If you want me to email you a PDF of the rules to work from, please message me.
I’ll start setting out the basic character creation here:
A player can control multiple characters in the promotion, there won’t necessarily be a conflict of interest as matches are scripted rather than competitive (maybe think of it as a group of wrestlers that have the same agent, I.e. the player).
The game is basically based around accruing ‘Heat’ ie fan popularity, though your performance in shows.
Players get 1 experienced wrestler (18 points in character creation) and the rest rookies (12 points). Points used across the 4 skill areas as follows:
Wrestling - your physical skill in matches. After narrating a ‘move set’ (roughly a minute of match action), your character rolls a number of D6 equivalent to this skill, and the number of sixes rolled increases the ‘Heat’ of the match.
Mic Work - communication / public speaking ability, used in interviews / promos / pre-match call outs to generate heat too.
Clout - industry reputation and behind the scenes connections. You can use this as currency to get your own way in storylines if you don’t like what the manager / GM has scripted following Writers Room discussion (or another example, intentionally injuring another wrestler in the ring would expend Clout).
Work Rate - Ring psychology and playing the crowd. In the tabletop game this is used to claim control of the narration if you don’t like your match partner’s control of the match (as well as generating match heat in a few specific situations e.g. a last-second pin escape). This is the trait I am considering changing for the online RPG as on-the-fly interruptions will not work as well over the forums. If we change it to a general ‘Playing the crowd’ trait, it can be used for ‘softer’ wrestling action / skits that don’t fit Wrestling or Mic Work e.g. cat fighting, mud wrestling, general eroticism etc.
All trait rolls are based on the D6 system - roll a number of D6 based on the trait level, at least one six indicates success.
As well as their actual background and personality, a wrestler will need an in-ring Gimmick - basically the character they have chosen to play for the crowd, e.g. a ditzy cheerleader type, a sadistic cheat, etc. etc… deciding whether they are a Face or a Heel (there should be an even number of ‘good’ and ‘bad’ wrestlers in the promotion).
As part of the Gimmick, wrestlers can have a couple of Trademark moves (+2D6 when used in a Move Set) and a Finisher (+5D6 when used).
ASSETS AND FLAWS
These are traits which are linked to the actual character, not their in-ring Gimmick. Each created character needs at least one of each. They are open to discussion provided the GM feels their effects are balanced.
High Flyer: skilled at aerial moves, +2D6 when a move set uses these moves.
Power Wrestler: +2D6 when a move-set includes heavy slams etc.
Eyecatching appearance: +5 starting heat in character creation
Industry Contacts: +1 Clout during creation
Well trained: +1 Wrestling
Acting Experience: +1 Mic Work
Owed a Favour: Can be used to automatically succeed a Clout Roll
Primadonna - likely to complain to Booker (GM) if scripted to lose / look foolish
Substance Problem - -2D6 if wrestling under influence of substance
Limited Availability - unable to appear in every show
Works Stiff - will attempt to injure opponent at least once every match