Showing posts with label Wild World Wrestling. Show all posts
Showing posts with label Wild World Wrestling. Show all posts

Wednesday, November 28, 2012

Tommy's Take on Wild World Wrestling Main Event Edition


Nearly two years ago, I reviewed Wild World Wrestling, the spiritual child of WWE: Know Your Role!, one of the more surprising (in a good way), d20 RPGs. Now, Wild World Wrestling: Main Event Edition is about to drop, with improvements and refinements based off of gameplay and feedback. You can see characters built with the first edition of the rules right here on this blog by searching for VIP Wrestling.

WHAT YOU SHOULD KNOW: First off, this is actually a pre-release PDF, as Main Event Edition is actually waiting the Print on Demand approvals from One Book Shelf, so it can be released as a print + PDF bundle I believe. In the interim, it appears as though the first edition of the game has been removed from RPGNow. According to the Timeout Diversion Facebook group, the PDF will remain $5, and the print book will sell for $20.

The wrestling in Wild World Wrestling is kayfabed. That is, you aren’t predetermining winners, you are playing it out like a competition. You are not Steve Borden and Terry Bollea, for instance, you are Sting and Hulk Hogan.

As I reviewed the game once before, I’ll describe the game in broader strokes, and then discuss some of the changes between the first version of WWW and this one.

The system is a modified d20 system, with classes removed and ability scores now covering Power, Athleticism, Instinct, Brawn and Flair on a scale of -5 to +5. Your level typically corresponds with your place on the card, from curtain jerker to main eventer, though there are rules in place to give your characters temporary artificial boosts and penalties (Star Power). Alignment is replaced with Attitude, with Face, Tweener and Heel as options. You can purchase Gimmick Enhancements that tweak your wrestler to better fit the concept. Flaws can be used to purchase extra Gimmick Enhancements. Hit Points give way to Fatigue and Heat is kinda like Action Points that power your Finishers, among other things.

There is no set list of wrestling moves, rather a group of modifiers that can be used to build pretty much any move that you would like, with tons of examples provided.

The rules also extensively cover special matches (like cages, battle royals and ladder matches), as well as outside the ring type stuff, like cutting promos and sneak attacks.

A roster of 13 sample characters based on WWE and TNA superstars is included, including a Paul Bearer-like manager.

But what does the Main Event Edition bring to the table?

Some key changes include:

-          Free Gimmick Enhancements for filling out not only your name, but your gimmick and your entrance music (an important staple in pro wrestling).
-          Characters now get more Skill Points per level.
-          Characters can now swap out a single Gimmick Enhancement each time they level up (rather than having to blow up their sheet and rebuild every time they, say, want to drop a finisher). This is more for Kane making mini transformations over the years from Evil to Slightly Less Evil than it is for Dr. Isaac Yankem, DDS becoming Fake Diesel.
-          New Gimmick Enhancements like Critical Strike (when you NEED to go in for the kill), a new set of Master GEs (like Master of the Game, in which you are prepared for basically any opponent), and more, with many other GEs being tweaked (like Indefatiguable now being available to anyone).
-          New Flaws: Glass Jaw and Old Injury (yes!)
-          Submission rules are now mechanically identical to pin attempts.
-          New Tie-Breaker order.
-          Tweaks to Tricks, including a great new Heel Trick called Phantom Tag.

It is also worth noting that a new Quick Play document has been released, which includes six new wrestlers, including one based off of one of my personal favorites, Wade Barrett.

WHAT WORKS: Still the best wrestling RPG I have ever seen. The level-by-level GE swap is brilliant, and a welcome addition. I always like more stuff to play around with, so more Tricks, Gimmick Enhancements and Flaws are a good thing. The production values on the book are a noticeable step up.

WHAT DOESN’T WORK: Still probably the RPG that I’m likely to have the hardest time getting players for. Either my potential players are not wrestling fans, or they are already indy wrestlers and don’t feel the need to play an RPG about it. I still would have preferred Skills to have gotten a full overhaul into something closer to the Star Wars Saga Edition rules.

