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The Squared Circle ™

Wrestling RPG Demo

Written By: Eric Moreau


Layout: Eric Moreau Interior Artist: Omar Sancristobal

WWW.DAYDREAMERINTERACTIVE.COM

Copyright ©2010 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. 1
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Finally we get to the nitty gritty of the game, the actual position of the move states that the victim will be down
running of a match. At first glance the rules might seem on the mat. So the next possible move that can be
a little intimidating, but not to worry as I’m sure you will performed must be taken from the Down group.
find that running matches gets easier the more you do as Each move also has a Failure Chance, this
you will retain more of the rules and will not have to number represents the chance a wrestler has of botching
constantly be consulting the book. the move thus allowing your opponent to take the
A wrestler’s main goal in a match is to acquire initiative from you. As a wrestler goes up in levels,
and keep Initiative, because only the wrestler who bonuses will be gained that will lower the Failure Chances
possesses Initiative may take action. The opposing for every move. This is known as the Failure Chance
wrestler may only attempt to Evade/Block attacks until Modifier. The Failure Chance is the base minimum the
they can recover Initiative. player must roll above to successfully execute the move.
Matches are split into Rounds which represent This means that the number on the die must be higher
1 Minute worth of action. Rounds are further split into than the Failure Chance of the move otherwise it’s
6 Segments that represent 10 seconds worth of time. The botched. Strike bonuses do not help in this matter.
wrestler with Initiative may take 1 action ever segment
until they lose Initiative. 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
Initiative: is successfully executed or not the Endurance Cost is
At the start of the match and as well as deducted from the wrestler's Endurance points. When
throughout the player will be required to make Initiative you run out of Endurance points you can no longer
Rolls. This is done by rolling one ten-sided die and adding execute any moves as your wrestler is just way too tired.
in any Initiative bonus the wrestler might have. The You will need to take a Rest action to recover Endurance.
higher roll will win the Initiative.
Each move that a wrestler successfully executes, You will also find that some moves are associated
the opponent will suffer a -1 penalty on their next Initia- with a particular alignment; such as a low blow which is
tive roll up to a maximum of -5 penalty. Once the associated with a Heel alignment. A wrestler who's
opposing wrestler regains Initiative then the penalty is alignment is set to Face will actually lose Heat Points in
zeroed out. 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
Action List: the offending player.
A wrestler with Initiative has a choice of several
actions to take, they are as follows: Heel aligned moves also have the referee to
worry about, when one of these moves is performed the
Execute a Move: GM rolls a twenty-sided die and if the roll is lower than
Obviously the main type of action in the game, the move's DQ stat then the referee saw the move and
the character may execute any move in his repertoire. will penalize the performer. See Referee Warnings for
Moves are split up into five major groups; Standing, more information.
Down, Top Rope, Running and Ringside. These
groups dictate when the moves contained in them may And finally we arrive to the actual execution of
be executed, for example at the start of the match both the move, the player must roll a twenty-sided dice, if the
competitors are standing in the ring, so therefore any die comes up anything less then whatever the maneuver's
move from the Standing group can be executed. Moves Failure Chance is, then the move is botched, the
also have an Ending Position which will dictate in what defending wrestler receives initiative. But just rolling
state the victim of the move will be in at the end of the above the move’s failure Chance does not constitute a
move. successful execution of a move, the opposing wrestler
For example, a Body Slam is contained in the must decide if they want to either Evade or Reverse the
Standing group, once executed however the Ending move.
2
3
No matter which one the defending player Rest Holds
decides it will cost him 3 Endurance Points. If a move is Rest holds are basic wrestling maneuvers that
evaded or botched both wrestlers begin the next segment allow the user to recover some endurance and health
in the Standing position. points while still delivering damage to the opponent.
These include rear chinlocks, side Head-Locks, etc.. Rests
Evade: holds generally aren't very popular to the fans and most
If the defender chooses to evade then they must roll a see them as boring. For this reason theses moves actually
twenty-side die and add in their Evade Bonus. If they get drain Heat instead of generating it.
higher than the attacker’s roll then they have successfully Unlike regular attacks, Rest Holds do not need
evaded the execution of the move and now has initiative. to be rolled to strike, they always are successful, unless
of course the opponent uses up on of his Reversal points.
Reversing: Once a Rest Hold has been applied a battle of rolls will
If the defender chooses to attempt to reverse the move ensue, both the attacker and the victim roll a six-sided die
allowing him to execute the same move that the attacker each segment the hold is held, if the attacker gets the
was attempting. The defender may do this even if the highest roll then the hold is locked on. If the victim has
attacker’s move is not known to him. The attacker does the highest roll then they break out of the hold but the
not receive a chance to evade or reverse the reversal. attacker keeps initiative. The attacker may choose to
High Spots cannot be reversed as well as moves release the hold at any time.
contained in the Down, Running and Corner Groups The attacker recovers 1D10 + 5 points of
cannot be reversed. Submission holds can be provided Endurance and 1D8 + 2 Health Points for every segment
the Game Master allows it. the hold is held. The victim recovers 1D8 + 2 points of
To successfully reverse a move you must roll at Endurance only and receives 2 points of damage for
least 3 over your opponent's roll. There are no bonuses every segment the hold is held, please note that damage
to be applied to this roll. Also keep in mind that lift bonus is not applied to damage done with Rest Holds.
penalties will factor in by being deducted from your roll. Both wrestlers lose 1D4 points of Heat for every
segment the hold is held.
After executing a successful move we then move Rest Holds do not take up Move Slots as the
on to rolling damage. Each move has a Damage value specific moves are not mentioned or listed. The wrestler
associated with it which will tell you what dice you need with initiative only needs to say he is applying a rest hold
to roll. Make sure to add in any bonus you may receive as his action for that segment. If the Game Master and
from your strength or other damage bonuses. players so wish and they are knowledgeable in the area
of wrestling moves they can call out the specific hold they
The final step to the execution of a move is to add the are applying. But this is more for role playing purpose
Heat value of the move to the wrestlers Heat Points. All than anything else.
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
Rest: the Standing Group. This however results in a new
This action allows the wrestler to rest up and initiative roll being done
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. Movement:
Taking this action will result in a new initiative roll being This action allows the wrestler to move to a
done. different area of the ring. This could be anything from
3
4
leaving the ring, grabbing a weapon, climbing up a of the spectrum, when the roll is a 1 on a Twenty-Sided
turnbuckle or other miscellaneous action the involve die, not only is it a guaranteed botched move but the
moving or taking action outside of executing a move. roller of the dice fumbles and falls to the canvas losing
Movement actions will also warrant a new initiative roll. 10pts of Heat due to this embarrassment.

