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RulebookWelcome to the GWA, a real time chatroom-based wrestling game that dates back to the 1990s. In this game, you will take on the role of an original professional wrestler created by you and attempt to guide him to championship glory. Before stepping between the ropes, you should familiarize yourself with the rules of the ring.
To get started in the GWA you simply need to apply. When you join you will need to create your wrestler or wrestlers (limit two). The GWA only allows original wrestlers, so your application will not be accepted if your wrestler is named after any WWE/ROH/NJPW/TNA/WCW/ECW talent or known independent wrestlers. Note that if you have two wrestlers, they will not be able to wrestle each other or interact in matches together.
Each wrestler starts his season with 30 points to divide between Damage and Endurance. The more Damage you assign your wrestler, the quicker he can put away his opponent. However, a wrestler with a very high Damage stat has low Endurance and cannot take much punishment. Choose wisely. What kind of matches do you want to wrestle?
Once you pick your stats, they cannot be redistributed for the remainder of the season (24 weeks). Always keep your stats in mind when choosing your strategy in a match.
Here is an example of a wrestler's stats:NAME: LudiCris
Your match has begun. The referee, an actual person with special training in the game, dictates the pace of the action. He or she will keep track of everything happening in the match and will instruct you when to enter your moves. Usually, the referee will use the shorthand "ENTER 'EM!" to indicate the wrestlers should write the next move they're planning to execute. Wrestlers cannot enter moves until instructed by the referee. Once a move is entered, it can only be modified if the opponent has not yet entered his move (or if the referee asks for a clarification).
You can enter any wrestling move you wish, or even make up your own! Once both wrestlers enter their moves, the referee will roll 2 10-sided dice to determine which wrestler hits. Hitting a move gives you a +0.5 advantage on the next roll, meaning you'll hit your next move on a tie. The wrestler with the advantage has the burden of entering his move first on the next round.
Referee: NICK BLADE ON THE LEFT, RYAN CAGE ON THE RIGHT.
In the above example, Ryan Cage hits his move (the Clothesline) because his 7 is higher than Nick Blade's 2.
As the game is based on 2 10-sided dice, one wrestler will be on the left and one on the right. At the start of the match, the referee will ask one of the wrestlers to pick a side (left or right). The wrestler with fewer XP (to be discussed later) -- or in a championship match, the challenger -- gets to choose.
Each wrestler has one switch he can use at any time during the course of the match. This means he's switching from the left to right, or vice versa. If both wrestlers enter a switch on the same round, only the first wrestler's switch will count.
Referee: NICK BLADE ON THE LEFT, RYAN CAGE ON THE RIGHT.
In the above example, Nick Blade hits his move (the Big Boot) because he switched to the right prior to the dice roll. Ryan Cage also attempted to switch, but only Nick Blade's switch was counted since he entered it first. The match now continues with Nick Blade on the right without another switch, and Ryan Cage on the left with his switch in tact.
Before the match begins, the referee will roll 2 4-sided dice. This is the bonus roll. Your roll will add to your stats for the match. Obviously, a 4 1 roll in your favor is ideal.
These are any kind of move that you want inside the ring. Suplexes, arm bars, clotheslines, whatever you want. Please enter your move fully each time. Don't say things like "Same" or "Same as before." Enter the move so the ref knows what to do. While you're waiting for the move result to come up, be thinking what move you want to do next to help keep the match moving at a quick pace.
Each wrestler can hit one finisher during a match. You can attempt your finisher as many times as you want, but only successfully hit it once. Any move can be used as a finisher, but the wrestler must indicate the move as a finisher. Hitting your finisher does extra damage, and it comes with an automatic pinfall attempt. As such, the notation (Fin/Pin) is often used to indicate you're going for your finisher + the pinfall.
Each wrestler additionally has a move he can designate as a setup during the match. Like the finisher, it can be attempted as many times as desired but only successfully executed once. The setup, if hit, does extra damage and adds +1 to your next dice roll. You'll often see the referee indicate that a wrestler who hit his setup has a +1.5 advantage (1 from the setup, and 0.5 from hitting his last move). Setups can be done with any move except finishers and pins.
Referee: ADV ROCKSHADE +1.5, ENTER' EM!
In the above example, Rockshade hits his finisher despite being on the right because his +1.5 advantage effectively makes his roll a 6.5 (5 + 1.5), which beats USA Tiger's 6. The referee will now count the pin to see if USA Tiger can kick out.
Aside from the pin attempt that comes with hitting your finisher, you can go for the pin any time in the match. You can also hit a pinning move as many times as you wish. Pinning combinations only do minimal damage, but if your opponent is sufficiently weakened they can lead to victory. You must enter the word "pin" in your move to attempt a pinfall. Non-finisher pinfalls cannot be combined with other moves.