CONCLUSION: Improved production values plus rules tweaks are a good thing. Timeout Diversions is promising more support for the game, including roster books, federation books and quarterly books coinciding with the major Pay Per Views. Wild World Wrestling has already made big steps to separate itself from Know Your Role (which was already a fine game), and while few of the changes in this book are massive innovations, they do a nice job of pushing the game just a little higher up. If you’re a fan of pro wrestling and RPGs, you have absolutely no reason not to pick this game up…even if, like me, you will just stare longingly at it in hopes of someday busting it out in play.

Sunday, April 1, 2012

VIP Wrestling: Father and Son


Yeah, this was supposed to go up yesterday. It's been a busy month. I'll try to get two more in by the end of the month.

This next set is a father-son tandem...Daedalus and his boy Icarus, a pair of wrestlers from Greek descent. Daedalus is a veteran of the ring who is breaking down, while his son is a reckless high-flyer. They form a tag team for two reasons: Daedalus is attempting to use tag team wrestling to extend his career, and he's doing his best to hone his son into a superstar.

Icarus is a popular daredevil who has some amazing trainwrecks with "Bad Boy" Jimmy Lee, though he rarely comes out on top due to Lee's edge in training and experience. That said, Icarus does know how to utilize his agility well, hitting his Wings of Icarus crucifix out of nowhere, and his breath taking FINAL FLIGHT, a flying body press where he leaps backwards off the top rope and spins in mid air, catching his opponent with a flying bodypress.

Daedalus is an old hand in the ring, who has ran afoul of just about every heel (and then some) in the region. His technical expertise hasn't really rubbed off on his son, though you can see some similarities (like their patented running knee lifts). Daedalus likes to lock on the GRECIAN SLEEPER GRIP - a modified sleeperhold - to put his opponents away, though he has less success with it than he used to.


Name: Icarus
Height: 5'11"
Weight: 199 lbs
Weight Mod: -1
Attitude: Face
Level: 5
Star Power:

Ath: +5
Brw: -1
Flr: +1
Ins: 0
Pow: 0

Skills
Athletics +4
Deception
Knowledge
 Athletic Moves +5
 Brawling Moves
 Flair Moves
 Power Moves
 Technical Moves
 Roster
 Specialty Match:
 Tag Team +5
Language
Perception
Performance +2
Presence
Special Talent


Gimmick Enhancements
Close Call
Feat of Dexterity (2)
Helping Hand
Leverage (Athleticism) (2)
MF: Technical
Moveset
Potent Strike (Athletic) (1)
Reckless Abandon
Ring Sense (Athletic)
Signature Move
Tag Team Specialist
Training Background
  MF: Athletic
  MF: Flair
  Finisher

Flaw
Overconfident
Rookie Mistake

Moveset
Flying Armdrag (Technical): Modifiers: 1d4 damage (+0), moveset (+1), prone self (+1), requires lifting (+1)
Total Modifier: +3

Dropkick (Athletic): 1d6 damage (+0), exertion: 2 Fatigue (+1), knockdown (–1), moveset (+1), prone self (+1), stunning: self if missed (+1)
Total Modifier: +3

Running Kneelift (Athletic): 1d6 damage (-1), knockdown (–1), moveset (+1)
Total Modifier: -1

Signature Move
Wings of Icarus (Crucifix pin/Athletic): 1d4 damage (+0), immediate pin attempt upon lift (-1), prone self (+1), requires lifting (+1), signature move (+2)
Total Modifier: +3

Finisher
Final Flight (Athletic): 1d6 damage (-1), add Weight Mod to damage (-1), exertion: 2 Fatigue
(+1), Finisher name (+1) immediate pin attempt upon lift (-1), prone self (+1), requires lifting (+1), stunning: self if missed (+1)
Total Modifier: +2

Name: Daedalus
Height: 6'0"
Weight: 226 lbs
Weight Mod: 0
Attitude: Face
Level: 9
Star Power:

Ath: +2
Brw: 0
Flr: +1
Ins: +5
Pow: 0

Skills
Athletics +2
Deception
Knowledge
 Athletic Moves
 Brawling Moves
 Flair Moves
 Power Moves
 Technical Moves +5
 Roster +5
 Specialty Match:
 Tag Team +5
Language +1
Perception +2
Performance +2
Presence +2
Special Talent