Zero Health Points


Playing to the Crowd:
This action involves the wrestler doing Eventually during the match, one of the wrestler
something that will get a rise out of the fans either to leer will have his or her Health Points drop to 0 or even in
or jeer the wrestler if he's a heel or cheer him on in he is the negatives. This does not mean that the wrestler is
a Face. This “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
Combos wrestler is extremely hurt and tired, any move attempted
by the wrestler has a +4 added to the Failure Chance of
Simple moves such as punches and kicks can be the move as well as they do not receive any Damage or
combined in a dazzling combo of quick strikes, moves Initiative bonuses until they can get their Health Points
that are eligible for Combos have a Combo: Yes listed in above 0 either through taking rest actions or using a skill
their stats. You may have up to 4 of these attacks that like Second Wind.
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 Lift Moves
strike that you accomplish the opponent's evade roll gets
a penalty of whatever the Momentum value is. For Some moves require the wrestler performing it
example if you attempt to execute a combo of three to lift the opposing wrestler into the air. These types of
punches to your opponent, you successfully strike with moves pose a significant struggle to smaller wrestlers
the first punch, the opponent now deducts 2 from his when dealing with larger opponents. When a wrestler
next Evasion roll because regular punches have a attempts to do one of these types of moves, modifiers
Momentum of 2. The second punch is also successful may be added to the Failure Chance depending on the
giving the opponent another -2 to his evade roll making wrestler's size and strength. First we determine the
him at -4 to evade the third strike. difference in weight between the opponent and the
The player must call out how many attacks he wrestler attempting the move. When a smaller wrestler is
will be doing in the combo ahead of time. Endurance set to take on much larger wrestler it's a good idea to have
cost for each attack is deducted however only the attacks this number figured out and written down before the
that hit will gain Heat Points and a wrestler’s Damage match starts so you always have it handy at a moment's
bonus is not added to the damage roll. 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
Critical Hits and Misses and deduct that bonus from the penalty. Now add the
now modified Penalty to the the move's failure chance
When a roll is a natural 20 (twenty-sided die and then we are ready to roll the dice as normal. If you
comes up a 20), then that strike is critical meaning that happen to get a negative number for your penalty then
the move will do double damage. On the opposite end deduct instead of adding to the the Failure Chance.
4
5
Reversals
Lifting Penalty
Each wrestler has a certain number of Auto
Weight Difference Penalty Reversals available per match and he or she may use these
50 lbs 2 to reverse a move and gain initiative without spending 3
51 to 100 lbs 4 Endurance Points. When a wrestler decides to use up on
of his Reversals, it is an automatic reversal, there is no
101 to 150 lbs 5 need to roll anything, whatever move the opposing
151 to 200 lbs 6 wrestler was attempting to do you may execute it; even if
201 to 250 lbs 7 it isn’t in your Move List. You still need to roll and get
higher than the move’s Failure Chance, remember if your
251 to 300 lbs 8 opponent is larger than you, a lift penalty might need to
301 to 350 lbs 9 be applied. Alternatively you can also choose to not
execute your opponent’s move and instead go for one
351 lbs and up 10
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
High Spots cannot be reversed. Although submission holds may be
reversed if the GM allows it. Any High Spot move cannot
High Spots is the term that refers to moves that be reversed either.
are usually done from high places such as the top of the In the case of a reversal, you receive the Heat
turnbuckle, scaffold, ladder, balcony, you name it! These Bonus and deduct the move’s endurance cost and not
moves are always a crowd pleaser and never miss a chance your opponent.
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 Pinfalls
based on how big they are and their agility attribute, there
are after all agile big men in the world. At any time that an opponent is laying on the
First consult the table below to get the base canvas, you may attempt to pin your opponent to win the
penalty, then we take the High Spot bonus and deduct it match. The wrestler being pinned adds the amount of
from the Penalty. We then add this modified Penalty to Health Point damage and spent Endurance points
the Failure Chance of the move, if you happen to get a together. Then compare to the Pinfall Breaks table to
negative number for the Penalty then deduct instead determine how many pinfall breaks the wrestler receives.
of adding the Penalty from the Failure Chance. If the total is lower then 30 then the pin attempt is
automatically broken.
If the pinfall is broken by the opponent, both
High Spot Penalty
wrestlers begin play again in the standing position,
Wrestler Weight Penalty Initiative remains with the wrestler who went for the
220 lbs to 250 lbs 2 pinfall.

