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FORGE Student Division.; Ever want to play a wrestling student?
Topic Started: Oct 19 2010, 06:50 PM (248 Views)
Mozeart
Member Avatar
Sheik-ee, Sheik-ee, give me your answer do...
[ *  *  *  *  *  *  *  *  *  *  * ]
============================================
F.O.R.G.E. handbook, version 1.0.
============================================

"Fighting Overture, Real Grappling Experience."

============================================
I: Table of contents.
============================================

I: Table of contents.

II: Introduction.

A: In character.

B: Out of character.

III: The roles played, and who plays them (staff).

IV: Titles. Where would we be without them?

V: Wrestling events, and how they're handled.

A: Classes.

B: Overflow (HUGE).

C: Jobber matches.

VI: The point to this efed.

VII: Your job once accepted into the FORGE.

A: Flashing.

B: Stratting.

C: Angles.

VIII: Determining results.

IX: Rules and regulations.

X: Joining.

============================================
II: Introduction.
============================================


A: In character.

"Welcome newcomers to a new school year. Here, among your peers, you will be sculpted. As Hephaestus of myth crafted from Adamant artifacts for gods and heroes alike, so shall you be transformed for the fans of wrestling. Here you will be trained, body and mind, to live and work among the rank and file of an industry with a glorious history of over 100 years. Here you will learn to be a professional wrestler..."

-- FORGE Headmaster, Jack Britain.

The Forge is a wrestling school created by Jack Britain with funding by the Strickland Sports Corporation LLC. The school is intended to be a fast-track for young men (and women) into the business of professional wrestling. Specifically it gives Strickland access to a large, nearly unending pool of new talent for it's continuing business ventures into the world of professional wrestling.
Founded in 2000 by Jack Britain, FORGE was originally nothing more than Britain putting kids through the paces in the Dungeon (Hellfire Bar & Grill's basement) in preparation for them embarrassing themselves in HUGE's undersized ring. Over the years, however, the school grew both in size and importance to the corporation. It now has it's own large facility in New Boston, Ohio with over 10,000 square feet of gymnasium, weight rooms and other facilities surrounded by 4 acres of outdoor track and field/obstacle courses. The gymnasium can seat 500 people comfortably in it's bleachers although it's rare that the building is used to house a crowd. The only situation thusfar in which it has been the venue for a wrestling show is when the wrestlers from HUGE show up ... to beat the tar out of the students.

B: Out of character.

To my knowledge nobody has ever made a wrestling school as a wrestling league, and they still haven't. FORGE is intended to be a division of HUGE. While other efeds might have cruiserweight or women's divisions, HUGE will have kids that don't even qualify as rookies, taking beatings for credits.
By submitting a character into FORGE, you're basically creating a jobber. That jobber can beat anybody else in the student division, but not anyone on the main HUGE roster. Exceptions to this can occur, as FORGE will use, essentially, the same HJS (Human Judgment System) as HUGE, but with lower numbers. An exceptional effort by a FORGE student will trump a crappy effort by a HUGE roster member. And, of course, inactivity can hand an active FORGE student a win as well.

============================================
III: The roles played, and who plays them (staff).
============================================

Jack Britain: HUGE's talent coordinator is called "Headmaster" by his students. He is one of the scary old men heading up the school, and it's founder.
Jack is an even-tempered and patient individual, but he's always busy with his myriad duties in FORGE and HUGE administration and so has to leave most of the actual training to his subordinates. Most students prefer Jack and clamor for his attention when he walks into the school.

"The Stalker" Bart Batterson: Jack's former tag partner in the 1970's and 1980's and his complete opposite. Bart believes that the harder you push a wrestling student the tougher wrestler he will be psychologically. He's a regular drill sergeant with the kids that stresses repetition of fundamental maneuvers. Most of what he shows the kids is the same stuff they learn on high school and college wrestling teams, but he also is the man to come to as concerns utilizing the ring as an ally.

Hans von Tripp: The world's scariest old man, and e-wrestling's Gene LeBell, Hans is a native of East Berlin that escaped the Soviet-controlled territory for America in 1976 after earning East Germany a silver medal in wrestling. He loves to regale the kids with tales of how he fled after his competition into the woods outside Montreal (where the Olympics were held that year) and hitchhiked to the border, hiding in a trunk to defect to America. Now, in his early 60s, Hans retains most of his strength and loves to trick the kids with wordplay. Hans is the pre-eminent grappling coach in the school but he also works with the kids to keep them physically conditioned and has earned the nickname of "Commandant Hard Knocks" in reference to the Nazi gimmick of his heelish early career and the brutal way he treats the students in his efforts to toughen them up.
Of all the trainers in FORGE, Hans has the most love for the kids, however, and does what he does exclusively so that they have a better chance of succeeding in the business.

