Difference between revisions of "Wrestling Club"
m (→Wrestling Thesaurus) |
m (→Wrestling Thesaurus) |
||
Line 168: | Line 168: | ||
| Endeavor (endevors to apply a pin) || Effort (makes an effort to attack) | | Endeavor (endevors to apply a pin) || Effort (makes an effort to attack) | ||
|- | |- | ||
− | | Work (works to achieve a pin) || Would (use to reference a conclusion to an attempt already being performed: tries to tackle, and ''would'' | + | | Work (works to achieve a pin) || Would (use to reference a (usually successful) conclusion to an attempt already being performed:<br><X> tries to tackle, and ''would'' attempt a pin) |
|}<br></div> | |}<br></div> | ||
Revision as of 15:29, 25 March 2015
|
Contents
Public Information
The Wrestling Club was founded by registered Millennium City hero Bronx in an attempt to interact with other heroes interested in the sport. Initial advertising originally began through word-of-mouth, but there are now posters and pamphlets to be found in most Gyms across the city. These pamphlets contain information for getting in touch with Bronx, who will then provide details on when and where meetings will occur. The group currently has an active roster of several members, most of whom have their own particular reason for joining the club. It is important to note this is a recreational club, not a Super Group. There is no "joining" procedure, aside from regularly participating in group events.
Structure
The Wrestling Club most regularly meets at Bronx's flat, located on the western side of the Downtown district in Millennium City. A wrestling ring has been installed in Bronx's home gym, that allows for event matches and training in a private, friendly environment. Though Bronx is the designated leader of the group, and the one who regularly hosts meetings, the club is structured to allow open socialization. Wrestlers seeking competition, training partners, or friends with similar interests to hang out with, may all use the Wrestling Club as a resource for finding such persons. Though Event and Hosted matches have specific rules that must be followed, private matches between consenting wrestlers may employ whatever rules they desire.
Wrestler Weight Classes
- Cruiserweight
- Below 400 lbs (<181 kg)
- Heavyweight
- 400 - 800 lbs (182 - 362 kg)
- Super Heavyweight
- Above 800 lbs (363> kg)
Rules
These rules apply only to officially hosted meetings, training sessions, matches and events. Rules in regards to private matches are at the discretion of the wrestlers participating.
- Win by Pinfall or Submission
- 3 Count Rule, Rope-Breaks in effect.
- Limit Attacks and Striking to Torso Only
- To prevent excessive injury. No closed fists. Open palm strikes and chops only.
- No Blood
- To prevent excessive injury and maintain sanitary wrestling environment.
- Dirty Fighting Moves are Permitted (Limited)
- Claw holds, Scratches and Bites are permitted, so long as they don't draw blood. No Groin Attacks.
- No Sexual Conduct
- The Wrestling Club is open to members of any sexuality or preference. In order to maintain club neutrality and prohibit unwelcome behavior, no member should engage in sexual conduct whether by action or inference with other members.
Member Requirements
The requirements for joining are as follows:
- Members must have an interest in any form of Wrestling. This includes, but is not limited to, Greco-Roman, Freestyle, Amateur, American Professional, Lucha Libre and/or Sambo.
- Members must possess the physical capacity for Wrestling. All current Members are near peak-physical condition, and thus maintain competitive fairness when wrestling with other members. Weight Classes are based on meta-physical strength as well as weight, thus excluding anyone who is not physically capable of competing with at least a non-meta wrestler.
- Members must possess the capacity to recognize pain and avoid critically injuring other Members. Most wrestlers in the club are heroes, and are required to be in peak health and performance when on patrol. Therefore, certain attacks have been prohibited in the interest of reducing risk of injuries that may cause a hero to be unable to perform their heroic duties. It is also vital that wrestlers be able to recognize when to cease or submit during a match, so as not to seriously harm themselves or others.
Official Match Types
- One Versus One
- The most common match type, where two wrestlers compete against one another.
- One Versus Two (Handicap)
- One wrestler (either exceptionally skilled, or in a higher weight class) competes against Two wrestlers (either less skilled or in a lower weight class)
- Two Versus Two (Tornado)
- Two wrestlers face off against Two wrestlers, with all four wrestlers present in the ring, competing.
- Two Versus Two (Tag)
- Two wrestlers face off against Two wrestlers, with only Two wrestlers in the ring at a time. Wrestlers must tag their ally in by physical contact.
Match Conditions
- Kayfabe
- Wrestling is both competition and entertainment; Kayfabe is the introduction of additional entertainment value by creating stories surrounding the wrestling events, as well as introducing a developing character aspect, separate from the actual character themselves ("alter-ego", "in-ring mentality"). In order to accommodate wrestlers whose lives revolve around wrestling, in-ring Kayfabe is permitted and encouraged, but not a necessity.
- Selling
- In order to avoid injury, a wrestler may need to take a fall. This involves letting the opponent perform a successful wrestling move. Instead of resisting, the seller will purposefully position themselves to land as painlessly as possible. This has the benefit of extending a match, providing entertainment, and raising the moral of both wrestlers due to synergy in performing a move. Even if a member does not take part in the promotion of Kayfabe, it is important they recognize when it may be more dangerous trying to resist a move, than simply letting their opponent complete the move. Selling also refers to making certain moves carry more impact by over-reacting slightly, making the move seem more legitimate. This may be done to prevent Jobbing from taking place, as it maintains the skill balance between wrestlers, despite advantages one or the other may have.
