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ShadowedFlames

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  1. Things are moving rather smoothly in the seeding period. I'm through the first round out of 5, or 16 out of 90 matches. Diamond is the only PC to notch a win, stunning her opponent El Tornado with a Spear to win at just 5:38 into the contest, fastest in the opening round by almost 90 seconds. Christian Priest lost in identical fashion to Big Scott Weathers in 8:31. Nuclear Templeton could not figure out the sports entertainment style of Jean-Paul Ouilette, and interference from Cecile Corine didn't help matters any as Templeton only lasted a touch under 10 minutes against Ouilette--9:48 to be exact. Monty Dhillon had the unenviable task of being in the opening match, which was a close affair that saw him lose out in the end to De'siree Mitchell in 11:02. FULL STANDINGS AFTER ROUND 1 OF 5: Diamond: 1 win, ATV 5:38 George Mastachas: 1 win, ATV 7:05 Big Scott Weathers: 1 win, ATV 8:31 Brandy McDonald: 1 win, ATV 9:22 Jean-Paul Ouilette: 1 win, ATV 9:48 Billy Norris: 1 win, ATV 9:55 Jimmy Anarchy: 1 win, ATV 10:43 De'siree Mitchell: 1 win, ATV 11:02 Pulsar: 1 win, ATV 11:18 Mel O'Hallister: 1 win, ATV 12:07 Sin: 1 win, ATV 12:10 Angela Wassermann: 1 win, ATV 13:01 Indigo Rose: 1 win, ATV 13:09 Diego Rodriguez: 1 win, ATV 14:00 Erick Gibson: 1 win, ATV 16:02 The Mastodon: 1 win, ATV 17:28 /\/\/\/\/\/\ Monty Dhillon: 0 wins, ATV N/A Terrance Stevens: 0 wins, ATV N/A Otto von Schwarz: 0 wins, ATV N/A Jun Onoo: 0 wins, ATV N/A Sterling Silver: 0 wins, ATV N/A Blood River: 0 wins, ATV N/A Yoshii Nakamatsu: 0 wins, ATV N/A Reverend Johnny Gross: 0 wins, ATV N/A Nuclear Templeton: 0 wins, ATV N/A The Siberian Nightmare: 0 wins, ATV N/A Sven Ulafsson: 0 wins, ATV N/A Daniel Simmons: 0 wins, ATV N/A Christian Priest: 0 wins, ATV N/A Markus Clay: 0 wins, ATV N/A El Tornado: 0 wins, ATV N/A Brian Blackfield: 0 wins, ATV N/A
  2. Application deadline has come and gone. We start with four player characters. There's the actual game thread that will be worked on and expanded this week around division seeding matches...which I'm about to get started on now seeing as I have 90 of the things to run this week.
  3. ASSORTED NOTES/RULES CLARIFICATIONS: GMPC Stat Updates are done on varying schedules during the season based on the division the GMPC is in. This is done to give PCs who update stats more often a better chance to climb out of the lower divisions ahead of other GMPCs by giving them more chances to “out-stat” their opponents. The update schedule is as follows: Alpha Division: after every even week (2, 4, 6…) and week 13. Beta Division: after weeks 3, 6, 9, and 12. Gamma Division: after weeks 4, 7, and 11. Delta Division: after week 7 only. Naturally, all GMPCs will use all available XP in between seasons. THE XP SCALING SYSTEM The XP table that The League uses scales based off of total stat points, not off of individual stats. The scaling of points works roughly as follows, for those interested in the math and who may want to update trademark moves at the same time: 0 to 2,500 stat points: 5 XP/point 2,501 to 2,750 points: 10 XP/point 2,751 to 3.000 points: 15 XP/point 3,001 to 3,250 points: 20 XP/point 3,251 to 3,500 points: 25 XP/point 3,501 to 3,750 points: 30 XP/point 3,751 to 4,000 points: 40 XP/point 4,001 to 4,250 points: 45 XP/point 4,251 to 4,500 points: 50 XP/point 4,501 to 4,750 points: 55 XP/point 4,751 to 5,000 points: 60 XP/point 5,001 to 5,250 points: 70 XP/point 5,251 to 5,500 points: 80 XP/point 5,501 to 5,750 points: 90 XP/point 5,751 to 6,000 points: 100 XP/point 6,001 to 6,500 points: 125 XP/point 6,501 to 7,000 points: 150 XP/point 7,001 to 7,500 points: 175 XP/point 7,501 to 8,000 points: 200 XP/point TOTAL XP NEEDED TO MAX OUT ALL STATS PLUS MANAGER OVERALL: 510,000 XP. Blank League Spreadsheet.xlsx
  4. LEAGUE RECORDS (AS OF SEASON TEN) Shortest Matches -- Standard Kichi Hida def. Jun Onoo, Season 10 Week 11 (Delta), 3:18 Kichi Hida def. Scott Stevens, Season 10 Week 4 (Delta), 3:33 Monty Dhillon def. Kichi Hida, Season 10 Week 6 (Delta), 3:53 Kichi Hida def. El Tornado, Season 10 Week 5 (Delta), 4:00 Jimmy Anarchy def. Kichi Hida, Season 9 Week 14 (Delta), 4:21 Diamond def. El Tornado, Season 9 Week 14 (Gamma), 4:36 Yoshii Nakamatsu def. El Tornado, Season 9 Week 3 (Gamma), 4:42 Sterling Silver def. Jimmy Anarchy, Season 9 Week 9 (Delta), 4:42 Monty Dhillon def. El Tornado, Season 10 Week 1 (Delta), 4:57 Monty Dhillon def. Lance Heartilly, Season 10 Week 12 (Delta), 5:04 Shortest Matches -- Gimmick El Tornado def. Nocturne, Season 10 Week 4 (Delta), 4:59, Table Lance Heartilly def. Scott Stevens, Season 10 Week 9 (Delta), 6:00, Cage Monty Dhillon def. Devil’s Delight, Season 9 Week 7 (Delta), 6:41, Cage Lucas Molina def. Jimmy Anarchy, Season 9 Week 2 (Delta), 6:46, Last One Standing Jun Onoo def. El Tornado, Season 9 Week 2 (Gamma), 7:25, Table Yoshii Nakamatsu def. Jun Onoo, Season 9 Week 5 (Gamma), 7:35, Last One Standing Monty Dhillon def. Scott Stevens, Season 10 Week 3 (Delta), 7:45, First Blood Christian Priest def. Markus Clay, Season 10 Week 4 (Gamma), 8:29, Last One Standing Angela Wassermann def. Markus Clay, Season 9 Week 10 (Beta), 8:39, Hardcore Reverend Johnny Gross def. Jean-Paul Ouilette, Season 9 Week 8 (Beta), 8:50, Hardcore Longest Matches -- Standard Sin def. Monty Dhillon, Season 8 Week 14 (Delta), 35:12 Sven Ulafsson def. Sin, Season 8 Week 4 (Delta), 32:09 Brian Blackfield def. Christian Priest, Season 8 Week 6 (Delta), 31:54 Sterling Silver def. The Siberian Nightmare, Season 8 Week 4 (Delta), 31:08 Brian Blackfield def. Monty Dhillon, Season 8 Week 5 (Delta), 30:24 Brian Blackfield def. Sven Ulafsson, Season 8 Week 14 (Delta), 28:17 Sin def. Sven Ulafsson, Season 8 Week 11 (Delta), 26:47 Brian Blackfield def. Monty Dhillon, Season 8 Week 12 (Delta), 25:09 The Siberian Nightmare def. Sin, Season 8 Week 12 (Delta), 25:00 Big Scott Weathers def. The Mastodon, Season 9 Week 1 (Alpha), 24:50 Longest Matches -- Gimmick (Excludes European Rules Matches) Brian Blackfield def. The Siberian Nightmare, Season 8 Week 3 (Delta), 26:39, Last One Standing Billy Norris def. Jean-Paul Ouilette, Season 10 Week 6 (Beta), 24:15, Submission Daniel Simmons def. Indigo Rose, Season 8 Week 4 (Beta), 21:48, Last One Standing Mel O’Hallister def. George Mastachas, Season 9 Week 10 (Alpha), 21:42, Last One Standing Big Scott Weathers def. The Mastodon, Season 8 Week 8 (Alpha), 19:08, Cage Indigo Rose def. Mel O'Hallister, Season 8 Week 2 (Beta), 18:04, First Blood Yoshii Nakamatsu def. Jimmy Anarchy, Season 8 Week 2 (Gamma), 17:45, Submission Lucas Molina def. Markus Clay, Season 10 Week 8 (Gamma), 17:37, Submission Brandy McDonald def. Big Scott Weathers, Season 9 Week 8 (Alpha), 17:32, Submission Brian Blackfield def. Big Scott Weathers, Season 10 Week 10 (Beta), 17:01, Submission Longest Matches -- European Rules Reverend Johnny Gross def. De'siree Mitchell, Season 10 Week 9 (Alpha), 56:47 Diego Rodriguez def. Indigo Rose, Season 10 Week 7 (Gamma), 46:34 Christian Priest def. Lucas Molina, Season 10 Week 13 (Gamma), 41:20 Big Scott Weathers def. Reverend Johnny Gross, Season 8 Week 7 (Alpha), 33:17 Reverend Johnny Gross def. The Mastodon, Season 8 Week 2 (Alpha),32:20 Terrance Stevens def. Angela Wassermann, Season 9 Week 7 (Beta), 28:42 Big Scott Weathers def. Angela Wassermann, Season 10 Week 8 (Beta), 24:40 Christian Priest def. Sterling Silver, Season 9 Week 8 (Delta), 20:52 Best Matches Overall (Rating/Time) -- Season Matches only Christian Priest def. Sterling Silver, Season 9 Week 8 (Delta), 5* MOTYC, 20:52 (European) Diego Rodriguez def. Indigo Rose, Season 10 Week 7 (Gamma), 4*, 46:34 (European) Terrance Stevens def. Angela Wassermann, Season 9 Week 7 (Beta), 4*, 28:42 (European) The Mastodon def. Big Scott Weathers, Season 9 Week 9 (Alpha), 4*, 23:58 Reverend Johnny Gross def. Markus Clay, Season 9 Week 12 (Beta), 4*, 23:33 The Mastodon def. Daniel Simmons, Season 10 Week 6 (Alpha), 4*, 22:58 Nuclear Templeton def. George Mastachas, Season 10 Week 11 (Alpha), 4*, 22:06 Mel O'Hallister def. George Mastachas, Season 9 Week 10 (Alpha), 4*, 21:42 (Last One Standing) De'siree Mitchell def. Mel O'Hallister, Season 9 Week 9 (Alpha), 4*, 20:58 George Mastachas def. The Mastodon, Season 10 Week 9 (Alpha), 4*, 20:58 Other League Stats Overall Average Match Time: 13:20.451 (672 total) Normal Matches: 13:06.336 (577 matches) Cage Matches: 11:40.455 (11 matches) First Blood Matches: 13:27.917 (12 matches) Last One Standing Matches: 14:06.929 (14 matches) Table Matches: 11:02.667 (18 matches) Submission Matches: 14:54.556 (18 matches) European Rules Matches: 35:34.000 (8 matches) Overall Average Match Rating: 2.276 out of 5 stars (672 matches) Normal Matches: 2.246 out of 5 stars (577 matches) 1*: 67 2*: 323 3*: 165 4*: 22 Gimmick Matches: 2.463 out of 5 stars (95 matches) 1*: 8 2*: 44 3*: 36 4*: 6 5* Match of the Year: 1 By Division Alpha Division Overall Average Match Time: 15:36.077 Overall Average Match Rating: 2.333 out of 5 Beta Division Overall Average Match Time: 12:59.863 Overall Average Match Rating: 2.333 out of 5 Gamma Division Overall Average Match Time: 12:38.548 Overall Average Match Rating: 2.220 out of 5 Delta Division Overall Average Match Time: 12:07.315 Overall Average Match Rating: 2.220 out of 5
  5. THE SEASON ELEVEN ROSTER PC CHARACTERS w/ Christian Priest Career Record: 45 - 11, League Championships: 0. Average Time of Victory: 13:33, Average Match Rating: 2.714. MotN Awards: 11 Size: Big Heavyweight Manager: Pastor Abe Richards Signatures: Test of Faith (knife edge chop) (H 70, F 0), Iconoclasm (variated falcon arrow) (H 55, F 10), Tithe of Pain (forearm chest club) (H 70, F 0), Rite of Might (strong elbow strike) (H 55, F 13), Penance {gorilla press front powerslam} (H 55, F 17), Absolution (big boot) (H 70, F 0), Purgatory (standing crossface chickenwing) (H 55, F 20), Sermon of Violence {corner forearm flurry} (H 69, F 0) Finishers: Judgement (Release Powerbomb) (H 30, F 85), Canonized (lariat) (H 30, F 85), Martyrdom (Elevated camel clutch) (H 30, F 85) Attributes: OVR 556, SPR 575, STRE 825, STRI 842, GRAP 400, GROU 100, SPED 100, STAM 459, ATHL 150, MGRO 344 XP Available: 637 (Points Available: 31) Positive Traits: Cardio Freak (Lv. 1), Master of the Powerbomb (Lv. 1), Hands of Stone (Lv. 1), Iron Will (Lv. 2), Man of Steel Reaction (Lv. 1), Real Fast Starter, Negative Traits: Cannot Go Up Top, Suicidal, Homicidal (Lv. 1), Martyr Complex, Health [Actual (Projected)]: Head: 96.45 (96.45), Body: 99.74 (99.74), Arms: 100 (100), Legs: 99.84 (99.84) Bio: "Wrestling is my Religion" - The creed of the hulking brawler and self-styled leader of "The First Church of Wrestling' Christian Priest. Standing at 6'6 and weighing north of 340lbs, Priest combines stiff strikes, clubbing blows and raw power with old school fundamentals to devastating effect. Methodical and borderline sadistic, Priest eagerly inflicts pain in the name of his "Crusade" – an arbitrary war against his opponents for their supposed crimes against professional wrestling. Manager Bio: If Priest is the figurehead of The First Church, then Pastor Richards is undisputedly the (not so) silent workhorse behind it. Evangelist in nature, Richard's firebrand rhetoric both inflames opposition and inspires new believers to his cause. Preaching “by means necessary" seemingly nothing is off limits, nor any depths too low for the Pastor to stoop, to secure victory for the Church. Diamond Career Record: 25 - 31, League Championships: 0. Average Time of Victory: 10:53, Average Match Rating: 2.214. MotN Awards: 3 Size: Small Manager: None Signatures: Jawjacker (disaster kick) (H 55, F 20) Finishers: Diamond in the Sky (swanton bomb) (H 35, F 93), 24 Karat Kiss (Cutter) (H 30, F 95), Florentine (sharpshooter) (H 30, F 95) Attributes: OVR 440, SPR 550, STRE 100, STRI 550, GRAP 270, GROU 119, SPED 700, STAM 400, ATHL 756, MGRO 0 XP Available: 133 (Points Available: 😎 Positive Traits: Flyboy (Lv. 1), Respected Brawler (Lv. 1), Bullet Time (Lv. 1), Radar Sense (Lv. 1), Ultra Charismatic, Agile Climber, Hard to Topple, Negative Traits: Health [Actual (Projected)]: Head: 92.07 (92.07), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: "The First Lady of The League," Diamond returns to The League after a five-year hiatus from in-ring competition. After a falling out with her then-best friend and manager, Jayde, Diamond enters The League on her own merits and looks to find the ultimate success she was denied for seven seasons. She relies on her speed to compensate for the lack of upper body strength, and has worked a little more technical skills into her arsenal than many may remember. Will it be those skills that lead her to glory? w/ George Stevens Career Record: 2 - 12, League Championships: 0. Average Time of Victory: 10:35, Average Match Rating: 2.643. MotN Awards: 3 Size: Super Heavyweight Manager: Cary Stevens Signatures: Everything Is Bigger in Texas (Chokeslam) (H 40, F 10) Finishers: Texas Size Slam (World's Strongest Slam) (H 20, F 85) Attributes: OVR 393, SPR 400, STRE 1000, STRI 500, GRAP 223, GROU 150, SPED 200, STAM 300, ATHL 301, MGRO 50 XP Available: 454 (Points Available: 38) Positive Traits: Tough as Nails (Lv. 1), Choke Slam Chief (Lv. 1), Heavy Load, Samoan Skull, Giant Movement, Negative Traits: Gasses Easily (Lv. 1), Cannot Go Up Top, Health [Actual (Projected)]: Head: 98 (98), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: George Stevens is a second-generation wrestler and he is a part of the legendary Stevens Dynasty which includes his father, Cary Stevens, his brothers, Ricky and Scott Stevens, and his cousin, Bo Stevens. Manager Bio: Cary is the patriarch of the Stevens Dynasty. Kichi Hida Career Record: 24 - 18, League Championships: 0. Average Time of Victory: 8:35, Average Match Rating: 2.190. MotN Awards: 0 Size: Lightweight Manager: None Signatures: Funhouse Stomp (double footed stomp) (H 70, F 0), Glory in Violence (repeated knee lifts) (H 55, F 10), Bumper Kars (running knee lift) (H 70, F 0), UFO Spin Elbow (spinning elbow blow) (H 55, F 20), Scrambler Headbutt {savage headbutt} (H 70, F 0), Helter Skelter Headbutt {diving ground headbutt} (H 70, F 0), Blue Fall Headbutt {top rope diving headbutt} (H 55, F 10) Finishers: Endless Carnival (top rope double footed stomp) (H 35, F 85), Eternal Violence (finishing knee strike) (H 30, F 85) Attributes: OVR 442, SPR 465, STRE 150, STRI 750, GRAP 50, GROU 220, SPED 750, STAM 450, ATHL 450, MGRO 0 XP Available: 203 (Points Available: 13) Positive Traits: Educated Feet (Lv. 2), Flyboy (Lv. 1), Respected Brawler (Lv. 1), Radar Sense (Lv. 1), High Flier (Lv. 2), Adrenaline (Hulk Up), Agile Climber, Raging Bull, Real Fast Starter, Negative Traits: Broken Wheel, Crimson Mask (Lv. 1), Suicidal, Homicidal (Lv. 3), Health [Actual (Projected)]: Head: 96.8 (96.8), Body: 100 (100), Arms: 100 (100), Legs: 99.91 (99.91) Bio: Her nickname is “The Ringmaster of the Carnival of Violence”, and wow does she ever live up to it. She’s only a professional wrestler in the most technical sense of the term, as she wouldn’t know a wrist lock if it bit her on the ass. Whoever gets in the ring with Kichi Hida ought to know what to expect. Punches. Kicks. Headbutts. Elbows. And her trademark knee strikes. She might jump off something high, too. She’s a gloriously violent psychopath, and we love her for it. Leon De Ramos Career Record: 9 - 5, League Championships: 0. Average Time of Victory: 11:52, Average Match Rating: 2.357. MotN Awards: 1 Size: Lightweight Manager: None Signatures: Marvelocity (Spanish Fly armdrag) (H 40, F 10), De Saca Rolhas (arm trap neckbreaker) (H 40, F 10), Whirlwind Flare {flying forearm smash} (H 60, F 0), Sevillian Stretch {short arm scissors} (H 60, F 0) Finishers: Lisbon Prayer (Gannosuke Clutch) (H 20, F 85), Iberian Twist (LeBell Lock) (H 20, F 85) Attributes: OVR 420, SPR 399, STRE 0, STRI 86, GRAP 800, GROU 800, SPED 300, STAM 400, ATHL 270, MGRO 0 XP Available: 1460 (Points Available: 128) Positive Traits: Cardio Freak (Lv. 1), Submission Specialist (Lv. 1), Counter Grappler (Lv. 1), Experienced Grappler (Lv. 1), Slippery Customer (Lv. 1), Eternal Underdog (Lv. 1), Negative Traits: Fish Out of Water (Lv. 1), Crimson Mask (Lv. 1), Health [Actual (Projected)]: Head: 98.8 (98.8), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: "The Miracle of Lisbon," Leon de Ramos is a rising young talent out of Europe. Lanky and lean, Leon uttlises his long reach, natural flexibility and prodigious technical wrestling ability to enable his game-plan - Counter wrestle to trap or submit larger foes. Critics might claim that he's one dimensional, however with experience or perhaps the right mentorship who knows what lies ahead? Lucas Molina Career Record: 30 - 12, League Championships: 0. Average Time of Victory: 13:19, Average Match Rating: 2.143. MotN Awards: 1 Size: Middleweight Manager: None Signatures: Greetings from San Juan (STO) (H 55, F 10), Puerto Rican Legsweep (variated side leg sweep) (H 70, F 0), Molina Heel Hook (heel hook leg grapevine) (H 55, F 20), Puerto Rican Pinch (variated body scissors/bear hug) (H 70, F 0), Juey de Tierra {rolling single leg lock} (H 70, F 0), Humacao Armlock {Judo Arm Lock Takedown} (H 55, F 20), Patillas Leglock {rolling judo leglock} (H 55, F 20) Finishers: Molina Bodylock (death lock STF) (H 30, F 85), San Juan Buster (sit-out double underhook facebuster) (H 25, F 85), Maunabo Crab (elevated Boston crab) (H 30, F 85) Attributes: OVR 479, SPR 485, STRE 300, STRI 150, GRAP 765, GROU 750, SPED 150, STAM 450, ATHL 300, MGRO 0 XP Available: 740 (Points Available: 49) Positive Traits: Steel Skull, Tough as Nails (Lv. 1), Cardio Freak (Lv. 1), Pure Grappler (Lv. 1), Submission Specialist (Lv. 2), Takedown Machine (Lv. 1), Counter Grappler (Lv. 1), Experienced Grappler (Lv. 1), Slippery Customer (Lv. 1), Master Tactician, Negative Traits: Fish Out of Water (Lv. 3), Suicidal, Homicidal (Lv. 1), Prima Donna Partner Health [Actual (Projected)]: Head: 96.5 (96.5), Body: 99.93 (99.93), Arms: 100 (100), Legs: 100 (100) Bio: His nickname is “ShooterTech”. He’s a submission specialist from Canada. He’s going to hurt you. It will not be fun. Tap Or Snap. He doesn’t really care which, as long as he gets the W and advances his career. w/ Mickey Steele Career Record: 6 - 8, League Championships: 0. Average Time of Victory: 8:34, Average Match Rating: 2.500. MotN Awards: 2 Size: Middleweight Manager: Roxy Rose Signatures: Steele Scissor (backflip kick) (H 55, F 10) Finishers: Mickey Finn ((knock out head kick) (H 30, F 85) Attributes: OVR 409, SPR 399, STRE 100, STRI 700, GRAP 100, GROU 100, SPED 500, STAM 400, ATHL 400, MGRO 350 XP Available: 509 (Points Available: 50) Positive Traits: Cardio Freak (Lv. 1), Showman (Lv. 1), Ultra Charismatic, Entertainer (Lv. 1), Negative Traits: Health [Actual (Projected)]: Head: 99.58 (99.58), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: As a teen, north London's Michael Steele was a promising kickboxer with Olympic aspirations. But the world of competitive martial arts proved too serious for his liking and he was drawn to the showiness and drama of professional wrestling instead. At the age of eighteen he moved to Canada to train with ned Haddock and began taking indie bookings. He got off to a rough start, but soon found that the more he leaned into his character work, the more success he achieved in the ring. Now, in his persona as a dashing 1970's British detective, and along with his trusted sidekick and "Girl Friday" Roxy Rose, he's come to The League to put himself to the ultimate test. Manager Bio: Roxanne Lawrence is a Toronto-based actress and model who does part-time work as a valet for local indie-shows. Her partnership with Mickie Steele has proved particularly successful and she's begun to accompany him on tours. Monty Dhillon Career Record: 45 - 11, League Championships: 0. Average Time of Victory: 9:50, Average Match Rating: 2.143. MotN Awards: 2 Size: Big Heavyweight Manager: None Signatures: Livewire Lariat (flying lariat clothesline) (H 55, F 20), Hammer Mill (European uppercut flurry) (H 70, F 0), Hammer Press (mounted elbow smashes) (H 55, F 10), 1346 (raised bow and arrow lock) (H 70, F 0), Wheel-Lock {camel clutch} (H 55, F 10) Finishers: Empire Bomb (finishing powerbomb) (H 30, F 95), Blockade Lock (double underhook lifting lock) (H 30, F 85) Attributes: OVR 510, SPR 510, STRE 850, STRI 800, GRAP 800, GROU 150, SPED 150, STAM 400, ATHL 150, MGRO 0 XP Available: 1234 (Points Available: 49) Positive Traits: Tough as Nails (Lv. 1), Cardio Freak (Lv. 1), Master of the Powerbomb (Lv. 3), Respected Brawler (Lv. 1), Hands of Stone (Lv. 1), Master Tactician, Real Fast Starter, Negative Traits: Cannot Go Up Top, Suicidal, Homicidal (Lv. 3), Health [Actual (Projected)]: Head: 95.53 (95.53), Body: 99.32 (99.32), Arms: 100 (100), Legs: 100 (100) Bio: Montgomery "Monty" Dhillon is the wrestling persona of Abbotsford, B.C. native Mohanbir Dhillon. A gentle and courteous man by nature, in the ring he becomes a vicious and hardened bully, subtly affecting the mannerisms of a Victorian-era thug. Or not so subtly if the situation calls for it. His primary assets are size and strength, while his weaknesses include inexperience and poor conditioning. He relies on high-impact strikes and throws to overwhelm smaller and speedier opponents and keep them off-balance, before closing the deal with his devastating Empire Bomb finisher. w/ Nuclear Templeton Career Record: 41 - 15, League Championships: 2. Average Time of Victory: 15:11, Average Match Rating: 2.357. MotN Awards: 5 Size: Heavyweight Manager: "Rigor" Tony Mortis Signatures: Power Surge (running spinebuster) (H 55, F 10), Tactical Nuke (headlock lariat backbreaker) (H 55, F 10), Radiation Spike (snap piledriver) (H 55, F 10), Mushroom Cloud (pop-up uppercut) (H 55, F 10) Finishers: Radiation Leak (variated standing guillotine choke) (H 30, F 95), Armageddon Lariat (ripcord lariat) (H 30, F 95) Attributes: OVR 588, SPR 551, STRE 1000, STRI 1000, GRAP 454, GROU 192, SPED 106, STAM 685, ATHL 200, MGRO 0 XP Available: 743 (Points Available: 24) Positive Traits: Cardio Freak (Lv. 1), Respected Brawler (Lv. 2), Hands of Stone (Lv. 1), High Impact (Lv. 1), Iron Will (Lv. 1), Man of Steel Reaction (Lv. 1), Real Fast Starter, Negative Traits: Boring!, Cannot Go Up Top, Prima Donna Partner Health [Actual (Projected)]: Head: 91.93 (91.93), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: Nuclear Templeton was an original member of The League, and someone who always seemed to be second best to someone. In many ways it fuelled him to be better, but one he he vanished. Some thought his days of working as a bouncer caught up to him, some thought he was tied up again on some shady business, others thought he had been sent to jail. When asked, he punches people in the face. Now packaged with a nasty attitude and clearly angry at the world around him, Nuclear just wants to beat the crap out of people and get paid for the pleasure. Nuclear won the Season Nine League Championship outright, not needing tiebreakers to claim the crown over Brandy McDonald. Manager Bio: "Rigor" Tony Mortis, an Italian-American gentleman who stands about 6'3", 240lbs of pasta and muscle. His body language is so Italian it hurts but he never says anything. Known for being a volunteer "sparring partner" at the Nuclear Bunker and frequently seen around town with other gentlemen of a similar level of class and sophistication. He is normally very camera shy, and despite The League being filmed with multiple cameras one has yet to get a good, up-close picture of his face. Rock Sheridan Career Record: 9 - 5, League Championships: 0. Average Time of Victory: 9:29, Average Match Rating: 2.714. MotN Awards: 2 Size: Giant Manager: None Signatures: Welcome to Tacoma (spinning back fist) (H 55, F 10), Tacoma Choke Slam {choke slam} (H 55, F 20) Finishers: Grit City Lariat (lariat clothesline) (H 30, F 85) Attributes: OVR 420, SPR 402, STRE 900, STRI 600, GRAP 405, GROU 50, SPED 50, STAM 450, ATHL 150, MGRO 0 XP Available: 560 (Points Available: 56) Positive Traits: Raw Power (Lv. 1), Respected Brawler (Lv. 2), Hands of Stone (Lv. 1), High Impact (Lv. 1), Iron Will (Lv. 1), Giant Movement, Negative Traits: Matchstick Legs, Cannot Go Up Top, Health [Actual (Projected)]: Head: 99.14 (99.14), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: The “Grit City Giant” is from Tacoma. Unlike most huge wrestlers, he’s actually a pretty nice guy with no special talent for being a monster heel. In fact, he’s actually a little better at getting the fans on his side. He is a positively enormous human being, and fantastically strong. Anyone who gets in the ring with him is in for a very long night. Or a very short one. w/ Scott Stevens Career Record: 10 - 18, League Championships: 0. Average Time of Victory: 9:30, Average Match Rating: 2.107. MotN Awards: 0 Size: Heavyweight Manager: Cary Stevens Signatures: Toxic Sting (Diamond Cutter) (H 40, F 16) Finishers: Deep in the Heart of Texas (piledriver) (H 22, F 85) Attributes: OVR 397, SPR 410, STRE 650, STRI 620, GRAP 300, GROU 200, SPED 307, STAM 559, ATHL 261, MGRO 50 XP Available: 737 (Points Available: 49) Positive Traits: Steel Skull, Tough as Nails (Lv. 1), Impact Player (Lv. 1), Respected Brawler (Lv. 1), High Impact (Lv. 1), Samoan Skull, Snake Movement, Negative Traits: Matchstick Legs, Broken Wheel, Health [Actual (Projected)]: Head: 98.57 (98.57), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: Scott Stevens is a second-generation wrestler and he is a part of the legendary Stevens Dynasty which includes his father, Cary Stevens, his brothers, Ricky and George Stevens, and his cousin, Bo Stevens. Manager Bio: Cary is the patriarch of the Stevens Dynasty. THE REST OF THE ROSTER (GMPCs) Angela Wassermann Career Record: 19 - 37, League Championships: 0. Average Time of Victory: 11:23, Average Match Rating: 2.268. MotN Awards: 4 Size: Small Manager: None Signatures: Superman Punch (H 70, F 0) Finishers: Cross Arm Breaker (H 30, F 95), Spinning Roundhouse Kick (H 30, F 86) Attributes: OVR 447, SPR 442, STRE 186, STRI 700, GRAP 700, GROU 900, SPED 207, STAM 225, ATHL 312, MGRO 0 XP Available: 1883 (Points Available: 79) Positive Traits: Educated Feet (Lv. 3), Respected Brawler (Lv. 3), Hands of Stone (Lv. 1), All Business, No Surrender (Lv. 1), Negative Traits: Fish Out of Water (Lv. 3), Boring!, Crimson Mask (Lv. 1), Health [Actual (Projected)]: Head: 90.32 (90.32), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: Angela Wasserman was, at one point, the women's flyweight champion in a regional MMA promotion in Germany, racking up a career record of fourteen wins (eight by knockout, three by submission) and three losses. After losing the title in her final MMA bout, Angela decided to turn to wrestling, based on the prior successes of those like Buddy Garner. Having been unable to find much traction in The League's Beta Division after three seasons of competition, Wassermann has begun to doubt her own skills, but continues to fight even if only to prove herself wrong. Big Scott Weathers Career Record: 22 - 34, League Championships: 0. Average Time of Victory: 15:17, Average Match Rating: 2.357. MotN Awards: 3 Size: Heavyweight Manager: None Signatures: Loaded Punch {Brass Knuckles Punch} (H 55, F 20) Finishers: Blackout {Inverted Russian Legsweep} (H 30, F 95), Welcome to Dreamland (finishing sleeper) (H 30, F 95) Attributes: OVR 477, SPR 447, STRE 481, STRI 860, GRAP 453, GROU 300, SPED 309, STAM 406, ATHL 408, MGRO 0 XP Available: 1669 (Points Available: 73) Positive Traits: Abs of Steel, Tough as Nails (Lv. 1), Respected Brawler (Lv. 1), Rule Bender (Lv. 3), Negative Traits: Gasses Easily (Lv. 2), Health [Actual (Projected)]: Head: 87.66 (87.66), Body: 99.72 (99.72), Arms: 100 (100), Legs: 100 (100) Bio: “Big” Scott Weathers is an all-around wrestler who emphasizes slightly more on striking and impact moves. He was signed by The League to be the resident cheating heel, and decided upon learning this that if he was going to be different, then he would heel it up as much as he possibly could. Despite this, he has yet to introduce the brass knuckles into a match, and his standing within The League has taken a tumble, dropping from Alpha to Gamma in a three-season span. Despite this, Weathers feels confident that the faster matches in the lower divisions are more to his ability, and is proclaiming Season Eleven to be "his" season. Billy Norris Career Record: 32 - 24, League Championships: 0. Average Time of Victory: 11:37, Average Match Rating: 2.375. MotN Awards: 0 Size: Lightweight Manager: None Signatures: Boomerang DDT {Floatover DDT} (H 40, F 20) Finishers: Down Under Disaster {Slingshot Roundhouse Kick} (H 30, F 95), Bonzer Splash {springboard 450} (H 35, F 88) Attributes: OVR 525, SPR 458, STRE 140, STRI 410, GRAP 362, GROU 162, SPED 950, STAM 415, ATHL 947, MGRO 0 XP Available: 2426 (Points Available: 97) Positive Traits: Cardio Freak (Lv. 2), Flyboy (Lv. 1), Suicidal (Lv. 3), Bullet Time (Lv. 2), Radar Sense (Lv. 1), Agile Climber, Negative Traits: Flabby Belly, Puny Human (Lv. 3), Health [Actual (Projected)]: Head: 94.64 (94.64), Body: 99.92 (99.92), Arms: 100 (100), Legs: 100 (100) Bio: Originally signed to The League to be the foil to Elyssa Anderson, Norris' star has greatly risen following visa issues that kept his rival from coming into the US until Season Nine was already halfway complete. Norris has had his share of struggles as well as his share of surprise victories, and he's established himself firmly in the Beta Division as he enters his fourth season of competition. w/ Blood River Career Record: 24 - 32, League Championships: 0. Average Time of Victory: 12:14, Average Match Rating: 2.214. MotN Awards: 1 Size: Middleweight Manager: The Acolyte Signatures: The Sacrifice {swinging rope blast} (H 40, F 11) Finishers: The Offering {top rope rana pinfall} (H 35, F 95), Crimson Regret (top rope legdrop) (H 35, F 93) Attributes: OVR 466, SPR 449, STRE 137, STRI 600, GRAP 247, GROU 145, SPED 870, STAM 317, ATHL 737, MGRO 160 XP Available: 847 (Points Available: 41) Positive Traits: Steel Skull, Flyboy (Lv. 3), Suicidal (Lv. 3), Anarchist (Lv. 1), Slippery Customer (Lv. 1), Daredevil (Lv. 1), Agile Climber, Corner Flopper, Creeping Movement, Negative Traits: Crimson Mask (Lv. 3), Suicidal, Homicidal (Lv. 1), Health [Actual (Projected)]: Head: 96.47 (96.47), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: Blood River, who is rumored to be living his wrestling gimmick as a cultist, is a six-year veteran of the ring and has an eclectic style of offense. Always accompanying him to the ring is The Acolyte, who is supposed to be one of his completely inept underlings. None were more surprised than River himself when The Acolyte managed to successfully interfere for the first time, leading to a River victory. However as Season Eleven dawns, River seems a little more paranoid and eccentric than normal. Perhaps Yzgtx’fl is speaking more directly to him, or perhaps he's afraid The Acolyte is looking to shake off the yoke that River's cult has put on him. Either way, River enters Season Eleven determined to make the push into the Alpha Division. Manager Bio: The Acolyte, a member of the Fellowship of Yzgtx’fl, has been portrayed since his debut as a bumbling, inept lackey of Blood River. Since joining The League, The Acolyte has managed to successfully interfere in a match, leading to a Blood River win. In recent days, though, he's found himself in the crosshairs of Blood River, perhaps from gaining too much autonomy in the last year. The Acolyte enters Season Eleven having to watch every action he makes. Fun fact: The Acolyte has the fourth-best-selling shirt in The League. Brandy McDonald Career Record: 33 - 23, League Championships: 1. Average Time of Victory: 15:19, Average Match Rating: 2.232. MotN Awards: 3 Size: Small Manager: None Signatures: Hang Over {top rope somersault leg drop} (H 55, F 20), Detox {flip neckbreaker} (H 55, F 20) Finishers: Brandy With a Twist {twisting face crusher} (H 30, F 95), Hair of the Dog (bulldog choke) (H 30, F 95) Attributes: OVR 547, SPR 644, STRE 193, STRI 640, GRAP 650, GROU 416, SPED 489, STAM 469, ATHL 598, MGRO 0 XP Available: 1844 (Points Available: 68) Positive Traits: Cardio