EWWA (wrestling) rules From: J Andrew Lipscomb <themagpie@delphi.com> Date: Sun, 12 Jun 1994 07:38:38 +0000 EWWA Rules Version 2 Adapted by Andy Lipscomb (themagpie@delphi.com) Based on OWCH Rules v. 1.1 OWCH Versions 1.0 and 1.1 by: Scott Baxter (baxter@eclipse.sheridanc.on.ca) Additional material by: Above and Bruce Onder (bonder@netcom.com) inspired by: Francois-Dominic Laramee's PWGA rules. Give 'em hell, Chekov. Also by what I (SB) saw of Ben Pierce's EMWA. ----------------------------------------------------------------------- Permission is hereby granted by the author for unlimited distribution, so long as the above credits and this notice are included in all copies. Anyone trying to sell these rules should be beaten about the head and shoulders with a steel chair. Anyone who paid money for them will be feeling real stupid right about now. Go on, grab that steel chair - it'll make you feel better. ------------------------------------------------------------------------ These rules serve as the basis for the Electronic Women�s Wrestling Association. Wrestlers created for competition in the EWWA should abide by these rules. If you use this system for your own games, feel free to use, abuse, or change the rules as you see fit. If you have any suggestions or comments on these rules, please send them to themagpie@delphi.com; I'm always interested in new ideas. Changes since OWCH version 1.2: - Pronouns changed (this IS a women's league...) NOTE that while wrestlers must be female, managers and real-life players of either gender are acceptable. - Improvement/deterioration speeded up From 1.1 to 1.2: - There is now a limit on the maximum number of points that can be spent on any given attribute or skill - 10-sided dice are used instead of d6's (mostly) - Several knacks have been added - Generally reorganized and re-edited for clarity >From Bruce Onder (bonder@netcom.com) - High-risk moves - Illegal Moves/Foreign Objects - Submission Holds - New Knacks: Crippler, Move Block - Experience (title wins, losses, ties) - Streamlined move resolution - Concrete floors - Streamlined character improvement/deterioration *NOTE: a "d10" is a ten-sided die, with values ranging from 0 (low) to 9 (high). Creating a Wrestler =================== Points ------ Each wrestler receives 35 points to be spent on attributes, moves, knacks and styles. Attributes ---------- Each wrestler has five basic attributes, with a minimum score of 1 and a maximum initial score of 8. Scores may rise higher than 8 due to experience or the effects of certain knacks, but this is fairly rare. The attributes are: Power - general strength Speed - agility and reaction speed Toughness - ability to withstand punishment Endurance - ability to exert one's self for a long period of time Countermove - defensive ability A sixth attribute, Teamwork, is used only by wrestlers in tag-team bouts, and represents the wrestler's ability to coordinate moves with the other team member(s). Each point in any attribute costs 1 point. Moves ------ A move consists of the name of a wrestling maneuver followed by the skill number used when making a Skill Roll. For example, "Mighty Leg Drop 3". Each point of skill costs 1 point. No skill may initially have a skill bonus higher than 8. The default skill bonus for all moves is 0. You do not have to buy a skill bonus in all moves you want your wrestler to know; only spend points on those skills your wrestler knows well. Any wrestler can be skilled in any move; try to choose moves appropriate to your wrestler's gimmick and concept. *PBEM TIP: You should prepare a list of 0-skill moves your wrestler is likely to attempt during a match; these are moves that your wrestler uses but is no better at than most other wrestlers. Technically, your wrestler can use any move at 0-skill, but it would look a bit odd if your ex-sumo wrestler attempted a handspring-elbow smash... High-Risk Moves --------------- Some wrestlers use really dangerous moves. The upside is that when they work, they do more damage. The downside is that when they don't, the move can backfire painfully. Imagine Big Truck Vader missing with his top-rope butt splash. In game terms, high-risk moves do two points of damage instead of one. If you miss a high-risk move, then you suffer the damage instead of your intended victim (unless your tag team partner is holding your victim for you; in this case, you deck your partner instead). All you need to do to create a high-risk move is to mark it like this: Top-Rope Dropkick 7 (HR). High risk moves cost 1 point each, in addition to the normal cost of the skill bonus. Make sure you choose appropriate moves. Most high-flying moves are good candidates; moves like "Punch" or "Forearm Smash" usually aren't. Illegal Moves ------------- Other wrestlers distinguish themselves as creative rule-benders. The trick is to not get disqualified for your efforts to entertain the moron fans. Like high-risk moves, illegal moves grant you an extra point of damage. The risk is that you will get disqualified by not hiding your illegal shenanigans from the referee (or by not breaking before a five-count). To create an illegal move, just mark it as so: Choke Hold 4 (IM). Illegal moves costs 1 point each, in addition to the normal cost of the skill bonus. Illegal moves cover all sort of foreign objects, such as steel chairs, rolls of quarters, brass knuckles, forks, screwdrivers, boards, flags, loaded boots, loaded pads, little white plastic thingies wrestlers always hide in their trunks... Of course, in some feds, illegal moves can only be penalized inside the ring. So doing a Steel Chair Smash 4 (IM) on the floor can neutralize the downside of possible disqualification. Just make sure you beat the count back into the ring. *NOTE: If a federation 'bans' a particular move, all occurrences of that move automatically become illegal moves. Getting caught may mean a fine, a suspension, or an expulsion from the federation. It certainly means disqualification. Submission Holds ---------------- Still other wrestlers take great enjoyment out of tucking in their opponents for a long nap. The dreaded sleeper hold, the iron claw, and the torture rack are all submission moves. Submission holds inflict normal (1 attribute point) of damage, but suspends normal play until the defender escapes, reverses, passes out, or submits. A submission hold works on a single attribute, which must be declared when the move is created. The defender does not get to choose the attribute to reduce. Mark a submission hold like this: Sleeper Hold 3 (SH-Endurance) or Figure Four 6 (SH-Speed). Submission holds cost 1 point each, in addition to the normal costs of the skill bonus. Knacks ------ The following knacks are available at the listed point costs. I'd like to hear about any new ones you think up. The effects of the knacks may not make much sense to you until you read the section on match resolution. If a knack's cost is listed as 'X pts.', it means that there is no fixed cost - different wrestlers may have different point totals in that knack. Check the knack description to see what the allowable range is. 6 pts - Hulk Up. Automatically go on offense, +1 Power, +1 Toughness. 