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Snap-Suplex Rules

Contents
1 Creating A Wrestler
2 Creating A Tag Team
3 Preparing For A Match
4 STRATS
5 Resolving A Match
6 Campaign
6.1 Managers
6.2 Money
6.2.1 Training
6.2.2 Promotional Consideration

Fedhead's note: Snap-Suplex is a streamlined, simple system for resolving wrestling matches created
by David Tiemroth.
In order to understand it, it's best to get right into it, so away we go ....
Creating A Wrestler

First thing you have to do is to create your wrestler. That means you need a name, a gimmick and an
outfit just to begin with. An example would be former WWE Superstar Rob Van Dam.
Name: Rob Van Dam
Gimmick: Mr. Monday Night; The Whole (Dam) Show.
Outfit: Biker Pants singlet with various colorful designs, usually depicting the taijitu symbol
depicting Yin and Yang.
After that's been decided, you move on to filling out his stats. SnapSuplex has 4 specialty stats and 1
general stat, and 20 Creation Points to use on them. Those 5 stats must all have at least 1 point in them,
and no stat can have more than 8 points in it.
The 4 specialty stats are:

Strength (STR), which is a measure of how strong your character is,


Brawling (BRA), which is a measure of how good your character is at brawling,
Dexterity (DEX), which is a measure of how agile your character is and how well he does at high
flying moves and
Technical (TEC), which is a measure of how sound your character is at technical wrestling.
The reason they're called specialty stats is that most characters specialize in one stat that defines their
ring style. The Big Show would specialize in STR, Kurt Angle would specialize in TEC, and our
example, Rob Van Dam, would specialize in DEX.
A general rule of how the ratings look would be something like this:
1: Below average for your regular Joe. The Great Khalis DEX.
2: Average for your regular Joe. Kevin Nash's DEX.
3: Average for a wrestler. Batistas TEC.
4: Slightly above average for a wrestler. Triple H's STR.
5: A defining part of a wrestlers ring style. Jeff Hardys DEX.
6: One of the better wrestlers out there in this stat. Samoa Joes STR.
7: One of the elite, very few does it better. Rob Van Dams DEX.
8: Noone does it better. Mick Foleys BRA.
Stat points are bought using the scheme below.

STAT

COST

12

Hence, if you buy an 8 stat rating, you only have 8 points left for your other stats.
The 1 general stat is Stamina (STA). Stamina is how much damage your character can take. It's called a
general stat because every character puts points into it, no matter their ring style. Sting, Kane and RVD
would all have high STA, Sting because of his fierce energy and never say die attitude, Kane because
of his toughness and RVD because of his risk taking insanity. Kevin Nash, TAKA Michinoku and
Steven Richards would have low STA, Nash because of his poor conditioning, TAKA because of his
minute size and Richards because he's a weakling. Stamina is also bought differently from specialty
stats. The costs are as indicated on the scheme below.

STAM

COST

13

18

Remembering that all stats need at least 1 point, that means the highest STA rating you can buy with
the opening 20 points would be 7.
Now, Van Dam would probably spend his CP's like this.
Stat: Score (cost)
STR: 1 (1)
BRA: 3 (3)
DEX: 7 (9)
TEC: 1 (1)
STA: 5 (6)
As previously mentioned, RVDs Dex is among the best in the business, and thats the focal point of his
attack. His BRA is mainly martial arts moves, which with his style ties more into DEX than pure BRA,
but he can do some damage. Robs STR and TEC really arent part of his arsenal other than a random
move or two, so theres not much put into that. Finally, Rob can go a good bit, so he has a better than
average STA.
Next it's moves. This is your characters most used moves. You take half your specialty stat values,
rounding down (unless the value is 1, then you round up), and put down that amount of moves for each
starts. Of course, these aren't the only moves your character uses, just some of his better known moves.
For RVD, it would look something like:

