier: -2 Quick Roll Bonus: 4

Skills Skills

The No Sell (3 Points) Second Wind (3 Points) Finisher Specialization: Ajax Bomb (6 Points) Trademarked Finisher: Ajax Bomb (6 Points) Ring Technician (4 Points) Acting Chops

Fine Tuning (3 Points) The No Sell (6 Points) Second Wind (3 Points) Finisher Specialization: Kinder Plex (5 Points)

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Johnny Rain

Submission Master (6 Points) Fine Tuning (3 Points) Second Wind (6 Points) Microphone Work (6 Points) Amazing Recovery (6 Points) Finisher Specialization: Rain Maker (9 Points) Trademarked Finisher: Rain Maker (12 Points)

Class: Technical Level: 8 Experience: 20,000 Age: 40 Height: 6ft 0in Weight: 249 lbs Hometown: Winnipeg, Manitoba, Canada Wrestling Debut: August 26th 1986 Alignment: Face Move Set: Technical1

Ultimate Wave

Primary Finisher: Rain Maker (26/8/1/Down/2D10+6) Finisher Description: Fisherman Buster

Class: All-Rounder Level: 6 Experience: 16,000 Age: 26 Height: 5ft 11in Weight: 239 lbs Hometown: Los Angeles, California Wrestling Debut: October 20th 2002 Alignment: Tweener Move Set: All-Rounder2

Attributes Strength: 14 Intelligence: 18 Endurance: 16 Charisma: 25 Agility: 20 Speed: 20

Primary Finisher: The Wave (16/8/4/Down/2D6+4) Finisher Description: Running Group: Flying Shoulder Tackle

Stats & Bonuses Overness: 35 Health Points: 69 Endurance Points: 87 Max Heat Transfer: 30 Damage Bonus: +4 Angle Roll: +6 Mic Work: +2 Submission Use: +2 Submission Break: +2 High Spots: +2 Evade: +2 Initiative: +2 Second Wind: 2 Reversals: 6 Failure Modifier: -7 Quick Roll Bonus: 9

Attributes Strength: 18 Intelligence: 18 Endurance: 17 Charisma: 17 Agility: 16 Speed: 18

Stats & Bonuses Overness: 19 Health Points: 60 Endurance Points: 66 Damage Bonus: +4 Strike Bonus: +1 Angle Roll: +2 Mic Work: +2 Submission Break: +2 High Spots: +1 Evade: +1 Initiative: +2

Skills Basic Angle Writer Acting Chops Submission Resistant (6 Points) - 69 -

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Angle Roll: +4 Mic Work: +2 Submission Break: +2 High Spots: +2 Evade: +2 Initiative: +2 No Sell: 2 Second Wind: 2 Reversals: 4 Failure Modifier: -4 Quick Roll Bonus: 7

Reversals: 3 Failure Modifier: -3 Quick Roll Bonus: 8

Skills Natural Charisma Fine Tuning (3 Points) Finisher Specialization: The Wave (6 Points) Trademarked Finisher: The Wave (9 Points) Submission Resistant (6 Points) Microphone Work (6 Points) Ring Technician (2 Points)

Skills Acting Chops Natural Charisma Microphone Work (6 Points) The No Sell (6 Points) Second Wind (6 Points) Finisher Specialization: Baltic Embrace (6 Points) Trademarked Finisher: Baltic Embrace (6 Points) Ring Technician (6 Points) Submission Resistant (6 Points)

Baltos Class: All-Rounder Level: 8 Experience: 20,000 Age: 30 Height: 6ft 4in Weight: 250 lbs Hometown: Washington, D.C. Wrestling Debut: March 8th 1998 Alignment: Heel Move Set: All-Rounder1

Rick Stryder Class: Technical Level: 7 Experience: 18,000 Age: 28 Height: 5ft 10in Weight: 220 lbs Hometown: Boston, Massachusetts Wrestling Debut: September 1rst 2000 Alignment: Tweener Move Set: Technical1

Primary Finisher: Baltic Embrace (16/8/5/Down/2D8+4) Finisher Description: Cobra Clutch Slam

Attributes Strength: 14 Intelligence: 16 Endurance: 16 Charisma: 18 Agility: 17 Speed: 19

Primary Finisher: Stryder Driver (24/12/1/Down/2D10+6) Finisher Description: Fireman's Carry DDT

Attributes Stats & Bonuses

Strength: 14 Intelligence: 16 Endurance: 14 Charisma: 17 Agility: 16 Speed: 18

Overness: 15 Health Points: 71 Endurance Points: 55 Damage Bonus: +4 Strike Bonus: +3 - 70 -

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Stats & Bonuses

Attributes

Overness: 25 Health Points: 64 Endurance Points: 53 Damage Bonus: +4 Strike Bonus: +3 Angle Roll: +7 Submission Use: +4 Submission Break: +4 High Spots: +1 Evade: +1 Initiative: +2 Reversals: 5 Failure Modifier: -6 Quick Roll Bonus: 8

Strength: 16 Intelligence: 16 Endurance: 17 Charisma: 25 Agility: 16 Speed: 21

Stats & Bonuses Overness: 21 Health Points: 106 Endurance Points: 77 Damage Bonus: +4 Strike Bonus: +2 Angle Roll: +6 Mic Work: +1 High Spots: +1 Evade: +1 Initiative: +3 No Sell: 2 Reversals: 4 Failure Modifier: -3 Quick Roll Bonus: 9

Skills Basic Angle Writer Advanced Angle Writer Acting Chops Natural Charisma Submission Resistant (12 Points) Submission Master (12 Points) Finisher Specialization: Stryder Driver (9 Points) Trademarked Finisher: Stryder Driver (6 Points) Ring Technician (6 Points)

Skills Natural Charisma Basic Angle Writer Acting Chops Microphone Work (4 Points) The No Sell (6 Points) Finisher Specialization: Solomon's Kneel (6 Points) Trademarked Finisher: Solomon's Kneel (6 Points) Referee Slack Ring Technician (4 Points)

Solomon Class: Brawler Level: 8 Experience: 18,000 Age: 28 Height: 6ft 1in Weight: 247 lbs Hometown: Fargo, North Dakota Wrestling Debut: November 21rst 1999 Alignment: Heel Move Set: Brawler2

Kuri Saki Class: Technical Level: 6 Experience: 16,000 Age: 25 Height: 5ft 8in Weight: 201 lbs Hometown: Tokyo, Japan Wrestling Debut: December 3rd 2002

Primary Finisher: Solomon's Kneel (16/6/4/Down/2D8+4) Finisher Description: Inverted DDT to Knee - 71 -

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Experience: 13,000 Age: 24 Height: 5ft 7in Weight: 180 lbs Hometown: Hong Kong, China Wrestling Debut: April 10th 2004 Alignment: Face Move Set: High Flyer2

Alignment: Face Move Set: Technical1 Primary Finisher: Death Defier (20/10/2/Down/2D10+6) Finisher Description: High Angle Senton Bomb

Attributes

Primary Finisher: Eagle's Catch (24/16/3/Down/2D10+4) Finisher Description: Flying Somersault DDT

Strength: 15 Intelligence: 17 Endurance: 19 Charisma: 14 Agility: 17 Speed: 20

Attributes Strength: 18 Intelligence: 15 Endurance: 19 Charisma: 13 Agility: 18 Speed: 19

Stats & Bonuses Overness: 5 Health Points: 47 Endurance Points: 72 Damage Bonus: +3 Strike Bonus: +2 Angle Roll: +1 Submission Use: +2 Submission Break: +2 High Spots: +4 Evade: +2 Initiative: +2 Second Wind: 2 Reversals: 5 Failure Modifier: -5 Quick Roll Bonus: 7

Stats & Bonuses Overness: 5 Health Points: 67 Endurance Points: 68 Damage Bonus: +4 Strike Bonus: +1 Angle Roll: +1 High Spots: +4 Evade: +2 Initiative: +2 Second Wind: 1 Reversals: 3 Failure Modifier: -2 Quick Roll Bonus: 8

Skills Submission Resistant (6 Points) Submission Master (6 Points) High Flyer (8 Points) Second Wind (6 Points) Fine Tuning (3 Points) Finisher Specialization: Death Defier (9 Points) Ring Technician (4 Points)

Skills High Flyer (8 Points) Fine Tuning (3 Points) Second Wind (3 Points) Finisher Specialization: Eagle's Catch (6 Points) Trademarked Finisher: Eagle's Catch (6 Points) Ring Technician (2 Points)

The Warrior Monk Class: High Flyer Level: 5 - 72 -

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Marc Flightspeed

Trademarked Finisher: Air Brake (6 Points) Ring Technician (3 Points) Basic Angle Writer

Class: High Flyer Level: 8 Experience: 20,000 Age: 29 Height: 5ft 10in Weight: 205 lbs Hometown: Omaha, Nebraska Wrestling Debut: September 19th 1998 Alignment: Face Move Set: High Flyer1

Jimmy Palloozi Class: All-Rounder Level: 1 Experience: 300 Age: 18 Height: 6ft 0in Weight: 240 lbs Hometown: New Jersey Wrestling Debut: May 9th 2008 Alignment: Tweener Move Set: All-Rounder1

Primary Finisher: Air Brake (32/12/10/Down/2D10+4) Finisher Description: Moonsault Legdrop

Attributes Strength: 16 Intelligence: 12 Endurance: 21 Charisma: 21 Agility: 17 Speed: 21

Primary Finisher: Palloozi Plant (10/10/4/Down/1D8+2) Finisher Description: Implant DDT

Attributes Strength: 14 Intelligence: 15 Endurance: 16 Charisma: 16 Agility: 18 Speed: 18

Stats & Bonuses Overness: 45 Health Points: 76 Endurance Points: 71 Match Heat Bonus: 10 Damage Bonus: +4 Strike Bonus: +1 Angle Roll: +6 High Spots: +4 Evade: +2 Initiative: +3 Second Wind: 2 Reversals: 4 Failure Modifier: -4 Quick Roll Bonus: 11

Stats & Bonuses Overness: 3 Health Points: 33 Endurance Points: 39 Damage Bonus: +2 Angle Roll: +1 High Spots: +2 Evade: +2 Initiative: +2 Reversals: 2 Failure Modifier: 0 Quick Roll Bonus: 4

Skills Natural Charisma Acting Chops High Flyer (8 Points) Second Wind (6 Points) The Heat Generator (6 Points) Finisher Specialization: Air Brake (6 Points)

Skills Fine Tuning (3 Points) Finisher Specialization: Palloozi Plant (4 Points) - 73 -

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Early History:

as the name of his new federation. On September 2nd 2000, the new incarnation of the N.E.W. began with a live one hour broadcast on network TV to huge ratings and critical acclaim from fans and critics. The fight was on...

The New Era Wrestling federation came to life in 1998 in the small town of Portsford Illinois, at that time a small local independent wrestling company created by 65 year old wrestling super fan William Telos. William had enjoyed wrestling since as far back as he could remember. In his younger days he had attempted to become a wrestler, but life had other plans for William as he met a girl and chose to settle down rather than walk the path of a wrestling superstar. His love of wrestling never wavered however, keeping up with the ever changing world of wrestling as he got older and itching to get into it. Now decades later William found himself the owner of thriving local grocery store, it was thanks to the money that his store generated that he was able to fulfill his life-long dream of being in the wrestling business. Although at sixty-five years old, he was far from ready to step into the ring, instead he would enter the business as an owner. A month later the NEW was born and it held it's first show at the local bar in front of small group of drunken patrons. The show went off successfully, and as more and more shows were held in neighboring towns the NEW began to gain some local fame. It was this fame that caught the attention of John Sykus who was going around the country acquiring independent wrestling companies to merge into an as yet un-named company. John had recently been fired from the top wrestling company Global Assault Wrestling (GAW) and was looking to get back at his former bosses the only way he knew how...competition. Sykus had been instrumental in the rise of GAW, he had overseen the destruction of all it’s competitors, but now that GAW was on top they had no use for Sykus. News around the wrestling industry was that Sykus was going to come back at the head of a new promotion, one he would create with the sole purpose of bringing down the massive GAW. The news reports however did not specify how he was going to accomplish this. Sykus new that building a company from scratch would take too long, so he decided on a plan to buy out four small local wrestling promotions which would give him an instant roster of stars that were known in their respective areas. The four he chose were; from Texas...High Stakes Wrestling (THSW), from Colorado...Rocky Mountain Wrestling (RMW), from Toronto, Ontario Canada...Canadian Super Pro Wrestling (CSPW) and of course from Illinois the New Era Wrestling (NEW) which Sykus liked the name so much that he chose it

The Rise of the NEW The following year saw the NEW product get bigger and better with every show that was held. The first Pay-Per View event appropriately named First Strike drew record buy-rates putting the GAW competing September pay per view event in second place for the first time in years. Sykus turned many unknown independent wrestlers into massive international stars, the NEW's flagship television program, Saturday Night Fury began overtaking the GAW's flagship show in the ratings. Each new month brought more and more attention to the NEW's product and it stars, the GAW attempted to break up the fledging company numerous times by attempting to steal the top talent out from under Sykus. But iron-clad contracts and worker loyalty was too much for the GAW to overcome. Eighty percent of the NEW's roster were independent wrestlers from the companies Sykus had purchased, they had been wrestling in front of crowds of less then 100 for their entire careers, then in came Sykus who pushed them into the international spotlight overnight. They would not betray someone who had given them so much, not even for all the money GAW threw at them. After the first year of operation it was quite obvious that the days of the GAW dominating the wrestling world were over as the NEW and the GAW where neck and neck fighting for the number one position. By continuing to evolve and introduce new and exciting story lines and wrestlers the NEW were able to completely surpass their longtime rivals and leave them in the dust. After only two years the NEW was the top dog of the wrestling industry. Many who had scoffed at John Sykus' plans for a new Promotion years before, were silenced and ridiculed. The NEW was here and it had every intention of staying around for a long long time to come.

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The Split and Slip

Top of the Food Chain

In early 2004, John Sykus' eagerness to get the NEW up and running and crushing the competition caught up with him. In the early years he had needed massive capital to fund the NEW's quick ascension. Sykus was not a poor man, but his personal fortune was not enough to get the company where he thought it should be and at a pace he wanted. So he allowed outsider investors to get in on the action, by opening up the company the NEW had gained much needed capital, but it had also gained a Board of Directors. Sykus served at the head of the Board so he was able to maintain control of his company in the early years of the promotion. However it was only a matter of time before Sykus lost the reigns of his company, in 2004 out of the blue the Board of Directors notified Sykus that he was being relieved of his duties as Board Chairman and that his services would no longer be needed. Speculations abound that the GAW had a hand in the ousting of John Sykus but these rumors have never been verified. The fact that the GAW attempted to buy-out the NEW after Sykus’ ousting only added more fuel to the rumors. Upon the notice, Sykus attempted to get the support of the roster to solidify his position, however when that did not look like it was going to work. Sykus and the roster attempted to walk-out to form another company, the entire roster was behind John Sykus and they were ready to prove it to the Board of Directors and to the world. This would have surely been the end of the NEW had it not been for most of the roster being under iron-clad contracts, contracts that John Sykus himself had negotiated. John Sykus was left with no other choice but to leave the company he had put on the map. As a result the product suffered, the ratings slipped and for awhile it looked like the GAW was going to become the number one company once again. The battle for control of the company however was far from over, John Sykus was no push-over and through legal wrangling he was able to not only place himself back as the head of the company but also dismissing the entire Board of Directors. After only a year of filing lawsuits against every Board member, John Sykus bought them all out as part of the settlement, it seemed that the Board of Directors had preferred to leave the company with their money instead of fighting Sykus in the courts for the next decade or two. As soon as John was back in control, the company burst ahead of it's competition at full power and returned to the powerhouse wrestling company it had been before the split.

Now in 2008 the NEW is the top dog in the business, undoubtedly the number one wrestling company in the entire world. Global Assault Wrestling (GAW) coming in at second place and the Spinebuster Wrestling (SW) securing third spot. The GAW unhappy with being dethroned has spent countless amounts of money attempting to claw itself back up to the top since the NEW first began to make steam, but thus far it has been to no avail. The NEW has managed to maintain the top spot with it's roster of massive stars and ever changing and involving shows. With monthly pay-per-view events and two weekly shows; Saturday Night Fury and Extreme Chaos, this juggernaut has no signs of letting up any time soon.

Front Office: The company has a decent size staff of writers, announcers and commentators as well as road agents that work with the roster. Here is a full list of the staff members with a short description. The Game Master would serve as Head Booker for the NEW.

John Sykus: Position: CEO Enigmatic leader and wrestling visionary, has always had a good handle on what makes a good and exciting wrestling show. Alicia Lockhart: Position: Commentator Straight laced seasoned commentator, has been involved with the NEW since the beginning.. (+10 Televised Quality) Frank Longley Jr.: Position: Color Commentator A retired wrestler from the ‘80s, he brings his unapologetic, no-nonsense opinions to the announce team. (+10 Televised Quality) Jerry Single.: Position: Ring Announcer Since the NEW began Jerry has been announcing wrestler’s match entrances. - 75 -

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Bill Mena:

May: Mayday June: NEW World War July: Sanitarium August: Rejuvination September: First Strike October: Devil’s Dance November: Aftermath December: Season’s Beatings

Position: Head Writer Enigmatic leader and wrestling visionary, has always had a good handle on what makes a good and exciting wrestling show. (+10 Card Quality)

Tony Hyde: Position: Writer Solid writer who has been employed with the company for a solid 3 years. (+5 Card Quality)

Other Promotion Stats

Roy Johnson:

Prestige: 410 Fan Base: 100 Interest: 5 Card Quality Bonus: +15 Televised Card Quality Bonus: +20

Position: Head Referee Fair and by the book type of referee, has been employed by the NEW since the start of the company.

Greg Sampson: Position: Referee The second longest working referee on the NEW payroll.

Current Roster Kelly Inkler:

Here is a quick list of the current NEW roster with each wrestler’s level and alignment.

Position: Referee The first woman to ever wear the referee’s jersey in the NEW, she is relatively new to the company.

Uppercard:

Total Staff Payroll/Month: $91,100

Col-2-Kwick (10 - Face) The Dark Angel (10 - Heel) Deuce (10 - Face) Krandor the Iron Knight (10 - Face) Lethalo (10 - Tweener) Jon Mourton (9 - Face)

Events The NEW holds a lot of events throughout the year; their house show touring schedule is between 90 to 120 shows a year. They also run a weekly televised event every saturday called Saturday Night Fury and not to mention monthly Pay Per View events. The Pay Per View events are always held on the last Sunday of each month.

Mid-C Card: The Prophet (8 - Heel) Ian Hensley (8 - Face) Reckless Warrior (8 - Tweener) Joseph David (8 - Heel) Freight Train (7 - Heel) Lance Freeman (7 - Tweener) Frost (7 - Face) Wraith (7 - Tweener) Specter (7 - Face) Lock-Down (7 - Heel) Harold “Vodka” Collins (6 - Heel) The Role Model (6 - Face)

PPV Schedule January: Into the NEW February: Sanctioned Chaos March: Ides of March April: No Pain, No Gain - 76 -

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Titles & History

“The Top Prospect” Rickson Rain (6 - Heel) Juan Alvero Hernandez (5 - Heel) Ricky Hernandez (5 - Heel) The Prodigy (5 - Tweener) Lord Nikon (5 - Face) “The Phoenix” Mike Markis (5 - Tweener) Magnum Von Dozer (5 - Heel)

WORLD TITLE Current Champion: The Dark Angel 1.Ricky Daniels (09-27-2000) 2.Deuce (10-31-2000) 3.The Prophet (01-31-2001) 4.Lethalo (02-10-2001) 5.Deuce (03-31-2001) 6.Matty Wright (04-28-2001) 7.Col-2-Kwick (08-28-2001) 8.Johnny Rain (03-15-2002) 9.Deuce (07-29-2002) 10.Col-2-Kwick (02-22-2003) 11.The Dark Angel (06-10-2003) 12.Matty Wright (10-31-2003) 13.Krandor the Iron Knight (05-20-2004) 14.Lance Freeman (11-28-2004) 15.Frost (03-03-2005) 16.Col-2-Kwick (07-29-2005) 17.Jon Mourton (06-29-2006) 18.Freight Train (01-18-2007) 19.The Dark Angel (08-28-2007)

Lower Card: Marc Flackett (4 - Heel) “The Assassin” Jeremy Adams (4 - Heel) “Mr. Impossible” Ken Stylez (4 - Tweener) Scorpion (3 - Heel) Blue Bolt (3 - Face) White Lightning (3 - Face) Vincent De Armond (2 - Face) S.T.U. (2 - Face) Sinder (2 - Heel) Infest (2 - Heel) Hornet (2 - Heel) Hazard (1 - Tweener) Flex (1 - Face)

Tag Teams: The Lords of Thunder - Blue Bolt and White Lightning

TELEVISION TITLE Current Champion: Freight Train

Special Ops - Deuce and Jon Mourton

1.Ricky Daniels (09-16-2000) 2.“The Dean of Extreme” Andrew St. Patrick (10-27-2000) 3.Skard (12-21-2000) 4.Lethalo (02-28-2001) 5.Matty Wright (03-29-2001) 6.The Dark Angel (04-28-2001) 7.Col-2-Kwick (06-15-2001) 8.Krandor the Iron Knight (08-23-2001) 9.Jon Mourton (11-29-2001) 10.Lance Freeman (12-28-2001) 11.Lethalo (02-19-2002) 12.The Dark Angel (07-28-2002) 13.Lethalo (01-28-2003) 14.The Prophet (04-15-2003) 15.Ark (06-20-2003) 16.Krandor the Iron Knight (08-24-2003) 17.Jon Mourton (12-14-2003) 18.Col-2-Kwick (03-15-2004) 19.Ian Hensley (09-22-2004) 20.Deuce (01-18-2005) 21.Juan Alvero Hernandez (06-25-2005)

Ultimate Potential - The Role Model and The Prodigy Drunk But Sturdy - Harold “Vodka” Collins and Magnum Von Dozer The Mexican Connection - Juan Alvero Hernandez and Ricky Hernandez Ring Lords - Krandor the Iron Knight and Lord Nikon The Riot Squad - Lethalo and Reckless Warrior

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TAG TEAM TITLES

22.Ian Hensley (10-15-2005) 23.Jon Mourton (02-05-2006) 24.Deuce (04-19-2006) 25.Freight Train (06-28-2006) 26.Ian Hensley (11-16-2006) 27.Krandor the Iron Knight (03-20-2007) 28.Freight Train (09-18-2007)

Current Champion: Special Ops 1.Krandor the Iron Knight and Ricky Daniels (09-27-00) 2.Street Brothers (10-21-00) 3.Prophet and Ian Hensley (11-29-00) 4.The Riot Squad (12-30-00) 5.The Warriors of Destruction: Judgment and The Master (01-31-01) 6.Shaken Not Stirred: Matty Wright and Col-2-Kwick (02-28-01) 7.Vacated due to dissolution of Shaken Not Stirred (07-31-01) 8.The Riot Squad(08-12-01) 9.The Warriors of Destruction: Judgement and The Master (02-24-02) 10.The Lords of Thunder (09-30-02) 11.The Riot Squad (03-20-03) 12.Street Brothers (10-30-03) 13.Ultimate Potential (04-19-04) 14.The Mexican Connection (06-10-04) 15.Ring Lords (12-28-04) 16.The Mexican Connection (06-17-05) 17.The Riot Squad (09-11-05) 18.Special Ops (01-26-06) 19.Ring Lords (07-08-06) 20.The Mexican Connection (03-12-07) 21.Ultimate Potential (05-28-07) 22.Special Ops (08-15-07)

HARDCORE TITLE Current Champion: Ian Hensley 1.Freight Train (03-17-01) 2.Big Daddy Extreme (04-18-01) 3.Ian Hensley (05-26-01) 4.Ark (06-30-01) 5.Reckless Warrior (11-29-01) 6.Ian Hensley (02-14-02) 7.Freight Train (06-28-02) 8.Ark (10-20-02) 9.Ian Hensley (01-28-03) 10.Scorpion (03-25-03) 11.STU (05-12-03) 12.Joseph David (08-18-03) 13.Lock-Down (11-04-03) 14.Joseph David (02-15-04) 15.Harold “Vodka” Collins (04-28-04) 16.Ark (05-16-04) 17.The Role Model (08-20-04) 18.Lock-Down (10-14-04) 19.Ian Hensley (12-22-04) 20.Ark (03-28-05) 21.STU (06-08-05) 22.The Prodigy (09-10-05) 23.Wraith (10-28-05) 24.STU (11-18-05) 25.The Role Model (01-22-06) 26.Lock-Down (03-29-06) 27.Vincent De Armond (06-28-06) 28.Ark (08-13-06) 29.The Prodigy (02-19-07) 30.Scorpion (05-23-07) 31.Ian Hensley (09-28-07)

Roster Stats The following section has detailed information on every wrestler on the roster. All the information you will need to use them as Non-Player Characters (NPCs). In an effort to conserve space, the move data was organized into the following format (Heat/Endurance Cost/Failure Chance/Ending Position/Damage). Submission holdsdrain Endurance so therefore they have an additional field and the format looks as follows: (Heat/ Endurance Cost/ Failure Chance/ Ending position/ Endurance Drain - Damage), also note that for submission holds the Heat, Endurance, Drain and Damage are for each segment the hold is held. You will also notice that certain moves have a letter in parenthesis. These letters represent (C)=Combo Move, (S)=Submission Move, (H)=Heel Maneuver. - 78 -

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Class: High Flyer Level: 10 Experience: 25,000 Age: 30 Height: 6ft 2in Weight: 215 lbs Hometown: West Bromwich, UK Wrestling Debut: September 18h 1995 Alignment: Face Contract Type: Written Contract Length: 3 Years Contract Amount: $300,000 per Month Savings: $8,805,000 Titles Held: 3 x NEW World Champion 2 x NEW Television Champion 1 x NEW Tag Team Champions

Primary Finisher: Kwick Sault (32/16/0/Down/2D10+10) Finisher Description: Flying Somersault DDT

Secondary Finisher: Col Driver (24/8/0/Down/2D8+8) Finisher Description: Underhook DDT Theme Song: “Screamager” by Therapy Ring Entrance: The entranceway fills with gray smoke, “Screamager” by Therapy pumps through the arena. Col-2-Kwick bursts out of the back and through the smoke, he blazes down the aisle and jumps up on the apron before somersaulting into the ring to a loud pop from the crowd.

Col-2-Kwick Hailing from the United Kingdom, Col-2-Kwick had no previous professional wrestling experience before joining the NEW, he had however done some regional amateur wrestling as well as being a former youth Kick-Boxing champion before turning to Gymnastics. His study of Gymnastics eventually led him to represented Great Britain at the Olympics. He arrived on the scene a few months after the NEW started, using his quickness and agility he was able to climb the ranks of the company in short oder and was a main-event contender in less then a year after arriving. He has captured several NEW titles including the World Title on three separate occasions. He is without a doubt the top High Flyer in not only the NEW but the entire wrestling world. However he suffered a serious knee injury in late 2006 that took him out of action. He has taken the last year and a half off to recover from the injury and is now back to dominate once again as the greatest High Flyer in the business.

Attributes: Strength: 17 Intelligence: 15 Endurance: 17 Charisma: 20 Agility: 26 Speed: 22

Stats & Bonuses: Overness: 90 Health Points: 103 Endurance Points: 90 Strike Bonus: +5 Damage Bonus: +5 Singles Ladder Match Damage Bonus: +4 Singles Ladder Match Initiative Bonus: +4 - 79 -

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Thrust Kick (1/1/0/Down/1D6)

Singles Ladder Match Heat Bonus: +40 Angle Roll: +5 Match Heat Bonus: +20 Initiative: +3 Evade: +4 High Spot Bonus: +8 Mic Work: +5 Miraculous Kick-Out: 3 Reversals: 6 Failure Modifier: -8 Quick Roll Bonus: 17

Down Group: Leg Drop (2/1/0/Down/1D4) Elbow Drop (1/1/0/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Boston Crab (S)(3/3/0/Down/Drain=1D10 – Dmg=1D4) Senton (2/2/0/Down/1D4)

Top Rope Group: Corkscrew Shooting Star Press (8/4/4/Down/1D10) Flying ¾ Face Lock Bulldog (8/6/4/Down/1D10+4) Flying Leg Drop (4/3/2/Down/1D6) Frog Splash (5/3/2/Down/1D8) Missile Dropkick (3/3/8/Down/1D6) Moonsault Leg Drop (12/6/4/Down/1D10) Super Flying Head Scissors (5/4/2/Down/1D8) Tornado DDT (8/6/2/Down/1D10)

Skills: Microphone Work (15 Points) Natural Charisma Basic Angle Writer Acting Chops High Flyer (16 Points) The Miraculous Kick-Out (9 Points) The Heat Generator (12 Points) Skillful Execution Ring Technician (10 Points) Finisher Specialization: Kwick Sault (15 Points) Trademarked Finisher: Kwick Sault (12 Points) Amazing Recovery (6 Points) Match Specialization: Singles Ladder Match (12 Points) Finisher Specialization: Col Driver (12 Points) Trademarked Finisher: Col Driver (12 Points)

Running Group: Flying Head Scissors (4/3/4/Down/1D6) Spin Wheel Kick (2/2/2/Down/1D6)

Ringside Group: Barricade Head Smash (5/2/0/Down/1D8) Plancha (5/4/2/Down/1D10) Springboard Hurricanrana (7/6/5/Down/1D10 +2)

Corner Group: Frankensteiner (6/4/2/Down/1D8)

Move List Standing Group: Body Slam (2/2/0/Down/1D4) Drop Toe Hold (1/1/2/Down/1D4) Hip Toss (1/1/0/Down/1D4) Irish Whip (1/1/0/Running/1D4 turnbuckle – 1D6 railing) Kick (1/1/0/Standing/1D6/M=1) Punch (1/1/0/Standing/1D4/M=2) Arm Drag (1/1/0/Down/1D4) Body Scissors Body Press (2/3/0/Down/1D4) Bulldog (1/2/0/Down/1D4) DDT (2/3/0/Down/1D6) Dropkick (2/2/0/Down/1D4) Enzuigiri (3/2/1/Down/1D4) European Uppercut © (1/1/0/Standing/1D4+1/M=1) German Suplex (4/3/0/Down/1D8) Hurricanrana (3/3/3/Down/1D6) Legsweep Kick (1/1/0/Down/1D4) Neck Breaker (3/3/2/Down/1D6) Piledriver (2/2/0/Down/1D6) Running Bulldog (2/4/0/Down/1D6) Russian Legsweep (2/2/0/Down/1D4) Snap Suplex (2/2/0/Down/1D8)

Deuce The sensation from Alabama, was one of the members of the initial NEW roster, although he quickly advanced beyond his peers and captured the World Title in less then a month, taking the title from Ricky Daniels who had won a Battle Royal match to become the first World Champion the month earlier. Deuce has been a solid competitor in the main event spot since then and has been fairly lucky to never have picked up an injury in his entire career. He is clearly main event material but for some reason insists on focusing on Tag Team wrestling at the moment. He has said that one day he will return to singles competition full time and when that happens whomever is holding the World Title better start praying.