4 pts - *Distract Ref. May be used to allow cheat with no chance of distraction, or foil pin/submission/countout, or foil tag, or cancel effects of Inform Ref. 4 pts - *Inform Ref. May be used to point out successful cheat (automatic DQ) or cancel effects of a Distract Ref. 2 pts - Finisher (select a move). +4 skill on Pin/Submission attempts. 2 pts - *Rally Crowd. +1 to one attribute, due to crowd's support. A heel taking this knack should think of a different "special effect" - for example, it could represent a manager threatening his protegee, giving the protegee added incentive to win. 2 pts - Desperate Tag. Tag at any time. 2 pts - **Hidden Tag. +2 skill for legal partner's next move. 2 pts - Fake. May be used after Defender decides to use Countermove; causes defender to lose Countermove point with no effect on attacker. Attacker retains initiative. 2 pts - *Sucker Punch. Allows attack on attacker, who may not use Countermove to defend. 2 pts - *Pin Save. Used to cancel out a successful pinfall or submission attempt. 2 pts - Crippler. Your wrestler can choose which attribute is lowered by damage, instead of the victim. Use some common sense in your choice of moves/body parts: if you want to reduce your opponent's speed, use a fist drop to the knee, not a reverse chinlock (in other words, use a believable skill, not your highest-rated one). Usable once per knack. 2 pts - Move Block. Allows one specific move to be blocked once. Announce the move to be blocked when it is attempted. When used, the move has no effect; determine who gets the next move normally. X pts - Adaptability. A pool of points that can be used to modify your wrestler's attributes during a match; up to half the points spent on this knack may be added to the wrestler's attributes as needed at any time during a match. X pts - Manager. May create manager, with double the points spent on this knack. Minimum expenditure is 4 pts (for an 8-point manager). * Usable by manager or tag partner ** Usable by tag partner Managers -------- Active managers (those who do stuff to help you during a match) are created by buying the Manager knack. They can have attributes, knacks (except the Manager knack), moves, and styles (although moves and styles may not be quite as useful in a manager as they are in a wrestler). If you just want a manager who accompanies you to the ring and talks during interviews, then don't worry about the Manager knack. Just do it. Each wrestler that will benefit from an effective manager must pay for the manager. For example, both wrestlers in a tag team must pay the costs of a manager if they are to receive the benefits. However, each wrestler may buy different benefits. Styles ------ In general, wrestling styles provide a certain amount of protection for a wrestler's attributes. For example, Brawlers tend to be tougher than other wrestlers, while Martial Artists are able to conserve their Endurance. You may buy one or more styles for your wrestler from the list below. Each style costs 3 points; buy as many as you like, as long as your wrestler meets all the requirements of each style. The styles below list the minimum and maximum attribute requirements needed to qualify for that style. Each style enables the wrestler to maintain an attribute's score at 1, so that he may rely on this attribute throughout the match to add to certain die rolls. *NOTE: Wrestling styles cannot protect you from injury sustained from submission holds or cripplers; your score still will not drop below 1, but you can be injured. Powerhouse - min Power 4. Either Speed or Endurance must be 3 or lower. Power never drops below 1 during match. Aerialist - min Speed 4. Either Power or Toughness must be 3 or lower. Speed never drops below 1 during match. Brawler - min Toughness 4. Either Speed or Endurance must be 3 or lower. Toughness never drops below 1 during match. Martial Artist - Either Endurance or Speed must be 4 or higher. Either Power or Toughness must be 3 or less. Endurance never drops below 1 during match. Technician - min Countermove 4. Either Power or Speed must be 3 or less. Countermove never drops below 1 during match. Blob - Either Power or Toughness must be 5 or higher. Either Endurance or Speed must be 2 or less. Power never drops below one during match. The effects of multiple styles are cumulative. For example, Big Truck Vader is both a Powerhouse and a Blob; his Power never drops below 2 during a match. Lushin Jiger, an Aerialist/Martial Artist/Technician, never has his Speed, Endurance, or Countermove drop below 1 during a match. Truck's player would have to spend 6 points on styles, and Jiger's player would allocate 9 points for styles. Improvement ----------- For every 8 wins, a wrestler can increase any attribute or skill by 1 point. This point can be spent immediately on an attribute or skill, or can be saved in a pool of improvement points in order to buy more knacks or styles. Draws count as 1/2 win. Deterioration ------------- For every 12 losses, a wrestler must give up one of her points from either an attribute, a move, a style, a knack, or her improvement point pool. When you give up a point from a knack or a style, the remaining points are lost; you do not get two points in "change" for giving up your Aerialist style. Draws count as 1/2 loss. Resolving a Match ================= Matches are resolved in a series of 'rounds' in which dice are rolled to determine the outcome of