Destiny Wrestling Game Rulebook (Updated Jan 12th '19)
Jan 12, 2019 17:17:50 GMT -5
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Post by Deleted on Jan 12, 2019 17:17:50 GMT -5
Getting Started:
To get started in DW you simply need to apply. When you join you will need to create your wrestler or wrestlers (limit two). Note that if you have two wrestlers, they will not be able to wrestle each other or interact in matches together.
Stats:
Each wrestler starts his season with 30 points to divide between Damage and Endurance. The more Damage you assign your wrestler, the quicker he can put away his opponent. However, a wrestler with a very high Damage stat has low Endurance and cannot take much punishment. Individual stats can not be 0 or 30. Choose wisely. What kind of matches do you want to wrestle?
Once you pick your stats, they cannot be redistributed for the remainder of the season. Always keep your stats in mind when choosing your strategy in a match.
Entering Moves:
Your match has begun. The referee, an actual person with special training in the game, dictates the pace of the action. He or she will keep track of everything happening in the match and will instruct you when to enter your moves. Usually, the referee will use the shorthand "ENTER 'EM!" to indicate the wrestlers should write the next move they're planning to execute. Wrestlers cannot enter moves until instructed by the referee. Once a move is entered, it can only be modified if the opponent has not yet entered his move (or if the referee asks for a clarification).
You can enter any wrestling move you wish, or even make up your own! Once both wrestlers enter their moves, the referee will roll 2 10-sided dice to determine which wrestler hits. Hitting a move gives you a +0.5 advantage on the next roll, meaning you'll hit your next move on a tie. The wrestler with the advantage has the burden of entering his move first on the next round.
Example:
Referee: TJH ON THE LEFT, KIRITO ON THE RIGHT.
Referee: ENTER 'EM!
TJH: Whip him into the ropes and hit him with a Big Boot.
Kirito: Duck the boot and land a thunderous Clothesline.
OnlineHost: Referee rolled 2 10-sided dice: 2 7
Referee: KIRITO WITH THE CLOTHESLINE!
In the above example, Kirito hits his move (the Clothesline) because his 7 is higher than TJH's 2.
Choosing/Switching Sides:
As the game is based on 2 10-sided dice, one wrestler will be on the left and one on the right. At the start of the match, the referee will ask one of the wrestlers to pick a side (left or right). The wrestler with fewer XP (to be discussed later) -- or in a championship match, the challenger -- gets to choose.
Each wrestler has one switch he can use at any time during the course of the match. This means he's switching from the left to right, or vice versa. If both wrestlers enter a switch on the same round, only the first wrestler's switch will count.
Example:
Referee: TJH ON THE LEFT, KIRITO ON THE RIGHT.
Referee: ENTER 'EM!
TJH: Whip him into the ropes and hit him with a Big Boot (switch).
KIRITO: Duck the boot and land a thunderous Clothesline (switch).
Referee: TJH SWITCHES TO THE RIGHT...
OnlineHost: Referee rolled 2 10-sided dice: 2 7
Referee: AND TJH CONNECTS WITH THE BIG BOOT!
In the above example, TJH hits his move (the Big Boot) because he switched to the right prior to the dice roll. Kirito also attempted to switch, but only TJH's switch was counted since he entered it first. The match now continues with Nick Blade on the right without another switch, and Kirito on the left with his switch in tact.
Bonus Roll:
Before the match begins, the referee will roll 2 4-sided dice. This is the bonus roll. Your roll will add to your stats for the match. Obviously, a 4 1 roll in your favor is ideal.
Normal Moves
These are any kind of move that you want inside the ring. Suplexes, arm bars, clotheslines, whatever you want. Please enter your move fully each time. Don't say things like "Same" or "Same as before." Enter the move so the ref knows what to do. While you're waiting for the move result to come up, be thinking what move you want to do next to help keep the match moving at a quick pace.
Finisher
Each wrestler can hit one finisher during a match. You can attempt your finisher as many times as you want, but only successfully hit it once. Any move can be used as a finisher, but the wrestler must indicate the move as a finisher. Hitting your finisher does extra damage, and it comes with an automatic pinfall attempt. As such, the notation (Fin/Pin) is often used to indicate you're going for your finisher + the pinfall.
Setup Move
Each wrestler additionally has a move he can designate as a setup during the match. Like the finisher, it can be attempted as many times as desired but only successfully executed once. The setup, if hit, does extra damage and adds +1 to your next dice roll. You'll often see the referee indicate that a wrestler who hit his setup has a +1.5 advantage (1 from the setup, and 0.5 from hitting his last move). Setups can be done with any move except finishers and pins.