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Class: All-Rounder Level: 10 Experience: 24,450 Age: 26 Height: 6ft Weight: 215 lbs Hometown: Robertsdale, Alabama Wrestling Debut: February 4th 1998 Alignment: Face Contract Type: Written Contract Length: 3 Years Contract Amount: $300,000 per Month. Savings: $10,000,000 Titles Held: 3 x NEW World Champion 2 x NEW Television Champion 2 x NEW Tag Team Champions Tag Team Name: Special Ops Tag Partner: Jon Mourton Primary Finisher: Deuced Up (10/10/1/Down/2D8+4) Finisher Description: Implant DDT Secondary Finisher: Deuce Breaker (8/6/5/Down/2D6) Finisher Description: Cradle Neckbreaker Theme Song: "Hell's Bells" by AC/DC Ring Entrance: Lights go out as the bells toll. As Angus Young's lone guitar softly plays we see a figure appear in the spotlight now shining on the entranceway. It is Deuce. He pauses and stares at the ring. He makes his way slowly, then more rapidly until he is jogging to the ring, not glancing away from his target. He slides under the ropes and stands dead center of the ring. He seems lost until Brian Johnson screams "HELLS BELLS" Deuce then snaps out of his quandary and smiles menacingly at the ref and announcers.

Endurance Points: 83 Damage Bonus: +7 Strike Bonus: +1 Angle Roll: +7 Submission Use: +1 Submission Break: +3 Initiative: +3 Evade: +2 High Spots: +4 Mic Work: +3 Second Wind: 1 No Sell: 1 Reversals: 7 Failure Modifier: -6 Quick Roll Bonus: 15

Attributes: Strength: 17 Intelligence: 17 Endurance: 15 Charisma: 21 Agility: 17 Speed: 21

Stats & Bonuses:

Skills:

Overness: 80 Health Points: 93

Microphone Work (9 Points) - 81 -

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Missile Dropkick (3/3/4/Down/1D6) Superplex (5/4/4/Down/1D10)

Natural Charisma Basic Angle Writer Acting Chops High-Flyer (8 Points) Submission Resistant (9 Points) Submission Master (3 Points) The No Sell (3 Points) Second Wind (3 Points) The Heat Generator (9 Points) Finisher Specialization: Deuced Up (6 Points) Trademarked Finisher: Deuced Up (6 Points) Ring Technician (2 Points)

Ringside Group: Baseball Slide DDT (8/6/4/Down/1D8)

Down Group: Elbow Drop (1/1/1/Down/1D4) Leg Drop (2/1/2/Down/1D4) Knee Slam (2/1/0/Down/1D4) Stomp (1/1/0/Down/1D4) Cobra Clutch (S)(2/2/0/Down/Drain=1D8 – Dmg= 1D4) Figure Four Leglock (S)(4/3/0/Down/Drain=1D10,Dmg=1D4)

Move List: Standing Group:

Corner Group:

Punch (1/1/0/Standing/1D4) Kick (1/1/0/Standing/1D6) Drop Toe Hold (1/1/4/Down/1D4) Atomic Drop (2/2/0/Standing/1D4) Back Breaker Drop (1/2/0/Down/1D4) Irish Whip (1/1/0/Running/1D4 turnbuckle – 1D6 railing) Hip Toss (1/1/2/Down/1D4) Body Slam (2/2/0/Down/1D4) Arm Wringer (1/1/0/Standing-Down/1D4) Leg Sweep Kick (1/1/0 Down/1D4) Enzuigiri (3/2/3/Down/1D4) Dropkick (2/2/2/Down/1D4) Forearm Smash (1/1/2/Standing/1D4) Knife Hand Chop (2/1/0/Standing/1D4) Running Bulldog (2/4/1/Down/1D6) DDT (2/3/0/Down/1D6) Fireman's Carry DDT (8/6/3/Down/1D10) Inverted DDT to Knee (4/3/3/Down/1D8) Underhook DDT (4/4/2/Down/1D8) Back Suplex (2/2/0/Down/1D6) German Suplex (4/3/2/Down/1D8) Snap Suplex (2/2/2/Down/1D8) Russian Legsweep (2/2/2/Down/1D4) Neckbreaker (3/3/4/Down/1D6) Piledriver (2/2/2/Down/1D6)

Corner 10 Punches (6/2/0/Corner/1D10) Corner Spear (5/4/4/Down/1D8)

The Dark Angel The Dark Angel is the self proclaimed Lord of Darkness and sees himself as being better than everyone, expecting people to bow to his greatness. Although he is extremely arrogant, Angel does however possess exceptional technical wrestling skill. He has used this expertise to slowly climb the ranks of the company and now sits at the top holding the World Title. Class: Technical Level: 10 Experience: 25,000 Age: 32 Height: 6ft 4in Weight: 235 lbs Hometown: Toronto, Ontario, Canada Wrestling Debut: March 21rst 1993 Alignment: Heel Contract Type: Written Contract Length: 4 Years Contract Amount: $300,000 per Month. Savings: $9,000,000 Titles Held: - 2 x NEW World Champion - 2 x NEW Television Champion

Running Group: Bulldog Lariat (2/2/2/Down/1D4) Spin Wheel Kick (2/2/4/Down/1D6) Back Body Drop (1/2/0/Down/1D4)

Top Rope Group: Tornado DDT (8/6/4/Down/1D10) - 82 -

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Primary Finisher: Fall From Heaven (12/16/2/Down/2D10) Finisher Description: Tornado DDT Secondary Finisher: Everlasting Pain (10/6/1/Down/Drain: 2D10 - Dmg: 2D6) Finisher Description: Sharpshooter Leg Lock

Attributes: Strength: 17 Intelligence: 21 Endurance: 21 Charisma: 26 Agility: 17 Speed: 19

Stats & Bonuses: Overness: 90 Health Points: 111 Endurance Points: 125 Damage Bonus: +6 Strike Bonus: +2 Match Heat Bonus: +5 Angle Roll: +6 Submission Use: +4 Submission Break: +3 Initiative: +2 Evade: +2 High Spot Bonus: +3 Mic Work: +3 Second Wind: 1 No Sell: 2 Reversals: 9 Failure Modifier: -10 Quick Roll Bonus: 18

Move List: Standing Group:

Skills:

Punch (1/1/0/Standing/1D4) Kick (1/1/0/Standing/1D6) Drop Toe Hold (1/1/3/Down/1D4) Irish Whip (1/1/0/Running/1D4 turnbuckle – 1D6 railing) Hip Toss (1/1/0/Down/1D4) Body Slam (2/2/0/Down/1D4) Clothesline (1/2/0/Down/1D4) Back Breaker Drop (1/2/0/Down/1D4) Atomic Drop (2/2/0/Standing/1D4) Arm Wringer (1/1/0/Standing – Down +1/1D4) Thrust Kick (1/1/0/Down/1D6) Enzuigiri (3/2/0/Down/1D4) Dropkick (2/2/0/Down/1D4) Guillotine Face Driver (4/3/2/Down/1D6)

Microphone Work (9 Points) Natural Charisma Referee Slack Acting Chops Submission Resistant (9 Points) Submission Master (12 Points) The No Sell (6 Points) Second Wind (3 Points) The Miraculous Kick Out (3 Points) High Flyer (4 Points) Fast Healer The Heat Generator (3 Points) Ring Technician (4 Points) - 83 -

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camera for some time. The gossip is that they have indeed separated or maybe even divorced, whatever the facts are, Krandor refuses to talk about it. The sword he calls Excalibur never leaves his sight and is often seen wielding the massive blade. Krandor believes the sword links him to the powers of ancient times and gets quite angry and agitated when someone else touches the blade.

European Uppercut (C)(4/3/2/Down/1D6) Death Valley Driver (10/8/0/Down/1D10) Running Bulldog (2/4/0/Down/1D6) DDT (2/3/0/Down/1D6) Spinebuster Slam (3/3/0/Down/1D8) Sidewalk Slam (3/3/0/Down/1D8) Turnbuckle Smash (2/3/0/Down/1D6) German Suplex (4/3/0/Down/1D8) Fisherman's Suplex (5/4/0/Down/1D10) Northern Lights Bomb (4/4/1/Down/1D8) Low Blow (2/1/0/Down/1D4/Heel) Neckbreaker (3/3/0/Down/1D6) Falcon Arrow (4/5/2/Down/1D10) Shoulder Breaker (2/3/0/Down/1D8) Powerbomb (5/5/2/Down/1D10)

Class: Technical Level: 10 Experience: 26,000 Age: 37 Height: 6ft 2in Weight: 240 lbs Hometown: Miami, FL Wrestling Debut: September 15th 1987 Alignment: Face Contract Type: Written Contract Length: 5 Years Contract Amount: $420,000 per Month. Savings: $30,000,000 Titles Held: - 1 x NEW World Champion - 3 x NEW Television Champion - 3 x NEW Tag Team Champions

Running Group: Cross Body Block (2/2/0/Down/1D4) Fallaway Slam (2/3/0/Down/1D6) Running Clothesline (2/4/0/Down/1D6) Spin Wheel Kick (2/2/0/Down/1D6)

Top Rope Group: Flying Bulldog (3/4/1/Down/1D8) Missile Dropkick (3/3/0/Down/1D6) Flying Legdrop (4/3/0/Down/1D6)

Valet: Alexandra Startup Heat: 17 Heat Generation: 22 Monthly Wage: 10%

Down Group: Elbow Drop (1/1/0/Down/1D4) Leg Drop (2/1/0/Down/1D4) Ring Rope Leg Drop (2/2/0/Down/1D6) Rope Choke (2/2/0/Down/1D6/Heel) Boot Lace Eye Rake (2/1/0/Down/1D4/Heel) Knee Drop Knee Breaker (2/1/0/Down/1D6)

Primary Finisher: Knight's Victory (14/6/0/Down/Drain: 2D10 - Dmg: 2D6) Finisher Description: Sharpshooter Leg Lock Secondary Finisher: Knight's Cross (16/12/3/Down/2D10) Finisher Description: Crucifix Powerbomb Theme Song: "Knightfall” Ring Entrance: The lights dim and a pale blue light shines on the entrance and "Knightfall" begins to play, after a few moments Krandor walks out with his beautiful valet/wife Alexandra who wears a skin-tight black leather outfit, Krandor wears a black cape and wields a large sword in his right hand. He walks down the aisle slowly and climbs into the ring. Once inside the ring he walks to the center and raises the sword in the air and the entrance explodes with pyrotechnics and the lights come back on as the music fades while Krandor hands

Krandor the Iron Knight Krandor is a talented technical wrestler that uses a Medieval Knight gimmick, following a strict code of chivalry Krandor is always there to help those in need. He has been one of mainstays of the NEW roster since the company opened up, a spot that is well deserved. He is managed and usually accompanied to the ring by his wife Alexandria, although she has not been seen on - 84 -

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Strike Bonus: +6 Submission Break: +5 Submission Use: +5 Angle Roll: +8 High Spots: +4 Evade: +4 Initiative: +2 Mic Work: +4 Second Wind: 2 Reversals: 9 Failure Modifier: -10 Quick Roll Bonus: 14

Skills: Fast Healer Microphone Work (12 Points) Basic Angle Writer Advanced Angle Writer Acting Chops Submission Resistant (16 Points) Submission Master (15 Points) Fine Tuning (3 Points) Second Wind (6 Points) Ring Technician (12 Points) Trademark Finisher: Knight's Victory (9 Points) Finisher Specialization: Knight’s Victory (9 Points)

Move List: Standing Group: Body Slam Drop Toe Hold Hip Toss Irish Whip Kick Punch Abdominal Stretch (S) (1/2/0/Down/E= 1D4 – D= 1D4) Arm Drag (1/1/0/Down/1D4) Arm Wringer (1/1/0/Down/1D4) Back Breaker Drop (1/2/0/Down/1D4) Belly to Belly Suplex (3/3/0/Down/1D8) Bulldog (1/2/0/Down/1D4) Cobra Clutch Legsweep (4/3/1/Down/1D8) Cradle Neck Breaker (4/3/0/Down/1D6) DDT (2/3/0/Down/1D6) Dropkick (2/2/0/Down/1D4) European Uppercut (1/1/0/Down/1D4+1/M=1) Fireman's Carry DDT (8/6/0/Down/1D10) Fireman's Carry Gutbuster Drop (5/4/2/Down/1D6)

his sword and cape to Alexandra who steps out of the ring with the items.

Attributes: Strength: 17 Intelligence: 17 Endurance: 17 Charisma: 21 Agility: 25 Speed: 17

Stats & Bonuses: Overness: 85 Health Points: 125 Endurance Points: 133 Damage Bonus: +5 - 85 -

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Fisherman Suplex (5/4/0/Down/1D10) German Suplex (4/3/0/Down/1D8) Guillotine Face Driver (4/3/2/Down/1D6) Inverted DDT (4/3/0/Down/1D6) Legsweep Kick (1/1/0/Down/1D4) Piledriver (2/2/0/Down/1D6) Russian Legsweep (2/2/0/Down/1D4) Snap Suplex (2/2/0/Down/1D8) Spinebuster Slam (3/3/0/Down/1D8) Tilt-A-Whirl Backbreaker Drop (8/8/0/Down/1D10)

Class: All-Rounder Level: 10 Experience: 28,000 Age: 35 Height: 6ft 6in Weight: 260 lbs Hometown: Nachiteous, LA Wrestling Debut: January 19th 1992 Alignment: Tweener Contract Type: Written Contract Length: 5 Years Contract Amount: $300,000 per Month Savings: $10,830,000 Titles Held: 1 x NEW World Champion 3 x NEW Television Champion 4 x NEW Tag Team Champions

Down Group: Leg Drop (2/1/0/Down/1D4) Elbow Drop (1/1/0/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Ankle Lock (S) (2/2/0/Down/Drain = 1D6 Dmg =1D4) Boston Crab (S) (3/3/0/Down/Drain=1D10 – Dmg= 1D4) Figure Four Leglock (S) (4/3/0/Down/Drain=1D10–Dmg=1D4) Sleeper Hold (S)(2/2/0/Down/Drain=1D6 – Dmg =1D4)

Primary Finisher: Lethal Drop (10/8/1/Down/2D8 + 6) Finisher Description: The attacker picks up opponent in a suplex position and drops them between his legs, onto his head.

Running Group:

Theme Song: “Kryptonite” by 3 Doors Down

Back Body Drop (2/2/0/Down/1D4) Cross Body Block (2/2/0/Down/1D4) Running Clothesline (2/4/0/Down/1D6) Spin Wheel Kick (2/2/0/Down/1D6)

Ring Entrance: Before Lethalo comes out, the lights go out, “Kryptonite” by 3 Doors Down begins to play. The ring path glows yellow, at the entranceway, amidst a yellow light, you see Lethalo's shadow. He then proceeds down the aisle to the ring and climbs in. Once in the ring, he looks around and puts one fist in the air and the crowd erupts.

Top Rope Group: Flying Clothesline (3/6/0/Down/1D6) Frog Splash (5/3/0/Down/1D8) Missile Dropkick (3/3/0/Down/1D6)

Attributes: Strength: 21 Intelligence: 17 Endurance: 18 Charisma: 20 Agility: 21 Speed: 17

Ringside Group: Plancha (5/4/0/Down/1D10)

Lethalo

Stats & Bonuses:

This big man from Louisiana is most definitely one tough cookie and has proven himself to be a solid main-event attraction. He has captured many singles titles but now mainly focuses on tag team wrestling with his partner Reckless Warrior, together they form the tag team known as Riot Squad and have pretty much dominated the tag team scene, those in the know are quick to predict the tag titles returning to the Riot Squad very shortly.

Overness: 75 Health Points: 148 Endurance Points: 155 Damage Bonus: +8 Strike Bonus: +4 Submission Break: +3 Angle Roll: +5 High Spots: +3 - 86 -

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Move List: Standing Group: Body Slam (2/2/0/Down/1D4) Drop Toe Hold (1/1/4/Down/1D4) Hip Toss (1/1/2/Down/1D4) Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6) Kick (1/1/0/Standing/1D6/M=1) Punch (1/1/0/Standing/1D4/M=2) Arm Breaker (1/1/0/Down/1D4) Belly to Back Cradle Suplex (3/3/1/Down/1D6) Belly to Belly Brainbuster (8/8/3/Down/1D10) Crucifix Powerbomb (8/6/7/Down/1D10) Death Valley Driver (10/8/4/Down/1D10) German Suplex (4/3/2/Down/1D8) Implant DDT (5/5/3/Down/1D8) Neck Breaker (3/3/4/Down/1D6) Piledriver (2/2/2/Down/1D6) Powerbomb (5/5/6/Down/1D10) Russian Legsweep (2/2/2/Down/1D4) Short Arm Clothesline (3/4/0/Down/1D6) Spinebuster Slam (3/3/2/Down/1D8) Underhook Face Driver (4/3/4/Down/1D6)

Down Group: Leg Drop (2/1/2/Down/1D4) Elbow Drop (1/1/1/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Boston Crab (S)(3/3/2/Down/Drain=1D10 – Dmg=1D4) Knee Drop (1/1/0/Down/1D4) Splash (1/1/0/Down/1D4)

Evade: +3 Initiative: +2 Mic Work: +3 No Sell: 5 Match Heat Bonus: +10 Reversals: 7 Failure Modifier: -6 Quick Roll Bonus: 17

Top Rope Group: Flying Double Axe Handle Smash (3/3/2/Down/1D6)

Skills:

Running Group:

Fast Healer Microphone Work (9 Points) Natural Charisma Basic Angle Writer Acting Chops Submission Resistant (9 Points) Fine Tuning (3 Points) The No Sell (12 Points) The Heat Generator (7 Points) Ring Technician (8 Points) Finisher Specialization: Lethal Drop (9 Points)

Back Body Drop (2/2/0/Down/1D4) Running Clothesline (2/4/3/Down/1D6) Flying Shoulder Tackle (2/4/3/Down/1D6)

Corner Group: Corner 10 Punches (6/2/0/Corner/1D10) Turnbuckle Crucifix Powerbomb (12/8/8/Down/1D10+2)

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Wrestling Debut: February 14th 1998 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $83,000 per Month Savings: $3,136,000 Titles Held: 1 x NEW World Champion 2 x NEW Tag Team Champions 3 x NEW TV Champion Tag Team: Special Ops Tag Partner: Deuce Primary Finisher: The Liberal Limit (28/10/2/Down/2D10+6) Finisher Description: The attacker picks the victim up into suplex, drops them stomach first on ropes, whilst still in the suplex position, then jackhammers them. Other wise known as ‘Springboard Jackhammer’. Theme Song: “Evil Has No Boundaries” by Less Than Jake Ring Entrance: “Evil Has No Boundaries” by Less Than Jake begins to play across the arena as Jon Mourton makes his entrance from the backstage area. He walks down the aisle energetically slapping the hands of the fans as he goes. He climbs into the ring using the steel steps and poses in the middle of the ring until his music fades out.

Jon Mourton

Attributes: Strength: 21 Intelligence: 13 Endurance: 17 Charisma: 22 Agility: 17 Speed: 21

It has been a hard path that this man took leading up to the squared circle, in his early years a love of Rugby instilled in him the desire and love of fast paced violent a ctivities. He joined the Army at eighteen years old but Army life didn't suit him and he was discharged two years later. To make ends meet he began doing some underground fighting to earn enough money to train in Professional Wrestling. Since exploding onto the wrestling scene in 1998, Jon has decimated his competition using his raw brute strength and blazing speed.

Stats & Bonuses: Overness: 73 Health Points: 154 Endurance Points: 153 Damage Bonus: +8 Strike Bonus: +2 Angle Roll: +6 Mic Work: +3 Submission Break: +4 Hardcore Singles Match Heat Bonus: +10

Class: Brawler Level: 9 Experience: 20,820 Age: 27 Height: 6ft 5in Weight: 270 lbs Hometown: Gloucester, England - 88 -

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Down Group:

Hardcore Singles Match Damage Bonus: +1 Hardcore Singles Match Initiative Bonus: +1 High Spot Bonus: +2 Evade: +2 Initiative: +3 Reversals: 6 Failure Modifier: -5 Quick Roll Bonus: 17

Leg Drop (2/1/3/Down/1D4) Elbow Drop (1/1/2/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Sleeper Hold (S) (2/2/0/Down/Drain = 1D6 –Dmg= 1D4)

Running Group: Back Body Drop (2/2/0/Down/1D4) Running Clothesline (2/4/4/Down/1D6)

Skills: Microphone Work (9 Points) Natural Charisma Basic Angle Writer Acting Chops Fine Tuning (3 Points) Submission Resistant (12 Points) Ring Technician (6 Points) Finisher Specialization: The Liberal Limit (9 Points) Trademarked Finisher: The Liberal Limit (9 Points) Match Specialization: Hardcore Singles Match (3 Points) Fast Healer

Corner Group: Corner Spear (6/3/5/Down/1D10)

Ringside Group: Barricade Throat Drop (5/3/3/Down/1D10) Bear Hug Drive (5/3/3/Down/1D8)

Freight Train This massive African man was brought into the wrestling business by a manager who named him Freight Train and called himself The Station Master. Freight Train wrestled for several years under The Station Master's tutelage before dropping his manager for mis-managing his money. Since doing so, his career has skyrocketed and led to several title wins and has defeated some pretty high profile names. Intimidation is his mean weapon as it comes easy to him thanks to his massive size. Amazing strength and the fact that not many wrestlers have the power to lift him off his feet make Freight Train one hell of a challenge.

Move List: Standing Group: Body Slam (2/2/0/Down/1D4) Drop Toe Hold (1/1/5/Down/1D4) Hip Toss (1/1/4/Down/1D4) Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6) Kick (1/1/1/Standing/1D6/M=1) Punch (1/1/0/Standing/1D4/M=2) Back Breaker Drop (1/2/0/Down/1D4) Clothesline (1/2/0/Down/1D4) DDT (2/3/0/Down/1D6) Double Axe Handle Smash © (2/1/1/Standing/1D4/M=1) European Uppercut (C)(1/1/3/Standing/1D4 + 1/M=1) Fireman's Carry Takedown (1/2/2/Down/1D4) Heart Punch (2/2/3/Down/1D6) Implant DDT (5/5/4/Down/1D8) Piledriver (2/2/3/Down/1D6) Powerslam (4/4/3/Down/1D8) Short Arm Clothesline (3/4/1/Down/1D6) Sidewalk Slam (3/3/4/Down/1D8) Snap Suplex (2/2/3/Down/1D8) Spear (4/3/5/Down/1D8)

Class: Powerhouse Level: 7 Experience: 19,500 Age: 29 Height: 6ft 6in Weight: 475 lbs Hometown: Kaduna, Nigeria Wrestling Debut: June 9th 1998 Alignment: Heel Contract Type: Written Contract Length: 3 Years Contract Amount: $250,000 per Month Savings: $10,000,000 Titles Held: 1 x NEW World Champion - 89 -

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Attributes: Strength: 21 Intelligence: 15 Endurance: 20 Charisma: 18 Agility: 17 Speed: 18

Stats & Bonuses: Overness: 65 Health Points: 133 Endurance Points: 91 Damage Bonus: +12 Strike Bonus: +1 Submission Break: +3 Initiative: +2 Evade: +2 High Spot Bonus: +2 Second Wind: 2 No Sell: 3 Miraculous Kick-Out: 3 Reversals: 8 Failure Modifier: -3 Quick Roll Bonus: 15

Skills: Referee Slack Submission Resistant (9 Points) The No Sell (9 Points) Second Wind (6 Points) Finisher Specialization: The End of the Line (12 Points) Ring Technician (2 Points) The Miraculous Kick-Out (9 Points) Fast Healer

2 x NEW Television Champion 2 x NEW Hardcore Champion Primary Finisher: The End of the Line (4/6/0/Down/2D6+6) Finisher Description: Fallaway Slam Theme Song: “Unfinished Sympathy” by Massive Attack

Move List:

Ring Entrance: The sound of an Electric Train horn sounds for ten seconds as through the curtains comes the Freight Train, the sound changes to the sound of a train on tracks. A the top of the ramp the Freight Train looks on at the crowd and 'roars' before “Unfinished Sympathy” begins to play. The massive man slowly makes his way down the aisle ignoring the fans, he climbs into the ring using the steel steps and stands in the middle of the ring roaring at the crowd until his music fades out.

Standing Group: Body Slam (2/2/1/Down/1D4) Drop Toe Hold (1/1/6/Down/1D4) Hip Toss (1/1/4/Down/1D4) Irish Whip (1/1/1/Running/1D4 turnbuckle – 1D6 Railing) Kick (1/1/2/Standing/1D6) Punch (1/1/1/Standing/1D4) Airplane Spin Toss (1/2/1/Down/1D4) Atomic Drop (2/2/2/Standing/1D4) Back Breaker Rack (2/3/5/Down/Drain=1D8, Dmg=1D4) - 90 -

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Bear Hug (1/1/3/Down/Drain=1D6 – Dmg=1D4) Belly to Belly Suplex (3/3/3/Down/1D8) Choke Slam (3/3/3/Down/1D6) Clothesline (1/2/1/Down/1D4) DDT (2/3/1/Down/1D6) Full Nelson Slam (3/4/4/Down/1D8) Low Blow (2/1/4/Down/1D4/Heel) Mongolian Chop (1/2/1/Standing/1D4/Combo) Overhead Press Powerslam (6/5/4/Down/1D8) Powerslam (4/4/4/Down/1D8) Press Slam (3/5/4/Down/1D8) Short Arm Clothesline (3/4/2/Down/1D6) Sidewalk Slam (3/3/5/Down/1D6) Spinebuster Slam (3/3/4/Down/1D8) Vertical Suplex (2/2/3/Down/1D8)

Height: 6ft 4in Weight: 255 lbs Hometown: New York, NY Wrestling Debut: July 9th 1995 Alignment: Tweener Contract Type: Written Contract Length: 2 Years Contract Amount: $100,000 per Month Savings: $2,450,000 Titles Held: 1 x NEW World Champion 1 x NEW Television Champion Primary Finisher: The Freelancer (20/12/3/Down/2D10+6) Finisher Description: Fireman's Carry ¾ Face Lock Bulldog

Down Group: Boot Lace Eye Rake (2/1/1/Down/1D4/Heel) Stomp (1/1/0/Down/1D4) Giant Swing (2/3/1/Down/1D4) Groin Stomp (2/1/1/Down/1D8/Heel) Splash (1/1/1/Down/1D4) Knee Slam (2/1/1/Down/1D4) Elbow Drop (1/1/3/Down/1D4) Leg Drop (2/1/4/Down/1D4)

Theme Song: "Living in the Chaos" Offspring Ring Entrance: "Living in the Chaos" begins to play, the crowd stands and stares, each wanting to be the first to spot the next superstar to enter. Freeman steps out from the back with a lit cigarette in his mouth, he stands there at the entrance looking at the fans. He takes a drag from his smoke, takes it from his mouth and flicks it backstage before making his way down the aisle, he slides into the ring under the bottom rope and jumps to his feet. He then circles the ring looking at the fans sitting at ringside on all sides of the ring before choosing a corner and leaning up against it awaiting the start of the match.

Running Group: Clothesline (2/2/1/Down/1D6) Spear (6/3/6/Down/1D10)

Lance Freeman

Attributes: Strength: 21 Intelligence: 15 Endurance: 21 Charisma: 17 Agility: 17 Speed: 16

The cool, calm and collected air that Lance Freeman exudes can sometimes lead his opponents to underestimate him. Which would be a very big mistake as he has endured many hardships and pains throughout his life which has enabled him to endure enormous amounts of pain and still keep fighting. More of a lone wolf, Lance is neither cold nor arrogant, if approached by someone, he has nothing against holding a short conversation or answering a few questions, as long as they are not about him. H prefers to keep an air of mystery around himself and will never answer any personal questions. It's unclear whether Lance Freeman is even his real name, but one thing is certain...when he gets into the ring he's a wrestling machine.

Stats & Bonuses: Overness: 70 Health Points: 116 Endurance Points: 117 Damage Bonus: +6 Strike Bonus: +4 Angle Roll: +3 High Spots: +2 Evade: +2 Initiative: +1

Class: All-Rounder Level: 7 Experience: 18,365 Age: 30 - 91 -

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Mic Work: +2 Second Wind: 2 Reversals: 6 Failure Modifier: -5 Ladder Match Bonus: +20 Heat,+2 Damage,+2 Initiative Quick Roll Bonus: 16

Skills: Fast Learner Microphone Work (6 Points) Basic Angle Writer Fine Tuning (4 Points) Second Wind (6 Points) Ring Technician (8 Points) Finisher Specialization: The Freelancer (9 Points) Trademarked Finisher: The Freelancer (3 Points) Match Specialization: Ladder Match (6 Points)

Move List: Standing Group: Body Slam (2/2/0/Down/1D4) Drop Toe Hold (1/1/5/Down/1D4) Hip Toss (1/1/3/Down/1D4) Irish Whip (1/1/0/Running/turnbuckle-1D4,barricade- 1D6) Kick (1/1/1/Standing/1D6/M=1) Punch (1/1/0/Standing/1D4/M=2) Belly to Belly Brainbuster (8/8/4/Down/1D10) Cradle Neck Breaker (4/3/5/Down/1D6) Death Valley Driver (10/8/5/Down/1D10) Elbow Smash © (1/1/5/Standing/1D4/M=2) Fireman's Carry DDT (8/6/4/Down/1D10) Inverted DDT to Knee (4/3/4/Down/1D8) Piledriver (2/2/3/Down/1D6) Running Bulldog (2/4/2/Down/1D6) Snap Suplex (2/2/3/Down/1D8) Spinebuster Slam (3/3/3/Down/1D8) Tilt-A-Whirl Backbreaker Drop (8/8/5/Down/1D10) Turnbuckle Smash (2/3/3/Corner/1D6)

Running Group: Fallaway Slam (2/3/4/Down/1D6) Running Clothesline (2/4/4/Down/1D6)

Corner Group: Corner 10 Punches (6/2/0/Corner/1D10) Superplex (5/4/5/Down/1D10) Turnbuckle Belly to Belly Suplex (8/8/5/Down/1D10)

Down Group:

Top Rope Group:

Leg Drop (2/1/3/Down/1D4) Elbow Drop (1/1/2/Down/1D4) Stomp (1/1/0/Down/1D4/M=2)

Flying Double Axe Handle Smash (3/3/3/Down/1D6) Flying Head Butt Drop (3/3/5/Down/1D8)

Figure Four Leglock (S)(4/3/1/Down/Drain=1D10, Dmg=1D4)

Knee Drop Knee Breaker (2/1/0/Down/1D6) Ring Rope Leg Drop (2/2/5/Down/1D6)

Ringside Group: Baseball Slide DDT (8/6/5/Down/1D8) Barricade Throat Drop (5/3/3/Down/1D10) - 92 -

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The Prophet

Hometown: Detroit, MI Wrestling Debut: April 4th 1995 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $70,000 per Month. Savings: $500,000 Titles Held: 1 x NEW World Champion 1 x NEW TV Champion 1 x NEW Tag Team Champion Primary Finisher: The Prophecy (22/8/2/Down/2D10+6) Finisher Description: Brainbuster Suplex Theme Song: "A Prophecy" by Saviour Machine Ring Entrance: The lights dim down and a bright white light shines down onto the ring, a blue glow fills the entrance and smoke comes out from both sides. "A Prophecy" by Saviour Machine starts to play and The Prophet walks out accompanied by three younger wrestlers who follow him close behind as he makes his way down the aisle. The Prophet holds up the worn leather-bound book in the air for the fans to see before he hands it to one of his followers and climbs into the ring using the steel ring steps.