STR (1/2 = 1): Bridging Northern Lights suplex


BRA (3/2 = 1): Two shoulderdrives/backflip/third shoulderdrive combo.
DEX (7/2 = 3): Split-legged moonsault, Windmill kick, Pescado
TEC (1/2 = 1): Legsweep
The "Other" moves are something a little different. It's the spots that your character always does that
might not be an offensive move. For Shawn Michaels it would be "flip on an irish whip into the
corner", or for Rey Mysterio it would be "spin in the ropes". For RVD it would be:
Other: Point thumbs to himself as the fans chant R-V-D
All characters have some Favorite Spots. You get two of those, and they can be used on all offensive
spots. A Favorite Spot doesn't get a bonus to damage, but does get a + 1 bonus to hit. You can put both
your Favorite Spots on one move, making it + 2 to hit. For every positive, though, there is a negative.
Each Favorite tag means that the spot can only be used once every 10 rounds. If you both both Favorite
tags on one move, you can only use that move once every 20 rounds. If you use it more than once, the
bonus to hit is inverted. So if Kurt Angle has DEX Lvl 3 Top Rope Moonsault (F)(F),
the moonsault would be +1 against a lvl 2 opponent the first time he uses it, but if he uses it again
within 20 rounds, it would be -3 to hit. For our example, RVD, his two Favorite Spots would probably
be Rolling Thunder and the Van Daminator.
And finally we have his finisher. A finisher is the only move that needs a specific level, and it can have
any spot flags (which will be explained later) attached to it. There are 4 levels, 1 to 4, and what
determines what level a move is, is a mix of damage caused by the move and how complex the move
is. Something like Diamond Dallas Page's Diamond Cutter would be lvl 2, because it's easy to apply
while still dealing out damage. Booker T's Harlem Hangover top rope somersault legdrop would be lvl
3 High Risk. It's not easy for Booker and it does good damage. Now, some moves automatically put the
opponent in a pinning predicament, they would be Pinning moves. Rey Mysterio's West Coast Pop
springboard hurricanrana would be lvl 3 Pinning. Some moves are submission moves, they would be,
err, Submission moves. Lance Storm's Canadian Maple Leaf would be lvl 2 Submission. Rob Van
Dam's finisher, is of course:
Finisher: Five Star Frog Splash (DEX lvl 3).
So we end up with a complete stat sheet for RVD that looks like this:
==========================================
Name: Rob Van Dam
Gimmick: Mr. Monday Night; The Whole (Dam) Show.
Outfit: Biker Pants singlet with various colorful designs, usually depicting the taijitu symbol

depicting Yin and Yang.


STR: 1
BRA: 3
DEX: 7
TEC: 1
STA: 5
STR: Bridging Northern Lights suplex
BRA: Two shoulderdrives/backflip/third shoulderdrive combo.
DEX: Split-legged moonsault, Windmill kick, Pescado
TEC: Legsweep.
Other: Take out-of-ring bump.
Finisher: Five Star Frog Splash (DEX lvl 3).
==========================================

Creating A Tag Team


There are ways to make tag teams under this system, but for simplicitys sake, we will use the
following:
You may either create a dedicated tag team the same way you create a singles wrestler and simply give
two lists of moves based on your stats for each wrestler, OR you may create a composite stat for two
singles wrestlers, with the following rules:
1) If either side has a 1 score for one of the four main stats, that stat must also have a 1 for the
composite stat lists.
2) You must use the lower of the wrestlers two STA scores for the STA score of the composite.
3) No stat can be higher for the composite than the highest score for either side (If one has a 1 STR and
the other has a 2 STR, the composite cannot have a STR higher than 2.
Fedhead's note: Since PRW has no designated tag teams, all tag teams will be temporat alliances of
singles wrestlers. For convenience sake, the above "composite" rules are waved. The player may
simply choose one of the two wrestlers, and that wrestler's stats will represent the entire team.
Preparing For A Match

Matches in Snap-Suplex happen in rounds. A normal match is 20 rounds, a PPV match is 30. Each
round has a stat used from one of the 4 specialty stats, a level used, and an action. Additional round
flags can be added, such as Pinning or High Risk. A normal round for Steve Austin could look like this:
Round 1: BRA lvl 1: Lots of punches and kicks
It starts with what round we're in ("Round 1"), then selects a stat to be used ("BRA"), selects which
level of BRA to use ("lvl 1"), and what action to take during the round ("Lots of punches and kicks").
Levels needs some explaining. Depending on the characters Stamina, every character has different
break points in their Health where their levels are. Health is STA times 5. The different levels are
shown below.

STA

Lvl 1

Lvl 2

Lvl 3

Lvl 4

10

15

20

12

25

15

30

18

35

21

11

40

24

12

So Rob Van Dam, with his STA of 5, would have 25 Health and start a match on lvl 1. When his Health
hits 15, he'll be on lvl 2. When it hits 8, he'll be on lvl 3 and when it hits 3, he'll be on lvl 4. So why

levels for spots? Levels determine both damage and difficulty in hitting the spots. A lvl 1 round does 1
damage. A lvl 4 round does 4 damage. But at the same time, a lvl 4 round used against a lvl 1 opponent
is much harder to hit. Every round level higher than the opponents level adds -1 to the roll to hit. So a
lvl 2 round against a lvl 1 opponent is at -1. A lvl 4 round against a lvl 1 opponent is at -3. On the other
hand, a lvl 4 round against a lvl 3 opponent is only at -1. Now, it doesn't work the other way around. A
lvl 1 round against a lvl 4 opponent doesn't have any minus, but neither does a lvl 4 round against a lvl
4 opponent.