Example:
Referee: ADV TJH +1.5, ENTER' EM!
TJH: DDT (Fin/Pin)
Kirito: Dropkick (switch)
Referee: KIRITO SWITCHES TO THE LEFT...
OnlineHost: Referee rolled 2 10-sided dice: 6 5
Referee: TJH CONNECTS WITH HIS FINISHER!
In the above example, TJH hits his finisher despite being on the right because his +1.5 advantage effectively makes his roll a 6.5 (5 + 1.5), which beats Kirito's 6. The referee will now count the pin to see if Kirito can kick out.
Pins
Aside from the pin attempt that comes with hitting your finisher, you can go for the pin any time in the match. You can also hit a pinning move as many times as you wish. Pinning combinations only do minimal damage, but if your opponent is sufficiently weakened they can lead to victory. You must enter the word "pin" in your move to attempt a pinfall. Non-finisher pinfalls cannot be combined with other moves.
Using the Ropes
You can attempt moves off the middle or top ropes during the match. Hitting moves off the middle rope do extra damage and off the top do even more damage. However, these moves are called high risk for a reason: if you miss a move off the ropes, you'll take the damage!
You must explicitly indicate you are going for a move off the middle or top rope. Merely writing "Superplex" will not count as a top rope move, for example. You must enter "Superplex off the top" or something similar. Finishers can be done off the ropes. Wrestlers will often use the notation (FOTP) to indicate they are going for their Finisher Off the Top for a Pin. Of course, you can use either or none of the ropes when you do your finisher.
Foreign Objects
DW allows each wrestler to successfully hit his opponent with 2 foreign objects per match, but they must be used outside the ring. An FO inflicts extra points of damage. After a wrestler is hit with a foreign object, the referee will check to see if he has been busted open. This is done by rolling another 2 10-sided dice. If the "blood roll" produces two odd-numbered dice, the wrestler is bleeding. A bleeding wrestler will continue to lose health throughout the match. If the wrestler is busted open twice, he has a gusher and is said to be "maxed," losing obscene amounts of blood and added damage.
Since they may cause bleeding, foreign object moves are often entered by wrestlers as Move + "for blood." You must indicate you are using a foreign object or doing a move for blood.
Disqualifications
If you use a foreign object inside the ring, or hit a wrestler with more than 2 foreign objects outside the ring, you risk being disqualified. The referee will roll an additional 2 10-sided dice. If the "DQ roll" produces two even-numbered dice, the referee has caught the cheating and will disqualify the rulebreaker.
Submissions
You can execute painful submission maneuvers by entering the word "submission" -- or the shorthand "sub" -- with your move. If you hit the move, you have the option of keeping it for additional pressure the next round. You can do this by entering "Keep the hold." Submission holds can cause injury. An injured wrestler can still compete, but he will start his subsequent matches with less health, depending on the severity of the injury. Holding a submission for 4 consecutive rounds (i.e., rolls of the dice) will injure your opponent for one show. Holding it for 5 consecutive rounds will injure your opponent for two shows. Holding it for 6 consecutive rounds will injure your opponent for three shows. It will also cause an automatic win via ref stoppage, assuming the ref isn’t down. The longer the wrestler is injured, the more starting health they lose.
Injuries heal over time. A three-show injury will turn into a two-show injury and then a one-show injury as the wrestler gradually regains lost starting health. Wrestlers can tap out to avoid injury. However, opponents can now attempt to hold on for one more round after the bell. The referee will roll 1d10. A 1-5 means the wrestler succeeds in holding on; a 6-10 means the referee stops him. Whether successful or not, a DQ check will ensue to see if the decision is reversed.
Fin/Subs
It is now possible to use a finisher and a submission together to give the hold more damage. The Fin/Sub combination must be initialized together. That means that the finisher cannot be added on after the first round of the submission. After it is used, you lose your finisher as if you used your finisher regularly. Since the finisher is being spread throughout the submission, a setup cannot be used on any round of a Fin/Sub.
Sleepers
You can also designate moves as sleepers during a match. Sleepers do less damage than a regular move, but holding your opponent in one for 4 consecutive rounds will cause him to pass out, giving you the KO victory.
Knockouts
It is possible to deal so much damage to your opponent that he is unable to continue. This occurs when your opponent is at -100 health. If this happens, the referee will signal the knockout and award you the match. The knocked out wrestler will be injured for one week.