Gimmick Enhancements
Attribute Improvement (3)
Helping Hand (2)
Leverage (Submission)
MF: Flair
Maneuver Training (3)
Mastery (Technical)
Moveset
Ring Sense (Instinct)
Ring Smart
Ring Strategist
Signature Move
Tag Team Specialist (3)
Training Background
  MF: Athletic
  MF: Technical
  Finisher
Wrestling Savant

Flaw
Injury Prone

Moveset
Atomic Drop (Technical): 1d6 damage (-1), exertion: 2 Fatigue (+1), moveset (+1), requires lifting (+1), stunning (-2)
Total Modifier: 0

Belly-To-Back Suplex (Technical): 2d6 damage (–3), moveset (+1), prone self (+1), requires lifting (+1)
Total Modifier: 0

Running Kneelift (Athletic): 1d6 damage (-1), knockdown (–1), moveset (+1)
Total Modifier: -1

Signature Move
Grecian Crab (Technical): 1d6 damage (-1), requires prone target (+1), signature move (+2), submission
(–1)
Total Modifier: +1

Finisher
Grecian Sleeper Grip (Technical): 1d6 damage (–1), exertion: 2 Fatigue (+1), finisher name (+1), stunning (-2), submission (-1)
Total Modifier: –3

Tuesday, February 28, 2012

VIP Wrestling: The Juggernaut and The Bad Boy



This month's addition to the VIP Wrestling Roster for Wild World Wrestling are Rock Vargas' lackeys: "The Juggernaut" Leonidas Contreras and "Bad Boy" Jimmy Lee.

Jimmy Lee is a cocky, arrogant daredevil who isn't afraid to put his body on the line any night. A backyard wrestler who has been trained by Vargas and molded into a future superstar, Lee has risen through the ranks at a young age, thanks to a combination of his talent and Vargas' string pulling. Lee sometimes forms an effective tag team with Leonidas Contreras, a classic power and speed combo.

Lee combines high-flying with martial arts training, picking up victories with his brutal 90 MPH KICK and the SUICIDE RUN, which involves sitting an opponent on the top rope, climbing up with them and flipping over backwards, driving them to the mat. In addition, he likes to faceplant his opponents with the Bad Day and the Diamond Dust.

Lee's partner Leonidas Contreras is a big, brutal Mexican who is built like an absolute tank. The Juggernaut fears no one and only takes crap from Vargas and Lee. Despite his brute-like exterior, Contreras shows hidden depths, pulling out surprises that he doesn't immediately seem capable of, hinting at a brighter future for the hulking Contreras than some suspect.

His Lights Out is a crushing forearm smash that hits with devastating force and has been known to knock opponents clean out. His UNSTOPPABLE FORCE is huge flying shoulderblock to a running opponent, sideswiping them and knocking them senseless.


Name: "Bad Boy" Jimmy Lee
Height: 5'9"
Weight: 190 lbs
Weight Mod: -1
Attitude: Heel
Level: 8
Star Power:

Ath: +5
Brw: -1
Flr: +2
Ins: +3
Pow: -1

Skills
Athletics +5
Deception +2
Knowledge
 Athletic Moves +5
 Brawling Moves
 Flair Moves +2
 Power Moves
 Technical Moves +2
 Roster
 Specialty Match:
 Tag Team +2
Language
Perception
Performance +2
Presence +2
Special Talent


Gimmick Enhancements
Attribute Enhancement (2)
Feat of Dexterity
Finisher
Heat Machine
MF: Flair
MF: Technical
Maneuver Training
Mastery: Aerial Maneuvers
Moveset
Popular Appeal
Potent Strike: Athletic (2)
Reckless Abandon
Ring Sense
Signature Move (2)
Steal Heat
Training
  MF: Athletic
  MF: Brawling
  Finisher

Flaw
Cocky
Showboat

Moveset
German Suplex and Bridge (Technical): Modifiers: 1d6 damage (–1), immediate pin attempt (-1), Moveset (+1), requires lifting (+1)
Maneuver modifier: 0

Martial Arts Kick (Athletic): Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), knockdown (–1), Moveset (+1)
Total Modifier: –2