Using the Ropes
You can attempt moves off the middle or top ropes during the match. Hitting moves off the middle rope do extra damage and off the top do even more damage. However, these moves are called high risk for a reason: if you miss a move off the ropes, you'll take the damage!
You must explicitly indicate you are going for a move off the middle or top rope. Merely writing "Superplex" will not count as a top rope move, for example. You must enter "Superplex off the top" or something similar. Finishers can be done off the ropes. Wrestlers will often use the notation (FOTP) to indicate they are going for their Finisher Off the Top for a Pin. Of course, you can use either or none of the ropes when you do your finisher.
The GWA allows each wrestler to successfully hit his opponent with 2 foreign objects per match, but they must be used outside the ring. An FO inflicts extra points of damage. After a wrestler is hit with a foreign object, the referee will check to see if he has been busted open. This is done by rolling another 2 10-sided dice. If the "blood roll" produces two odd-numbered dice, the wrestler is bleeding. A bleeding wrestler will continue to lose health throughout the match. If the wrestler is busted open twice, he has a gusher and is said to be "maxed," losing obscene amounts of blood and added damage.
Since they may cause bleeding, foreign object moves are often entered by wrestlers as Move + "for blood." You must indicate you are using a foreign object or doing a move for blood.
If you use a foreign object inside the ring, or hit a wrestler with more than 2 foreign objects outside the ring, you risk being disqualified. The referee will roll an additional 2 10-sided dice. If the "DQ roll" produces two even-numbered dice, the referee has caught the cheating and will disqualify the rulebreaker.
You can execute painful submission maneuvers by entering the word "submission" -- or the shorthand "sub" -- with your move. If you hit the move, you have the option of keeping it for additional pressure the next round. You can do this by entering "Keep the hold." Submission holds can cause injury. An injured wrestler can still compete, but he will start his subsequent matches with less health, depending on the severity of the injury. Holding a submission for 4 consecutive rounds (i.e., rolls of the dice) will injure your opponent for one week. Holding it for 5 consecutive rounds will injure your opponent for two weeks. Holding it for 6 consecutive rounds will injure your opponent for three weeks. It will also cause an automatic win via ref stoppage, assuming the ref isn’t down. The longer the wrestler is injured, the more starting health he loses.
Injuries heal over time. A three-week injury will turn into a two-week injury and then a one-week injury as the wrestler gradually regains lost starting health. Wrestlers can tap out to avoid injury. However, opponents can now attempt to hold on for one more round after the bell. The referee will roll 1d10. A 1-5 means the wrestler succeeds in holding on; a 6-10 means the referee stops him. Whether successful or not, a DQ check will ensue to see if the decision is reversed.
It is now possible to use a finisher and a submission together to give the hold more damage. The Fin/Sub combination must be initialized together. That means that the finisher cannot be added on after the first round of the submission. After it is used, you lose your finisher as if you used your finisher regularly. Since the finisher is being spread throughout the submission, a setup cannot be used on any round of a Fin/Sub.
You can also designate moves as sleepers during a match. Sleepers do less damage than a regular move, but holding your opponent in one for 4 consecutive rounds will cause him to pass out, giving you the KO victory.
It is possible to deal so much damage to your opponent that he is unable to continue. This occurs when your opponent is at -100 health. If this happens, the referee will signal the knockout and award you the match. The knocked out wrestler will be injured for one week.
Wrestlers aren't the only ones who can be knocked silly! If the move roll is 5 5 or 10 10, the referee is knocked down for 2 rounds. That means he won't be able to disqualify cheaters, so essentially anything goes. Of course, he also can't count pinfalls or see submissions! If another 5 5 or 10 10 comes up while the referee is down, he'll stay down another 2 rounds. Note that the 5 5 or 10 10 has to come up on the move roll to produce a ref knockdown (i.e., a blood or DQ roll cannot knock the referee down). The wrestler with the advantage will still hit his move on the ref knockdown.
Momentum and Comebacks
If a wrestler hits 4 consecutive moves on his opponent, he is said to have momentum and will gain an additional +1 on rolls for as long as he keeps hitting moves. A wrestler who hits a move after missing 4 consecutive moves is said to have a comeback and will regain some lost health. If, however, momentum is lost without a wrestler hitting a move to break it, such as in the case of a save, no comeback will be scored.
Example: You hit your opponent with 5 devastating moves in a row before executing your patented setup maneuver! You go into the next roll with a +2.5 advantage (+1 for momentum, +1 for the setup, +0.5 for hitting the last move).
