Bios:
Kronos: RETALIATION.
A 2023 Holiday 3-Pack Giveaway. Characters and stories by Rob Beaubien & art by Werner Mueck
The following stories occur after the unexpected arrivals of Hades and Meteor Storm on Kronos.
Mentor is fighting back! Rocked by the disruption of Hades arriving uninvited to Kronos, Mentor has decided to take matters into his own hands. Tired of waiting around for Omega & Solaris to counterpunch Hades, Mentor introduces three brand new fighters from the College of Kronos - the Defenders of the Ream!
The Defenders of the Realm are strictly loyal to whoever wears the Crown of Kronos. They will feud with the King’s enemies, run distractions and outside interference for the King and even go as far as to attack the King’s opponents after a match. Anything to keep the crown atop the head of the King of Kronos!
But when a wrestler loses the crown in a match, the Defenders of the Realm instantly switch allegiance to the new king! Often, immediate beat-downs to the former king occur at the instructions of the new king. And the Defenders of the Realm are happy to oblige! After all, the Defenders of the Realm are loyal to the Crown of Kronos and whoever wears it - not any one specific wrestler. They are as fiercely loyal as any allies can be when a wrestler wears the crown, but once a wrestler loses the crown, all bets are off!
How will Omega & Solaris react to this unauthorized act of aggression from Mentor? Will they embrace it, or is Mentor just causing even more problems for our hero leaders on Kronos?
One factor that may prevent Omega & Solaris from getting on board with Mentor are the rumors that all three Defenders of the Realm are secretly equipped with illegal robotic implants - a longstanding violation of the rules at the Crossroads of the Galaxy.
But Mentor doesn’t care about archaic rules during a time where the entire future of Kronos hangs in the balance. Hades started this fight, and now is the time for retaliation!
ACE OF DIAMONDS
Allies: Whoever wears the Crown of Kronos, Exo-Knight and Mad Bishop.
Enemies: All enemies of the King.
Feuds: All feuding enemies of the King.
FINISHER: ACE IN THE HOLE, a jumping cutter. Sometimes Ace of Diamonds will miraculously reverse a big move by the opponent and execute ACE IN THE HOLE out of nowhere when on defense due to alleged illegal sensory robotic implants.
All three Defenders of the Realm are mysterious new wrestlers, but Ace of Diamonds may be the most intriguing of them all. Is this an alternate universe Jack of Diamonds with a killer new upgrade? Or is Ace of Diamonds a brand new member of the esteemed Galaxian Royal Court? Nobody knows for sure, and Mentor keeps his secrets closely guarded, but the similarities to the former GWF star and CPC legend are uncanny.
While their move-sets and physical appearances are strikingly similar, what makes Ace and Jack of Diamonds so different is the attitude Ace of Diamonds possesses. Ace of Diamonds is laser-beam fixated on defending the King of Kronos all at costs. Transitioning seamlessly from hero to villain and back depending on who wears the Crown, Ace makes a dangerous enemy for everyone at the Crossroads of the Galaxy.
There are nasty rumors that Ace of Diamonds is equipped with mind control technology that automatically puts him in the line of fire against any and all who oppose the King of Kronos. But bad blood remains, and emotions may be too high to fight off in certain situations. In a battle between super galactic technological advantages versus basic nature, which wins out when Ace of Diamonds re-engages with arch-rivals like Raven? Will Ace stay true to his post at the side of the king? Or will the taste for violence persuade him to pursue old enemies when the opportunity presents itself?
Note: When Ace of Diamonds hits ACE IN THE HOLE from defense, the move is slightly less powerful, but still dangerous and effective. When the appropriate roll is made and Ace is given the opportunity to counter with ACE IN THE HOLE from his defense, roll one die. On rolls of 5-6 Ace hits the finisher out of nowhere! Opponent rolls PIN plus the finisher rating. On rolls of 1-4 play normally.
EXO-KNIGHT
Allies: Whoever wears the Crown of Kronos, Ace of Diamonds and Mad Bishop.
Enemies: All enemies of the King.
Feuds: All feuding enemies of the King.