251 to 280 lbs 3 Pinfall Breaks


HP + Endurance Break Attempts
281 to 330 lbs 4
31 to 45 5
331 to 380 lbs 5
46 to 60 4
381 to 430 lbs 8 61 to 80 3
431 lbs and up 12 81 to 100 2
101 to 150 1
151 and up 0
5
6
To attempt to break out of the pin attempt a Submission Percentage
wrestler must roll a one-hundred sided die and one Segments Percentage
ten-sided die to get a percentage roll. For each break
1 10%
attempt the wrestler must roll below the Pin Break
percentage to successfully break out of the pin before 2 20%
the three count, each break attempt also uses up 2 points 3 30%
of endurance. The attacking wrestler keeps initiative after 4 40%
the pinfall break. 5 50%
The Pin Break has a base percentage of 50%, a
6 60%
modifier is applied that is deducted from the base
percentage. Consult the following table, the damage is 7 Auto Submit
how much damage the last move executed did.
Heat Points

Pin Break Modifier Each character has a heat value in the match, the
Damage Modifier goal of each wrestler is to get his Heat Points as high as
8 to 12 10% possible as this represents the level of excitement and
entertainment the fans are drawing from that wrestler, the
13 to 18 20% maximum Heat Points a wrestler can acquire in a match
19 and up 30% 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
Submission Holds the match due to the following things:

Submission holds are a great way to wear down Same Move executed in 4 times in a row against
your opponent, although these holds may not do very opponent:
much damage, their main advantage is that they directly Lowers Heat Points by 20.
drain your opponent's Endurance points. Both wrestlers
roll a six-sided die, the wrestler who is executing the hold Standing at Ringside waiting for tag:
must roll higher than the opposing wrestler to maintain For every segment the wrestler stands at ringside he or
the hold. If the opposing wrestler wins the roll, a new she loses 2pts of Heat per segment.
initiative roll is done with both wrestlers in a standing
position. There is a chance that the opposing wrestler will Rest Actions:
submit to the move, the longer the wrestler is in the hold Every rest action taken drops Heat Points by 5 for all
the greater the chance for a submission win. Damage wrestlers involved.
Bonus is applied to both Endurance Drain and the
move’s Damage value. Botched Move:
For each segment the hold is held the opposing Whatever the Heat value of the move is how much Heat
wrestler must roll a percentage roll, if the roll falls below is lost.
the Submission percentage based on the following table
which is based on how many segments the hold is held. 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
6
7
Finishers Evade.
The wrestler will still be able to attack but will
Each wrestler will possess at least one finisher, not receive Strike Bonuses and gets a -4 to Strike and
this is the move the wrestler uses to finish off an Failure Chance Modifier of the move is at +5.
opponent on a near constant basis leading to the fans A blinded wrestler will also not be able to use
getting more excited over the move than they normally automatic reversals and skills that grant the wrestler
would. Each wrestler gets to create a Finisher upon special attacking powers such as Adrenaline Rush, Move
creation, any standard move can be chosen as a Finisher, Specialization, Slippery Devil.
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 Stunned
additional finishers once they reach level 5 and then again When a wrestler is stunned, he is unable to take
at level 10. any action (offensive or defensive) for the duration of the
Finishers do double their normal damage, effect. While stunned the wrestler also does not recover
double the heat value and the Endurance cost is also points from Rest Actions and Rest Holds and cannot use
doubled. Finishers can only be used after the 5th round any skills or automatic reversals.
(5 minutes), if the Game Master prefers shorter matches, Opponents attacking a wrestler who is stunned
allowing finishers earlier such as after the 3rd round is are not able to botch a move, in fact when attacking a
recommended. Alternatively one can also increase match stunned wrestler the attacker need not even roll the dice
length by making this value higher such as in the 10th to strike, the attack is automatically successful.
round.
Stunned wrestlers also get a - 2 Pin Break attempts.

