XFW

6
XFW X-treme Fantasy Wrest ling Designed by James Shaw and Shane Brennan Hello and welcome to X-treme Fantasy Wrestl ing the only game that allows you to be the  promoter, the manager a nd the wrestle r of your ery own wrestling or gani!ation" # hese rules wi ll e$plain what you hae downloaded, and how to use it" What you need % &ormal 'atch (ing Board % (eferee Sheet ) *haracter Sheets ) si$ sided dice +en and +aper Setup +lace the ring between the two players along with the referee sheet" ach player chooses a character" eep a piece of paper in front of you to trac. how much damage you hae ta.en" Quick game play explanation ach player chooses a wrestler and rolls one die for initiatie, highest roll goes first /in the eent of a tie roll again0" #he player with the higher roll then rolls two dice matching the total of that roll to the moe selection number in the light moes column, seeing which maneuer he will be attempting" #he same  player then roll s two dice addi ng that total t o his offensive skill for an attack score" #he second player then rolls one die adding that number to his defensive skill to obtain a guard score" 1f the attack score is the greater number the attac. is successful and the defending player ta.es the appropriate damage" 1f the guard score is greater or e2ual to the attac. score the moe misses and the defensie player now goes on the offensie" 3ame play continues until a player is successfully pinned" 4ll ery simple right, well that5s 6ust the basics read on there5s a lot more" The Character Sheet ach wrestler has a character sheet /please ta.e out the Destroyer5s sheet for e$planation0" 4 t the top is the wrestler5s name" 1n the top left hand corner of the character sheet are his wrestling s.ills" Offense - the ability to perform a maneuer" Defense - the ability to bloc. a maneuer" Strength - used to add damage to personali!ed and finishing moes" ndurance 7 the amount of damage you can ta.e before becoming stunned and ulnerable to heay moes and pin8submissions" !in 7 9sed to .ic. out of pinning attempts and brea. submission holds" 4lso you see his height and weight /these hae no effect on game play0 Below this are the :ight moes, these moes are done first to stun your opponent" Below them you see the Heay moes list these inflict more damage to a stunned opponent" Before each maneuer is the moe selection number" 4fter each maneuer is the amount of damage the moe does /example, light move 2 punch, does one point of damage0" :oo.ing down the list t o heay moe number ; Brai n Buster we see < = ; for a total of ten points of damage /< being the original damage and ; being the amount of strength points added to that moe to  personali!e it0 " 'oing down we go to heay moe number %> #op (ope *lothesline ?=% /;0 for a total damage of ten 6ust as before but in parenthesis is the number four" #his is the amount of damage the Destroyer will ta.e if he misses his attac." #his is .nown as a "igh #isk $aneuver"

Transcript of XFW

Page 1: XFW

8/10/2019 XFW

http://slidepdf.com/reader/full/xfw 1/6

XFWX-treme Fantasy Wrestling

Designed by James Shaw and Shane Brennan

Hello and welcome to X-treme Fantasy Wrestling the only game that allows you to be the

 promoter, the manager and the wrestler of your ery own wrestling organi!ation" #hese rules will e$plainwhat you hae downloaded, and how to use it"

What you need

% &ormal 'atch (ing Board% (eferee Sheet

) *haracter Sheets

) si$ sided dice

+en and +aper 

Setup

+lace the ring between the two players along with the referee sheet" ach player chooses a

character" eep a piece of paper in front of you to trac. how much damage you hae ta.en"

Quick game play explanation

ach player chooses a wrestler and rolls one die for initiatie, highest roll goes first /in the eent

of a tie roll again0" #he player with the higher roll then rolls two dice matching the total of that roll to themoe selection number in the light moes column, seeing which maneuer he will be attempting" #he same

 player then rolls two dice adding that total to his offensive skill for an attack score" #he second player then

rolls one die adding that number to his defensive skill to obtain a guard score" 1f the attack score is thegreater number the attac. is successful and the defending player ta.es the appropriate damage" 1f the guard

score is greater or e2ual to the attac. score the moe misses and the defensie player now goes on the

offensie" 3ame play continues until a player is successfully pinned" 4ll ery simple right, well that5s 6ust

the basics read on there5s a lot more"