Attributes Strength: 22 Intelligence: 18 Endurance: 18 Charisma: 21 Agility: 17 Speed: 20

He is the self professed Prophet here to herald the new era of wrestling. He'll preach and prophecizes to anyone who will listen and will often quote from a large leather bound book he carries with him everywhere. He calls it; the Big Book of Wrestling and claims that it contains many things such as rules and regulations as well as maneuver descriptions and illustrations and of course strategies on how to defeat various types of wrestlers. Throughout the years he has amassed a following of younger wrestlers who follow him and look up to him as a mentor. Most believe that the Big Book of Wrestling actually contains everything The Prophet claims and more and they hang around in hopes of gleaming some knowledge that will make them unbeatable and of course rich and famous.

Stats & Bonuses Overness: 60 Health Points: 112 Endurance Points: 96 Damage Bonus: +6 Strike Bonus: +2 Angle Roll: +6 Mic Work: +3 Submission Break: +4 High Spots: +2 Evade: +2 Initiative: +2 Second Wind: 3

Class: Brawler Level: 8 Experience: 18,900 Age: 33 Height: 6ft 4in Weight: 252 lbs - 93 -

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Running Group:

Reversals: 6 Failure Modifier: -4 Quick Roll Bonus: 14

Flying Shoulder Tackle (2/4/5/Down/1D6) Running Clothesline (2/4/5/Down/1D6)

Corner Group:

Skills

Corner 10 Punches (6/2/1/Corner/1D10) Corner Clothesline (5/2/6/Corner/1D6 + 2) Corner Foot Choke (H) (3/2/0/Corner/1D6)

Referee Slack Microphone Work (9 Points) Basic Angle Writer Advanced Angle Writer Submission Resistant (12 Points) Second Wind (9 Points) Ring Technician (4 Points) Finisher Specialization: The Prophecy (9 Points) Trademarked Finisher: The Prophecy (9 Points)

Ringside Group: Bear Hug Drive (5/3/4/Down/1D8) Exposed Piledriver (H) (5/3/5/Down/1D10 + 2) Ring Post Head Smash (5/2/4/Down/1D8)

Move List Standing Group: Body Slam (2/2/1/Down/1D4) Drop Toe Hold (1/1/6/Down/1D4) Hip Toss (1/1/4/Down/1D4) Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6) Kick (1/1/2/Standing/1D6/M=1) Punch (1/1/0/Standing/1D4/M=2) Back Suplex (2/2/1/Down/1D6) Bear Hug (S) (1/1/3/Down/Drain= 1D6 – Dmg = 1D4) DDT (2/3/1/Down/1D6) Elbow Smash © (1/1/6/Standing/1D4/M=1) Eye Gouge (H) (2/1/1/Standing/1D4) Falcon Arrow (4/5/8/Down/1D10) Front Face Lock Drop (2/3/5/Down/1D6) Full Nelson Slam (3/4/4/Down/1D8) Low Blow (H) (2/1/4/Down/1D4) Piledriver (2/2/4/Down/1D6) Short Arm Back Elbow Smash (3/2/6/Down/1D4) Shoulder Breaker (2/3/6/Down/1D8) Side Slam (2/3/4/Down/1D6) Vertical Suplex (2/2/3/Down/1D8)

Ian Hensley He is most often referred to as the “Crazy One” by most everyone who has met him. By looking at him from a distance one would not be able to guess that this man's elevator doesn't go all the way to the top if you know what I mean. Although he isn't stupid and is actually quite intelligent he tends to have conversations with himself and generally acts extremely crazy. He enjoys getting hit in the head with all manner of objects, which would explain his affinity for Hardcore matches. Class: All-Rounder Level: 8 Experience: 21,000 Age: 28 Height: 6ft 1in Weight: 240 lbs Hometown: Honolulu, Hawaii Wrestling Debut: September 28th 1998 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $75,000 per Month. Savings: $1,000,000 Titles Held: 3 x NEW TV Champion 5 x NEW Hardcore Champion 1 x NEW Tag Team Champion

Down Group: Leg Drop (2/1/4/Down/1D4) Elbow Drop (1/1/3/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Boot Lace Eye Rake (H) (2/1/1/Down/1D4) Ring Rope Leg Drop (2/2/6/Down/1D6) Rope Choke (H) (2/2/1/Down/1D6) - 94 -

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Primary Finisher: Ninja Death Lock (20/2/0/Down/Drain = 2D8+8 – Dmg = 2D4+8) Finisher Description: Cobra Clutch. Theme Song: Ornate Japanese Flute Music Ring Entrance: The music begins to play softly across the arena, after a few seconds Ian walks out and does a Martial Arts pose for the crowd. He smiles broadly as he makes his way down the aisle towards the ring, he rolls into the ring, climbs a turnbuckle and sits down awaiting the start of the match.

Attributes Strength: 17 Intelligence: 14 Endurance: 20 Charisma: 21 Agility: 21 Speed: 20

Stats & Bonuses Overness: 75 Health Points: 96 Endurance Points: 103 Damage Bonus: +3 Strike Bonus: +3 Angle Roll: +6 Mic Work: +3 Submission Use: +4 High Spots: +6 Evade: +3 Initiative: +2 Reversals: 6 Hardcore Singles Match Heat Bonus: +30 Hardcore Singles Match Initiative Bonus: +3 Hardcore Singles Match Damage Bonus: +3 Failure Modifier: -5 Quick Roll Bonus: 15

Fine Tuning (3 Points) Skillful Execution Finisher Specialization: Ninja Death Lock (12 Points) Trademarked Finisher: Ninja Death Lock (12 Points) Ring Technician (6 Points) Match Specialization: Hardcore Singles Match (9 Points)

Move List Standing Group: Body Slam (2/2/0/Down/1D4) Drop Toe Hold (1/1/5/Down/1D4) Hip Toss (1/1/3/Down/1D4) Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/1/Standing/1D6/M=1) Punch (C)(1/1/0/Standing/1D4/M=2) Axe Kick (2/2/0/Down/1D4) Back Drop Driver (2/2/0/Down/1D6) DDT (2/3/0/Down/1D6) Enzuigiri (3/2/4/Down/1D4) Fisherman Buster (5/4/3/Down/1D10) German Suplex (4/3/3/Down/1D8) Guillotine Face Driver (4/3/7/Down/1D6) Inverted Atomic Drop (2/2/1/Down/1D4)

Skills Microphone Work (9 Points) Natural Charisma Basic Angle Writer Acting Chops High Flyer (12 points) Submission Master (12 Points) - 95 -

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Legsweep Kick (1/1/0/Down/1D4) Neck Breaker (3/3/5/Down/1D6) Nerve Strike (C) (1/1/0/Standing/1D4 + 2/M=2) Palm Thrust (C) (1/1/0/Standing/1D4/M=2) Reverse Bulldog (4/2/2/Down/1D6) Thrust Kick (1/1/0/Down/1D6) Underhook Piledriver (3/3/6/Down/1D8)

Down Group: Leg Drop (2/1/3/Down/1D4) Elbow Drop (1/1/2/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Boston Crab (S) (3/3/3/Down/Drain=1D10–Dmg = 1D4) Knee Slam (2/1/0/Down/1D4)

Running Group: Bulldog Lariat (2/2/3/Down/1D4) Monkey Flip (3/3/6/Down/1D6) Running Clothesline (2/4/4/Down/1D6)

Corner Group: Corner 10 Punches (6/2/3/Down/1D10) Corner Spear (5/4/5/Down/1D8)

Top Rope Group: Flying Headbutt Drop (3/3/5/Down/1D8) Frog Splash (5/3/5/Down/1D8)

Ringside Group: Barricade Head Smash (5/2/3/Down/1D8) Plancha (5/6/3/Down/1D10)

Titles Held: 1 x NEW World Champion

Frost

Primary Finisher: The Befallen (26/8/2/Down/2D8+6) Finisher Description: Inverted Powerslam

Class: Brawler Level: 7 Experience: 17,150 Age: 25 Height: 6ft 3in Weight: 285 lbs Hometown: Glasgow, Scotland Wrestling Debut: November 25th 1999 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $80,000 per Month Savings: $2,100,000

Theme Song: "The Anthem of War" Ring Entrance: As the frenzied pandemonium of the crowd in attendance is pushed to another level as the skirl of the war pipes rises like a fog over the moors. Suddenly there is an explosion of pyrotechnics at the entrance, the speed metal riff of the Anthem of War thunders, hacking and slashing like a relentless machine. Stalking out from the back to the roar of the crowd, Frost throws his arms up in the air as the second wave of pyrotechnics explodes. Pounding his fist against his - 96 -

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chest, eyes alight with battle joy, Frost tigerishly makes his way to the squared circle; ready and willing to take the world down.

Bear Hug (S) (1/1/3/Down/Drain=1D6 – Dmg=1D4) Clothesline (1/2/1/Down/1D4) Crossed Arms Powerbomb (8/6/9/Down/1D10) DDT (2/3/1/Down/1D6) Fireman's Carry Flapjack (4/4/9/Down/1D6) Gutbuster Drop (3/3/6/Down/1D6) Inverted Atomic Drop (2/2/2/Down/1D4) Olympic Slam (10/5/5/Down/1D8) Piledriver (2/2/4/Down/1D6) Short Arm Back Elbow Smash (3/2/6/Down/1D4) Shoulder Tackle (2/3/1/Down/1D4) Vertical Suplex (2/2/3/Down/1D8)

Attributes Strength: 23 Intelligence: 12 Endurance: 14 Charisma: 19 Agility: 20 Speed: 21

Down Group:

Stats & Bonuses

Leg Drop (2/1/4/Down/1D4) Elbow Drop (1/1/3/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Camel Clutch (S)(3/2/4/Down/Drain= 1D8 + 2, Dmg=1D4) Knee Drop (1/1/1/Down/1D4)

Overness: 60 Health Points: 112 Endurance Points: 114 Damage Bonus: +5 Strike Bonus: +4 Angle Roll: +4 High Spots: +2 Evade: +2 Initiative: +3 No Sell: 2 Reversals: 6 Failure Modifier: -4 Quick Roll Bonus: 13

Running Group: Running Clothesline (2/4/5/Down/1D6)

Corner Group: Corner Splash (7/3/6/Down/1D8 + 2) Corner Kick Fest (8/2/2/Down/1D6)

Skills Microphone Work (3 Points) Natural Charisma Acting Chops Fine Tuning (3 Points) The No Sell (8 Points) Ring Technician (6 Points) Finisher Specialization: The Befallen (9 Points) Trademarked Finisher: The Befallen (9 Points)

Reckless Warrior Class: Brawler Level: 8 Experience: 18,900 Age: 30 Height: 6ft 4in Weight: 243 lbs Hometown: Dallas, Texas Wrestling Debut: April 20h 1996 Alignment: Tweener Contract Type: Written Contract Length: 2 Years Contract Amount: $50,000 per Month. Savings: $1,600,000 Titles Held: 1 x NEW Hardcore Champion 4 x NEW Tag Team Champion

Move List Standing Group: Body Slam (2/2/1/Down/1D4) Drop Toe Hold (1/1/6/Down/1D4) Hip Toss (1/1/4/Down/1D4) Irish Whip (1/1/1/Running/turnbuckle-1D4,barricade- 1D6) Kick (C)(1/1/2/Standing/1D6/M=1) Punch (C)(1/1/1/Standing/1D4/M=2) Airplane Spin Toss (1/2/1/Down/1D4) - 97 -

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Skills

Primary Finisher: Reckless Ride (24/5/6/Down/2D10+6) Finisher Description: Crucifix Powerbomb

Microphone Work (3 Points) Natural Charisma Basic Angle Writer Acting Chops The Miraculous Kick-Out (6 Points) Finisher Specialization: Reckless Ride (9 Points) Trademarked Finisher: Reckless Ride (6 Points) The Specialist Ring Technician (6 Points) The No Sell (6 Points)

Theme Song: “Stan” by Eminem Ring Entrance: “Stan” by Eminem starts up as the lights begin to flash on and off, suddenly green and red pyrotechnics erupt from the four ring posts of the ring and Reckless Warrior steps out from the back and makes his way down to the ring, he climbs in just as another burst of green and red pyro erupts from the ringposts, the lights return to normal and the music then fades out. Physical Description: Has a strong muscular build with long black hair that drops down about and inch past his collar bone and always makes his appearances with stubble on his face. His ring attire is made up of red and yellow wrestling tights with a rattle snake printed on the sides of each leg. Completing the outfit is a pair of red leather wrestling boots and white wrist tape.

Move List Standing Group: Body Slam (2/1/1/Down/1D4) Drop Toe Hold (1/1/6/Down/1D4) Hip Toss (1/1/4/Down/1D4) Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/2/Standing/1D6/M=1) Punch (C)(1/1/1/Standing/1D4/M=2) Belly to Back Powerbomb (8/4/9/Down/1D10 + 2) Brainbuster Suplex (5/2/4/Down/1D10) Clothesline (1/1/1/Down/1D4) DDT (2/2/1/Down/1D6) Elbow Smash © (1/1/6/Down/1D4/M=2) Flap Jack (2/2/7/Down/1D6) Forearm Smash (C) (1/1/4/Standing/1D4/M=2) Neck Breaker (3/2/6/Down/1D6) Piledriver (2/1/4/Down/1D6) Press Slam (3/3/4/Down/1D8) Short Arm Big Boot (4/1/1/Down/1D6) Spinebuster Slam (3/2/4/Down/1D8) Turnbuckle Smash (2/2/4/Corner/1D6)

Attributes Strength: 21 Intelligence: 14 Endurance: 20 Charisma: 22 Agility: 15 Speed: 17

Stats & Bonuses Overness: 60 Health Points: 119 Endurance Points: 93 Damage Bonus: +5 Strike Bonus: +3 Angle Roll: +6 Mic Work: +1 High Spot Bonus: +1 Evade: +1 Initiative: +2 No Sell: 2 Miraculous Kick-Out: 2 Reversals: 6 Failure Modifier: -4 Quick Roll Bonus: 14

Down Group: Leg Drop (2/1/4/Down/1D4) Elbow Drop (1/1/3/Down/1D4) Stomp (C)(1/1/0/Down/1D4/M=2) Knee Drop Knee Breaker (2/1/1/Down/1D6)

Running Group: Big Boot Kick (2/1/6/Down/1D6) Bulldog Lariat (2/1/4/Down/1D4) Running Clothesline (2/2/5/Down/1D6) - 98 -

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Corner Group:

up. His ring attire consists of red leather wrestling boots, black wrestling tights with the word “Joseph” printed on the right leg and the word “David” printed on the left in red lettering.

Corner Clothesline (5/1/6/Down/1D6 + 2) Corner Spear (5/2/6/Down/1D8)

Ringside Group:

Attributes

Barricade Throat Drop (5/2/4/Standing/1D10) Bear Hug Drive (5/2/4/Down/1D8) Ring Post Head Smash (5/1/4/Down/1D8)

Strength: 17 Intelligence: 10 Endurance: 18 Charisma: 15 Agility: 17 Speed: 18

Top Rope Group: Flying Clothesline (3/3/4/Down/1D6) Flying Fist Drop (3/1/6/Down/1D6)

Stats & Bonuses Overness: 55 Health Points: 81 Endurance Points: 161 Damage Bonus: +5 Strike Bonus: +4 Angle Roll: +3 Mic Work: +2 High Spots: +2 Evade: +2 Initiative: +2 No Sell: 3 Miraculous Kick-Out: 3 Reversals: 5 Failure Modifier: -5 Quick Roll Bonus: 13

Joseph David Class: All-Rounder Level: 8 Experience: 20,500 Age: 30 Height: 6ft 4in Weight: 235 lbs Hometown: Las Vegas, Nevada Wrestling Debut: September 12th 1998 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $40,000 per Month. Savings: $1,000,000 Titles Held: 2 x NEW Hardcore Champion

Skills Referee Slack Microphone Work (6 Points) Acting Chops Fine Tuning (12 Points) The Miraculous Kick-Out (9 Points) Ring Technician (8 Points) Finisher Specialization: The Leviathan (9 Points) Trademarked Finisher: The Leviathan (9 Points) The No Sell (9 Points)

Primary Finisher: The Leviathan (32/16/2/Down/2D10+6) Finisher Description: Death Valley Driver Theme Song: "Dig" by Mudvayne Ring Entrance: “Dig” by Mudvayne fills the arena as Joseph David steps out from the back and motions with his finger that he's number one as the crowd boos loudly. He slowly walks down the aisle and climbs into the ring as his music fades out.

Move List Standing Group:

Physical Description: He has a decent physical build, nothing too spectacular but he's no slouch either. His hair is short, dyed red and spiked

Body Slam (2/2/0/Down/1D4) Drop Toe Hold (1/1/5/Down/1D4) - 99 -

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Hip Toss (1/1/3/Down/1D4) Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/1/Standing/1D6/M=1) Punch (C)(1/1/0/Standing/1D4/M=2) Atomic Drop (2/2/1/Down/1D4) Brainbuster Suplex (5/4/3/Down/1D10) DDT (2/3/0/Down/1D6) Death Valley Driver (10/8/5/Down/1D10) Dropkick (2/2/3/Down/1D4) Fireman's Carry ¾ Face Lock Bulldog (8/6/5/Down/1D10) Fisherman Buster (5/4/3/Down/1D10) Front Suplex Gutbuster Drop (5/5/8/Down/1D8) Implant DDT (5/5/4/Down/1D8) Low Blow (H) (2/1/3/Down/1D4) Release German Suplex (5/3/3/Down/1D10) Shoulder Breaker (2/3/5/Down/1D8) Snap Suplex (2/2/3/Down/1D8) Tiger Suplex (5/3/3/Down/1D8)

Contract Type: Written Contract Length: 2 Years Contract Amount: $25,000 per Month. Savings: $250,000 Titles Held: 1 x NEW Hardcore Champion

Down Group:

Physical Description: His ring attire consists of plain black leather boots with black and gray wrestling tights and a black and grey wrestling mask covers his face.

Leg Drop (2/1/1/Down/1D4) Elbow Drop (1/1/2/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Groin Stomp (H) (2/1/0/Down/1D8) Half Crab (S) (3/2/3/Down/Drain=1D10 – Dmg = 1D4) Sharpshooter Leglock (S) (5/3/4/Down/Drain=1D10–Dmg=1D6)

Running Group: Fallaway Slam (2/3/4/Down/1D6) Running Clothesline (2/4/4/Down/1D6)

Primary Finisher: Ghost Flight (16/8/5/Down/2D10+8) Finisher Description: Corkscrew Shooting Star Press Theme Song: “Ghost Riders in the Sky” by Spiderbait Ring Entrance: “Ghost Riders in the Sky” begins to play across the arena, as the lights dim down, a gray spotlight shines down on the the entrance while a blue one shines down on the ring. Wraith comes out and slowly makes his way down the aisle towards the ring which he slides into under the bottom rope and jumps to his feet as the lights come on and his music fades.

Attributes Strength: 13 Intelligence: 15 Endurance: 15 Charisma: 14 Agility: 22 Speed: 20

Corner Group: Corner 10 Punches (6/2/0/Down/1D10) Corner Kick Fest (8/2/1/Down/1D6) Turnbuckle Crucifix Powerbomb (12/8/9/Down/1D10 + 2)

Wraith Class: High Flyer Level: 7 Experience: 18,500 Age: 24 Height: 5ft 10in Weight: 205 lbs Hometown: Denver, CO Wrestling Debut: November 22nd 2001 Alignment: Tweener

Stats & Bonuses Overness: 50 Health Points: 101 Endurance Points: 122 Damage Bonus: +4 Strike Bonus: +2 Angle Roll: +3 High Spot Bonus: +7 Evade: +3 Initiative: +2 Second Wind: 2 Reversals: 5 Failure Modifier: -3 Quick Roll Bonus: 10 - 100 -

Ty States (order #1772158)

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Skills Fast Healer Acting Chops High Flyer (16 Points) Fine Tuning (6 Points) Second Wind (6 Points) Finisher Specialization: Ghost Flight (12 Points) Ring Technician (4 Points) Referee Slack

Super Flying Heascissors (5/4/7/Down/1D8)

Corner Group: Frankensteiner (6/4/7/Down/1D8)

Ringside Group: Plancha (5/4/7/Down/1D10) Springboard Dropkick (5/4/7/Down/1D8) Springboard Somersault Senton (7/5/9/Down/1D10)

Move List Standing Group: Body Slam (2/2/2/Down/1D4) Drop Toe Hold (1/1/7/Down/1D4) Hip Toss (1/1/5/Down/1D4) Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/3/Standing/1D6/M=1) Punch (C)(1/1/2/Standing/1D4/M=2) Arm Drag (1/1/1/Down/1D4) DDT (2/3/2/Down/1D6) Dropkick (2/2/5/Down/1D4) Fisherman Suplex (5/4/5/Down/1D10) German Suplex (4/3/5/Down/1D8) Hurricanrana (3/3/8/Down/1D6) Inverted DDT (4/3/5/Down/1D6) Legsweep Kick (1/1/2/Down/1D4) Palm Thrust (C)(1/1/2/Down/1D4/M=2) Running Bulldog (2/4/4/Down/1D6) Swinging Bulldog (3/4/4/Down/1D6)

Down Group: Leg Drop (2/1/5/Down/1D4) Elbow Drop (1/1/4/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Knee Drop (1/1/2/Down/1D4) Texas Cloverleaf (S) (4/3/6/Down/Drain=1D10–Dmg=1D6)

Running Group: Cross Body Block (2/2/2/Down/1D4) Flying Axe Kick (3/2/5/Down/1D6) Monkey Flip (3/3/8/Down/1D6)

Top Rope Group: Flying Cross Body Block (4/3/5/Down/1D8) Frog Splash (5/3/7/Down/1D8) Shooting Star Senton (10/6/9/Down/1D10) 450 Splash (10/6/11/Down/1D10 + 2)

Specter Class: Technical Level: 7 Experience: 18,200 Age: 29 Height: 6ft 1in Weight: 248 lbs Hometown: Los Angeles, CA Wrestling Debut: June 3rd 1998 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $10,500 per Month. Savings: $200,000 Titles Held: None Primary Finisher: Wild Touch (14/12/2/Down/2D10+4) Finisher Description: Underhook Powerbomb Theme Song: "Wrong Way" by Sublime Ring Entrance: “Wrong Way” by Sublime begins to play across the arena as Specter steps out from the back and makes his way down the aisle slapping the hands of the fans as he goes. He slips into the ring under the bottom rope and jumps to his feet as the music fades out. Physical Description: He has short brown hair that is neatly coiffed. His ring attire is quite simple, consisting of black leather wrestling boots and a solid black singlet. - 101 -

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Attributes Strength: 20 Intelligence: 19 Endurance: 19 Charisma: 11 Agility: 15 Speed: 16

Stats & Bonuses Overness: 50 Health Points: 73 Endurance Points: 89 Damage Bonus: +5 Strike Bonus: +1 Angle Roll: +5 Submission Use: +2 Submission Break: +2 High Spot Bonus: +1 Evade: +1 Initiative: +1 Reversals: 6 Failure Modifier: -6 Quick Roll Bonus: 12

Fireman's Carry DDT (8/6/3/Down/1D10) Fireman's Carry Takedown (1/2/1/Down/1D4) German Suplex (4/3/2/Down/1D8) Implant DDT (5/5/3/Down/1D8) Inverted DDT (4/3/2/Down/1D6) Neck Breaker (3/3/4/Down/1D6) Pumphandle Suplex (4/4/3/Down/1D10) Russian Legsweep (2/2/2/Down/1D4) Tilt-A-Whirl Backbreaker Drop (8/8/4/Down/1D10)

Down Group: Leg Drop (2/1/2/Down/1D4) Elbow Drop (1/1/1/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Ankle Lock (S) (2/2/2/Down/Drain=1D6–Dmg=1D4) Boston Crab (S) (3/3/2/Down/Drain=1D10–Dmg=1D4) Figure Four Leg Lock (S) (4/3/0/Down/Drain=1D10–Dmg=1D4) Knee Drop Knee Breaker (2/1/0/Down/1D6)

Running Group: Fallaway Slam (2/3/4/Down/1D6) Lou Thesz Press (5/3/3/Down/1D6)

Skills Basic Angle Writer Advanced Angle Writer Acting Chops Submission Resistant (6 Points) Submission Master (6 Points) Fine Tuning (3 Points) Finisher Specialization: Wild Touch (6 Points) Ring Technician (2 Points) Fast Healer

Move List Standing Group: Body Slam (2/2/0/Down/1D4) Drop Toe Hold (1/1/4/Down/1D4) Hip Toss (1/1/2/Down/1D4) Irish Whip (1/1/0/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/0/Standing/1D6/M=1) Punch (C)(1/1/0/Standing/1D4/M=2) Atomic Drop (2/2/0/Down/1D4) Belly to Back Cradle Suplex (3/3/1/Down/1D6) Belly to Belly Brainbuster (8/8/3/Down/1D10) Cobra Clutch Slam (4/4/5/Down/1D8) DDT (2/3/5/Down/1D6) Death Valley Driver (10/8/4/Down/1D10)

Corner Group: Turnbuckle Belly to Belly Suplex (8/8/4/Down/1D10)

Ringside Group: Barricade Head Smash (5/2/2/Down/1D8) Bear Hug Drive (5/3/2/Down/1D8)

Lock-Down Class: High Flyer Level: 7 Experience: 18,000 Age: 29 Height: 6ft 0in Weight: 215 lbs Hometown: Seattle, WA Wrestling Debut: June 3rd 1998 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $8,000 per Month Savings: $76,000 - 102 -

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High Flyer (8 Points) Submission Resistant (9 Points) Ring Technician (4 Points) Skillful Execution Finisher Specialization: The End (6 Points) Trademarked Finisher: The End (6 Points)

Titles Held: 3 x NEW Hardcore Champion Primary Finisher: The End (18/8/4/Down/2D10+4) Finisher Description: 3/4 Facelock Bulldog Theme Song: "Maria" by Rage Against The Machine Ring Entrance: The lights in the arena go off, “Maria” by Rage Agains The Machine begins to playm, suddenly brilliant white pyrotechnics light up the entranceway and a searchlight goes through the arena. Lock-Down walks out and makes his way down the aisle, climbing into the ring using the steel ring steps. Physical Description: Long brown hair that falls just below his shoulder blades, his ring attire is made up of white leather wrestling boots and black wrestling tights with a graphic of a piece of barb wire snaking around the right leg all the way up and circling the waist.

Attributes Strength: 18 Intelligence: 10 Endurance: 14 Charisma: 12 Agility: 22 Speed: 22

Stats & Bonuses Overness: 50 Health Points: 86 Endurance Points: 68 Damage Bonus: +5 Strike Bonus: +2 Angle Roll: +2 Mic Work: +2 Submission Break: +3 High Spots: +5 Evade: +3 Initiative: +3 Reversals: 5 Failure Modifier: -3 Quick Roll Bonus: 11

Move List Standing Group: Body Slam (2/2/2/Down/1D4) Drop Toe Hold (1/1/7/Down/1D4) Hip Toss (1/1/5/Down/1D4) Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/3/Standing/1D6/M=1) Punch (C)(1/1/2/Standing/1D4/M=2) Arm Drag (1/1/1/Down/1D4) Arm Wringer (1/1/2/Standing/1D4) Back Breaker Drop (1/2/2/Down/1D4) DDT (2/3/2/Down/1D6) Dropkick (2/2/5/Down/1D4) Enzuigiri (3/2/6/Down/1D4) Eye Gouge (H) (2/1/2/Down/1D4) German Suplex (4/3/5/Down/1D8) Hurricanrana (3/3/8/Down/1D6) Roundhouse Kick (1/1/2/Down/1D6) Sidewalk Slam (3/3/6/Down/1D8) Snap Suplex (2/2/5/Down/1D8) Underhook Face Driver (4/3/7/Down/1D6)

Down Group: Leg Drop (2/1/5/Down/1D4) Elbow Drop (1/1/4/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Armbar (1/1/5/Down/Drain = 1D4 – Damage 1D4) Groin Stomp (H) (2/1/2/Down/1D8)

Running Group: Dragon Screw (3/2/7/Down/1D4) Spin Wheel Kick (2/2/7/Down/1D6)

Top Rope Group:

Skills Microphone Skill (6 Points) Acting Chops

Blockbuster (8/5/9/Down/1D10) High Angle Senton Bomb (10/5/10/Down/1D10) Missile Dropkick (3/3/7/Down/1D6) Top Rope Hurricanrana (6/5/9/Down/1D10) Tornado DDT (8/6/7/Down/1D10) - 103 -

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Harold “Vodka” Collins

Damage Bonus: +5 Strike Bonus: +1 Angle Roll: +2 High Spot Bonus: +1 Evade: +1 Initiative: +2 No Sell: 2 Reversals: 5 Failure Modifier: -2 Quick Roll Bonus: 11

Class: Brawler Level: 6 Experience: 14,000 Age: 33 Height: 6ft 6in Weight: 330 lbs Hometown: New York, NY Wrestling Debut: July 18th 1997 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $10,000 per Month. Savings: $200,000 Titles Held: 1 x NEW Hardcore Champion

Skills Referee Slack Basic Angle Writer The No Sell (6 Points) Finisher Specialization: Screwdriver (6 Points) Trademarked Finisher: Screwdriver (4 Points) The Heat Generator (6 Points) Ring Technician (2 Points)

Primary Finisher: Screwdriver (12/8/6/Down/2D8+4) Finisher Description: Tombstone Piledriver Theme Song: Russian Folksong Ring Entrance: A cheery little Russian Folksong begins to play on the arena sound system. Harold "Vodka" Collins staggers out from the back holding a bottle of Russian vodka, he flips the crowd off after which he unleashes a loud and putrid belch. He staggers down the aisle sipping from the bottle as he goes. The crowd laughs hysterically as he tries stumbles and falls attempting to climb into the ring. Physical Description: Harold Collins is a big burly man, he has short brown unkempt hair and a full beard, always with little bits of food stuck in it. His ring attire is quite simply a pair of blue jeans and a flannel shirt. He comes to the ring wearing black leather wrestling boots, blue jeans and a flannel shirt that is unbuttoned exposing his very hairy chest.