Ref Knockdowns
Wrestlers aren't the only ones who can be knocked silly! If the move roll is 5 5 or 10 10, the referee is knocked down for 2 rounds. That means he won't be able to disqualify cheaters, so essentially anything goes. Of course, he also can't count pinfalls or see submissions! If another 5 5 or 10 10 comes up while the referee is down, he'll stay down another 2 rounds. Note that the 5 5 or 10 10 has to come up on the move roll to produce a ref knockdown (i.e., a blood or DQ roll cannot knock the referee down). The wrestler with the advantage will still hit his move on the ref knockdown.
Momentum and Comebacks
If a wrestler hits 4 consecutive moves on his opponent, he is said to have momentum and will gain an additional +1 on rolls for as long as he keeps hitting moves. A wrestler who hits a move after missing 4 consecutive moves is said to have a comeback and will regain some lost health. If, however, momentum is lost without a wrestler hitting a move to break it, such as in the case of a save, no comeback will be scored.
Example: You hit your opponent with 5 devastating moves in a row before executing your patented setup maneuver! You go into the next roll with a +2.5 advantage (+1 for momentum, +1 for the setup, +0.5 for hitting the last move).
Experience (XP)
Everyone starts with 0 XP. Winning a match earns your wrestler 1 XP; losing a match costs him 1 XP. A wrestler who's won a match in a season, however, cannot fall below 1 XP. XP is used like currency in matches. It can be used at any time to add to your move rolls. The XP you use in a match is replenished at the end of the match. If you have more than 10 XP than your opponent, you will start the match with your opponent's XP + 10. If you reach 7 XP, you'll be able to add 1 point to your wrestler's D or E stat. Additional points are awarded upon reaching 11, 16, 22, and 29 XP. At the end of each season, every wrestler's XP is divided by 5. The result, rounded down, is carried over to the next season (e.g., if you end the season with 13 XP, you start the next season with 2 XP).
Example:
Referee: ADV TJH +1.5, ENTER' EM!
TJH: DDT (Fin/Pin) +4 XP
Kirito: Dropkick (switch) +2 XP
Referee: KIRITO SWITCHES TO THE LEFT...
Referee: TJH IS NOW +3.5...
OnlineHost: Referee rolled 2 10-sided dice: 10 7
Referee: TJH CONNECTS WITH HIS FINISHER!
In the above example, TJH hits his finisher despite being on the right because his +3.5 advantage effectively makes his roll a 10.5 (7 + 1.5 + 4 - 2), which beats Kirito's 10. The referee will now count the pin to see if Kirito can kick out. If Kirito had not used his 2 XP on that move, TJH would've had a +5.5 advantage on the roll. As you can see, XP is very important and can significantly affect the result of a match.
Fatigue
There is no theoretical limit on the number of matches you can wrestle per week. However, if you wrestle more than once on a show, you will be fatigued and your health from your previous match will carry over to your next one (plus a little boost). You should therefore use caution when accepting more than one match on a card.
Note also that when wrestlers get hurt in a match, they no longer deliver moves at full strength. It is therefore important to damage your opponent early when your offense hits the hardest.
Corners and Interference
In a standard match, wrestlers have the option to have another wrestler in their corner. This must be communicated to the referee in the chatroom before the match, and the corner must accept. The corner can attempt to save his wrestler during a pinfall, submission, or sleeper attempt, or interfere in the match at another time. The referee will roll 1 10-sided die. If the result is 1-4, the interference is successful (and if applicable, the pin, submission, or sleeper is broken). Otherwise, the attack backfires! Successful interference will result in a DQ check, unless the referee is down. If the interference does not cause a DQ, the corner will be ejected from ringside.
Choose a corner with caution: Your corner may turn on you and attack you instead of your opponent! Turns do not require the 1d10 roll and will not result in a DQ check.
Managers
At the expense of one of your two available character slots, you can create a manager to control in DW. As with having two wrestlers, your manager cannot corner your own wrestler or be involved in any match with your wrestler. Managers are characters who specialize in interfering in matches and changing the outcome in their clients' favor. To create a manager, simply submit a wrestler with Damage and Endurance both set to 0.
In addition to saving, managers can distract referees and wrestlers. Both distractions require a 1-5 roll to be successful, rather than the 1-4 needed to save. Distracting a referee takes him out of action for one round. Distracting a wrestler neutralizes his advantage. If a manager is unsuccessful at a distraction while the referee is up, he will be ejected from ringside. However, managers can potentially interfere in view of the referee twice before automatic ejection, using any combination of saves and distractions. Saves for managers work like saves for corners and will result in DQ checks when successful. Distractions cannot be used to break a pin, as they must be entered before the move roll.