Everyone starts with 0 XP. Winning a match earns your wrestler 1 XP; losing a match costs him 1 XP. A wrestler who's won a match in a season, however, cannot fall below 1 XP. XP is used like currency in matches. It can be used at any time to add to your move rolls. The XP you use in a match is replenished at the end of the match. If you have more than 10 XP than your opponent, you will start the match with your opponent's XP + 10. If you reach 7 XP, you'll be able to add 1 point to your wrestler's D or E stat. Additional points are awarded upon reaching 11, 16, 22, and 29 XP. At the end of each season, every wrestler's XP is divided by 5. The result, rounded down, is carried over to the next season (e.g., if you end the season with 13 XP, you start the next season with 2 XP).
Referee: ADV ROCKSHADE +1.5, ENTER' EM!
In the above example, Rockshade hits his finisher despite being on the right because his +3.5 advantage effectively makes his roll a 10.5 (7 + 1.5 + 4 - 2), which beats USA Tiger's 10. The referee will now count the pin to see if USA Tiger can kick out. If USA Tiger had not used his 2 XP on that move, Rockshade would've had a +5.5 advantage on the roll. As you can see, XP is very important and can significantly affect the result of a match.
There is no theoretical limit on the number of matches you can wrestle per week. However, if you wrestle more than once on a show, you will be fatigued and your health from your previous match will carry over to your next one (plus a little boost). You should therefore use caution when accepting more than one match on a card.
Corners and Interference
In a standard match, wrestlers have the option to have another wrestler in their corner. This must be communicated to the referee in the chatroom before the match, and the corner must accept. The corner can attempt to save his wrestler during a pinfall, submission, or sleeper attempt, or interfere in the match at another time. The referee will roll 1 10-sided die. If the result is 1-4, the interference is successful (and if applicable, the pin, submission, or sleeper is broken). Otherwise, the attack backfires! Successful interference will result in a DQ check, unless the referee is down. If the interference does not cause a DQ, the corner will be ejected from ringside.
Choose a corner with caution: Your corner may turn on you and attack you instead of your opponent! Turns do not require the 1d10 roll and will not result in a DQ check.
At the expense of one of your two available character slots, you can create a manager to control in the GWA. As with having two wrestlers, your manager cannot corner your own wrestler or be involved in any match with your wrestler. Managers are characters who specialize in interfering in matches and changing the outcome in their clients' favor. To create a manager, simply submit a wrestler with Damage and Endurance both set to 0.
In addition to saving, managers can distract referees and wrestlers. Both distractions require a 1-5 roll to be successful, rather than the 1-4 needed to save. Distracting a referee takes him out of action for one round. Distracting a wrestler neutralizes his advantage. If a manager is unsuccessful at a distraction while the referee is up, he will be ejected from ringside. However, managers can potentially interfere in view of the referee twice before automatic ejection, using any combination of saves and distractions. Saves for managers work like saves for corners and will result in DQ checks when successful. Distractions cannot be used to break a pin, as they must be entered before the move roll.
Referee: ADV IDOL AUSTIN +2.5 WITH SETUP AND MOMENTUM, ENTER' EM!
At this point, both wrestlers will enter their moves again with no advantage. Idol Austin could use any or all of his 3 XP, as he never had the chance to use it. However, his setup, momentum, and move advantage have been wiped out by the distraction.
The GWA runs its shows in the GWA Arena. The GWA Pub is used as a second room for additional matches or as a backup venue if the Arena shuts down. You should make a screen name for the chatrooms that easily identifies your wrestler. The two weekly shows are Tuesday Night Spotlight (7 PM EST) and Sunday Showcase (4 PM EST). Every wrestler in the GWA can wrestle on both shows. When no contracted matches are scheduled, pickup matches will be available.
Periodically, the GWA will also run special "pay per view" events that serve as supercards and feature special matches not seen on the weekly shows. These events are announced on the GWA Web site. Unlike the weekly shows, the pay per views are booked entirely by the GWA Front Office.
The primary way to get a match in the GWA is by contract. There is now a Contracts board (accessible from the Roleplay forum) used to make and answer challenges. It is therefore important to create an account for your wrestler on the Roleplay boards. The standard format for contracts is as follows:
Show and date:
/s/ Your wrestler
Open contracts that can be answered by any registered wrestler are now allowed. Once an open contract is answered, it is considered closed and nobody else may accept. Of course, you can make a direct challenge to the opponent of your choice as well. The latest time a contract can be signed is 11:59 PM EST the day before the show the contract is for. Contracts can only be signed for Tuesday Night Spotlight and Sunday Showcase; PPV matches will be booked by the fed. If you sign a contract and no-show your match, you will lose by forfeit.