Knock-Out
If a wrestler receives 15 points of Damage or
Status Effects more in a single attack there is a chance they will be
(from Puroresu sourcebook) Knocked-Out. The wrestler will get a saving throw as per
usual, failing the Saving Throw means the wrestler is
knocked out for 1D4 segments.
Sometimes during a match a wrestler may find himself
A knocked out wrestler cannot take offensive or
suffering from certain Status Effects that can hamper him
defensive action, use skills or automatic reversals and to
during the match. Certain moves or hardcore attacks can
make things even worse cannot break out of a pinning
lead to a wrestler receiving these Status Effects.
predicament. While knocked out the wrestler does not
A wrestler will however get a chance to attempt
recover points from Rest Actions and Rest Holds.
to save against them, the value of the saving throw is
Getting a Knock-Out in a Last Man Standing
determined by taking the wrestler's Endurance attribute
match will result in an automatic win for your opponent.
and deduct 5. Then the player must roll 1D20 and get
Certain weapons will have a knock-out
equal or lower than the Saving Throw value to save
percentage attached to them, wrestlers will not receive a
against the effects.
Saving Throw for these attacks. If the precentage roll falls
below the weapon’s Knock-Out value then the victim
suffers this status effect.
Blinded
A blinded wrestler is in big time trouble, unable to see
prevents the wrestler from defending themselves. The
wrestler may still attempt to Evade an attack but will need
to depend on his other senses (hearing/smell/touch) to
pinpoint the location of the attacker. A blinded wrestler
receives no Evade bonus and gets an additional -2 to 7
8
Example of Play Chance of 5, the move is not botched. Had he rolled 5 or
below Joey would have messed up the move and lost the
The following is a step by step example of how running a initiative. Joey's player deducts the move's endurance cost
match should go. For this example we will use a simple from his Endurance Points, in this case that would be 2
Singles Match, the exact same steps are taken when running points.
specialty matches. The difference being of course that At this point the Game Master, would put two checks in
specialty matches will have added rules and methods Joey Jobber's Heat box on Tracking Sheet 1 because Joey
depending on the type of match. 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
Okay let's begin, this match will be taking place between the first line of Tracking Sheet 1.
Joey Jobber and Frank Jabrone. As the GM I have prepared
an entire card to which Joey Jobber VS Frank Jabrone is the Tracking Sheet 1 is used to keep track of each wrestlers Heat
opening match. generated during the match as well as their string of moves.
See Move Diversity on page 36 for more information on
Time for the introductions, our ring announcer Teddy Smith what this is used for.
will announce the competitors.
Tracking Sheet 2 is used to keep track of rounds and who
“This next match is scheduled for one fall, coming out has initiative. So at this point Tracking Sheet 2 would have
first, from New York, New York, weighing in at 235 “Joey Jobber” written down on the first slot of Round 1.
lbs... Every round represents 1 minute of action.
JOEY JOBBER!!!”
Okay, so Joey has rolled successfully for his move, now
At this point either you as the GM can read out the charac- Frank decides to attempt to evade the move, he rolls a
ters entrance or it could be easier to let the player read his twenty-sided die as well and gets an 8, adds in his evade
character's entrance. 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
“And his opponent, from Denver Colorado, weighing executed. Frank deducts 3 Endurance Points for his attempt
in at 225 lbs...FRANK JABRONE!!” 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
Same thing goes here, player or GM reads the entrance of damage bonus of +4. Joey gets a 3 on his roll and with his
the character. damage bonus that gives him a 7. Frank deducts these 7
points off his Health Points.
Ding, Ding
Since Joey successfully executed a move, he still has initiative
and it's his turn again. Frank is laying on the canvas because
There goes the bell, okay...both wrestlers roll one ten-side
the Ending Position of the Bodyslam is Down. Joey can
die(1D10) and add any Initiative bonus the character might
now execute any move he has in the Down Group. He
have.
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,
Joey Jobber rolls an 8 and adds his initiative bonus of 1 to
another successful roll. Joey's player deducts the Legdrop's
give him a total of 9.
Endurance cost from his Endurance Points and the Game
Master adds the Heat value to Joey's Tracking Sheet as well
Frank Jabrone rolls a 4 and adds his initiative bonus of 1 to
as writes down Legdrop on the second line on move section
give him a total of 5.
of the sheet.
Joey Jobber has won the initiative, he decides to execute a
Tracking Sheet 2 would now have “Frank Jobber” written
move on Frank, Joey's player looks over his list of moves in
down in the second slot of Round 1.
the Standing Group because both wrestlers are standing in
the ring. He decides on a good old fashioned Bodyslam. Joey
Frank chooses to attempt to evade the move again. He rolls
must now roll a twenty-sided die (1D20) and add his Strike
his twenty sider, a 19!!! More than enough to beat Joey's roll
Bonus, but Joey Jobber doesn't have a strike bonus so his
even before adding the +4 to evade. Frank deducts the 3
roll of a 19 on his D20 remains unmodified.
points for his evasion action from his Endurance Points and