various moves. Die Rolls --------- In the following rule descriptions, we will refer to such rolls as "Power Rolls" or "Speed Rolls." This simply means that you roll a d10, and use the greater of the die roll and your wrestler's specified attribute score. Example: La Guapa and Judy Jobber circle warily. They need to make Speed Rolls to resolve who gets to move first. La Guapa's speed is 7, and she rolls a 5, so she uses 7. Jobber's speed is just 3, and she rolls a 4, so she uses 4. La Guapa moves first. When a "Skill Roll" is called for, do the same thing -- substitute your skill number if the die roll is less. Regardless of the die roll, though, reduce your skill rating for the rest of the match by 1. Example: La Guapa grabs Judy Jobber and positions the poor sap for a snap suplex. This requires a Skill Roll. La Guapa's snap suplex skill number is 7, and she rolls a 1, so she uses 7 instead. La Guapa's snap suplex skill number is reduced to 6. General Sequence ---------------- The normal sequence of events for a round is: 1. Determine who gets to try a move 2. See if the move was successful 3. Determine the effect In face-to-face play, all rolls are made secretly and revealed only after all modifications are announced by the players (see below). 1. Determine who gets to try a move ------------------------------------ If a submission hold is in effect from the last round, the victim automatically becomes the attacker. Go to step 2. Otherwise, both players make Speed Rolls. The high roller is the attacker; the other gal is the defender. Ties result in maneuvering for position. Roll again. 2. See if the move was successful ---------------------------------- The attacker chooses a move and makes a Skill Roll. The defender makes a Countermove Roll (or uses her Skill Roll from a submission move she has in effect). If the attacker's roll is higher, the move was successful (and any submission hold is broken). Figure the Effect Bonus by subtracting the defender's roll from the attacker's. Otherwise: If it was a high-risk move, the attacker is Stunned and Knocked Down. If the defender has a submission hold applied, the attacker is Stunned and must make a Submission Check (see below). Start a new round and go to step 1. 3. Determine the effect ------------------------ The attacker makes a Power Roll and adds her Effect Bonus from the previous step. The defender makes a Toughness Roll. Determine the Effect Number by subtracting the defender's roll from the attacker's, and consult the following table: Effect Number Effect ------------------------------------------------------------------------- <= 0 No effect; return to step 1 <= def. Toughness Stunned > def. Toughness Stunned, plus either Knocked Down or Thrown From Ring (attacker's choice) Also, if the attacker is using an illegal move, make a Ref Check (see below). Effects ------- Stunned: When a wrestler is stunned, she must reduce one of her attributes by one of the following amounts: Move Type Amount Examples ------------------------------------------------------------------------- Normal 1 most moves High-Risk 2 Top-Rope Body Block Illegal 2 Suplex onto steel chair High-Risk and Illegal 4 Plancha dive onto concrete floor The defender chooses which attribute(s) to reduce, unless the attacker is using the "Crippler" knack, in which case the attacker chooses the attribute(s). Knocked Down: The defender is knocked, thrown, slammed, or otherwise acquainted with the mat. The attacker may choose to attempt a pin or submission. Thrown From the Ring: The defender is thrown out of the ring. She may get back into the ring immediately, unless her opponent is also outside the ring, in which case she must win the roll in step 1. Pinfall ------- Whenever a wrestler is knocked to the mat, her opponent may try to get the pin. The wrestler trying for the pin is the attacker; the wrestler tying to kick out is the defender. The attacker makes a Countermove Roll. The defender trying to kick out makes a Power Roll. Determine the Pin Number by subtracting the defender's roll from the attacker's, and consult the following table: Pin Number Result ------------------------------------------------------------------------ <= -2 Pin reversal; roles switch, roll another pin attempt -1,0 Defender kicks out before count begins. 1 One-count. 2 Two-count. 3 Two-and-a-half-count. >= 4 Three-count. Sound the bell! Submission Holds ---------------- Whenever a submission hold is successfully applied, normal rounds are suspended until a submission effect is determined. The defender makes a Countermove or Power Roll (her choice). Determine the Submission Number by subtracting the defender's roll from the attacker's Skill Roll (which he rolled to get the submission hold). Submission Number Effect -------------------------------------------------------------------------- =< -1 The hold continues 0 Defender escapes/powers out; resume normal play >= 1 Hold reversal; roles switch, make new Skill Roll The defender is Stunned every time she fails to escape or reverse the hold. Watch how low the defender's attribute scores get. If the total is 5 or less, make a Pass Out Check (see below). Additionally, if the submission hold causes Injury (see below), the defender must make a Toughness Roll. Subtract the total number of injury points suffered (both during this match and carry-over injury); if the result is zero or less, the defender passes out or submits from pain. Injury ------ Cripplers love to inflict long-lasting damage on their victims. Submission hold specialists inflict pain in order to get the victory, but sometimes they go too far. The result is injury. Attributes cannot be reduced below 0. However, damage done to an attribute with a current score of 0 is converted to an injury point that applies to the use of that attribute. Injury points subtract from the normal initial attribute score. Example: Jane All-Pro has a Power of 5. As a result of her grueling match with Doctor Grimace, he suffered two injury points to her Power attribute. Until he heals, her Power starts out at 3 (5-2). In order to heal injuries, a wrestler must forego wrestling for a full week (she can still attend cards as a second, conduct interviews, etc.) and make a Toughness roll. If the roll is equal to or greater than the total number of injury points