Example:
Referee: ADV TJH +2.5 WITH SETUP AND MOMENTUM, ENTER' EM!
TJH: DDT (Fin/Pin/3 XP)
Kirito: Try to counter.
Referee: TJH IS +5.5 HERE AND WANTS TO END IT!
CJ BUSHA: Distract TJH.
Referee: CJ BUSHA IS ON THE APRON!
OnlineHost: Referee rolled 1 10-sided die: 5
Referee: TJH IS DISTRACTED! NO ADV, ENTER'EM!
At this point, both wrestlers will enter their moves again with no advantage. Idol Austin could use any or all of his 3 XP, as he never had the chance to use it. However, his setup, momentum, and move advantage have been wiped out by the distraction.
Live Shows
The DW runs its shows in a discord server. You should set your nickname in the server that easily identifies your wrestler.
Periodically, DW will also run special "pay per view" events that serve as supercards and feature special matches not seen on the weekly shows. These events are announced on the XHF forums. Unlike the shows, the pay per views are booked entirely by the DW admins (some exceptions)
Pickup Matches
Pickup matches are available whenever there are no signed matches. If you wish to have a pickup match you must get an opponent and send a private message to the referee in charge to let him know. Your opponent must also send a message to the referee. The referee will then schedule the match and let you know when you wrestle.
Tag Team Matches
Tag matches are wrestled about the same as one-on-one matches, with some notable exceptions. Each team starts the match with 2 finishers, 2 setups, 2 double teams, 4 foreign objects, and 1 free save. Double teams are entered by the legal man, and his partner must "accept" the move. The free save does not require a roll. However, subsequent save attempts do require the 1-4 roll of a 10-sided die to be successful. The referee will not eject or disqualify your partner for saving you (unless he uses a foreign object), and unlimited saves may be attempted.
Wrestlers can tag in and out as much as they wish, but cannot perform offensive moves when tagging. The word "tag" must be signaled, and the tag is only made if you win the roll. While wrestlers who were badly hurt in the match rest on the apron, they slowly regain some lost health. Tag teams have their own XP and cannot use XP accumulated in singles matches.
If a tag team has momentum by virtue of hitting 4 or more consecutive moves and their opponent tags out, that is said to be a hot tag. The wrestler making the hot tag gets a comeback and the partner entering the ring gets +1 added to his next roll. If this move is successful, the +1 bonus carries to the next round as well for up to two rolls with the hot tag bonus.
Partners can also turn on each other! If you attack your partner, no roll is required to hit. He'll take damage and will have to finish the match without you.
Tag Team Partner Substitutions
In the event that one half of a tag team doesn't show up to a mandatory tag title defense or a contracted tag team match there is an option available. The wrestler that does show up will be permitted to use a substitution. If a substitution is used then the team will only be able to use one double team move during the match. The team will have access to everything else normally available in a tag team match.
When a substitute is used in a tag team title match and he is a part of a successfully defending team this does NOT mean that he automatically becomes a champion. If you wish to permanently change your tag team partner and have the substitute recognized as one half of the tag team champions then you must let the Front Office know. This option is only available if you have successfully defended the tag team titles with the substitute that you are trying to make your permanent partner. To begin the process you must message a referee.
The process requires seeking permission from all parties involved in the tag team title scenario. This means the original champions and the substitute have to agree. If the no-showing partner does not respond within a week, his consent will be assumed.
Other Match Types
Other match types in the DW include No DQ, Steel Cage (do moves off the cage for maximum damage), and just about anything else imaginable. However, we ask that you reserve specialty matches for the resolution of feuds. After all, we want to keep them special.
Titles
Every wrestler's goal should be to climb the rankings and become a champion. The current title sanctioned by the Destiny Wrestling Heavyweight Championship. More titles will follow. The DW HWC must be defended at least once every four weeks. Champions can choose their challengers through contract or pickup. However, referees reserve the right to deny any pickups, so the best way to ensure your title is defended is via contract. At pay per views, the DW admins books all matches and will often award title shots to the top contenders/best storylines.
Appeals
If you think a mistake was made in your match, we ask that you do not hold up the show by arguing with the referee. Mistakes do happen, and you have a right to appeal a decision if you feel it was incorrect. DM the referees and it will be reviewed. We will try to accommodate as best we can.