The Character Sheet

ach wrestler has a character sheet /please ta.e out the Destroyer5s sheet for e$planation0" 4t thetop is the wrestler5s name" 1n the top left hand corner of the character sheet are his wrestling s.ills"Offense - the ability to perform a maneuer"Defense - the ability to bloc. a maneuer"Strength - used to add damage to personali!ed and finishing moes"ndurance 7 the amount of damage you can ta.e before becoming stunned and ulnerable to heay moes

and pin8submissions"!in 7 9sed to .ic. out of pinning attempts and brea. submission holds"

4lso you see his height and weight /these hae no effect on game play0

Below this are the :ight moes, these moes are done first to stun your opponent" Below them you

see the Heay moes list these inflict more damage to a stunned opponent" Before each maneuer is themoe selection number" 4fter each maneuer is the amount of damage the moe does /example, light move2 punch, does one point of damage0"

:oo.ing down the list to heay moe number ; Brain Buster we see < = ; for a total of ten points

of damage /< being the original damage and ; being the amount of strength points added to that moe to

 personali!e it0"'oing down we go to heay moe number %> #op (ope *lothesline ?=% /;0 for a total damage

of ten 6ust as before but in parenthesis is the number four" #his is the amount of damage the Destroyer will

ta.e if he misses his attac." #his is .nown as a "igh #isk $aneuver"

Page 2: XFW

8/10/2019 XFW

http://slidepdf.com/reader/full/xfw 2/6

4lso in the heay moes list we see moe number < Thro% to #opes this moe does no damage

rather it is a setup moe and after a successful attac. will allow the wrestler to attempt a moe from the&nto The #opes column" #he same can be said for the &nto the turn'uckle column e$cept that thro% into

turn'uckle does ) points of damage /heay moe number %%0" Finally we hae the !in(Su'missions column this list can be accessed instead of attempting a Heay 'oe" +inning moe number ; is hisFinishing move  the Death @alley Drier this moe does %A points of damage /< regularly plus the

Destroyer5s total of %% strength points0" n the right we hae a picture of the Destroyer himself, and below

that we hae a short history and description of the wrestler"

Wrestler Skills

Offense

ffense is used when attac.ing an opponent" #o attac., roll two dice and add the total of the dice

to tour ffense number to obtain your )ttack Score* 1f your attac. score is greater than your opponents+uard Score your moe hits and the appropriate amount of damage is done"

 ExampleDestroyer is attempting a (ussian leg sweep on 1.eshi 16ero" Destroyer has an offense of C" He

rolls two dice and gets a ) and a C for a total of A" 4dd this to the Destroyer5s offense s.ill of C for an attac. 

score of %) /)=C=C%)0

Defense

Defense is used to guard against an opponents attac." #o do this you roll one die /a guard roll0

adding the number to your defense to obtain a guard score" 1f this number is greater than or e2ual to your

opponents attac. score his moe is unsuccessful and you go on the offensie" (olling a < on defense allowsyou to roll again adding the < and the new number to your defense for an een greater guard score" 1f you

get a < again you add that < and receie another bonus roll"

 Example

Destroyer is attempting a (ussian leg Sweep on 1.eshi 16ero" Destroyer has an attac. score of %)"

1.eshi has a defense of C, he rolls one die and gets a <" #his < plus his defense of C gies him a guard score

of %%" #his is less than Destroyer5s attac. score of twele" &ormally the Destroyer would hit 1.eshi and1.eshi would ta.e C points of damage but 1.eshi gets a bonus roll /for rolling a <0 and gets a E raising his

guard score to %; /C=<=E=%;0" #his is greater than Destroyer5s attac. score of %)" there fore the attac.misses and 1.eshi ta.es no damage and goes on the offensie with a light moe"

Strength

Strength is used both to personali!e moes by adding damage, and to greatly increase the damage

of a finishing moe" Strength can be anywhere from ) /low strength0 to %) /e$ceptional strength0" Firststrength is diided among the moes that the character has personali!ed and added to the damage of that

moe /no personali!ed moe can hae more than C strength points added to it0" Second the total strength

score is added to the finishing moe"