suffered, then the wrestler 'heals' one injury point. Example: Jane All-Pro takes a week off to get some R&R. Her Toughness roll comes up 4, which is greater than 2 (her number of injury points), so she can heal one of her injury points. Her Power is now 4 (5-1). *NOTE: Wrestlers who have suffered more than 9 injury points will never heal from their injuries, and are considered to have been "retired with extreme prejudice." Resting ------- A wrestler rests in order to regain energy. Resting can be accomplished when the opponent is either stunned and knocked down, or physically separated from her (like, outside the ring). The player makes an Endurance Roll. Subtract the total number of attribute points lost. If the result is greater than zero, then the wrestler may increase any of her attribute points by one point (up to his current maximum). *NOTE: Wrestlers need to constantly monitor their energies; there is a certain point (9 points!) beyond which brief periods of rest will not help. Out of Ring ----------- When a wrestler is outside the ring, she may choose to rest if she is not attacked. Unless special rules apply, pins and submissions are pointless outside of the ring. Wrestlers outside of the ring must return before the end of the referee's ten-count. The player makes a Speed Roll. The GM makes a Countout Roll -- he rolls d10, but treats the number of rounds spent outside the ring (resting or wrestling) as the "attribute". If the Speed Roll is greater than the Countout Roll, the wrestler beat the clock. If not, he's been Counted Out. Example: Hulk Humvee and Dirty Donny Osmond are battling it out in the bleachers. They have been out there for 7 rounds, when Hulk slams Osmond onto the concrete. He tries to beat the ref's count, so he makes a Speed Roll, and gets an 8. The GM makes his Countout Roll, and gets a 7. Hulk barely rolls under the ropes in time. Using the Concrete Floor ------------------------ Doing a pile driver or a DDT (or any other move, for that matter) on the concrete floor is, of course, an illegal move (IM), which earns it an extra point of damage if successful. The only question is whether your fed can DQ wrestlers who break the rules outside the ring... Ref Check --------- Whenever there's an illegal move in the ring, there's a chance that the ref saw it (unless the Distract Ref knack was played). Make an Observation Roll for the Ref (Observation is an attribute just for referees). Figure the Disqualification Number by subtracting the wrestler's Skill Roll from the Ref's Observation Roll. Disqualification Number Result -------------------------------------------------------------------------- <= -1 The ref "saw nuth-ink!" 0 The ref suspects, but didn't see 1,2* The ref warns the cheater/breaks hold >= 3* The ref disqualifies the blatant cheater* *NOTE: As you'll notice in the 'real' feds, it takes some pretty darn blatant (and repetitive) cheating in order to get an actual disqualification. If 3 seems too high or low to you, feel free to futz with the numbers until you get something that's more 'realistic.' Pass Out Check -------------- Whenever a wrestler's attribute scores total less than 6, the player must make an Endurance Roll. If it is less than the attribute score total, the wrestler passes out from whatever blow she has suffered. Unlike the effects of stun, wrestlers who have passed out can do only two things: 1) Try to regain consciousness by resting (unless they are being pinned). 2) Kick out of pin attempts. *NOTE: If the opponent tries a move on the passed-out wrestler, the effect is automatically lessened to a stun. *NOTE: Managers are susceptible to this sort of attack as well, which is one reason why you might want to give your manager a few attributes. *NOTE: You must make a Pass Out check every round that it is appropriate, even if you were the attacker. This makes it possible to have double knock-outs. Special Matches --------------- Rules for special matches (cage match, barbed wire match, etc.) should generally be worked out by the participants. Tag Team Matches ================ Tag team matches are fun. Enough said. Well, okay. Here are some tag team rules. Resting ------- The women outside the ring may rest every round. The legal women can rest whenever circumstances allow (see normal rules). Teamwork Roll ------------- Teamwork rolls are made just like other rolls. But each tag team only has one Teamwork attribute, which is the lesser of the two scores. For this reason, tag team members should strive to maintain their scores equally well -- otherwise, fingers will be pointed when moves fail!] Teamwork rolls are used when tagging out and when executing tag team moves. Tagging Out ----------- If the opponent is Stunned, then tagging out is no problem. It's when she's actively trying to stuff her heel down your throat that problems arise. In such cases, you can only tag out by a) making a Teamwork roll instead of a normal attack or defense roll, or by b) using a Desperate Tag knack. Double-Teaming -------------- Double-teaming is the general stomping and bashing of the opponent by both tag team members. Keep the general move sequence -- it's just that the double-teamers roll twice for each step! Double-teaming is technically illegal, so you'll have to pass a Ref Check to start a double-team. If you fail, you'll be sent back to your corner. You'll also have to pass Ref Checks every round thereafter, but at that point the Ref only gets to check against the best Skill Roll for your team. Pier 6 Brawl ------------ In order to start a Pier 6 Brawl, the opponents must be double-teaming your partner. Then you can join in the fun. Your first move is technically cheating, so you'll have to pass a Ref Check or you'll be forced out of the ring, and the Ref will not be able to check out the opponents (free stomping time). After the first move, the Ref will lose control of the match, and nobody has to make a Ref Check until someone is thrown from the ring, at which time the double-teamers will have to pass Ref Checks again. Tag Team Moves -------------- Tag team moves are special coordinated moves that require two wrestlers to pull off. They are co-ordinated, whereas double-teaming is just a bunch of opportune beatings. A tag team move can be a parallel move, like a Rock & Roll Express "Double