Freak (Lv. 1), Impact Player (Lv. 2), Showman (Lv. 1), Ultra Charismatic, Entertainer (Lv. 1), Real Fast Starter, Negative Traits: Crimson Mask (Lv. 1), Health [Actual (Projected)]: Head: 90.64 (90.64), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: The League's Season Eight Champion, Brandy McDonald saw some residual success stemming from her triumph as she came within a match of repeating her feat in Season Nine. A few sponsorships came from this success, and Brandy seemed to rest on her laurels a bit too much given the drop-off in her record in Season Ten. As her fourth season in the Alpha Division begins, her position in the division has never been under a bigger threat with the advent of "The Juggernaut" Brian Blackfield. Can Brandy find the spark that led her to a Season Eight triumph, or is her star already on the decline? Brian Blackfield Career Record: 45 - 11, League Championships: 0. Average Time of Victory: 16:05, Average Match Rating: 2.125. MotN Awards: 3 Size: Middleweight Manager: None Signatures: Tartan Effect {falling facebreaker to knee} (H 40, F 20) Finishers: Scotland Destroyer {destroyer flip piledriver} (H 30, F 95), Highland's Wrath (cobra clutch) (H 30, F 95) Attributes: OVR 555, SPR 557, STRE 429, STRI 588, GRAP 900, GROU 400, SPED 300, STAM 500, ATHL 400, MGRO 0 XP Available: 2603 (Points Available: 86) Positive Traits: Tough as Nails (Lv. 1), Impact Player (Lv. 1), Submission Specialist (Lv. 1), High Impact (Lv. 1), Adrenaline (Shaking), Raging Bull, Negative Traits: Martyr Complex, Health [Actual (Projected)]: Head: 89.74 (89.74), Body: 98.65 (98.65), Arms: 100 (100), Legs: 100 (100) Bio: Brian Blackfield earned his moniker of "The Juggernaut" after a perfect 14-0 season in the Delta Division during Season Eight. Over the following two seasons, he tasted defeat in singles matches only three times, and in his fourth season has stormed from the Delta Division to the top flight, winning three division titles on the way. Many think he's the odds-on favorite to finish the sweep in Season Eleven. Just as many think he's about to run into a wall in the Alpha Division. Regardless, Blackfield is one of the most-marketed and identifiable individuals on The League's roster, and Season Eleven is going to be critical for his career. De'siree Mitchell Career Record: 22 - 34, League Championships: 0. Average Time of Victory: 14:53, Average Match Rating: 2.446. MotN Awards: 7 Size: Middleweight Manager: None Signatures: Goal Line Stand {corner avalanche} (H 55, F 20), Unnecessary Roughness {release German suplex} (H 55, F 20) Finishers: All Out Blitz {spear} (H 30, F 95) Attributes: OVR 506, SPR 466, STRE 535, STRI 880, GRAP 545, GROU 370, SPED 345, STAM 400, ATHL 415, MGRO 0 XP Available: 199 (Points Available: 7) Positive Traits: Cardio Freak (Lv. 1), Impact Player (Lv. 2), High Impact (Lv. 2), Negative Traits: Health [Actual (Projected)]: Head: 87.84 (87.84), Body: 99.88 (99.88), Arms: 100 (100), Legs: 100 (100) Bio: De'siree Mitchell has shown surprising tenacity in managing to remain in The League's Alpha Division since the promotion resumed operations in 2023. While overall her record entering Season Eleven was a losing one, she has shown signs of brilliance in her matches. However, this former nose tackle now has a truly monumental task ahead of her--attempting to remain in the top division with the arrival of Brian Blackfield. It may not be wise to write her out just yet, though, as Mitchell is capable of winning any match she's in. Diego Rodriguez Career Record: 32 - 24, League Championships: 0. Average Time of Victory: 14:07, Average Match Rating: 2.339. MotN Awards: 4 Size: Heavyweight Manager: None Signatures: Prelude to Dissonance {double backbreaker} (H 55, F 10) Finishers: Harmony of Dissonance {stretch muffler} (H 30, F 95), Discordant Melody {grapevined heel hook} (H 30, F 95) Attributes: OVR 485, SPR 449, STRE 270, STRI 177, GRAP 1000, GROU 1000, SPED 259, STAM 350, ATHL 238, MGRO 0 XP Available: 1745 (Points Available: 69) Positive Traits: Pure Grappler (Lv. 1), Submission Specialist (Lv. 2), Takedown Machine (Lv. 1), Counter Grappler (Lv. 1), Experienced Grappler (Lv. 1), Master Tactician, All Business, Corner Flopper, Negative Traits: Fish Out of Water (Lv. 2), Health [Actual (Projected)]: Head: 88.09 (88.09), Body: 99.91 (99.91), Arms: 100 (100), Legs: 99.74 (99.74) Bio: Diego Rodriguez is one of the most technically gifted wrestlers in The League. However, it has not led to the success he's wanted as he has been mired in the Gamma Division since The League restarted. Mentioned in the same breath as Indigo Rose, Rodriguez has made the Gamma Division a place where technical workers feel at home, a fact that is sure to be welcome as Canadian technical master Lance Heartilly makes his way in to the Gamma Division. George Mastachas Career Record: 35 - 21, League Championships: 1. Average Time of Victory: 15:42, Average Match Rating: 2.339. MotN Awards: 3 Size: Heavyweight Manager: None Signatures: Olympus Rises {jumping shoulder block} (H 55, F 20) Finishers: Wrath of Zeus {sit-out powerbomb} (H 30, F 95), Siren's Call (finishing sleeper hold) (H 30, F 95) Attributes: OVR 560, SPR 529, STRE 717, STRI 600, GRAP 800, GROU 405, SPED 250, STAM 500, ATHL 301, MGRO 0 XP Available: 1897 (Points Available: 63) Positive Traits: Cardio Freak (Lv. 1), Impact Player (Lv. 2), Master of the Powerbomb (Lv. 2), Hands of Stone (Lv. 1), Iron Will (Lv. 1), Entertainer (Lv. 1), Negative Traits: Matchstick Legs, Prima Donna Partner Health [Actual (Projected)]: Head: 91.8 (91.8), Body: 99.92 (99.92), Arms: 100 (100), Legs: 100 (100) Bio: George Mastachas, the Season Ten Champion, won the title by a very slim margin, needing to resort to tiebreakers to claim the belt over Nuclear Templeton. Mastachas has spent a fair amount of the offseason in his native Greece, using the League Championship as a steppingstone for increased booking rates. The increased crowds have made everyone involved happy, and Mastachas, finally getting to wrestle in his homeland under his own name instead of the mythological-based Achillies the Greek, has thrived. He comes into Season Eleven energized and ready to defend his crown. Indigo Rose Career Record: 27 - 29, League Championships: 0. Average Time of Victory: 14:46, Average Match Rating: 2.250. MotN Awards: 4 Size: Small Manager: None Signatures: Blood From a Rose {variated DDT} (H 55, F 20) Finishers: Vite d'Indaco {Texas deathlock} (H 30, F 95) Attributes: OVR 468, SPR 425, STRE 130, STRI 197, GRAP 1000, GROU 1000, SPED 174, STAM 414, ATHL 435, MGRO 0 XP Available: 2160 (Points Available: 86) Positive Traits: Submission Specialist (Lv. 3), Takedown Machine (Lv. 1), Counter Grappler (Lv. 1), Slippery Customer (Lv. 1), Master Tactician, Negative Traits: Fish Out of Water (Lv. 1), Boring!, Dozing Partner (Lv. 1), Health [Actual (Projected)]: Head: 86.78 (86.78), Body: 99.88 (99.88), Arms: 100 (100), Legs: 99.39 (99.39) Bio: Rose Presetore, who takes the moniker Indigo Rose after the designs on her ring gear, was quoted in an interview this past offseason that "facing down the fear of air travel was worth coming to The League to compete." While he's still below where she started in Season Eight--she was in the Beta Division at that time--Rose has shown signs of getting back to the upper half of The League as she came within an eyelash of promotion in Season Ten. With another technical wizard in Lance Heartilly entering the division in Season Eleven, it's now on Rose to show that she deserves to be mentioned in the same vein as both Heartilly and Diego Rodriguez by simply beating both of them in the same season. w/ Jean-Paul Ouilette Career Record: 31 - 25, League Championships: 0. Average Time of Victory: 13:43, Average Match Rating: 2.339. MotN Awards: 1 Size: Middleweight Manager: Cecile Corine Signatures: Fleur de Lis {swinging neckbreaker} (H 55, F 20) Finishers: Le Petit Mort {Sports Entertainment elbow drop} (H 30, F 95), Se Soumettre {crossface} (H 30, F 87) Attributes: OVR 518, SPR 460, STRE 400, STRI 600, GRAP 350, GROU 535, SPED 340, STAM 345, ATHL 336, MGRO 525 XP Available: 753 (Points Available: 30) Positive Traits: Ground and Pound (Lv. 2), Impact Player (Lv. 1), Respected Brawler (Lv. 1), Showman (Lv. 1), Entertainer (Lv. 2), Flamboyant Movement, Negative Traits: Real Late Starter, Health [Actual (Projected)]: Head: 90.04 (90.04), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: Jean-Paul Ouilette's life has taken a a turn for the interesting over the last month or so. An investigative reporter did some sleuthing and found that Ouilette's professional relationship with manager Cecile Corine may actually be more than it appears. Ouilette's reputation as a playboy seems to have been destroyed, yet he does not seem so upset about it. He's been rumored to have said that perhaps his "dame du jour" is really the one he wants for life, and a solid showing in the Alpha Division may provide him the means to show her just how much that rings true. Manager Bio: Originally brought in for a one-shot role as Jean-Paul Ouilette's "dame du jour," there was instant on-screen chemistry between Ouilette and Cecile Corine. So much so, in fact, that both Ouilette and his employer at the time immediately requested that Corine return in a recurring role as Ouilette's manager. Four years later, Corine has solidified her place as Ouilette's valet, and was recently seen sporting a decently-sized diamond ring that many believe came from Ouilette himself. Lance Heartilly Career Record: 16 - 12, League Championships: 0. Average Time of Victory: 11:43, Average Match Rating: 2.214. MotN Awards: 1 Size: Middleweight Manager: None Signatures: Heartilly Arm Breaker {fujiwara armbar} (H 55, F 18) Finishers: Hellacious Leglock {figure four leglock} (H 30, F 95) Attributes: OVR 431, SPR 407, STRE 170, STRI 215, GRAP 1000, GROU 616, SPED 194, STAM 325, ATHL 337, MGRO 0 XP Available: 1409 (Points Available: 93) Positive Traits: Steel Skull, Cardio Freak (Lv. 1), Submission Specialist (Lv. 2), Master Tactician, Negative Traits: Boring!, Health [Actual (Projected)]: Head: 98.45 (98.45), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: Lance Heartilly came into The League after storming through the Omega Division, and won promotion to the Gamma Division in his debut season. A true student of Canadian wrestling, Heartilly is every bit the technical mastermind that one would expect, and it's been that foundation that has propelled him here after being the one to single-handedly close a promotion due to his dominance...or so it is rumored, anyway. The fact remains, though, that Heartilly's star remains on the rise, and he's gunning for a second straight promotion as Season Eleven begins. Markus Clay Career Record: 17 - 39, League Championships: 0. Average Time of Victory: 10:52, Average Match Rating: 2.411. MotN Awards: 2 Size: Lightweight Manager: None Signatures: Boarding Call {charging corner leg lariat, ending up on top rope} (H 40, F 10) Finishers: Johannesburg Express {moonsault} (H 35, F 88) Attributes: OVR 441, SPR 439, STRE 140, STRI 399, GRAP 248, GROU 235, SPED 945, STAM 444, ATHL 945, MGRO 0 XP Available: 470 (Points Available: 18) Positive Traits: Flyboy (Lv. 2), Suicidal (Lv. 2), Bullet Time (Lv. 1), Radar Sense (Lv. 1), You Can't Powerbomb..., High Flier (Lv. 1), Corner Rebounder, Skin the Cat (Lv. 1), Negative Traits: Toothpick Arms, Crimson Mask (Lv. 1), Suicidal, Homicidal (Lv. 1), Martyr Complex, Health [Actual (Projected)]: Head: 91.7 (91.7), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: Markus Clay's arrogance has led to a bit of a humiliating run for the South African in The League. Spared the indignity of back-to-back relegations only due to the sudden absence of Erick Gibson, Clay finds himself an aerial wrestler lost amidst a sea of technical grapplers and hard-hitting maulers. Many do not see him remaining in the Gamma Division after Season Eleven, barring another deus ex machina moment, and it is up to Clay to prove the naysayers wrong despite his track record over the last three seasons. Mel O'Hallister Career Record: 29 - 27, League Championships: 0. Average Time of Victory: 15:13, Average Match Rating: 2.554. MotN Awards: 8 Size: Lightweight Manager: None Signatures: Irish Clover {Cloverleaf submission} (H 55, F 20) Finishers: Dream of the Emerald Isle {reverse DDT} (H 30, F 95) Attributes: OVR 535, SPR 592, STRE 360, STRI 835, GRAP 800, GROU 707, SPED 200, STAM 475, ATHL 230, MGRO 0 XP Available: 2139 (Points Available: 71) Positive Traits: Steel Skull, Impact Player (Lv. 2), Apex Predator (Lv. 1), Anarchist (Lv. 2), Samoan Skull, Negative Traits: Matchstick Legs, Health [Actual (Projected)]: Head: 93.3 (93.3), Body: 99.49 (99.49), Arms: 100 (100), Legs: 100 (100) Bio: Mel O’Hallister has been a surprise to most fans in The League. Earning a promotion from Beta In Season Eight, O'Hallister has threatened at times to be a championship contender in a division controlled by people larger than he is. All he needs, as many think, is one good season to build his self-confidence and make a solid run at a title for him to turn into a true contender. O'Hallister is also the first person in The League to come out as openly gay, which did not surprise many given that he wears rainbow wristbands in his matches. Nocturne Career Record: 16 - 12, League Championships: 0. Average Time of Victory: 11:25, Average Match Rating: 2.000. MotN Awards: 0 Size: Small Manager: None Signatures: Path to Decay (corner tornado DDT) (H 44, F 10), Fade to Darkness {draping rope DDT} (H 55, F 20) Finishers: Midnight Solstice (grapevined ankle lock) (H 30, F 95) Attributes: OVR 415, SPR 405, STRE 105, STRI 200, GRAP 835, GROU 280, SPED 450, STAM 381, ATHL 415, MGRO 0 XP Available: 2302 (Points Available: 181) Positive Traits: Submission Specialist (Lv. 1), Counter Grappler (Lv. 1), Master Tactician, All Business, Eternal Underdog (Lv. 1), Negative Traits: Health [Actual (Projected)]: Head: 97.6 (97.6), Body: 100 (100), Arms: 100 (100), Legs: 100 (100) Bio: Dani Bradbury, in the persona known as Nocturne, came up from the Omega Division at the same time as Lance Heartilly. Nocturne has seemed to struggle at times, as the larger opponents are harder for her to take down and then keep down long enough to apply her grapevined ankle lock finisher. However, she managed to do well enough to remain in the Delta Division for another season, and Will Prydor's star pupil has her eyes set on the Delta Division title now that some of the beefier men in the Delta Division have moved elsewhere. Pulsar Career Record: 18 - 38, League Championships: 0. Average Time of Victory: 11:19, Average Match Rating: 2.446. MotN Awards: 2 Size: Light Heavyweight Manager: None Signatures: Call of the Twelve {spider superplex} (H 48, F 10) Finishers: Zodiac Implosion {shooting star senton bomb} (H 35, F 85) Attributes: OVR 476, SPR 432, STRE 149, STRI 508, GRAP 142, GROU 220, SPED 1000, STAM 425, ATHL 1000, MGRO 0 XP Available: 1354 (Points Available: 54) Positive Traits: Tough as Nails (Lv. 1), Flyboy (Lv. 2), Air Force (Lv. 1), Radar Sense (Lv. 1), High Flier (Lv. 1), No Surrender (Lv. 1), Negative Traits: Matchstick Legs, Broken Wheel, Health [Actual (Projected)]: Head: 91.43 (91.43), Body: 99.78 (99.78), Arms: 100 (100), Legs: 99.75 (99.75) Bio: Pulsar's League tenure has been less than stellar, if the pun may be excused. He struggled in the Alpha Division in Season Eight, and was relegated in Season Nine when the rules were changed to make the bottom two spots marked for relgation. He would have been dropped to Gamma for Season Eleven, but the passing of Daniel Simmons' mother managed to be a saving grace for the luchador. Given an unexpected reprieve, can Pulsar find the combination to be a threat in the Beta Division, or is his stay in Beta doomed to failure for a second time? Reverend Johnny Gross Career Record: 30 - 26, League Championships: 0. Average Time of Victory: 15:24, Average Match Rating: 2.250. MotN Awards: 2 Size: Middleweight Manager: None Signatures: Kneel Before God {chop block} (H 55, F 10), Sermon on the Mount {mounted elbow smashes} (H 55, F 20) Finishers: Come to Jesus {variated dragon sleeper} (H 