"Fireball" Ken Keening: The Patriarch of the Keening wrestling family and founder of the Keening School of Grappling Arts has been brought in by Strickland Sports to help mold the next generation of wrestling legends. An all-round master trainer and bona-fide legend Keening brings real credentials to the FORGE that are unmatched by the other trainers.

Amuro Balsa: The first ever NEO Pacific Heavyweight Champion and slightly brain damaged grappler from Spain trained as a grappler in Japan. A master of the Japanese strong style he became a head dropping machine early in his career. Amuro retired after suffering a career-ending injury to his right arm at the hands of the Messiah en route to losing his title. Just before officially retiring he married his childhood sweetheart, Kee Orzabal. In 2008 he resurfaced for a while with FFN Pro as their General Manager but with the closing of FFN Pro Balsa has the itch to pass along his knowledge of head dropping and stiff lariats to a new generation.

============================================
IV: Titles. Where would we be without them?
============================================

Valedictorian: At the end of each school year, those existing at the head of the class (handled students) will compete in a tournament. The winner is declared "valedictorian" and is granted an open contract to compete in either 3DW or HUGE. The contract is for only 90 days, but pays $100,000 and has a clause allowing for a one-year extension should the student do well.

============================================
V: Wrestling events, and how they're handled.
============================================

A: Classes (the FORGE TV program). This is the second TV program in the HUGE lineup. The classes include the student's flashes and the results of "worksheets" sent to handlers (see below), matches between students and "exams" (matches against the trainers).
If a handler wishes to have an exhibition match against non-handled students (created by me) he may do so, but no more than 4 matches like these can take place per class and you may not write one if you already have a match on Overflow.

B: Overflow (HUGE). Competitive student-versus-student matches take place on Overflow alongside HUGE jobber matches. As part of their training, there are times when your student will be in a match against someone on the main HUGE roster.

C: Matches against the HUGE jobbers. Occasionally on HUGELive~!, your student may have an exhibition match _against_ HUGE jobbers. These jobbers have a static score of 5 in HUGE's HJS and there is a chance, depending on your performance, that your student may lose. This is, however, your student's time to shine!

============================================
VI: The point to this efed.
============================================
FORGE is not an efed per se, but a largely separate and distinct division of HUGE. Please read the HUGE Handbook for more details on the league as a whole.
Intended to give e-wrestling characters a more spartan start and new handlers an easy place to get started, the FORGE fills a niche that hasn't been touched on before. I'm hoping that, at least as an experiment, people have fun with it.

============================================
VII: Your job once accepted into the FORGE.
============================================

A: Flashing.
The “flash” or “Role-Play” is a written skit or monologue where you try to get your character's personality across to the reader (viewer). Make it interesting, and you'll stand a good chance of winning. Trail on blandly or make a flash so short that nobody knows what just happened, and you'll probably lose.
Be aware that there is a flash-cap in effect to keep the size of the cards management. That means 250 words at max per wrestler. This length is chosen to challenge more experienced handlers who are used to trailing on at 1,000+ words per segment and also to allow newer handlers, who perhaps haven't yet learned how to fill out a longer segment, a chance to shine.

---
Example of flash formatting. Try to keep to this for consistency.
---

Dialogue 1: Talking talking talking.

[Bracketed description that tells what's going on.]

*Sound effects!*

#Music, music!#

<Angle brackets are used if you need my attention somewhere, like if you want me to add announcer or other dialogue, crowd reaction or etcetera.>

B: Stratting: How you expect your character to behave on a card. An entertaining “strat” will actually do better in most situations than one filled with dry tactics, and a comprehensive one covering winning, losing, offense and defense will do better than one that just assumes you'll win.
A set form is provided below that shows what the bookers (that's us. Okay, me) want out of a strat. It's preferable to us for you to use the form, and write a comprehensive, but not excessively long strategy.
Now, here's the strategy form, with explanations. You don't need to use it, but if you do feel you need it, here it is.

Note: Strats aren't always necessary but, if your student winds up facing someone on HUGELive~! or elsewhere that calls for strats, it's a good idea to write one.