Dropkick 7", or a sequential move such as Demolition's "Backbreaker 4/Flying Elbow 5 (HR)." To resolve a parallel tag-team finisher, the team makes a Teamwork Roll to compare to the defenders roll. To resolve a sequential finisher, resolve the first action first, then the second. Count both moves as one round (thus, add up all bonuses when trying for a pin, not just the second move). *NOTE: You can create some pretty impressive tag team moves if you incorporate moves that are both high-risk and finishers, earning both extra damage and bonuses to rolls. Some Examples: First, here's three sample managers. I've included notes on the design goals for each manager, but you'll have to decide if the designs are successful or not. They're intended only as an example of how to add up a manager's points, and figure out how much the manager costs. Scheherazade - costs 4 pts Speed 2 (2 pts) Knacks: Pin Save 2 (4 pts) Sucker Punch (2 pts) Scheherazade was designed as a manager that would stand back and watch most of a match, only interfering when her protegee was in danger of losing. Since she only interferes late in a match, opposing wrestlers should have fairly low Speed scores, and her 2 speed might allow her to win initiative if attacked (so she can run away). She's an example of the bare minimum that a manager should be capable of - helping a wrestler who's in dire straits. Lord Plunder - costs 7 pts Speed 2 (2 pts) Power 2 (2 pts) Knacks: Pin Save 2 (4 pts) Distract Ref (4 pts) Sucker Punch (2 pts) Plunder was designed as a fairly versatile manager; he can help his protegee take advantage of a Face opponent, or protect her from an opposing Heel manager. He can do some real damage to a wrestler with a Sucker Punch, or if someone goes after her late in a match. He's an example of a mid-range manager - he'd be an important part of his protegee's game plan, and so would be involved in a match from fairly early on. Wilhelm Panzer - costs 10 pts Power 4 Speed 1 Toughness 3 Endurance 1 Countermove 1 (10 pts of attributes) Knacks: Distract Ref (4 pts) Sucker Punch 2 (4 pts) Pin Save (2 pts) Some of you will recognize this guy as Baron Von Klaw's "Personal Military Advisor" (from OWCH). Panzer is designed as a manager who could go toe-to-toe with a wrestler and actually stand a chance. He uses his knacks (particularly Sucker Punch) pretty much from the start of a match, and if the Baron's opponent tries to take Panzer out, he's in for a nasty surprise. Note that the Baron himself would only have 25 points left to spend on his own attributes, knacks, etc. so Panzer has to be very effective to be worth the points. Panzer is a "deluxe" manager, at the high end of the scale. Finally, here's an example of a tag team and manager. Note that each member bought the manager slightly differently; this means that the manager's allowable actions vary according to which team member is in the ring at any given time. The Lame Busters "Seducer" Sarah Sanderson Power: 3 Speed: 3 Toughness: 5 Endurance: 4 Countermove: 5 Styles: Technician Skills: Work on Arm 2 Kunze Armbar 1 (SH) Ram into Ringpost 0 (HR, IM) Knacks: Finisher (Kunze Armbar), Manager (Robby version 1 - 4 pts) Robby the Lame (version 1): Distract Ref, Sucker Punch, Pin Save Blanche Tullard Power: 4 Speed: 4 Toughness: 2 Endurance: 3 Countermove: 3 Teamwork: 4 Skills: Spiked Piledriver 3 (Double Team, HR) Shoulder Breaker 2 Choke on Ropes 0 (IM) Knacks: Finisher (Spiked Piledriver), Manager (Robby version 2 - 4 pts), Hidden Tag Robby the Lame (version 2): Speed 2, Sucker Punch 2, Threaten Protegee (heel version of Rally Crowd) **************************************************** ** Rules of the EWWA ** ** GM: Andy Lipscomb (themagpie@delphi.com) ** **************************************************** WELCOME to the Electronic Women's Wrestling Association, the EWWA. It is my hope that you will enjoy this, as it is my first attempt at running an e-wrestling league. Anyway, with that, a little structure. This should be the second part of a message you receive. The first contains the set of rules by which character creation and match resolution will take place. If you did not receive that, you will need that before you can proceed. Ask me for one. This message will cover: Any changes or limitations or clarification we make for our league. Our title structure. Our card structure [weekly and Supercard]. and other administrivia. For those of you in OWCH or EWC, this should be very familiar. In fact, it's the same set of rules, with any changes to be noted in either message. For you, let this serve as a review and as an idea of what I will do similarly and differently in the EWWA. I have been in several federations, and I plan to incorporate some of the best aspects of all of them. CHARACTER CREATION ------------------ For the time being, each manager will be allowed 4 slots. A slot may be a singles wrestler or a full-time tag team; singles wrestlers may wrestle tag as well without any extra charge (ie they use up 2 slots for singles, and no extra slot for the team). NOTES AND OTHER THINGS WE WILL USE ABOUT CHARACTER CREATION ------------------------------------------------------------ >From the first message, note the following: -- Remember, if you use a tag-team member, you must come up with a sixth attribute for the teamwork between the two, and you still only have the base 35 points to work with. Should, for some reason, a tag-team member wrestle as a single, the teamwork does not apply. This is where some of the league give advantages to TAG-TEAM SPECIALISTS when they tag and disadvantages when they are singles. Also note that their alignments may not differ by more than one step (e. g. a semi-good may pair with another semi-good, a good, or a neutral). -- Send in some 0-skill moves, as it gives us an idea as to what moves you know reasonably, and helps us write the match... -- For illegal moves, we will determine the following: For foreign object illegal moves, if you are caught using it, you will be disqualified [unless, of course, the match is no-DQ or something to that effect...] And illegal objects can be DQ'ed for while on the floor. [The chart will still hold, but the ref will warn...] For illegal holds, see the chart in the first message. Also note that each warning issued will add one to further