Wrestling Fate
Wrestling Fate
Introduction
The Game
-Concepts
The Players
-Creative
-Wrestlers
Game Rules
Approaches
-Kayfabe, The presentation of scripted actions and worked matches as being legitimate or real, often
through charisma and dramatic theatrics.
-Power, Using excessive legitimate force when executing a move, either deliberately or accidentally. This
can be very effective impressing the audience, but is inherently risky to those around the wrestler.
-Shoot, When a wrestler or personality deliberately goes off-script, either by making candid comments
or remarks during an interview, breaking kayfabe, or legitimately attacking an opponent.
-Stunt, Any particularly planned action or series of actions in a match, which often carries a level of risk
to the wrestler.
-Work, Any move within a match that is planned to happen, the opposite of shoot.
-Starting array, 0, 0, 1, 1, 2
A wrestler who is in a match may spend a Fate Point to trigger their finishing move, this is risky as the
finisher is a flat roll with no bonuses or penalties and automatically triggers the end of the match.
Should the wrestler who triggered the finisher fail their roll, they lose the match regardless of what the
booking was.
-Refresh is the amount of Fate points you start each session with. During character creation each
wrestler will have start with 6 refresh, it is expected that a player will spend at least 3 refresh on stunts.
More refresh may be spent on stunts, but a wrestler must always have at least 1 refresh available.
Aspects allow wrestlers to invoke an aspect at anytime. This may be represented as an interrupt or a
run-in, to allow for help or opposition on the active Wrestler.
-Role:
Babyface,
Heel,
-Advanced Roles
Champion,
Legend,
Icon,
Celebrity,
-Heat: Relationships between wrestlers. Creating heat is an option at the end of creating promo round,
and as an option at the end of a match. The wrestlers may make a new heat aspect with another
wrestler. The aspect should be named something that relates to the other wrestler and the nature of
their relationship. Heat relationships often may be one sided, so a wrestler might have a heat aspect
with a wrestler, but that other wrestler may or may not have a heat aspect with them.
Stunts
Stress bars
-Audience
-Injury
Advancement
Episode process
Wrestling matches are described by the Announcers through highlights. The character in control
describes their intent, and tells the GM which approach they'd like to use. The GM determines the result
of the roll
-Control, The ebb and flow of the match is done through the highlights. During each highlight one
wrestler will have control: that player's wrestler will be the active participant who makes the roll for that
highlight. Failure of a roll during a highlight often relinquishes control to one of the wrestler's in-match
opponents.
-Set-up Phase:
-Segments:
-Match Phase: Each Match is separated into highlight rounds where the wrestler with control makes
rolls.
Highlights. When the Creative makes the booking they will decide how many highlight each
match will have before it is concluded. A highlight is not a play-by-play of exactly which wrestling moves
were used, but rather the player in control will describe their intentions for the highlight. After, the
creative will have the wrestler in control make a roll based off of one of their approaches, then based on
the roll the creative will describe the result of the wrestler's highlight.
Announcers. When the match phase begins the Creative may decide to allocate one of the
players who is not currently wrestling to announce the match's highlights. This is not a play-by-play but
rather a narrative on the key events that happened during the highlight.
-Ranking stat. Hidden from players, total stat of lifetime audience score, +1 for going with card, -1 going
against card. +1 for each heat aspect.
-Fate actions
-The Dice.
Success
Failure
Botch
-Finisher
How to Play
-The Promotion