---

F.O.R.G.E.: Fighting Overture, Real Grappling Experience.
=============================================================================
Strategy for <wrestler(s)>, <name of show>, <Date>.
=============================================================================

Match of the night: <Your match.>

History: <If there's anything I should know about how your wrestler knows/relates to his opponent, put it here.>

Overall Gameplan: <A general overview of your character's actions for the whole night, expanded upon in the below fields.>

Entrance: <If different from normal.>

Offense: <By writing out how you wish your wrestler to perform against a specific opponent, we know better how to treat your character in a match. This is the same with both offense and defense.>

Defense: <See Offense.>

Spots: <By writing spots that match the format of the show your character is appearing on, you further show us how your character should be treated in a match. Furthermore, by contributing to your own match, you improve your characters odds of winning, and ease the burden of the match writer (me, the guy who decides who wins and loses!), helping HUGE to turn cards out on time, or even early!>

Finish - win: <How you would prefer the match to end should your character win.>

Finish - lose: <How you would prefer the match to end should your character lose.>

Post-match actions: <What your character will do once the final bell has rung. May contain several options, depending on the outcome of the match.>

Other activities for the night: <Anything that takes place before the match that the announcers should comment on, and anything else your character does during the course of the card.>

---
And now some better explanations for those who need 'em.

1: Overall Gameplan. Essentially, what kind of match you want your wrestler to work. High-flying, technical, defensive, offensive. Try to pigeonhole his inring action in a few sentences.

2: Other activities for the night. Although "other activities" usually means bad stuff is happening and enough bad stuff can lead to expulsion, there will be occasions where you want to push the envelope.

3: Spots. Just look at your average E-fed that uses summary style. This is what I want in a spot. Spots help guide me in portraying your character(s) correctly.

============================================
VIII: Determining results.
============================================

Just to keep things transparent, this is my own personal “Human Judgment System” for determining results in HUGE (FORGE). The first number is for the minimum point value awarded for that category, but if you don't have anything for that category (no flash, no minimum 1 point) you get a 0. True, you won't lose automatically for not flashing, but your chances won't be that good.

Note: If you've read the HUGE handbook then no, you're not hallucinating. The numbers for students are much lower. FORGE students are at a disadvantage against HUGE roster members.

1: Flashes. +1-7, based almost entirely on entertainment value. Keep my attention, and I'll totally give high marks, no question. You may always consider me available to give feedback on your flash. Just shoot an email my way.

2: Strats. +1-3, based on cleverness and (yes, again) entertainment value. Minimum 2 points if you do a strat with at least one fully-written spot in the appropriate format (ABA/PBP if ME or opener, summary otherwise).

Note: Overflow matches, being unscheduled, do not use strats. Rather, the last flashes written by both participants is used to determine results.

4: Outside interference. -2-5. It's assumed that nobody will interfere against a student, but interfering against a member of the regular HUGE roster could result in enough points lost to swing a match in the student's favor. Hence the number (-2 to -5) remains the same in this.

============================================
IX: Rules and regulations.
============================================

I'll try to keep this brief.

1: Cursing. Try to keep it to *BLEEPS*. HUGE (FORGE) is owned by a corporation now, and Strickland Sports frowns on FCC fines, y'know, seeing as they're the one paying them.

2: Offensive storylines, flashes, characters. In HUGE, I'm going to be allowing some things that you just can't get away with in other leagues for whatever reason. That being said, anything that is just mean or totally offensive just won't fly. This is, of course, due to HUGE's new nature as a corporate cog. That being said, pitch your seemingly offensive ideas anyway, and we can see if all or at least part of them can be made to work in the league.*

3: E-politics. I hate this. People who try to manipulate the prez in chats, or by posting angrily to newsgroups, etc. People who like to get other people on their side by twisting the facts, hence raising their own level of neo-efed-fame.
This is the quickest way to get kicked out of HUGE. Do not manipulate, people. I won't be manipulated, bitched, or ganged upon into submission. I won't mention any names, but even today this is practiced by a small minority of players to the detriment of the rest of us. Zero tolerance for this sort of thing. Zero.
Moreover, if I know you to be an e-politician (as defined by the above), you will be rejected out of hand without regard to the quality of your ideas. No, I won't say that's why, because that'd just send you running to your friends\newsgroup\etc for more politics! Oooo ... I'm so mad. ;)

4: E-Kayfabe. Utterly and totally I will enforce Kayfabe in HUGE. There will be no mention of real life wrestling in this league whatsoever. I won't have anybody using smart-mark terms to undermine the illusion that wrestling is real in this league. Shoot interviews (in the sense that "shoot" means "it's all fake, and I should know!") are outlawed, and will not be run on a HUGE card. Also, no catchphrases from RL wrestling. I hate it when people do that, only with a very small variation. Well, you get the idea.