 ExampleDestroyer has a strength score of %%" He has ; personali!ed moes" He adds ; points of strength to

the brain buster, E points to the diing power bomb, % point to the top rope clothesline, and three points to

the into the ropes tornado bac. brea.er using up all %% strength points /;=E=%=E%%0" Destroyer has the

death alley drier as his finishing moe" He adds all %% points to the < points it would normally do for atotal of %A points of damage"

ndurance

ndurance is used to determine how much damage a wrestler can withstand before becomingstunned" 4 wrestler can only be attac.ed by light moves until the damage done to him in one series isgreater than or e2ual to his endurance"

 Example

Brian Bla!e has an endurance of ;" He has ta.en a .ic. from the Destroyer for ) points of damage"

#he Destroyer must attempt another light moe" He hits Brian Bla!e with a throat chop for ) more points of 

Page 3: XFW

8/10/2019 XFW

http://slidepdf.com/reader/full/xfw 3/6

damage e2ualing Bla!e5s endurance stunning him and allowing the Destroyer to attempt a heay moe or a

 pin8submission moe"!in

#he pin number is used to .ic. out of a pinning attempt and brea. a submission hold" When yourwrestler is being pinned or is out in a submission hold, first you calculate your ,ick Out -um'er* 4 .ic.

out number is obtained by adding your wrestler5s pin number and his Damage !enalty /see the chart on the

ring board0" 4fter your .ic. out number has been determined you must try to reach or beat that number by

rolling one die up to three times adding the sum of each roll" 1f you beat the .ic. out number on the firstroll you hae .ic.ed out before the one count, the second roll before the two count, and the third roll before

the three count" #he same rules apply for a submission hold" 4fter you are in a submission hold you first

ta.e the damage of the hold, then calculate the your .ic. out number and try to escape by rolling one die up

to three times in an effort to beat or match your .ic. out number" #olling a six on the third roll of a .ic.out attempt will award you a bonus roll added to your total" 1f the bonus roll comes up a si$ it is added and

another bonus roll is awarded" Failure to kick out in three rolls means you have been pinned or submitted 

and there fore LOST THE MATCH

 ExampleFle$ Harris has ta.en A) points of damage in his match against the Destroyer" Fle$ is already

stunned and the Destroyer decides to go for a pin maneuer" He rolls one die for moe selection" 1t comes

up a ; the Destroyer5s finishing moe" #he Destroyer5s attac. is successful and does %A points of damage to

Fle$ before pinning him" Fle$5s damage total is now at ? /%A=A)?0" His damage penalty is added to

his pin number of E for a .ic. out number of %%" Fle$ then rolls one die, a E /referee counts one0" He thenrolls again it comes up a C, added to the three for a total of /referee counts two0" He rolls one last time and

gets a ), added to the eight for a total of %>" #his is not e2ual to or greater than his .ic. out number of %%"

Fle$ fails to .ic. out /referee counts three0 this match is oer, the Destroyer is the winner" Example 2

'ar. *ritel has ta.en %>; points of damage in his match against (i. sborn" sborn is going for

his finishing moe the te$as cloer leaf" He successfully attac.s *ritel and does %) points of damage"

(aising *ritel5s damage total to %%< /%>;=%)%%<0" *ritel must now try and brea. the hold or submit andlose" First *ritel must calculate his .ic. out number by adding his pin number /)0 to his damage penalty

number /%%0 for a .ic. out number of %E" *ritel5s first roll is a ) /this doesn5t loo. good0" #he second roll is

a E /for a total of C, it loo.s li.e he is going to submit0" #he third roll is a < /for a total of %% and he gets the

 bonus roll0" #he bonus roll comes up a ), ama!ing 'ar. *ritel 6ust barely brea.s the hold and the matchcontinues with sborn still on the offensie and *ritel still stunned"

+ame Terms

Damage

When most moes are successful damage is done" #his damage is displayed to the right of the

moe on the character sheet" During play, on the piece of scrap paper, .eep trac. of how much damage isdone to you as the match progresses /)=EC=C%>=<%< Gand so on, and so on0" When you are being

 pinned or a submission hold is used you will calculate the damage into the damage penalty number" &ote

damage neer goes away you continue to add to the total as long as the match continues"