30, F 95) Attributes: OVR 510, SPR 585, STRE 445, STRI 711, GRAP 840, GROU 642, SPED 200, STAM 423, ATHL 213, MGRO 0 XP Available: 2664 (Points Available: 93) Positive Traits: Steel Skull, Tough as Nails (Lv. 1), Submission Specialist (Lv. 2), Iron Will (Lv. 1), Ultra Charismatic, Negative Traits: Health [Actual (Projected)]: Head: 93.09 (93.09), Body: 99.93 (99.93), Arms: 100 (100), Legs: 100 (100) Bio: Reverend Johnny Gross, an ordained Southern Baptist minister, found some modicum of success in The League during their Tag Team Turmoil events, teaming with Christian Priest. However, a less-than-amicable split in Season Ten led to Gross teaming with Brian Blackfield, an the pair went on to win the event. Gross' single career seemed to take a hit as a result, as he became the first person to be relegated twice from the Alpha Division--and remember, The League has only been active for three seasons. Now back in the Beta Division a second time, the specter of his past awaits him, as Christian Priest is now a member of the division and looks to settle some scores with some old-fashioned violence. Sterling Silver Career Record: 21 - 21, League Championships: 0. Average Time of Victory: 12:19, Average Match Rating: 2.452. MotN Awards: 5 Size: Very Small Manager: None Signatures: Silver Streak {charging corner dropkick} (H 40, F 10) Finishers: On Wings of Silver {top rope 450 splash} (H 26, F 85) Attributes: OVR 418, SPR 499, STRE 90, STRI 477, GRAP 293, GROU 211, SPED 875, STAM 373, ATHL 933, MGRO 0 XP Available: 2262 (Points Available: 90) Positive Traits: Flyboy (Lv. 1), Suicidal (Lv. 1), Apex Predator (Lv. 2), Air Force (Lv. 1), Radar Sense (Lv. 1), High Flier (Lv. 1), Agile Climber, Skin the Cat (Lv. 1), Strategic Partner, Negative Traits: Not the Face!, Fish Out of Water (Lv. 2), Health [Actual (Projected)]: Head: 96.128 (96.13), Body: 99.67 (99.67), Arms: 100 (100), Legs: 100 (100) Bio: Sterling Silver had a solid, if unremarkable run going in the Delta Division when a knee sprain forced her to miss Season Ten. She was not expected to be cleared in time for Omega Division competition bt she surprised everyone by coming back, knee brace and all, and winning the Omega Division via tiebreakers. Silver now returns to The League proper with a new look, having traded in her full-headed silver mask for a half-mask and dyeing her hair silver. If her Omega Division record is anything to go by, this new look may not slow her down as she attempts to reasseert herself to the main roster. Terrance Stevens Career Record: 16 - 40, League Championships: 0. Average Time of Victory: 13:53, Average Match Rating: 2.393. MotN Awards: 2 Size: Light Heavyweight Manager: None Signatures: Canuckle Sandwich {fist drop} (H 62, F 0), Canadian Elbow Drop (H 50, F 10) Finishers: Maple Leaf Meltdown {superkick} (H 30, F 85) Attributes: OVR 437, SPR 418, STRE 308, STRI 700, GRAP 500, GROU 402, SPED 402, STAM 467, ATHL 568, MGRO 0 XP Available: 501 (Points Available: 20) Positive Traits: Educated Feet (Lv. 2), Ground and Pound (Lv. 1), Feet of Fire (Lv. 1), Counter Striker (Lv. 1), Ultra Charismatic, Entertainer (Lv. 1), Raging Bull, Negative Traits: Flabby Belly, Crimson Mask (Lv. 1), Health [Actual (Projected)]: Head: 90.37 (90.37), Body: 99.75 (99.75), Arms: 100 (100), Legs: 100 (100) Bio: Perhaps the most surprising development of Terrance Stevens' League tenure is the fact that he and Lance Heartilly did not come to blows during Season Ten's Tag Team Turmoil event, ruining the dreans of many a bettor who had taken the "under eight minutes" option of the "when will this team implode" bet. After two seasons in the Beta Division, his Gamma Division record last season wasn't much to write home about, and with three people now arriving from the Delta Division, his task of maintaining a spot in the division just got that much harder. The Mastodon Career Record: 29 - 27, League Championships: 0. Average Time of Victory: 15:56, Average Match Rating: 2.518. MotN Awards: 9 Size: Big Heavyweight Manager: None Signatures: Cull the Weak {gorilla press slam} (H 40, F 10) Finishers: Rampage {lariat clothesline} (H 30, F 92), Misery {torture rack} (H 20, F 85) Attributes: OVR 538, SPR 535, STRE 1000, STRI 1000, GRAP 420, GROU 400, SPED 155, STAM 392, ATHL 360, MGRO 0 XP Available: 814 (Points Available: 26) Positive Traits: Raw Power (Lv. 1), Respected Brawler (Lv. 2), High Impact (Lv. 2), Counter Striker (Lv. 1), Adrenaline (Shaking), Negative Traits: Cannot Go Up Top, Martyr Complex, Health [Actual (Projected)]: Head: 83.85 (83.85), Body: 99.64 (99.64), Arms: 100 (100), Legs: 100 (100) Bio: The Mastodon came within a match or two of emerging as the Season Ten League Champion, a fact that the young American is keenly aware of. Having proven that his reputation in Japan for being injury-prone was unjust, Mastodon spent the entirety of the offseason after Season Ten looking for more ways to utilize his power and striking abilities. Some think he's fallen into the trap of trying to be too much like Nuclear Templeton, but Mastodon simply waves those concerns away. Beneath his rugged and often-times snarling exterior lies a person who is more intelligent than many give him credit for, and it is that intelligence that he hopes to ride to a Season Eleven championship. Yoshii Nakamatsu Career Record: 35 - 21, League Championships: 0. Average Time of Victory: 12:41, Average Match Rating: 2.089. MotN Awards: 0 Size: Lightweight Manager: None Signatures: DEVASTATION Knee {charging knee to head} (H 52, F 20), The Divine Wind {STF} (H 44, F 20) Finishers: Nakamatsu Driver {death valley driver} (H 30, F 95), Emperor's Fall {face crusher} (H 30, F 95) Attributes: OVR 498, SPR 450, STRE 275, STRI 700, GRAP 800, GROU 250, SPED 355, STAM 425, ATHL 479, MGRO 0 XP Available: 1808 (Points Available: 72) Positive Traits: Steel Skull, Cardio Freak (Lv. 1), Heavy Load, Tag Team Master (Lv. 2), Negative Traits: Crimson Mask (Lv. 2), Health [Actual (Projected)]: Head: 94.09 (94.09), Body: 99.9 (99.9), Arms: 100 (100), Legs: 100 (100) Bio: After nearly earning back-to-back promotions in Seasons Nine and Ten, Nakamatsu was approached by several promotions in his native Japan to return home and be a featured attraction for them. Surprising everyone, he turned the offers down, stating that he felt he still had more to do in The League before he was ready to declare his excursion over. Perhaps just losing out on promotion to the Alpha Division is the reason Nakamatsu doesn't feel ready, but regardless he enters his fourth season of competition, his second in the Beta Division, and is on the shortlist of contenders to promote at season's end.
  6. THE OFFICIAL SEASON ELEVEN SCHEDULE FINAL SEASON ELEVEN STANDINGS x – clinched promotion y – clinched division title z – clinched relegation ALPHA DIVISION y-1. Nuclear Templeton: 12-2, ATV 17:43, (AMR 2.500), OVR 586.41 2. George Mastachas: 9-5, ATV 14:47, (AMR 2.286), OVR 564.58 3. Brandy McDonald: 7-7, ATV 15:03, (AMR 2.429), OVR 549.30 4. Brian Blackfield: 6-8, ATV 19:39, (AMR 2.286), OVR 595.16 5. Jean-Paul Ouilette: 6-8, ATV 18:27, (AMR 2.214), OVR 547.16 6. Mel O'Hallister: 6-8, ATV 16:46, (AMR 2.714), OVR 559.19 z-7. The Mastodon: 6-8, ATV 16:21, (AMR 2.857), OVR 557.57 z-8. De'siree Mitchell: 4-10, ATV 13:53, (AMR 2.714), OVR 523.37 BETA DIVISION y-1. Lucas Molina: 11-3, ATV 14:09 (AMR 2.500), OVR 523.99 x-2. Christian Priest: 11-3, ATV 14:37 (AMR 2.500), OVR 621.50 3. Reverend Johnny Gross: 10-4, ATV 11:52 (AMR 2.286), OVR 543.22 4. Yoshii Nakamatsu: 8-6, ATV 11:36 (AMR 2.214), OVR 543.79 5. Billy Norris: 7-7, ATV 9:54 (AMR 2.714), OVR 543.85 6. Angela Wassermann: 4-10, ATV 13:15 (AMR 2.286), OVR 500.15 z-7. Pulsar: 4-10, ATV 8:48 (AMR 2.643), OVR 505.43 z-8. Blood River: 1-13, ATV 10:39 (AMR 2.286), OVR 513.47 GAMMA DIVISION y-1. Monty Dhillon: 14-0, ATV 9:53, (AMR 2.143), OVR 575.48 x-2. Diego Rodriguez: 9-5, ATV 11:37, (AMR 2.643), OVR 552.72 3. Kichi Hida: 8-6, ATV 10:50, (AMR 2.429), OVR 498.77 4. Indigo Rose: 8-6, ATV 17:03, (AMR 2.357), OVR 532.81 5. Big Scott Weathers: 7-7, ATV 12:13, (AMR 2.214), OVR 521.49 6. Lance Heartilly: 5-9, ATV 14:54, (AMR 2.143), OVR 470.98 z-7. Markus Clay: 4-10, ATV 9:54, (AMR 2.286), OVR 498.26 z-8. Terrance Stevens: 1-13, ATV 10:48, (AMR 2.357), OVR 496.49 DELTA DIVISION y-1. Rock Sheridan: 9-5, ATV 9:29 (AMR 2.714), OVR 444.96 x-2. Leon de Ramos: 9-5, ATV 11:52 (AMR 2.357), OVR 440.25 3. Nocturne: 9-5, ATV 11:24 (AMR 2.000), OVR 463.96 4. Diamond: 8-6, ATV 9:15 (AMR 2.357), OVR 513.50 z-5. Sterling Silver: 7-7, ATV 9:34 (AMR 2.429), OVR 479.25 6. Scott Stevens: 6-8, ATV 8:34 (AMR 2.143), OVR 446.24 7. Mickey Steele: 6-8, ATV 8:34 (AMR 2.500), OVR 431.64 8. George Stevens: 2-12, ATV 10:35 (AMR 2.643), OVR 419.89 PREDICTION STANDINGS (Reminder: The official scores will have the lowest two weeks dropped at the end of the season, and are ranked below accordingly.) 1. Eternal Phoenix: 137 (Total Score: 154. This week: 11. Drop Weeks: 2 and 13 [8 / 9]) 2. Croquemitaine: 130 (Total Score: 147. This week: 10. Drop Weeks: 1 and 4 [8 / 9]) 3. Derek B: 121 (Total Score: 131. This week: 11. Drop Weeks: 1 and 2 [4 / 6]) 4. SeanMcG: 92 (Total Score: 92. This week: 13. Drop Weeks: 9 and 10 [0 / 0]) 5. Jman2k3: 70 (Total Score: 70. This week: 0. Drop Weeks: 6 and 11 [0 / 0])
  7. TABLE OF CONTENTS THE OLDEN DAYS: SEASONS 1-6 SUMMARY AND OLD SEASON 7 WEBSITE https://wrespi3league.wixsite.com/gds-league SEASON EIGHT Preseason summary, round 1 Preseason summary, round 2 Preseason summary, round 3 Preseason summary, round 4 Preseason summary, round 5 (final) Season Eight, Week 1 of 14 Season Eight, Week 2 of 14 Season Eight, Week 3 of 14 Season Eight, Week 4 of 14 Season Eight, Week 5 of 14 Season Eight, Week 6 of 14 Season Eight, Week 7 of 14 Season Eight, TAG TEAM TURMOIL Season Eight, Week 8 of 14 Season Eight, Week 9 of 14 Season Eight, Week 10 of 14 Season Eight, Week 11 of 14 Season Eight, Week 12 of 14 Season Eight, Week 13 of 14 Season Eight, Week 14 of 14 SEASON NINE Season Nine, Week 1 of 14 Season Nine, Week 2 of 14 Season Nine, Week 3 of 14 Season Nine, Week 4 of 14 Season Nine, Week 5 of 14 Season Nine, Week 6 of 14 Season Nine, Week 7 of 14 Season Nine, TAG TEAM TURMOIL Season Nine, Week 8 of 14 Season Nine, Week 9 of 14 Season Nine, Week 10 of 14 Season Nine, Week 11 of 14 Season Nine, Week 12 of 14 Season Nine, Week 13 of 14 Season Nine, Week 14 of 14 SEASON TEN Season Ten, Week 1 of 14 Season Ten, Week 2 of 14 Season Ten, Week 3 of 14 Season Ten, Week 4 of 14 Season Ten, Week 5 of 14 Season Ten, Week 6 of 14 Season Ten, Week 7 of 14 Season Ten, TAG TEAM TURMOIL Season Ten, Week 8 of 14 Season Ten, Week 9 of 14 Season Ten, Week 10 of 14 Season Ten, Week 11 of 14 Season Ten, Week 12 of 14 Season Ten, Week 13 of 14 Season Ten, Week 14 of 14 SEASON ELEVEN Season Eleven, Week 1 of 14 Season Eleven, Week 2 of 14 Season Eleven, Week 3 of 14 Season Eleven, Week 4 of 14 Season Eleven, Week 5 of 14 Season Eleven, Week 6 of 14 Season Eleven, Week 7 of 14 Season Eleven, TAG TEAM TURMOIL Season Eleven, Week 8 of 14 Season Eleven, Week 9 of 14 Season Eleven, Week 10 of 14 Season Eleven, Week 11 of 14 Season Eleven, Week 12 of 14 Season Eleven, Week 13 of 14 Season Eleven, Week 14 of 14 Tentative Season Twelve Start Date would be in late May to early June 2024
  8. Last night, work was completed on Nuclear Templeton. He’s now ready to go. Final reminder that application deadline is 11:59 pm Eastern US time on Friday, September 9.
  9. We have a fourth PC. Another League original, Diamond, returns for her eighth season of competition. All of her database work has been done and she is ready to go.
  10. Christian Priest’s traits will be entered tonight post-work, with the confusion cleared up. THE FINAL DEADLINE FOR GETTING IN FROM THE START, AND HAVING A CHANCE AT STARTING ABOVE THE BOTTOM DIVISION, IS ONE WEEK FROM THE DATE OF THIS POST—FRIDAY, SEPTEMBER 9. I am aiming to start the preseason/divisional seeding matches on Saturday morning (local time), September 10, with divisions posted on or before September 18. When the preseason begins, I will be creating the game thread in the WS3 Dynasties section, as with all other League seasons before now. Key Dates for The League, Season Eight Sept. 25: Opening Week Nov. 13: Tag Team Turmoil (followed by a week off as I’ll be on a vacation from work, and will be busy with Tactics Ogre: Reborn and God of War Ragnarok) Jan 8 or Jan 15: End of Season 8. The date varies as I haven’t decided if I’m posting a show on Christmas Day or taking that day off so folks can celebrate Christmas as they seem appropriate. Jan 29/Feb 5: start of Season 9, date to depend on how many new entrants we get and if Christmas show happens.
  11. A day later than planned…thanks, real-life…I’m caught up. Status report: Monty Dhillon: is fully complete and ready. Christian Priest: check your PMs, there’s a question/issue with your TP allotment, only thing missing from being finished. Moveset is created and also in your PMs. Nuclear Templeton: just waiting on stats to make a moveset. Everything else is ready (traits, trademark moves).
  12. To the two people I owe things to, it’ll be done tomorrow. We had storms roll through and I wasn’t about to risk the PC getting fried, or data corruption due to a blackout, before The League even starts.
  13. Additional Update: we’re up to three PCs now. Christian Priest has been officially signed and will be added to the database when I go to do Nuclear Templeton’s entry. Somewhere in the Deep South of the United States, a GMPC stirs, sensing a challenge….
  14. Yep! When some of the GMPC details get posted you’ll see that some have just their default finisher or signature but almost maxed out on stats. (Indigo Rose’s signature springs to mind.) Also for public transparency: I have received a DM on Discord from Derek. We’re getting a League Original back; Nuclear Templeton will be added to the database in the next day or two around my other obligations.
  15. Yep. Figured I’d give it one last go. Glad to see ya back. You have a little time; I’m giving it another week or two to let the forum changeover get settled and folks to see this before I get started. Derek’s expressed interest above, and MLT is also considering returning. That’s as much as I’m aware of at the moment. I didn’t want to just spam PMs to people since for all I know they have been like me and been off these forums for a while because of life or some such.
  16. Monty Dhillon has been added to The League's database. I'll be adding him to the Excel sheet I use for the record-keeping shortly. For some reason the Steam version isn't showing an updated file list in the Pictures folder (and everything is pointing where it's supposed to) so I'm doing some recon work to figure out why. I can see where the picture is in the file folder, it's just not showing up in the list during character creation. This doesn't affect actual gameplay, it just irks me that I can't get the picture to show up. EDIT: ...I neglected the first rule of good users. READ ALL THE SCREEN. Including file extensions. .jpeg != .jpg Leaving the struck through parts of this post up as a reminder to self and a tribute to my sheer idiocy at 9 AM on a Sunday morning, local time.
  17. 1) Signatures and finishers in this case are Trademarked moves. So you can clone them, rename them, and have them in your moveset. See the example I did above for Amelia Midnight. There’s no way her Athleticism is high enough to do a shooting star leg drop (especially with a bum leg), but it’s listed in her moveset as the trademarked Nocturnal Sonata. Or if the move simply doesn’t exist (the spider superplex), it’s simply added as a trademark move to the character. 2) Just finishers. The example I mentioned shows several moves that can win, and in the last version of The League I ran the running joke was that the standard low blow won more matches than some folks’ finishers or trademarks. But moves that have a chance to win, whether Vulnerable or not, are not automatically barred. Just moves listed as Finisher level in the default C-Verse database. For the stronger types, as an example, the Powerbomb Pin remains in their moveset if they meet the requirements.