he gets to his feet and now has initiative.
Since Joey's roll of 19 is way over the Bodyslam's Failure
8
9
Although Joey went for the legdrop but Frank rolled out of any move he has that is contained in the Corner Group.
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. This back and forth battle goes on for several rounds, so
let's skip ahead to round 7. Both competitors are below half
Frank decides he's going to go for a combo of 3 punches, of their Health Points and their Endurance points are
he rolls his 1D20 and gets a 10 and adds his Strike bonus nearing zero.
of +1 to give him an 11. That's higher than the Punch's
Failure Chance 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 Joey Jobber has the initiative but his Endurance points are
give him an 8. But sadly that's not enough to beat Frank's down to 0, meaning he is too tired to execute any moves.
roll so the first punch hits it's target. Joey deducts the 3 He chooses to take a rest action, Joey will regain 15
points of Endurance for attempting to evade while Frank Endurance and Health Points while Frank recovers 5pts to
deducts the 1 point of Endurance for the punch. his Endurance and Health. Had Joey decided to use a Rest
Hold he would have continued to deliver damage to his
Frank then rolls for damage which is 1D4 and gets a 2, opponent but he would have had to win dice battles against
because this is a Combo Frank does not get to add his Frank to keep the hold on.
damage bonus. He does however get to do two more
punches, all three punches constitute just one action. Each Because Joey took a Rest as his action, a new initiative roll
attack that successfully strikes the opponent generates it's is done. Joey has successfully executed his last two moves
Heat Value. Joey gets to attempt to evade or reverse each against Frank so he gets a +2 on his initiative roll.
punch if he so chooses. He may also choose to simply let
the punches strike in order to save the Endurance points for Joey rolls an 7 + Initiative Bonus (1) + Initiative Momen-
when he really needs them. Also on his second punch Frank tum (2) that gives him a 10.
gets to add an additional +2 to his Strike roll because a
punch has a momentum value of 2. On the third punch he Frank rolls an 8 + Initiative Bonus (1) to give him a 9.
gets to add +4.
Joey wins and chooses to go for his finisher the Jobber Plex.
Frank goes for his second punch now and rolls a 9 + Strike He rolls his Strike roll and gets a 14, Frank attempts to evade
Bonus (1) + Momentum bonus (2) to give him a total of but with a roll of 5 is unsuccessful. Joey hits his finisher, he
12. Joey attempts to evade the second punch as well and gets rolls damage 2D10 and gets 13, adds in his damage bonus
a 20 on his evasion roll! Joey ducks the second punch and to give him a total of 17 points.
regains the initiative, Frank doesn't get his third punch
because Joey evaded and stole the initiative. Frank's Combo After his finisher he goes for the pinfall, Frank adds up the
only counts as one attack on the Tracking Sheet 1 move total amount of Health Point damage he has taken during
section. the match, his starting Health Points was 45 and he is now
down to 5 points, so he has taken 40 points of damage.
Tracking Sheet 2 would have “Joey Jobber” written down in Then we add the damage taken to the amount of Endurance
slot 3 of Round 1. spent; Frank has spent 28 points of Endurance. The total
of the two is 68, we now consult the table on page 39 to
Okay so now both wrestlers are in the standing see that at 68 Frank gets 2 chances to break out of the pin.
position...Joey Jobber decides to execute an Irish Whip
sending Frank into the turnbuckle. He rolls his 1D20 and We now consult the Pin Break Modifier table, the last
gets 15, which is a successful roll, he deducts the moves move executed was Joey's finisher that did 17 points of
Endurance cost and the Game Master adds the move's Heat damage, according to the table that gives us a 20% modifier.
points to Joey's Heat Value. Frank now opts to let the move The Base pin break percentage is 50%, we deduct 20% from
happen to preserve his Endurance points. Joey rolls the that and get 30%. Frank will need to roll below this to break
damage, an Irish Whip into the turnbuckle does 1D4....he out of the pinfall.
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
Frank is now in the corner and Joey can choose to execute (1D10) to get a percentage. His first roll came up as 40 on
9
10
the 1D100 and 5 on the 1D10 giving him 45% and that is
not enough to break out.
Deuce
The sensation from Alabama, was one of the
members of the initial NEW roster, although he quickly
His second roll is worse at 62%, that's Frank's two chances advanced beyond his peers and captured the World Title
at breaking out, he didn't so he was pinned for the three in less then a month, taking the title from Ricky Daniels
count. The match is over and your winner is Joey Jobber. 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
I hope this has given you an idea of how to go about event spot since then and has been fairly lucky to never
running your own matches, don't worry if you mess up a have picked up an injury in his entire career. He is clearly
time or two with the rules. The primary purpose should main event material but for some reason insists on
always be to have fun with it, in time as you do more and focusing on Tag Team wrestling at the moment. He has
more matches you will find that it comes easier and the said that one day he will return to singles competition full
speed of running each match will increase. Good luck and time and when that happens whomever is holding the
have fun! World Title better start praying.