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Changelog:
Initial Post 1/12/19
To get started in DW you simply need to apply. When you join you will need to create your wrestler or wrestlers (limit two). Note that if you have two wrestlers, they will not be able to wrestle each other or interact in matches together.
Stats:
Each wrestler starts his season with 30 points to divide between Damage and Endurance. The more Damage you assign your wrestler, the quicker he can put away his opponent. However, a wrestler with a very high Damage stat has low Endurance and cannot take much punishment. Individual stats can not be 0 or 30. Choose wisely. What kind of matches do you want to wrestle?
Once you pick your stats, they cannot be redistributed for the remainder of the season. Always keep your stats in mind when choosing your strategy in a match.
Entering Moves:
Your match has begun. The referee, an actual person with special training in the game, dictates the pace of the action. He or she will keep track of everything happening in the match and will instruct you when to enter your moves. Usually, the referee will use the shorthand "ENTER 'EM!" to indicate the wrestlers should write the next move they're planning to execute. Wrestlers cannot enter moves until instructed by the referee. Once a move is entered, it can only be modified if the opponent has not yet entered his move (or if the referee asks for a clarification).
You can enter any wrestling move you wish, or even make up your own! Once both wrestlers enter their moves, the referee will roll 2 10-sided dice to determine which wrestler hits. Hitting a move gives you a +0.5 advantage on the next roll, meaning you'll hit your next move on a tie. The wrestler with the advantage has the burden of entering his move first on the next round.
Example:
Referee: TJH ON THE LEFT, KIRITO ON THE RIGHT.
Referee: ENTER 'EM!
TJH: Whip him into the ropes and hit him with a Big Boot.
Kirito: Duck the boot and land a thunderous Clothesline.
OnlineHost: Referee rolled 2 10-sided dice: 2 7
Referee: KIRITO WITH THE CLOTHESLINE!
In the above example, Kirito hits his move (the Clothesline) because his 7 is higher than TJH's 2.
Choosing/Switching Sides:
As the game is based on 2 10-sided dice, one wrestler will be on the left and one on the right. At the start of the match, the referee will ask one of the wrestlers to pick a side (left or right). The wrestler with fewer XP (to be discussed later) -- or in a championship match, the challenger -- gets to choose.
Each wrestler has one switch he can use at any time during the course of the match. This means he's switching from the left to right, or vice versa. If both wrestlers enter a switch on the same round, only the first wrestler's switch will count.
Example:
Referee: TJH ON THE LEFT, KIRITO ON THE RIGHT.
Referee: ENTER 'EM!
TJH: Whip him into the ropes and hit him with a Big Boot (switch).
KIRITO: Duck the boot and land a thunderous Clothesline (switch).
Referee: TJH SWITCHES TO THE RIGHT...
OnlineHost: Referee rolled 2 10-sided dice: 2 7
Referee: AND TJH CONNECTS WITH THE BIG BOOT!
In the above example, TJH hits his move (the Big Boot) because he switched to the right prior to the dice roll. Kirito also attempted to switch, but only TJH's switch was counted since he entered it first. The match now continues with Nick Blade on the right without another switch, and Kirito on the left with his switch in tact.
Bonus Roll:
Before the match begins, the referee will roll 2 4-sided dice. This is the bonus roll. Your roll will add to your stats for the match. Obviously, a 4 1 roll in your favor is ideal.
Normal Moves
These are any kind of move that you want inside the ring. Suplexes, arm bars, clotheslines, whatever you want. Please enter your move fully each time. Don't say things like "Same" or "Same as before." Enter the move so the ref knows what to do. While you're waiting for the move result to come up, be thinking what move you want to do next to help keep the match moving at a quick pace.
Finisher
Each wrestler can hit one finisher during a match. You can attempt your finisher as many times as you want, but only successfully hit it once. Any move can be used as a finisher, but the wrestler must indicate the move as a finisher. Hitting your finisher does extra damage, and it comes with an automatic pinfall attempt. As such, the notation (Fin/Pin) is often used to indicate you're going for your finisher + the pinfall.
Setup Move
Each wrestler additionally has a move he can designate as a setup during the match. Like the finisher, it can be attempted as many times as desired but only successfully executed once. The setup, if hit, does extra damage and adds +1 to your next dice roll. You'll often see the referee indicate that a wrestler who hit his setup has a +1.5 advantage (1 from the setup, and 0.5 from hitting his last move). Setups can be done with any move except finishers and pins.
