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Post by antimony on Jan 30, 2008 20:38:00 GMT -5
As a side benefit of the Standardized Ratings, I'm able to capture the average value for each variable, which means that I'm always able to determine what an "average" GWF star's abilities should be. By adjusting each component up or down, I can "create" a character who is more powerful, better on defense, more resilient, and so on (or, for that matter, one who is below average in any respect).
Between 2087 and 2095, the "average" GWF Superstar has...
* two move-1's, a move-2 (ag), and a move-3 (pw) on Level 1 Offense, * two move-3's on Level 2 Offense, * two move-3's and a FINISHER (+1) on Level 3 Offense, * two dazed-1 (tag)'s, two REVERSAL-1's and one REVERSAL-2 on Level 1 Defense, * two hurt-2 (tag)'s, one REVERSAL-1 and one REVERSAL-2 on Level 2 Defense, * three hurt-2's, one down-3 (tag), one down-3 (with a (lv) attached to one of them, obviously), and a PIN 6 (3) on Level 3 Defense, * Chart Ratings of "B" for Ropes, Ring, and Deathjump, and "A" for Turnbuckle, * a Disqualification Rating of 5, * an Agility of 0 and a Power of -1, and * a Cage Rating of 3 (or possibly 4).
If you start filling this in, that actually completes most of the card, with the large exceptions of how to distribute chart rolls and (ch X) options throughout the card, which is very difficult to "average" meaningfully, and how to round out the Defense. Still, this is a good starting point for creating your own characters (provided you buy into the SAR system).
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Post by antimony on Jan 30, 2008 20:45:42 GMT -5
Courtesy of Darth Turkish, I give you this: AVERAGE GUY c. 2095 | Height; Weight; Home | Level 1 Offense | Level 1 Defense | 1. move - 1 2. move - 1 3. 4. move - 2 (ag) 5. 6. move - 3 (pw) | 1. dazed - 1 (tag) 2. dazed - 1 (tag) 3. REVERSAL - 1 4. REVERSAL - 1 5. REVERSAL - 2 6. | Level 2 Offense | Level 2 Defense | 1. 2. 3. 4. 5. move - 3 6. move - 3 | 1. hurt - 2 (tag) 2. hurt - 2 (tag) 3. REVERSAL - 1 4. REVERSAL - 2 5. 6. | Level 3 Offense | Level 3 Defense | 1. 2. 3. 4. move - 3 5. move - 3 6. FINISHER (+1) | 1. hurt - 2 2. hurt - 2 3. hurt - 2 4. down - 3 (tag) 5. down - 3 (lv) 6. PIN 6 (3) | Ropes -- B Turnbuckle -- A Ring -- B Deathjump -- B Disqualification -- 5 | Agility -- 0 Power -- -1 Cage -- 3 |
Obviously, the placement of some of the options, especially on Defense, is arbitrary.
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Post by Justin Case on Jan 31, 2008 2:08:33 GMT -5
very good PS. a good "go by" for future reference! will come in handy when I make some boots!
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Post by chewey on Feb 4, 2008 11:04:36 GMT -5
Courtesy of Darth Turkish, I give you this: AVERAGE GUY c. 2095 | Height; Weight; Home | Level 1 Offense | Level 1 Defense | 1. move - 1 2. move - 1 3. 4. move - 2 (ag) 5. 6. move - 3 (pw) | 1. dazed - 1 (tag) 2. dazed - 1 (tag) 3. REVERSAL - 1 4. REVERSAL - 1 5. REVERSAL - 2 6. | Level 2 Offense | Level 2 Defense | 1. 2. 3. 4. 5. move - 3 6. move - 3 | 1. hurt - 2 (tag) 2. hurt - 2 (tag) 3. REVERSAL - 1 4. REVERSAL - 2 5. 6. | Level 3 Offense | Level 3 Defense | 1. 2. 3. 4. move - 3 5. move - 3 6. FINISHER (+1) | 1. hurt - 2 2. hurt - 2 3. hurt - 2 4. down - 3 (tag) 5. down - 3 (lv) 6. PIN 6 (3) | Ropes -- B Turnbuckle -- A Ring -- B Deathjump -- B Disqualification -- 5 | Agility -- 0 Power -- -1 Cage -- 3 |
Obviously, the placement of some of the options, especially on Defense, is arbitrary. That's pretty cool. I've been thinking about holding a create-a-bootleg card where people all use "average" cards, but are rewarded points to make their wrestlers stronger based on creativity points. Originally I was going to use the Rahl ratings and base the template off of Lance At-Las, but this template is pretty cool too. More on this as I develop the idea...
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Nothing
Infinity Challenge
Posts: 75
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Post by Nothing on Feb 4, 2008 12:14:13 GMT -5
Interesting stuff. It looks like the average guy is a tag specialist and I would consider his Level 1 offense to be above average. Having three reversals seems a little too good, although I'm sure the numbers don't lie.
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