Moonsault (Athletic): Modifiers: 2d6 damage (–3), add Weight Mod to damage (-1), exertion: 2 Fatigue (+1), immediate pin attempt upon knockdown (-1) knockdown (–1), Moveset (+1), prone self (+1), stunning: self if missed (+1)
Total Modifier: -2

Signature Move
Diamond Dust (Athletic): Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), prone self (+1), requires lifting (+1), Signature Move (+2), stunning (-2)
Total Modifier: 0

Bad Day (Face First Legweep/Technical): 3d6 damage (-3), prone self (+1), requires lifting (+1); Signature Move (+2) total modifier: +1

Finisher
Suicide Run (Top Rope Backflip Uranage/Athletic): Modifiers: 2d6 damage (-3), exertion: 4 Fatigue (+2), Finisher Name (+1), Immediate Pin Attempt on Knockdown/Lift (-1), Knockdown (-1), Prone Self (+1), Requires Lifting (+1), Stunning (-2)
Total Modifier: -2

90 Mile Per Hour Kick (Superkick/Athletic): Modifiers: 2d8 damage (–4), exertion: 2 Fatigue (+1), Finisher Name (+1), knockdown (–1)
Total Modifier: -3


Name: "The Juggernaut" Leonidas Contreras
Height: 6'0"
Weight: 320 lbs
Weight Mod: +4
Attitude: Heel
Level: 6
Star Power:

Ath: -1
Brw: +4
Flr: 0
Ins: 0
Pow: +5

Skills
Athletics
Deception
Knowledge
 Athletic Moves
 Brawling Moves +4
 Flair Moves
 Power Moves +4
 Technical Moves
 Roster
 Specialty Match:
 Tag Team +2
Language
Perception +2
Performance +2
Presence +5
Special Talent


Gimmick Enhancements
Attribute Enhancement (2)
Catch Phrase ("I'm the Juggernaut, Bitch!")
Hardcore
No-Sell (2)
Potent Strike: Power (2)
Ring Rage
Signature Move
Toughness (2)
Training Background
  MF: Brawling
  MF: Power
  Finisher
Versatile
Wrestling Savant

Flaw
Overconfident
Rookie Mistake

Signature Move
Light Out (Forearm Smash/Power): Modifiers: 3d8 damage (-6), Exertion: 6 Fatigue (+3), knockdown (–1), Signature Move (+2), Stunning (-2)
Total Modifier: –4

Finisher
Unstoppable Force (Flying Shoulderblock/Power): Modifiers: 3d6 damage (–5), exertion: 2 Fatigue (+1), knockdown (–1), Naming (+1) prone self (+1), stunning: self if missed (+1)
Total Modifier: –2

Monday, January 30, 2012

VIP Wrestling: "Legendary" Rock Vargas and "Walking Tall" Floyd Rogers

A while back I reviewed the Wild World Wrestling game, and being a wrestling fan, decided to add some stuff to it, namely some write-ups for a promotion (although, if you feel so inclined, you can certainly use these guys on your own).

VIP Wrestling is a small promotion largely controlled by "The Legendary" Rock Vargas, leader of the VIP Elite. Vargas is a wily veteran who isn't afraid to use any tactic to get ahead, often using his influence and resources to stack the odds against his opponents before the match, and using brutal foreign objects like "The Spike" over the course of the match. This is incredibly frustrating to many observers, because Vargas is a savvy, intelligent wrestler who probably doesn't need to resort to these vile tactics in most cases. Still, better safe than sorry, he supposes.

Vargas is often joined by his brash, arrogant protege "Bad Boy" Jimmy Lee and their brutal muscle "The Juggernaut" Leonidas Contreras. The VIP Elite often compete in six man and handicap matches, and Vargas is known to use Contreras and Lee as his "gatekeepers" when foes come after him. Vargas' attitude that he, and he alone, determines what comprises the "Elite" of pro wrestling has a way of turning off the fans as well as other wrestlers...when they're not trying to impress him.

Vargas often ensures that referees look the other way when he's driving "The Spike" into his opponent's head (or other body part), which infuriates the fans. He often uses the Rocksault to soften up the opponent, in which he grabs the top rope and flips over them onto the opponent with a rolling senton, generally completing the roll up to his feet. He prefers to finish matches with THE BIG FINISH, however, a flying sunset flip off the top rope, and a holdover from his younger, crowd favorite days.