FINISHERS: DEATH VISE, a vise-like bear hug aided by Exo-Knight’s powerful robotic implants.
LOADED GLOVE. Exo-Knight comes fully equipped with the famous illegal finisher, aided by his undercover robotic implants. Exo-Knight unloads LOADED GLOVE on both hero and villain wrestlers unapologetically depending on who is wearing the Crown of Kronos.
SHINING ARMOR. Exo-Knight uses his impressive combination of power and speed to execute a deadly Shining Wizard to the opposition.
Exo-Knight is the leader of the Defenders of the Realm, and the direct bodyguard of the King. When not wrestling, Exo-Knight accompanies the King of Kronos to every match and watches his back.
Very little is known about the impressive rookie other than he is originally from Altair (like Ace of Diamonds) and was a student wrestler at the College of Kronos before donning a mask, receiving robotic upgrades and becoming the awesome Exo-Knight.
Exo-Knight is as smart and articulate as he is intimidating. He is a large fighter, strong and agile for his size. He possesses an incredible arsenal fit to defend any king. Perfect in almost every way, Exo-Knight is specifically designed to do one job - the King must be protected!
Exo-Knight rarely speaks. But when he does, his messages are brief and direct to the point.
“Most people are not loyal. They maintain a relationship because of convenience and benefit to themselves. When it is no longer in their perceived self interest, they will turn. Honor is an ideal because it is so rare.”
Strong words from Exo-Knight, who puts loyalty to the crown above personal glories like championships.
“The King must be protected!”
Note: As the leader of the group and the King’s fiercest defender, Exo-Knight accompanies the King of Kronos to every match, and may cause a distraction when needed. Roll two dice when you want Exo-Knight to try a distraction. On rolls of 9 or lower, the distraction is successful.
MAD BISHOP
Allies: Whoever wears the Crown of Kronos, Ace of Diamonds and Exo-Knight.
Enemies: All enemies of the King.
Feuds: All feuding enemies of the King.
FINISHERS: MAD BALL. The Mad Bishop leaps off of the top rope and turns himself into a human cannonball aimed directly at the opponent.
JAGGED EDGE. The Mad Bishop executes a top rope missile dropkick aided by alleged robotic weapons in his feet.
FLAMES OF INSANITY. The Mad Bishop channels the teachings of the Bishop Hell Cult but amps it up to another level by lighting HIMSELF on fire before leaping backwards off of the top rope with a sky-high moonsault, crashing into his opponent in a flying ball of flames! The move is so dangerous, it damages Mad Bishop tremendously when he executes it. But the damage he inflicts on himself is nothing compared to the lasting effects the move leaves both physically and psychologically on the opponent!
Imagine being too insane for the Bishop Hell Cult - but that’s exactly what the Mad Bishop is! Exorcised from the group for being uncontrollable, the Mad Bishop arrived in shackles to Kronos years ago where he has been living life isolated in a lone tower at the College of Kronos, overseen by Mentor, safely away from the rest of the galaxy. But despair requires immediate repair - and now the Mad Bishop is free and on the loose again!
The Mad Bishop can take insane amounts of pain, both from his opponents and even at the results of his own self-inflicted derangement, as illustrated by his unnerving finisher - FLAMES OF INSANITY!
It was FLAMES OF INSANITY that finally got the Mad Bishop kicked out of the Bishop Hell Cult. Either voluntarily or involuntarily, the Mad Bishop refused to master the famed HELLFIRE finisher. Instead, he lights himself on fire and hurls himself at his suffering opponent. After several fires and destroyed churches, the Mad Bishop was finally detained by the leaders of the cult, removed from the group, and sold off to Mentor like a weapon of mass destruction for later use.
Well, now is later, and the time has come for the FLAMES OF INSANITY to rise again!
Note: The Mad Bishop can attempt FLAMES OF INSANITY only once per match. Add 2 to the PIN rating of Mad Bishop when he decides to use this finisher.
Notice: These fan made game cards are for use with and inspired by Filsinger Games and Champions of the Galaxy. The game card system is copyrighted by Filsinger Games and used with their permission.