Class: All-Rounder
Get the books today and see the following: Level: 10
Experience: 24,450
- Character Creation
Age: 26
- Character Levels up to 15
Height: 6ft
- Lots of Classes to choose from
- Full rules and skills Weight: 215 lbs
- Hundreds of moves detailed and explained Hometown: Robertsdale, Alabama
- Lots of NPC wrestlers to face off against Wrestling Debut: February 4th 1998
- Promotion Manager rules Alignment: Face
Contract Type: Written
and so much more!!! Contract Length: 3 Years
Contract Amount: $300,000 per Month.
Savings: $10,000,000
Titles Held:
3 x NEW World Champion
The Squared Circle Wrestling RPG is the #1 wrestling 2 x NEW Television Champion
rpg on the market today. So what are you waiting for? 2 x NEW Tag Team Champions

Head on over to www.daydreamerinteractive.com


Tag Team Name: Special Ops
to find out how you can purchase the worlds best Tag Partner: Jon Mourton
supported wrestling game, visit the forums to find out
what’s planned next for the game line. Primary Finisher:
Deuced Up (10/10/1/Down/2D8+4)
Finisher Description: Implant DDT

Secondary Finisher:
Deuce Breaker (8/6/5/Down/2D6)
What follows are the pre-generated characters for you to Finisher Description: Cradle Neckbreaker
try out. The Moves in their move lists are abbreviated and
this is how you read it.
Theme Song: "Hell's Bells" by AC/DC
(Heat/Endurance Cost/Failure Chance/Ending/Damage)
10
11
Stats & Bonuses:
Overness: 80
Health Points: 93
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