Pickup matches are available whenever there are no signed matches. If you wish to have a pickup match you must get an opponent and send a private message to the referee in charge to let him know. Your opponent must also send a message to the referee. The referee will then schedule the match and let you know when you wrestle.
Tag Team Matches
Tag matches are wrestled about the same as one-on-one matches, with some notable exceptions. Each team starts the match with 2 finishers, 2 setups, 2 double teams, 4 foreign objects, and 1 free save. Double teams are entered by the legal man, and his partner must "accept" the move. The free save does not require a roll. However, subsequent save attempts do require the 1-4 roll of a 10-sided die to be successful. The referee will not eject or disqualify your partner for saving you (unless he uses a foreign object), and unlimited saves may be attempted.
Wrestlers can tag in and out as much as they wish, but cannot perform offensive moves when tagging. The word "tag" must be signaled, and the tag is only made if you win the roll. While wrestlers who were badly hurt in the match rest on the apron, they slowly regain some lost health. Tag teams have their own XP and cannot use XP accumulated in singles matches.
If a tag team has momentum by virtue of hitting 4 or more consecutive moves and their opponent tags out, that is said to be a hot tag. The wrestler making the hot tag gets a comeback and the partner entering the ring gets +1 added to his next roll. If this move is successful, the +1 bonus carries to the next round as well for up to two rolls with the hot tag bonus.
Partners can also turn on each other! If you attack your partner, no roll is required to hit. He'll take damage and will have to finish the match without you.
Tag Team Partner Substitutions
In the event that one half of a tag team doesn't show up to a mandatory tag title defense or a contracted tag team match there is an option available. The wrestler that does show up will be permitted to use a substitution. If a substitution is used then the team will only be able to use one double team move during the match. The team will have access to everything else normally available in a tag team match.
When a substitute is used in a tag team title match and he is a part of a successfully defending team this does NOT mean that he automatically becomes a champion. If you wish to permanently change your tag team partner and have the substitute recognized as one half of the tag team champions then you must let the Front Office know. This option is only available if you have successfully defended the tag team titles with the substitute that you are trying to make your permanent partner. To begin the process you must email the Front Office at email@example.com.
The process requires seeking permission from all parties involved in the tag team title scenario. This means the original champions and the substitute have to agree. If the no-showing partner does not respond within a week, his consent will be assumed.
Other Match Types
Other match types in the GWA include No DQ, Steel Cage (do moves off the cage for maximum damage), Texas Death, Barbed Wire, Triple Threat, Six Man Tag, and just about anything else imaginable. However, we ask that you reserve specialty matches for the resolution of feuds. After all, we want to keep them special.
Every wrestler's goal should be to climb the rankings and become a champion. The current titles sanctioned by the GWA are the GWA World Title, GWA World Tag Team Titles, and the International Title. The GWA World and World Tag Team Titles are the most prestigous prizes and must be defended at least once every four weeks. The International Title is the secondary singles championship and must be defended at least once every two weeks. Champions can choose their challengers through contract or pickup. However, referees reserve the right to deny any pickups, so the best way to ensure your title is defended is via contract. At pay per views, the Front Office books all matches and will often award title shots to the top contenders.
If you think a mistake was made in your match, we ask that you do not hold up the show by arguing with the referee. Remember that our referees know what they're doing. Mistakes do happen, and you have a right to appeal a decision if you feel it was incorrect. Send an email to firstname.lastname@example.org with a detailed account of why you feel the wrong call was made. After you submit your appeal, you can notify a referee. The GWA officials will then review the logs and make a determination.
While you're waiting for your match to come up, there will be other matches going on. Please, do NOT talk to wrestlers while they are wrestling. This drags the match on and causes a great delay in the number of matches that can get done. There is plenty of time to argue with each other while the matches aren't going on. There is a fine line between playing a character and personal attacks. Always remember that this is just a game. Many people hate each other's wrestlers, but team up using other wrestlers and become good friends in real life. We also ask that you sell for your opponent. This means if you lose a match, your wrestler should be hurt and not trying to "get his heat back" immediately. In the GWA, there is no attacking other wrestlers, outside a match, without permission.
If new people come into the room feel free to greet them and let them know about the GWA. If they are disruptive, please let the ref handle it.
Refs are in charge of all matches. All refs are chosen from the GWA wrestlers. The refs have their own set of rules they go by, which will not be revealed to you. If you wish to be considered for a refereeing position please email email@example.com.
Have fun, and we'll see you in the ring!