ref rolls. Remember, no infinite loop of managers. [That possibility has been pointed out to the OWCH people so they'd be able to put it in the next edition.] i.e. You can't spend 4 points on Mike Falkner as a manager, spend his 8 on a Debbie Gibson manager, spend her 16 on a Baron Von Klaw, and end up with an Arnold Schwartzenegger that rivals many of the wrestlers. Can't do that!! RESOLVING MATCHES IN EWWA ------------------------ First, a lot of the randomizing will take place by computer, to generate results quickly. I will interpret the results via the rules above, with any clarifications and changes from that to be noted. This is where a determined strategy comes in. We have a basic strategy set up, which is to feel the person out for the first couple minutes, then try a couple basic moves, followed by some more stuff, and then the big moves at the end to get the fall. Knacks, as above, will be used as and when applicable. When you send in your challenges for a week, send in the strategies which you intend to use for those matches. If we don't receive a strategy, we will use the normal strategy, but it might not work. Example: Derek Machismo vs. Mike Falkner from the Summit Falkner had long since sent in his strategy, but he did not know that Machismo would turn heel on her, so the normal strategies did not prevent the post-match jump that took place after he won. All determinations that would be the player's choice will be made by the GM's, given the strategies that you send in, and the course of the match. Of course, if you tell us to take a point from this place for this move, that's what we'll do. So if you want a structure as to what will be taken from where, send that in. [Of course, there are places where the point is just taken from one slot, and that overrules strategy.] STYLE OF CHARACTERS ------------------- As you well know, I sometimes take my characters from real people. We are asking you not to make clones of every wrestler you love [hate], but if you wish to use a person as a prototype, feel free. Example: We won't accept an exact clone of Debbie Gibson, but someone like Deborah Ann, who uses some of Gibson's traits as a prototype, might [and probably will] work. In fact, being a big fan of Debbie Gibson makes it easier for Mike to play that character and the Electric Youth. IMPORTANT: Inter-federationals... We will allow interfederational MANAGERS, but no interfederational WRESTLERS. (It is legal for a wrestler in one league to manage in another (if that league allows); but one may wrestle in one league only.) OUR SHOWS --------- 1> Weekly -- Manic Monday This is the EWWA�s weekly show. With occasional exceptions, every title will be defended each week. Some interview segments and other addenda will be run here. 2> Supercards Here's where you can run wild. Supercards are where you can have the wild stipulation feud enders and such as that. Our supercards will be Battle Imperial (a Royal Rumble-style event in September), BallotBowl (Election Day), Christmas Crunch (last card of the year), Shamrock Showdown (our survivor event, held on St. Patrick�s Day), Mayday! Mayday! (Black-Eyed Susan Day--the day before the third Saturday in May), and Bikini Bash (sometime in July). STRUCTURE OF EWWA ----------------- OK. Now you know how to win a match, if you read the first rules carefully. Now, here's the title picture... 1> Universal Champion -- This champion is the top woman in the federation, and her status is signaled by a diamond tiara. She must defend the crown (almost) every week--in a 2-out-of-3-falls match. 2> World Tag -- Same restrictions, but only for tag teams (title matches are survivor-type). 3> Internet, Ethernet, Altnet-- Secondary titles for singles and teams Like the Universal, but matches are one-fall and they may or may not be created immediately (require 16, 32, and 64 entries). 4> Officer Julie Campbell Memorial Trophy This one will be up for grabs among women of all feds. It is not considered an EWWA title per se. CHALLENGES, RANKINGS, AND WHO CHALLENGES FOR TITLES --------------------------------------------------- There are several rules on the matter of who gets title shots. First, if a champion was just dethroned, she gets a rematch (unless she is getting a shot at a higher crown). However, when the title changes hands in a rematch, the one-week champ does not get a re-rematch. Second, if a lesser champion makes four successful defenses of her crown BY VICTORY (retaining on a draw does not count, while a retention by DQ or countout loss counts as -1, and may result in strippage if done to excess), she gets a shot at the next-higher title. If she wins, her former crown is vacated and it's tournament time! (If a rematch and promotion match are earned in the same week, the rematch rule takes precedence; but the lower titlist will get her shot the following week, even if she loses the tiara in the meantime.) Finally, if neither of these rules applies, the highest-rated eligible contender gets the shot. To be eligible, a wrestler must not: (1) be a champion, or be receiving a match for a higher title; (2) have had title shots in both of the last two weeks; or (3) have had a shot for that particular title the previous week. Also note that a selected challenger may refuse; the next one in line will then challenge. All wrestlers start out with a rating of zero. After each match, the winner gains 10 points, and the loser drops 10. Also before each match, a handicap of 20% of the difference (but never more than 9) is transferred from the higher-ranked to the lower-ranked wrestler. (If there is a tie for a challenge, they draw cards to decide.) As to non-title bouts, each of your wrestlers and tag-teams may request one match per week.(This does not limit them to one match; they may receive more by being challenged.) Challenges may be made to any wrestler, with three exceptions: (1) A wrestler with a negative rating may not challenge a champion. (Also, only the first two challenges to each will be accepted. If you submit one, also submit an alternate.) (2) A challenge may not be made to a wrestler whose rating is more than 40 points inferior. (3) Two wrestlers run by the same player cannot challenge each other. (This also bars a wrestler from challenging herself.) Exceptions -- At any time, the Championship Committee reserves the right to mandate a shot... Normally, this will either be for a blatant DQ or ducking an opponent. PHILOSOPHY ---------- 1> Communicate with me regarding the federation at any time. If you'd like to see a rule or three tweaked, or you have angles that I could run, or if you have any problems, notify us, please, and I will consider it. 2> Not every angle will be run. [Anyone that tries like that Royal Rumble #*!