- Jobbing
- Somewhat related to Kayfabe, Jobbing is where one wrestler has a clear and distinct advantage over the other, who is usually less experienced or of a much lower Weight Class. Though matches are generally arranged to be as fair as possible for both wrestlers, there may be matches arranged like this in order to ensure variety in the matches presented. Matches where there is no contest (where one wrestler is clearly going to win) are called Squash matches. A Jobber is likely to spend the majority of the match in a losing position, but May or may not make a comeback toward the end.
- Training
- Often taking place during regular meetings, training matches won't have their outcomes tracked. Regular matches can be converted to training matches if both wrestlers agree to the terms, thus preventing either of them from tracking a win or loss in their overall performance.
Member Resources
Wrestling Procedures
- RP Wrestling involves making attempts. If you don't make an attempt at something, it may be seen as directly influencing the other player's character. This is a valid function in certain situations, but may also be seen as God-Modding. Make sure that the opponent player is accommodating when you perform an action without making an attempt. If one player has made an attempt, and the opponent accepts it as successful, the opponent does not need to respond with an attempt, unless they perform an additional, separate action.
- Proper Attempt: Red attempts to enter a collar-and-elbow lock-up with Blue! If successful, he'd attempt to trip Blue!
- Proper Response: Blue locks up with Red, but adjusts his stance, and avoids being tripped. Dropping the lockup, Blue tries to grapple Red in a headlock!
- Improper Attempt: Red locks up and trips Blue!
- Improper Response: Blue attempts to lock up and not be tripped, and grabs Red in a headlock.
- Knowledge is power! The more you yourself know about wrestling, the more proficient your character will be. Until extensive resources are provided on this page, use resources such as Wikipedia, Google, or even wrestling video games, to inform yourself about the moves and mechanics of wrestling. The more enlightened you are, the more detail you will be able to provide, and the more in-depth the match can become. With a wider array of wrestling knowledge, your response time will be better as well, decreasing the amount of time both you and your opponent have to wait between moves, and allowing for longer, more varied matches.
Wrestling Thesaurus
Here are words that may prove invaluable for adding variety to descriptions of moves, wrestlers, body parts or other valid mechanics.
Physical Descriptive Words
Swole (large) | Swollen (muscular) | Column-like (large) |
Trunk-like (large) | Thick (large) | Powerful (large/muscular) |
Strong (large/muscular) | Muscular | Massive |
Hard (tough) | Lean (muscular/vascular) | Ripped (muscular/vascular) |
Vascular (veiny/ripped) | Mighty (large/muscular) | Brawny (large/muscular) |
Burly (large) | Robust (strong) | Stout (thick/strong) |
Sturdy (tough) | Rugged (tough) | Sinewy (vascular) |
Herculean (massive) | Colossal (massive) | Gargantuan (massive) |
Gigantic (massive) | Huge (massive) | Impressive (large) |
Vigorous (tough) |
Body Parts
Anterior (front) | Posterior (rear) | |
Medial (closer to mid-line of body/moving in-ward) | Lateral (away from mid-line of body/moving outward) | |
Extremities (legs/arms) | Limb (arm/legs/plural) | Upper Body |
Upper Extremities (arms) | Lower Body | Lower Extremities (legs) |
Head | Neck | Traps/Trapezius (Neck muscles between throat and shoulders) |
Deltoids (shoulder muscles) | Shoulder | Clavical (Bones above chest, under neck, between shoulders) |
Pecs/Pectorals (chest muscles) | Chest | Biceps (anterior upper arm muscle; used for pulling) |
Triceps (posterior upper arm muscle; used for pushing) | Forearm/Wrist | Hands/Palms |
Fingers/Digits | Abs/Abdominals/Abdomen (core muscles) | Obliques/"Sides" (muscles adjacent to abdominals) |
Waist (center of mass) | Hip (center of mass) | Glutes (hip, posterior) |
Thigh (upper leg) | Femur (upper leg, posterior) | Patella (kneecap, anterior) |
Calf (lower leg, posterior) | Ankle | Foot |
Toes/Digits |
Actions Descriptive Words
Grapple | Lock-up (grapple) | Confront (melee) | Combat (melee) |
Engage (approach/melee) | Attack (approach/melee) | Lunge (approach) | Catch (grapple/melee) |
Clash (grapple/melee) | Clasp (grapple/hold) | Clutch (grapple/hold) | Clinch (grapple/hold) |
Fasten (grapple/hold) | Grasp (grapple/hold) | Grip (hold) | Hold |
Hook (hold) | Hug (grapple/hold) | Seize (grapple/hold) | Tackle (lunge) |
Tussle (grapple) | Struggle (grapple) | Escape | Avoid (dodge) |
Dodge | Evade | Elude | Parry (block) |
Lift | Press | Push | Shove |
Slam | Smash | Blow | Crash |
Whack | Wham | Smack | Slap |
Chop | Pound |
RP Wrestling Terms (RP Wrestling Mechanics)
Attempt (attempts an attack) | Try (tries an attack) |
Undertake (undertakes attacking) | Strive (strives to pin) |
Endeavor (endevors to apply a pin) | Effort (makes an effort to attack) |
Work (works to achieve a pin) | Would (use to reference a (usually successful) conclusion to an attempt already being performed: <X> tries to tackle, and would attempt a pin) |
Stat System (Currently Not Implemented)
Though not officially implemented at this time, it is advisable to read this section anyway, as it contains information that may improve your skill and consistency in RP wrestling.