Example:
Referee: ADV TJH +1.5, ENTER' EM!
TJH: DDT (Fin/Pin)
Kirito: Dropkick (switch)
Referee: KIRITO SWITCHES TO THE LEFT...
OnlineHost: Referee rolled 2 10-sided dice: 6 5
Referee: TJH CONNECTS WITH HIS FINISHER!
In the above example, TJH hits his finisher despite being on the right because his +1.5 advantage effectively makes his roll a 6.5 (5 + 1.5), which beats Kirito's 6. The referee will now count the pin to see if Kirito can kick out.
Pins
Aside from the pin attempt that comes with hitting your finisher, you can go for the pin any time in the match. You can also hit a pinning move as many times as you wish. Pinning combinations only do minimal damage, but if your opponent is sufficiently weakened they can lead to victory. You must enter the word "pin" in your move to attempt a pinfall. Non-finisher pinfalls cannot be combined with other moves.
Using the Ropes
You can attempt moves off the middle or top ropes during the match. Hitting moves off the middle rope do extra damage and off the top do even more damage. However, these moves are called high risk for a reason: if you miss a move off the ropes, you'll take the damage!
You must explicitly indicate you are going for a move off the middle or top rope. Merely writing "Superplex" will not count as a top rope move, for example. You must enter "Superplex off the top" or something similar. Finishers can be done off the ropes. Wrestlers will often use the notation (FOTP) to indicate they are going for their Finisher Off the Top for a Pin. Of course, you can use either or none of the ropes when you do your finisher.
Foreign Objects
DW allows each wrestler to successfully hit his opponent with 2 foreign objects per match, but they must be used outside the ring. An FO inflicts extra points of damage. After a wrestler is hit with a foreign object, the referee will check to see if he has been busted open. This is done by rolling another 2 10-sided dice. If the "blood roll" produces two odd-numbered dice, the wrestler is bleeding. A bleeding wrestler will continue to lose health throughout the match. If the wrestler is busted open twice, he has a gusher and is said to be "maxed," losing obscene amounts of blood and added damage.
Since they may cause bleeding, foreign object moves are often entered by wrestlers as Move + "for blood." You must indicate you are using a foreign object or doing a move for blood.
Disqualifications
If you use a foreign object inside the ring, or hit a wrestler with more than 2 foreign objects outside the ring, you risk being disqualified. The referee will roll an additional 2 10-sided dice. If the "DQ roll" produces two even-numbered dice, the referee has caught the cheating and will disqualify the rulebreaker.
Submissions
You can execute painful submission maneuvers by entering the word "submission" -- or the shorthand "sub" -- with your move. If you hit the move, you have the option of keeping it for additional pressure the next round. You can do this by entering "Keep the hold." Submission holds can cause injury. An injured wrestler can still compete, but he will start his subsequent matches with less health, depending on the severity of the injury. Holding a submission for 4 consecutive rounds (i.e., rolls of the dice) will injure your opponent for one show. Holding it for 5 consecutive rounds will injure your opponent for two shows. Holding it for 6 consecutive rounds will injure your opponent for three shows. It will also cause an automatic win via ref stoppage, assuming the ref isn’t down. The longer the wrestler is injured, the more starting health they lose.
Injuries heal over time. A three-show injury will turn into a two-show injury and then a one-show injury as the wrestler gradually regains lost starting health. Wrestlers can tap out to avoid injury. However, opponents can now attempt to hold on for one more round after the bell. The referee will roll 1d10. A 1-5 means the wrestler succeeds in holding on; a 6-10 means the referee stops him. Whether successful or not, a DQ check will ensue to see if the decision is reversed.
Fin/Subs
It is now possible to use a finisher and a submission together to give the hold more damage. The Fin/Sub combination must be initialized together. That means that the finisher cannot be added on after the first round of the submission. After it is used, you lose your finisher as if you used your finisher regularly. Since the finisher is being spread throughout the submission, a setup cannot be used on any round of a Fin/Sub.
Sleepers
You can also designate moves as sleepers during a match. Sleepers do less damage than a regular move, but holding your opponent in one for 4 consecutive rounds will cause him to pass out, giving you the KO victory.
Knockouts
It is possible to deal so much damage to your opponent that he is unable to continue. This occurs when your opponent is at -100 health. If this happens, the referee will signal the knockout and award you the match. The knocked out wrestler will be injured for one week.