Skills:
Microphone Work (9 Points)
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)
Ring Entrance: The Heat Generator (9 Points)
Lights go out as the bells toll. As Angus Young's lone Finisher Specialization: Deuced Up (6 Points)
guitar softly plays we see a figure appear in the spotlight Trademarked Finisher: Deuced Up (6 Points)
now shining on the entranceway. It is Deuce. He pauses Ring Technician (2 Points)
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 Move List:
center of the ring. He seems lost until Brian Johnson
screams "HELLS BELLS" Deuce then snaps out of his
Standing Group:
quandary and smiles menacingly at the ref and announc-
Punch (1/1/0/Standing/1D4)
ers.
Kick (1/1/0/Standing/1D6)
Drop Toe Hold (1/1/4/Down/1D4)
Attributes: Atomic Drop (2/2/0/Standing/1D4)
Strength: 17 Back Breaker Drop (1/2/0/Down/1D4)
Intelligence: 17 Irish Whip (1/1/0/Running/1D4 turnbuckle – 1D6 railing)
Endurance: 15 Hip Toss (1/1/2/Down/1D4)
Charisma: 21 Body Slam (2/2/0/Down/1D4)
Agility: 17 Arm Wringer (1/1/0/Standing-Down/1D4)
Speed: 21 Leg Sweep Kick (1/1/0 Down/1D4)
11
12
Enzuigiri (3/2/3/Down/1D4)
Dropkick (2/2/2/Down/1D4)
The Prophet
Forearm Smash (1/1/2/Standing/1D4) He is the self professed Prophet here to herald
Knife Hand Chop (2/1/0/Standing/1D4) the new era of wrestling. He'll preach and prophecizes to
Running Bulldog (2/4/1/Down/1D6) anyone who will listen and will often quote from a large
DDT (2/3/0/Down/1D6) leather bound book he carries with him everywhere. He
Fireman's Carry DDT (8/6/3/Down/1D10) calls it; the Big Book of Wrestling and claims that it con-
Inverted DDT to Knee (4/3/3/Down/1D8) tains many things such as rules and regulations as well as
Underhook DDT (4/4/2/Down/1D8) maneuver descriptions and illustrations and of course
Back Suplex (2/2/0/Down/1D6) strategies on how to defeat various types of wrestlers.
German Suplex (4/3/2/Down/1D8) Throughout the years he has amassed a following of
Snap Suplex (2/2/2/Down/1D8) younger wrestlers who follow him and look up to him as
Russian Legsweep (2/2/2/Down/1D4) a mentor. Most believe that the Big Book of Wrestling
Neckbreaker (3/3/4/Down/1D6) actually contains everything The Prophet claims and
Piledriver (2/2/2/Down/1D6) more and they hang around in hopes of gleaming some
knowledge that will make them unbeatable and of course
rich and famous.
Running Group:
Class: Brawler
Bulldog Lariat (2/2/2/Down/1D4)
Level: 8
Spin Wheel Kick (2/2/4/Down/1D6)
Experience: 18,900
Back Body Drop (1/2/0/Down/1D4)
Age: 33
Height: 6ft 4in
Weight: 252 lbs
Top Rope Group: Hometown: Detroit, MI
Tornado DDT (8/6/4/Down/1D10) Wrestling Debut: April 4th 1995
Missile Dropkick (3/3/4/Down/1D6) Alignment: Heel
Superplex (5/4/4/Down/1D10) Contract Type: Written
Contract Length: 2 Years
Contract Amount: $70,000 per Month.
Ringside Group: Savings: $500,000
Baseball Slide DDT (8/6/4/Down/1D8) Titles Held:
1 x NEW World Champion
1 x NEW TV Champion
Down Group: 1 x NEW Tag Team Champion
Elbow Drop (1/1/1/Down/1D4)
Leg Drop (2/1/2/Down/1D4) Primary Finisher: The Prophecy
Knee Slam (2/1/0/Down/1D4) (22/8/2/Down/2D10+6)
Stomp (1/1/0/Down/1D4) Finisher Description: Brainbuster Suplex
Cobra Clutch (S)(2/2/0/Down/Drain=1D8–Dmg=1D4)
Figure Four Leglock Theme Song: "A Prophecy" by Saviour Machine
(S)(4/3/0/Down/Drain=1D10,Dmg=1D4)
Ring Entrance:
The lights dim down and a bright white light
Corner Group: shines down onto the ring, a blue glow fills the entrance
Corner 10 Punches (6/2/0/Corner/1D10) and smoke comes out from both sides. "A Prophecy" by
Corner Spear (5/4/4/Down/1D8) 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
12
13
followers and climbs into the ring using the steel ring
steps.