Attributes Strength: 23 Intelligence: 16 Endurance: 20 Charisma: 15 Agility: 16 Speed: 18

Stats & Bonuses Overness: 50 Health Points: 89 Endurance Points: 69 Match Heat Bonus: +10

Move List Standing Group: Body Slam (2/2/3/Down/1D4) Drop Toe Hold (1/1/8/Down/1D4) Hip Toss (1/1/6/Down/1D4) Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/4/Standing/1D6/M=1) Punch (C)(1/1/3/Standing/1D4/M=2) Bear Hug (S) (1/1/5/Down/Drain = 1D6 – Dmg = 1D4) Belly To Belly Suplex (3/3/5/Down/1D8) Bite (H) (2/1/1/Down/1D4) Death Valley Driver (10/8/8/Down/1D10) Double Axe Handle Smash © (2/1/4/Down/1D4/M=2) Elbow Smash (C)(1/1/8/Down/1D4/M=2) 3/4 Face Lock Bulldog (5/4/7/Down/1D10) Flap Jack (2/3/9/Down/1D6) Inverted Powerslam (5/4/6/Down/1D8) Low Blow (H) (2/1/6/Down/1D4) Piledriver (2/2/6/Down/1D6) Short Arm Clothesline (3/4/4/Down/1D6) Side Slam (2/3/6/Down/1D6) Spear (4/3/8/Down/1D8) Underhook DDT (4/4/6/Down/1D8)

Down Group: Leg Drop (2/1/6/Down/1D4) Elbow Drop (1/1/5/Down/1D4) Stomp (C)(1/1/0/Down/1D4/M=2) Fist Drop (1/1/6/Down/1D4) - 104 -

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Attributes

Giant Swing (2/3/3/Down/1D4) Groin Stomp (H) (2/1/3/Down/1D8)

Strength: 19 Intelligence: 17 Endurance: 17 Charisma: 18 Agility: 20 Speed: 17

Running Group: Running Clothesline (2/4/7/Down/1D6) Spear (6/3/8/Down/1D10)

Stats & Bonuses Overness: 55 Health Points: 69 Endurance Points: 62 Match Heat Bonus: +20 Damage Bonus: +4 Angle Roll: +4 Mic Work: +3 High Spot Bonus: +5 Evade: +2 Initiative: +2 Reversals: 4 Failure Modifier: -3 Quick Roll Bonus: 12

The Role Model Class: High Flyer Level: 6 Experience: 16,000 Age: 26 Height: 5ft 11in Weight: 234 lbs Hometown: Boston, MA Wrestling Debut: October 28th 1999 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $12,000 per Month. Savings: $200,000 Titles Held: 2 x NEW Hardcore Champion 2 x NEW Tag Team Champion

Skills Natural Charisma Microphone Work (9 Points) Acting Chops Skillful Execution High Flyer (15 Points) Trademarked Finisher: The Idol Kick (15 Points) The Heat Generator (12 Points)

Primary Finisher: The Idol Kick (22/2/2/Down/2D6) Finisher Description: Thrust Kick Theme Song: “Role Model” By Eminem

Move List Ring Entrance: As “Role Model” by Eminem begins to play across the arena, The Role Model steps out and makes his way down the aisle towards the ring, slapping the hands of the fans on the way. He slides into the ring underneath the bottom rope as his music fades out. Physical Description: Short brown hair and clean shaven, he has a decent physique for a High Flyer and his ring attire consists of yellow and black wrestling tights along with a pair of black leather wrestling boots.

Standing Group: Body Slam (2/2/2/Down/1D4) Drop Toe Hold (1/1/7/Down/1D4) Hip Toss (1/1/5/Down/1D4) Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/3/Standing/1D6/M=1) Punch (C)(1/1/2/Standing/1D4/M=2) Axe Kick (2/2/2/Down/1D4) DDT (2/3/2/Down/1D6) Dropkick (2/2/5/Down/1D4) Face Driver (4/3/7/Down/1D6) Hurricanrana (3/3/8/Down/1D6) Jawbreaker (2/2/6/Down/1D6) Legsweep Kick (1/1/2/Down/1D4)

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Neck Breaker (3/3/7/Down/1D6) Running Bulldog (2/4/4/Down/1D6) Russian Legsweep (2/2/5/Down/1D4) Snap Suplex (2/2/8/Down/1D8)

Down Group:

Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $10,000 per Month. Savings: $90,000 Titles Held: None

Leg Drop (2/1/5/Down/1D4) Elbow Drop (1/1/4/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Boston Crab (S) (3/3/5/Down/Drain=1D10–Dmg=1D4) Senton (2/2/5/Down/1D4)

Primary Finisher: The Prospector (34/11/5/Down/2D10 + 19) Finisher Description: Corner Group: Top Rope Death Valley Driver

Running Group:

Ring Entrance: As “Memory Remains” by Metallica begins to play, Rickson Rain steps out from behind the curtain and stops in front of the entrance way, he raises his index finger in the air as the crowd boos loudly, he then walks to the ring taunting and insulting the fans along the way. Once he gets to the ring he climbs up on the apron, raises the top rope and steps into th ring between the top and middle ropes and waits in the ring for his opponent as his music fades out.

Cross Body Block (2/2/2/Down/1D4) Dragon Screw (3/2/7/Down/1D4) Flying Head Scissors (4/3/9/Down/1D6) Monkey Flip (3/3/8/Down/1D6)

Corner Group: Corner Spear (5/4/7/Down/1D8)

Top Rope Group: Corkscrew Shooting Star Press (8/4/9/Down/1D10) Flying Leg Drop (4/3/7/Down/1D6) Flying Somersault DDT (8/8/8/Down/1D10) Frog Splash (5/3/7/Down/1D10) Moonsault (3/3/8/Down/1D8) Moonsault Legdrop (12/6/9/Down/1D10)

Ringside Group: Springboard Flying Head Scissors (8/6/9/Down/1D10) Springboard Leg Drop (6/4/8/Down/1D8)

Theme Song: “Memory Remains” by Metallica

Physical Description: Rickson Rain possesses an impressive well chiseled physique, he has shoulder length blonde hair and blue eyes. His ring attire is composed of simple black wrestling trunks with black elbow pads and black leather wrestling boots.

Attributes Strength: 21 Intelligence: 12 Endurance: 16 Charisma: 18 Agility: 19 Speed: 20

Stats & Bonuses

“The Top Prospect” Rickson Rain Class: All-Rounder Level: 6 Experience: 16,000 Age: 27 Height: 6ft 2in Weight: 235 lbs Hometown: San Jose, CA Wrestling Debut: November 10th 1999

Overness: 50 Health Points: 79 Endurance Points: 67 Damage Bonus: +5 Strike Bonus: +6 Angle Roll: +4 Mic Work: +3 High Spots: +2 Evade: +2 Initiative: +2 Reversals: 4 Failure Modifier: -3 Quick Roll Bonus: 11 - 106 -

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Skills

Missile Dropkick (3/2/7/Down/1D6)

Natural Charisma Acting Chops Microphone Work (9 Points) Finisher Specialization: The Prospector (21 Points) Trademarked Finisher: The Prospector (6 Points) Skillful Execution The Specialist Ring Technician (12 Points)

Juan Alvero Hernandez Class: Technical Level: 5 Experience: 14,000 Age: 26 Height: 6ft 0in Weight: 225 lbs Hometown: Santander Jiminez Wrestling Debut: July 28th 1998 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $10,000 per Month. Savings: $70,000 Titles Held: 1 x NEW TV Champion 3 x NEW Tag Team Champion

Move List Standing Group: Body Slam (2/1/2/Down/1D4) Drop Toe Hold (1/1/7/Down/1D4) Hip Toss (1/1/5/Down/1D4) Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/3/Standing/1D6/M=1) Punch (C)(1/1/2/Standing/1D4/M=2) Brainbuster Suplex (5/2/5/Down/1D10) DDT (2/2/2/Down/1D6) Fireman's Carry Face Breaker (6/2/9/Down/1D8) German Suplex (4/2/5/Down/1D8) Low Blow (H) (2/1/5/Down/1D4) Olympic Slam (10/3/6/Down/1D8) Piledriver (2/1/5/Down/1D6) Short Arm Back Elbow Smash (3/1/7/Down/1D4) Underhook DDT (4/2/5/Down/1D8) Vertical Suplex (2/1/4/Down/1D8)

Primary Finisher: Old El Paso Drop (20/6/3/Down/2D6+6) Finisher Description: Underhook Face Driver

Attributes

Down Group: Leg Drop (2/1/5/Down/1D4) Elbow Drop (1/1/4/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Groin Stomp (H) (2/1/2/Down/1D8) Hamstring Pull (S) (2/2/4/Down/Drain=1D6–Dmg=1D4)

Running Group: Flying Shoulder Tackle (2/2/6/Down/1D6) Running Clothesline (2/2/6/Down/1D6)

Corner Group: Corner Clothesline (5/1/7/Corner/1D6 + 2) Superplex (5/2/7/Down/1D10)

Top Rope Group: Flying Leg Drop (4/2/7/Down/1D6)

Strength: 11 Intelligence: 16 Endurance: 23 Charisma: 16 Agility: 16 Speed: 18

Stats & Bonuses Overness: 35 Health Points: 90 Endurance Points: 99 Damage Bonus: +1 Strike Bonus: +2 Angle Roll: +3 Submission Use: +2 Submission Break: +3 High Spots: +1 Evade: +1 Initiative: +2 Reversals: 6 Failure Modifier: -4 Quick Roll Bonus: 9

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Skills Referee Slack Submission Resistant (9 Points) Submission Master (6 Points) Finisher Specialization: Old El Paso Drop (9 Points) Trademarked Finisher: Old El Paso Drop (9 Points) Ring Technician (4 Points) Acting Chops

Move List Standing Group: Body Slam (2/2/1/Down/1D4) Drop Toe Hold (1/1/6/Down/1D4) Hip Toss (1/1/4/Down/1D4) Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/2/Standing/1D6/M=1) Punch (C)(1/1/1/Standing/1D4/M=2) Arm Breaker (1/1/1/Down/1D4) Back Breaker Drop (1/2/1/Down/1D4) DDT (2/3/1/Down/1D6) Dropkick (2/2/4/Down/1D4) European Uppercut (C) (1/1/4/Standing/1D4/M=1) Fisherman Buster (5/4/4/Down/1D10) German Suplex (4/3/4/Down/1D8) Inverted DDT (4/3/4/Down/1D6) Legsweep Kick (1/1/1/Down/1D4) Neck Breaker (3/3/6/Down/1D6) Piledriver (2/2/4/Down/1D6) Running Bulldog (2/3/4/Down/1D6) Sidewalk Slam (3/3/5/Down/1D8) Spinning Boot Scrape (H) (2/1/0/Down/1D4)

Corner Group: Corner Foot Choke (3/2/0/Down/1D6) Frankensteiner (6/4/6/Down/1D8) Superplex (5/4/6/Down/1D10)

Ricky Hernandez Class: High Flyer Level: 5 Experience: 13,000 Age: 25 Height: 5ft 9in Weight: 190 lbs Hometown: Santander Jiminez Wrestling Debut: January 16th 1999 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $10,000 per Month Savings: $70,000 Titles Held: 3 x NEW Tag Team Champion Primary Finisher: The Mexican Twister (16/12/6/Down/2D10+4) Finisher Description: Tornado DDT Theme Song: “La Rispa” by Mexican Mariachi Band

Down Group: Leg Drop (2/1/4/Down/1D4) Elbow Drop (1/1/3/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Achilles Tendon Hold (S) (2/2/4/Down/Drain=1D6–Dmg=1D4) Figure Four Leg Lock (S) (4/3/2/Down/Drain=1D10–Dmg=1D4) Texas Clover Leaf (S) (4/3/5/Down/Drain=1D10–Dmg=1D6)

Running Group: Back Body Drop (2/2/1/Down/1D4) Running Clothesline (2/4/5/Down/1D6)

Ring Entrance: The music gets louder and louder as the lights get lower and lower. An orange spotlight rests on the entrance way. There is a few seconds delay before the orange light flashes between red, yellow and orange. Ricky jumps out through the curtain and jumps around dancing to the music as he makes his way down the aisle. He jumps up on the apron then effortlessly jumps over the top rope landing in the ring and begins to dance to the music in the ring until it fades out. Physical Description: Mexican tanned skin color with short black hair. His wrestling attire consists of Red wrestling tights and white leather wrestling boots. During his entrance he wears a very large Sombrero. - 108 -

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Attributes

Down Group: Leg Drop (2/1/6/Down/1D4) Elbow Drop (1/1/5/Down/1D4) Stomp (C)(1/1/0/Down/1D4/M=2) Boot Lace Eye Rake (H) (2/1/3/Down/1D4) Camel Clutch (S) (3/2/6/Down/Drain=1D8 +2–Dmg=1D4) Knee Drop (1/1/3/Down/1D4)

Strength: 18 Intelligence: 16 Endurance: 20 Charisma: 18 Agility: 22 Speed: 22

Stats & Bonuses Overness: 35 Health Points: 71 Endurance Points: 99 Match Heat Bonus: +10 Damage Bonus: +4 Angle Roll: +4 High Spots: +5 Evade: +3 Initiative: +3 Reversals: 4 Failure Modifier: -2 Quick Roll Bonus: 10

Running Group: Flying Headscissors (4/3/10/Down/1D6) Spin Wheel Kick (2/2/8/Down/1D6)

Top Rope Group: Flying Bulldog (3/4/9/Down/1D8) Flying ¾ Face Lock Bulldog (8/6/9/Down/1D10 + 4) Shooting Star Press (5/5/10/Down/1D10) Sunset Flip (3/4/9/Down/1D8)

Corner Group:

Skills Referee Slack High Flyer (10 Points) Finisher Specialization: The Mexican Twister (6 Points) The Heat Generator (6 Points) Fine Tuning (3 Points) Acting Chops

Frankensteiner (6/4/8/Down/1D8)

Ringside Group: Springboard DDT (10/10/11/Down/1D10+2) Springboard Dropkick (5/4/8/Down/1D8) Springboard Legdrop (6/4/9/Down/1D8)

Move List Standing Group: Body Slam (2/2/3/Down/1D4) Drop Toe Hold (1/1/8/Down/1D4) Hip Toss (1/1/6/Down/1D4) Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/4/Standing/1D6/M=1) Punch (C)(1/1/3/Standing/1D4/M=2) DDT (2/3/3/Down/1D6) Dropkick (2/2/6/Down/1D4) Enzuigiri (3/2/7/Down/1D4) Guillotine Face Driver (4/3/10/Down/1D6) Hurricanrana (3/3/9/Down/1D6) Inverted Atomic Drop (2/2/4/Down/1D4) Neck Breaker (3/3/8/Down/1D6) Northern Lights Bomb (4/4/9/Down/1D8) Vertical Suplex (2/2/5/Down/1D8)

The Prodigy Class: High Flyer Level: 5 Experience: 13,000 Age: 28 Height: 6ft 0in Weight: 225 lbs Hometown: Pittsburgh, PA Wrestling Debut: March 16th 1997 Alignment: Tweener Contract Type: Written Contract Length: 2 Years Contract Amount: $10,000 per Month Savings: $100,000 - 109 -

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Acting Chops Natural Charisma High Flyer (8 Points) Finisher Specialization: Stars And Stripes (9 Points) Ring Technician (4 Points)

Titles Held: 2 x NEW Tag Team Champion 2 x NEW Hardcore Champion Primary Finisher: Stars And Stripes (20/10/8/Down/2D10+6) Finisher Description: High-Angle Senton Bomb

Move List

Theme Song: “Of Wolf and Man” by Metallica

Standing Group:

Ring Entrance: “Of Wolf and Man” by Metallica starts up and The Prodigy calmly comes out from the back and makes his way down the ring mostly ignoring the fans, but if he sees someone wearing his merchandise he'll slap their hand or give them an autograph. When he gets to the ring he slides in under the bottom rope and jumps to his feet as the music fades out. Physical Description: He has long shoulder length blonde hair and piercing blue eyes with a clean shaven face. His wrestling attire is made up of a pair of black wrestling boots and dark green or white cargo pants, a set of black elbow pads rounds out the attire.

Attributes Strength: 17 Intelligence: 17 Endurance: 14 Charisma: 21 Agility: 21 Speed: 24

Body Slam (2/2/3/Down/1D4) Drop Toe Hold (1/1/8/Down/1D4) Hip Toss (1/1/6/Down/1D4) Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/4/Standing/1D6/M=1) Punch (C)(1/1/3/Standing/1D4/M=2) Arm Drag (1/1/2/Down/1D4) Bulldog (1/2/3/Down/1D4) DDT (2/3/3/Down/1D6) Dropkick (2/2/6/Down/1D6) Enzuigiri (3/2/7/Down/1D4) German Suplex (4/3/6/Down/1D8) Hurricanrana (3/3/9/Down/1D6) Inverted Side Swinging Bulldog (6/4/7/Down/1D6) Knife Hand Chop (C) (2/1/3/Standing/1D4/M=2) Roundhouse Kick (1/1/3/Down/1D6) Snap Suplex (2/2/6/Down/1D8)

Down Group:

Stats & Bonuses Overness: 50 Health Points: 96 Endurance Points: 80 Damage Bonus: +4 Strike Bonus: +2 Angle Roll: +5 Mic Work: +2 High Spot Bonus: +5 Evade: +3 Initiative: +3 Reversals: 5 Failure Modifier: -2 Quick Roll Bonus: 10

Leg Drop (2/1/6/Down/1D4) Elbow Drop (1/1/5/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Armbar and Arm Scissors (S) (2/3/6/Down/Drain = 1D8 – Dmg=1D4) Senton (2/2/6/Down/1D4)

Running Group: Dragon Screw (3/2/8/Down/1D4) Flying Head Scissors (4/3/10/Down/1D6)

Corner Group: Corner Kick Fest (8/2/4/Down/1D6) Frankensteiner (6/4/8/Down/1D8)

Top Rope Group: Skills

Microphone Work (6 Points)

Frog Splash (5/3/8/Down/1D8) Missile Dropkick (3/3/8/Down/1D6) Moonsault (3/3/9/Down/1D8) Super Flying Head Scissors (5/4/8/Down/1D8) Top Rope Hurricanrana (6/5/10/Down/1D10) - 110 -

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Ringside Group:

Agility: 17 Speed: 17

Springboard Dropkick (5/4/8/Down/1D8) Springboard Flying Head Scissors (8/6/10/Down/1D10)

Stats & Bonuses Overness: 40 Health Points: 81 Endurance Points: 90 Damage Bonus: +4 Strike Bonus: +3 Angle Roll: +2 Submission Break: +3 High Spot Bonus: +2 Evade: +2 Initiative: +2 No Sell: 3 Reversals: 5 Failure Modifier: -3 Quick Roll Bonus: 9

Lord Nikon Class: All-Rounder Level: 5 Experience: 13,000 Age: 34 Height: 6ft 0in Weight: 260 lbs Hometown: Mississauga, Ontario Wrestling Debut: January 24th 1991 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $10,000 per Month. Savings: $110,000 Titles Held: 2 x NEW Tag Team Champion

Skills Fine Tuning (3 Points) Submission Resistant (9 Points) Finisher Specialization: The Nikon Plant (9 Points) The No Sell (9 Points) Ring Technician (6 Points) Acting Chops

Primary Finisher: The Nikon Plant (10/10/3/Down/2D8+6) Finisher Description: Implant DDT

Move List

Theme Song: Mozart's Requiem Ring Entrance: Lord Nikon's music begins to play softly throughout the arena, after a few seconds he walks out from the back and slowly makes his way down the aisle making sure to greet the fans and talk to them as he goes. When he gets to ringside he slowly climbs up the steel steps and climbs into the ring as his music fades out. Physical Description: He has a very stocky build and wouldn't win any bodybuilding awards, his short brown hair is neatly groomed, he sports a fantastic looking handle-bar mustache. His ring attire consists of navy blue and crimson red ring tights along with white leather wrestling boots.

Attributes Strength: 17 Intelligence: 13 Endurance: 16 Charisma: 15

Standing Group: Body Slam (2/2/2/Down/1D4) Drop Toe Hold (1/1/7/Down/1D4) Hip Toss (1/1/5/Down/1D4) Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/3/Standing/1D6/M=1) Punch (C)(1/1/2/Standing/1D4/M=2) Back Breaker Rack (S) (2/3/6/Down/Drain=1D8– Dmg=1D4) Belly To Back Cradle Suplex (3/3/4/Down/1D6) DDT (2/3/2/Down/1D6) Elbow Smash (C) (1/1/7/Standing/1D4/M=2) Fireman's Carry Gutbuster Drop (5/4/9/Down/1D6) German Suplex (4/3/5/Down/1D8) Inverted DDT (4/3/5/Down/1D6) Neck Breaker (3/3/7/Down/1D6) Piledriver (2/2/5/Down/1D6) Powerbomb (5/5/9/Down/1D10) Russian Legsweep (2/2/5/Down/1D4) Sidewalk Slam (3/3/6/Down/1D8) Tilt-A-Whirl Powerslam (6/8/8/Down/1D10)

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Down Group:

Physical Description: He is a trim, broad-shouldered youngster with close-cut dark hair and flashing dark eyes. He doesn't have the sheer bulk of most wrestlers but possesses enough strength to get the job done. He has a tattoo on his left shoulder of a phoenix wreathed in flames. His wrestling gear is made up of a traditional black singlet, with black leather wrestling boots and black knee pads.

Leg Drop (2/1/5/Down/1D4) Elbow Drop (1/1/4/Down/1D4) Stomp (C)(1/1/0/Down/1D4/M=2) Half Crab (S) (3/2/5/Down/Drain=1D10 – Dmg = 1D4) Headbutt Drop (1/1/8/Down/1D4) Ring Rope Leg Drop (2/2/7/Down/1D6)

Running Group:

Attributes

Bulldog Lariat (2/2/5/Down/1D4) Flying Shoulder Tackle (2/4/6/Down/1D6)

Strength: 12 Intelligence: 14 Endurance: 15 Charisma: 12 Agility: 19 Speed: 21

Corner Group: Corner 10 Punches (6/2/2/Corner/1D10) Corner Kick Fest (8/2/3/Down/1D6)

Stats & Bonuses Overness: 20 Health Points: 65 Endurance Points: 64 Damage Bonus: +1 Strike Bonus: +3 Angle Roll: +1 Mic Work: +2 Submission Break: +1 High Spots: +2 Evade: +2 Initiative: +3 Second Wind: 2 Reversals: 5 Failure Modifier: -4 Quick Roll Bonus: 5

“The Phoenix” Mike Markis Class: Technical Level: 5 Experience: 14,000 Age: 26 Height: 5ft 11in Weight: 234 lbs Hometown: Detroit, MI Wrestling Debut: May 26h 2001 Alignment: Tweener Contract Type: Written Contract Length: 2 Years Contract Amount: $8,000 per Month. Savings: $100,000 Titles Held: None

Skills Microphone Work (6 Points) Basic Angle Writer Second Wind (6 Points) Finisher Specialization: Rolling Thunder (9 Points) Trademarked Finisher: Rolling Thunder (6 Points) Ring Technician (6 Points) Submission Resistant (3 Points)

Primary Finisher: Rolling Thunder (14/4/3/Down/2D6+6) Finisher Description: Flying Elbow Drop Theme Song: “House is Rockin'” by SRV Ring Entrance: As “House is Rockin'” by SRV begins to play, Mike sprints out from behind the curtain and down the aisle to the ring, he jumps up on the apron and jumps over the top rope into the ring. Once inside the ring he bounces energetically on the balls of his feet in his corner until his music fades out.

Move List Standing Group: Body Slam (2/2/1/Down/1D4) Drop Toe Hold (1/1/6/Down/1D4)

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Hip Toss (1/1/4/Down/1D4) Irish Whip (1/1/1/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/2/Standing/1D6/M=1) Punch (C)(1/1/1/Standing/1D4/M=2) Chickenwing (S)(2/2/4/Down/Drain = 1D8–Dmg= 1D4) Cobra Clutch Bulldog (3/4/3/Down/1D6) DDT (2/3/1/Down/1D6) Dropkick (2/2/4/Down/1D4) Enzuigiri (3/2/5/Down/1D4) Fireman's Carry Arm Breaker (3/3/4/Down/1D6) German Suplex (4/3/4/Down/1D8) Implant DDT (5/5/5/Down/1D8) Neck Breaker (3/3/6/Down/1D6) Piledriver (2/2/4/Down/1D6) Running Bulldog (2/4/3/Down/1D6) Snap Suplex (2/2/4/Down/1D8) Underhook Suplex (4/4/5/Down/1D10)

Down Group: Leg Drop (2/1/4/Down/1D4) Elbow Drop (1/1/3/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Boston Crab (S) (3/3/4/Down/Drain=1D10–Dmg=1D4) Figure Four Leg Lock (S) (4/3/2/Down/Drain=1D10–Dmg=1D4) Knee Slam (2/1/1/Down/1D4)

Running Group: Cross Body Block (2/2/1/Down/1D4) Monkey Flip (3/3/7/Down/1D6)

Top Rope Group: Flying Leg Drop (4/3/6/Down/1D6)

Magnum Von Dozer Class: All-Rounder Level: 5 Experience: 13,000 Age: 29 Height: 6ft 11in Weight: 387 lbs Hometown: Reykjavik, Iceland Wrestling Debut: June 2nd 1996 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $8,000 per Month. Savings: $150,000 Titles Held: None Primary Finisher: Legend Killer (20/16/4/Down/2D10+6) Finisher Description: Death Valley Driver Theme Song: "Devil Without A Cause" by Kid Rock Ring Entrance: "Devil Without A Cause" starts blasting through the sound system, the fans instantly start booing as Magnum Con Dozer appears at the end of the ramp. With a smirk on his face, he starts walking down towards the ring, when he gets to the ring he walks calmly ups the steel steps and hops into the ring ignoring the fans as his music fades. Physical Description: He has short well groomed brown hair and a goatee, physically he is a very massive but not very well defined. His ring attire is made up of plain black wrestling boots and blue wrestling tights with a white stripe running along the seem of each leg. He also wears a white singlet with Iceland's flag printed on the front, a pair of blue elbow pads finish off the look.

Corner Group: Corner 10 Punches (6/2/1/Corner/1D10) Superplex (5/4/6/Down/1D10)

Ringside Group: Plancha (5/4/6/Down/1D10)

Attributes: Strength: 20 Intelligence: 17 Endurance: 19 Charisma: 14 Agility: 16 Speed: 21

Stats & Bonuses Overness: 30 Health Points: 91 - 113 -

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Choke Hold (S) (H) (1/1/5/Down/Drain = 1D10 – Dmg=1D4) Knee Drop Knee Breaker (2/1/2/Down/1D6)

Endurance Points: 94 Damage Bonus: +4 Strike Bonus: +3 Angle Roll: +2 High Spots: +1 Evade: +1 Initiative: +3 No Sell: 3 Reversals: 4 Failure Modifier: -3 Quick Roll Bonus: 9

Running Group: Big Boot Kick (2/1/7/Down/1D6) Running Clothesline (2/4/6/Down/1D6)

Corner Group: Corner Splash (7/3/7/Down/1D8 + 2)

Skills Referee Slack Basic Angle Writer Fine Tuning (3 Points) The No Sell (12 Points) Finisher Specialization: Legend Killer (9 Points) Ring Technician (6 Points)

Ringside Group: Barricade Throat Drop (5/3/5/Down/1D10) Bear Hug Drive (5/3/5/Down/1D8) Ring Post Head Smash (5/2/5/Down/1D8)

Move List Standing Group: Body Slam (2/2/2/Down/1D4) Drop Toe Hold (1/1/7/Down/1D4) Hip Toss (1/1/5/Down/1D4) Irish Whip (1/1/2/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/3/Standing/1D6/M=1) Punch (C)(1/1/2/Standing/1D4/M=2) Airplane Spin Toss (1/2/2/Down/1D4) Atomic Throw (3/4/5/Down/1D4) Belly to Belly Suplex (3/3/4/Down/1D8) Choke Slam (3/3/4/Down/1D6) DDT (2/3/2/Down/1D6) Double Axe Handle Smash (C) (2/1/3/Standing/1D4/M=1) Flap Jack (2/3/8/Down/1D6) Full Nelson Slam (3/4/5/Down/1D8) Powerslam (4/4/5/Down/1D8) Press Slam (3/5/5/Down/1D8) Short Arm Clothesline (3/4/3/Down/1D6) Side Slam (2/3/5/Down/1D6) Spinebuster Slam (3/3/5/Down/1D8) Turnbuckle Smash (2/3/5/Corner/1D6)

Down Group: Leg Drop (2/1/5/Down/1D4) Elbow Drop (1/1/4/Down/1D4) Stomp (C)(1/1/0/Down/1D4/M=2)

Marc Flackett Class: All-Rounder Level: 4 Experience: 9,500 Age: 23 Height: 5ft 11in Weight: 227 lbs Hometown: Loughland City, Canada Wrestling Debut: April 24th 2002 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $5,000 per Month. Savings: $40,000 Titles Held: None Primary Finisher: Weapon X (12/8/7/Down/2D8+4) Finisher Description: Northern Lights Bomb Theme Song: "Wake Up" by Rage Against the Machine Ring Entrance: “Wake Up” by Rage Against the Machine begins to play across the arena as Marc Flackett makes his way out from the back. He takes his time as he walks down the aisle insulting and laughing at the fans as he goes. Once he gets to the ring he slides in under the bottom rope as his music fades out.

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Physical Description: He has black hair styled in a mullet with long sideburns, a slightly hairy chest and has a decent physique...nothing spectacular. His ring attire consists of black elbow pads, black wrist and hand tape. White wrestling trunks with black knee pads and plain white wrestling boots.

Attributes

Cobra Clutch Legsweep (4/3/9/Down/1D8) DDT (2/3/3/Down/1D6) Dropkick (2/2/6/Down/1D4) Jawbreaker (2/2/7/Down/1D6) Piledriver (2/2/6/Down/1D6) Snap Suplex (2/2/6/Down/1D8)

Down Group: Leg Drop (2/1/4/Down/1D4) Elbow Drop (1/1/5/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Boston Crab (S) (3/3/6/Down/Drain=1D10–Dmg= 1D4) Cobra Clutch (S) (2/2/4/Down/Drain = 1D8–Dmg=1D4) Groin Stomp (H) (2/1/3/Down/1D8)

Strength: 14 Intelligence: 18 Endurance: 20 Charisma: 16 Agility: 15 Speed: 16

Stats & Bonuses Overness: 20 Health Points: 50 Endurance Points: 52 Damage Bonus: +2 Strike Bonus: +4 Angle Roll: +1 High Spot Bonus: +1 Evade: +1 Initiative: +1 Second Wind: 1 Reversals: 4 Failure Modifier: -2 Quick Roll Bonus: 6

Running Group: Fallaway Slam (2/3/7/Down/1D6) Spin Wheel Kick (2/2/8/Down/1D6)

Corner Group: Corner Running Knee Strike (5/2/4/Down/1D8) Superplex (5/8/4/Down/1D10)

Top Rope Group: Flying Clothesline (3/6/6/Down/1D6) Missile Dropkick (3/3/8/Down/1D6)

Skills Fine Tuning (3 Points) Second Wind (3 Points) Finisher Specialization: Weapon X (6 Points) Trademarked Finisher: Weapon X (3 Points) Ring Technician (8 Points)

Move List Standing Group: Body Slam (2/2/3/Down/1D4) Drop Toe Hold (1/1/8/Down/1D4) Hip Toss (1/1/6/Down/1D4) Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/4/Standing/1D6/M=1) Punch (C)(1/1/3/Standing/1D4/M=2) Arm Drag (1/1/2/Down/1D4) Back Breaker Drop (1/1/3/Down/1D4)

Ringside Group: Barricade Throat Drop (5/3/6/Standing/1D10) Baseball Slide DDT (8/6/8/Down/1D8) Exposed Piledriver (H) (5/3/7/Down/1D10 + 2)

“The Assassin” Jeremy Adams Class: Powerhouse Level: 4 Experience: 10,000 Age: 27 Height: 6ft 5in Weight: 282 lbs Hometown: Plattsville Ontario Canada Wrestling Debut: July 20th 2001 Alignment: Heel

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Contract Type: Written Contract Length: 2 Years Contract Amount: $3,000 per Month. Savings: $18,000 Titles Held: None

Second Wind: 1 Reversals: 3 Failure Modifier: -2 Quick Roll Bonus: 8

Skills

Primary Finisher: Novocaine (16/10/5/Down/2D10+6) Finisher Description: Crucifix Powerbomb DDT Theme Song: "Resurrection" by Public Enemy Ring Entrance: “Resurrection” by Public Enemy starts up and after a few seconds, there is a huge explosion of pyrotechnics at the entranceway, as the smoke clears from the pyro, Jeremy Adams stands in the middle of the smoke with one arm in the air. He than makes his way to the ring and climbs up on the apron, he wipes his boots and then enters the ring. Physical Description: Muscular, but not defined, Jeremy Adam's is quite intimidating with his shaved head and his cold dead eyes. A goatee decorates his chin while his right eye brow is pierced with a barbell stud. His forehead is scared by several small scars and one very large one that comes down and runs along his jawline on the right side of his face. His ring attire is just basic Jean shorts with a black knee brace on his right knee and black shiny army style wrestling boots to finish off the look.