Ref Knockdowns
Wrestlers aren't the only ones who can be knocked silly! If the move roll is 5 5 or 10 10, the referee is knocked down for 2 rounds. That means he won't be able to disqualify cheaters, so essentially anything goes. Of course, he also can't count pinfalls or see submissions! If another 5 5 or 10 10 comes up while the referee is down, he'll stay down another 2 rounds. Note that the 5 5 or 10 10 has to come up on the move roll to produce a ref knockdown (i.e., a blood or DQ roll cannot knock the referee down). The wrestler with the advantage will still hit his move on the ref knockdown.
Momentum and Comebacks
If a wrestler hits 4 consecutive moves on his opponent, he is said to have momentum and will gain an additional +1 on rolls for as long as he keeps hitting moves. A wrestler who hits a move after missing 4 consecutive moves is said to have a comeback and will regain some lost health. If, however, momentum is lost without a wrestler hitting a move to break it, such as in the case of a save, no comeback will be scored.
Example: You hit your opponent with 5 devastating moves in a row before executing your patented setup maneuver! You go into the next roll with a +2.5 advantage (+1 for momentum, +1 for the setup, +0.5 for hitting the last move).
Experience (XP)
Everyone starts with 0 XP. Winning a match earns your wrestler 1 XP; losing a match costs him 1 XP. A wrestler who's won a match in a season, however, cannot fall below 1 XP. XP is used like currency in matches. It can be used at any time to add to your move rolls. The XP you use in a match is replenished at the end of the match. If you have more than 10 XP than your opponent, you will start the match with your opponent's XP + 10. If you reach 7 XP, you'll be able to add 1 point to your wrestler's D or E stat. Additional points are awarded upon reaching 11, 16, 22, and 29 XP. At the end of each season, every wrestler's XP is divided by 5. The result, rounded down, is carried over to the next season (e.g., if you end the season with 13 XP, you start the next season with 2 XP).
Example:
Referee: ADV TJH +1.5, ENTER' EM!
TJH: DDT (Fin/Pin) +4 XP
Kirito: Dropkick (switch) +2 XP
Referee: KIRITO SWITCHES TO THE LEFT...
Referee: TJH IS NOW +3.5...
OnlineHost: Referee rolled 2 10-sided dice: 10 7
Referee: TJH CONNECTS WITH HIS FINISHER!
In the above example, TJH hits his finisher despite being on the right because his +3.5 advantage effectively makes his roll a 10.5 (7 + 1.5 + 4 - 2), which beats Kirito's 10. The referee will now count the pin to see if Kirito can kick out. If Kirito had not used his 2 XP on that move, TJH would've had a +5.5 advantage on the roll. As you can see, XP is very important and can significantly affect the result of a match.
Fatigue
There is no theoretical limit on the number of matches you can wrestle per week. However, if you wrestle more than once on a show, you will be fatigued and your health from your previous match will carry over to your next one (plus a little boost). You should therefore use caution when accepting more than one match on a card.
Note also that when wrestlers get hurt in a match, they no longer deliver moves at full strength. It is therefore important to damage your opponent early when your offense hits the hardest.
Corners and Interference
In a standard match, wrestlers have the option to have another wrestler in their corner. This must be communicated to the referee in the chatroom before the match, and the corner must accept. The corner can attempt to save his wrestler during a pinfall, submission, or sleeper attempt, or interfere in the match at another time. The referee will roll 1 10-sided die. If the result is 1-4, the interference is successful (and if applicable, the pin, submission, or sleeper is broken). Otherwise, the attack backfires! Successful interference will result in a DQ check, unless the referee is down. If the interference does not cause a DQ, the corner will be ejected from ringside.
Choose a corner with caution: Your corner may turn on you and attack you instead of your opponent! Turns do not require the 1d10 roll and will not result in a DQ check.
Managers
At the expense of one of your two available character slots, you can create a manager to control in DW. As with having two wrestlers, your manager cannot corner your own wrestler or be involved in any match with your wrestler. Managers are characters who specialize in interfering in matches and changing the outcome in their clients' favor. To create a manager, simply submit a wrestler with Damage and Endurance both set to 0.
In addition to saving, managers can distract referees and wrestlers. Both distractions require a 1-5 roll to be successful, rather than the 1-4 needed to save. Distracting a referee takes him out of action for one round. Distracting a wrestler neutralizes his advantage. If a manager is unsuccessful at a distraction while the referee is up, he will be ejected from ringside. However, managers can potentially interfere in view of the referee twice before automatic ejection, using any combination of saves and distractions. Saves for managers work like saves for corners and will result in DQ checks when successful. Distractions cannot be used to break a pin, as they must be entered before the move roll.