An optional system for wrestlers is to employ the following Wrestling Systems. This is a newly developed set of systems for RP wrestling that keeps track of a wrestlers stamina and hit points, and prevents matches from potentially lasting for an infinite amount of time. Considerations still need to be made by both wrestlers in order to ensure the system is applied in a fair and consistent manner, however.
Turn System
Wrestling Matches are essentially turn-based, with each wrestler performing an Action (attacking/pinning/applying submission holds), Reaction (dodging/taking a fall/getting hit) or Counter (performing a Reaction and an Action in a single turn). The Stat System alters stats after each round (a turn made by both wrestlers), in order to advance the match.
Stat System
The values below reflect the default values that every wrestler has. Certain Traits can alter the amount of Points a certain wrestler has, thus giving them a benefit or potentially a weakness.
- Hit Points: Each wrestler starts a match with 10 Hit Points. Hit Points are lost when a wrestler takes a hit from an Attack, such as a punch, kick, dropkick, or a choke slam, suplex, or takedown. Hit Points do not regenerate during a match. When all Hit Points have been lost, the wrestler's Endurance Points are consumed instead.
- Action Points: Each wrestler starts a match with 3 Action Points. One Action Point is consumed each time a wrestler performs an Action or a Counter. One Action Point is gained when a wrestler does not perform an Action or Counter during their turn (unless the wrestler performed a Take Fall on their previous move). The wrestler cannot possess more more than 3 Action Points.
- Endurance Point: Each wrestler starts a match with 10 Endurance Points. Endurance Points are lost when a wrestler is held in a Submission Hold or Pin during their turn. Endurance Points do not regenerate during a match. When all Endurance Points have been lost, a wrestler can no longer Escape, and is forced to Submit.
Stat Rules
- Counters consume 1 Action Point, and are used to make the opponent's Action unsuccessful.
- Dodging is moving out of range, or evading an opponent's attempt at initiating an Action.
- Dodging counts as an Action, but does not consume an Action Point when performed.
- Clinches and Lock Ups do not consume Action Points when entered into or maintained.
- When wrestlers are in a Lock Up or Clinch, Action Points are not regenerated.
- When a wrestler attempts a Submission Hold or Pin, at least 1 Action Point must be available.
- When a wrestler is in a Submission Hold or Pin (either attempting or held by one), they do not regenerate Action Points.
- Escapes do not cost any points when Attempted.
- The wrestler applying a Submission Hold or Pin may spend an Action Point to counter an Escape attempt.
- If a wrestler performs a Take Fall, they consume an Action Point instead of a Hit Point when taking a hit. If a wrestler has no more Action Points, a Hit Point is lost instead.
Trait System
Wrestlers can select one Trait that influences their base Stats. These are used in order to lend some further customization to a wrestler, as well as take into consideration certain innate abilities wrestlers might have based on their size, weight, species, experience, etcetera. Several default traits are provided as both examples of acceptable traits, or as available traits if a wrestler so decides to use one.
- Legend: An experienced and famous wrestler who draws confidence from, and inspires the crowd with a long, exciting performance. +3 Hit Points, +2 Maximum Action Points.
- Overpowering: A large and powerful wrestler: if their opponent has no Action Points, a Submission Move or Pin may be applied instantly.
- Dominating: Powerful and potentially sadistic, this wrestler gains 1 Action Point when putting their opponent in a Submission Hold or Pin.
- Unrelenting: Whether through force of will or physical conditioning, this wrestler has greater endurance than most. +3 Endurance Points, +2 Maximum Action Points.
- Determined: Exceptional will power lets this wrestler resist efforts at getting them to submit. +5 Endurance Points.
Roll System
If desired, wrestlers can use a coin-toss or roll-based system in order to ensure a non-biased wrestling match. A recommended resource is the random number generator found at random.org. A recommended method for determining pass or fail is using a min/max of 1 - 100, and counting any number 1 - 49 as Fail, and any number 50 - 100 as Pass. Using the roll system, Counters and other Actions no longer spend points--rather, their success or failure is determined by a roll, following the attempt.
- After providing their actions, the player then rolls. If Pass, then the opponent must react to the player's action as if it were successful. If Fail, then the opponent may react to the player's action as if it were an unsuccessful attempt.
- If a move is a Fail, the opponent can be creative in addressing the failed attempt--perhaps they dodged the move, or blocked it, countered it, or even just absorbed it. The opponent then provides their own move, and performs a roll to check if their move passes or fails.