Pro Wrestling in M&M
Posted: Sat Mar 03, 2018 8:12 am
Hey all- I've been thinking about statting up some kind of Pro Wrestling thing into M&M (ie. I wanted an excuse to stat WWF guys in M&M ). Largely, my ideas were thus:
* Throw away the definitions for Strength & Toughness, and spread them out, so that Andre the Giant would be the equivalent of, say, Superman, and we wouldn't have to cram everyone in between ST 0 & 4.
* Pins would be a very low-level Affliction (likely around "4"), Resisted by either Strength or the guy's remaining Toughness, whichever is higher.
* Everyone has Regeneration, because of how long wrestling matches go. Babyfaces have to make Presence Checks to use it, but tend to have more. This might make it annoying to stat up guys who've switched allegiances a lot.
* Throw away anything "Grab-Based" because that's kind of underpowered in M&M. I'd likely just make bigger "Slam"-type moves lower in accuracy. Basic moves are assumed to use the base strength, while some others do more damage (like a Suplex or someone's Finisher), sacrificing some accuracy. Moves that end in pins (The Perfect-Plex, Warrior Splash, Earthquake Splash, etc.), would tie the damage in with Afflictions for the pin, making them very effective.
* Grapple-based moves (Slams, Suplexes, most Finishers) should have some kind of mechanic for when a guy is too heavy. Maybe a Drawback or something. This would give an advantage to strike-based moves, such as the Superkick or Missile Dropkick, which can be done to anyone.
* Comparatively, guys have to pay points for being extra heavy. Not sure how much, though. I mean, Razor Ramon was a big guy, but no way was he hitting the Razor's Edge on Yokozuna.
* Every high-risk move comes with the Side-Effect Flaw for when you fail.
* Weapons would produce a HUGE increase in hitting power (since they tend to cause knock-outs)- even Jimmy Hart's Megaphone or Mr. Fuji's Cane were essentially death-weapons that guaranteed falls.
What do you think? What kind of things could be added? I'd love to see the variability of the system in play here- PL 4 Reno Riggins, PL 12 Andre the Giant, etc. .
* Throw away the definitions for Strength & Toughness, and spread them out, so that Andre the Giant would be the equivalent of, say, Superman, and we wouldn't have to cram everyone in between ST 0 & 4.
* Pins would be a very low-level Affliction (likely around "4"), Resisted by either Strength or the guy's remaining Toughness, whichever is higher.
* Everyone has Regeneration, because of how long wrestling matches go. Babyfaces have to make Presence Checks to use it, but tend to have more. This might make it annoying to stat up guys who've switched allegiances a lot.
* Throw away anything "Grab-Based" because that's kind of underpowered in M&M. I'd likely just make bigger "Slam"-type moves lower in accuracy. Basic moves are assumed to use the base strength, while some others do more damage (like a Suplex or someone's Finisher), sacrificing some accuracy. Moves that end in pins (The Perfect-Plex, Warrior Splash, Earthquake Splash, etc.), would tie the damage in with Afflictions for the pin, making them very effective.
* Grapple-based moves (Slams, Suplexes, most Finishers) should have some kind of mechanic for when a guy is too heavy. Maybe a Drawback or something. This would give an advantage to strike-based moves, such as the Superkick or Missile Dropkick, which can be done to anyone.
* Comparatively, guys have to pay points for being extra heavy. Not sure how much, though. I mean, Razor Ramon was a big guy, but no way was he hitting the Razor's Edge on Yokozuna.
* Every high-risk move comes with the Side-Effect Flaw for when you fail.
* Weapons would produce a HUGE increase in hitting power (since they tend to cause knock-outs)- even Jimmy Hart's Megaphone or Mr. Fuji's Cane were essentially death-weapons that guaranteed falls.
What do you think? What kind of things could be added? I'd love to see the variability of the system in play here- PL 4 Reno Riggins, PL 12 Andre the Giant, etc. .