Example:
Referee: ADV TJH +2.5 WITH SETUP AND MOMENTUM, ENTER' EM!
TJH: DDT (Fin/Pin/3 XP)
Kirito: Try to counter.
Referee: TJH IS +5.5 HERE AND WANTS TO END IT!
CJ BUSHA: Distract TJH.
Referee: CJ BUSHA IS ON THE APRON!
OnlineHost: Referee rolled 1 10-sided die: 5
Referee: TJH IS DISTRACTED! NO ADV, ENTER'EM!
At this point, both wrestlers will enter their moves again with no advantage. Idol Austin could use any or all of his 3 XP, as he never had the chance to use it. However, his setup, momentum, and move advantage have been wiped out by the distraction.
Live Shows
The DW runs its shows in a discord server. You should set your nickname in the server that easily identifies your wrestler.
Periodically, DW will also run special "pay per view" events that serve as supercards and feature special matches not seen on the weekly shows. These events are announced on the XHF forums. Unlike the shows, the pay per views are booked entirely by the DW admins (some exceptions)
Pickup Matches
Pickup matches are available whenever there are no signed matches. If you wish to have a pickup match you must get an opponent and send a private message to the referee in charge to let him know. Your opponent must also send a message to the referee. The referee will then schedule the match and let you know when you wrestle.
Tag Team Matches
Tag matches are wrestled about the same as one-on-one matches, with some notable exceptions. Each team starts the match with 2 finishers, 2 setups, 2 double teams, 4 foreign objects, and 1 free save. Double teams are entered by the legal man, and his partner must "accept" the move. The free save does not require a roll. However, subsequent save attempts do require the 1-4 roll of a 10-sided die to be successful. The referee will not eject or disqualify your partner for saving you (unless he uses a foreign object), and unlimited saves may be attempted.
Wrestlers can tag in and out as much as they wish, but cannot perform offensive moves when tagging. The word "tag" must be signaled, and the tag is only made if you win the roll. While wrestlers who were badly hurt in the match rest on the apron, they slowly regain some lost health. Tag teams have their own XP and cannot use XP accumulated in singles matches.
If a tag team has momentum by virtue of hitting 4 or more consecutive moves and their opponent tags out, that is said to be a hot tag. The wrestler making the hot tag gets a comeback and the partner entering the ring gets +1 added to his next roll. If this move is successful, the +1 bonus carries to the next round as well for up to two rolls with the hot tag bonus.
Partners can also turn on each other! If you attack your partner, no roll is required to hit. He'll take damage and will have to finish the match without you.
Tag Team Partner Substitutions
In the event that one half of a tag team doesn't show up to a mandatory tag title defense or a contracted tag team match there is an option available. The wrestler that does show up will be permitted to use a substitution. If a substitution is used then the team will only be able to use one double team move during the match. The team will have access to everything else normally available in a tag team match.
When a substitute is used in a tag team title match and he is a part of a successfully defending team this does NOT mean that he automatically becomes a champion. If you wish to permanently change your tag team partner and have the substitute recognized as one half of the tag team champions then you must let the Front Office know. This option is only available if you have successfully defended the tag team titles with the substitute that you are trying to make your permanent partner. To begin the process you must message a referee.
The process requires seeking permission from all parties involved in the tag team title scenario. This means the original champions and the substitute have to agree. If the no-showing partner does not respond within a week, his consent will be assumed.
Other Match Types
Other match types in the DW include No DQ, Steel Cage (do moves off the cage for maximum damage), and just about anything else imaginable. However, we ask that you reserve specialty matches for the resolution of feuds. After all, we want to keep them special.
Titles
Every wrestler's goal should be to climb the rankings and become a champion. The current title sanctioned by the Destiny Wrestling Heavyweight Championship. More titles will follow. The DW HWC must be defended at least once every four weeks. Champions can choose their challengers through contract or pickup. However, referees reserve the right to deny any pickups, so the best way to ensure your title is defended is via contract. At pay per views, the DW admins books all matches and will often award title shots to the top contenders/best storylines.
Appeals
If you think a mistake was made in your match, we ask that you do not hold up the show by arguing with the referee. Mistakes do happen, and you have a right to appeal a decision if you feel it was incorrect. DM the referees and it will be reviewed. We will try to accommodate as best we can.
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Changelog:
Initial Post 1/12/19