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Post by Wildfire on Sept 21, 2006 16:21:32 GMT -5
Hi guys - I've been toying with the idea of doing GWF cards for superheroes, and DMK inspired me to do so! Here's the first one.. if y'all think this is a good plan, let me know and I'd do some more Note: Superguy's meant to be a main event guy, on par with the GWF main event guys I attempt to follow the creation rules, but did so from off the top of my head, so feel free to point out if I messed up Superguy | Height 6' 5''; Weight 245; Home Metropolis | Level 1 Offense | Level 1 Defense | 1. Stern Lecture - 1 2. Heroic Pose - 1 3. Test of Strength -2 (pw) 4. European Uppercut - 2 5. Scoop Slam - 2 (Ch C) 6. Into the Ropes | 1. Dazed - 1 2. SUPERGUY - 2 3. Dazed - 1 4. Dazed - 1 5. SUPERGUY - 1 6. SUPERGUY - 1 | Level 2 Offense | Level 2 Defense | 1. Vertical Suplex-2 (ag) 2. Into the Turnbuckle 3. Clothesline - 2 4. High Knee - 2 5. Airplane Spin/Slam - 3 (ch D) 6. Heat Vision 3 Add 1 | 1. Hurt - 2 2. Hurt - 2 3. SUPERGUY - 2 4. SUPERGUY - 1 5. Hurt - 2 6. Dazed - 1 | Level 3 Offense | Level 3 Defense | 1. Call for Help - 1* 2. Deathjump (c) 3. Out of Ring (c) 4.Super Painful - 3 5.It's a Bird - 3 6. UP, UP AND AWAY! (+2) | 1. PIN 5(2) 2. Down - 3 3. Hurt -2 4. Hurt -2 5. Hurt -2 6. Hurt - 2 | Ropes A Turnbuckle B Ring C Deathjump A Disqualification 3 | Agility -3 Power -3 Cage 3 |
* Someone in the audience is in trouble! Roll 2-5 Superguy dashes into the crowd and saves the day, opponent rolls on lvl 1 def. 6-11 Superguy quickly realizes its a fake call, and smashes the bad guy! opponent rolls on lvl 3 defense. 12: Major emergency, Superguy takes off to save the day and loses by Countout! This should only happen once, after that, use ch G Moves: Super Painful : A SUPER version of the Walls of Jericho It's a Bird : Frog Splash where Superguy hovers for a moment over his downed opponent before the splash Up Up and Away: Superguy whips his opponent into the turnbuckle, then fles into him, fist extended in the classic Superguy pose!
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Post by Cosmic Crippler on Sept 21, 2006 17:37:53 GMT -5
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Post by theace4ever on Sept 21, 2006 20:40:09 GMT -5
Hi guys - I've been toying with the idea of doing GWF cards for superheroes, and DMK inspired me to do so! Here's the first one.. if y'all think this is a good plan, let me know and I'd do some more Note: Superguy's meant to be a main event guy, on par with the GWF main event guys I attempt to follow the creation rules, but did so from off the top of my head, so feel free to point out if I messed up Superguy | Height 6' 5''; Weight 245; Home Metropolis | Level 1 Offense | Level 1 Defense | 1. Stern Lecture - 1 2. Heroic Pose - 1 3. Test of Strength -2 (pw) 4. European Uppercut - 2 5. Scoop Slam - 2 (Ch A) 6. Into the Ropes | 1. Dazed - 1 2. SUPERGUY - 1 3. Dazed - 1 4. Dazed - 1 5. SUPERGUY - 1 6. SUPERGUY - 1 | Level 2 Offense | Level 2 Defense | 1. Running Knee -2 2. Into the Turnbuckle (c) 3. Clothesline - 2 4. Vertical Suplex - 3 (ag) 5. Airplane Spin/Slam - 3 (ch D) 6. Heat Vision 3 Add 1 | 1. Hurt - 2 2. Hurt - 2 3. SUPERGUY - 2 4. SUPERGUY - 1 5. Hurt - 2 6. Dazed - 1 | Level 3 Offense | Level 3 Defense | 1. Call for Help - 1* 2. Deathjump (c) 3. Out of Ring (c) 4.Super Painful - 3 5.It's a Bird - 3 6. UP, UP AND AWAY! (+2) | 1. PIN 5(2) 2. Down - 3 3. Hurt -2 4. Hurt -2 5. Hurt -2 6. Hurt - 2 | Ropes A Turnbuckle B Ring C Deathjump A Disqualification 3 | Agility -1 Power -3 Cage 3 |
* Someone in the audience is in trouble! Roll 2-5 Superguy dashes into the crowd and saves the day, opponent rolls on lvl 1 def. 6-11 Superguy quickly realizes its a fake call, and smashes the bad guy! opponent rolls on lvl 3 defense. 12: Major emergency, Superguy takes off to save the day and loses by Countout! This should only happen once, after that, use ch G Moves: Super Painful : A SUPER version of the Walls of Jericho It's a Bird : Frog Splash where Superguy hovers for a moment over his downed opponent before the splash Up Up and Away: Superguy whips his opponent into the turnbuckle, then fles into him, fist extended in the classic Superguy pose! Very cool concept here Wildfire... I like!