*- May or may not apply...

============================================
X: Website
============================================

http://www.huge.e-wrestling.info/

============================================
XI: Joining.
============================================

Step 1: Fill out the below form, deleting all optional fields that you don't opt to fill in. Send the finished product to hugemail@e-wrestling.info
Please note that this is a simplified version of the HUGE form with additional multiple-choice information in place of blank spaces in some fields.
You'll notice that wrestling style and advantages/disadvantages fields have multiple choice listings. See the section immediately following the application for explanations of those choices. Please note that you can select choices other than those listed here but, if you do, please provide a detailed description of that choice.
Step 2: Join the HUGE Yahoo Group at http://sports.groups.yahoo.com/group/hugemail/

======================================================
Personal information.
======================================================

Handler name:

Email address:

AIM SN (optional):

ICQ # (optional):

IRC Nick (optional):

Other chat program contact (optional):

======================================================
Vital Statistics.
======================================================

These exist to help give a better idea to the fedhead which character should go over which way in matches. Values range from 0-4, 2 being average, 0 being virtually non-existant, 5 (peak human) not being allowed. Place a + next to any statistic that you have also selected as an Advantage below. Please erase the definition of the statistic when assigning a value. Total value of Statistics cannot exceed 12.
As a student your wrestler is not yet the consummate athlete he has fewer points to spend and a lower maximum stat than a professional on the main HUGE roster.

Strength: Physical heft, striking power, and etcetera.

Toughness: Ability to withstand punishment.

Stamina: How much you can do before becoming winded/weakened by physical activity.

Coordination: The catch-all statistic for high-fliers and those that rely on skill more than power.

Intelligence: The ability to work the referee, knowing when to put your opponent away, etcetera.

Focus: Your awareness of your surroundings, ring positioning and the like.

======================================================
Singles information.
======================================================

Name:

Hometown:

Height:

Weight:

Personality:

Alignment:

Wrestling styles (choose up to 2 additional).

U.S. Standard Worker (taught to all FORGE students. Do not erase.)
Aerialist.
All-Rounder.
Amateur Grappler.
Brawler.
Bump Machine.
MMA Grappler.
MMA Striker.
Powerhouse.
Submissionist.
Thinking Man.

Main wrestling maneuvers (Up to 5 moves).

1:

2:

3:

4:

5:

Other maneuvers (optional).

1:

Signature maneuvers (Optional).

1:

Finisher(s) (Optional).

1:

Chain wrestling (combinations taken from the above fields--optional).

1:

Advantages (optional, equal in number to or fewer than disadvantages).

1:

Disadvantages (optional).

1:

Entrance (summary, in cut and paste form).

---



---

History, (optional).

---

Put your character's background here. If you don't want him to have a pre-made history then it can be worked out during play.

---

Appearance (both physical appearance and ring attire).

