A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | |
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1 | Attitude | Attributes (Babyface, Tweener, Heel) | |||||||||||||||||||||||
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3 | Affiliations | Single, Tag Team, Stable | |||||||||||||||||||||||
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5 | Values | ||||||||||||||||||||||||
6 | Name | Description | |||||||||||||||||||||||
7 | Ambition | Ambition drives a wrestler's motivation to excel in their career, achieve championships, and leave a lasting impact in the wrestling industry. It fuels their drive to constantly improve, push their limits, and strive for success. | |||||||||||||||||||||||
8 | Authenticity | Authenticity is crucial for a wrestler as it involves being true to oneself, staying genuine in character portrayal, and creating a believable and relatable persona that resonates with the audience. | |||||||||||||||||||||||
9 | Charisma | Charisma is essential for a wrestler as it allows them to connect with the audience, command attention, and engage the crowd through their personality, presence, and ability to entertain. | |||||||||||||||||||||||
10 | Passion | Passion is the intense love and enthusiasm a wrestler has for the art of wrestling. It fuels their dedication, commitment, and enjoyment of the craft, driving them to deliver compelling performances and entertain the audience. | |||||||||||||||||||||||
11 | Resilience | Resilience in wrestling is the ability to overcome challenges, stay mentally strong, and never give up. It involves bouncing back from defeats, handling industry pressures, and maintaining a determined mindset. Resilient wrestlers show toughness, perseverance, and a relentless drive for success. | |||||||||||||||||||||||
12 | Versatility | Versatility in wrestling refers to a wrestler's ability to adapt to different styles, match types, and roles. They can seamlessly transition between various techniques, wrestling styles, and character personas, delivering dynamic performances that cater to different audiences. Versatile wrestlers excel in a range of match types and bring fresh and captivating entertainment to the ring. | |||||||||||||||||||||||
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15 | Skills | Take two Skill dices (two different or two times the same). This represents a standard move. | |||||||||||||||||||||||
16 | Name | Description | |||||||||||||||||||||||
17 | Punching | Punching refers to striking an opponent with an open hand or closed fist, using techniques that vary in form and execution to maximize impact while minimizing self-injury. | |||||||||||||||||||||||
18 | Kicking | Kicking refers to striking an opponent with the leg or foot, employing various techniques that emphasize power, speed, and precision to target different parts of the opponent's body. | |||||||||||||||||||||||
19 | Running | Running typically involves quick, agile movement to evade an opponent's attacks, create advantageous positions , or close the distance for strikes and takedowns. | |||||||||||||||||||||||
20 | Lifting | Lifting refers to using strength to hoist an opponent off the ground, often to execute throws, slams, or positioning maneuvers for advantageous control or submissions. | |||||||||||||||||||||||
21 | Leaping | Leaping involves propelling oneself into the air, often to evade an opponent's attack, close distance quickly, or deliver an airborne strike such as a flying knee or kick. | |||||||||||||||||||||||
22 | Grappling | Grappling refers to techniques that involve controlling an opponent through holds, locks, throws, and submissions, emphasizing leverage and positioning rather than striking. | |||||||||||||||||||||||
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25 | Momentum | Reputation Trait which steps up with every victory but steps down with every defeat. If beaten opponent has a higher Card Die, step up 1+Card Die steps difference. Step up to D12+ means the wrestler is "over". Step down to D4- means the wrestler is "buried". | |||||||||||||||||||||||
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27 | Card | Reputation Trait (Skill Pyramid structure within the league)."Over": increase the Card Die. However the wrestler has to challenge/feuding and beat a wrestler with the higher Card Die. When the challenger wins, he earns the spot of challenged wrestler. In case the challenger loses, he loses all Momentum and stays at his spot. "Buried": decrease the Card dice. However the wrestler will be chllenged by an another wrestler with a lower Card Die and has to defend his spot. Being "buried" as Jobber means, the wrestler gets fired from the league and will be replaced by someone new. A fired wrestler could return with a few changes in the character creation. "No Dice" Jobber, D4 Low Card, D6 Lower Mid Card, D8 Upper Mid Card, Top Card D10, D12 Main Event, 2D12 Undisputed | |||||||||||||||||||||||
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29 | Audience Pool | Hero/Doom Pool. Card Dice X Show Size? | |||||||||||||||||||||||
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31 | Special Moves/Finisher | Hero Dice as Plot Points. Hero Dice will be called Heat Dice. Wrestlers have to earn dices from the Audience Pool to trigger special moves which adds dices to the standard moves to deal more stress. Hero Dice must be equal or higher than Card Die. Special Move Die = Card Die; Finisher = Card Die + Step Up | |||||||||||||||||||||||
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33 | Heat Pool | Feuding wrestlers adding Heat dices by cutting promos and rally the audience during matches. | |||||||||||||||||||||||
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35 | Stress | Maximum Stress = D12 + Card die, Exhausted (Physical) /Injury (Trauma) + Angry (Emontional) + Card die/ Attitude Change (Trauma) Recover Angry Stress by starting unsanctioned attacks, fights or smash someting to pieces. Recover Exhausted Stress during matches by spending Heat Dice. After matches, Exhausted Stress will be recover automatically. | |||||||||||||||||||||||
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37 | Championship Belt | Signature Asset with steady dice step (depending on the prestige (Card die) within the league). You get the Card die of the belt, but can't go up or go down the Card as long holding the title. | |||||||||||||||||||||||
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39 | Distinctions | Sports Background, Weight Class, Wrestling Style, Gimmick | |||||||||||||||||||||||
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41 | Feud Dice | Catalyst in Tales of Xadia. To start a feud, a wrestler needs Momentum die stepped up to D12+ and an angle. After every session in which feuding wrestlers engage - usually with one or more contests -the Feud die is stepped up. If the wrestlers engage with multiple contests in a session, the Feud die still only steps up by one. Once a Feud die steps up to D12, they gain a final match to end the feud. Some feuds are even bigger, so that one feuding wrestler can spend a D12 Heat Dice to add an another Feud die after the final match. | |||||||||||||||||||||||
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43 | Injuries | Trauma. Roll on 3D12 Table which body part gets injured. Head (3-6), Torso (7-16), Left Arm (17-21), Right Arm (22-26), Left Leg (27-31), Right Leg (32-36). Dangerous SFX from MHR as general rule to attack specific body parts. | |||||||||||||||||||||||
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45 | Stable | Spend a Heat Dices equal or higher than the Card Die of the Stablemates before the entrance. The stablemates will be at ringside during the match. | |||||||||||||||||||||||
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