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Post by rockajabroney on Sept 22, 2006 12:52:13 GMT -5
haha, I like it! sort of reminds me of that reality show on Sci Fi, "Who Wants To Be A Superhero?"!
great stuff Ray
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Post by dharneth on Sept 22, 2006 13:23:00 GMT -5
That was a great show. Waiting to see what the movie is going to be like.
On subject though, I like the crad and may work it into a smaller fed I am thinking of running.
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Post by gwffantrav on Sept 23, 2006 0:41:10 GMT -5
Nice to see I'm more buff than Superguy when I'm at 6-2 255 and he is 6-5 245!!!! ;D
I say give him the power of Chaos!!! -5 baby!!!
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Post by Knapik on Sept 23, 2006 1:15:43 GMT -5
Very cool Wildfire, haha
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Post by bmurderh8s on Sept 25, 2006 11:19:27 GMT -5
If I may ask, how did I inspire this?
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Post by Wildfire on Sept 27, 2006 14:44:32 GMT -5
Heh, it was all that posting you did I guess I may have Superguy's arch nemesis up tomorrow (still deciding on a few things)
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Post by Splattercat on Sept 27, 2006 16:45:34 GMT -5
Heh, it was all that posting you did I guess I may have Superguy's arch nemesis up tomorrow (still deciding on a few things) Hehe....THAT I gotta see... ;D Couple rulez-y issues, if I may: -He has one too many (c)...I recommend taking his (c) off Deathjump, citing his irresistable urge to show how he can "fly"... -A move on level 2 followed by (pw) or (ag) must be in the 1 position... -If he has Into the Ropes, he can't have Ch A... -Same goes for his Death Jump...So the Ch G thing on Call for Help will need a tweak... You can make some changes, and add some more Super Hero-y moves: Level 1 Offense: 6. Vertical Suplex 3 (ag) (Into the ropes goes away...) Level 2 Offense: 4. one handed press slam-3 If you could work in a super speed Giant swing, that's a classic move as well... Also, I think you should break into Thantos territory at least and make him -3pw -2ag...I'd also make one of his comebacks on level 1 a SUPERGUY-2... That's about it...Love the idea...
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Post by Wildfire on Sept 27, 2006 20:35:36 GMT -5
I made a few edits, per Splattercat's suggestions, so I think he's 'legal' now.