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

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
Reversals: 6
Failure Modifier: -4
Quick Roll Bonus: 14
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)
Skills Kick (1/1/2/Standing/1D6/M=1)
Referee Slack Punch (1/1/0/Standing/1D4/M=2)
Microphone Work (9 Points) Back Suplex (2/2/1/Down/1D6)
Basic Angle Writer Bear Hug (S) (1/1/3/Down/Drain= 1D6 – Dmg = 1D4)
Advanced Angle Writer DDT (2/3/1/Down/1D6)
Submission Resistant (12 Points) Elbow Smash © (1/1/6/Standing/1D4/M=1)
Second Wind (9 Points) Eye Gouge (H) (2/1/1/Standing/1D4)
Ring Technician (4 Points) Falcon Arrow (4/5/8/Down/1D10)
Finisher Specialization: The Prophecy (9 Points) Front Face Lock Drop (2/3/5/Down/1D6)
Trademarked Finisher: The Prophecy (9 Points) 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)
Move List Side Slam (2/3/4/Down/1D6)
Standing Group: Vertical Suplex (2/2/3/Down/1D8)
Body Slam (2/2/1/Down/1D4)
13
14
Down Group: Height: 6ft 6in
Leg Drop (2/1/4/Down/1D4) Weight: 475 lbs
Elbow Drop (1/1/3/Down/1D4) Hometown: Kaduna, Nigeria
Stomp (1/1/0/Down/1D4/M=2) Wrestling Debut: June 9th 1998
Boot Lace Eye Rake (H) (2/1/1/Down/1D4) Alignment: Heel
Ring Rope Leg Drop (2/2/6/Down/1D6) Contract Type: Written
Rope Choke (H) (2/2/1/Down/1D6) Contract Length: 3 Years
Contract Amount: $250,000 per Month
Savings: $10,000,000
Running Group: Titles Held:
Flying Shoulder Tackle (2/4/5/Down/1D6) 1 x NEW World Champion
Running Clothesline (2/4/5/Down/1D6) 2 x NEW Television Champion
2 x NEW Hardcore Champion

Primary Finisher: The End of the Line


Corner Group:
(4/6/0/Down/2D6+6)
Corner 10 Punches (6/2/1/Corner/1D10)
Finisher Description: Fallaway Slam
Corner Clothesline (5/2/6/Corner/1D6 + 2)
Corner Foot Choke (H) (3/2/0/Corner/1D6)
Theme Song: “Unfinished Sympathy” by Massive At-
tack
Ringside Group:
Bear Hug Drive (5/3/4/Down/1D8) Ring Entrance:
Exposed Piledriver (H) (5/3/5/Down/1D10 + 2) The sound of an Electric Train horn sounds for ten
Ring Post Head Smash (5/2/4/Down/1D8) 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.
Freight Train
This massive African man was brought into the
wrestling business by a manager who named him Freight Attributes:
Train and called himself The Station Master. Freight Strength: 21
Train wrestled for several years under The Station Intelligence: 15
Master's tutelage before dropping his manager for Endurance: 20
mis-managing his money. Since doing so, his career has Charisma: 18
skyrocketed and led to several title wins and has defeated Agility: 17
some pretty high profile names. Intimidation is his mean Speed: 18
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 Stats & Bonuses:
one hell of a challenge. Overness: 65
Health Points: 133
Class: Powerhouse Endurance Points: 91
Level: 7 Damage Bonus: +12
Experience: 19,500 Strike Bonus: +1
Age: 29 Submission Break: +3
14
15
Initiative: +2 Down Group:
Evade: +2 Boot Lace Eye Rake (2/1/1/Down/1D4/Heel)
High Spot Bonus: +2 Stomp (1/1/0/Down/1D4)
Second Wind: 2 Giant Swing (2/3/1/Down/1D4)
No Sell: 3 Groin Stomp (2/1/1/Down/1D8/Heel)
Miraculous Kick-Out: 3 Splash (1/1/1/Down/1D4)
Reversals: 8 Knee Slam (2/1/1/Down/1D4)
Failure Modifier: -3 Elbow Drop (1/1/3/Down/1D4)
Quick Roll Bonus: 15 Leg Drop (2/1/4/Down/1D4)

Skills: Running Group:


Clothesline (2/2/1/Down/1D6)
Referee Slack Spear (6/3/6/Down/1D10)
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

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/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)
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) 15
16

Skill Descriptions The next two pages are work sheets for you to
use when running your matches. They will help a lot to
keep things organized, wrestling matches can be quite
Here are a few of the skills described so you will know chaotic and it helps to have a record of things that
how to use them in your test match. happened to go back to.

The No Sell: I hope you have enjoyed this demo version of The
This skill allows a wrestler to “No Sell” a move during a Squared Circle and I hope it entices you to want to check
match, which essentially means that whether the out the full game and join our little community of
opponent's roll to execute a move against the user of this wrestling fans.
skill is successful or not, the move has no effect and
Initiative switch from the opponent to the user. For every Thank you for taking the time to check out my game,
3 skill points invested the wrestler will be able to have a good day and most importantly have fun.
“No Sell” 1 move per match.
- Eric Moreau

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

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.

16
Match Tracking Sheet I
VS
Heat: Heat:

Referee Warnings: Referee Warnings:


Auto Reversals Used: Auto Reversals Used:
Move Series Move Series
Match Tracking Sheet II
VS
Segment Tracker
Round 1 Round 2 Round 3 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


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 13 Round 14 Round 15 Round 16


1 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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