Gage Valley Wrestling Roster Sheet
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Kent ReidThe KrakenFreddie Airborne SaundersAlucard BloodstoneScott "The Drill" von Zillname
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Chris NewtonTyler LominackThomas ElmeblomPatrick KnowlesMike Mendozaplayer
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GIMMICKGolden BoyGIMMICKGiantGIMMICKHigh FlyerGIMMICKMonsterGIMMICKHardcoreGIMMICKAce
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ROLEFaceROLEHeelROLEFaceROLEHeelROLEHeelROLEHeel
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AUDIENCE1AUDIENCE4AUDIENCE4AUDIENCE3AUDIENCE2AUDIENCE0
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INJURY?NINJURY?NINJURY?NINJURY?Y1INJURY?NINJURY?N
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Ex gymnast, amateur wrestler
and parkour fanatic has joined
the GVW with his sights set on gold.
His fans are the mavricks
His finisher is the divebomb (corckscrew splash
from top rope.)
Spots: Strafeing run (rapid kicks to midsection
followed by a 360 drop-kick
Former construction worker, started wrestling when he was turned down for workers' comp. Shows disdain for overblown cartoon theatrics and takes pride in authentic wrestling performance (and capacity for pain).
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HeatWrestlerHeatWrestlerHeatWrestlerHeatWrestlerHeatWrestlerHeatWrestler
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0 4Freddie Airborne Saunders2Alucard Bloodstone2
Freddie "Airborne" Saunders
1Kraken0
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0 2Alucard Bloodstone4The Kraken1The Kraken2Freddie Airborne Saunders0
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0 0 Scott "The Drill" von Zill0Kent Reid1Kent Reid3Alucard Bloodstone0
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0 0 2Scott the drill4Scott "The Drill" von Zill0 0
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0 0 1Thunderchild0Count Gustav Grey0 0
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0 0 0 1Thunderchild0 0
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0 00 00 0
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0 00 000
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0 00 000
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0 00 000
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0 00 000
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0MOMENTUM5MOMENTUM6MOMENTUM0MOMENTUM0MOMENTUM
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3LOOK1LOOK0LOOK1LOOK1LOOK0LOOK
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0POWER2POWER-2POWER2POWER-1POWER0POWER
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-2REAL-2REAL-1REAL-2REAL1REAL0REAL
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-1WORK0WORK3WORK-1WORK-1WORK0WORK
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MOVESMOVESMOVESMOVESMOVESMOVES
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Finishing Move: When you’re booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, they make you work for it. Choose: they obviously allow you to get the win and gain +1 Heat with them; they push you, you both gain +1 Momentum. On a botch, choose: an authority figure interferes and calls the match in your favor on a technicality, losing you -1 Audience; or there was a last-minute change to the booking from backstage and your opponent wins the match. Finishing Move: When you’re booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your opponent gains +1 Audience. On a 7-9, they make you work for it, choose one: you have to trap them, gain +1 Heat with them; they showcase your strength, you both gain +1 Momentum. On a Botch, you still win the match, and choose: you’re too clumsy and lumbering to look good, you lose -1 Audience; or you forget your own strength and injure your opponent.Finishing move: When you’re booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You gain +1 Audience. On a 7-9, they make you work for it. Choose: they counter and you have to resort to a roll-up, gain +1 Heat with them; or you execute another high spot, and gain +2 Momentum. On a Botch, you still get the win, but pick one: it looks terrible and you lose -1 Audience; injure your opponent; injure yourself ❏ FINISHING MOVE:
When you’re booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, they make you work for it. Choose: they showcase your strength, and you both gain +1 Momentum, or they’re unwilling to take your finisher and flee the ring, gain +1 Heat with them. On a botch, you still get the win, but choose whether you lose -1 Audience or injure your opponent.
Finishing Move
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Dynsasty Scion: +1 Look ❏ NOWHERE ELSE TO GO: You don’t have many career options, so you do what you’re told. Change Role (Heel to Babyface or vice versa) whenever Creative demands it. Ignore the normal Heat modifer for this change. Instead, choose whether you gain +1 Heat with your next opponent, or +2 Momentum. When you take an Advanced Role, you can tell Creative to go screw, and pick another move from your current Gimmick to replace this one. This Move applies to you regardless of Gimmick until you replace it. ❏ HUMAN HIGHLIGHT REEL: The first time per match that you roll a 10+ (before spending Momentum) on a highflying maneuver, gain +1 Audience.
❏ NOT OF THIS WORLD: Pick or create a signature match stipulation. Whenever Creative books you in a match, you can choose to add that stipulation, even if the match already has one, and you start the match with +2 Momentum.
Stake to the Heart match - large prop stakes, collapsable point, abundant fake blood! you have to pin or knock down your opponent and then drive a stake through them. If Alucard wins, he feasts on their blood as lights go down - if opponent wins, pall bearers enter with a casket & haul Alucard away to his crypt.
Tables and Ladders and Chairs, Oh My: Whenever you're booked in a match, you can add the Hardcore stipulation: no disqualification, no count out, and weapons allowed. The match uses the Hardcore/Violence Stipulation Move.
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Always Learning: When you work a match with someone you know is better than you, roll +Work. On a 10+ pick 2, on a 7-9 pick 1: gain +1 Momentum; gain +1 Heat with them; gain their respect. On a botch, you make a rookie mistake and lose -1 Audience. ❏ GIVE ‘EM WHAT THEY WANT: Gain +1 Momentum the frst time in an Episode you hit a +Power roll with a 7+ (before spending Momentum). You can only take this Move if you have Power +2 or greater❏ “LOOK AT THAT AMAZING ATHLETICISM!”: Take +1 Work (Max +3❏ “WILL YOU LOOK AT THAT SIZE!”: +1 Power (Max +3)High Pain Tolerance: +1 Real
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❏ “ONE OF THE BIGGEST ATHLETES IN THE WORLD TODAY”:
The frst time you make a Move on-camera in an Episode and hit on a 10+ (before spending Momentum), gain +1 Audience. You’re a big draw!
❏ SHOWSTOPPER: Once per Episode, you can appear in any segment (in ring or out) and turn it into something about you. When you make your appearance, declare your agenda for the segment, and continue on from there. If a player’s wrestler tries to buck your plan, they Break Kayfabe. Take +1 Momentum when you make your appearance.
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Wrestlers
Basic Moves
Match Moves
Special Matches
Mythic & Advanced Roles
Roster Summary
Show Roster
Promotion Tags & Troubles
DATA