===


Wrestling Styles.
-----------------
Wrestling styles determine primarily what moves are assigned to your character during matchwriting. Although it's a good idea to give a moveset that covers all the bases it can be assumed that some of the moves used by your wrestler during a match won't be on his application form. Select up to 2 from this list on your app and add them to the "U.S. Standard Worker" (already on the app) for a total of up to 3.
Aerialist. The Aerialist is a fighter that utilizes his agility to move in ways other fighters can't. They are able to flip, fly, leap and otherwise move around the ring with great ease. Big Cat covers everything from lucha libre-style lightweights to big men that can come off the top.
All-Rounder. A completely unfocused wrestling dilettante who borrows bits and pieces from every combat style to create one of his own. Called an "All-Rounder" because most wrestlers that use this method tend to be very "well-rounded". Due to their broad base of abilities the All-Rounder typically has an answer for anything his opponent throws at him _but_ fails miserably when trying to go against a specialist in that specialist's specialized area.
Amateur Grappler. High-school and collegiate grapplers who can use one of the more common "shoot" styles of grappling. This wrestling style tends to lend more to pinfalls than submissions and specializes in takedowns, some of them high-impact.
Brawler. A rough, untrained fighter that uses hard strikes and a tough chin to overcome his lack of defensive prowess. Brawlers tend to learn how to fight on the streets and so their unpredictable methods can overwhelm more traditional fighters.
Bump Machine. A defensive style that minimizes the harm taken from throws, trips, falls and even strikes! A Bump Machine is talented at moving along with maneuvers in order to avoid their full impact.
MMA Grappler. This refers to grappling styles such as Judo, Sambo, Sumo and the myriad other classical martial arts that rely on hurling opponents off their feet (high-impact takedowns).
MMA Striker. A fighter that uses punishing fights to polish off opponents. This style covers anything from Tae-Kwando to boxing to Muay Thai.
Powerhouse. An unskilled combatant that relies on muscle power. Examples of Powerhouses include football players and weight lifters. A Powerhouse tends to excel in crushing grappling moves (bear hugs, chin locks) and running strikes (shoulder tackles, clotheslines). They do poorly in stand-up fighting and more skilled forms of grappling.
Submissionist. This refers to any martial form that relies primarily on forcing the opponent to surrender and whose components overlap strongly with other MMA styles as well as the Amateur Grappler. Styles include Catch Wrestling, Jiu Jitsu, Mongolian Wrestling and many more.
Thinking Man. This is the name for it when you're a face. The heel name for it is "cheater". The Thinking Man is someone that uses the rules to his advantage. He tends to treat the ring and referee as his ally and knows exactly where all parties in and around the ring are at all times. An opportunist style that adds nothing to raw combat ability but allows it's practitioner to overcome superior opponents on a regular basis.
U.S. Standard Worker. A basic package of grappling, striking and flying maneuvers taught to all students of the FORGE. These maneuvers are often referred to as the "fundamentals" and do an effective, if unexceptional, job of moving an opponent around the ring.

Sample Advantages.
------------------
Chain Wrestler: You are able to string maneuvers together seamlessly, making it hard for opponents to break the momentum of your offense.
Heavy Hitter: Your strikes are unusually hard or sharp; capable of knocking opponents unconscious. Appropriate for wrestlers with striking finishers.
Imposing: Either your personality, your physicality or both intimidates others, giving you the psychological advantage against most opponents.
Iron Man: You don't tire as easily or as quickly as your fellow students. Your performance tends to be the same at the end of a match as at the beginning.
Natural <Style>: Pick one of your fighting styles. You are better at that style than others with similar training. This advantage, when taken by a more seasoned (non-student, non-rookie) fighter becomes "Expert <Style>".
Power Lifter: You are able to heave opponents normally unmovable by someone of your own size. Your lifting power far outstrips your striking power.
Slippery: You are hard to keep a grip on, hard to catch and hard to figure out by opponents.
Sudden: You are able to move in quick bursts that can catch opponents off-guard.
Tough Guy: Able to take more than average abuse from attackers. Known to no-sell attacks on occasion.
Misleading: You are able to easily feint, play dead and fake opponents out.

Sample Disadvantages.
---------------------
Easily Distracted: You are especially susceptible to outside interference. Even an unruly fan might distract you long enough to cause a flash pin loss.
Weak Finisher: Your finishing move isn't likely to finish a match unless your opponent is already very worn down and/or weak.
Weakling: You lack upper body strength. You cannot lift most of your opponents and, even then, it's only for the most remedial of maneuvers (bodyslam, atomic drop).
Clumsy: You are easy to trip, dizzy and flip. There is a strong chance for you to botch maneuvers, hurting yourself.
Unruly: You don't deal well with authority, rules, authority figures, rules lawyers, people in general... You're a miserable person and, all talent aside, you lose more than your fair share of matches due to poor attitude.
Limited Repertoire: You know fewer moves than average and have a tough time adding to your moveset. To reflect this you may (but don't have to) select as few
Apathetic: When faced with adversity, you're more likely to lose hope than fight back. There's a chance that, after being hit with a big move you could kick out from, you'll just lay there and lose.
Old Injury: Although the students haven't had the chance to be hurt by wrestling, injuries from school and childhood are still possible. Pick a body part and the effect it has on you when worked over. Possible choices are; increase the chance of submission loss, hobble, make using your finisher impossible, etcetera.
Bad versus <style>: Pick a style. You don't quite understand how that style _works_ and thus have a difficult time combating it. Examples would be a big man often caught flush by high flyers or a brawler who has trouble escaping grapples.
No Ring Savvy: You have difficulty using the wrestling environment in any constructive fashion. You don't reach for the ropes to end a submission attempt, you have to be told twice by the referee to release an illegal hold, etcetera.
And it was at this moment that the entire world realized, in unison, that tandem bicycles were AWESOME~!
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