Damage !enalty

#he damage penalty is ery easy to calculate" ou simply drop the numerical digit to the right of

the damage total" Examples (damage =56, damage penalty =5), (damage =93, damage penalty =9),

(damage =135, damage penalty =13), (damage =!, damage penalty =), (damage =21, damage penalty=21) !ote the"e is a cha"t on the side of the "ing if you a"e still unsu"e#

,ick out -um'er

#he .ic. out number is e2ual to the wrestler5s pin number plus his damage penalty" #his is used to.ic. out of pinning attempts and to brea.out of submission holds"

Page 4: XFW

8/10/2019 XFW

http://slidepdf.com/reader/full/xfw 4/6

$ove Selection -um'er

#o the left of each moe on the character sheet is the moe selection number" When you are on the

offensie your first step is to roll two dice and learn which moe you will be attempting" When attempting

a pin8submission, throw to ropes, or throw to turnbuc.le, you would only roll one die for moe selection"4fter a moe selection roll is made the moe must be attempted

.ight $oves

:ight moes are done first to wear down your opponent until the damage done to him without amiss is e2ual to or greater than his endurance" 1f a player bloc.s a moe his endurance immediately

refreshes and he then becomes the offensie player" Howeer the damage done stays until the end of the

match"

Stunning an Opponent

4n opponent is stunned when he receies an uninterrupted series of damage e2ual to or greater

than his endurance" #his usually occurs from two or three light moes but may happen after a heay moe

is reersed or a high ris. maneuer misses" 4fter your opponent is stunned you may attempt a heay moeor go for a pin8submission hold" nce an opponent is stunned he still rolls his defense to obtain a guard

score" nce the stunned character bloc.s a moe he is no longer stunned and he immediately goes on the

offensie"

"eavy $oves#hese moes can only be done to a stunned opponent" #hese are the more damaging moes done

throughout the match to cause enough damage to get the pin"

Situation $oves

#his term applies to any moe that changes the location of the action during the match" Some

e$amples this are the throw to turnbuc.le, and the throw to turnbuc.le moes" 4fter these moes are

successful your ne$t moe will be selected on the appropriate chart" 4fter you perform one moe fromthese columns the action returns to the center of the ring" #he throw out of the ring moe is a slam to the

outside of the ring where you will always use the out side of the ring lists to select your moes" utside of

the ring are the roll into the ring, and ta.e to side situation moes" -ote een though some situation moes

do no damage they still re2uire an offensie and defensie roll"

"igh #isk $aneuversHigh ris. refers to any moe that will in6ure the attac.ing wrestler if he misses #he damage if

missed is is in parenthesis after the true damage of the moe" Example

'ar. *ritel is attempting a #"(" /top rope0 leg drop %% damage /C if missed0 on a stunned Han.

3allows" 'ar.5s attac. score is a ?" Han. rolls a guard score of %> and moes out of the way causing 'ar.

to do C points of damage to himself and stunning him" #his allows 3allows to attempt a heay moe oreen go for the pin" /#hey don5t call it high ris. for nothing0"

#eversals

4 reersal happens wheneer a guard score is e2ual to the attac. score" When this happens thedamage of the moe attempted plus any bonus points added for speciali!ation is done to the attac.er and

the defender ta.es oer on offense" 1f the damage done is great enough to stun the opponent the defender

may go directly to his heay moes or pin submissions column" When a situation moe is reersed thesituation change still happens and the new attac.er rolls on the appropriate column" 1f a pinning maneueris reersed the same damage is done and the former attac.er must roll a .ic. out" #he same applies for a

finishing moe" Whateer the moe all damage and bonuses are applied as if the defender performed it on

the attac.er"

Page 5: XFW

8/10/2019 XFW

http://slidepdf.com/reader/full/xfw 5/6

Damage !enalty /onus

4fter certain pin techni2ues a number % appears in brac.ets I=%" #hese moes do no damage

instead they add additional and temporary point to the .ic. out number" Example

Sean wens has successfully performed a small pac.age pin maneuer on a.u!a ashido"

a.u!a has ta.en AE points of damage /damage penalty of A0 and has a pin number of E" &ormally a.u!a

would hae a .ic. out number of %> /A=E0 howeer the small pac.age adds I=% to the .ic. out numberraising it to an %%"

