Difference between revisions of "Wrestling Club"

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===Turn System===
 
===Turn System===
Wrestling Matches are essentially ''turn-based'', with each wrestler performing an '''Action''' (attacking), '''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.
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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===
 
===Stat System===
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:'''Take Fall Point:''' Each wrestler is capable of performing a '''Take Fall''' during a ''Reaction'' move. If the wrestler performs a Take Fall, they ''consume an Action Point instead of a Hit Point''. During their ''next move'', the Wrestler ''cannot perform an Action or Counter'', and ''they do not gain an Action Point'' for not doing so. If a wrestler has ''no more Action Points'', a ''Hit Point is lost'' instead.
 
:'''Take Fall Point:''' Each wrestler is capable of performing a '''Take Fall''' during a ''Reaction'' move. If the wrestler performs a Take Fall, they ''consume an Action Point instead of a Hit Point''. During their ''next move'', the Wrestler ''cannot perform an Action or Counter'', and ''they do not gain an Action Point'' for not doing so. If a wrestler has ''no more Action Points'', a ''Hit Point is lost'' instead.
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===Stat Rules===
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*''Clinches'' and ''Lock Ups'' do not consume ''Action Points'' when ''entered'' into or ''maintained''.
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*When wrestlers are in a ''Lock Up'' or ''Clinch'', ''Action Points'' are ''not regenerated''.
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*When a wrestler ''attempts'' a ''Submission Hold'' or ''Pin'', at least ''1 Action Point'' must be ''available''.
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*When a wrestler is ''being held'' in a ''Submission Hold'' or ''Pin'', they ''do not regenerate Action Points''.
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*''Escapes'' do ''not cost any points'' when Attempted.
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===Trait System===
 
===Trait System===
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'''Overpowering:''' A large and powerful wrestler: if their opponent has ''no Action Points'', a ''Submission Move'' or ''Pin'' may be ''applied instantly''.
 
'''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 one Action Point'' whenever they ''put their opponent in a Submission Hold''.
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'''Dominating:''' Powerful and potentially sadistic, this wrestler may spend an Action Point to Counter their opponent's Escape attempt''.
  
 
'''Unrelenting:''' Whether through force of will or physical conditioning, this wrestler has ''greater endurance'' than most. ''+3 Endurance Points'', ''+2 Maximum Action Points''.
 
'''Unrelenting:''' Whether through force of will or physical conditioning, this wrestler has ''greater endurance'' than most. ''+3 Endurance Points'', ''+2 Maximum Action Points''.

Revision as of 19:31, 21 August 2014

Wrestling Club
Millennium City Wrestling Logo.png
Leader(s): "Bronx"
Base of Operations: Millennium City
Concept: Local Events, Training, Meetings and Socialization for Wrestlers and Bodybuilders
Founded: 06.01.2014
Members: 15+

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 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 unwanted 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.

Official Match Types

The wrestling ring installed in Bronx's home gym.
  • 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. 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.
  • 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

Stat System

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.
Take Fall Point: Each wrestler is capable of performing a Take Fall during a Reaction move. If the wrestler performs a Take Fall, they consume an Action Point instead of a Hit Point. During their next move, the Wrestler cannot perform an Action or Counter, and they do not gain an Action Point for not doing so. If a wrestler has no more Action Points, a Hit Point is lost instead.

Stat Rules

  • 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 being held in a Submission Hold or Pin, they do not regenerate Action Points.
  • Escapes do not cost any points when Attempted.

Trait System

Wrestlers can create or 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 may spend an Action Point to Counter their opponent's Escape attempt.

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.