  18. The following is what a show would roughly look like. I admit I copied this wholesale from the other forum I ran this on, and changed a few of the Division mentions to match what I plan for The League here. This is a quick and dirty example of what to expect. /\/\/\/\/\/\/\/\/\/\/\/\/\/\ Devil's Delight (0-9, OVR 399) vs. Angela Wassermann (3-6, OVR 409) This went about as expected. Spot of hope for Delight near the end as she hit Hellborne Rising twice, but Wassermann was too much for Delight. The cross arm breaker sent Delight to her tenth straight loss in rather short order. Angela Wassermann (4-6) def. Devil's Delight (0-10) via Submission (Cross Arm Breaker) in 14:28. Rating: ** Changes for Angela Wassermann: OVR + 4.22, XP + 486.94, no notable damage Changes for Devil's Delight: OVR -0.07, XP + 103.48, minor damage to head Indigo Rose (3-6, OVR 434) vs. Jimmy Anarchy (1-8, OVR 421) A rather dull bout, the only excitement came in the last two minutes when the ref got caught by a Jimmy Anarchy Purge. This gave Rose the opening she needed to wear down Anarchy enough that a pair of Blood From a Rose DDTs were enough to score the surprise victory as Anarchy kicked out a fraction too late. Otherwise, nothing of interest to write home about in this one; let’s move on. Indigo Rose (4-6) def. Jimmy Anarchy (1-9) via Pinfall (Blood From a Rose) in 16:18. Rating: * Changes for Indigo Rose: OVR + 3.05, XP + 447.17, minor damage to head Changes for Jimmy Anarchy: OVR -0.93, XP + 111.79, minor damage to head Sven Ulafsson (1-8, OVR 436) vs. Faarooq Mahal Jr. (6-3, OVR 424) Mahal was barely in any danger throughout this match, using his technical skills to control Ulafsson and chaining the Maharaja Clip into the Full Metal Jacket in a good piece of technical chain wrestling that had Sven quickly tapping out. Essentially a long squash match, FMJ ensures that he will remain at least tied for the Alpha Division lead heading into week 11. Faarooq Mahal Jr. (7-3) def. Sven Ulafsson (1-9) via Submission (Full Metal Jacket) in 15:02. Rating: * Changes for Faarooq Mahal Jr.: OVR + 3.00, XP + 446.61, no notable damage Changes for Sven Ulafsson: OVR -0.91, XP + 111.65, minor damage to head El Tornado (3-6, OVR 444) vs. Hans Nitschke (6-3, OVR 424) At first, this was very nearly a seven-minute squash. Nitschke absolutely dominated the opening of the match and had Tornado in Euthanasia Driver territory without ever receiving more than a handful of offensive moves in return. Breaking out of a setup DDY seemed to wake Tornado up, though, and the next seven minutes were controlled by him, moving Herr Doktor closer and closer into Tornado Splash range. Nitschke weathered the storm (pun not intended), though, and managed to hit a desperation Euthanasia Driver after moving out of the way of a running senton, and Nitschke escapes week ten with a win that by all rights, he should have locked up in less than half of the time. Hans Nitschke (7-3) def. El Tornado (3-7) via Pinfall (Euthanasia Driver) in 15:00. Rating: ** Changes for Hans Nitschke: OVR + 4.25, XP + 414.12, minor damage to head Changes for El Tornado: OVR -0.07, XP + 121.80, moderate damage to head, minor damage to body Brandy McDonald (7-2, OVR 479) vs. George Mastachas (4-5, OVR 417) Mastachas showed a solid game plan coming into this match. He knew that McDonald’s cardio was in good shape, so he looked to squeeze the stamina out of her in the middle portion of the match with repeated applications of the body scissors. Combine that with numerous Olympus Rises shoulder blocks, and enduring the attempted McDonald comeback long enough to break out of a Brandy With a Twist and finally land a Wrath of Zeus on the fourth try, and you have the recipe for what has to be considered a minor upset. Mastachas stuns McDonald with a pinfall victory, and opens the door for Eugene Nagata to widen the gap in the Beta Division a few matches from now. George Mastachas (5-5) def. Brandy McDonald (7-3) via Pinfall (Wrath of Zeus) in 23:25. Rating: ** Changes for George Mastachas: OVR + 4.73, XP + 491.24, minor damage to head Changes for Brandy McDonald: OVR -0.08, XP + 122.81, moderate damage to head, minor damage to body Mel O'Hallister (6-3, OVR 427) vs. Lance Heartilly (6-3, OVR 469) This was a Match of the Night contender, and was fairly competitive throughout. O’Hallister controlled the first five minutes, battering Heartilly with a variety of strikes. Heartilly broke free from an attempted belly to belly suplex, and proceeded to wear down O’Hallister over the next six minutes by sticking to his technical strengths. A minor tactical error in causing Mel to start bleeding via a stump piledriver—though O’Hallister has not been known to exhibit rage at being busted open—gave Mel the chance to mount a comeback. A few strikes later, Heartilly was in Irish Clover territory and nearly in further danger, but a blocked jab led to a single arm DDT, and Heartilly quickly applied the Hellacious Leglock. With O’Hallister’s one bad knee, most expected a quick tap, but Mel instead started to fight to turn the hold over to reverse the pressure, causing Heartilly to break it early. A second attempt led to another O’Hallister offensive spurt, as Mel tried every strike he could think of to wear down Heartilly enough for the Dream of the Emerald Isle. It wasn’t to be, though, as the RRW Champion rolled out of the way of a leaping elbow drop, proceeded to stomp O’Hallister in the lower abdomen—replays would show that it was damn close to a blatant groin shot—and lock in the Hellacious Leglock a second time. This time, O’Hallister had no defense for it and was forced to tap, bringing one of the only notable matches of the night to a close. Lance Heartilly (7-3) def. Mel O'Hallister (6-4) via Submission (Hellacious Leglock) in 15:42. Rating: *** Changes for Lance Heartilly: OVR + 5.55, XP + 528.16, minor damage to head Changes for Mel O'Hallister: OVR + 0.77, XP + 132.04, minor damage to head Sterling Silver (2-7, OVR 430) vs. Reverend Johnny Gross (7-2, OVR 475) For about two or three minutes in the middle part of the match, it seemed like Silver could pull off the upset, having strung together a fair bit of offense and looking to pick up the speed of the match. A missed seated running dropkick led into a Kneel Before God, and that was all it took to kill her momentum. Gross methodically picked Silver apart after that, and the Come to Jesus was inevitable, as was the tap that followed soon after. Gross keeps a step ahead of Nitschke in the Delta Division with the win. Reverend Johnny Gross (8-2) def. Sterling Silver (2-8) via Submission (Come to Jesus) in 17:46. Rating: ** Changes for Reverend Johnny Gross: OVR + 4.41, XP + 488.53, minor damage to head Changes for Sterling Silver: OVR -0.08, XP + 122.13, minor damage to head Terrance Stevens (3-6, OVR 455) vs. Eugene Nagata (7-2, OVR 453) The match started off slow and methodical on both sides, Nagata showing a rather unusual amount of caution in his attack plan. At least, he did until about the thirteen-minute point of the match. At that point, it was like a switch got flipped and Nagata went all out. A Nagata Special, Nagata Lock 5, and four more Nagata Specials came over the next five minutes, before finally Eugene showed mercy (such as it is) and delivered the Nagata Knockout to put Stevens away and open up a little bit of a gap in the Beta Division. Eugene Nagata (8-2) def. Terrance Stevens (3-7) via Pinfall (Nagata Knockout) in 18:37. Rating: * Changes for Eugene Nagata: OVR + 3.14, XP + 380.96, no notable damage Changes for Terrance Stevens: OVR -0.96, XP + 112.05, moderate damage to head, minor damage to body Lord Robert Abernathy (4-5, OVR 467) vs. Diamond Steel (4-5, OVR 457) Just barely outside of squash territory, this was a short match controlled by Steel for the majority of it. Abernathy struggled to chain much offense together and in the end, his attempt at a short-arm knee lift got dodged by Steel, who carried her momentum to the ropes and delivered her trademark All Out Blitz to at least attempt to barely remain in the Beta Division hunt, while Abernathy’s loss all but eliminates him from winning his division this season. Diamond Steel (5-5) def. Lord Robert Abernathy (4-6) via Pinfall (All Out Blitz) in 11:57. Rating: ** Changes for Diamond Steel: OVR + 4.08, XP + 485.74, no notable damage Changes for Lord Robert Abernathy: OVR -0.07, XP + 121.43, moderate damage to head Glenn Knight (2-7, OVR 455) vs. Jack Braddock (5-4, OVR 469) This was an all-out slugfest. Think Rocky II or Rocky IV and you’ll get the idea of how dramatic this was (even if Maven Deltzer didn’t think so). This was the best that Knight has looked in weeks as he pushed Braddock to the limit, only for Jack to push back and deliver a pummeling to Glenn’s head. In the end, though, Braddock was able to avoid the haymakers of Knight, eventually get a spinning backfist to connect and follow up with a Jack Attack, giving him a much-needed victory to stay within shouting distance of the Delta Division lead. Jack Braddock (6-4) def. Glenn Knight (2-8) via Pinfall (Jack Attack) in 17:15. Rating: ** Changes for Jack Braddock: OVR + 4.38, XP + 488.28, minor damage to head and body Changes for Glenn Knight: OVR -0.08, XP + 122.07, major damage to head Yoshii Nakamatsu (6-3, OVR 473) vs. Elyssa Anderson (4-5, OVR 448) This was surprisingly one-sided…and not in the favor of Nakamatsu. Yoshii had trouble getting started and by the time he managed to hit a couple of moves, Anderson had already hit her Shotgun Dropkick and followed it with an Elysium Whirl for the quick three-count and a huge momentum shift in the Beta Division, making things that much more interesting as the homestretch of the regular season looms on the horizon. Elyssa Anderson (5-5) def. Yoshii Nakamatsu (6-4) via Pinfall (Elysium Whirl) in 9:03. Rating: ** Changes for Elyssa Anderson: OVR + 3.91, XP + 484.34, no notable damage Changes for Yoshii Nakamatsu: OVR -0.07, XP + 121.09, minor damage to head Otto von Schwarz (3-6, OVR 467) vs. Hailey Carmichael (6-3, OVR 463) This was rather close throughout, as Otto used his size and power to batter Carmichael, who would respond in kind with her technical game to wear the big man down. Hailey’s vastly superior cardio (at least in comparison to her opponent) also played a role here, as she was able to push herself for longer periods of time. While von Schwarz was the first to push his opponent to the point where a finisher could be attempted, he never got the chance to thanks to Leslie Burrell drawing the ref’s attention by running over to argue with Hans Meyer outside the ring. This let Carmichael go low on Otto, and instead of going for a cover, she managed to lock in #NoFilter on the giant. The ref turned around from the argument just in time to see von Schwarz tap out, and Hailey escapes this match with a win that could honestly have gone either way. Hailey Carmichael (7-3) def. Otto von Schwarz (3-7) via Submission (#NoFilter) in 21:34. Rating: ** Changes for Hailey Carmichael: OVR + 4.62, XP + 416.80, minor damage to head Changes for Otto von Schwarz: OVR -0.08, XP + 104.20, minor damage to head Jun Onoo (4-5, OVR 450) vs. Pulsar (6-3, OVR 480) Short but competitive, Onoo managed a few hard hits to Pulsar over the course of the first eight minutes that were enough to slow the luchador a step or two when he was on offense. But even given the size disparity, trading two shots for one wasn’t going to work out in Onoo’s favor in the end, and that’s exactly how this played out. A few strikes too many led to a Zodiac Implosion, and Pulsar netting the win in a relative sprint of a bout. Pulsar (7-3) def. Jun Onoo (4-6) via Pinfall (Zodiac Implosion) in 10:39. Rating: ** Changes for Pulsar: OVR + 4.00, XP + 485.11, no notable damage Changes for Jun Onoo: OVR -0.07, XP + 121.28, minor damage to head and body Daniel Simmons (6-3, OVR 475) vs. Vladimir Chavinski (6-3, OVR 451) It might have been competitive, but it was dull and lifeless, ending with a Blue Collar Driver. Simmons narrows the gap in the Delta Division with the win, while Chavinski is unable to make up any ground in the top flight. Daniel Simmons (7-3) def. Vladimir Chavinski (6-4) via Pinfall (Blue Collar Driver) in 14:51. Rating: * Changes for Daniel Simmons: OVR + 2.99, XP + 446.53, no notable damage Changes for Vladimir Chavinski: OVR -0.91, XP + 111.63, moderate damage to head Billy Norris (7-2, OVR 478) vs. Blood River (5-4, OVR 451) A nice, competitive match that was missing a gear to push it to Match of the Night contention, this had River take an early lead in the match, which Norris fought back over the following minutes to even it up and eventually be in the driver’s seat. A couple of Boomerang DDTs had River on the figurative ropes, but Norris was unable to connect with the Down Under Disaster on three different occasions. Each time River would get a little more offense in before Norris made another attempt to finish the match. On the fourth, though, River finally found himself in position to schoolboy Norris into a sudden pin attempt, and got a three for his efforts to score the minor upset and thwart Norris’s attempt to inherit the outright Gamma Division lead. The Gamma Division looks to be a closely contested division as the final weeks of the season start to roll on, with at least four people within one match of the lead. Blood River (6-4) def. Billy Norris (7-3) via Pinfall (missed Down Under Disaster) in 13:24. Rating: ** Changes for Blood River: OVR + 4.16, XP + 413.47, minor damage to head Changes for Billy Norris: OVR -0.07, XP + 121.61, minor damage to head Markus Clay (6-3, OVR 466) vs. Brian Blackfield (5-4, OVR 469) Tess Bradenbury: We’ve had some good matches here on our first show of 2021, but now it’s time for some main event action! Johnny Tyler: Which only differs from the other matches as it’s the last one of the night before I can do back to my cabin and drink myself into a stupor. Tess Bradenbury: …really, Johnny? Johnny Tyler: Look, you celebrate surviving 2020 how you want, I’m doing it how I want. Tess Bradenbury: Moving on.... quote: (00:04) Clay broke a Standing Head Scissors Twist (00:07) Clay hit a Handshake Kick To Gut (00:15) Clay applied a Hammerlock (00:22) Blackfield avoided a Forearm To Back Of Head. (00:25) Blackfield hit a Punch (00:29) Blackfield hit an Open Handed Chop (00:36) Clay got a rope break to stop a Rear Chinlock (00:40) Blackfield hit a Slap To Chest (00:43) Clay countered an Open Handed Chop with a Forearm Blow (00:51) Clay applied a Hammerlock (00:58) Clay hit a Running Face Smash (01:03) Blackfield fought back against being picked up from behind (01:17) Blackfield applied a Side Headlock (01:26) Blackfield hit a Standing Head Scissors Twist (01:29) Blackfield hit a Jab Punch (01:38) Clay very easily avoided a Forearm Blow. (01:41) Clay hit a Handshake Sucker Punch (01:46) Blackfield blocked a Front Facelock (01:55) Clay hit a Standing Head Scissors Jump (01:59) Clay hit a Face Rake (02:04) Blackfield blocked a Monkey Flip (02:08) Clay hit a Begging Off Eye Poke (02:16) Blackfield avoided an Eye Poke. (02:20) Blackfield hit an Open Handed Chop (02:27) Blackfield applied a Standing Arm Bar (02:41) Blackfield applied a Front Facelock (02:44) Blackfield hit a Forearm Blow (02:48) Blackfield hit an Open Handed Chop (02:54) Markus Clay very easily moved out of the way from a Legdrop. (02:58) Clay hit a Legdrop (03:02) Clay hit an Elbow Drop (03:06) Clay hit a Knee Drop (03:11) Blackfield broke a Legdrop To Groin (03:14) Blackfield hit a Jab Punch (03:28) Blackfield applied a Cravate (03:32) Blackfield hit a Slap To Chest (03:40) Clay got a rope break to stop a Standing Arm Bar (03:54) Blackfield applied a Front Facelock (04:03) Blackfield hit a Standing Head Scissors Twist (04:20) Blackfield applied a Kneeling Cravate (04:48) Blackfield applied a Cravate (04:52) Clay slipped out the front of a Spinning Arm Breaker (04:57) Blackfield blocked a Monkey Flip (05:04) Clay hit a Monkey Flip Tess Bradenbury: Clay trying to make an opening for himself to get on the offensive, Johnny. Johnny Tyler: Which he kind of needs, because otherwise Blackfield was just going to run away with this one. Tess Bradenbury: Clay thrives on a faster paced offense; he’ll need to shift gears here to get back in this after the opening minutes! quote: (05:18) Clay applied a Choke Hold (05:18) The referee gave Clay a stern warning (05:26) Brian Blackfield moved out of the way from a Leaping Elbow Drop. (05:33) Blackfield hit a Big Legdrop (05:41) Blackfield hit a Stomp To Groin (05:45) Blackfield hit an Elbow Drop (06:05) Blackfield applied a Rear Chinlock (06:09) Clay blocked a Face Rub Taunt (06:13) Blackfield hit an Elbow Drop (06:20) Blackfield hit a Knee Pull (06:30) Markus Clay very easily moved out of the way from a Big Legdrop. (06:44) Clay applied a Choke Hold (06:44) The referee gave Clay a stern warning (06:48) Clay hit an Elbow Drop (06:52) Blackfield broke a Stomp To Groin (07:09) Blackfield applied a Kneeling Cravate (07:26) Blackfield hit a Forearm Blow (07:43) Blackfield applied a Kneeling Cravate (08:10) Blackfield hit a Spinning Arm Breaker (08:17) Blackfield used a Face Rub Taunt (08:21) Blackfield hit an Elbow Drop (08:27) Markus Clay very easily moved out of the way from a Big Legdrop. (08:33) Brian Blackfield moved out of the way from a Measured Knee Drop. (08:37) Blackfield hit a Leaping Elbow Drop (08:52) Blackfield hit a Stomp Flurry (08:59) Blackfield hit a Big Legdrop (09:06) Blackfield picked up Clay (09:10) Clay broke a Piledriver (09:18) Clay applied a Hammerlock (09:25) Clay hit a Chop Block (09:40) Clay hit a Stomp Flurry (09:44) Clay hit a Running Knee Drop (09:48) Clay hit a Measured Knee Drop (10:07) Clay applied a Rope-Assisted Double Footed Choke (10:07) The referee angrily told off Clay Johnny Tyler: Why are you shouting, ref? Do you need a candy bar or something because you’re hungry? Tess Bradenbury: I’m pretty sure the ref is getting on Markus for