Name: "Legendary" Rock Vargas
Height: 5'10"
Weight: 219 lbs
Weight Mod: 0
Attitude: Heel
Level: 11
Star Power:

Ath: +2
Brw: 0
Flr: +4
Ins: +3
Pow: 0

Skills
Athletics +2
Deception +5
Knowledge
 Athletic Moves +5
 Brawling Moves
 Flair Moves +5
 Power Moves
 Technical Moves
 Roster
 Specialty Match (Cage Match): +5
 Tag Team
Language
Perception
Performance +4
Presence +2
Special Talent

Gimmick Enhancements
Attribute Improvement (3)
Close Call
(TB) Finisher
Heat Machine
Leverage: Athleticism
(TB) MF/Athletic
MF/Brawling
MF/Flair
MF/Improvised Weapons
(TB) MF/Instinct
Maneuver Training (5)
Mouthpiece
Resources (3)
Ring Sense (Instinct)
Signature Move (2)
Stacking the Deck (2)
Training Background

Flaw
Hated

Signature Move
Rocksault (Athletic): Damage D6 (-1), +1 Damage Die (-2) Exertion (+1), Requires Prone Target (+1), Signature Move (+2), Stunning Self if Missed (+1). Total Modifier: +2

The Spike (Improvised Weapon Keyed to Flair): Damage (2)d6 (-1), Extra Die of Damage (-2), Illegal (+1), Signature Move (+2). Total Modifier: 0

Finisher
The Big Finish (Athletic): Damage (2)d6 (-1), Exertion (+3), Finisher Name (+1), Immediate Pin Attempt on Knockdown (-1), Knockdown (-1), Requires Lifting (+1), Stunning Self if Missed (+1). Total Modifier: +3

Vargas' biggest and baddest enemy is the hard-nosed, no-nonsense common man known as "Walkin' Tall" Floyd Rogers. Rogers, a burly, blond haired badass who takes no prisoners vows to each and every one of his opponents that he will "Walk tall and stomp a mudhole in your ass." Rogers, who has very few friends, is known to carry a big ax handle to the ring and has lost more than one match because he decided to tee off on his opponents. He's not a flashy performer by any stretch, but he riles the crowd up by entering the arena through the general admission entrance, ax handle held high, slapping hands as he goes.

Rogers has learned a trick or two from Vargas over the years, and has gotten better and better at misdirecting the referee so he can hit a HARD LINE DRIVE on his opponent with the ax handle. More and more, he's come to rely on his Stand and Deliver Spinebuster to inflict serious damage on his opponents, and to sometimes even score the pin.

Rogers is a big, strong guy who can take a beating, but he's also pretty one dimensional and he has a tendency to get a little overconfident, knowing the amount of punishment that he can take.


Name: "Walkin' Tall" Floyd Rogers
Height: 5'11"
Weight: 260 lbs
Weight Mod: +2
Attitude: Face
Level: 10
Star Power:

Ath: -1
Brw: +3
Flr: +1
Ins: +1
Pow: +2

Skills
Athletics +3
Deception +2
Knowledge
 Athletic Moves
 Brawling Moves +5
 Flair Moves
 Power Moves +5
 Technical Moves
 Roster +2
 Specialty Match:
 Tag Team
Language
Perception +2
Performance +2
Presence +2
Special Talent

Gimmick Enhancements
Amazing Recuperative Power
Attribute Enhancement (3)
Catch Phrase ("I'm gonna walk tall and stomp a mudhole in your ass!")
Hardcore (2)
Finisher
High Pain Threshold (3)
MF/Brawling
MF/Improvised Weapons
MF/Power
Monster Comeback
No Sell (3)
Potent Strike (Brawler)
Ring Rage
Signature Move
Spectacular Entrance
Toughness

Flaw
Overconfidenct

Signature Move
Stand and Deliver (Spinebuster): Modifiers: 3d6 damage (-5), immediate pin attempt (–1), prone self (+1), requires lifting (+1), Signature Move (+2)
Total Modifier: -2

Finisher
Hard Line Drive (Improvised Weapon Keyed to Brawn): Modifiers: 3d8 damage (–6), exertion: 4 Fatigue (+2), Finisher Name (+1), illegal: automatic DQ (+2), knockdown (–1), stunning (-2).
Total Modifier: -4

Thursday, December 9, 2010

Tommy's Take on Wild World Wrestling

See, I always thought that the WWE Know Your Role RPG was one of the most underrated d20 releases I had ever read. It wasn't perfect, no, but it was MUCH better than it had any business being. Unfortunately, some combination of Comic Images and WWE stumbled like crazy and the game only got a single release before dying out.