Attributes Strength: 22 Intelligence: 12 Endurance: 19 Charisma: 13 Agility: 18 Speed: 15

Natural Charisma The No Sell (6 Points) Second Wind (4 Points) Skillful Execution Finisher Specialization: Novocaine (9 Points) Ring Technician (6 Points) Basic Angle Writer

Move List Standing Group: Body Slam (2/2/3/Down/1D4) Drop Toe Hold (1/1/8/Down/1D4) Hip Toss (1/1/6/Down/1D4) Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/4/Standing/1D6/M=1) Punch (C)(1/1/3/Standing/1D4/M=2) Crucifix Powerbomb (8/6/11/Down/1D10) Fireman's Carry DDT (8/6/7/Down/1D10) German Suplex (4/3/6/Down/1D8) Inverted DDT to Knee (4/3/7/Down/1D8) Inverted Powerslam (5/4/6/Down/1D8) Olympic Slam (10/5/7/Down/1D8) Pumphandle Backbreaker (5/5/6/Down/1D8) Release German Suplex (5/3/6/Down/1D8) Underhook Powerbomb (7/6/8/Down/1D10)

Down Group:

Stats & Bonuses Overness: 20 Health Points: 43 Endurance Points: 43 Damage Bonus: +6 Strike Bonus: +3 Angle Roll: +2 High Spot Bonus: +2 Evade: +2 Initiative: +1 No Sell: 2

Leg Drop (2/1/6/Down/1D4) Elbow Drop (1/1/5/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Figure Four Leg Lock (S) (4/3/4/Down/Drain = 1D10–Dmg=1D4)

Running Group: Big Boot Kick (2/1/8/Down/1D6) Running Clothesline (2/4/7/Down/1D6)

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Corner Group:

Endurance: 12 Charisma: 20 Agility: 18 Speed: 17

Corner Kick Fest (8/2/4/Down/1D6) Turnbuckle Crucifix Powerbomb (12/8/12/Down/1D10 + 2)

Stats & Bonuses Overness: 20 Health Points: 41 Endurance Points: 26 Damage Bonus: +3 Strike Bonus: +1 Angle Roll: +4 High Spot Bonus: +5 Evade: +2 Initiative: +2 Reversals: 3 Failure Modifier: -2 Quick Roll Bonus: 4

“Mr. Impossible” Ken Stylez Class: High Flyer Level: 4 Experience: 9,000 Age: 25 Height: 5ft 11in Weight: 210 lbs Hometown: Dallas, TX Wrestling Debut: September 2nd 2003 Alignment: Tweener Contract Type: Written Contract Length: 2 Years Contract Amount: $3,000 per Month. Savings: $54,000 Titles Held: None

Skills Acting Chops Natural Charisma High Flyer (12 Points) Trademarked Finisher: The Impossible (9 Points) Ring Technician (2 Points)

Primary Finisher: The Impossible (20/12/9/Down/2D10 + 8) Finisher Description: 450 Splash

Move List

Theme Song: "Drive" by Incubus Ring Entrance: "Drive" by Incubus, blasts over the sound system. Ken Stylez walks out wearing a nice pair of sunglasses. He slowly makes his way down the aisle with a big grin on his face, he climbs into the ring and walks to the middle of the ring and flexes his arms for the crowd. Red pyrotechnics shoot out from all four corners of the ring. Physical Description: He has buzz cut brown hair and he has a very muscular physique of which he is very proud of. His wrestling attire is made up of black leather gloves with the fingers cut off, black elbow pads, black and red wrestling tights with the words "Mr. Impossible” emblazoned on the waist and of course red leather wrestling boots.

Attributes Strength: 13 Intelligence: 12

Standing Group: Body Slam (2/2/3/Down/1D4) Drop Toe Hold (1/1/8/Down/1D4) Hip Toss (1/1/6/Down/1D4) Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/4/Standing/1D6/M=1) Punch (C)(1/1/3/Standing/1D4/M=2) Arm Drag (1/1/2/Down/1D4) Body Scissors Body Press (2/3/4/Down/1D4) DDT (2/3/3/Down/1D6) Dropkick (2/2/6/Down/1D4) Enzuigiri (3/2/7/Down/1D4) Hurricanrana (3/3/9/Down/1D6) Inverted Side Headlock Swinging Bulldog (6/4/7/Down/1D6) Piledriver (2/2/6/Down/1D6)

Down Group: Leg Drop (2/1/6/Down/1D4) Elbow Drop (1/1/5/Down/1D4) - 117 -

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Stomp (C)(1/1/0/Down/1D4/M=2) Achilles Tendon Hold (S) (2/2/6/Down/Drain=1D6–Dmg=1D4)

Running Group: Flying Head Scissors (4/3/10/Down/1D6) Spin Wheel Kick (2/2/8/Down/1D6)

Top Rope Group: Frog Splash (5/3/8/Down/1D8) High Angle Senton Bomb (10/5/11/Down/1D10) Moonsault (3/3/9/Down/1D8)

nothing at all. Physical Description: Scorpion wears torn denim shorts or leather trousers to the ring in various colors, he also wears various T-Shirts of all styles and colors all with satanic or Gothic designs on them. He wears plain black wrestling boots, and pads and his body is covered in tattoos, most noticeably the huge Scorpion on his back. His face and body are scarred from many hardcore and violent matches, his hair is long wet and scraggy looking and varies in color.

Attributes Strength: 18 Intelligence: 15 Endurance: 20 Charisma: 13 Agility: 15 Speed: 13

Scorpion Class: All-Rounder Level: 3 Experience: 7,000 Age: 25 Height: 6ft 4in Weight: 242 lbs Hometown: Boston, Massachusetts Wrestling Debut: February 20th 2003 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $6,800 per Month. Savings: $22,400 Titles Held: 2 x NEW Hardcore Champion

Stats & Bonuses Overness: 20 Health Points: 51 Endurance Points: 47 Damage Bonus: +4 Angle Roll: +1 High Spots: +1 Evade: +1 Reversals: 2 Failure Modifier: -2 Quick Roll Bonus: 7

Skills Referee Slack Fine Tuning (4 Points) Finisher Specialization: Scorpion Sting (6 Points) Die-Hard Following (2 Points)

Primary Finisher: Scorpion Sting (12/6/4/Down/2D8+4) Finisher Description: Tiger Suplex Theme Song: “I, Zombie” by White Zombie

Move List

Ring Entrance: “I, Zombie” by White Zombie begins to play across the arena, grey smoke floats out from under the backstage curtain filling the entranceway area. Scorpion slowly steps through the curtain and stands at the entranceway as the crowd boos loudly. He slowly wanders down to the ring ignoring the chants of hatred and the many objects thrown at him. As he reaches the ring he stares at it in an almost mark of respect before rolling under the bottom rope and crawling towards a corner where he slouches staring at

Standing Group: Body Slam (4/2/3/Down/1D4) Drop Toe Hold (3/1/8/Down/1D4) Hip Toss (3/1/6/Down/1D4) Irish Whip (3/1/3/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(3/1/4/Standing/1D6/M=1) Punch (C)(3/1/3/Standing/1D4/M=2) Belly to Belly Overhead Suplex (7/4/6/Down/1D10) Brainbuster Suplex (7/4/6/Down/1D10) DDT (4/3/3/Down/1D6)

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Elbow Smash (3/1/8/Down/1D4/M=2) Fisherman Suplex (7/4/6/Down/1D10) Front Suplex Gutbuster Drop (7/5/11/Down/1D8) Pumphandle Suplex (6/4/7/Down/1D10) Short Arm Back Elbow Smash (5/2/8/Down/1D4) Snap Suplex (4/2/6/Down/1D8) Suplex Powerbomb (9/6/8/Down/1D10)

Ring Entrance: The lights dim in the arena and the thunder explodes loudly throughout the arena as the theme song "Lords of Thunder" starts up. Blue Bolt walks out and stands at the entrance for a few seconds as he looks around at the fans. He raises his arms in the air and pyro goes off at all four corners of the ring. He then sprints down the aisle and slides into the ring as the arena lights return to normal.

Down Group:

Physical Description: He has a very well defined and imposing physique, he has short blond hair and blue eyes. His wrestling attire is composed of black wrestling tights with a blue stripe down the middle of each leg and plain black wrestling boots.

Leg Drop (4/1/6/Down/1D4) Elbow Drop (3/1/5/Down/1D4) Stomp (3/1/0/Down/1D4/M=2) Cobra Clutch (S)(4/2/4/Down/Drain =1D8–Dmg = 1D4) Groin Stomp (H) (4/1/3/Down/1D8)

Attributes Running Group: Cross Body Block (4/2/3/Down/1D4) Running ¾ Face Lock Bulldog (8/5/8/Down/1D10)

Corner Group:

Strength: 22 Intelligence: 13 Endurance: 18 Charisma: 14 Agility: 22 Speed: 18

Corner 10 Punches (8/2/3/Corner/1D10) Corner Spear (7/4/8/Down/1D8)

Blue Bolt Class: All-Rounder Level: 3 Experience: 7,000 Age: 28 Height: 6ft 5in Weight: 265 lbs Hometown: The Heavens Wrestling Debut: March 20th 1996 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $5,000 per Month. Savings: $20,000 Titles Held: 1 x NEW Tag Team Champion Primary Finisher: Lightning Bolt (14/14/10/Down/2D10 +4) Finisher Description: Running Powerbomb Theme Song: "Lords Of Thunder”

Stats & Bonuses Overness: 15 Health Points: 38 Endurance Points: 38 Damage Bonus: +5 Strike Bonus: +2 Angle Roll: +2 High Spot Bonus: +3 Evade: +3 Initiative: +2 Reversals: 2 Tag Team Match Heat Bonus: 10 Tag Team Match Initiative Bonus: +1 Tag Team Match Damage Bonus: +1 Failure Modifier: -2 Quick Roll Bonus: 8

Skills Fine Tuning (3 Points) Finisher Specialization: Lightning Bolt (3 Points) Ring Technician (4 Points) Basic Angle Writer Match Specialization: Tag Team (3 Points) Microphone Work (2 Points) - 119 -

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Move List Standing Group: Body Slam (2/2/3/Down/1D4) Drop Toe Hold (1/1/8/Down/1D4) Hip Toss (1/1/6/Down/1D4) Irish Whip (1/1/3/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/4/Standing/1D6/M=1) Punch (C)(1/1/3/Standing/1D4/M=2) Atomic Throw (3/4/6/Down/1D4) Clothesline (1/2/3/Down/1D4) Death Valley Driver (10/8/8/Down/1D10) Front Face Lock Drop (2/3/7/Down/1D6) Guillotine Face Driver (4/3/10/Down/1D6) Implant DDT (5/5/7/Down/1D8) Knife Hand Chop (C)(2/1/3/Down/1D4/M=2) Snap Suplex (2/3/6/Down/1D8)

Down Group: Leg Drop (2/1/6/Down/1D4) Elbow Drop (1/1/5/Down/1D4) Stomp (1/1/0/Down/1D4/M=2) Figure Four Leg Lock (S) (4/3/4/Down/Drain=1D10 – Dmg=1D4) Sleeper Hold (S) (2/2/3/Down/Drain=1D6–Dmg= 1D4)

Corner Group: Corner Running Knee Strike (5/2/4/Down/1D8) Superplex (5/4/8/Down/1D10)

Running Group:

Age: 26 Height: 6ft 6in Weight: 270 lbs Hometown: The Heavens Wrestling Debut: March 20th 1996 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $5,000 per Month. Savings: $10,000 Titles Held: 1 x NEW Tag Team Champion Primary Finisher: White Hot (8/10/10/Down/2D10+2) Finisher Description: Falcon Arrow Theme Song: "Lords Of Thunder” Ring Entrance: The lights dim in the arena and the thunder explodes loudly throughout the arena as the theme song "Lords of Thunder" starts up. White Lightning walks out and stands at the entrance for a few seconds as he looks around at the fans. He raises his arms in the air and pyro goes off at all four corners of the ring. He then sprints down the aisle and slides into the ring as the arena lights return to normal. Physical Description: His wrestling attire is made up of black wrestling tights with white lightning bolts running down the side of each leg. He wears only one black leather elbow-length glove on his right hand and has long black hair that drop down just below his shoulders. He usually wears tied up in a pony tail to keep it out of his eyes when he's wrestling.

Lou Thesz Press (5/3/7/Down/1D6) Running Clothesline (2/4/7/Down/1D6)

Ringside Group: Barricade Head Smash (5/2/6/Down/1D8) Ring Post Head Smash (5/2/6/Down/1D8)

Attributes Strength: 19 Intelligence: 17 Endurance: 20 Charisma: 12 Agility: 17 Speed: 18

Stats & Bonuses

White Lightning Class: Brawler Level: 3 Experience: 6,000

Overness: 15 Health Points: 57 Endurance Points: 44 Damage Bonus: +3 Angle Roll: +3 High Spots: +2

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Ringside Group:

Evade: +2 Initiative: +2 Reversals: 3 Failure Modifier: -1 Quick Roll Bonus: 7

Barricade Throat Slam (5/3/7/Standing/1D10) Bear Hug Drive (5/3/7/Down/1D8)

Skills Basic Angle Writer Acting Chops Fine Tuning (3 Points) Finisher Specialization: White Hot (4 Points)

Move List Standing Group: Body Slam (2/2/4/Down/1D4) Drop Toe Hold (1/1/9/Down/1D4) Hip Toss (1/1/7/Down/1D4) Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/5/Standing/1D6/M=1) Punch (C)(1/1/4/Standing/1D4/M=2) Back Breaker Drop (1/2/4/Down/1D4) Clothesline (1/2/4/Down/1D4) DDT (2/3/4/Down/1D6) Fireman's Carry Takedown (1/2/6/Down/1D4) Jawbreaker (2/2/8/Down/1D6) Neck Breaker (3/3/8/Down/1D6) Throat Slam Suplex (4/4/8/Down/1D10) Vertical Suplex (2/2/6/Down/1D8)

Down Group: Leg Drop (2/1/7/Down/1D4) Elbow Drop (1/1/6/Down/1D4) Stomp (1/1/1/Down/1D4/M=2) Armbar (S) (1/1/7/Down/Drain=1D4 – Dmg=1D4) Knee Slam (2/1/4/Down/1D4)

Running Group: Bulldog Lariat (2/2/7/Down/1D8) Spear (6/3/9/Down/1D10)

Corner Group: Corner 10 Punches (6/2/4/Corner/1D10) Corner Splash (7/3/9/Down/1D8+2)

Vincent De Armond Class: High Flyer Level: 2 Experience: 3,500 Age: 21 Height: 5ft 9in Weight: 195 lbs Hometown: Niagara Falls,NY Wrestling Debut: May 12th 2004 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $2,500 per Month. Savings: $11,400 Titles Held: None Primary Finisher: Impressed! (20/12/13/Down/2D10+2) Finisher Description: 450 Splash Valet: Julliet Sanders Startup Heat: 15 Heat Generation: 10 Monthly Wage: 8% Theme Song: "Before Dishonor" by Hate Breed Ring Entrance: "Before dishonor" by Hate Breed is blasted through the arena and the fans begin cheer. Julliet walks out and Vincent follows close behind her, they walk to the ring slapping the hands of the fans as they go and often time a Vincent chant starts up in the crowd. Julliet walks up the ring steps while Vincent jumps up on the apron, and then jumps over the top rope. He splits the bottom and middle rope so the lovely Julliet may step into the ring. After that Vincent does a jumping spin kick then bounces around, waiting for the match to start. Physical Description: His ring attire consists of black high wrestling boots that come up almost to his knees, black knee pads, black and blue singlet. He has short spiky brownish/blond hair and is always clean shaven. - 121 -

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Attributes

Top Rope Group: Corkscrew Splash (6/4/9/Down/1D10) Flying Leg Drop (4/3/9/Down/1D6) Tornado DDT (8/6/9/Down/1D10)

Strength: 17 Intelligence: 12 Endurance: 17 Charisma: 18 Agility: 17 Speed: 18

Running Group:

Stats & Bonuses Overness: 15 Health Points: 31 Endurance Points: 47 Damage Bonus: +3 Strike Bonus: +1 Angle Roll: +4 High Spots: +3 Evade: +2 Initiative: +2 Reversals: 2 Failure Modifier: -1 Quick Roll Bonus: 6

Dragon Screw (3/2/9/Down/1D4)

S.T.U.

Skills High Flyer (5 Points) Fine Tuning (3 Points) Ring Technician (2 Points) Acting Chops

Move List Standing Group:

Class: Powerhouse Level: 2 Experience: 3,000 Age: 24 Height: 6ft 7in Weight: 285 lbs Hometown: London England Wrestling Debut: September 20th 2001 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $8,000 per Month. Savings: $28,000 Titles Held: 3 x NEW Hardcore Champion

Body Slam (2/2/4/Down/1D4) Drop Toe Hold (1/1/9/Down/1D4) Hip Toss (1/1/7/Down/1D4) Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/5/Standing/1D6/M=1) Punch (C)(1/1/4/Standing/1D4/M=2) Cobra Clutch Bulldog (3/4/6/Down/1D6) DDT (2/3/4/Down/1D6) Dropkick (2/2/7/Down/1D4) Enzuigiri (3/2/8/Down/1D4) Hurricanrana (3/3/10/Down/1D6) Jawbreaker (2/2/8/Down/1D6) Piledriver (2/2/7/Down/1D6)

Primary Finisher: Final Fall (12/10/5/Down/2D8+4) Finisher Description: Overhead Press Powerslam

Down Group:

Physical Description: S.T.U. has long brown hair that drops down to an inch below his shoulder blades, and wears blue wrestling tights with yellow band down the side of each leg, he wears yellow and black wrestling boots and has a very well defined physique. He also wears dark blue elbow and knee pads.

Leg Drop (2/1/7/Down/1D4) Elbow Drop (1/1/6/Down/1D4) Stomp (C)(1/1/1/Down/1D4/M=2) Senton (2/2/7/Down/1D4)

Theme Song: “Gimme A Bullet” by AC/DC Ring Entrance: “Gimme A Bullet” by AC/DC begins to play across the arena, after a few seconds S.T.U. Comes out and makes his way down the aisle talking to the fans and clapping their hands as he makes his way towards the ring. Once at ringside he rolls into the ring and jumps to his feet, he raises his arms in the air as the crowd cheers.

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Attributes

Stomp (1/1/1/Down/1D4/M=2) Half Crab (S) (3/2/7/Down/Drain=1D10 – Dmg = 1D4)

Strength: 21 Intelligence: 14 Endurance: 16 Charisma: 14 Agility: 17 Speed: 17

Running Group: Big Boot Kick (2/1/9/Down/1D6) Fallaway Slam (2/3/8/Down/1D6)

Corner Group:

Stats & Bonuses

Corner Clothesline (5/2/9/Corner/1D6 + 2) Superplex (5/4/9/Down/1D10)

Overness: 25 Health Points: 53 Endurance Points: 57 Damage Bonus: +4 Strike Bonus: +2 Angle Roll: +1 Mic Work: +2 High Spots: +2 Evade: +2 Initiative: +2 Reversals: 2 Failure Modifier: -1 Quick Roll Bonus: 7

Ringside Group: Barricade Head Smash (5/2/7/Standing/1D8)

Sinder Skills

Fine Tuning (3 Points) Finisher Specialization: Final Fall (6 Points) Ring Technician (4 Points) Microphone Work (6 Points)

Move List Standing Group: Body Slam (2/2/4/Down/1D4) Drop Toe Hold (1/1/9/Down/1D4) Hip Toss (1/1/7/Down/1D4) Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/5/Standing/1D6/M=1) Punch (C)(1/1/4/Standing/1D4/M=2) Back Breaker Rack (S) (2/3/8/Down/Drain=1D8 – Dmg=1D4) Belly to Belly Brainbuster (8/8/8/Down/1D10) Double Choke Slam (4/4/8/Down/1D8) Full Nelson Slam (3/4/7/Down/1D8) Gutwrench Powerbomb (6/6/9/Down/1D10) Sidewalk Slam (3/3/8/Down/1D8) Throat Slam Suplex (4/4/8/Down/1D10) Underhook Facebreaker (6/4/11/Down/1D8)

Down Group: Leg Drop (2/1/7/Down/1D4) Elbow Drop (1/1/6/Down/1D4)

Class: Powerhouse Level: 2 Experience: 3,000 Age: 22 Height: 6ft 9in Weight: 335 lbs Hometown: Arlington,Virginia Wrestling Debut: July 12th 2005 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $2,000 per Month. Savings: $24,000 Titles Held: None Primary Finisher: Inferno (10/10/7/Down/2D8) Finisher Description: Pumphandle Backbreaker Theme Song: “Crush 'Em” by Megadeth Ring Entrance: “Crush 'Em” by Megadeth begins to play on the sound system as a wall of fire spouts up in front of the entrance way, after the fire dies down Sinder is standing at the entranceway. He makes his way down to the ring and climbs in by grasping the top rope and pulling himself up onto the apron before climbing inside over the top rope. Physical Description: Sinder has a physique that seems to be chiseled out of

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granite, he sports long brown hair the drops an inch or two below his shoulders and dark blue eyes. His ring attire is made up of black wrestling trunks and red elbow and knee pads, his feet are stuffed into a pair of tailor-made black steel toed cowboy boots.

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (C)(1/1/2/Down/1D4/M=2) Groin Stomp (H)(2/1/4/Down/1D8)

Attributes Corner Group:

Strength: 24 Intelligence: 19 Endurance: 19 Charisma: 16 Agility: 15 Speed: 18

Corner 10 Punches (6/2/4/Corner/1D10) Corner Foot Choke (H) (3/2/3/Corner/1D6) Turnbuckle Belly To Belly Suplex (8/8/9/Down/1D10)

Stats & Bonuses Overness: 10 Health Points: 42 Endurance Points: 39 Damage Bonus: +4 Angle Roll: +1 High Spots: +1 Evade: +1 Initiative: +2 Second Wind: 1 Reversals: 2 Failure Modifier: -1 Quick Roll Bonus: 7

Running Group: Fallaway Slam (2/3/8/Down/1D6) Running Clothesline (2/4/8/Down/1D6) Spear (6/3/9/Down/1D10)

Ringside Group: Barricade Throat Drop (5/3/7/Standing/1D10) Bear Hug Drive (5/3/7/Down/1D8) Exposed Piledriver (H) (5/3/8/Down/1D10 +2)

Skills Second Wind (3 Points) Fine Tuning (3 Points) Referee Slack

Move List Standing Group: Body Slam (2/2/4/Down/1D4) Drop Toe Hold (1/1/9/Down/1D4) Hip Toss (1/1/7/Down/1D4) Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/5/Standing/1D6/M=1) Punch (C)(1/1/4/Standing/1D4/M=2) Belly To Back Powerbomb (8/7/12/Down/1D10 + 2) Belly To Belly Overhead Suplex (5/4/7/Down/1D10) Canadian Back Breaker Rack (4/5/9/Down/1D6) Choke Slam (3/3/6/Down/1D6) Michinoku Driver II (10/5/8/Down/1D8) Pildedriver (2/2/7/Down/1D6) Press Slam Gutbuster Drop (6/5/9/Down/1D8) Spinebuster Press Slam (5/7/10/Down/1D10)

Infest Class: Brawler Level: 2 Experience: 3,000 Age: 20 Height: 6ft 1in Weight: 235 lbs Hometown: Miami, FL Wrestling Debut: August 4th 2005 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $2,000 per Month. Savings: $24,000 Titles Held: None Primary Finisher: Exterminator (12/8/9/Down/2D6) Finisher Description: Running Clothesline Theme Song: "No Way” by Korn

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Ring Entrance: The lights in the arena flash wildly as “No Way” by Korn fills the arena. Infest comes out from the back and slowly makes his way down the aisle insulting the fans or ripping up fan made signs as he goes. He gets to the ring and climbs in, he then walks around the ring laughing at and or insulting various people sitting in the first row. Physical Description: He has short buzz cut black hair and stubble on his face, his wrestling attire consists of plain black leather wrestling boots, red wrestling tights with black streaks up the sides of the legs coupled with a black singlet with the words “Infest” printed on the front.

Attributes Strength: 22 Intelligence: 15 Endurance: 19 Charisma: 16 Agility: 16 Speed: 15

Atomic Drop (2/2/6/Down/1D4) Axe Kick (2/2/5/Down/1D4) DDT (2/3/5/Down/1D6) Double Axe Handle Smash (C)(2/1/6/Standing/1D4/M=1) German Suplex (4/3/8/Down/1D8) Inverted DDT (4/3/8/Down/1D6) Running Bulldog (2/4/7/Down/1D6)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (C)(1/1/2/Down/1D4/M=2) Groin Stomp (H)(2/1/5/Down/1D8)

Running Group: Flying Shoulder Tackle (2/4/9/Down/1D6) Flying Axe Kick (3/2/8/Down/1D6)

Corner Group: Corner 10 Punches (6/2/5/Corner/1D10)

Stats & Bonuses Ringside Group:

Overness: 5 Health Points: 45 Endurance Points: 41 Damage Bonus: +4 Angle Roll: +3 High Spot Bonus: +1 Evade: +1 Initiative: +1 Reversals: 2 Failure Modifier: 0 Quick Roll Bonus: 7

Exposed Piledriver (H)(5/3/9/Down/1D10 + 2)

Hornet

Skills Acting Chops Fine Tuning (3 Points) Trademarked Finisher: Exterminator (7 Points)

Move List Standing Group: Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/6/Standing/1D6/M=1) Punch (C)(1/1/5/Standing/1D4/M=2)

Class: Powerhouse Level: 2 Experience: 3,000 Age: 20 Height: 6ft 10in Weight: 335 lbs Hometown: Adelaide, Australia Wrestling Debut: February 14th 2005 Alignment: Heel Contract Type: Written Contract Length: 2 Years Contract Amount: $2,000 per Month. Savings: $6,000 Titles Held: None Primary Finisher: The Hornnihator (16/12/7/2D10+2) Finisher Description: Crade DDT – the attacker grabs the opponent's leg (either one) in a suplex position (his/her arm over the attacker's shoulder and the attacker's arm over - 125 -

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his/her shoulder) so it looks like you are going for a fisherman's suplex. But instead of making them land on their back they land straight on top of their head. Theme Song: “Damnit” by Blink 182 Ring Entrance: The lights dim down as a pale blue light floods the entrance area. Suddenly, “Damnit” by Blink 182 fills the arena as the massive Hornet steps out from the back. He slowly makes his way down to the ring ignoring the fans who jeer him as he goes. He he gets to ringside he climbs up onto the apron of the ring and climbs into the ring over the top rope. Physical Description: Hornet has brown skin and long black hair which is occasionally tied back into a pony tail. His physique is absolutely amazing as he is a giant mountain of muscle. He wears a gold-plated necklace and no shirt, all the more to display his amazing physique. Long black and red velvet pants and plain black boots round out his ring attire. A large tattoo of an Eagle sits predominantly on his left bicep.

Move List Standing Group: Body Slam (2/2/4/Down/1D4) Drop Toe Hold (1/1/9/Down/1D4) Hip Toss (1/1/7/Down/1D4) Irish Whip (1/1/4/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/5/Standing/1D6/M=1) Punch (C)(1/1/4/Standing/1D4/M=2) Belly to Belly Brainbuster (8/8/8/Down/1D10) Crucifix Powerbomb DDT (8/5/9/Down/1D10) Front Suplex Gutbuster Drop (5/5/12/Down/1D8) Overhead Press Powerslam (6/5/7/Down/1D8) Titl-A-Whirl Powerslam (6/8/10/Down/1D10)

Down Group: Leg Drop (2/1/7/Down/1D4) Elbow Drop (1/1/6/Down/1D4) Stomp (C)(1/1/1/Down/1D4/M=2) Slingshot Catapult Back Breaker Drop (5/3/8/Down/1D6)

Running Group: Big Boot Kick (2/1/9/Down/1D6)

Attributes Strength: 22 Intelligence: 10 Endurance: 20 Charisma: 16 Agility: 13 Speed: 14

Ringside Group: Bearhug Drive (5/3/7/Down/1D8)

Corner Group:

Stats & Bonuses Overness: 2 Health Points: 50 Endurance Points: 30 Damage Bonus: +4 Strike Bonus: +2 Angle Roll: +3 High Spot Bonus: +1 Evade: +1 Initiative: +1 Reversals: 2 Failure Modifier: -1 Quick Roll Bonus: 7

Turnbuckle Belly to Belly Suplex (8/8/9/Down/1D10) Corner Spear (5/4/9/Down/1D8)

Hazard

Skills Acting Chops Finisher Specialization: The Hornnihator (3 Points) Ring Technician (4 Points) Natural Charisma

Class: Brawler Level: 1 Experience: 2,000 Age: 19 Height: 6ft 5in Weight: 290 lbs Hometown: Chicago, IL Wrestling Debut: June 5th 2006 Alignment: Tweener Contract Type: Written Contract Length: 2 Years Contract Amount: $2,000 per Month. Savings: $24,000 Titles Held: None - 126 -

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Primary Finisher: Brutal Force (12/6/5/Down/2D8+4) Finisher Description: Sit-Out Full Nelson Bomb Theme Song: "American Badass" by Kid Rock Ring Entrance: The arena lights turn a blood red color as "American Badass" by Kid Rock blast through the arena, Hazard bursts out from the back and races down the aisle sliding into the ring under the bottom rope. Once inside the ring he jumps to his feet and climbs the nearest turnbuckle and raises his arms in the air singing along with the song. Physical Description: His ring attire consists of plain black leather pants and boots, he is also tanned with short brown hair and blue eyes. His body is not as well defined as most and he has a “Hazardous Waste” tattoo on his right shoulder.

Attributes

Kick (C)(1/1/6/Standing/1D6/M=1) Punch (C)(1/1/5/Standing/1D4/M=2) Atomic Drop (2/2/6/Standing/1D4) Back Breaker Drop (1/2/5/Down/1D4) Belly to Belly Suplex (3/3/7/Down/1D8) Brainbuster Suplex (5/4/8/Down/1D10) Clothesline (1/2/5/Down/1D4) DDT (2/3/5/Down/1D6) Elbow Smash (C)(1/1/10/Down/1D4/M=2) Eye Gouge (2/1/5/Down/1D4/Heel) Flap Jack (2/3/11/Down/1D6) Heart Punch (2/2/8/Down/1D6) Piledriver (2/2/8/Down/1D6) Running Bulldog (2/4/7/Down/1D6) Shoulder Tackle (2/3/5/Down/1D4) Side Slam (2/3/8/Down/1D6) Spinebuster Slam (3/3/8/Down/1D8) Turnbuckle Smash (2/3/8/Down/1D6)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (C)(1/1/2/Down/1D4/M=2) Fist Drop (1/1/8/Down/1D4) Knee Slam (2/1/5/Down/1D4) Ring Rope Legdrop (2/2/10/Down/1D6)

Strength: 15 Intelligence: 21 Endurance: 15 Charisma: 15 Agility: 18 Speed: 20

Stats & Bonuses Overness: 0 Health Points: 41 Endurance Points: 25 Damage Bonus: +3 High Spot Bonus: +2 Evade: +2 Reversals: 2 Failure Modifier: 0 Quick Roll Bonus: 4

Running Group: Lou Thesz Press (5/3/9/Down/1D6) Running Clothesline (2/4/9/Down/1D6)

Corner Group: Corner Splash (7/3/10/Down/1D8+2)

Ringside Group:

Skills

Barricade Throat Drop (5/3/8/Standing/1D8) Ring Post Head Smash (5/2/8/Down/1D8)

Fast Learner Finisher Specialization: Brutal Force (8 Points)

Move List Standing Group: Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/turnbuckle-1D4, barricade - 1D6)

Flex Class: All-Rounder Level: 1 Experience: 1,000 Age: 19 Height: 6ft 2in Weight: 239 lbs - 127 -

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Move List:

Hometown: Venice Beach, CA Wrestling Debut: April 7th 2006 Alignment: Face Contract Type: Written Contract Length: 2 Years Contract Amount: $2,000 per Month. Savings: $18,000 Titles Held: None

Standing Group:

Primary Finisher: Flex Driver (10/6/9/Down/2D6+2) Finisher Description: Underhook Leg Face Driver Theme Song: “Brand New Day” by Sting Ring Entrance: The lights dim down as “Brand New Day” by Sting begins to play across the arena. After a few seconds Flex steps out onto the entrance ramp and the lights flash back on. He flexes his muscles and the crowd cheers wildly. He slowly makes his way down the aisle towards the ring flexing for the crowd as he goes. Physical Description: Flex has a very muscular tan body and it's quite obvious the his two favorite things to do are; working out and tanning. He wears torn blue jeans and a simple white tank top.

Attributes Strength: 19 Intelligence: 14 Endurance: 16 Charisma: 21 Agility: 19 Speed: 13

Body Slam (2/2/5/Down/1D4) Drop Toe Hold (1/1/10/Down/1D4) Hip Toss (1/1/8/Down/1D4) Irish Whip (1/1/5/Running/turnbuckle-1D4, barricade - 1D6) Kick (C)(1/1/6/Standing/1D6/M=1) Punch (C)(1/1/5/Standing/1D4/M=2) Arm Drag (1/1/4/Down/1D4) Cradle Neck Breaker (4/3/10/Down/1D6) DDT (2/3/5/Down/1D6) Face Driver (4/3/10/Down/1D6) Fireman's Carry Flapjack (4/4/13/Down/1D6) Jawbreaker (2/2/9/Down/1D6) Neckbreaker (3/3/10/Down/1D6) Snap Suplex (2/2/8/Down/1D8) Vertical Suplex (2/2/7/Down/1D8)

Down Group: Leg Drop (2/1/8/Down/1D4) Elbow Drop (1/1/7/Down/1D4) Stomp (C)(1/1/2/Down/1D4/M=2) Boston Crab (S)(3/3/8/Down/Drain=1D10, Dmg=1D4) Knee Drop Knee Breaker (2/1/5/Down/1D6)

Running Group: Back Body Drop (2/2/5/Down/1D4)

Top Rope Group: Flying Cross Body Block (4/3/8/Down/1D8) Missile Dropkick (3/3/10/Down/1D6)

Stats & Bonuses Overness: 0 Health Points: 31 Endurance Points: 18 Damage Bonus: +3 Angle Roll: +3 High Spot Bonus: +2 Evade: +2 Initiative: +1 Reversals: 2 Failure Modifier: 0 Quick Roll Bonus: 5

Corner Group: Corner 10 Punches (6/2/5/Corner/1D10) Frankensteiner (6/4/10/Down/1D8)

Ringside Group: Barricade Head Smash (5/2/8/Standing/1D8)

Skills Natural Charisma Finisher Specialization: Flex Driver (6 Points) - 128 -

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Wrestling Move Listing

As taught by wrestling veteran

Gus Armstrong “So ya wanna be a professional wrestler eh...well it ain’t easy as ya think. It’s a lot of hard work, blood and sweat. But if it’s a wrestler ya wanna be, then old Gus’ the guy to see. I’m the best of the best and back in my day I was the greatest wrestler to lace up a pair ‘o boots. So listen good and listen hard, old Gus’ is about to teach ya a thing or two about wrestling moves! Let’s start with moves from the standing position, this is when both you and your opponent are standing.”

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Move List Every wrestler will begin with every move listed in the Basic Group, this represents the very basic wrestling skills that every wrestler knows after being trained for the ring. These moves do not take up Move Slots, they are considered free Moves. Upon wrestler creation, the wrestler will get to choose a certain amount of moves based on their class. As the wrestler gains levels they acquire new move slots and can learn new moves.

Basic Group Body Slam Drop Toe Hold Elbow Drop Hip Toss Irish Whip Kick Leg Drop Punch Stomp

Standing Group Abdominal Stretch (S) (1) Airplane Spin Toss(1) Arm Breaker (1) Arm Drag (1) Arm Wringer (1) Atomic Drop (2) Atomic Throw (3) Axe Kick (2) Back Breaker Drop (1) Back Breaker Rack (S) (2) Back Drop Driver (2) Back Rake (2) Back Suplex (2) Bear Hug (S) (1) Belly to Back Cradle Suplex (3) Belly to Back Powerbomb (8) Belly to Belly Brainbuster (8) Belly to Belly Overhead Suplex (5) Belly to Belly Suplex (3) Bite (2) Body Scissors Body Press (2) Body Slam (2) Brainbuster Suplex (5) Bulldog (1) Canadian Back Breaker Rack (4) Chickenwing (S) (2) Choke Slam (3) Clothesline (1) Cobra Clutch Bulldog (3) Cobra Clutch Leg Sweep (4) Cobra Clutch Slam (4) Cradle Neck Breaker (4) Crossed Arms Powerbomb (8) Crucifix Powerbomb (8) Crucifix Powerbomb DDT (8)

DDT (2) Death Valley Driver (10) Double Axe Handle Smash (2) Double Choke Slam (4) Dropkick (2) Drop Toe Hold (1) Elbow Smash (1) Enzuigiri (3) European Uppercut (1) Eye Gouge (2) Face Driver (4) 3/4 Face Lock Bulldog (5) Falcon Arrow (4) Fireman's Carry Arm Breaker (3) Fireman's Carry DDT (8) Fireman's Carry Face Breaker (6) Fireman's Carry 3/4 Face Lock Bulldog (10) Fireman’s Carry Flap Jack Fireman's Carry Gutbuster Drop (5) Fireman's Carry Takedown (1) Fisherman Buster (5) Fisherman Suplex (5) Flap Jack (4) Flap Jack Chop (3) Flap Jack 3/4 Face Lock Bulldog (10) Forearm Smash (1) Front Face Lock Drop (2) Front Suplex Gutbuster Drop (5) Full Nelson Slam (3) German Suplex (4) Guillotine Face Driver (4) Gutbuster Drop (3) Gutwrench Gutbuster Drop (6) Gutwrench Powerbomb (6) Headbutt (1) Heart Punch (2) Hip Toss (1) Hurricanrana (3) Implant DDT (5) Inverted Atomic Drop (2) Inverted DDT (4) Inverted DDT to Knee (4) Inverted Face Lock Suplex Drop (4) Inverted Powerslam (5) Inverted Side Headlock Swinging Bulldog (6) Irish Whip (1)

Jawbreaker (2) Kick (1) Knife Hand Chop (2) Legsweep Kick (1) Low Blow (2) Mongolian Chop (1) Michinoku Driver II (10) Neck Breaker (3) Nerve Strike (1) Northern Lights Bomb (4) Olympic Slam (10) Overhead Press Powerslam (6) Over the Shoulder Arm Drag (1) Palm Thrust (1) Piledriver (2) Powerbomb (5) Powerslam (4) Press Slam (3) Press Slam Back Breaker Drop (4) Press Slam Gutbuster Drop (6) Pumphandle Backbreaker (5) Pumphandle Suplex (4) Punch (1) Release German Suplex (5) Reverse Bulldog (4) Roundhouse Kick (1) Running Bulldog (2) Running Powerbomb (7) Russian Legsweep (2) Shining Wizard (3) Short Arm Back Elbow Smash (3) Short Arm Big Boot (4) Short Arm Clothesline (3) Shoulder Arm Breaker (1) Shoulder Breaker (2) Shoulder Tackle (2) Side Slam (2) Sidewalk Slam (3) Sit-Out Full Nelson Bomb (6) Snap Suplex (2) Spear (4) Spinebuster Press Slam (5) Spinebuster Slam (3) Spinning Back Fist (2) Spinning Boot Scrape (2) Suplex Powerbomb (7) Suplex Powerslam (6)

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Swinging Bulldog (3) Throat Slam Suplex (4) Throat Strike (1) Thrust Kick (5) Tiger Suplex (5) Tilt-A-Whirl Back Breaker Drop (8) Tilt-A-Whirl Piledriver (5) Tilt-A-Whirl Powerslam (6) Tombstone Piledriver (4) Turnbuckle Smash (2) Underhook Back Breaker Drop (6) Underhook DDT (4) Underhook Facebreaker (6) Underhook Face Driver (4) Underhook Leg Face Driver (5) Underhook Piledriver (3) Underhook Powerbomb (7) Underhook Suplex (4) Vertical Suplex (2)

Down Group Achilles Tendon Hold (S) (2) Ankle Lock (S) (2) Armbar (S) (1) Armbar and Arm Scissors (S) (2) Boston Crab (S) (3) Boot Lace Eye Rake (2) Camel Clutch (S) (3) Choke Hold (S) (1) Cobra Clutch (S) (2) Elbow Drop (1) Figure Four Leg Lock (S) (4) Fist Drop (1) Giant Swing (2) Groin Stomp (2) Half Crab (S) (3) Hamstring Pull (S) (2) Headbutt Drop (1) Indian Deathlock (3) Knee Drop (1) Knee Drop Knee Breaker (2) Knee Slam (2) Leg Drop (2) Ring Rope Leg Drop (2) Rope Choke (2) Senton (2) Sharpshooter Leg Lock (S) (5) Sleeper Hold (S) (2)

Slingshot Catapult Back Breaker Drop (5) Splash (1) Stomp (1) Texas Clover Leaf (S) (4)

Top Rope Group Blockbuster (8) Corkscrew Shooting Star Press (8) Corkscrew Splash (6) Dragonrana (8) Flying Bulldog (5) Flying Clothesline (5) Flying Cross Body Block (4) Flying Double Axe Handle Smash (3) Flying Elbow Drop (3) Flying Face Driver (8) Flying ¾ Facelock Bulldog (8) Flying Fist Drop (3) Flying Head Butt Drop (3) Flying Leg Drop (4) Flying Spinning Heel Kick (10) Flying Somersault DDT (8) Frog Splash (5) High-Angle Senton Bomb (10) Missile Dropkick (3) Moonsault (3) Moonsault Legdrop (12) Senton Bomb (4) Shooting Star DDT (10) Shooting Star Press (5) Shooting Star Senton (10) Somersault Leg Drop (6) 450 Splash (10) Sunset Flip (3) Super Flying Head Scissors (5) Top Rope Hurricanrana (6) Top Rope Shoulder Tackle (3) Top Rope Splash (2) Tornado DDT (8)

Ringside Group Barricade Head Smash (5) Barricade Throat Drop (5) Baseball Slide DDT (8) Bear Hug Drive (5) Exposed Piledriver (5) Plancha (5) Ring Post Head Smash (5) Springboard DDT (10) Springboard Dropkick (5) Springboard Flying Head Scissors (8) Springboard Hurricanrana (7) Springboard Leg Drop (6) Springboard Somersault Senton (7) Springboard Splash (4)

Running Group Bicycle Kick (3) Back Body Drop (2) Big Boot Kick (2) Bulldog Lariat (2) Cross Body Block (2) Dragon Screw (3) Fallaway Slam (2) Flying Axe Kick (3) Flying Head Scissors (4) Flying Shoulder Tackle (2) Lou Thesz Press (5) Running Clothesline (2) Running ¾ Face Lock Bulldog (6) Running Senton (5) Monkey Flip (3) Spin Wheel Kick (2)

Corner Group Corner 10 Punches (6) Corner Butt Bump (5) Corner Clothesline (5) Corner Dropkick (5) Corner Kick Fest (8) Corner Foot Choke (3) Corner Shoulder Drive (2) Corner Running Knee Strike (5) Corner Spear (5) Corner Splash (7) Frankensteiner (6) Superplex (5) Tree of Woe (5) Tree of Woe - Baseball Slide (8) Turnbuckle Belly to Belly Suplex (8) Turnbuckle Crucifix Powerbomb (12) Turnbuckle Dropkick (6)

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Standing Group

Arm Drag

Abdominal Stretch Type: Submission Hold Endurance Cost: 2 Damage: 1D4 per segment Endurance Drain: 1D4 per segment Ending Position: Down Failure Chance: 8 Heat: 1 per segment The attacker stands behind the victim. The attack reaches around the victim's body with one leg so it is around the victim's side and between their legs, hooking the leg on the same side as the attacker's leg. The attacker then has a few options on what they can do : They can lock their arms around the victim's neck and pull them upwards. They can use both their arms to push the victim's head and neck down so they are stretched across the attacker's knee. Or they can hook the victim's head or arm with one arm and grind their knuckle or elbow into the victim's floating ribs. In all cases the victim is usually bent sideways.

Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 4 Heat: 1 The attacker hooks an arm of the victim and falls to the mat and pulls the victim over.

Arm Wringer Endurance Cost: 1 Damage: 1D4 Ending Position: Standing/Down Failure Chance: 5 Heat: 1 The attacker grabs the victim's arm by the wrist. The attacker twists the victim's arm over the attacker's head and spins it around. The attacker can take the victim to the mat if they spin their arm with enough force using an extra 1pt of Endurance.

Atomic Drop

Airplane Spin Toss Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 1 The victim is lifted up over the attacker's shoulder so the victim is facing upwards and their back is held over the shoulder of the attacker. The attacker holds the victim in place and spins around a few times, then tosses the victim into the air dropping them back first to the mat.

Arm Breaker Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 1 The attacker has the victim's arm in a wrist-lock. The attacker steps forward and drives the victim's arm across their knee.

Endurance Cost: 2 Damage: 1D4 Ending Position: Standing Failure Chance: 6 Heat: 2 The attacker stands behind and slightly to the side of the victim. The attacker grabs the victim's midsection with one arm and hooks one of the victim's legs with the other. The attacker lifts the victim up over their shoulder so the victim is parallel to the mat. The attacker kneels down and drops the victim's tail bone first on the attacker's knee.

Atomic Throw Endurance Cost: 4 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 3 The attacker stands behind and slightly to the side of the victim. The attacker grabs the victim's midsection with one arm and hooks one of the victim's legs with the other. The attacker lifts the victim up over their shoulder so the victim is parallel to the mat. The attacker throws the victim in the air, dropping them on their back. This move can be used to throw someone out of the ring. In this case the damage received is 1D10 and the endurance cost increases by 2.

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Axe Kick

Back Rake

Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 2 The attacker lifts their leg straight up in the air and drops it down on the head (or shoulder) of the victim. Also can be executed to the back of the neck of a bent over opponent. The heel or back of the foot is the contact point of the attacker's foot.

Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 3 Heat: 2 Alignment: Heel DQ: 5 The attacker scratches down the victim's back with their nails/fingers.

Back Suplex Back Breaker Drop Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 1 The attacker lifts up the victim and drops them back first across their knee.

Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 5 Heat: 2 The attacker is standing behind the victim, the attacker's head is under one of the victim's arms. The attacker lifts the victim up so they are on the attackers shoulder. The attacker falls backwards dropping the victim to the mat on their back.

Bear Hug Back Breaker Rack Type: Submission Hold Endurance Cost: 3 per segment Damage: 1D4 per segment Endurance Drain: 1D8 per segment Ending Position: Down Failure Chance: 9 Heat: 2 per segment The attacker lifts the victim up so that they are laying across the attacker's shoulders. The attacker hooks the victim's neck and leg and applies pressure.

Type: Submission Hold Endurance Cost: 1 per segment Damage: 1D4 per segment Endurance Drain: 1D6 per segment Ending Position: Down Failure Chance: 7 Heat: 1 per segment The attacker stands face to face with the victim and wraps their arms around the victim's body and applies pressure.

Belly to Back Cradle Suplex

Back Drop Driver Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 5 Heat: 2 The attacker is standing behind the victim, the attacker's head is under one of the victim's arms. The attacker waist-locks the victim and lifts them off the ground and falls backwards, dropping the victim on their head/neck.

Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 7 Heat: 3 The attacker stands behind the victim. The attacker had their head under one of the victim's arms. The attacker reaches around the victim's body with their arm that's closest to their body while reaching through the victim's legs with their other arm, hooking one of the victim's legs. The attacker links their hands together and lifts the victim up and falls backwards, dropping them on their back/shoulders. The attacker keeps their hands linked and bridges for the pin.

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Belly to Back Powerbomb Endurance Cost: 7 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 13 Heat: 8 The attacker is standing behind the victim, the attacker's head is under one of the victim's arms. The attacker lifts the victim up so they are on the attacker’s shoulder. As the victim is lifted up, the attacker pulls the victim's legs across the front of their body, pushing the victim's head out in front of the attacker's body. The attacker drops the victim to the mat on their back.

Belly to Belly Brainbuster Endurance Cost: 8 Damage: 1D10 Ending Position: Down Failure Chance: 9 Heat: 8 The attacker lifts up the so they are chest to chest and the attacker hooks both of the victim's legs so they are not touching the ground. The attacker releases one leg and with that arm positions the victim's head into the attacker's armpit. From there, the attacker falls backwards driving the victim's head into the mat in a fashion similar to a DDT or a fishermanbuster.

attacker lifts the victim off the mat and pivots 180 degrees slamming the victim's back to the mat and landing on top of them.

Bite Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 3 Heat: 2 Alignment: Heel DQ: 10 The attacker has a late lunch on a body part of the victim. This move is placed here in the Standing Group but it can also be used in the Down Group.

Body Scissors Body Press Endurance Cost: 3 Damage: 1D4 Ending Position: Down Failure Chance: 6 Heat: 2 The attacker jumps up vertically at the victim and wraps their legs around the victim's body taking them down to the canvas in the process and pinning them to the mat. This move leads to an automatic pin-fall attempt.

Body Slam Belly to Belly Overhead Suplex Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 8 Heat: 5 The attacker stands face to face with the victim. The attacker locks their arms around the waist of the victim and lifts the straight up, the attacker falls back and drops the victim on their back.

Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 2 The attacker faces the victim. The attacker grabs through the victim's legs and picks the victim up and slams them down on their back.

Brainbuster Suplex Belly to Belly Suplex Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 7 Heat: 3 The attacker stands face to face with the victim. The attacker locks their arms around the waist of the victim. The

Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 8 Heat: 5 The attacker applies a front face lock on the victim and throws the victim's near arm across their shoulders. The attacker grabs the victim's tights and lifts them straight up in the air so they are upside down. The attacker then drops down, causing the victim to fall straight down on their head.

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Bulldog

Clothesline

Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 1 The attacker applies a side headlock on the victim and drops them down on their face.

Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 1 The attacker sticks out their arm and hits the victim in the neck with it. This move can also be performed in the Running Group, in this case it does 1D6 worth of damage and generates 2 points of Heat.

Canadian Back Breaker Rack Endurance Cost: 5 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 4 The victim is lifted up over the attacker's shoulder so the victim is facing upwards and their back is held over the shoulder of the attacker. The attacker locks their arms around the victim's torso and drops to their knees, wrenching the victim's back.

Chickenwing Type: Submission Hold Endurance Cost: 2 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D8 per segment Ending Position: Down Failure Chance: 8 Heat: 2 per segment The attacker is behind the victim and hooks one of the victim's upper arm and pulls it behind their back, applying pressure to the victim's shoulder.

Choke Slam Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 7 Heat: 3 The attacker grabs the victim by the throat. The attacker lifts the victim up in air and then slams them down to the mat on their back.

Cobra Clutch Bulldog Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 7 Heat: 3 The attacker stands behind the victim. The attacker reaches under one of the victim's arms with one hand and places it behind the victim's neck. The attacker uses their free arm to reach across the victim's body and grab the victim's arm which is on the the same side as the arm the attacker is apply the half nelson. The attacker pulls the victim's arm across their face and locks their hands around the victim's neck. The attacker charges forward and drives the victim face first into the mat.

Cobra Clutch Leg Sweep Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 4 The attacker stands behind the victim. The attacker reaches under one of the victim's arms with one hand and places it behind the victim's neck. The attacker uses their free arm to reach across the victim's body and grab the victim's arm which is on the the same side as the arm the attacker is apply the half nelson. The attacker pulls the victim's arm across their face and locks their hands around the victim's neck. The attacker moves to the side of the victim and wraps their leg around the victim's near leg. The attacker falls backwards and sweeps out the victim's leg, dropping the victim on their back.

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Cobra Clutch Slam Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 4 The attacker stands behind the victim. The attacker reaches under one of the victim's arms with one hand and places it behind the victim's neck. The attacker uses their free arm to reach across the victim's body and grab the victim's arm which is on the the same side as the arm the attacker is apply the half nelson. The attacker pulls the victim's arm across their face and locks their hands around the victim's neck. The attacker lifts the victim up in the air, when the victim reaches the apex, the attacker shoves them down, dropping them on their back/back of their head.

Cradle Neck Breaker Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 4 The attacker applies a front facelock on the victim and hooks one of their legs as if they were going to go for a fisherman suplex. The attacker spins to the side while still holding the victim's leg and falls to the mat, twisting the victim's neck.

Crossed Arms Powerbomb Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 13 Heat: 8 The attacker applies a standing headscissors on the victim. The victims arms are crossed under their chest, the attacker lifts the victim up so they are horizontal to the mat. The attacker sits down and drops the victim back first to the mat while still holding their arms.

head scissors and grabs the victim around the waist. The attacker lifts the victim up so they are over the attacker's shoulder. From there, the attacker places both their arms under the arms of the victim and extends their arms out as far as they can. From there, the attacker then drops the victim down back first to the mat.

Crucifix Powerbomb DDT Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 8 The attacker bends a victim over or applies a standing head scissors and grabs the victim around the waist. The attacker lifts the victim up so they are over the attacker's shoulder. From there, the attacker places both their arms under the arms of the victim and extends their arms out as far as they can. The attacker pulls down on the victim's arms/upper body, flipping the victim's body over so they are falling face first towards the mat. On the way down, the attacker hooks the victim's head in a front face lock and falls to the mat, driving the victim face/head first into the mat.

DDT Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 5 Heat: 2 The attacker applies a front face lock on the victim. The attacker falls straight down or backwards, driving the victim's head into the mat.

Death Valley Driver Crucifix Powerbomb Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 13 Heat: 8 The attacker bends a victim over or applies a standing

Endurance Cost: 8 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 10 The attacker lifts the victim up say they laying across their shoulders in a standing fireman's carry. The attacker falls to the side and drops the victim on their head.

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Double Axe Handle Smash

Elbow Smash

Endurance Cost: 1 Damage: 1D4 Ending Position: Standing Combo: Yes Failure Chance: 6 Momentum: 1 Heat: 2 The attacker locks both their hands together and strikes victim with both their hands. For the additional cost of 2 Endurance points this attack can knock the victim down to the mat and cause an extra 2 points of damage, doing so however breaks the combo sequence.

Endurance Cost: 1 Damage: 1D4 Ending Position: Standing Failure Chance: 10 Combo: Yes Momentum: 2 Heat: 1 The attacker hits the victim with their elbow in variety of locations.

Enzuigiri

Double Choke Slam Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 9 Heat: 4 The attacker grabs the victim by the throat with both hands in a double choke. The attacker lifts the victim off the ground by their neck. The attacker then throws the victim down, slamming them on their back.

Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 9 Heat: 3 The attacker kicks the victim but the victim catches the foot, the attacker then jumps at the victim and strikes them in the back of the head with their other foot. The point of contact is the top of the attacker's foot.

Dropkick

European Uppercut

Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 2 The attacker jumps in the air and kicks the victim with both their feet. The attack can be focuses on the victim's head, chest, stomach, back or legs. This move can also be executed in the Running Group.

Endurance Cost: 1 Damage: 1D4 + 1 Ending Position: Standing Failure Chance: 8 Combo: Yes Momentum: 1 Heat: 1 The attacker strikes the victim in the chin with a rising blow with their forearm.

Drop Toe Hold Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 10 Heat: 1 The attacker drops down to the mat hooking the leg (or legs) of the victim with one foot in front of the victim's ankle and then trips the victim down by pushing with their other leg on the back of the victim's legs.

Eye Gouge Endurance Cost: 1 Damage: 1D4 Ending Position: Standing Failure Chance: 5 Alignment: Heel DQ: 8 Heat: 2 The attacker pokes the victim in the eye(s) with their fingers.

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Face Driver

Fireman's Carry DDT

Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 4 The attacker places victim's head in a standing head scissors. The attacker drops down to their knees and drives the victim face first to the mat.

Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 9 Heat: 8 The attacker lifts the victim up say they laying across their shoulders in a standing fireman's carry. The attacker releases the victim's legs and throws them over the attacker's head and in front of the attacker's body. The attacker slides the victim's head into a front face lock as the victim is falling, the attacker falls to the mat and drives the victim's head/face into the mat.

3/4 Face Lock Bulldog Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 9 Heat: 5 The attacker applies 3/4 face lock (basically, the victim's head on the attacker's shoulder with the attacker forming a headlock around the top of their head as the attacker has their back to the victim) and drops down to the mat impacting the victim's chin into the attacker's shoulder.

Falcon Arrow Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 4 The attacker applies a front face lock on the victim and throws the victim's near arm across their shoulders. The attacker grabs the victim's tights and lifts them straight up in the air so they are upside down. The attacker turns the victim slightly as if they are going to body slam the victim. The attacker positions the victim's head down and sits/jumps/drops down, dropping the victim on their head.

Fireman's Carry Arm Breaker Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 8 Heat: 3 The attacker lifts the victim up so they are laying stomach first across the attacker's shoulders (a standing fireman's carry). The attacker releases the victim's legs and throws them towards the attacker's back. The attacker grabs on the victim's arms and holds it across their should. The attacker sits down as the victim falls to the mat and impacts the victim's arm on their shoulder.

Fireman's Carry Face Breaker Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 12 Heat: 6 The attacker lifts the victim up so they are laying stomach first across the attacker's shoulders (a standing fireman's carry). The attacker releases the victim's legs and throws them towards the attacker's back and spinning them out to the side. The attacker holds the victim's head and kneels down, driving the victim face/jaw first onto the attacker's knee.

Fireman's Carry 3/4 Face Lock Bulldog Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 8 The attacker lifts the victim up so they are laying stomach first across the attacker's shoulders (a standing fireman's carry). The attacker releases the victim's legs and throws them towards the attacker's back. The attacker applies 3/4 face lock (basically, the victim's head on the attacker's shoulder with the attacker forming a headlock around the top of their head as the attacker has their back to the victim) and drops to the mat, impacting the victim's chin into the attacker's shoulder.

Fireman's Carry Flap Jack Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 13

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Heat: 4 The attacker lifts the victim up so they are laying stomach first across the attacker's shoulders (a standing fireman's carry). The attacker releases the victim's head and pushes their body out so their body is pushed 90 degrees to where they were previously. The attacker falls back so the victim lands on their face/chest.

Fireman's Carry Gutbuster Drop Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 12 Heat: 5 The attacker lifts the victim up so they are laying stomach first across the attacker's shoulders (a standing fireman's carry). The attacker pushes the victim up and over their head and drops them stomach first across their knee.

Fireman's Carry Takedown Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 7 Heat: 1 The attacker drops to one knee and reaches between the victim's legs, dropping the victim across their shoulders in a fireman's carry, the attacker then starts to stand up and dumps the victim over on their back.

Fisherman Buster Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 8 Heat: 5 The attacker applies a front face lock on the victim and throws the victim's near arm across their shoulders. The attacker grabs the victim's near leg and hooks it. The attacker lifts the victim so they are upside down and then drops the victim straight down so they land on their head.

Fisherman Suplex Endurance Cost: 4 Damage: 1D10 Ending Position: Down

Failure Chance: 8 Heat: 5 The attacker applies a front face lock on the victim and throws the victim's near arm across their shoulders. The attacker grabs the victim's near leg and hooks it. The attacker lifts the victim up and falls backwards so they land back first on the mat. The attacker keeps the leg hooked and usually bridges to hold the move for a pin.

Flap Jack Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 11 Heat: 2 The attacker lifts the victim up in the air as if for a back drop but instead of tossing them over, the attacker pushes them up in the air when the victim is horizontal so they land on their face/chest when they hit the mat.

Flap Jack Chop Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 8 Heat: 3 The attacker lifts the victim up in the air as if for a back drop but instead of tossing them over, the attacker pushes them up in the air when the victim is horizontal. As the victim falls to the mat, the attacker strikes the victim in the back of their head with the pinky side of their open hand.

Flap Jack 3/4 Face Lock Bulldog Endurance Cost: 10 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 11 Heat: 10 The attacker lifts the victim up in the air as if for a back drop but instead of tossing them over, the attacker pushes them up in the air when the victim is horizontal so they land on their face/chest when they hit the mat. As the victim is falling to the mat, the attacker applies 3/4 face lock (basically, the victim's head on the attacker'sshoulder with the attacker forming a headlock around the top of their head as the attacker has their back to the victim) and drops to the mat, impacting the victim's chin into the attacker's shoulder.

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Forearm Smash Endurance Cost: 1 Damage: 1D4 Ending Position: Standing Failure Chance: 8 Combo: Yes Momentum: 2 Heat: 1 The attacker strikes the victim with their forearm. Can be a clubbing overhand forearm or straight forearm jab.