the blatant abuse of the rules, Johnny. Johnny Tyler: Pfft. Not likely. Ref just needs a Sn— Tess Bradenbury: Are you trying to get us sued by mentioning a product that is not one of our sponsors?! Johnny Tyler: …okay. Maybe I’m the one who needs the candy bar. quote: (10:11) Clay hit a Leaping Elbow Drop (10:16) Blackfield broke a Stomp To Groin (10:30) Blackfield applied a Side Headlock (10:46) Blackfield hit a Spinning Arm Breaker (10:56) Blackfield picked up Clay (11:11) Brian Blackfield makes Markus Clay feel the full fury of the Tartan Effect! (11:15) Blackfield hit a Leaping Elbow Drop (11:24) Blackfield picked up Clay (11:34) Blackfield hit a Kneeling Jaw Breaker (11:38) Clay fought back against being picked up (11:42) Blackfield broke a Front Facelock (11:46) Clay broke an Implant DDT (11:50) Blackfield blocked a Monkey Flip (12:04) Clay applied a Front Facelock (12:11) Clay hit a DDT (12:30) Clay applied a Rope-Assisted Choke Hold (12:30) The referee angrily told off Clay (12:38) Blackfield avoided a Stomp Flurry. (12:55) Blackfield applied a Kneeling Cravate (13:13) Clay blocked a Tartan Effect (13:23) Blackfield hit a Belly To Belly Suplex (13:32) Markus Clay very easily moved out of the way from a Big Legdrop. (13:51) Clay applied a Rope-Assisted Double Footed Choke (13:51) The referee angrily shouted at Clay (13:55) Clay hit a Measured Knee Drop (14:03) Clay hit a Stomp To Groin (14:13) Clay picked up Blackfield (14:18) Blackfield broke a Stump Piledriver (14:28) Blackfield hit an Inverted Atomic Drop (14:35) Blackfield picked up Clay (14:39) Clay broke a Tartan Effect Tess Bradenbury: Clay got lucky there; he’s already taken one Tartan Effect. A second might have done him in! Johnny Tyler: You’d need to have something in the head for that to affect first, Tess. Tess Bradenbury: So that means you’d be safe then, right? Johnny Tyler: Yes, I would—hey! quote: (14:46) Clay hit a Knee Plant (14:53) Clay hit a Running Forearm Blow (14:59) Clay picked up Blackfield (15:15) Clay hit a Stump Piledriver (15:24) Clay climbed the turnbuckles (15:33) Brian Blackfield moved out of the way from a Johannesburg Express. Tess Bradenbury: Clay landed hard on the mat; he wanted everything right there! Johnny Tyler: Cover by Blackfield, he wants to steal it! Tess Bradenbury: Here’s the count…1…2…no! Two and a half only as Clay pops the left shoulder up! Blackfield very nearly took that one! Johnny Tyler: Now all it’ll take is one Scotland Destroyer. Finish this, Brian! quote: (15:42) Blackfield hit a Slap To Chest (15:52) Blackfield hit a Belly To Belly Suplex (16:02) Blackfield picked up Clay (16:07) Clay broke a Tartan Effect (16:14) Clay hit a Running Dropkick (16:18) Blackfield broke a Headbutt To Groin (16:25) Blackfield applied a Standing Arm Bar (16:32) Blackfield hit a Knee Plant (16:38) Blackfield picked up Clay (16:42) Clay broke a Scotland Destroyer (16:48) Clay hit a Dropkick To Knee (16:53) Blackfield broke a Stump Piledriver (17:03) Blackfield hit a Belly To Belly Suplex (17:07) Clay fought back against being picked up from behind (17:17) Clay hit a Seated Face Plant (17:26) Clay picked up Blackfield (17:31) Blackfield slipped out the front of a Stump Piledriver (17:36) Clay blocked a Scotland Destroyer (17:52) Blackfield hit a Stump Piledriver (18:02) Blackfield picked up Clay (18:07) Clay broke a Scotland Destroyer (18:14) Clay hit a Running Cheating Roll Up (18:18) Clay got a two count (18:25) Clay hit a DDT (18:25) Blackfield started to bleed (18:33) Clay climbed the turnbuckles (18:45) Markus Clay comes off the top...and what an impressive moonsault! Clay lands the Johannesburg Express! Tess Bradenbury: Ref slides in for the cover…and has to duck as Blackfield literally presses Clay off of him, over the official and gets to his feet! Johnny Tyler: Big mistake, Clay! I give Brian about three minutes to put this away! quote: (18:59) Blackfield applied a Cravate (19:06) Blackfield applied a Standing Arm Bar (19:09) Blackfield hit a Punch (19:25) Blackfield hit a Spinning Arm Breaker (19:32) Blackfield picked up Clay (19:48) Blackfield hit a Stump Piledriver (19:56) Blackfield hit a Stomp To Groin (20:01) Clay fought back against being picked up (20:08) Clay hit a Knee Plant (20:15) Clay hit a Half Senton (20:22) Clay hit a Snap Driving Elbow (20:26) Clay hit a Measured Knee Drop (20:33) Clay used a Slit Throat Motion (20:40) Clay picked up Blackfield (20:44) Blackfield slipped out the front of a Stump Piledriver (20:51) Blackfield hit a Knee Plant (20:59) Blackfield hit a Stomp To Groin (21:03) Blackfield hit a Fist Drop (21:13) Blackfield picked up Clay (21:20) Blackfield hit a DDT (21:28) Blackfield picked up Clay (21:46) Good Lord! Markus Clay just got rocked by the Scotland Destroyer! Johnny Tyler: Called it! It’s over! Tess Bradenbury: Ref comes in for the count…one…two…three! This one is over, and Brian Blackfield emerges victorious! Johnny Tyler: I’ll admit, that was a good match. Nice way to end the first show of the year. Tess Bradenbury: Johnny…being complimentary? Johnny Tyler: Don’t get used to it, Tess. I promised my niece I’d try to be nicer this year. Tess Bradenbury: Johnny, that’s rather admirable! Johnny Tyler: Stop it! You’re going to ruin my reputation, Tess! Tess Bradenbury: With that said, that brings week ten to a close. We’re back next week as the push to the playoffs continues. For Johnny Tyler, I’m Tess Bradenbury…good night, everyone! Brian Blackfield (6-4) def. Markus Clay (6-4) via Pinfall (Scotland Destroyer) in 21:50. Rating: *** Changes for Brian Blackfield: OVR + 6.00, XP + 606.35, moderate damage to head Changes for Markus Clay: OVR + 0.83, XP + 207.84, moderate damage to head, minor damage to body This was the Match of the Night (4 [1 this season] for Brian Blackfield, 1 [1 this season] for Markus Clay) =-=-=-=-=-=-=-=-= DIVISION STANDINGS AFTER WEEK 10 OF 14 ALPHA DIVISION 1. Faarooq Mahal Jr.: 7-3, ATV 17:22, (AMR 1.700), OVR 426.78 2. Brian Blackfield: 6-4, ATV 19:07, (AMR 2.000), OVR 475.41 3. Vladimir Chavinski: 6-4, ATV 17:45 (AMR 1.800), OVR 450.48 4. Yoshii Nakamatsu: 6-4, ATV 15:16, (AMR 1.900), OVR 473.41 5. George Mastachas: 5-5, ATV 16:30, (AMR 2.100), OVR 422.05 6. Jun Onoo: 4-6, ATV 13:24, (AMR 1.900), OVR 449.91 7. Terrance Stevens: 3-7, ATV 17:17, (AMR 1.900), OVR 453.90 8. Otto von Schwarz: 3-7, ATV 17:01, (AMR 2.100), OVR 467.23 BETA DIVISION 1. Eugene Nagata: 8-2, ATV 17:34, (AMR 1.600), OVR 455.66 2. Pulsar: 7-3, ATV 13:27 (AMR 2.100), OVR 483.55 3. Blood River: 6-4, ATV 12:32 (AMR 2.100), OVR 455.49 4. Elyssa Anderson: 5-5, ATV 14:36, (AMR 2.400), OVR 451.63 5. Diamond Steel: 5-5, ATV 13:22 (AMR 2.300), OVR 461.47 6. Indigo Rose: 4-6, ATV 17:40, (AMR 1.700), OVR 436.64 7. Lord Robert Abernathy: 4-6, ATV 22:20 (AMR 1.900), OVR 466.61 8. Jimmy Anarchy: 1-9, ATV 13:23 (AMR 1.800), OVR 420.33 GAMMA DIVISION 1. Billy Norris: 7-3, ATV 12:39 (AMR 1.900), OVR 478.04 2. Lance Heartilly: 7-3, ATV 17:10, (AMR 2.100), OVR 474.86 3. Hailey Carmichael: 7-3, ATV 18:54, (AMR 1.800), OVR 467.25 4. Markus Clay: 6-4, ATV 13:23, (AMR 2.100), OVR 467.31 5. Mel O'Hallister: 6-4, ATV 14:31, (AMR 2.300), OVR 427.72 6. Angela Wassermann: 4-6, ATV 19:13 (AMR 1.500), OVR 413.04 7. Glenn Knight: 2-8, ATV 12:06 (AMR 2.000), OVR 455.03 4. Sven Ulafsson: 1-9, ATV 17:45, (AMR 1.600), OVR 435.05 DELTA DIVISION 1. Reverend Johnny Gross: 8-2, ATV 16:30 (AMR 2.100), OVR 479.17 2. Brandy McDonald: 7-3, ATV 12:48, (AMR 1.700), OVR 478.46 3. Hans Nitschke: 7-3, ATV 14:41 (AMR 1.900), OVR 428.60 4. Daniel Simmons: 7-3, ATV 15:01 (AMR 1.800), OVR 477.57 5. Jack Braddock: 6-4, ATV 13:25 (AMR 2.100), OVR 473.29 6. El Tornado: 3-7, ATV 15:36 (AMR 1.800), OVR 444.14 7. Sterling Silver: 2-8, ATV 14:06 (AMR 2.100), OVR 429.48 8. Devil's Delight: 0-10, ATV 0:00 (AMR 1.900), OVR 398.58
  19. I realize this is likely to be a wordy post, so apologies in advance. I assure you, the post after this one will be more interesting as it’s an example of how a completed League show would look, based off the Rowdy Ringsports Wrestling stuff I did off-site. So with the intent of showing just what exactly goes into the character creation process here, I’m going to provide a start-to-finish example for a character who was in Season Seven of The League (and nearly won the thing), but due to in-character events has since retired from professional wrestling. The application form comes in as follows: · Name: Amelia Midnight · Short Name: Midnight · Biography (optional): Last seen at the end of The League’s seventh season, Amelia Midnight’s career would take a tragic turn as within the span of a year, she had her ACL purposefully severed during a tornado tag match for a promotion based out of Baltimore, Maryland. During the rehab to recover from that, she had her right knee shattered (among other injuries) as a result of actions undertaken by a gang looking to target her friend and employer, Will “The Phoenix” Prydor. Told she would never wrestle again, a second opinion years later would give her one last chance to compete in the ring. With that chapter in her life now fully closed, Amelia looks to simply enjoy life raising her pre-teen daughter. · Gender: Female · Born: October 1993 · Debuts: January 2012 · Size: Very Small (5’3”, 138 pounds—actual size not required, is provided here for an example) · Based in: USA · Nationality: American · Race: White · Style: Cruiserweight · AI Control: Attacking · Face/Heel: Face · Able to Turn: Yes · Mask: No · Hair: Yes MOVESETS · Culture: Western · Category: Brawling, Speed, Entertainment, Hardcore · Initial Signature: Nightfall Suplex (corner spider superplex) · Initial Finisher: Nocturnal Sonata (top rope shooting star leg drop) o (Note: The Nightfall Suplex often leads directly into the Nocturnal Sonata as she’s already on the top turnbuckle after pulling herself back up from the spider superplex.) /\/\/\/\/\/\/\ NO MANAGER At this point, the League Director would go into his copy of WS3, and create a new wrestler with these parameters, and then assign them a contract to The League (to make it easier for me later to edit OVR and stats when training comes in). The fact that aside from overall and spirit being set at 400, there are no stats for Amelia is irrelevant. He’s not at the moveset creation point yet. Once the character is saved, the initial signature and finisher will be created. Since the finisher is a direct copy of an in-game move, that’s easily Duplicated, and the resulting record is edited to have an 250 Hit Chance (due to a high-risk move) and 850 Chance to Win. Special commentary blurbs also go in here for these moves to flavor purposes in play-by-play. It’s then assigned to be a trademark of Amelia Midnight, and should show up when automatic moveset creation is done. Similar work would go into the Nightfall Suplex. Because it’s noted in the application that the signature is the usual set-up to the finisher, that’s noted in the Nightfall Suplex setup as well, to try to get the AI to chain Nightfall -> Sonata as the handler intended. Once all of this is done, the Director informs the handler that everything is ready to go, and just needs stats distribution and/or trademark improvements and purchases. The handler asks for a second finisher: Darkness Rising (springboard roundhouse kick), no other signature improvements. Director notes the deduction of 1000 XP for the new finisher (leaves 11,500 XP), and notes the available stat points to be distributed is 2,300 based on the table he has created that scales XP costs the higher the amount of stats a character has. The handler’s concept of Amelia Midnight is a character who isn’t the strongest out there, but makes up for it with speed and aggression. She may not be the most athletic, and certainly shouldn’t be able to pull off a shooting star anything off the top rope (especially after her injuries), but knows that’s her ace in the hole. Otherwise, she’s a fighter, doesn’t care much about holds and actual wrestling—her time in a hardcore-style backyard federation in Colorado is proof of this—and will beat someone with anything not nailed down if given the chance. Given 2300 stat points, the handler chooses to distribute them as follows: · Strength: 50 · Striking: 550 · Grappling: 50 · Ground: 100 · Speed: 675 · Stamina: 500 · Athleticism: 375 · Manager Overall: 0 While at this juncture, and with the list of traits handy as posted above in this thread, the handler also decides on Amelia’s traits package, in order to streamline everything else that needs to be done. The handler elects for the following (rationales shown here for example as to how the handler is thinking): STARTING TOTAL: 5 TP · Matchstick Legs: -1 TP (cumulative 5 - -1 = 6) · Broken Wheel: -1 TP (cumulative 6 - -1 = 7). NO MORE NEGATIVE TRAITS CAN BE BOUGHT. In accordance with Amelia’s backstory, her surgically repaired/reconstructed right leg is a weak point, and as such a target for attacks and a weak point for supporting any strength moves Amelia would use. Plus this allows for additional trait purchases. · Flyboy, Level 2: 1 + 2 = 3 TP (cumulative 7 – 3 = 4) Increase the hit rate of Nocturnal Sonata as primary finisher. · Suicidal, Level 1: 1 TP (cumulative 4 – 1 = 3) Increase hit rate of Darkness Rising as secondary finisher. · Menace to Furniture, Level 1: 1 TP (cumulative 3 – 1 = 2) A nod to her hardcore background. Should stack with Flyboy for hardcore bouts. · Anarchist, Level 1: 1 TP (cumulative 2 – 1 = 1) Another nod to hardcore background, and should also stack with Flyboy/Menace to Furniture above if conditions are right. Shooting star legdrop to the outside, through a table? Talk about a way to end a match! · High Flier, Level 1: 1 TP (cumulative 1 – 1 = 0) Amelia’s most at home in the air, this tells the AI to try to have a little more bias towards those aerial maneuvers. A future purchase is planned for Daredevil to weigh her actions towards both of her finishers. At this point, the handler now needs to wait on the Director to do his thing with the database. The Director edits Amelia’s stats to be as directed, adds the secondary finisher, adds the traits, and then finally goes in to generate a moveset, based off the Culture, Categories (from the initial application), and stats that have been provided. The generated moveset looks as shown below. The moves in red are manually removed by the Director to keep from having additional finisher-level moves in a moveset that were not paid for, and then saved to the character in the database to keep from having to do all of this a second time. · Animalistic Spear · Arabian Facebuster · Arm Drag · Attempted Mask Removal · Baseball Slide · Baseball Slide to Arm · Begging off Eye Poke · Begging Off Low Blow · Begging Off Sucker Punch · Big Legdrop · Blindside High Knee · Brass Knuckles Punch · Butt Smash · Cable Choke Out · Cage Rake · Call for Finisher Taunt · Chair Choke Out · Chair Shot from Above · Chair Shot to Arm · Chair Shot to Head · Chair Shot to Knee · Chair Shot to Ribs · Chair Stomp Ankle Breaker · Cheating Sunset Flip · Choke Hold · Chop Block · Corner Boot Scrape · Corner Bucking Bronco · Corner Choke · Corner Elbow · Corner Forearm Blow · Corner Forearm Charge · Corner Forearm Flurry · Corner Knife Edge Chop · Corner Open Handed Chop · Corner Running Dropkick · Corner Running Low Blow Kick · Corner Seated Dropkick · Corner Slap to Chest · Corner Spear · Corner Stomp Flurry · Corner Ten Punch · Corner Triple Kick · Darkness Rising · DDT · Discus Clothesline · Discus Punch · Dropkick · Dropkick to Corner · Dropkick to Knee · Dropkick to Outside · Elbow Drop · Enzuigiri Kick · European Uppercut · Eye Poke · Face Rake · Face Rub Taunt · Fireball · Fist Drop · Flying Forearm · Forearm to Back · Forearm to Back of Head · Get Up Taunt · Hair Pull Takedown · Half Senton · Handshake Kick to Gut · Handshake Sucker Punch · Headbutt · Headbutt to Groin · High Cross Body · High Knee · Jab Punch · Kick to Gut · Kick to Knee · Kick to Thigh · Knee Drop · Knee Lift · Knife Edge Chop · Leaping Elbow Drop · Legdrop · Legdrop to Groin · Legsweep Kick · Low Blow · Low Blow Kick · Monkey Flip · Nightfall Suplex · Nocturnal Sonata · On-Apron Forearm Blow · On-Apron Headbutt · On-Apron Kick to Gut · On-Apron Knee Lift · On-Apron Punch · Open Handed Chop · Posing Elbow Drop · Punch · Punch Flurry · Rebound Knee Lift · Ring Apron Double Axe Handle · Ring Apron Dropkick · Ring Apron Elbow Drop · Ring Apron Enzuigiri Kick · Ring Apron Face Slam · Ring Apron Flying Clothesline · Ring Apron Flying Forearm Smash · Ring Apron Forearm Blow · Ring Apron Headbutt · Ring Apron Legdrop · Ring Apron Punch · Ring Apron Turnbuckle Smash · Ring Post Smash · Rolling Senton · Rolling Wheel Kick · Rope-Assisted Choke Hold · Rope-Assisted Double Footed Choke · Roundhouse Body Kick · Roundhouse Body Punch · Roundhouse Punch · Running Big Boot · Running Dropkick · Running Face Smash · Running Forearm Blow · Running Half Senton · Running Knee Drop · Running Knee Lift · Running Seated Dropkick · Running Senton · Seated Back Dropkick · Seated Back Kick · Seated Dropkick · Seated Kick · Second Rope Dropkick · Second Rope Elbow Drop · Second Rope Fist Drop · Second Rope Forearm Drop · Second Rope Knee Drop · Senton · Slap to Chest · Slapping Taunt · Slit Throat Motion · Snap Driving Elbow · Spear · Spinning Arm Drag · Spinning Elbow Blow · Spinning Heel Kick · Stalk Grounded Enemy · Stomp · Stomp Flurry · Stomp to Groin · Sunset Flip · Super Kick · Thrust Kick · Thrust Kick to Corner · Top Rope Point Taunt · Top Rope Predator’s Taunt · Trash Can to Back · Trash Can to Head · Vertical Body Press The handler now has a chance to look over the list and make any (legal) changes to the moveset if they so wish, or eschew the moveset entirely and submit one of their own that’s legal by League rules. For the purposes of this example, the handler simply signs off on the automatically generated moveset. At this point, Amelia Midnight has been fully created and is ready to go in exhibition matches within Wrestling Spirit 3/The League.
  20. All right. First three posts are edited. I realize interest probably isn't going to be as high given it's WS3, and it's been 7 years since I did the last version of this, but it's time to bring this project back home for one more good, final run. That said, any questions, feel free to throw them in here and I'll answer what I can when I see them.
  21. THE LIST OF TRAITS Reminder for new character creation ONLY: Start with 5 TP, can take two Level 1 negative traits to start, positive traits have max of Level 2 as long as it remains within your TP budget. WARNING: For traits with multiple levels, the costs listed are the individual level costs. If purchasing multiple levels at once, add the costs together. Example: Tough as Nails, if purchasing Levels 1 and 2 at once, costs 2 + 4 = 6 TP. BODY HEALTH: These traits influence how much damage a specific portion of your character’s body takes during the course of a match. Limits: One positive, one negative. Abs of Steel: Body Damage -20%: 1 TP Flabby Belly: Body Damage +20%: -1 TP Bulging Biceps: Arm Damage -20%: 1 TP Toothpick Arms: Arm Damage +20%: -1 TP Shin Guard: Leg Damage -20%: 1 TP Matchstick Legs: Leg Damage +20%: -1 TP Steel Skull: Head Damage -20%: 1 TP Not the Face!: Head Damage +20%: -1 TP STARTING HEALTH: Self-explanatory. Affects your character’s starting health level in a match. Limit: One trait total Puny Human: Starting Health Drops 5/10/15% based on rank: -1 / -3 / -5 TP Tough as Nails: Starting Health Increases 5/10/15% based on rank: 2 / 4 / 6 TP STAMINA: Affects how quickly your character uses stamina during a match. Important for longer bouts! Limit: One trait total. Cardio Freak: Stamina Losses in match reduced by 50/66/80%: 2 / 4 / 6 TP Gasses Easily: Stamina Losses in match increased by 50/66/80%: -1 / -3 / -5 TP BASE TO-HIT CHANCE INCREASES: These traits affect a specific class of move and your character’s ability to actually land the move in question. Limit: Maximum of three traits Choke Slam Chief: Choke Lifting Impact moves gain 5/15/25% to hit: 1 / 2 / 3 TP Educated Feet: Lower Body Strike moves gain 5/15/25% to hit: 1 / 2 / 3 TP Flyboy: Top Rope moves gain 5/15/25% to hit: 1 / 2 / 3 TP Ground and Pound: Ground Strike moves gain 5/15/25% to hit: 1 / 2 / 3 TP Impact Player: Impact (plain) moves gain 5/15/25% to hit: 1 / 2 / 3 TP Master of the Powerbomb: Powerbomb Lifting Impact moves gain 5/15/25% to hit: 1 / 2 / 3 TP Modern Day Atlas: Horizontal Lifting Impact moves gain 5/15/25% to hit: 1 / 2 / 3 TP Pure Grappler: Standing Submission moves gain 5/15/25% to hit: 1 / 2 / 3 TP Raw Power: Other Lifting Impact moves gain 5/15/25% to hit: 1 / 2 / 3 TP Respected Brawler: Upper Body Strike moves gain 5/15/25% to hit: 1 / 2 / 3 TP Submission Specialist: Ground Submission moves gain 5/15/25% to hit: 1 / 2 / 3 TP Suicidal: Plancha, Springboard, and Slingshot moves gain 5/15/25% to hit: 1 / 2 / 3 TP Takedown Machine: Submission Takedown moves gain 5/15/25% to hit: 1 / 2 / 3 TP OTHER TO-HIT CHANCES: Other mitigating factors to a to-hit chance that aren’t listed above. Limit: None Apex Predator: Finishing moves with Full Momentum gain 10/15/20% to hit: 1 / 2 / 3 TP Menace to Furniture: Moves attempted to put foe through Tables gain 5/15/25% to hit: 1 / 2 / 3 TP Showman: Taunt success chance gain 5/15/25%: 1 / 2 / 3 TP FLOOR/OUT OF RING MODIFIERS: How well does your character fare when fighting outside the ring? Limit: One trait total Anarchist: Moves done outside the ring gain 5/15/25% to hit: 1 / 2 / 3 TP Fish Out of Water: Moves done outside ring lose 5/15/25% to hit: -1 / -2 / -3 TP DAMAGE ENHANCERS: Certain moves will deal increased damage. Limit: Maximum of two traits Air Force: Top Rope moves add 5/10/15% to damage: 1 / 2 / 3 TP Feet of Fire: Lower Body Strike moves add 5/10/15% to damage: 1 / 2 / 3 TP Hands of Stone: Upper Body Strike moves add 5/10/15% to damage: 1 / 2 / 3 TP High Impact: Impact moves add 5/10/15% to damage: 1 / 2 / 3 TP STANDARD COUNTERMEASURES: When on defense, using a specific type of avoidance or counter move will be more likely to succeed. Limit: Maximum of three traits Bullet Time: Moves countered with Avoid gain +5/10/15% to success: 1 / 2 / 3 TP Experienced Grappler: Moves countered with Block gain +5/10/15% to success: 1 / 2 / 3 TP Iron Will: Moves countered with Break gain +5/10/15% to success: 1 / 2 / 3 TP Radar Sense: Moves countered with Move gain +5/10/15% to success: 1 / 2 / 3 TP Slippery Customer: Moves countered with Slip Out gain +5/10/15% to success: 1 / 2 / 3 TP Crafty Veteran: Moves countered with Rope Break gain +5/10/15% to success: 1 / 2 / 3 TP Counter Grappler: Moves countered with non-striking move gain +5/10/15% to success: 1 / 2 / 3 TP Counter Striker: Moves countered with striking move gain +5/10/15% to success: 1 / 2 / 3 TP OTHER COUNTERMEASURES: These are more situational counters and thus have no additional levels. Limit: One trait total Broken Wheel: +10% to opponent Falling on Top counter, and -15% to Lifting Impact hit: -1 TP Heavy Load: Gain +25% chance to succeed when countering with Fall On Top: 2 TP Master Tactician: +10% chance to counter opponent's trademark moves: 2 TP You Can't Powerbomb...: +25% to success of Slip Out when in a Powerbomb move: 2 TP TAUNTING: How much momentum does your character gain when they taunt? Limit: One trait total Boring: Gain less momentum when you taunt: -1 TP Ultra Charismatic: Gain more momentum when you taunt: 1 TP AI CONTROL: Want to finetune how your character acts with regard to certain aspects? Here’s where you can do it. Limit: Two traits total. All Business: When AI Controlled, character never taunts: 1 TP Armed and Dangerous: increases bias of putting opponent through tables/onto chairs: 1 / 2 / 3 TP Daredevil: increases bias of using planchas, springboards, and slingshots: 1 / 2 / 3 TP Entertainer: increases bias of attempting taunts: 1 / 2 / 3 TP High Flier: increases bias of using Top Rope moves: 1 / 2 / 3 TP ADRENALINE RUSH: Need to be impervious to pain once per match? These are for you! (All three function the same, it’s just the flavor text that changes.) Limit: One trait total Adrenaline (Hulk Up): Gain an adrenaline rush in style of Hulk Hogan: 2 TP Adrenaline (Shaking): Gain an adrenaline rush in style of Ultimate Warrior: 2 TP Adrenaline (War Dance): Gain an adrenaline rush in style of Tatanka: 2 TP TOP ROPE AFFINITY: How well does your character climb the turnbuckles? Limit: One trait total Afraid to Fly: Will not voluntarily climb to top rope: 1 TP Agile Climber: Gets to the top rope quickly: 1 TP Cannot Go Up Top: Character cannot end up on top rope at all: -1 TP BLOOD: Affects how easily your character is busted open, and if they get an adrenaline rush if they do. Limit: One of either Crimson Mask/Leather Skin. No restrictions on Raging Bull. Crimson Mask: Chance of being busted open increased by 20/40/60%: -1 / -3 / -5 TP Leather Skin: Chance of being busted open decreased by 20/40/60%: 2 / 4 / 6 TP Raging Bull: Gain Full Momentum when busted open for first time in a match: 2 TP REACTIONS: Ever been accused of no-selling? Prove it with these traits? Limit: One trait total Man of Steel Reaction: 20/66/100% chance to shrug off certain low level moves: 2 / 4 / 6 TP Undead Reaction: 20/66/100% chance to shrug off certain low level moves: 2 / 4 / 6 TP CORNER ENTRY: Are you the type who adds a little drama when being whipped into the corner of the ring? These are for you. Limit: One trait total. Corner Crasher: Corner Whip has 10% of going chest-first into turnbuckle, ending up down in ring: 1 TP Corner Flipper: Corner Whip has 10% of flipping upside down into turnbuckle, ending up on apron: 1 TP Corner Flopper: Corner Whip has 10% of flipping upside down into turnbuckle, ending up on floor: 1 TP Corner Rebounder: Corner Whip has 10% of flipping upside down into turnbuckle, ending down in ring: 1 TP MATCH FINISH: Affects moves that could end matches. Limit: One trait total Confidence Builder: If you escape a pin/submission with 800+ chance to win without help, gain 1 Warrior Spirit Point: 3 TP Eternal Underdog: Gain 10/20/30% chance to win when using a “win on vulnerable only” move: 1 / 2 / 3 TP No Surrender: Chance on being forced to submit decreased by 10/20/30%: 2 / 4 / 6 TP REELING: How easily do you fall down when left reeling? Limit: One trait total Hard to Topple: When Reeling, a wrestler will always remain standing: 1 TP Rubbery Legs: When Reeling, a wrestler will always fall down: -1 TP MATCH START: Do you put a lot of effort into the opening minutes, or prefer to wait for an opening later? Limit: One trait total Real Fast Starter: Gain 10% to rolls in the first five minutes of the match: 1 TP Real Late Starter: Lose 10% to rolls in the first five minutes of the match: -1 TP ASSORTED: These traits don’t really fit in with the other categories and are bunched together here. Limit: None Mic King: Gain 10/20/30% to interviews: N/A (Only applicable in solo games only) Rule Bender: 10/20/30/40/50% less likely to be punished by ref for breaking rules: 1 / 2 / 3 / 4 / 5 TP Samoan Skull: Certain Moves will not affect wrestler or may hurt attacker: 2 TP Skin the Cat: 10/20/30% chance to take control when thrown out of the ring: 1 / 2 / 3 TP Suicidal, Homicidal: Increase self-inflicted damage by 5/10/15%: -1 / -2 / -3 TP TAG TEAM: While The League is primarily focused on singles matches, there IS a Tag Team Turmoil event every mid-season. These traits may help or hinder your chances of winning that event. Limits: One of Alert/Dozing Partner, one of any trait that affects chance to tag out. Tag Team Master has no restrictions. Alert Partner: Increased chance of tag saves: 1 / 2 / 3 TP Dozing Partner: Lowered chance of tag saves: -1 / -2 / -3 TP Fast Tagger: Tag Chance with Positive Momentum +20%: 1 TP Martyr Complex: Tag Chance with Negative Momentum -20%: -1 TP Prima Donna Partner: Tag Chance with Positive Momentum -20%: -1 TP Strategic Partner: Tag Chance with Negative Momentum +20%: 1 TP Tag Team Master: Tag Chance +10/20/30% plus 1/2/3 Tag team Points to any team you are a member of: 2 / 5 / 10 TP COSMETIC: Does your character move like a lumbering giant? The undead? Or more like a snake? Add that flavor here! Limit: One trait total. Because these are cosmetic traits used only during matches to slightly alter how a person moves in and out of the ring, these have no cost. Creeping Movement: Movement Style changes to sneaky/creeping. 0 TP Flamboyant Movement: Movement Style becomes flamboyant. 0 TP Giant Movement: Movement style becomes giant-like. 0 TP Snake Movement: Movement Style becomes snake-like. 0 TP Zombie Sit-up: Sits up rather than simply standing. 0 TP
  22. The League, version 3.0 Application Please fill out and return via PM to ShadowedFlames or DM on Discord to ShadowedFlames#9549. Alternatively you can post it here if you’d like but if you’d rather have a little element of surprise in making a debut the first two options are preferred. Name: Short Name: Biography (optional) Gender: Born: Month/Year Debuts: Month/Year (Database is set to January 2022, so do keep that in mind!) Size: Midget, Very Small, Small, Lightweight, Middleweight, Light Heavyweight, Heavyweight, Big Heavyweight, Super Heavyweight, Giant Based in: USA, Canada, Mexico, British Isles, Japan, Europe, Australia Nationality: Too many to list here, fill in as appropriate Race: White, Black, Asian, Hispanic, American Indian, Middle Eastern, Indian, Pacific, Other Style: Regular Wrestler, Entertainer, Puroresu, Spot Monkey, Luchador, Cruiserweight, Japanese Junior, Technician, MMA Crossover, Brawler, Psychopath AI Control Style: Automatic, Attacking, Defending, Neutral Face/Heel: Able to Turn: Mask: Yes/No Hair: Yes/No MOVESETS: Pick ONE (1) Culture and up to FOUR (4) Categories from the lists below. This, along with your stats and signatures/finishers, will determine your initial automatically generated moveset! Culture: Western, Japanese, Lucha, European Category: Brawling, Martial Arts, Power, Behemoth, Hardcore, Technical, Submission, Suplex, Amateur, MMA, Speed, Strong Style, Gymnastic, Savage, Comedy, Old School, Entertainment Initial Signature: Name (description) Initial Finisher: Name (description) /\/\/\/\/\/\/\/\ FOR MANAGERS ONLY: Name: Short Name: Biography (optional) Gender: Born: Month/Year Debuts: Month/Year (Database is set to January 2022, so do keep that in mind!) Size: Midget, Very Small, Small, Lightweight, Middleweight, Light Heavyweight, Heavyweight, Big Heavyweight, Super Heavyweight, Giant Based in: USA, Canada, Mexico, British Isles, Japan, Europe, Australia Nationality: Too many to list here, fill in as appropriate Race: White, Black, Asian, Hispanic, American Indian, Middle Eastern, Indian, Pacific, Other Face/Heel: Able to Turn: Management Techniques (Updated after Season Nine, all four of the below are active by default): Distract (counters Lifting Impact inside the ring) Attack (counter when both wrestlers are outside the ring) Trip (counters any Charging move inside the ring) Interfere (counters any Top Rope Leap or Dive) /\/\/\/\/\/\/\/\/\ Stat and Trait Distribution will occur once the character has been added to the database, in case the handler wishes to spend some initial XP on adding or improving signatures/finishers.
  23. ABOUT THE LEAGUE This iteration of The League is run on the Steam version of Wrestling Spirit 3 (because the author didn’t want to unlicense it from his roommate’s PC to put onto his own, and also because that other PC requires moving a quarter of the apartment’s belongings to free up the monitors). The default CornellVerse database is used, and then added to for League wrestlers, moves, etc. CHARACTER CREATION (THIS PARAGRAPH ADDED DECEMBER 19, 2022) Handlers are allowed up to four submissions per player. One is their Primary character and can never be relegated out of The League. One is their Secondary Character and may be used if numbers allow it for additional PCs in the game. The remaining two are Other characters, and will be run in a "off-camera" round-robin competition, held under Delta Division rules, to determine who gets to replace the lowest-ranking GMPC and Other/Secondary PCs for the following season. All characters, regardless of start date, begin with 12,500 Experience Points (XP). This is enough to purchase 2,500 stat points, barring purchases for additional finishers, signatures, or improvements to the same. All characters, regardless of start date, begin with 5 Trait Points (TP). These are what’s used to buy things like “Samoan Skull” or “Feet of Fire.” On initial creation, a wrestler may have up to Level 2 of a multi-level trait, and may invest in two Level 1 negative abilities to further expand their TP pool. All TP do not have to be used on creation, handlers are allowed to carry over TP into future seasons if they wish. More on Traits below. On creation, characters are allowed one Finisher-level move and one Signature move which can be either Medium- or High-level. A character has an upper limit of three (3) Finishers and ten (10) signatures, regardless of level or risk. If a new one is desired that would exceed these limits, one of the other moves at that level must be removed with no refunds due to the player. (This is to simulate all the time lost perfecting the move only to never use it again.) Finishers and signatures have specific hit-percent and chance-to-win ranges that can be improved by spending XP. A baseline finisher has a 20% chance to hit (200 in game), with a maximum of 30% (300 in-game). Chance to finish is 85% (850 in-game), with a maximum of 95% (950 in-game). High-risk finisher moves have a to-hit range of 25% to 35%, due to the fact that if the user misses a finisher the opponent can usually attempt a pin and win the match immediately. Damage done for finishers and signatures is derived from the default database equivalent of the move used, or an approximation if the move does not currently exist. In the same vein, Signatures have the following ranges: Medium-level Signatures: 60% to 75% 70% to-hit chance regardless of move. Medium-level signatures cannot end a match. High-level Signatures: 40% to 55% to-hit chance, 10% to 20% chance to finish. High-level, high-risk finishers have a 45% to 55% to-hit chance with the same 10% to 20% chance to finish. XP Costs for Signatures and Finishers: Each new Signature: 400 XP Medium-Level, +1% to Hit (+10 in-game): 40 XP per +1%, maximum 400 XP. High-Level, Normal risk, +1% to Hit (+10 in-game): 50 XP per +1%, maximum 750 XP. High-Level, High risk, +1% to Hit (+10 in-game): 75 XP per +1%, maximum 750 XP. High-Level, any risk, +1% to Finish (+10 in-game): 75 XP per 1%, maximum 750 XP. Each new Finisher: 1000 XP Finisher, Normal risk, 1% to Hit (+10 in game): 125 per +1%, maximum 1,250 XP. Finisher, High risk, +1% to Hit (+10 in game): 175 per +1%, maximum 1.750 XP. Finisher, any risk, +1% to Finish (+10 in game): 200 per +1%, maximum 2,000 XP. Once stats, regional influences and styles have been set, an initial moveset will be generated. This will include personal signatures/finishers, and any other finisher-level move will be manually removed from the moveset (so one doesn’t have 30+ ways to win a match with 80% efficiency, for example). Handlers are welcome to submit their own movesets for character creation, as long as the restriction on finisher-level moves remains intact. CHARACTER AVATARS They are not required when submitting a character. If you wish to submit your own to use, I ask that they be formatted to 150 x 150 for my ease, because I am terrible at PhotoShop and would butcher trying to reduce a larger picture to the correct size. If you want to use a picture from the default database, please note that the following pictures are already reserved by the League Director (me) for GMPC use: CVFP_AsianMale_014 CVFP_AsianMale_042 CVFP_BlackMale_001 CVFP_BlackMale_010 CVFP_HispanicMale_011 CVFP_MaskedMale_012 CVFP_MaskedMale_033 CVFP_MaskedMale_035 CVFP_MaskedMale_122 CVFP_RefFemale_002 CVFP_WhiteMale_008 CVFP_WhiteAnnouncer_004 CVFP_WhiteAnnouncer_009 CVFP_WhiteAnnouncer_010 CVFP_WhiteFemale_001 CVFP_WhiteMale_010 CVFP_WhiteMale_011 CVFP_WhiteMale_017 CVFP_WhiteMale_018 CVFP_WhiteMale_019 CVFP_WhiteMale_036 CVFP_WhiteMale_060 CVFP_WhiteMale_065 CVFP_WhiteMale_075 CVFP_WhiteMale_090 CVFP_WhiteMale_091 CVFP_WhiteMale_095 (Added December 19, 2022) CVFP_MaskedFemale_001 (from TEW2020) LEAGUE STRUCTURE AND RULES The plan is to maintain The League at 32 participants, divided into four divisions of eight wrestlers. There is no gender or size limitation but the Director asks that you be reasonable with your creations. Seasons will last fourteen (14) weeks, which is to let all wrestlers face everyone in their division twice. After week seven, a one-to-two week midseason break will be held during which the traditional Tag Team Turmoil tournament event will take place. At the end of the fourteenth regular season week, the season comes to an end. Division winners will be promoted to the next-higher division, with the winner of the Alpha Division being crowned League Champion. The bottom-most finisher in each division, sans Delta, will be relegated to the next-lower division. Player characters cannot be relegated out of Delta Division. GMPCs (those characters run by the League Director to fill the 32-person field) may be replaced if they finish in the lower half of the Delta Division to allow for some fresher faces to circulate in the lower division. (Added December 19, 2022) Effective from Season Nine onward, the top two finishers in a lower division will be promoted to the next higher division. The bottom two finishers in an upper division will be relegated to the next lower division. GMPCs and Secondary/Other PCs (as defined in the opening section of this document) who finish in the lower half of the Delta Division may be swapped out for other characters to keep things fresh in the lowest division. Ties within a division are broken in the following manner, regardless of number of people tied for a spot… …head to head record against tied opponents is the first tiebreaker. …if the wrestlers have identical records against other wrestlers they are tied with, the wrestler who beat their opponent(s) they are tied with the fastest wins the tiebreaker. …if all matches ended with identical times, the overall Average Time of Victory (against all division opponents) will break the tie. …if that doesn’t work, Average Match Rating for the season will be used. …If that still doesn’t break the tie, one or more tiebreaker match(es) will determine who earns the higher position. As for the matches themselves, The League’s Competition Committee has decided on the following set of “standardized” rules for League Competition: (Edited December 19, 2022: For Season Nine and beyond, the Competition Committee has decided to make each division have its own thresholds for energy levels and warmup periods. Parts listed as the Beta Division are the original parameters that everyone competed under in Season Eight, regardless of division.) Medium/Low/Danger energy Alpha Division: 75/45/10% Beta Division: 85/50/15% Gamma Division: 90/55/22% Delta Division: 95/65/35% Run-Ins: No Ref Bumps: Yes Face vs Heel: Yes (otherwise faces use eye pokes and that’s not right!) Managers: Yes Strict DQs: No Blood Stoppages: Yes Referee Stoppages (Medical DQs): Yes Flash Points: Yes Momentum: Yes Vulnerable State: Yes Warrior Spirit: Yes Adrenaline Boosts: Yes Dramatic Comebacks: Yes Energy Effects: Yes Tag Team Saves: Yes Warm up Period Alpha Division: 3 Minutes Beta and Gamma Divisions: 2 Minutes Delta Division: 1 Minute Martinetes: Legal Top Rope Moves: Legal Minor Cheating: Illegal Pre-Match Interviews: No All matches are one fall to a finish, with the exception of European Rules matches (best-of-three applies), and all Tag Team Turmoil matches (best-of-three or Iron Person format for the finals). A wrestler’s Overall (OVR) rating changes based on a formula that incorporates the type of match finish, how long the match was, and the rating of the match. Winning a match obviously has a better positive impact on OVR rating. XP is calculated in a similar manner, but also factors in manager interference, if a match was the Match of the Night, and which division the match was contested in. These formula results are added to a character’s running tally of OVR and XP, and will be updated in the database prior to the character’s next match. This information will also be freely available in the informational post within the game thread itself, updated after every show. USING XP TO IMPROVE Now that you have XP, it’s time to actually use it. In the informational post, a character’s XP total will also show how many Stat Points that amount of XP will allow them to buy. Stat Point costs scale roughly every 250 total stat points, to simulate how much additional work is needed to reach new plateaus of skill within the ring/as a manager. Purchasing signatures, finishers, and improving them are also done at this time, using the cost table posted in Character Creation. Spending the XP is as simple as PMing me here on the GDS Forums, or sending a DM on Discord to ShadowedFlanes#9549. Once received, I will make the appropriate changes in the database and my Excel sheet, and things will be good to go for the following week! CHARACTER'S PHYSICAL HEALTH / MOVESET REGENERATION AFTER INITIAL CREATION I cover this in a separate post, found here for your convenience. EXPECTED TURNAROUND TIME: I plan to run one show a week, barring work or other real-life emergencies. If something changes, I’ll post as such in the game thread but the general plan is one show per week, and trying to keep to a schedule. Between seasons, I look for two to three weeks in between to give myself a chance to mentally recover, do spreadsheet and database maintenance, and otherwise relax a bit before the next season begins. Former League players will tell you this is about the “normal” break I take between seasons. AUDIENCE PARTICIPATION Someone once quipped that “this is a wrestling-based RPG,” and it’s true to a point. Handlers do not need to write up lengthy scripts for their characters between shows—I’m already a judge in an e-fed outside of here, thank you!—and any such posted here are for handlers’ amusement only. In the past, I have run prediction games over the course of a season with the winner being allowed to dictate the structure of The League for the following season. With the change to a more fixed structure, a new reward may be made available if I can come up with something suitable that won’t be game-breaking or detrimental to those who would rather not do predictions. The scoring for the predictions will be the simple “1 point per correct guess” format. Tag Team Turmoil will not count in the official predictions. All normal GDS Forums rules apply here as well. This is means as a fun diversion. Insult wars, flaming, and the like are not welcome or tolerated here. Talking a little smack in-character is okay—after all, this IS wrestling we’re talking about—but keep it in character, keep it PG, and do not let it get out of hand. NOTE ON HANDLER PARTICIPATION: Handlers are expected at a minimum of once per season to contact the League Director to spend their XP. Any handler who does not contact the Director during the course of an entire season will have their character removed from the active roster at the end of said season. If a character was in a higher division than Delta, is removed in this manner, and then comes back later, they will start a division lower for every season missed. The Director is allowed discretion to judge circumstances should this come to pass. Example: Amelia Midnight ends the season at 2-12 in the Alpha Division, and is set to be relegated to Beta Division. The handler has not contacted the Director all season. At the start of the next season, Amelia Midnight is removed from the roster and appropriate changes are made to the promotion/relegation spots around the Beta Division to keep the field at 32 participants. During the course of that season, the handler returns, citing an extended stay in the hospital due to an automobile accident and wishes to re-enter The League. When the next season begins, Amelia Midnight will be in a division lower than the one she would have been in before being pulled—in this case, the Gamma Division—and promotions/relegations would be adjusted accordingly to keep the field at 32 wrestlers without unduly penalizing anyone for something out of their control. END OF SEASON NOTES The best match of the season, decided in the same manner as the weekly Match of the Night awards, will win the Match of the Season award, and both participants in that match will earn a flat bonus of 200 XP. After every season, wrestlers gain one (1) Trait Point. Any existing positive traits that have multiple levels can be improved by as many levels as a wrestler’s TP allows. Any negative traits can either bought new at Level 1, or already-bought negative traits can be leveled up to give the wrestler more TP at a cost of whatever the negative trait enforces. Limits on traits are documented in the appropriate Google Doc that lists costs and descriptions for each trait. New player characters will start in Delta Division after the end of the first (and every subsequent) League season. In the event that the Delta Division would grow beyond 8 wrestlers, additional promotions and/or eliminations of GMPCs will be made to keep the field at the 32-entrant threshold. In the event that more than 32 people wish to participate in The League, it is the Director’s discretion to determine if a fifth division, or expansion of the current four divisions, will be implemented. (Added December 19, 2022) Any unused GMPCs, and PCs deemed Secondary or Other who are not on the main League roster, will be housed in an unofficial division dubbed the Omega Division. The winners of this single round-robin group have the first chance to enter the Delta Division to replace any GMPCs and Secondary/Other PCs as space may allow.
  24. “If you’d told me, twelve years ago when this hare-brained idea was hatched, that it would have run for seven official seasons, had an official spinoff for two and a half seasons elsewhere, and several others show interest in taking this model of competition further, I’d have called you a liar. I had no hope that even the moderate success that amount could be considered be was feasible. “Nor did I think this long after the ideas started that people would be still excited if this idea would make yet another return. It’s diminishing returns, after all, there’s only so far an idea can go before it’s overplayed. It’s not my intent to end up another promotion, another idea that overstayed its welcome. “But my advisors think the idea has legs for one more go, using a format similar to the official spinoff we did right before and during the pandemic hit, with a few changes. I’m not as convinced; I’d rather be safe than sorry and not subject others to this damned virus still going around. I especially don’t want to be on the road again, not with a wrestling school that’s open and three-quarters of my immediate family—including myself—being considered high-risk. “So I’m calling in a few favors. Making sure all the I’s are dotted and the T’s are crossed. If this idea is being done one more time, it’s being done right. It’s being done with people I trust at the helm, whom I can oversee from afar to ensure that things go according to plan. If this is going to be any sort of success, it needs to be a standard format, locked in place and subject to only minimal changes. The era of new divisions and formats every season is out. In place of that, I propose this, an adaptation of the Rowdy Ringsports Wrestling spinoff I was advisor to: “32 people. Four Divisions of 8. The first half-season—a kind of preseason, if you will—sets the field into proper divisions based on their results, and from there we treat it like global football. Promotion and relegation. No playoffs. No gimmicks. Only how well you fare against your opponents will determine how well you’ll do. “We’ve had fancy divisions in the various seasons of The League. We’ve had a knockoff of the National Football League format in Rowdy Ringsports Wrestling. Now, it’s time for something simpler, more straightforward. It’s time to show the world that what we did before is no fluke, and we can be just as big as any other organized sport around the world. “Ladies, gentlemen, and everyone else outside that binary…it’s time, once more, for us to rise up…and reform The League.” --Will “The Phoenix” Prydor Owner of The League, former League Champion August 19, 2022 /\/\/\/\/\/\/\/\/\/\ Oh, no. Not this again. Haven’t you tortured yourself enough with this in the past? I have. But I’m a glutton for punishment, apparently. I’ve been in The League or Rowdy Ringsports Wrestling before. I don’t feel like reading everything here. What’s the TL;DR on what’s changed? > Improvements to initial character stats—starting base now allows for up to 2500 stat points instead of 1200—and traits are bumped up to 5 TP to start, with positive traits now being able to be started at Level 2. This allows for a little more strategic creation and more interesting stat builds, plus it potentially unlocks more moves in an automatically-created moveset to make matches more interesting. Initial Spirit is bumped to 400 (up from 300). > A redesigned League structure—gone are the changes made every season to League structure and divisions. In its place is a model loosely based off of global football pyramids: four divisions of eight participants, division winner is promoted, last place is relegated, winner of the top division is League Champion. No more playoffs to extend a season, the entire thing takes place in 14 weeks with a mid-season break after the first half. Tag Team Turmoil will make a return during that break, as is League tradition. With playoffs eliminated, Spirit is earned via Tag Team Turmoil (in the same manner as XP for matches), and depending on finishing position in the divisional tables. Higher the division, the better the reward (same holds true for match XP gained). > The presentation is now streamlined so that only the best (highest-rated) match of the night gets the full write-up in an effort to prevent burnout of the guy running the thing. The other 15 matches per card are simply summarized. A small price to pay if you’re aiming for more than one season this time around! > Characters joining after the first season do not get a bump to their stats to match everyone else in The League—this makes for a more realistic Rookie-to-Legend experience especially after several seasons are already done. > Managers only take their cut of XP if they interfere in a match (instead of every show). > No more offsite websites. All relevant information will be in public view in the game thread near the opening post, to simulate scouting your opponents. So for the uninitiated, what the deuce is this? This is my attempt at making a multiplayer RTL-like experience in Wrestling Spirit 3. I did this for six cycles, or “seasons” in the WS2 engine, then converted it to WS3 for a season before I got fully burned out by the concept—or more accurately, the amount of work I was putting into it on a weekly basis. (Given I had webpages, fully fleshing out 10 or so matches a week, plus the other administrative aspects that go into this, is it any wonder after four years or so that I needed a break?) I took this idea to another site some time later, with limited success as only a handful of other people showed any interest. The lowered interest, combined with the RL problems of our apartment being sold to someone who promptly tried to get rid of my roommate and I, the subsequent move stemming from that, and the whole pandemic thing throughout put a halt to that project after two and a half seasons, or just over a year in real-time. So now, I bring it back to its original home, with a little more experience under my belt and a set format in mind for its final iteration. Any wrestler stats from The League, Season Seven are reset. If anyone comes over from the other project, Rowdy Ringsports Wrestling at the Something Awful forums, those stats are reset as well. Every wrestler here starts at the same baseline, with the same rules in place. And those rules are slightly different than before so anyone interested in rejoining may notice some new wrinkles in the works…. This will also apply to people joining after the initial season. Whereas before, new people would come in at about the average strength of established folks, this time there will be no power curve to ride. You come in later, you’re working from the bottom division up. Makes for a more realistic Rookie-to-Legend experience, doesn’t it? Bottom Division? Say what? Yep. I’m ditching the ever-changing structure of The League and modifying the semi-rigid format of Rowdy Ringsports Wrestling. The League will now have 32 wrestlers, with possible expansions if (heavy emphasis on IF) demand necessitates it. Four divisions with an equal size of 8 wrestlers, double round-robin scheduling. At the end of the (currently) 14-week season, the winner in each division gets promoted to the next-higher division, the winner of the top division wins the League Championship. The last-place finisher in each of the top three divisions gets demoted to the division below. Think global football/English Premier League for inspiration. In order to fill this field—after all, 20 is the highest field ever run in The League and that was in its heyday seven years ago—I have roughly three dozen characters available to fill in the vacancies. These “GMPCs” are subject to the same rules as forums member characters, with one exception—if they finish in the bottom half of the lowest division, they will get swapped out for other characters or new player characters depending on who joins between seasons. Player characters cannot be dropped out of the bottom division for any reason barring inactivity or electing not to return in the following season. In that unnecessary in-character monologue up there you mentioned a preseason. Say what? Sure, I could just do things randomly. But just to get my feet wet again before diving headlong into a full season, the rough plan is to run a five-match “preseason.” This will be set up in a Swiss-style format, where wrestlers will be randomly paired off with other wrestlers with an equal (or close to it) record. The final overall rankings from that five-week period will determine the initial divisions for Season One of The New League (name is a work in progress). I have not decided yet if I will space the preseason to one show per week, or do the entire thing “off-camera” and simply post the results after each round so we can get to the actual League season sooner. Regardless, these preseason matches will not count for stats, XP accrual, records, and so forth. So how do we improve characters, and what’s stopping me from making my moveset a collection of 37 finishing moves, three punches, and a side headlock? Rules, of course. I’ll go into those in the next few posts. But there is a structure in place that dictates how many signatures, finishers, and limits to those moves’ stats a player can have, plus how default movesets are generated and how one earns XP (experience) for improving their characters in between weeks. I realize the forums just moved and so some of the older posts are a run-together wall of text, but those older threads give an idea of what to expect…if you’re willing to slam into giant walls of said text. You said before that you had websites, and that was part of the reason for burning out in the past. How is that changed? Well, like in real sports, opponents are scouted. This is simulated by one of the opening posts of an active season thread showing current character stats (Overall, Spirit, Strength, etc.), a list of their traits (Hands of Stone, Not the Face!, etc.), and current signature/finishers and associated stats. Players can also see how much XP they have banked, and how many points that will allow them to put into their stats. The formula changes if improvements/purchases to signatures and finishers are involved, and at that point a simple PM to me will point you in the right direction by factoring in what you want to purchase/improve and seeing what’s left to put into stats. All right, back to improving characters. How do we get these XPs? You start by going out into the nearly forest and slaying ten dire rats…oh, wait, this isn’t an MMO. I’ll give you the summary version here: XP earned is calculated by a formula that takes into effect how long a match goes, what the rating of the match is, what kind of finish the match had, if a character’s manager interfered (more on that shortly), if you won or lost the match, the division of the wrestlers in the match, and probably a few other factors I’m drawing a blank on while I type this at work. The best match of the night, regardless of division, will earn additional XP for each combatant and will also be the only one fully written out each week, with added commentary and in-game play-by-play. (If you think I’m writing out 16 matches a show, you’re out of your gourd!) Managers? I thought they were dead in modern wrestling. Nope. Here in The League, managers can come to the ring with your character. Their OVR stat is another stat that a player can boost (essentially making it an optional 8th stat). The tradeoff to managers possibly shifting the momentum to your side via interference has two parts: 1) With an extra stat to build up, you may not have as much to put into your core stats for moves, and 2) If a manager successfully interferes on your behalf during a given match, your XP gain for that match is lowered by 20%. This represents the manager’s fee for getting involved in a contest. This is changed from prior versions of The League, in which the (original) 15% fee was automatically taken no matter what. After more testing elsewhere, it was determined that the fee should only be invoked when a manager actually interferes as otherwise it’s too much of a hamper on a character’s stat growth. Enough from you, I came here to sign up for this, not listen to you ramble in a faux Q-and-A! When do we get to that part? After I post the obligatory rules page and sign-up sheet to be filled out.
  25. <p>To add to Outlaw’s notes on Jaded:</p><p> </p><p> After Anti’s death I wanted to tone it down a notch. So I wanted to target a player that’s seen as “mid-tier” by most but could be dangerous if left alone for too long. There were a couple that fit here but I felt Jaded was the most dangerous player (not knowing his role).</p><p> </p><p> Thus, my decision to take him out after we lost our hitman. Nothing personal, just simply business. <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/cool.png.f00d2562b2c1d873a09323753efdb041.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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