Bay Wrestling Federation
You are superstar wrestlers. Wrestling is real. You have all been enlisted in a new wrestling group called the Bay Wrestling Federation. Your goal is the become the best wrestler in the federation. How? WRESTLING.
As aformentioned, you are all wrestlers coming from different backrounds with different histories-but you are all here to wrestle. The game will be split into weeks, with every week containing a number of matches which would happen, if the game was real, at different times, but for sake of speed and efficiency, will all be run simultaneously in the game. In nine out of ten matches, your goal will be to either pin your opponent or make them tap out. If you win, you could even get a title belt to prove your amazingness. Of course, with the title comes all the other people who want to take that title away from you-and if you push yourself too hard, you might get injured...
Combat in this game is mostly freeform-as long as you could logically do it, I'll roll for it. More spectacular attacks will do more damage, obviously, but they'll have bigger concequences when they go wrong. So, for example, smacking your opponent in the face might only do one or two damage, but if you fail, you won't get hurt yourself-but if you tried to do the 1080 double backflip splash from a ladder, it might hurt your opponent a LOT, but if it goes wrong, it will go wrong big time. Don't let it go wrong. Your damage is represented by Fatigue-the more damage you take, the more Fatigue you get. Fatigue is important because it's how you pin your opponent, and make them tap out if need be.
To pin your opponent, you need to first ground them, then declare your intent to pin. I'll then roll 3 100-sided dice. If any of them result in 100, or any number higher than the target's Fatigue, the target kicks out and the pin fails. If all three go under, then it's one-two-thee-ring bell-you win. Tapping out is a harder process. First, you need to put your target in a sumbission hold-say, a leg lock, arm bar, or heck, holding a chokehold for an extensive amount of time could count as a submission. These can last for a number of turns, and do damage based on the roll given. At the end of the turn, if the player has not escaped the sumbission, then a d12 is rolled, and the number of turns beyond the first one is added to the total. If the number is greater than 11 (I.e. 12 or better) then the player taps out. Of course, miracle comebacks are possible. Players get a miraculous kickout once per match. If someone is pinned but hasn't used their comeback, I'll only roll two of the dice. If they choose it, the thrid is treated as a 100-an instant kickout. If the player is in a submission, it's a -9001 penalty-and if you can hold a submission for 9001 turns, you deserve to win. Of course, in either scenario, they don't know if they woul have made it...
It's a fact of life-in this profession, you will get injured. Thankfully, you somehow have really good medical systems in place, but it's not quite perfect. At any point, if you are injured, you will miss the next show due to recovering from your surgery, making sure the painkillers don't affect your performance etc. And there is a small chance (Say, 1 in 6?) that you will miss two weeks in a row concerning complications-and a thrid week is also possible. However, you won'd spend more than 3 weeks off due to injuries.
Getting injured is usually down to extreme matches. No matter if you won or lost-if you exceeded 100 Fatigue, I'll make an injury roll at the end of the week-after subtracting 100 from your end Fatigue, if a d100 comes under it, you'll get injured, and I'll make up an excuse about it. A less sporting player can also attempt to injure a player-you'll need to use some props though, and unless you're fighting in extreme rules, you'll get disqualified for it. However, if you want to injure someone and you have a weapon to do so, I'll roll a d10, and on a 10, and only a 10, injury. The match will continue, but all future rolls for the injured player are taken at -1.
Sometimes, you really hate a guy and want to have him pay the price for something but you're scheduled to fight in another match. Don't worry though, because there is a solution, although it could end badly for you. Basically, you can invade anyone else's match at any time, but all your damage will be retroactively stacked, which could heavily increase the chances of you getting injured-and of course, if you get injured, you can't fight. Of course, you're not at risk of being disqualified-so give your target a message or put him out of the action instead! However, you can only invade a maximum of three matches a week.
Retroactive damage works like this-if you decided to interupt a match that was happening before yours, you would start with 0 Fatigue and any damage taken then would be retroactively added to your match. Conversly, if you invaded a match after yours, you would start with however much damage you had in your match, and any damage gained in your match would be retroactively added to your interuption. If you have multiple irons in the fire, this theoretically means you can punch someone through time. However, because of the breaks between matches, the first 10 damage of any interuption is treated to have never existed. Getting smacked in the face is something you can easily recover from!
When all the matches are done and dusted, I run the end of the week. Firstly, everyone who fought will get graded on their performance out of a scale from -5 to +5-this gets added to-or subtraced from-their Fame. Fame is basically how popular you are with the crowds, and how likely I am to put you in for title matches. Secondly, any injury rolls are made and if anyone gets injured, they are marked as so. If someone was injured, they need to roll to a recover, and anything below a 6 gets them back in. Any titles also change hands if they were wagered in a title match, and after all of that is considered, I'll start make a card of bouts for the next match. Before completion, you have **some** time to RP, chat and generally influence my choices about who I should be putting you in the ring with. If you start hating someone, and you are roughly of equal fame, I'll be more likely to put you in for a match.
These are some fairly common non-standard matches I might put you in. Most of the time, you'll be in a standard match, but if it's a big match, I might put you in for a bigger match.
Tag Team-You get a team mate, one man in at a time. To swap, you need to tag your team mate. First pin wins.
Triple Threat-Three men, first pin wins.
Fatal Four Way-Four men, first pin wins.
Battle Royale-Loads of men in the ring. You lose if you go over the top rope and hit the ground. Last man standing wins.
Timed Battle Royale-Two men start, more come in as the match progresses. Last man standing wins.
Hardcore-No disqualifications. First pin wins.
Last Man Standing-Hardcore. Win by getting your opponent over 150 Fatigue.
Cage Match-Hardcore. Win by escaping the cage or pinfall.
Submission-Win by ONLY submission.
Fill this in if you want in. ...Hey, that rhymes!
Name: ((Your ring name, alias, whatever))
Age: ((...Really?))
Desc.: ((What does your character look like and wear?))
Allignment: ((Are you a good guy or a bad guy?))
Style: ((How does your character fight?))
Finisher: ((Name and describe your finishing move))
Theme Song: ((What you want to have playing when you walk on))
I can take infinite players in theory, so SIGN UP TODAY!