CONTRACT
CONFLICT
By David Creighton
A WWE: Know Your Role tournament for 4-12 players.
PREMISE
The World Wrestling Entertainment is holding a tournament and the prize
is a WWE contract! Of course, the WWE Chairman, Vince McMahon, will be
watching and it is possible more than one contract could be awarded if
Mr. McMahon is impressed.
Brand
The Contract Conflict tournament is suitable for either the RAW or Smackdown
brand, depending on which roster, staff, and announce team the General
Manager prefers.
Preparation
Familiarize yourself with the pre-generated characters in order to answer
any player questions. Print all character sheets and handouts.
Using Abilities
Each round of the tournament is considered to take place on one show.
So, unless otherwise specified, any ability that can be used once per
show can be used up to 3 times (should the character advance) over the
course of the tournament.
Special Rules
The following rule stipulations are in place for the tournament:
Appearances: The appearance limit for all players (based
on Charisma and the Popular Appeal feat) is for the entire tournament.
Scheduled matches do not count towards this limit. For the tournament
scenario, appearances may be used to:
- Cut a promo any time after Round One matches have been completed.
- Interfere in a match
- Attack one or more wrestlers before a scheduled match begins
- Attack one or more wrestlers after a scheduled match ends
- Interrupt another wrestler while they perform any of the above.
Also, the Mouthpiece talent functions slightly differently for this tournament.
Characters with Mouthpiece may activate it at any time to allow any number
of other competitors in the tournament to interfere in a match they are
participating in, or join him in any of the above other uses for Appearances.
However, participation on behalf of other competitors is strictly voluntary
and if no others choose to accept, the Talent is still considered to have
been used.
Decisive Victory: All matches in the tournament must
have a clear winner. Therefore the referees have been instructed to ignore
double disqualifications, double count-outs or no-contest rulings. Any
superstar caught interfering who is not obviously aiding one Superstar
or another will be banned from ringside.
Here Comes The Money: Sheliagh O’Shea is the only
tournament character with this Talent. If Sheliagh is in play, before
each match ask if the player would like to use this ability to gain an
advantage in the match. This ability can only be used once per show; when
used, the effect is determined by the round of the tournament. See “Complications”
below.
Reputation
Once per match, any character may add his reputation to one non-combat
roll targeting the referee.
Scouting Your Opponent
Although the wrestlers in the tournament are relative unknowns, they may
have encountered each other on the independent circuit in the past. Before
a scheduled match, Superstars may make a Knowledge (roster) check and
add their opponent’s reputation bonus. Remember, Knowledge rolls
cannot be made untrained. Depending on their roll, their opponent must
reveal the following (results are cumulative):
DC Result
5 |
Character
class or classes (but not levels) and weight class |
10 |
Levels in all character
classes |
15 |
Name and maneuver
group for all Finishers and Signature Moves |
20 |
Starting Endurance
and Lift DC |
25 |
Highest ability score
(opponent’s choice if tied) |
30 |
All maneuver proficiencies |
Assigning Characters
Have players roll a d20 to see who draft their character first. If players
are playing two wrestlers each (for a 4-6 player tournament), use a Snake
Draft system where each player picks one wrestler and then the last player
picks their second wrestler and the draft order reverses until the player
who chose first chooses their second wrestler last. Also, be sure to structure
the tournament brackets in such a way that any one player with multiple
characters does not have his characters meet till the latest round possible.
Before players choose their wrestler, read the following list to all
players in the tournament to help them make their choice:
Slick Willy Shade
A former Reality TV contestant who has moved into wrestling and is surprising
many with his skills.
Gronk
A superheavyweight whom many compare to the late Yokazuma. Gronk is, however,
said to be ot-nay, oo-tay, ight-bray.
Gary Grounder, the “True All-Rounder.”
Gary brings one of the most diverse styles in the indies to his quest
for the big prize.
Max Simpson
Simpson is known to be almost unstoppable, laughing at pain, giggling
at injury and guffawing in the face of death.
Dragon Shiva
An Asian Diva who is perfectly comfortable facing the men on the roster.
The Weasel
Don’t let the goofy gimmick and costume deceive you. The Weasel
is a cunning foe always ready to unleash the popular, but dangerous Weasel
Pounce.
Sheilagh O’Shea
This tough-as-nails former championship women’s rugby player rejects
even the term “diva.” She’ll challenge any opponent
with a lashing toe and an array of brutal moves.
Flash Fleming
Flash takes time away from his punk rock career to punk out his opponents
with a mixture of High Flying and mat moves.
Major Slam
A veteran of Iraqi and Afghanistan conflicts, Major Slam’s powerful
offense leaves his opponents seeing stars and stripes.
Mitchell Christian
Despite being best known as a manager Mitchell is more than willing to
hit the ring himself and is known as something of a wrestling savant.
(As a manager, Mitchell may be more challenging to play in matches.)
Brent Miller
Former NCAA champion Miller turned down a sportcasting position to turn
pro, in hopes of continuing his career in the big leagues.
Emett Able
This high-flying martial artist is “Ready, Willing, and Able”
to punish his foes.
Tournament Structure
#
of players |
#
of wrestlers per player |
Round
Structure |
4 |
2 |
Three rounds of singles
matches, single elimination. |
5 |
2 |
5 singles matches followed
by a singles match and a triple threat match (make certain no player
controls two Superstars in one match) and a singles final.
Add a stipulation of GM’s choice to the singles match in round
2. |
6 |
2 |
Two rounds of singles
matches with a Triple Threat final. |
7 |
1 |
Round one, two singles
matches and a Triple Threat followed by two rounds of singles matches. |
8 |
1 |
3 round single elimination
tournament. |
9 |
1 |
Round one, three singles
matches and a triple threat, followed by two rounds of singles matches. |
10 |
1 |
5 singles matches followed
by 2 singles and a triple threat, then a singles final. |
11 |
1 |
5 singles matches and
triple threat, followed by 3 singles matches and a triple threat
final. |
12 |
1 |
6 singles matches followed
by 3 singles matches, then a triple threat final. |
GM GUIDELINES
Step-by-Step Tournament
Guide
Start by introducing the tournament. Feel free to role-play the announcers
or General Manager for the brand you’re using. Otherwise, just jump
right into the game.
1. Determine tournament structure
based on number of players
2. Explain special tournament rules
3. Draft wrestlers
4. Assign match pairings. In tournaments with players controlling more
than one wrestler, do your best to make certain no two wrestlers controlled
by the same player are facing each other!
5. Begin the Preliminary Round (Round 1) matches. Whether you need to
run two set of matches in the first round, do not let Round 1 take up
more than half of your total time. See “Time Management” for
tips on keeping things running smoothly.
6. Once all matches end, ask if players want to use any appearances before
the end of the first show. Allow players to use Appearances but, if time
is running short, ask them to keep them to a minimum in terms of role-playing
or length of beat downs. If time is not an issue, let them play out the
sneak attacks and vignettes to their heart’s desire!
7. Restore all characters’ Endurance to full and have them heal
Trauma as if a week had passed.
8. Begin a new show and Round 2. Players whose characters have been eliminated
can take on the role of commentators or fans.
9. Assign all matches for Round 2, again doing everything possible to
prevent one player from controlling two wrestlers in one match. Let players
do any pre-match vignettes or promos and, finally, pre-match ambushes.
10. Begin Round 2 matches, feel free to point out any rules players might
be overlooking or not aware of, such as the use of Tricks, pre-match staredowns,
or other in-match abilities such as Recovery or Distraction.
11. Repeat steps 6-10 for the Final. Remember that eliminated wrestlers
with unused appearances can use them for promos, vignettes, interference
or beat downs. If time allows, check Other Complications for some fun
extras you can use to add to their experience.
Time Management
Running a Know Your Role tournament would be very time consuming if you
had to run each match one at a time. Instead, it is important to keep
as many matches running at once. If you have experienced players who can
run their own matches, let them. However, never let one experienced player
run a match between him/herself and a novice.
For all matches involving inexperienced
players, simply run all the matches at once, round by round, in the following
manner:
1. Determine initiative for
all matches.
2. Choose one player who does not have initiative and have them declare
their maneuver and record it on their match record sheet. All details
of the move must be announced at this time as with any other abilities
that must be used when moves are announced. Heat benefits must also be
announced now.
3. Move on to the next match and have the player who does not have initiative
declare their action. Continue until one player in each match has declared
actions.
4. Then, in the same order, have the player with initiative declare. For
triple threat matches or matches where other participants need to also
declare actions, have the person second in initiative order declare now
and continue having new rounds of declarations until all match participants
have declared.
5. Have all players roll and determine which actions succeed for all matches.
6. Apply all affects for all matches (such as damage, lift/knockdown checks,
stun checks, KO checks etc.)
7. Conduct any pin attempts, DQ checks, count out rolls or other outstanding
business such as referees recovering from injury.
8. If any matches are not over, move on to a new round, be sure to adjust
the order in which players declare their actions.
9. Allow players to use Appearances for post-match beat downs etc. The
loser of the match always has the first opportunity to use an appearance.
If more than one GMs are available,
break up players into as many smaller groups as possible.
Also, with inexperience players
you may need to help out with narration. Don’t let players get overwhelmed
with the need to script elaborate moveset narration. If necessary, simply
announce the effects of moves when it is determined who hits in order
to keep things moving. Use your own judgment depending on the number of
players and the time available. The most important thing is that players
have fun. It is far more important that players have fun than the tournament
runs according to plan. If you have to reduce the number of matches by
having more Triple Threat or Fatal Four-way matches in order to manage
time and keep everyone involved feel free. That said…time can often
be an issue at conventions or other events so…
What to do if time
runs short
If a tournament round is drawing to a close with matches still underway,
announce that in two rounds of combat time will expire. This should give
players a chance to try last ditch big moves to put away their opponent
before the clock runs out. If a match still does not conclude after those
two rounds determine a winner in the following order:
1) The Superstar who has gained
the most Heat during the match (regardless of any spent).
2) The Superstar with the lowest current fatigue penalty is the winner.
3) The Superstar with the lowest base Endurance is the winner.
4) The Superstar with the lower base initiative wins.
5) Other players in the tournament vote on a winner.
Winners
The superstar who wins the tournament wins a WWE contract and first prize
(if any).
If you have additional prizes
to award for second place or beyond, here are a few suggestions of how
to give them out.
- Most Heat earned over the
course of the entire tournament
- A player vote on best role-player/overall contribution to their enjoyment
of the tournament
- If you are feeling ambitious, you can track Contender points (see Know
Your Role, pages 116-177) and award second place (or an additional contract)
to that Superstar, other than the winner who earned the most points. Usually
this will be the second-place finisher since they will have more opportunities
to earn contender points, unless other players wind up in matches outside
the tournament itself.
Even if there are no prizes,
the GM may award additional WWE contracts based on the above criteria
or any others the tournament organizer may wish to use. Also, remember
that any superstar with one or more levels in manager class could be hired
on by a superstar who wins the contract and find employment that way (although
at a much reduced pay rate than having a contract themselves).
Complications
Here Comes The Money Talent: These are the effects this Talent has, depending
which round it is used. A Reputation check must be still be made. The
DC is 5 in round 1, 10 in round 2, and 15 in round 3.
Round 1: A Scottish pipe and
drum corps in full regalia accompanies O’Shea to the ring. This
gives her a +4 bonus on the staredown in round one and a +1 bonus to all
intimidation checks for the entire match. And yes, O’Shea is Irish
and the band is Scottish. Why? Because anything can happen in the WWE!
Round 2: In the interest of
saving WWE money, Sheliagh uses her considerable wealth to hire her own
referee. As a result this ref is biased in her favor. The ref will slow
count for her opponent so that once per pinfall attempt any automatic
one count from hooking the leg, pulling the tights, grabbing the ropes
or performing a finisher is cancelled. Also, O’Shea must do at least
12 damage in an illegal move before she receives a warning and she gains
+5 on all rolls to avoid DQ. When O’Shea is out of the ring roll
only a d4 for referee countout. If this ref is knocked out for more than
3 consecutive rounds a new, unbiased referee will be sent from the back.
Round 3: If Mitchell Christian
is not being played in the tournament, he accompanies O’Shea to
the ring as an NPC manager. Otherwise, use the same entry as Round 2.
Other complications
The following complications may be added if the GM feels there is extra
time in the tournament.
Special Appearances:
For the RAW brand, the first contestant to use an Appearance to address
the crowd and is not interrupted by another contestant may face an interruption
from a certain Superstar-turned-movie star who occasionally still drops
by the WWE (if you smell what we’re cooking).
If using the Smackdown brand,
any contestant who requests an interview after already being eliminated
from the tournament will have that interview with SmackDown’s
#1 Announcer, Funaki™! If things go badly they just might find
themselves with another chance to impress the GM as Funaki challenges
them to a match!
Stipulations
No stipulations may be added in the first round. Stipulations may be added
to later rounds by players with appropriate Talents or Feats. In the second
round, any stipulations all wrestlers in the match agree to may be added
as well.
Optional: Alignment
To simplify the use of tricks, all 12 of the pre-generated characters
have been created as Neutral wrestlers and only Common Tricks are available.
If the GM feels more confident in the players’ expertise, use the
following alignments instead:
Slick Willy Shade - Heel
Gronk - Heel
Gary Grounder - Face
Max Simpson - Face
Dragon Shiva - Heel
The Weasel - Heel
Sheilagh O’Shea - Face
Flash Fleming - Face
Major Slam - Face
Mitchell Christian - Heel
Brent Miller - Heel
Emmett Able - Face
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