^ with the Undertaker rising from the dead will be sorry...] I do reserve the right to edit, tweak, or omit angles if they are detrimental to the progress of the federation. If you have what might consider to be an angle that might or might not make it, let us know why you'd like to see the angle... 4> Communicate with each other. The best angles are done when two people get their heads together. Especially if I get similar angles from both of you, it'll make it easier for me to run. 5> If you feel that any wrestler is being shown favoritism toward, notify us. I can't think of anything else for the rules and the like. So, get to it with the character creation, and have us answer any questions you have. Andy Lipscomb themagpie@delphi.com +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ What follows are some of the changes that ECW invented and I will use, as well as some basic information that you might find useful CHARACTER GEN: I reserve the right to ask you to create new characters if 1) The initial balance is not right (too many goods or evils, too many tag teams, and the like) 2) Your character is injured permanently when wrestling, or if your character should happen to be barred from wrestling in the area (Loser Leaves Town, and the like) What follow next are examples of various classes and the moves ususally suited to the class AERIALISTS These wrestlers are masters of the Top Turnbuckle and are often extremely spectacular. Ex: Jushin Liger, Jimmy Snuka, Antonio Rocca Aerialist moves include: arm drags, dropkicks, (whatever) drop, every move off the top turnbuckle, head scissors, crucifix (pinning move), cross body blocks, moonsaults, leg scissors, summersaults, various gymnastics moves. TECHNICIANS: These guys are masters of holds and counterholds, scientists of the ring. Ex.: Billy Robinson, Bob Backlund, Bret Hart, Curt Hennig. Technical moves include: headlocks, clawholds, sleeperholds, arm bars, chicken wings, japanese armlocks, abdominal stretches, figure four leglocks, scorpion leglocks, spinning toeholds, piledrivers, DDT's, (whatever) breakers, suplexes, airplane spins, fireman's carries, inside cradles (pinning move) small packages (pinning move), superplexes. MARTIAL ARTISTS These wrestlers like to use the techniques of Judo, Karate and Aikido in the ring. Most (but not all ) are Oriental. Ex: Rick Steamboat, Rob Van Dam, Mr. Fuji. Martial Art moves include: chops, double chops, karate kicks, round kicks, hip tosses, leg trip takedowns, elbow smashes, mule kicks, heart punches,back body drops, "white hand" arm locks. BRAWLERS Streetfighters, proficient at fighting both inside and outside of the ring. Ex: Stan Hansen, Jim Duggan, Terry Gordy Brawling moves include: axe handles, punch combos, kick combos, head butts, head slams into the turnbuckle, face slams on the ring, slaps, slams into the ringpost (Out of ring), slams onto ringside (whatever) (Out of Ring), slams onto announcers table (Out of Ring) POWERHOUSES Big women, with tons of muscles, that like to toss people around. EX: Road Warriors, Hulk Hogan, Ludvig Borga Powerhouse moves include: full nelsons, shoulder blocks, clotheslines, body slams, power slams, bear hugs, gorilla presses, tests of strength, atomic drops, power bombs, torture racks, boston crabs. BLOBS Big, fat, tubs of lard that smother opponents with sheer mass. EX: Yokozuna, Earthquake, King Kong Bundy. Blob moves include: stepping on opponent, avalanche, splash, sitting on opponent, Earthquake. Also, for you heel types, some illegal moves........ Illegal moves include: choke holds, face rakes, back rakes, thumbs to the eyes, kicks to the groin, thumbs to the throat, biting, Fireballs, Green Mists, Hitting with International Objects. FINISHING MOVES --------------- If you take the finishing move knack, you may use any above maneuver as a finishing maneuver, or you may create your own. The only thing we ask is that it be something a human being could conceivably execute in live wrestling, and that you send the name and explanation of the move in your character sheets. REFEREES -------- The rules in EWWA for ref check are for your standard model referee. But as we all know, there are many different kinds of referees, from clueless wonders to Law Enforcement Monomaniacs to Chaotic Evil Assasins... Here is the table for how a referee will be determined for each match. 0,1 - Clueless Wonder: This guy probably couldn't see an atomic bomb explosion at Ground Zero. As a result, he will very seldom be smart enough to catch rules infractions. The Ref Check table is checked as so <= 3 = the ref saw "nuth-ink!" 4 = the ref suspects 5-6 = the ref warns/breaks hold >6 = disqualification of the blatant cheater 2-6 Standard Model. Treat tables as in regular rules 7-8 Law Enforcement Monomaniac. Will disqualify cheaters/intereferers at the drop of a hat. Adjusted table <=O = the ref suspects 1 =The ref warns (after two warnings, 1 = DQ >=2 = The ref DQ's 9 Chaotic Evil Assasin. The rulebreakers' friend. Standard table for faces, but he will not disqualify a heel (treat any roll >=3 as a warning as well). RULES FOR SPECIALTY MATCHES --------------------------- STEEL CAGE MATCHES 1) All DQ, countout, and "rest outside the ring" rules are waived 2) Managers may not DISTRACT REF to stop pinfalls. Attempts to Distract Ref for DESPERATE TAGS, attempts to hand off Foreign Objects (IO's for short) are both at -3 penalties. 3) Any attempts to throw opponent out of ring becomes Slam Opponent into Cage, as well as any Slam Opponent into (whatever) that normally occur outside of the ring. Damage points are doubled for this move. TEXAS DEATH MATCHES 1) DQ and countout rules are waived. 