Tony Lee, as part of his new Timeout Diversion Games, has overhauled Know Your Role, stripped out the "WWE" parts of it, and has released Wild World Wrestling, a new 118 page PDF in hopes of providing wrestling fans who are also RPGers with a new, fully supported version of a great game.

The production values are a noticeable step up from Killer Thriller, with several color photos splashed throughout. The PDF does lack bookmarks, which wasn't a huge issue with Killer Thriller, but is a little moreso with this.

OPENING BELL

This is the introductory chapter, explaining the design philosophy. This game is very much focused on in-ring action and not the nuts and bolts of running a promotion, so that things like contracts, expenses, etc., are non-issues.

Everyone is assumed to have a stable of characters (with a number of levels divided up among the characters, not generally equally), and the author even insists that the game can be played solo, since everything is ultimately up to the dice.

COMING DOWN THE AISLE

This is character creation. The six d20 stats have turned into five: Power, Athleticism, Brawn, Instinct and Flair. All five abilities apply to a certain move type, as well as having additional uses, such as beating countouts, giving interviews and avoiding submissions, etc. There is no true "dump stat".

The abilities are ranked from +5 to -5 with 0 as the average. There are two methods of character generation: Random - rolling 1d6 - 1d4, for a range of -3 to +5, or point buy, with characters having 5 points to spend, and abilities being able to be "bought down" in order to give extra points.

Instead of hitpoints, the characters take fatigue damage, of which every 20 points gives a -1 to rolls, and - on critical hits - injury damage, which last far beyond the match.

WWW retains the d20 level scale, with each level corresponding to a position on the card from curtain jerker to main eventer. This section also provides a suggested "spread" for each player's group of wrestlers, to allow maximum possibility for the players to remain involved, as well as providing the best ratio for the fed.

Instead of alignments, characters have Attitude - Face, Heel and Tweener. This allows certain tricks for each wrestler, based off of their mindset.

Weight Divisions modify Abilities while the Weight Mod is applied to most of the actual maneuver attempts...for example, it is much easier to powerbomb a guy who is 140 lbs than a guy who is 350 lbs. HOWEVER, it can be crippling when a giant goes down, as that same weight modifier becomes bonus damage when he does fall. Heat is an in-game currency that can be built up to do some extra tricks.

Characters are further defined by Skills (4 per level, modified by certain other Gimmick Enhancements) and Gimmick Enhancements (4 at level 1 and 2 each additional level).

With only 8 basic Skills (some of which can be further defined), the skill system is more streamlined than in KYR, and Gimmick Enhancements are fairly extensive, replacing Feats and Talents from Know Your Role.

Some Gimmick Enhancements allow you to change the abilities that modify a certain roll, while Finishers are purchases through Gimmick Enhancements as well. Monster Comeback allows Faces to "Hulk Up" while getting beaten on, and Reckless Abandon gives you bonuses on moves that have the potential for hurting you as much as helping you.

There's even a very nice "Repackaging" GE, which allows you to rebuild yourself from scratch...new Gimmick, new Finisher, etc. This is very much in line with pro wrestling, where guys go from evil dentists to impersonators of former stars to demonic half-brothers from Hell.

There are also Flaws, like Injury Prone and Overconfident. The interesting thing about Flaws, is that your opponent gets to decide when they kick in, allowing them to take advantage of your weaknesses. Flaws can get you an extra Gimmick Enhancement, and can be bought off by sacrificing an Enhancement.

Star Power is an awesome, optional rule that can allow you to boost up your lower level wrestlers and penalize your higher level wrestlers, to simulate the pushes and de-pushes that wrestlers receive.

WAR OF THE RING

Here we get the basic system, with the Difficulty, and the rules for Critical Hits and Misses (which, as mentioned, can be devastating in a wrestling match).