The #ing#he s2uared circle, yes this is where all the action ta.es place" Where two men step between the

ropes and only one comes out ictorious"

Damage !enalty Chart

1n case you were confused by this when it was e$plained earlier, the list in the upper left hand

corner of the ring offers simple damage penalty conersion at a glance" Damage of the wrestler is the left

hand column, and the penalty is on the right"

Side of #ing $ove .ists

Some wrestler5s hae the situation moe, out of the ring" #his moe does 6ust that, it throws your

opponent out of the ring" #he wrestler always lands on side one and then the attac.er uses the side onemoes list to perform his ne$t moe" (oll one die to select a moe and then ma.e an attac. as normal"

'oing around the ring is done when the situation moes ta.e to side two or three are rolled during moe

selection" When outside of the ring you will always use the list pertaining to the side of the ring you are on"

#he situation moe roll into the ring is another possible moe on the list when this comes up it does nodamage" 1t does howeer, moe the action bac. into the ring /on a successful attac. roll0 and the match

continues as normally" #oll into the ring is an optional situation moe that can be performed before moe

selection outside by the attac.ing wrestler" Howeer, if it rolls up during moe selection it must be done"

Optional &llegal $oves

#hese moes are for those who 6ust can5t play fair" #hey are displayed in the top right corner of the

ring board" Wheneer a heay moe selection roll comes up doubles,  " repeat durin# HEA$% MO$E 

 SELECT"O! only, you hae the option to perform the corresponding illegal moe" Damage is listed after the moe"

#hese moes do an incredible amount of damage, but the referee is watching and may dis2ualify

you for performing any of these moes" &f you are dis0ualified you immediately lose the match*

The #eferee(eferee 'anny Steinwic. has his own character sheet and now would be a good time to ta.e it out

and e$plain how it wor.s"

Dis0ualification

During a match certain moes may be done that will get you dis2ualified" #hese moes are listed

on 'anny5s sheet" 4fter each moe is a dis2ualification number" 4fter an illegal moe is performed

successfully roll two dice if the total is e0ual to or less than the appropriate score the offending characteris dis2ualified and loses the match"

Out of the #ing

'anny beliees that the match belongs inside the ring" #herefore the out of the ring moe is anillegal moe" 4fter it is successful the attac.er ma.es a dis2ualification chec. to see if the referee will

allow it" ut of the ring is the only list moe on a character sheet that is illegal" 1f you do not wish to ris.

 being dis2ualified then do not select a character that does it, because, li.e all moes, once it rolls up it must

Page 6: XFW

8/10/2019 XFW

http://slidepdf.com/reader/full/xfw 6/6

 be attempted" -ote that once the action leaes the ring there is no dis0ualification and anything goes until

one player rolls in another" #here is also no count out"Tag Save

#his illegal maneuer will be e$plained later in the tag team section" For now let5s 6ust say that itis illegal to enter the ring to sae a tag team partner from a submission hold or pin count

#eversals

During an illegal moe the attac. may be reersed if this happens the new attac.er must roll fordis2ualification"

 Example

a.u!a ashido has stunned #he Hangman and rolls to select a heay moe" He rolls double %5s

and chooses to go for the illegal moe, hit with the chair, instead of his normal number ) moe the atomicdrop" He rolls and gets an attac. score of %%" #he Hangman rolls to defend and gets a guard score of %%, a

reersal" #herefore #he Hangman ta.es the chair and hits ya.u!a for %> points of damage" #he Hangman

must now roll to see if he is dis2ualified" He rolls two dice they come a % and a ) for a total of E, lower than

'anny5s chair dis2ualification number of ;" #he Hangman is dis2ualified and a.u!a wins the match"#hat5s not fair you say, well most wrestler5s say that when they get dis2ualified"

Thank 1ou1 would li.e to than. eeryone for giing this game a try" 1 hope that we hae succeeded in

capturing the feel of a professional wrestling match" :oo. for more wrestlers, tag team rules and create a

wrestler rules coming soon"