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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.
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
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
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.
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: