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The Grey Dog Wrestling Federation - A WS3 e-Fed


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The Grey Dog Wrestling Federation

 

What is the Grey Dog Wrestling Federation?

 

The Grey Dog Wrestling Federation, or the GDWF, is an attempt at running an e-Fed for the Grey Dog Software community. The GDWF uses Adam Ryland's Wrestling Spirit 3 to decide the outcome of each match (and also provides match write-up's), meaning that participants must focus on gaining XP points to boost their skills, making their wrestler stronger in the process. On sign-up each wrestler is allocated a certain amount of XP points to share out amongst the nine stats that help build your wrestler. As you gain XP points from matches, you can then spend these points on upgrading your stats, or buying new attributes.

 

What is the Role Play element?

 

Every e-Fed has one thing in common, and that is the 'Role Play' element. Most e-Fed's operate by deciding match out comes on a 'who done the better RP?' basis. Obviously that isn't how the GDWF operates. To make role playing mean something, then, each RP you do will earn you extra XP points. The amount of XP points vary, and are listed below. After each show, a list of the role plays from that show will be added to a thread, and then are polled by the community as to who was the favourite. When polling, you must give a first, second, and third placement. Again, this is all explained below.

 

Ok, I want to sign up, what do I do?

 

Well, all you have to do is copy the following form into a PM and send me it. Your details will then be processed and added to the game.

 

NB:
For now, the GDWF are only accepting
male singles wrestlers
. This will change later on down the road, depending on how well this takes off.

 

Information

 

Name:

Short Name:

Biography:
(Please keep this fairly short.)

Image:
(All images will be croped to be 150x150.)

Gender:
(Currently male only.)

Born:

Size:

Nationality:

Race:

Style:

Disposition:
Face / Heel

 

Skills

You have 3,000 XP points to allocate here.

 

Overall Rating:

Spirit:

Strength:

Striking:

Grappling:

Ground:

Speed:

Stamina:

Athleticism:

 

Auto Move Settings

Please pick one option from 'Culture' and up to four from 'Category'.

 

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

 

Attributes

You have 1,500 XP points to allocate here. The cost of each attribute is within the brackets.

 

Please view the 'Attributes' table further down this post, and add the appropriate ones here.

 

Trademark Move #1

 

Name:

Description:
(If it is a real move, you can link a YouTube video of it here if you wish. I don't watch much wrestling anymore so please don't just assume I know the move.
:)
)

 

Trademark Move #2
(Optional)

 

Name:

Description:
(If it is a real move, you can link a YouTube video of it here if you wish. I don't watch much wrestling anymore so please don't just assume I know the move.
:)
)

 

Spending XP Points

 

Earning XP Points is one of the main targets of the GDWF, as they are used to improve your wrestler. Below is a list of the costs. Numbers in red deduct from your XP, those in green actually give you XP (although also give your wrestler an added disadvantage in the process).

 

Upgrading Skills:

Current Skill:
Upgrade Cost

0-100
: +5 (
50 XP
), +10 (
100 XP
)

101-200
: +5 (
100 XP
), +10 (
150 XP
)

201-300
: +5 (
200 XP
), +10 (
300 XP
)

301-400
: +5 (
300 XP
), +10 (
450 XP
)

401-500
: +5 (
400 XP
), +10 (
600 XP
)

501-600
: +5 (
500 XP
), +10 (
750 XP
)

601-700
: +5 (
600 XP
), +10 (
900 XP
)

701-800
: +5 (
700 XP
), +10 (
1,050 XP
)

801-900
: +5 (
800 XP
), +10 (
1,200 XP
)

901-1,000
: +5 (
900 XP
), +10 (
1,350 XP
)

 

Upgrading Attributes:

You can only upgrade your attributes every seven days. This means that if you PM me on the 1st December, the next time you will have a chance to upgrade will be seven days after that, on the 8th. Also, you may only upgrade one thing at a time. This includes upgrades that give you XP points. This stops people from spamming those type of attributes to give themselves extra XP (even though they'd end up putting themselves at a disadvantage in the process). Also please note that if you are upgrading an attribute, you only need to pay what is on top from the previous upgrade. For example, if you have Air Force (Lev 1) and wish to upgrade to Air Force (Lev 2), you don't need to pay 1,000 XP but instead just 500 XP. The XP prices stated are assuming you don't already posess a level.

 

Abs Of Steel:
Any damage to the body is reduced by 20% (
500 XP
)

Adrenaline (Hulk Up):
Has a 90% chance of getting a powerful adrenaline rush after taking certain finishers (
1,000 XP
)

Adrenaline (Shaking):
Has a 90% chance of getting a powerful adrenaline rush after taking certain finishers (
1,000 XP
)

Adrenaline (War Dance):
Has a 90% chance of getting a powerful adrenaline rush after taking certain finishers (
1,000 XP
)

Agile Climber:
Can leap to the top rope very quickly (
500 XP
)

Air Force (Lev 1):
5% more damage done by top rope moves (
500 XP
)

Air Force (Lev 2):
10% more damage done by top rope moves (
1,000 XP
)

Air Force (Lev 3):
15% more damage done by top rope moves (
1,500 XP
)

Alert Partner (Lev 1):
Increased chance of saving partner from pins & submissions (
500 XP
)

Alert Partner (Lev 2):
Much increased chance of saving partner from pins & submissions (
1,000 XP
)

Alert Partner (Lev 3):
Vastly increased chance of saving partner from pins & submissions (
1,500 XP
)

Anarchist (Lev 1):
5% more likely to hit standing move outside ring (
500 XP
)

Anarchist (Lev 2):
15% more likely to hit standing move outside ring (
1,000 XP
)

Anarchist (Lve 3):
25% more likely to hit standing move outside ring (
1,500 XP
)

Apex Predator (Lev 1):
10% more likely to hit any finisher at full momentum (
1,500 XP
)

Apex Predator (Lev 2):
15% more likely to hit any finisher at full momentum (
2,000 XP
)

Apex Predator (Lev 3):
20% more likely to hit any finisher at full momentum (
2,500 XP
)

Bulging Biceps:
Damage to arms reduced by 20% (
500 XP
)

Bullet Time (Lev 1):
5% more effective when countering an attacking with Avoid (
500 XP
)

Bullet Time (Lev 2):
10% more effective when countering an attacking with Avoid (
1,000 XP
)

Bullet Time (Lev 3):
15% more effective when countering an attacking with Avoid (
1,500 XP
)

Cardio Freak (Lev 1):
50% reduction of stamina loss when performing moves (
750 XP
)

Cardio Freak (Lev 2):
66% reduction of stamina loss when performing moves (
1,250 XP
)

Cardio Freak (Lev 3):
80% reduction of stamina loss when performing moves (
1,750 XP
)

Choke Slam Chief (Lev 1):
5% more likely to hit any Choke Lifting Impact move (
500 XP
)

Choke Slam Chief (Lev 2):
15% more likely to hit any Choke Lifting Impact move (
1,000 XP
)

Choke Slam Chief (Lev 3):
25% more likely to hit any Choke Lifting Impact move (
1,500 XP
)

Confidence Builder:
Gains 1 Warrior Point when escaping a submission or pin (
750 XP
)

Counter Grappler (Lev 1):
5% more likely to hit any non-Striking move as a counter (
500 XP
)

Counter Grappler (Lev 2):
15% more likely to hit any non-Striking move as a counter (
1,000 XP
)

Counter Grappler (Lev 3):
25% more likely to hit any non-Striking move as a counter (
1,500 XP
)

Counter Striker (Lev 1):
5% more likely to hit any Standing Strike move as a counter (
500 XP
)

Counter Striker (Lev 2):
15% more likely to hit any Standing Strike move as a counter (
1,00 XP
)

Counter Striker (Lev 3):
25% more likely to hit any Standing Strike move as a counter (
1,500 XP
)

Crafty Veteran (Lev 1):
5% more effective when attempting a Rope Broke as a counter (
500 XP
)

Crafty Veteran (Lev 2):
10% more effective when attempting a Rope Broke as a counter (
1,000 XP
)

Crafty Veteran (Lev 3):
15% more effective when attempting a Rope Broke as a counter (
1,500 XP
)

Educated Feet (Lev 1):
5% more likely to hit any Lower Body Strike (
500 XP
)

Educated Feet (Lev 2):
15% more likely to hit any Lower Body Strike (
1,000 XP
)

Educated Feet (Lev 3):
25% more likely to hit any Lower Body Strike (
1,500 XP
)

Eternal Underdog (Lev 1):
10% increase when attempting a win via a 'vilnerable only' move (
500 XP
)

Eternal Underdog (Lev 2):
20% increase when attempting a win via a 'vilnerable only' move (
1,000 XP
)

Eternal Underdog (Lev 3):
30% increase when attempting a win via a 'vilnerable only' move (
1,500 XP
)

Experienced Grappler (Lev 1):
5% more effective when countering an attack with Block (
500 XP
)

Experienced Grappler (Lev 2):
10% more effective when countering an attack with Block (
1,000 XP
)

Experienced Grappler (Lev 3):
15% more effective when countering an attack with Block (
1,500 XP
)

Fast Tagger:
20% better chance of tagging out when having positive momentum (
500 XP
)

Feet Of Fire (Lev 1):
5% more damage done when attempting any Lower Body Strike (
500 XP
)

Feet Of Fire (Lev 2):
10% more damage done when attempting any Lower Body Strike (
1,000 XP
)

Feet Of Fire (Lev 3):
15% more damage done when attempting any Lower Body Strike (
1,500 XP
)

Flyboy (Lev 1):
5% more likely to hit any Top Rope Move (
500 XP
)

Flyboy (Lev 2):
15% more likely to hit any Top Rope Move (
1,000 XP
)

Flyboy (Lev 3):
25% more likely to hit any Top Rope Move (
1,500 XP
)

Ground & Pound (Lev 1):
5% more likely to hit any Ground Strike move (
500 XP
)

Ground & Pound (Lev 2):
15% more likely to hit any Ground Strike move (
1,000 XP
)

Ground & Pound (Lev 3):
25% more likely to hit any Ground Strike move (
1,500 XP
)

Hands Of Stone (Lev 1):
5% more damage done when attempting any Upper Body Strike (
500 XP
)

Hands Of Stone (Lev 2):
10% more damage done when attempting any Upper Body Strike (
1,000 XP
)

Hands Of Stone (Lev 3):
15% more damage done when attempting any Upper Body Strike (
1,500 XP
)

Hard To Topple:
Will always stay up when a Reeling State (
1,000 XP
)

Heavy Load:
25% better chance of falling on an opponent when used as a counter (
1,000 XP
)

High Impact (Lev 1):
5% more damage done when attempting any Impact move (
500 XP
)

High Impact (Lev 2):
10% more damage done when attempting any Impact move (
1,000 XP
)

High Impact (Lev 3):
15% more damage done when attempting any Impact move (
1,500 XP
)

Iron Will (Lev 1):
5% more effective when attempting a Break as a counter (
500 XP
)

Iron Will (Lev 2):
10% more effective when attempting a Break as a counter (
1,000 XP
)

Iron Will (Lev 3):
15% more effective when attempting a Break as a counter (
1,500 XP
)

Leather Skin (Lev 1):
20% less likely to bust open from a move (
500 XP
)

Leather Skin (Lev 2):
40% less likely to bust open from a move (
1,000 XP
)

Leather Skin (Lev 3):
60% less likely to bust open from a move (
1,500 XP
)

Man Of Steel Reaction (Lev 1):
20% chance of shrugging off low level move, flex muscles and poke out tongue (
750 XP
)

Man Of Steel Reaction (Lev 2):
66% chance of shrugging off low level move, flex muscles and poke out tongue (
1,250 XP
)

Man Of Steel Reaction (Lev 3):
100% chance of shrugging off low level move, flex muscles and poke out tongue (
1,750 XP
)

Master Of The Powerbomb (Lev 1):
5% more likely to hit any Powerbomb Lifting Impact move (
500 XP
)

Master Of The Powerbomb (Lev 2):
15% more likely to hit any Powerbomb Lifting Impact move (
1,000 XP
)

Master Of The Powerbomb (Lev 3):
25% more likely to hit any Powerbomb Lifting Impact move (
1,500 XP
)

Master Tactician:
10% better chance of countering an opponents Trademark Move (
1,500 XP
)

Menace To Furniture (Lev 1):
5% more likely to hit any table breaking move (
500 XP
)

Menace To Furniture (Lev 2):
15% more likely to hit any table breaking move (
1,000 XP
)

Menace To Furniture (Lev 3):
25% more likely to hit any table breaking move (
1,500 XP
)

Modern Day Atlas (Lev 1):
5% more likely to hit any Horizontal Lifting move (
500 XP
)

Modern Day Atlas (Lev 2):
15% more likely to hit any Horizontal Lifting move (
1,000 XP
)

Modern Day Atlas (Lev 3):
25% more likely to hit any Horizontal Lifting move (
1,500 XP
)

No Surrender (Lev 1):
10% harder to submit (
500 XP
)

No Surrender (Lev 2):
20% harder to submit (
1,000 XP
)

No Surrender (Lev 3):
30% harder to submit (
1,500 XP
)

Pure Grappler (Lev 1):
5% more likely to hit any Standing Submission move (
500 XP
)

Pure Grappler (Lev 2):
15% more likely to hit any Standing Submission move (
1,000 XP
)

Pure Grappler (Lev 3):
25% more likely to hit any Standing Submission move (
1,500 XP
)

Radar Sense (Lev 1):
5% more effective when attempting a Move as a counter (
500 XP
)

Radar Sense (Lev 2):
10% more effective when attempting a Move as a counter (
1,000 XP
)

Radar Sense (Lev 3):
15% more effective when attempting a Move as a counter (
1,500 XP
)

Raging Bull:
When busted open for the first time, will trigger a big momentum increase (
1,000 XP
)

Raw Power (Lev 1):
5% more likely to hit any Lifting Impact move (
500 XP
)

Raw Power (Lev 2):
15% more likely to hit any Lifting Impact move (
1,000 XP
)

Raw Power (Lev 3):
25% more likely to hit any Lifting Impact move (
1,500 XP
)

Real Fast Starter:
10% advantage on rolls for the first five minutes of any match (
1,000 XP
)

Respected Brawler (Lev 1):
5% more likely to hit any Upper Body Strike move (
500 XP
)

Respected Brawler (Lev 2):
15% more likely to hit any Upper Body Strike move (
1,000 XP
)

Respected Brawler (Lev 3):
25% more likely to hit any Upper Body Strike move (
1,500 XP
)

Rule Bender (Lev 1):
10% less likely to be punished by the referee for breaking a rule (
500 XP
)

Rule Bender (Lev 2):
20% less likely to be punished by the referee for breaking a rule (
1,000 XP
)

Rule Bender (Lev 3):
30% less likely to be punished by the referee for breaking a rule (
1,500 XP
)

Rule Bender (Lev 4):
40% less likely to be punished by the referee for breaking a rule (
2,000 XP
)

Rule Bender (Lev 5):
50% less likely to be punished by the referee for breaking a rule (
2,500 XP
)

Samoan Skull:
Certain moves have no effect, or may hurt the attacker (
1,000 XP
)

Shin Guard:
Damage to legs reduced by 20% (
500 XP
)

Showman (Lev 1):
5% more likely to succeed with any Taunt (
500 XP
)

Showman (Lev 2):
15% more likely to succeed with any Taunt (
1,000 XP
)

Showman (Lev 3):
25% more likely to succeed with any Taunt (
1,500 XP
)

Skin The Cat (Lev 1):
When thrown from the ring, 10% chance of getting back in and taking control (
500 XP
)

Skin The Cat (Lev 2):
When thrown from the ring, 20% chance of getting back in and taking control (
1,000 XP
)

Skin The Cat (Lev 3):
When thrown from the ring, 30% chance of getting back in and taking control (
1,500 XP
)

Slippery Customer (Lev 1):
5% more effective when attempting a Slip Out (Front or Back) as a counter (
500 XP
)

Slippery Customer (Lev 2):
10% more effective when attempting a Slip Out (Front or Back) as a counter (
1,000 XP
)

Slippery Customer (Lev 3):
15% more effective when attempting a Slip Out (Front or Back) as a counter (
1,500 XP
)

Steel Skull:
Damage to the head is reduced by 20% (
500 XP
)

Strategic Partner:
20% better chance of tagging out when having negative momentum (
500 XP
)

Submission Specialist (Lev 1):
5% more likely to hit any ground submission move (
500 XP
)

Submission Specialist (Lev 2):
15% more likely to hit any ground submission move (
1,000 XP
)

Submission Specialist (Lev 3):
25% more likely to hit any ground submission move (
1,500 XP
)

Suicidal (Lev 1):
5% more likely to hit any Plancha, Springboard or Slightshot move (
500 XP
)

Suicidal (Lev 2):
15% more likely to hit any Plancha, Springboard or Slightshot move (
1,000 XP
)

Suicidal (Lev 3):
25% more likely to hit any Plancha, Springboard or Slightshot move (
1,500 XP
)

Tag Team Master (Lev 1):
10% better chance of tagging out, plus one bonus tag team point (
500 XP
)

Tag Team Master (Lev 2):
20% better chance of tagging out, plus two bonus tag team point (
1,000 XP
)

Tag Team Master (Lev 3):
30% better chance of tagging out, plus three bonus tag team point (
1,500 XP
)

Takedown Machine (Lev 1):
5% more likely to hit any Submission Takedown move (
500 XP
)

Takedown Machine (Lev 2):
15% more likely to hit any Submission Takedown move (
1,000 XP
)

Takedown Machine (Lev 3):
25% more likely to hit any Submission Takedown move (
1,500 XP
)

Tough As Nails (Lev 1):
5% bonus to starting health level (
500 XP
)

Tough As Nails (Lev 2):
10% bonus to starting health level (
1,000 XP
)

Tough As Nails (Lev 3):
15% bonus to starting health level (
1,500 XP
)

Ultra Charismatic:
Extra momentum boost from all taunts performed (
500 XP
)

Undead Reaction (Lev 1):
20% chance of shrugging off low level move, as if they didn't hurt (
750 XP
)

Undead Reaction (Lev 2):
66% chance of shrugging off low level move, as if they didn't hurt (
1,250 XP
)

Undead Reaction (Lev 3):
100% chance of shrugging off low level move, as if they didn't hurt (
1,750 XP
)

You Can't Powerbomb...:
25% chance of escaping a Powerbomb Lifting Impact move with a Slip Out (Front or Back) (
500 XP
)

Zombie Sit Up:
Purely cosmetic. Because you want to be The Undertaker.
:)
(
500 XP
)

 

Afraid To Fly:
Will not climb the turnbuckles by choice (
500 XP
)

Boring:
Less of a momentum boost from taunts (
250 XP
)

Broken Wheel:
15% less likely to hit Lifting Impact moves and 10% more likely to have an opponent fall on top (
250 XP
)

Cannot Go Up Top:
Cannot climb the turnbuckles at all, cannot be raised there, cannot end up there (
250 XP
)

Corner Crasher:
10% chance of hitting chest first when Irish Whipped into the turnbuckle, ending up down in the ring (
250 XP
)

Corner Flipper:
10% chance of flipping upside down when Irish Whipped into the turnbuckle, ending up on the apron (
250 XP
)

Corner Flopper:
10% chance of flipping upside down and over when Irish Whipped into the turnbuckle, ending up on the ringside floor (
250 XP
)

Corner Rebounder:
10% chance of bouncing off the pads when Irish Whipped into the turnbuckle, ending up down in the ring (
250 XP
)

Crimson Mask (Lev 1):
20% chance of being busted open by a move (
250 XP
)

Crimson Mask (Lev 2):
40% chance of being busted open by a move (
500 XP
)

Crimson Mask (Lev 3):
60% chance of being busted open by a move (
750 XP
)

Dozing Parner (Lev 1):
Decreased chance of saving parner from pins or submissions (
250 XP
)

Dozing Parner (Lev 2):
Much decreased chance of saving parner from pins or submissions (
500 XP
)

Dozing Parner (Lev 3):
Vastly decreased chance of saving parner from pins or submissions (
750 XP
)

Fish Out Of Water (Lev 1):
5% less likely to hit any move while outside the ring (
250 XP
)

Fish Out Of Water (Lev 2):
15% less likely to hit any move while outside the ring (
500 XP
)

Fish Out Of Water (Lev 3):
25% less likely to hit any move while outside the ring (
750 XP
)

Flabby Belly:
20% increase in any damage to the body (
250 XP
)

Gasses Early (Lev 1):
50% faster at losing stamina while performing moves (
250 XP
)

Gasses Early (Lev 2):
66% faster at losing stamina while performing moves (
500 XP
)

Gasses Early (Lev 3):
88% faster at losing stamina while performing moves (
750 XP
)

Martyr Complex:
20% less chance of tagging out when in negative momentum (
250 XP
)

Matchstick Legs:
20% increase in any damage to the legs (
250 XP
)

Not The Face!:
20% increase in any damage to the head (
250 XP
)

Prima Donna Partner:
20% less chance of tagging out when in positive momentum (
250 XP
)

Puny Human (Lev 1):
5% penalty to starting health level (
250 XP
)

Puny Human (Lev 2):
10% penalty to starting health level (
500 XP
)

Puny Human (Lev 3):
15% penalty to starting health level (
750 XP
)

Real Late Starter:
10% disadvantage on rolls for the first five minutes of any match (
250 XP
)

Rubbery Legs:
Will always fall over when in a Reeling State (
250 XP
)

Suicidal, Homicidal (Lev 1):
5% increase in self inflicted damage (
250 XP
)

Suicidal, Homicidal (Lev 2):
10% increase in self inflicted damage (
500 XP
)

Suicidal, Homicidal (Lev 3):
15% increase in self inflicted damage (
750 XP
)

Toothpick Arms:
20% increase in any damage to the arms (
250 XP
)

 

 

Earning XP Points

 

Well, now that you've seen what you can spend your XP Points on, you're probably asking yourself how exactly do you earn them? The list below gives exact numbers, and you'll be pleased to know that any accumulated XP points can not be lost.

 

Winning Match:
100 XP

Losing Match:
25 XP

1st Place Role Play:
200 XP

2nd Place Role Play:
100 XP

3rd Place Role Play:
50 XP

 

Judging Role Plays

 

After each event, a list off all the role plays done for that event will be made, and then the community may vote for what their first, second, and third placed role plays were. A first place role play will get 3 points, second place will get 2 points, and third place will get 1 point. Voting will remain open for (roughly) 72 hours, and then all the points will be added up, with the winners getting extra XP points to be spent.

 

How many wrestlers will there be? How many shows? Titles? How many Role Plays?

 

Woah, calm down! I'm getting to it. I'm thinking of keeping a maximum roster of around 20 (singles). This may change later on down the road. As for shows, there will be one 'televised' show a week, and one 'Pay-Per-View' held on the last Sunday of each month. Titles aren't confirmed yet, but I'm looking at one main event title, and possibly one mid card title. No tag team titles yet.

 

As for Role Plays, please only contribute
one
per match.
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ROSTER

 

 

Information

Handler:
MichiganHero

Born:
January 1986

Size:
Middleweight

Nationality:
French

Race:
White

Style:
Luchador

Disposition:
Heel

 

Skills

Overall Rating:
450

Spirit:
250

Strength:
250

Striking:
400

Grappling:
200

Ground:
150

Speed:
500

Stamina:
400

Athleticism:
400

 

Attributes

Agile Climber

High Impact (Lev 1)

Rule Breaker (Lev 1)

 

Remaining XP Points:
0 XP

Last Used XP Points:
26th November, 2013

http://i259.photobucket.com/albums/hh287/RayW1986/GDWF/Dartagnan_Gauthier.jpg

Dartagnan Gauthier

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CHAMPIONSHIPS

 

GDWF World Heavyweight

 

Vacant

 

TELEVISION & EVENTS

 

http://i259.photobucket.com/albums/hh287/RayW1986/GDWF/GDWF_ShowDown.png

 

No Events Held Yet
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