2) The loser will be out 2-11 weeks because of injuries; furthermore, she must wrestle at -5 points for the first three weeks after she comes back (The points removed are at wrestler's discretion unless a specific area was targeted in the match in question.) DOG COLLAR/BULLROPE/CHAIN MATCHES 1) The rest outside the ring rule is waived 2) The chain/cowbell on the rope can be used as a weapon. Treat as an attack Skill Level 0 unless the wrestler has a skill level in the use of foreign objects. BRASS KNUCKES MATCH Knuckles are suspended over the ring, then lowered as the match progresses. 1) Each wrestler may make THREE ATTEMPTS to get to the Brass Knuckles in a match, using an average of their Speed skill and a base Skill of 3 to determine their skill level. After the first attempt, this base skill level gains 2 additional point (the second attempt at 5, the third at 7). Fractions are rounded down. 2) The knuckles cause a punch (normal, karate, etc) to cause TRIPLE damage. 3) One may try to wrest the knuckles from the others hand (your strength vs opponent's Countermove) SCAFFOLD MATCH A match held on scaffolding 25 feet above the ring 1) Throwing your opponent "out of the ring" causes TRIPLE damage due to the height of the fall 2) No outside interference can occur in the match 3) The match ends either by pinfall or by throwing your opponent off the scaffold until he is unconscious. If thrown off, your opponent must return to the scaffold or lose the match (TKO) BEST OF THREE FALLS 1) Between falls, five points are restored to the wrestlers' stats, distributed as the wrestler sees fit. 2) Knacks are not restored between falls. 3) Skill scores for moves are restored by 2 points (i.e. skill in headlock was 6, drops to 2 in the match, before next fall is raised by two to be at 4 for the next fall *see OWCH rules*) 4) The winner of the previous fall has a +2 bonus on the first initiation roll of the next fall. FIRST BLOOD MATCH 1) Pinfalls, DQ's, Countouts do not count. 2) You win the match when the opponent bleeds. This is done by dropping an opponents stat to 0 and scoring three additional points on that stat. 3) The loser of a First Blood Match loses 1-5 weeks of action. IRON WOMAN TOURNAMENTS This is a "round robin" tournament where each of the four participants face all the others in a one noght event. 1) Between matches, knacks and all abilities with a limited number of uses are restored to full levels. 2) The wrestlers recover up to 28 of their 35 points between matches (if they drop below 28 points) 3) A win is worth 2 points, a time-limit draw 1, and a loss 0. High score wins. SURVIVOR SERIES A tag matchwith as few as 4 or as many as 12 wrestlers. Every time a wrestler is pinned, submits, is counted out or DQ'ed, he is eliminated and must leave the ring area. The first team to eliminate all the opposition wins. 1) Between falls, abilities are restored as in a Best of Three Falls match. ONE NIGHT ELIMINATION TOURNAMENT Abilities between matches are restored as in an Iron Man Tournament BATTLE ROYAL 1) The ONLY way to eliminate opponents is to throw them over the top rope using attackers strength against opponents countermove. 2) Rolls are penalized by -1 if the defender has >=25 points, and have a bonus of +1 if he has <= 7 points 3) If two or more wrestlers gang up on an opponent, use the highest strength rating of any attacker, and add 1 for each "helper" she has. 4) Blobs may add +1 to their Countermove rolls due to the difficulty of removing them from the ring. BATTLE IMPERIAL Same as a battle royal, except the competitors enter every two minutes in a randomly determined order. WAR GAMES Two rings, enclosed in a cage. Each of the teams (3-5 members each) sends in one member at first. After 5 minutes, the winners of a coin toss send a member into the ring. Every five minutes, the teams alternate in sending rein- forcements, until everybody is in the ring. 1) The winning team is the first one to make one of the opponents pass out. 2) No more than two wrestlers may gang up on any one woman (unrealistic, I know, but it facilitates game play) ENDURANCE MATCH The match lasts for 60 minutes of real time. The participant who scores the most pins/DQ's/submissions/countouts is declared the winner. For effects of rest, see BEST 2 of 3 Falls matches LUMBERJACK MATCH The ring is surrouunded by 20 wrestlers to make sure nobody leaves the ring. 1) Ignore the "rest outside ring" rule 2) Any wrestler thrown out of the ring takes one point of damage from the lumberjacks. 3) The countout rule is waived. FALLS COUNT ANYWHERE MATCH 1) The countout rule is waived, as is the DQ rule. 2) A pin/submission may happen anywhere in the arena, not just in the ring. "SPIN THE WHEEL, MAKE THE DEAL" 1) Nine specialty matches are selected by the participants. 2) A die is randomly rolled, with one slot for "roller's choice"; the roller is determined by the coin toss. 3) Match follows rules for the type of match rolled. OTHERS I'm open to suggestions. ROLE-PLAYING ----------- This game is more than challenging wretlers and watching what happens. Role- playing enhances the feel of the matches, shows, etc. Therefore, it is strongly encouraged that you do as much of the following as time allows 1) News flashes This is your wrestler bragging about how he's going to beat/destroy his next opponent. This is your chance to establish your character's mannerisms and behaviors. It is strongly encouraged that you send at least one flash on the weeks that you wrestle, promoting your match, feud, etc. Anyone not clear on what this is can e-mail me or Mike for examples. 2) Interviews Each show will have a "Piper's Pit" style of interview segment, as well as other on-site interviews similar to news flashes. The interviews will be conducted by Mike and I. If you are interested in an interview, contact Mike and I for more information. 3) Angles Mike covered this before, but I wnat to stress that your ideas for angles are important to us, and we will try to run them as much as possible. The more in=maginative, the better, but keep it somewhat in the realm of reality (no "mad bombers" or "rising from the dead" stuff. :) 4) Color stuff On your character sheets, tell us if the wrestler -has theme music -has a history (past feuds, feds wrestled in, etc......) -has any special traits/characteristics In other words, don't just create stats, create a wrestler with color and interest. Oh, add stuff like hometown and that as well, in case the OWCH rules don't tell you to do so. Up