Front Face Lock Drop Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 2 The attacker stands face to face with the victim and grabs the victim's head and places it under their arm. The attacker locks the victim's head with one arm, reaching around the victim's head and across their face. The attacker throws their body out backwards and drops to the mat on their stomach, driving the victim face first to the mat.

Front Suplex Gutbuster Drop

Once they reach the apex, the attacker pushes down and releases the hold, dropping the victim down on their back/back of their head.

German Suplex Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 4 The attacker stands behind the victim and applies a waist-lock. The attacker lifts the victim up and falls backwards, dropping the victim on their shoulders/neck/upper-back. The attacker keeps the waist-lock applied and bridges for the pin.

Guillotine Face Driver Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 12 Heat: 4 The victim is bent over, the attacker places one leg over the back of the victim's neck and jumps up, using their weight to drive the victim face first into the mat. Sometimes the attacker holds the victim's arm as they throw their leg over their neck.

Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 13 Heat: 5 The attacker applies a front face lock on the victim and throws the victim's near arm across their shoulders. The attacker grabs the victim's tights and lifts them straight up in the air so they are upside down. The attacker drops the victim's body forward in front of their body at an angle. As the victim falls the the mat, the attacker kneels down and drops the victim stomach first across the attacker's knee.

Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker crouches the victim over and grabs them by one leg and across their chest. The attacker lifts the victim up so they are facing down and drops them stomach first across the attackers knee as if for a back breaker drop.

Full Nelson Slam

Gutwrench Gutbuster Drop

Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 3 The attacker stands behind the victim. The attacker places both their arms under the victim's arms and locks them behind the victim's neck. The attacker lifts the victim in the air.

Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 6 The attacker is standing facing the victim. The attacker reaches around one side of the victim's body and locks their arms around the victim in a waistlock. The

Gutbuster Drop

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attacker lifts the victim off the mat until the are upside down. The attacker drops the victim forward and kneels down the victim lands stomach first across the attacker's knee.

leverages them over their hip so the victim lands back first on the mat.

Hurricanrana

Gutwrench Powerbomb Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 6 The attacker is standing facing the victim. The attacker reaches around one side of the victim's body and locks their arms around the victim in a waistlock. The attacker lifts the victim off the mat until they are upside down. The attacker shifts the victim's body in front of theirs and sits down, dropping the victim to the mat back first.

Headbutt Endurance Cost: 1 Damage: 1D4 + 2 Ending Position: Standing Failure Chance: 8 Combo: Yes Momentum: 1 Heat: 1 The attacker strikes the victim with their head, this move can knock the victim down to the mat for the cost of 2 extra Endurance points.

Heart Punch Endurance Cost: 2 Damage: 1D6 Ending Position: Standing Failure Chance: 8 Heat: 2 The attacker is facing the victim. The attacker lifts up one of the victim's arms straight up in a wrist lock. The attacker then punches the victim in the chest. The victim can be dropped to the canvas with this move if one extra Endurance point is spent which also adds +1 to damage.

Hip Toss Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 1 The attacker hooks under one of the victim's arm and

Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 11 Heat: 3 The attacker leaps at the victim and locks both of their legs around the victim's head/neck. The attacker falls backwards and flips the victim over. This move may also be used in the Running Group.

Implant DDT Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 9 Heat: 5 The attacker puts the victim in a front face lock. The attacker hooks the victim's tights and lifts the victim up in the air. As the attacker lifts the victim up, they jump and fall backwards driving the victim's head into the mat.

Inverted Atomic Drop Endurance Cost: 2 Damage: 1D4 Ending Position: Standing Failure Chance: 6 Heat: 2 The attacker is facing the victim. The attacker grabs the victim around the waist with both arms, sometimes hooking both the victim's legs. The attacker lifts the victim up, the attacker kneels down and drops the victim tail bone (or crotch) first on the attacker's bent knee.

Inverted DDT Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 8 Heat: 4 The attacker stands behind or to the side of the victim. The attacker applies an inverted face lock on the victim. The attacker falls backwards or straight down, driving the victim down to the mat on the back or top of their head.

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Inverted DDT to Knee

Irish Whip

Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 9 Heat: 4 The attacker stands behind or to the side of the victim. The attacker applies an inverted face lock on the victim. The attacker drops to one knee, driving the victim's upper back/neck into their knee.

Endurance Cost: 1 Damage: Special Ending Position: Running Failure Chance: 5 Heat: 1 The attacker grabs an arm of the victim and whips them into the ropes, turnbuckle or railing. Damage is listed as special because whipping a victim into the ropes causes no damage, while whipping them into the turnbuckle does 1D4 and a barricade or ring post 1D6.

Inverted Face Lock Suplex Drop Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 7 Heat: 4 The attacker applies an inverted face lock on the victim. The attacker then hooks the victim's tights and lifts them in the air as so they are upside down, similar to an inverted face lock suplex. The attacker then lets the victim fall forward and across the attacker's body. The attacker kneels down so the victim lands back first across their knee.

Inverted Powerslam Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 5 The victim is lifted up over the attacker's shoulder so the victim is facing upwards and their back is held over the shoulder of the attacker. The attacker holds onto the victim's torso and falls foward, dropping the victim face/chest first to the mat.

Inverted Side Headlock Swinging Bulldog Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 6 The attacker applies an inverted face lock on the victim. The attacker reaches over with their far arm and turns around so the victim is in sort of a side head lock facing upward and the attacker is now facing 180 degrees opposite of what they were originally facing. The attacker then falls and spins to the side, flipping the victim over and driving them face first into the ground.

Jawbreaker Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 2 The attacker can be either facing towards or away from the victim. The attacker places their head under the chin of the victim and holds their head into place with their arms. The attacker drops down to the mat, either onto their knees or their butt and drives the victim's jaw into the top of their head.

Kick Endurance Cost: 1 Damage: 1D6 Ending Position: Standing Failure Chance: 6 Combo: Yes Momentum: 1 Heat: 1 The basic kick attack.

Knife Hand Chop Endurance Cost: 1 Damage: 1D4 Ending Position: Standing Combo: Yes Failure Chance: 5 Momentum: 2 Heat: 2 The attacker strikes the victim with the outer part of their hand, the pinky finger side. This attack can be done to a variety of locations on the victim's body.

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Legsweep Kick

Neck Breaker

Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 1 The attacker spins their body backwards and ducks down, as they duck down, they shoot out the leg that went back first and sweep out the feet of the victim as the attacker turns on their other foot or knee.

Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker applies a front face lock on the victim. The attacker spins to the side twisting the head of the victim and falling to the mat.

Low Blow

Nerve Strike

Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 8 Alignment: Heel DQ: 15 Heat: 2 Any assortment of blows to the groin, of which the male writer of this list wishes not to have to explain.

Endurance Cost: 1 Damage: 1D4 + 2 Ending Position: Standing Failure Chance: 5 Combo: Yes Momentum: 2 Heat: 1 A martial arts strike where the attacker hits the victim in a nerve. Most nerve strikes are focused at the neck.

Mongolian Chop Endurance Cost: 2 Damage: 1D4 Ending Position: Standing Combo: Yes Failure Chance: 5 Momentum: 1 Heat: 1 The attacker stands face to face with the victim. The attacker strikes the victim in the neck/shoulders with two downward knife hand chops (The attacker strikes the victim with the outer part of their hand, the pinky finger side.)

Michinoku Driver II Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 9 Heat: 10 While facing his/her opponent, the attacker reaches between his/her opponent's legs with one arm and reaches around his/her back from the same side with his/her other arm. The attacker lifts his/her opponent up and turns him/her upside down so that he/she is held up by the attacker's arm cradling his/her back. The wrestler then throws the opponent to the ground as he/she falls to a sitting position so that the opponent lands on his/her upper back.

Northern Lights Bomb Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 4 The attacker lifts up the victim up as if they were going to give them a bodyslam. The attacker falls to the side, dropping the victim on their head.

Olympic Slam Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 9 Heat: 10 The attacker stands behind the opponent and grabs hold of one of the opponent's wrists while tucking his head under the arm and wraps his free arm around the near leg of the opponent. The attacker then lifts the opponent up on his shoulders sideways and at the same time spins 90 degrees and falls down on his back, slamming the opponent down on his/her back.

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Overhead Press Powerslam

Powerbomb

Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 6 The attacker lifts the victim up in their air up over their head. The attacker turns the victim slightly and drops them across one of their shoulder's with their head facing the front of the attacker's body. The attacker falls forward and slams them into the canvas landing on top of him.

Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 5 The attacker bends a victim over or applies a standing head scissors and grabs the victim around the waist. The attacker lifts the victim up so they are over the attacker's shoulder or sitting on the attacker's shoulders facing the opposite direction. The attacker then drops the victim down back first to the mat.

Over the Shoulder Arm Drag

Powerslam

Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 3 Heat: 1 This is a common martial arts throw. The attacker has the victim's arm over their shoulder and stands with their back to the victim, the attacker throws the victim over by pulling on the victim's arm and leaning forwards, lifting the victim off the ground and dropping them on their back.

Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 4 The attacker lifts the victim up in the air and slams them to the mat and the victim falls with all their weight on top of the victim as well.

Palm Thrust

Press Slam

Endurance Cost: 1 Damage: 1D4 Ending Position: Standing Failure Chance: 5 Combo: Yes Momentum: 2 Heat: 1 The attacker throws a jab at the victim, striking them with palm of their hand.

Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 3 The attacker lifts the victim up over their head. The attacker can either slam the victim down on their back or drop them on their stomach.

Piledriver

Press Slam Back Breaker Drop

Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 8 Heat: 2 The attacker applies a standing head scissors on the victim and grabs around their midsection. The attacker lifts the victim up so the are upside down. The attacker then drops the victim head first to the mat, either by sitting down or dropping to their knees.

Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 5 The attacker lifts the victim over their head as if they were going to press slam them, the attacker then drops the person back first across their knee.

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Press Slam Gutbuster Drop

Release German Suplex

Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 6 The attacker lifts the victim up over their head. The attacker drops the victim in front on their body and kneels down so the victim lands stomach first across the attacker's knee.

Endurance Cost: 3 Damage: 1D10 Ending Position: Down Failure Chance: 8 Heat: 5 The attacker stands behind the victim and applies a waist-lock. The attacker lifts the victim up and falls backwards, the attacker releases the victim at the height of their lift, dropping the victim on their shoulders/neck/upper-back.

Pumphandle Backbreaker

Reverse Bulldog

Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 5 The attacker bends the victim over and stands to their back. The victim's lower arm is put between their legs and held by one of the attacker's hands as the attacker hooks the victim's other arm. The attacker lifts the victim up and slams the victim down across the attacker's knee.

Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 7 Heat: 4 The attacker stands face to face with the victim. The attacker reaches under the victim's chin and locks their hands around the victim's head. The attacker sits down and drives the victim to the mat on the back of their head.

Roundhouse Kick

Pumphandle Suplex Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 9 Heat: 4 The attacker bends the victim over and stands to their back. The victim's lower arm is put between their legs and held by one of the attacker's hands as the attacker hooks the victim's other arm. The attacker lifts the victim up and throws them over their head as they fall back. The victim lands on their back.

Punch Endurance Cost: 1 Damage: 1D4 Ending Position: Standing Failure Chance: 5 Combo: Yes Momentum: 2 Heat: 1 Just a regular old punch, nothing special here.

Endurance Cost: 1 Damage: 1D6 Ending Position: Down Failure Chance: 5 Heat: 1 The attacker kicks with one leg while pivoting 90 degrees on the other. The attack can be directed at the knee, midsection or head. It can be done to a sitting opponent to the back. The top of the attacker's foot is the contact point for this kick.

Running Bulldog Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 7 Heat: 2 The attacker runs up behind the victim, usually after bouncing off the ropes, jumps up and applies a side headlock on the victim in mid-air and drops them down on their face.

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Running Powerbomb

Short Arm Big Boot

Endurance Cost: 7 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 13 Heat: 7 The attacker bends a victim over or applies a standing head scissors and grabs the victim around the waist. The attacker lifts the victim up so they are over the attacker's shoulder or sitting on the attacker's shoulders facing the opposite direction. The attacker then drops the victim down back first to the mat.

Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 5 Heat: 4 The attacker grabs the victim's hand and pulls them towards the attacker while lifting up their leg and kicking the victim in in the face with the bottom of their foot.

Russian Legsweep Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 2 The attacker stands to the side of the victim and faces in the same direction. The attacker wraps one arm around the victim's neck while stepping in front of the nearest leg of the victim and hooking it. The attacker falls back and sweeps out the victim's legs dropping the victim to the mat and wrenching their neck.

Shinning Wizard Endurance Cost: 2 Damage: 1D4 + 2 Ending Position: Down Failure Chance: 9 Heat: 3 After stepping off the opponent's raised knee with one foot, the wrestler swings his other leg and strikes the opponent's head with either the side of his knee or his shin.

Short Arm Back Elbow Smash Endurance Cost: 2 Damage: 1D4 Ending Position: Standing Failure Chance: 10 Heat: 3 The attacker grabs the victim's arm and pulls them towards the attacker. The attacker pulls the victim in and drives one of their elbows into the attacker's face.

Short Arm Clothesline Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 6 Heat: 3 The attacker grabs the victim by their wrist and pulls the victim towards the attacker, the attacker hits the victim in the neck/throat with their free arm.

Shoulder Arm Breaker Endurance Cost: 1 Damage: 1D4 Ending Position: Standing Failure Chance: 6 Heat: 1 The attacker grabs the victim's arm by the wrist and lifts it so the victim is behind them and their arm over the attacker's shoulder. The attacker pulls down on the victim's arm in an attempt to hyper extend or break the victim's elbow.

Shoulder Breaker Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 2 The attacker lifts up the victim as if for a bodyslam, the attacker kneels down and inverts the victim, droping the victim shoulder first on their knee.

Shoulder Tackle Endurance Cost: 3 Damage: 1D4 Ending Position: Down Failure Chance: 5

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Heat: 2 The attacker runs at the victim and hits them with their shoulder.

Side Slam Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 8 Heat: 2 The attacker reaches around the victim's torso and locks their hands. The attacker lifts the victim up so they are facing upwards and horizontal to the mat. The attacker falls to the mat, dropping the victim back first on the canvas.

neck/shoulders. The attacker usually grabs the victim by the tights and executes a quick fall backwards, the attacker lifts the victim up slightly as they are falling, snapping the victim over on their back.

Spear Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 4 A standard amateur wrestling take-down. The attacker dives at a standing or running victim and grabs both their legs, causing the victim to fall backwards to the mat. This move can also be used in the Running Group, in this case it does 1D10 points of damage and generates 6 points of Heat.

Sidewalk Slam Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 9 Heat: 3 The attacker is facing the victim. The attacker catches the victim across their chest so the attacker is standing to the side of the victim with their one arm acorss their chest and under the victim's arms. The attacker lifts the victim up and falls forward, driving the victim back first to the mat. This can be done as a counter to a charging attacker.

Sit-Out Full Nelson Bomb Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 7 Heat: 6 The attacker locks in a full nelson hold, then lifts the opponent into the air while maintaining the hold and drops to a sitting position, driving the lower spine of the opponent into the canvas.

Snap Suplex Endurance Cost: 2 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 2 The attacker applies a front face lock on the victim and puts the victim's near arm over the attacker's

Spinebuster Press Slam Endurance Cost: 7 Damage: 1D10 Ending Position: Down Failure Chance: 11 Heat: 5 The attacker lifts the victim up over their head. The attacker drops the victim at an angle catching them with their stomach across their shoulders with their head hanging over the victim's back. The attacker pivots and slams the victim down back first into the mat.

Spinebuster Slam Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 3 The attacker grabs the victim in a belly to belly waistlock, lifts the victim up and pivots 180 degrees, driving the victim into the mat back first.

Spinning Back Fist Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 4 Heat: 2 The attacker performs a 360 degree turn and hits the victim with the back of their fist.

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Spinning Boot Scrape Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 3 Heat: 2 Alignment: Heel DQ: 6 The victim is on their back. The attacker puts their foot on the victim's face. The attacker puts more weight on the victim's face and they spin their body around on the foot which is on the victim's face.

Stomp Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 5 Combo: Yes Momentum: 2 Heat: 1 The attacker grabs the victim in a belly to belly waist-lock, lifts the victim up and pivots 180 degrees, driving the victim into the mat back first.

Suplex Powerbomb Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 7 The attacker applies a front face lock on the victim and throws the victim's near arm across their shoulders. The attacker grabs the victim's tights and lifts them straight up in the air so they are upside down. The attacker pushes the victim's body in front of theirs and sits down, dropping the victim to the mat back first.

Suplex Powerslam Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 6 The attacker applies a front face lock on the victim and throws the victim's near arm across their shoulders. The attacker grabs the victim's tights and lifts them straight up in

the air so they are upside down. The attacker falls back and moves their body so they are chest to chest with the victim and lands on top of the victim when they fall back first to the canvas.

Swinging Bulldog Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 7 Heat: 3 The attacker applies a side headlock to the victim and runs towards a corner and up the ring ropes with the headlock still applied. The attacker kicks off the top rope and shifts their bodyweight, swinging their body around. The attacker drives the victim's head into the mat as they fall to the mat.

Throat Slam Suplex Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 9 Heat: 4 Sort of a cross between a belly to belly suplex and a choke slam. The attacker stands to the right of the victim. The victim's right arm is places over the right shoulder of the attacker. The attacker reaches across the front of the victim's body with their right arm and the left arm around the back of the victim to under the victim's left shoulder. Attacker lifts the victim up and pivots as if for a belly to belly suplex and drives the victim into the mat.

Throat Strike Endurance Cost: 1 Damage: 1D4 + 1 Ending Position: Down Failure Chance: 5 Combo: Yes Momentum: 2 Heat: 1 The attacker strikes the victim in the throat with their fingers. Sometimes used in a side headlock where the attacker strikes with his thumb.

Thrust Kick Endurance Cost: 1 Damage: 1D6 Ending Position: Down

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Failure Chance: 5 Heat: 1 The attacker stands sideways. The attacker usually takes a step, lifts up their lead leg and then shoots it out, kicking the victim usually in the head. The point of contact is the sole of the attacker's foot.

Tiger Suplex Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 5 The attacker applies a double chicken-wing on the victim and links their hands together behind the victim's back. The attacker lifts the victim up and falls backwards, dropping the victim on their shoulders/neck/upper-back. This move leads to a pinfall as the attacker bridges back.

Tilt-a-Whirl Back Breaker Drop Endurance Cost: 8 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 8 The attacker stands facing the victim. The attacker bends the victim down so they are bent facing in front on the attacker's body. The attacker reaches around the the victim's body with their arms and lifts them up, spinning the victim in front of the attacker's body. The attacker kneels down and drops the victim down back first across the attacker's knee.

Tilt-a-Whirl Powerslam Endurance Cost: 8 Damage: 1D10 Ending Position: Down Failure Chance: 11 Heat: 6 The attacker lifts the the victim up and spins them around in front of their body until the attacker holds the victim over their shoulder. From there, the attacker falls forward and slams the victim to the mat while landing on top of them.

Tombstone Piledriver Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 4 The attacker lifts the victim up as if for a bodyslam. The attacker puts the victim's head down between the attacker's legs so the victim is up side down and belly to belly with the victim. The attacker can drop down to their knees or sit down to the mat.

Turnbuckle Smash Endurance Cost: 3 Damage: 1D6 Ending Position: Corner Failure Chance: 8 Heat: 2 The attacker rams the victim's head into the turnbuckle ten times most often so the local yokels can prove they can count that high.

Underhook Back Breaker Drop

Tilt-a-Whirl Piledriver Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 13 Heat: 5 The attacker lifts up the victim and quickly spins their body around in front of them. The attacker stops when the victim is upside down, and the attacker has their arms wrapped around the victim's body so they are belly to belly. The attacker sits or knees down, dropping the victim on their head.

Endurance Cost: 6 Damage: 1D8 Ending Position: Down Failure Chance: 9 Heat: 6 The attacker is facing the victim. The attacker bends the victim down and hooks both of the victim's arms so they are behind the victim's back. The attacker links their hands together and lifts the victim up. As the victim is in the air, the attacker releases the victim's arms and drops them slightly to the side. The attacker then kneels down so the victim lands back first across the attacker's knee.

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Underhook DDT

Underhook Piledriver

Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 4 The attacker is facing the victim, the victim is bent over and the attacker hooks both the victim's arms behind their back as if for an underhook suplex. The attacker lifts the victim up slightly and falls to the mat, driving the victim head first into the mat.

Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 3 The attacker bends the victim down and hooks both the victim's arms. The attacker lifts the victim up so they are upside down and then sits or kneels down, dropping the victim on the their head/back of their neck.

Underhook Powerbomb Underhook Facebreaker Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 12 Heat: 6 The attacker bends the victim down and hooks both the victim's arms. The attacker lifts the victim up a bit and then drops them forward. The attacker kneels down, driving the victim face first into their knee.

Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 7 The attacker bends the victim down and hooks both the victim's arms. The attacker lifts the victim up and releases the victim's arms when the victim's back is parallel to the mat. The attacker either lets the victim fall to the mat or sits down with the victim.

Underhook Suplex

Underhook Face Driver Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 4 The attacker executes a standing head scissors and a hooks both the victim's arms. The attacker jumps up and drives the victim's face into the mat.

Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 9 Heat: 4 The attacker is facing the victim. The attacker bends the victim down and hooks both of the victim's arms so they are behind the victim's back. The attacker links their hands together and lifts the victim up and falls backwards, dropping the victim to the mat on their back.

Underhook Leg Face Driver Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 11 Heat: 5 The attacker is facing the victim. The attacker bends the victim down and hooks both of the victim's arms so they are behind the victim's back. The attacker links their hands together and then lifts up one of their legs across the back of the victim's neck. The attacker drops down, driving the victim down face first into the mat.

Vertical Suplex Endurance Cost: 2 Damage: 1D8 Ending Position: Down Failure Chance: 7 Heat: 2 The attacker applies a front face lock on the victim and throws the victim's near arm across their shoulders. The attacker grabs the victim's tights and lifts them straight up in the air so they are upside down. The attacker then falls backwards, dropping the victim on their back.

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Running Group

“Okay kid, ya got him on the run now. Ya whipped him into the ropes, he’s bounced off them babies and is heading right for ya with the momentum of one of them freight trains...these bunch of moves will help you out.”

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Running Group

their backs and the victim hits the back of their head on the mat when they land.

This group of moves can only be used when the victim is running towards or away from the attacker.

Cross Body Block Back Body Drop Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 2 The attacker bends down forward as the victim charges towards them. As the victim reaches the attacker, the attacker stands up, lifting the victim up and over so they land back first on the mat. It's also a common counter to an attack where they are bent over, like for a piledriver or powerbomb.

Bicycle Kick Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker jumps up and kicks forward with both feet in a pedaling motion with the foot that gets lifted second being extended fully to catch a charging opponent directly in the face.

Big Boot Kick Endurance Cost: 1 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 2 The attacker lifts up their leg and kicks the victim in in the face with the bottom of their foot as the victim comes off the ropes.

Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 2 The attacker jumps at the victim and hits them at an angle as they come bouncing off the ropes, knocking them down to the mat.

Dragon Screw Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker grabs the victim's leg as they come bouncing off the ropes, the attacker falls to the mat and twists the victim's leg, dragging them to the mat using the victim’s momentum to add extra impact to the move.

Fallaway Slam Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 2 The attacker catches the victim as they come bouncing off the ropes, picks them up so they are laying stomach first across the attacker's shoulders (a standing fireman's carry). The attacker falls backwards so that they land with their upper body on top of the victim who lands back first to the mat.

Flying Axe Kick

Bulldog Lariat Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 2 The attacker jumps at the victim and wraps their arm around the victim's neck and drags them down to the mat as the attacker falls. Generally, both attacker and victim land on

Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 8 Heat: 3 As the victim comes off the ropes, the attacker jumps at them lifting their leg straight up in the air and hits the victim across the face with the side of the foot sending them smashing backwards onto the mat.

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Flying Head Scissors

Running Clothesline

Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 12 Heat: 4 The attacker jumps in the air catching the running victim's head/neck between their legs and sealing the lock by crossing their ankles. The attacker falls the the mat, they pull down the victim to the mat.

Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 2 The attacker bounces off the opposite ropes or gets a running start at the victim, sticks out their arm and hits the victim in the neck with it.

Running 3/4 Face Lock Bulldog

Flying Shoulder Tackle Endurance Cost: 4 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 2 The attacker runs at the victim who's coming off the ropes and leaps at the victim hitting them with their shoulder.

Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 6 As the victim comes off the ropes, the attacker runs up, jumps and applies 3/4 face lock in mid- (basically, the victim's head on the attacker's shoulder with the attacker forming a headlock around the top of their head as the attacker has their back to the victim) and drops down to the mat impacting the victim's chin into the attacker's shoulder.

Lou Thesz Press Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 5 The attacker jumps at a running opponent knocking them over with the attacker landing in a sitting position on the opponent's chest, generally at this point the attacker would deliver some punches to the face while in this mounted position.

Monkey Flip Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 11 Heat: 3 As the victim comes bouncing off the ropes, the attacker jumps onto the knees or waist of the victim and hooks their hands behind the victim's head/neck. The attacker falls backwards and and pushes with their legs. The victim is flipped over backwards and lands on their back.

Running Senton Endurance Cost: 5 Damage: 1D6 + 2 Ending Position: Down Failure Chance: 10 Heat: 5 The attacker charges the opponent who is coming off the ropes, jumps in the air and spins 180° striking the opponent in the chest with the attacker’s back.

Spin Wheel Kick Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 2 The attacker jumps in the air, as they go in the air they spin their body and strike the victim with the side of their foot as they fly through the air.

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Top Rope Group

“A fancy guy is ya! Well if you ain’t got no respect for your body son, then up in the air’s where ya belong. But be careful, climbing the turnbuckle can prove to be quite dangerous if you haven’t disabled your opponent first. So slam the sucker down to the canvas and then go up the turnbuckle, here’s some of the moves ya can do from up high.”

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Top Rope Group

Heat: 8

This group of moves can only be used when one of the wrestlers involved in the match is on top of the turnbuckle. All of these moves can also be executed on wrestlers outside of the ring.

Blockbuster Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 8 The attacker jumps off the turnbuckle executing a somersault at a standing opponent, the attacker catches the opponent's head and takes the opponent down with a falling neckbreaker.

Corkscrew Shooting Star Press Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 8 The attack is standing on the top rope, they jump into the air and execute a back-flip in mid-air while turning 360° to land on the opponent in the splash position.

Corkscrew Splash Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 6 The attacker stands on the top turnbuckle with the opponent lying face up on the mat. The attacker then leaps at the fallen opponent at the same time executing a 360 horizontal turn before landing on the opponent in the splash position.

Dragonrana Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 10

In this variant of the Top Rope hurricanrana, the wrestler first performs a front flip from the top rope before executing a true hurricanrana

Flying Bulldog Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 3 The attacker jumps off a turnbuckle at a victim, applies a side headlock on the victim in mid-air and drops them down on their face.

Flying Clothesline Endurance Cost: 6 Damage: 1D6 Ending Position: Down Failure Chance: 8 Heat: 3 The attacker jumps off the turnbuckle at the victim, sticks out their arm and hits the victim in the neck with it as they fall.

Flying Cross Body Block Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 4 The attacker jumps off a turnbuckle at the victim and hits them at an angle, knocking them down to the mat.

Flying Double Axe Handle Smash Endurance Cost: 3 Damage: 1D6 Ending Position: Standing Failure Chance: 8 Heat: 3 The attacker jumps off the top of a turnbuckle, locks both their hands together and strikes victim with both their hands.

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Flying Elbow Drop

Flying Headbutt Drop

Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker jumps off the top of the turnbuckle and falls on the victim elbow first.

Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker jumps off the top of the turnbuckle onto a downed opponent head first.

Flying Leg Drop Flying Face Driver Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 14 Heat: 8 The attacker jumps off the top of the turnbuckle and catches the victim's head in a head scissors, uses the momentum to spin both wrestlers around and the attacker drops down to their knees and drives the victim face first to the mat.

Flying 3/4 Face Lock Bulldog Endurance Cost: 6 Damage: 1D10 + 4 Ending Position: Down Failure Chance: 12 Heat: 8 The attacker jumps off a turnbuckle and applies 3/4 face lock (basically, the victim's head on the attacker's shoulder with the attacker forming a headlock around the top of their head as the attacker has their back to the victim) in mid-air and drops down to the mat impacting the victim's chin into the attacker's shoulder.

Flying Fist Drop Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker jumps off the turnbuckle and drops onto a downed opponent with their fist.

Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 4 The attacker jumps off the top of the turnbuckle and drops onto a prone opponent with the back of their leg.

Flying Spinning Heel Kick Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 10 A move in which the attacker jumps off the top of the turnbuckle and strikes a standing opponent with spinning heel kick in mid-air.

Flying Somersault DDT Endurance Cost: 8 Damage: 1D10 Ending Position: Down Failure Chance: 11 Heat: 8 The attacker stands on the second rope behind the victim. The attacker applies an inverted face lock on the victim. The attacker jumps off the second rope and does a forward flip over the victim's body. The attacker lands on their back and drives the victim head first into the mat on their face or top of their head.

Frog Splash Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 10

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Heat: 5 This move is performed by leaping from the top rope, stretching out to a horizontal position, and bringing one's feet and hands inward and outward before landing.

in a splash position the wrestler would continue the rotation to drive his leg across an opponent who is lying on the ground.

High-Angle Senton Bomb

Senton Bomb

Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 13 Heat: 10 A variant of the Senton Bomb which sees the attacker jumping off the turnbuckle while keeping their body straight and arms out-stretched resembling a swan dive. Then at the last possible moment the attacker executes a flip so they land on the opponent like a regular senton.

Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 4 The attacker jumps off the top turnbuckle and lands back first on the downed opponent.

Shooting Star DDT Missile Dropkick Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker jumps off the top of the turnbuckle and kicks the victim with both their feet. The attack can be focuses on the victim's head, chest, stomach, back or legs.

Moonsault Endurance Cost: 3 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 3 The attacker jumps off the top of the turnbuckle with a backwards somersault and lands stomach first on the victim.

Endurance Cost: 6 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 12 Heat: 10 This move another variation of the shooting star press requires a wrestler to be on the top turnbuckle while the opponent is standing up, the wrestler executes a shooting star (flip in mid air counter clockwise) before grabbing the opponents head and slamming it on the ground finishing with the DDT.

Shooting Star Press Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 5 In a standard shooting star press, the attacker jumps forward from the top of the turnbuckle, executes a back-flip in mid-air, and lands on the opponent in the splash/press position.

Moonsault Legdrop Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 12 This variation sees the attacker perform a top turnbuckle moonsault but instead of landing on the opponent

Shooting Star Senton Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 10 The attacker jumps forward off the turnbuckle and

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executes a backflip in mid-air as in when doing a Shooting Star Press but instead continues the rotation and lands on the opponent in a senton position.

Failure Chance: 10 Heat: 5 The attacker jumps of the turnbuckle catching the victim's head/neck between their legs and sealing the lock by crossing their ankles. The attacker falls the the mat pulling down the victim to the mat.

Somersault Leg Drop Endurance Cost: 5 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 6 The attacker performs a forward somersault from a raised platform while descending to drop their leg across the throat or chest of an opponent.