I didn't add the giant swing, since I have the airplane spin.. thought it was too spin-y (I definately picture it as one handed, where he picks him up with one hand, spins him with the other, then slams him)
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Post by Wildfire on Sept 27, 2006 21:03:03 GMT -5
Here we go! Superguy's arch Rival.. Big Evil. (He's sort of a combination of Doomsday and Darkseid) Big Evil | Height 7' 5''; Weight 500; Home: Apokolips | Level 1 Offense | Level 1 Defense | 1. Demand surrender - 1 2. Slap to face - 1 3. Knee to gut - 2 (ag) 4. Eye rake - 2 5. Big Boot - 2 (Ch A) 6. Henchmen Attack! - 3 Dis | 1. BIG EVIL - 2 2. dazed - 1 3. BIG EVIL - 1 4. dazed - 1 5. BIG EVIL - 1 6. BIG EVIL - 2 | Level 2 Offense | Level 2 Defense | 1. Shove Across Ring - 2 (pw) 2. Grinding headlock - 2 3. Into the Turnbuckle (c) 4. Spiky Spear - 2 5. Head Butt - 3 6. Anti-Life Blast - 3 | 1. hurt - 2 2. dazed - 1 3. BIG EVIL - 1 4. hurt - 2 5. BIG EVIL - 2 6. dazed - 1 | Level 3 Offense | Level 3 Defense | 1. Gorilla Press Slam - 3 (Ch G) 2. Out of Ring (c) 3. Out of Ring 4. Bow to Big Evil - 3 5. Mesmorize - 3 Add 1 6. SPIKES OF DOOM (+3) | 1. hurt -2 2. hurt -2 3. down -3 4. hurt -2 5. PIN 7(4) 6. hurt - 2 | Ropes -- B Turnbuckle -- A Ring -- A Deathjump -- C Disqualification -- 6 | Agility +1 Power -5 Cage -- 3 |
Roll for all Out of Ring results: 2-7 Beat down by Henchmen - 3; 8-12 roll on regular Out of Ring Chart. Anti-Life Blast: eye beam of pure anti-life to sap the will of the opponent Bow to Big Evil : Overhand wristlock that forces the opponent to his knees MESMERIZE : No one can avoid the deathly fear of looking into the eyes of Big Evil. The momentary terror can sometimes allow Big Evil to roll up his opponent for a pin (using the ropes, of course) SPIKES OF DOOM: Stinger Splash using his Spiky hide to maximum effect.
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Post by Splattercat on Sept 27, 2006 21:26:48 GMT -5
And damn it all, Ch G has to be on a level 3 move...looks like his -5 power Gorilla Press Slam is going to be a 3... Also, if you make his henchmen roll 2-6 it would fit right in with the normal ringside companion rules...Unless you were going for the increased chance of his goons beating down the opponent...Which is cool of course...
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Post by Wildfire on Sept 27, 2006 22:29:11 GMT -5
boy, you're a tough editor, my friend Definately intended the goons to be more likely to work than run of the mill outside interferance... the 2's changed
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Post by Splattercat on Sept 28, 2006 8:54:44 GMT -5
So the Rahl rating (experience therein being rather limited) puts Superguy at 41 and Big Evil at 55... Superguy's got his work but out for him...
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Post by bmurderh8s on Sept 28, 2006 8:58:09 GMT -5
So the Rahl rating (experience therein being rather limited) puts Superguy at 41 and Big Evil at 55... Superguy's got his work but out for him... Rahl's wrestler ratings are like the college football presean top 25. They tell how good somebody should be, but in the end the dice have ultmate control over how good they actually turn out to be.
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Post by Splattercat on Sept 28, 2006 10:31:23 GMT -5
yeah, like say, Spiderman vs. the Hulk...Everyone knows Spidey's going to get his a** handed to him, but in the end he may find a way to win...
What it tells is that, chances are, Death Knight (-8) is going to get creamed by Wolf (41)...
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Post by Wildfire on Sept 28, 2006 10:44:14 GMT -5
Huh.. I was thinking they'd be a bit more even than that... maybe I do a few play test matches and see how it goes.
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Post by Splattercat on Sept 28, 2006 11:16:20 GMT -5
if you were looking to downgrade Big Evil a bit, Here's what's making him way strong: Level 1 offense: The level 3 move, couple with the lack of (pw)/(ag) makes a big difference... Level 2 Offense is fine how it is...He's a beast afterall... Level 3 Offense: Two finishers makes a huge difference, the fact that one is +3 also adds...Perhaps you could roll a die and on a 1 he misses and his opponent takes over on L2O (like the Stinger Splash)... His Defense is fine...Again, he's supposed to be beastly... Pwr/Agi: -5/0 is huge..Maybe make his agility to +1 or +2..? Those are my thoughts anyhow...
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Post by Wildfire on Sept 28, 2006 11:23:40 GMT -5
Yeah, I was thinking of making the 0 and add 1 ,and ag +1, but I think the 3 on level offense has to stay (a pw or ag wouldn't make sense) it could be a roll thing a suppose...
I'll have a few matches and see how it goes.
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