Combat is pretty important obviously. Whoever has initiative cam fprce their opponent to declare their move first, while also gaining a +2 to their own maneuver rolls...generally, you will want to save your more difficult maneuvers for when you are at a distinct advantage. Once each side picks their move, they roll off, applying modifiers...the winner inflicts his damage on the opponent, narrates the action for the round and gains initiative for the next round.

Rules for Stun are also present, as you can knock an opponent loopy and essentially just place them on the defensive.

Pinfalls are broken into segments, with modifiers for each part of the three count (Finishers give an automatic 2 count), with extras that can help pin attempts out, such as hooking legs for leverage and so on.

The amount of depth in the combat system is pretty impressive, covering submissions as well, disqualifications, ganging up on opponents and even attacking multiple people at once (with a growing penalty the more attacks you perform).

Tricks are extra tactics that Faces, Heels and Tweeners use in a match, some of which require Heat and some of which doesn't. For instance, you can spend 2 Heat to steal your opponent's Finisher...and if you do enough damage to gain Heat (likely), you get two Heat back instead!

There is also "Quick Match Resolution", determined with a simple die roll modified by Star Power and Heat.

WHAT A MOVE!

This is the chart of modifiers used to build your own move, as well as the dozens of moves pre-built. Note: There is no set stats for a move. For instance, one guy may have a clothesline that hits harder than another's...he just pays a bigger penalty for it (but that may be compensated for by having a higher matching Ability).

It covers a WIDE range of moves, nearly 20 pages of maneuvers statted out and ready to go, or available for quick modification. Superkicks, powerbombs, clotheslines, DDTs, you name it, it's all here. Those familiar with KYR will be familiar with this system as it is largely the same (if not identical).

THE ROAD TO STARDOM

This is the advancement system, which has been streamlined somewhat from KYR, doing away with the large XP totals of the d20 table and replacing them with a much smaller AP system. Title belts are still present, completel with benefits and Bonus Gimmick Enhancements that allow for a "Champion's Advantage", in this case providing stats for a fed's Primary Title, Secondary Title, Tag Team Titles and Women's Title.

BRINGING THE AWESOME

This is all about putting a show together. This includes how many segment each wrestler is allowed to appear in...I assume it's supposed to be 1 + Flair, but it was worded very badly. There are also guidelines on rating Promos (interviews) and Vignettes (skits) which, at your groups option, can be a combination of die rolls and votes from the players. This can allow you to gain more Heat.

One new addition is Ring Rust, potential penalties applied to wrestlers who are coming off of extended breaks, with the longer they have been gone meaning that they have bigger penalties to work off. This can be due to extended injuries, Legends getting challenged by mouthy young wrestlers and so on.

Several gimmick matches are also included here...likely enough to allow most groups to suss out their own gimmicks, like Ladder Matches, Hardcore Matches. Steel Cage matches, Battle Royals and Tables Matches.

CURTAIN-JERKING JABRONIES, MID-CARDERS & MAIN-EVENTERS

The book ends with a dozen wrestlers and one manager, all "inspired" by existing stars like John Cena, Paul Bearer, The Undertaker, The Miz, Mr. Kennedy, Jay Lethal, Samoa Joe and Jack Swagger. Obviously, you can use these guys yourself, use them as guidelines to model your own real life wrestlers or ignore them completely.

Lastly, we get a two page character sheet.

THOUGHTS

No index and no bookmarks are definitely going to be strikes against it. There is a table of contents, at least, and the PDF is searchable, but that won't help much who buy the impending print version.

Wrestlers should be MUCH easier to make now, as there are no more level limits on Skills, Talents or Feats, and classes have been done away with completely as well. With a little work, any existing KYR wrestlers SHOULD convert easily enough, though you may want to consider adding Flaws.

While I haven't played this version yet, I did play KYR and thought it was great. Unfortunately, I don't have a ton of gamer friends who are also wrestling fans, so my personal use of this may not go very far unless I can set up a PBP fed or something.

I've read every wrestling RPG available, I think, and played most wrestling games available, and I would have no reservations about giving this a big thumbs up.

Just...don't mind the pictures. They're a nice touch...but a bit cheesy in that "indy wrestler mugging for the camera kind of way".