450 Splash Endurance Cost: 6 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 14 Heat: 10 The attacker stands on the top of the turnbuckle, they jump up into the air and flip forward 450° from a raised, landing on the opponent in the splash position.

Top Rope Hurricanrana Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 6 The attacker leaps off the top of the turnbuckle at the victim and locks both of their legs around the victim's head/neck. The attacker falls backwards and flips the victim over.

Top Rope Shoulder Tackle Endurance Cost: 5 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 3 The attacker jumps off the top of the turnbuckle and hits the victim with their shoulder.

Top Rope Splash Sunset Flip Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 3 The attacker is on the top of the turnbuckle, once the defender stands and faces the attacker, the attacker jumps off the turnbuckle diving over the opponent, catches them in a waist-lock from behind, and rolls into a sitting position as he hits the mat. As the attacker rolls over, they pull the opponent over backwards so that they land on their back in a pinning position.

Super Flying Head Scissors Endurance Cost: 4 Damage: 1D8 Ending Position: Down

Endurance Cost: 2 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 2 The attacker jumps off the top of the turnbuckle and lands stomach first on the victim.

Tornado DDT Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 8 The attacker jumps off the turnbuckle catches the victim with a front face lock then uses his momentum to spin both wrestlers around then drives the victim straight down or backwards, driving the victim's head into the mat. This move may also be used in the Ringside Group.

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Ringside Group

“Going outside the ring is a dangerous adventure, for one thing ya got weapons and the ring itself to worry about. A steel post to the head don’t feel good no matter how tough and ugly ya are! Here’s a few tricks to help you out if you ever find yourself on the outside of the ring. Also got some fancy crap you can do if your opponent’s on the outside of the ring and you’s inside it. But like I said for Top Rope moves, it’s your body...if you ain’ts got respect for it then I ain’ts either.”

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Ringside Group This group is made up of moves that are performed on the outside of the ring, or moves that begin inside the ring but end up outside. The moves from this group are available for use once one of the wrestlers involved in the match is outside the ring.

Failure Chance: 8 Heat: 5 Both competitors are on the outside of the ring, the attacker grabs the opponent in a front facing bear hug lifting them off the ground. The attacker then charges forward driving the opponent's back into the side of the apron. This move can also be performed with the attacker driving the opponent's back into the ring post or steel steps; when doing either one this move gets a +2 on damage.

Barricade Head Smash Endurance Cost: 2 Damage: 1D8 Ending Position: Standing Failure Chance: 8 Heat: 5 Both competitors are standing at ringside, the attacker grabs a hold of the opponent's head and drives it down into the barricade.

Barricade Throat Drop Endurance Cost: 3 Damage: 1D10 Ending Position: Standing Failure Chance: 8 Heat: 5 The attacker lifts the opponent up with a gorilla press and drops them throat first onto the barricade.

Baseball Slide DDT Endurance Cost: 6 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 8 The victim is standing on the floor, the attacker is in the ring. The attacker runs and slides head first at the victim under the bottom rope. The attacker applies a front face lock on the victim. The attacker swings their body off the apron, twists around a lands on their back, driving the victim's head into the floor.

Bearhug Drive Endurance Cost: 3 Damage: 1D8 Ending Position: Down

Exposed Piledriver Endurance Cost: 3 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 9 Alignment: Heel DQ: 9 Heat: 5 Both competitors are on the outside of the ring, generally the opponent is down, the attacker removes a piece of padding on the ground exposing the concrete floor. He then drags the opponent up and delivers a Piledriver onto the exposed concrete.

Plancha Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 5 The attacker gets a running start and dives to the outside of the ring over the top rope colliding with the victim on the outside chest to chest.

Ring Post Head Smash Endurance Cost: 2 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 5 Both competitors are standing at ringside, the attacker grabs a hold of the opponent's head and smashes it into a ring post.

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Springboard DDT

Springboard Hurricanrana

Endurance Cost: 10 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 13 Heat: 10 The attacker is in the ring, he charges the ropes, jumps up landing on the top rope and springboards himself into the air, catches the victim who is standing outside of the ring with a front face lock then uses his momentum to spin both wrestlers around then drives the victim straight down or backwards, driving the victim's head into the ground at ringside. This move may also be performed in the opposite direction, the attacker being on the outside of the ring and the victim standing in the ring. The attacker jumps up on the apron, then up onto the top rope, springboards off and hits the DDT.

Endurance Cost: 6 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 13 Heat: 7 The attacker leaps onto the top rope, springboards up and to the outside catching the victim and locks both of their legs around the victim's head/neck. The attacker falls backwards and flips the victim over.

Springboard Dropkick Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 5 The attacker jumps up on the top rope, bounces off into the air and kicks the victim with both their feet. The attack can be focuses on the victim's head, chest, stomach, back or legs.

Springboard Leg Drop Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 11 Heat: 6 The attacker jumps on the top rope and uses it to springboard himself into the air and drops onto a prone opponent laying outside the ring with the back of their leg.

Springboard Somersault Senton Endurance Cost: 5 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 7 The attacker jumps onto the top rope, springboards off a executes a somersault then lands back first on the downed opponent on the outside.

Springboard Flying Head Scissors Endurance Cost: 6 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 8 The attacker jumps onto the top rope and uses it to spingboard up and out of the ring catching the victim at ringside's head/neck between their legs and sealing the lock by crossing their ankles. The attacker falls the the mat pulling down the victim to the mat.

Springboard Splash Endurance Cost: 3 Damage: 1D10 Ending Position: Down Failure Chance: 12 Heat: 4 The attacker jumps on the top rope, springboards up into the air and lands stomach first on the victim on the outside of the ring.

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Down Group

“Okay, you’re doin’ good kid...keep it up. Now you’ve slammed the sucker down on the canvas and he’s at your mercy. Here’s some things ya can do to really put the hurt on him, a few submissions to stretch and pull them ligaments will have your opponent screaming for his mama!”

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Down Group Moves from this category can be executed when the opponent is down on the canvas.

Achilles Tendon Hold Type: Submission Hold Endurance Cost: 2 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D6 per segment Ending Position: Down Failure Chance: 8 Heat: 2 per segment The victim is on their back, the attacker grabs one of the legs of a victim so that their foot is in the attacker's armpit. The attacker puts his arm under the knee of the victim, sits back and applies a leg scissor lock.

Ankle Lock Type: Submission Hold Endurance Cost: 2 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D6 per segment Ending Position: Down Failure Chance: 8 Heat: 2 per segment The victim is on their back, the attacker grabs the one of the victim's legs and twists the victim's ankle. The attacker goes to the mat and applies a scissor lock to the leg.

Armbar Type: Submission Hold Endurance Cost: 1 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D4 per segment Ending Position: Down Failure Chance: 8 Heat: 1 per segment The attacker wraps their arms around one of the victim's arms in such a way that the victim's elbow is locked straight out and the attacker applies pressure to the victim's arm.

Armbar and Arm Scissors Type: Submission Hold Endurance Cost: 3 per segment

Damage: 1D4 per segment Victim Endurance Drain: 1D8 per segment Ending Position: Down Failure Chance: 8 Heat: 2 per segment The victim is on the mat. The attacker scissor locks one of the victim's arms with their legs and grabs the victim's other arm with their arms and pulls back on it. The victim should be laying on the mat on their side once the hold is applied.

Boston Crab Type: Submission Hold Endurance Cost: 3 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D10 per segment Ending Position: Down Failure Chance: 8 Heat: 3 per segment Can be set up two ways. With the victim on their back, the attacker grabs both the victim's legs, the attacker steps over the victim's body so they are turned onto their stomach. The attacker leans back to apply pressure. If the victim is on their stomach, the attacker grabs both their legs and pulls backwards to apply pressure.

Boot Lace Eye Rake Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 5 Alignment: Heel DQ: 7 Heat: 2 The attacker places their boot on the victim's face and pushes the victim's head or pushes their own leg down, raking the victim's eyes across the laces of the attacker's boot.

Camel Clutch Type: Submission Hold Endurance Cost: 2 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D8 + 2 per segment Ending Position: Down Failure Chance: 8 Heat: 3 per segment The victim is face down on the mat, the attacker sits on their back and puts the the victim's arms on their legs. The attacker then links their hands under/on the victim's chin and

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pulls back.

Choke Hold Type: Submission Hold Endurance Cost: 1 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D10 per segment Ending Position: Down Failure Chance: 8 Alignment: Heel Heat: 1 per segment The attacker grabs the victim by the throat with either one or two hands.

Cobra Clutch Type: Submission Hold Endurance Cost: 2 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D8 per segment Ending Position: Down Failure Chance: 6 Heat: 2 per segment The attacker stands behind the victim. The attacker reaches under one of the victim's arms with one hand and places it behind the victim's neck. The attacker uses their free arm to reach across the victim's body and grab the victim's arm which is on the the same side as the arm the attacker is apply the half nelson. The attacker pulls the victim's arm across their face and locks their hands around the victim's neck and applies pressure.

Elbow Drop Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 7 Heat: 1 The attacker falls on the victim elbow first.

and bends it sideways behind one of the attacker's own legs and on top of the victim's other leg, forming a "4" with the victim's legs. The attacker holds the victim's straight leg, the attacker pins their legs into place, the attacker then falls back onto the mat and applies pressure.

Fist Drop Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 1 The attacker drops onto a downed opponent with their fist.

Giant Swing Endurance Cost: 3 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 2 The victim is on their back, the attacker grabs both their legs and starts to spin. The momentum lifts the victim off the mat as they get spun around by their legs.

Groin Stomp Endurance Cost: 1 Damage: 1D8 Ending Position: Down Failure Chance: 5 Alignment: Heel DQ: 12 Heat: 2 The victim is on their back, the attacker grabs both legs, splits them apart and delivers a kick to the groin.

Half Crab

Figure Four Leg Lock Type: Submission Hold Endurance Cost: 3 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D10 per segment Ending Position: Down Failure Chance: 6 Heat: 4 per segment The victim is on their back, the attacker grabs one leg

Type: Submission Hold Endurance Cost: 2 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D10 per segment Ending Position: Down Failure Chance: 8 Heat: 3 per segment Can be set up one of two ways. If the victim is on their back, the attacker grabs one of their legs, steps over the victim's body turning them on their stomach and pulls back applying pressure to the victim's back. If the victim is on their stomach, the attacker grabs one of the victim's legs and pulls backwards applying pressure to the victim's back.

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Hamstring Pull

Knee Drop Knee Breaker

Type: Submission Hold Endurance Cost: 3 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D6 per segment Ending Position: Down Failure Chance: 7 Submission: Yes Heat: 2 per segment The victim is on their back, the attacker grabs the victim's leg and flips forward, pulling the victim's leg as far as it will go.

Endurance Cost: 1 Damage: 1D6 Ending Position: Down Failure Chance: 5 Heat: 2 The victim is on their back, the attacker grabs the victim's leg. The attacker places one leg behind the victim's knee and places the victim's ankle/shin behind the knee of their other leg. The attacker jumps and drives the victim's leg into the mat.

Headbutt Drop

Knee Slam

Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 1 The attacker falls onto a downed opponent head first.

Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 2 The victim is face down on the mat. The attacker grabs one of the victim's legs by the ankle and lifts it up, usually lifting the lower part of the victim's body off the mat, and then slams the knee down into the ground.

Indian Deathlock Type: Submission Hold Endurance Cost: 3 per segment Damage: 1D4 + 2 per segment Victim Endurance Drain: 1D8 per segment Ending Position: Down Failure Chance: 7 Submission: Yes Heat: 3 per segment The attacker lifts up one of the opponent’s legs and walks one of their legs around the leg before dropping to a kneeling position, thus locking the opponents leg behind the attacker’s knee. The attacker then reaches over and grabs the opponents far leg and places it on top of the trapped foot of the opponent. The wrestler then performs a forward roll while maintaining the hold. This forces the opponent onto their chest while the wrestler ends in a sitting position facing the same direction as their opponent.

Knee Drop Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 1 The attacker drops down knee first on a prone victim.

Leg Drop Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 2 The attacker drops onto a prone opponent with the back of their leg.

Ring Rope Leg Drop Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 10 Heat: 2 The attacker drags the victim to the ropes and places the victim's throat first on the bottom or middle rope. The attacker stands on the opposite side of the ropes than the victim's body. The attacker usually gets a running start and jumps, dropping the back of their leg across the victim's neck or head, driving their throat into the ring ropes.

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Rope Choke

Slingshot Catapult Back Breaker Drop

Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 5 Alignment: Heel DQ: 8 Heat: 2 The attacker drags the victim to the ropes and places the victim's throat first across and chokes them in some manner.

Endurance Cost: 3 Damage: 1D6 Ending Position: Down Failure Chance: 9 Heat: 5 The victim is on their back, the attacker grabs the victim by their legs and hooks both feet with their arms. The attacker falls backwards, pulling the victim off the mat and shooting them over the attacker's body into the ring ropes or the corner. The attacker bends their knees as the victim rebounds and falls backwards. The victim then lands with the small of their back on the attacker's knees.

Senton Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 8 Heat: 2 The attacker jumps over the victim and lands back first on them. This is a common move in lucha libre.

Sharpshooter Leg Lock Type: Submission Hold Endurance Cost: 3 per segment Damage: 1D6 per segment Victim Endurance Drain: 1D10 per segment Ending Position: Down Failure Chance: 9 Heat: 5 per segment The victim is on their back. The attacker holds up the victim's legs and steps in between them. The attacker crosses the victim's legs around the leg which they put through and holds them in place with their arms. The attacker them steps over, turning the victim over on their stomach. The attacker leans/crouches back to apply pressure.

Splash Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 5 Heat: 1 The attacker jumps up and lands stomach first on the victim.

Stomp Endurance Cost: 1 Damage: 1D4 Ending Position: Down Failure Chance: 2 Combo: Yes Heat: 1 Momentum: 2 The attacker delivers a hard stomp to a downed opponent. The target of the attack can be any body part.

Sleeper Hold

Texas Clover Leaf

Type: Submission Hold Endurance Cost: 2 per segment Damage: 1D4 per segment Victim Endurance Drain: 1D6 per segment Ending Position: Down Failure Chance: 5 Heat: 2 per segment The attacker stands behind the victim and wraps one of their arms around the victim's neck, but not under their chin. The attacker applies pressure, cutting off the supply of blood to the victim's brain, causing them to pass out.

Type: Submission Hold Endurance Cost: 3 per segment Damage: 1D6 per segment Victim Endurance Drain: 1D10 per segment Ending Position: Down Failure Chance: 9 Heat: 4 per segment The victim is on their back, the attacker grabs both the victim's legs and locks them into a figure four with their arms, placing the victim's straight leg into their arm pit. The attacker steps over the victim rolling them on their stomach as if for a boston crab and sits back.

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Corner Group

“Okay last and certainly not least, ya got the corner moves. So let’s say instead of whipping your opponent into the ropes, ya decide to get cute and whip him hard into the turnbuckle. Great plan, the turnbuckle ain’t got no give like the ropes do...so here’s a few moves that will help ya take advantage of the situtation.”

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Corner Group

of the opponent.

Moves from this category can be executed when the opponent is leaning against one of the corners of the ring, usually after being Irish Whipped into the turnbuckle.

Corner 10 Punches Endurance Cost: 2 Damage: 1D10 Ending Position: Corner Failure Chance: 5 Heat: 6 A classic turnbuckle move that sees the opponent leaning back-first in the corner, the attacker climbs up onto either the bottom or middle rope and delivers 10 mounted punches. The crowd get into the action counting out each punch.

Corner Butt Bump Endurance Cost: 3 Damage: 1D6 Ending Position: Corner Failure Chance: 10 Heat: 5 The attacker takes a running start towards the opponent in the turnbuckle spins around and crashes into the opponent with their butt.

Corner Dropkick Endurance Cost: 2 Damage: 1D6 + 2 Ending Position: Corner Failure Chance: 10 Heat: 5 The attacker takes a running start towards the opponent in the turnbuckle and delivers a vicious dropkick to the chest.

Corner Foot Choke Endurance Cost: 2 Damage: 1D6 Ending Position: Corner Failure Chance: 4 Alignment: Heel DQ: 5 Heat: 3 The attacker places a foot on the opponent's throat who is sitting in the corner. The attacker puts pressure on the throat, choking the opponent and using the ropes for added leverage.

Corner Running Knee Strike Endurance Cost: 2 Damage: 1D8 Ending Position: Down Failure Chance: 6 Heat: 5 The attacker gets a running start towards the opponent who is sitting in the corner and drives a knee to the face of the opponent.

Corner Shoulder Drive Endurance Cost: 2 Damage: 1D4 Ending Position: Down Failure Chance: 4 Combo: Yes Momentum: 1 Heat: 2 The attacker walks up to the opponent into the corner and drives a shoulder into his gut. This can be used as a combo to drive multiple shoulder blows into the gut of your opponent.

Corner Spear

Corner Kick Fest Endurance Cost: 2 Damage: 1D6 Ending Position: Down Failure Chance: 6 Heat: 8 The attacker delivers a series of quick kicks to the gut

Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 5 The attacker gets a running start and delivers a spear to the opponent who is leaning back first into the corner.

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Corner Splash

Tree of Woe - Baseball Slide

Endurance Cost: 3 Damage: 1D8 + 2 Ending Position: Down Failure Chance: 10 Heat: 7 The attacker gets a running start towards the opponent in the turnbuckle, as the attacker approaches they either jump up in the air towards the opponent and collide chest to chest or the attacker simply runs into the opponent colliding chest to chest.

Endurance Cost: 4 Damage: 1D8 + 2 Ending Position: Down Failure Chance: 8 Heat: 8 This involves the attacker suspending the opponent upside down on a turnbuckle, with the opponent's back being up against it. To do this the opponent's legs are then hooked under the top ropes, leaving the opponent facing the attacking wrestler, upside down. The attacker then gets a running start and delivers a baseball slide striking the opponent in the face.

Frankensteiner Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 10 Heat: 6 This is a headscissors takedown executed on an opponent sitting on the top turnbuckle. With the attacking wrestler's legs scissored around the opponent's head while they face each other, the wrestler performs a back-flip to swing through the opponent's open legs, dragging the opponent into a forced somersault that distances the wrestler from the opponent, who lands on their back.

Turnbuckle Belly to Belly Suplex Endurance Cost: 8 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 8 The attacker sits the opponent on top of the turnbuckle, the attacker climbs up and grabs the opponent in a front facing bear hug and delivers a Belly to Belly Suplex off the turnbuckle.

Turnbuckle Crucifix Powerbomb Superplex Endurance Cost: 4 Damage: 1D10 Ending Position: Down Failure Chance: 10 Heat: 5 The attacker sits the victim on the turnbuckle, locks a front face lock and executes a suplex off the turnbuckle.

Tree of Woe Endurance Cost: 2 Damage: 1D6 + 2 Ending Position: Down Failure Chance: 6 Heat: 5 This involves the attacker suspending the opponent upside down on a turnbuckle, with the opponent's back being up against it. To do this the opponent's legs are then hooked under the top ropes, leaving the opponent facing the attacking wrestler, upside down. The attacker will then either choke, kick or stomp the opponent until the referee uses up his five count.

Endurance Cost: 8 Damage: 1D10 + 2 Ending Position: Down Failure Chance: 14 Heat: 12 The attacker sits the opponent on top of the turnbuckle with the opponent's back facing the attacker. The attacker then places both their arms under the arms of the victim and extends their arms out as far as they can and slams them to the canvas using a Crucifix Powerbomb.

Turnbuckle Dropkick Endurance Cost: 5 Damage: 1D10 + 2 Ending Position: Down - Outside of Ring Failure Chance: 9 Heat: 6 The attacker sits the opponent on top of the turnbuckle, the attacker then steps back towards the center of the ring and then gets a running start and delivers a dropkick to the chest of the opponent sitting on the turnbuckle. The opponent falls back crashing to the outside of the ring.

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Equipment List Rings

Professional Sound System

Basic Ring Cost: NEW= $5,000, USED = $2,000 Heat Bonus: NEW= 0, USED = -5 Cargo Space Use: 20 This is a very basic ring, it isn't the prettiest of rings but it's better than nothing.

Cost: NEW = $15,000 - USED = $8,500 Heat Bonus: NEW = +10 – USED = -5 Cargo Space Use: 20 The best sound money can buy, this system supports wireless microphones with longer range. This system comes with 6 microphones

Deluxe Ring Cost: NEW = $15,000, USED = $10,000 Heat Bonus: NEW = +5, USED = 0 Cargo Space Use: 20 This ring is a step up from the basic version, with a more professional look and good bump taking ability your wrestler's will thank you for it.

Professional Ring Cost: NEW = $30,000, USED = $20,000 Heat Bonus: NEW = +10, USED = +5 Cargo Space Use: 20 This is the top quality ring, everything about this ring is the best money can buy.

Video Production Television Production Truck Cost: NEW = $250,000 - USED = $150,000 Heat Bonus: NEW = +20 – USED = +10 (Bonus applies only to Televised Events) Fuel Cost per Show: NEW = $150 – USED = $200 Cargo Space Use: N/A This is an entire truck that houses various television production equipment allowing your Television shows to look more professional.

Basic Giant Screen

Sound System Basic Sound System Cost: NEW = $3,000 - USED = $1,500 Heat Bonus: 0 Cargo Space Use: 10 Sound on a budget, provides adequate playback quality for entrance music and ring announcers. This package includes 2 wired microphones.

Cost: NEW = $30,000 - USED = $15,000 Heat Bonus: NEW = +10 – USED = +5 Cargo Space Use: 30 A giant screen that displays various videos, this screen is usually setup above or near the entrance. Having a giant screen allows each wrestler to have intro videos displayed as they make their entrance thus granting them a Heat Bonus for that match. The entrance videos have to be created using the Entrance Video Production service.

Professional Giant Screen Setup

Good Sound System Cost: NEW = $5,000 - USED = $2,500 Heat Bonus: NEW = +5 – USED = 0 Cargo Space Use: 15 This system provides a major boost to the quality of the sound over the basic system, as well this system supports wireless microphones and comes with 2 of them.

Cost: NEW = $60,000 - USED = $30,00 Heat Bonus: NEW = +25 – USED = +10 Cargo Space Use: 50 Larger size and sharper visual quality, this system includes two smaller screens.

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Pyro Setups

Professional Classic Cage

Basic Pyro Cost: $500 Heat Bonus: +5 Cargo Space Use: 5 A basic and simple setup that provides decent looking pyrotechnics.

Professional Pyro Cost: $2,000 Heat Bonus: +15 Cargo Space Use: 10 The professional pyrotechnic setup, allows an unlimited variation in pyro.

Specialty Matches

Cost: $3,500 Heat Bonus: +15 Cargo Space Use: 20 A better quality cage.

Basic Modern Cage Cost: $4,000 Heat Bonus: 0 Cargo Space Use: 30 To a have a Modern Cage match you will require one of these.

Professional Modern Cage Cost: $6,000 Heat Bonus: +15 Cargo Space Use: 30 A better quality cage.

Basic Scaffolding Cost: NEW = $500 Heat Bonus: 0 Cargo Space Use: 20 If you plan to have a Scaffold match you will need one of these, this is a basic small scaffolding setup.

Cargo Trucks

Large Scaffolding Cost: NEW = $2,000 – USED = $800 Heat Bonus: NEW = +15 – USED = +5 Cargo Space Use: 30 A larger version of the basic setup, allows more room on the scaffold for the wrestlers.

Intricate Scaffolding

Cube Van

Cost: NEW = $3,500 – USED = $1,800 Heat Bonus: NEW = +25 – USED = +10 Cargo Space Use: 40 A very intricate Scaffolding design that is sure to please and thrill fans of the Scaffold match.

Cost: NEW = $80,000 - USED = $35,000 Fuel Cost per Show: NEW = $100 – USED = $150 Cargo Capacity: 50 A cargo truck used to haul your equipment to your shows.

Basic Classic Cage

18 Wheeler Cargo Truck

Cost: $2,000 Heat Bonus: 0 Cargo Space Use: 20 To have a Classic Cage match you will first need a cage.

Cost: NEW = $172,000 – USED = $95,000 Fuel Cost per Show: NEW = $150 – USED = $250 Cargo Capacity: 100 A large cargo truck to haul your equipment to your shows.

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Card Booking Sheet Card Date: Card Name: Televised?: PPV?: Attendance: Card Quality: PPV Buy-rate:

Main Event: Quality: TV Rating: Ticket Sales: $ Venue Size:

Heat Score:

Title Belt: VS Quality: Title Belt:

Type: Featuring:

Type:

Quality: Title Belt:

Quality: Title Belt:

Type: VS

Quality: Title Belt:

Type: VS

Type: Featuring:

Type: VS

Featuring:

Heat Score:

Type: VS

Angles Heat Score:

Type:

Quality:

Type: VS

Heat Score:

Type: Featuring:

Quality:

Type: VS

Heat Score:

Type: Featuring:

Quality:

VS Quality:

Heat Score:

Type:

Type: Featuring:

Type: VS

Quality:

Type: VS

Heat Score:

Type: Featuring:

Quality:

Type: VS

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Match Tracking Sheet I VS Heat:

Heat:

Referee Warnings: Auto Reversals Used:

Move Series

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Referee Warnings: Auto Reversals Used:

Move Series

1

Match Tracking Sheet II VS Segment Tracker Round 2 Round 3

Round 1

Round 4

1

1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

Round 5

Round 6

Round 7

Round 8

1

1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

Round 9

Round 10

Round 11

Round 12

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1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

Round 13

Round 14

Round 15

Round 16

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1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

©2007-2008 Day Dreamer Interactive, All rights reserved

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WRESTLER SHEET Weight: Gender: Class:

Height: Birth Date:

Name: Age: Home Town: Theme Song: Alignment:

Level: Overness:

Experience:

Bonuses and Abilities

Attributes

Damage Bonus Angle Roll Initiative Submission Use Submission Break High Spot Bonus Strike Bonus

Strength Intelligence Endurance Agility Charisma Speed

Mic Work Reversals Second Wind No Sell FailureModifier Evade

Match Stats

Injuries

Health Points: Endurance Points: Heat: ( )

Injury Points: Healing Time: Cripple Points:

Employment Information Promotion: Wage:

Contract Start: Contract Length:

Tag Team

Current Titles Title Name

Team Name: Partner:

Date Won

Total Skill Slots: Total Skill Points:

Skills Skill Name

Points

Skill Name

Points

©2007-2008 Day Dreamer Interactive, All rights reserved

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Standing Group Name

Heat Endurance Failure

End

Damage

End

Damage

End

Damage

End

Damage

End

Damage

Running Group Name

Heat Endurance Failure

Top Rope Group Name

Heat Endurance Failure

Ringside Group Name

Heat Endurance Failure

Down Group Name

Heat Endurance Failure

Finisher Name:

Heat:

Description:

End:

Endurance:

Failure:

Damage:

©2007-2008 Day Dreamer Interactive, All rights reserved

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Ring Entrance:

Group Name: Name

Heat Endurance Failure

End

Damage

End

Damage

Group Name: Name

Heat Endurance Failure

©2007-2008 Day Dreamer Interactive, All rights reserved

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Group Name: Name

Heat Endurance Failure

End

Damage

Submission Holds: Name

Endurance Drain Heat Endurance Failure

End

Damage

Additional Finishers Finisher Name: Description:

Finisher Name: Description:

Heat: End:

Endurance: Failure: Damage:

Heat: End:

Endurance: Failure: Damage:

©2007-2008 Day Dreamer Interactive, All rights reserved

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Promotion Sheet Promotion Full Name:

Promotion Initials:

Promotion Owner:

Promotion Cash Balance:

Prestige:

Monthly Payroll:

Equipment List

Staff List

Promotion Titles Title Name

Holder

Television Shows Name

Pay Per Show

Length

Rating Bonus

Day Aired

Pay Per View Events PPV Name

Month

©2007-2008 Day Dreamer Interactive, All rights reserved

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Coming Soon

Warriors of Zhonghua™ Return of the Dragon Kings Exciting Martial Arts adventure abounds in a fantasy infused Oriental setting where magic, spirits and demons are commonplace. Thousands of years before the current era, the race of Dragons ruled the world and enslaved humanity. Their rule was brutal and very harsh on the human population and so it was only a matter of time until the humans revolted and overthrew their evil masters. But humanity didn’t stopped their, they waged a war of extermination against the dragon race and soon Dragons became extinct, or so humanity believed. However now the Dragon Kings who have been slumbering in hiding for the past few thousand years and planning their return and the destruction of the human race. Features: - Specially designed combat system makes for some fast paced Martial Arts action. - 6 Kung-Fu Styles to choose from; each with it’s own strengths and weaknesses. - Weapon Styles for the extra firepower needed to take down those tough opponents. - Harness the power of Chi to pull-off incredible maneuvers and cast magical spells. - Over 100 Kung-Fu attacks to pummel and punish your opponents with. - Set in a fantasy based version of China where dragons, spirits, demons and other supernatural entities exist.

The universe is a harsh place, beyond the laws and sphere of influence of the core worlds lies the new frontier. A place where pirates, con men and other miscreants thrive and flourish. The laws that govern the people of the core worlds is nothing more than a suggestion on the rim of civilized space, the bright side being that a mercenary can always get work in such an environment. Travel the universe to make your fortune as a mercenary for hire or maybe being a pirate bringing terror to the shipping lanes is more your style. Meet new races and uncover mysteries of civilizations long destroyed and forgotten. Features: - Play as a human or as one of the other species - Includes 4 fully mapped and detailed Core Worlds and their systems along with 3 fully mapped and detailed frontier systems and their planets. - Tons of weapons, armor and items to help you along your adventures. - More to be announced

Look For it in 2009

Look For it in 2009 - 180 -

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The Squared Circle Errata V1.01 January 16th 2008 Aging Rule (Optional) When the human body ages, the physical abilities of the body begin to deteriorate. This is especially true for professional wrestlers who's body takes an excessive amount of damage throughout the years of wrestling. However it's not all bad, with age comes wisdom and older wrestlers can still be dangerous and should not be underestimated. The aging rules don't come into play for a wrestler until they celebrate their 30th birthday, from then on every year the wrestler must roll (1D8) on the “Age Penalty” table below. Every 5 years the wrestler will get to roll (1D6) on the “Veteran Bonus” table beginning at age 35. Age Penalty

Veteran Bonus

Roll

Penalty

Roll

Penalty

1

-1 Speed

1

+2 Charisma

2

-1 Agility

2

+1 Charisma

3

No Penalty

3

+1 Reversal

4

No Penalty

4

+1 Submission Break

5

-1 Agility

5

+1 Second Wind

6

No Penalty

6

+1 Mic Work

7

-1 Strength

8

-1 Endurance

If the penalty rolled for the Age Penalty is a negative to the Endurance attribute and it brings your attribute score down to the next level in the Attribute Bonus chart on page 10 then roll 1D6 for Health and Endurance Points and deduct it from the wrestler's Health and Endurance points.

Missing Moves Corner Clothesline Endurance Cost: 4 Damage: 1D8 Ending Position: Down Failure Chance: 8 Heat: 5 The attacker charges the corner and delivers a crushing clothesline driving the opponent hard into the corner crushing him between the turnbuckle and the attacker’s arm.

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