OPP. LVL Lvl 1 Lvl 2 Lvl 3 Lvl 4


To Hit To Hit To Hit To Hit
1

-1

-2

-3

-1

-2

-1

In other words, the higher the level, the more damage caused and the harder to hit depending on how
fresh your opponent is. Some round flags can be added to the round, depending on which stat is used.
If the stat used is STR, then you can add the flag "Stiff". Stiff does +1 in damage, but you flip a coin to
see if the move takes 1 point off your Health for the extra energy put into it. Therefore, "STR lvl 3,
Stiff: Powerbomb" does 4 damage instead of the normal 3, but if the coin comes up tails, it does 1
damage to your character as well.
If the stat used is BRA, then you can add the flag "Illegal". Illegal does +1 in damage, but you flip a
coin to see if the move gets your character the round levels amount in referee warnings. Therefore,
"BRA lvl 2, Illegal: Low Blow" does 3 damage instead of the normal 2, but if the coin comes up tails,
your character gets 2 Referee Warnings. The amount of referee warnings your character can get before
being DQ'ed depends on the referee.
Fedhead's note: replace "flip a coin" with "roll a d10." Each ref has his or her own Ref Score. A roll of

the Score or less means that the ref has noticed the cheating and cares enough to get angry.
Each ref also has their own Patience, which establishes how much they will take before ruling a DQ.
If the stat used is DEX, then you can add the flag "High Risk". High Risk does +2 in damage, but if
your character misses the move it does damage to your own character equal to the level of the move
attempted. Therefore, "DEX lvl 4, High Risk: Top Rope Shooting Star Press" does 6 damage instead of
the normal 4, but if it misses, it does 4 damage to your character.
If the stat used is TEC, then you can add the flag "Pinning" or "Submission". Pinning and Submission
does -1 damage, but makes it either a pinning move or submission move, and if it's a pinning move,
gives your character a free 1 count. Therefore, "TEC lvl 2, Submission: Boston Crab" does 1 damage
instead of the normal 2, but the referee checks for submission. Similarly, "TEC lvl 3, Pinning: German
Suplex" only does 2 damage instead of the normal 3, but it is a pinning predicament and the opponent
only has a 2 count to escape.
For any stat that is used, you can add the flag "Target". Target requires a specialty stat target, and does
1/2 damage to the stat targetted for the duration of the match, but no damage to the opponent.
Therefore, "STR lvl 2, Target BRA: Shoulderbreaker" does 1 damage to the opponents BRA stat for the
match and no damage to the opponents Health, while "BRA Lvl 1, Target DEX: Kick to the knee" does
1/2 damage to the opponents DEX stat for the match and no damage to the opponents Health. Kick
Rey Mysterio in the knee twice, and his DEX would drop from 7 to 6. Do it another 2 times and it
would drop from 6 to 5. No stat can drop to less than half the original value, rounded up. In other
words, Rey Mysterio's DEX of 7 could never drop to less than 4.
The last flag does not add to the round action, but replaces it. "Finisher" makes the round action the
same level as the finisher rolled against a stat of 5 or the stat chosen, whichever is highest, does +2
damage, gets an automatic pin attempt and an automatic 2 count. If the finisher is a Submission hold, it
does +1 damage, gets an automatic submission attempt and one automatic referee check. If you use
your finisher in the first 6 rounds, your opponent has one more submission/pin check. A finisher in the
5th round would therefore give the opponent 2 pin checks to kick out. As an example, if the round
action for round 8 was "Finisher: F-5", and the opponent was on lvl 1, Lesnar'd have to roll 1, 2 or 3
(roll against 6, - 2 since the opponent is lvl 1 and the F-5 is a lvl 3 move), he'd do 5 damage, he would
get an automatic pin attempt afterwards and get an automatic 2 count. You can only use Finisher once
every 10 rounds.
If you attempt your finisher but miss it, it does not count as having used Finisher, you can still use
Finisher in the 10 rounds. Only succesful Finisher usage counts as having used Finisher.

STRATS

A standard strat consists of 20 rounds. Doing 20 rounds of strat, or doing a set amount of rounds and
repeating those until round 20 does not matter, as long as you have a round strategy for all 20 rounds. A
PPV strat consists of 30 rounds. An example strat for Steve Austin could look like this:
==========================================
Round 1: BRA lvl 1: Lots of punches and kicks.
Round 2: BRA lvl 1: More punches and kicks.
Round 3: STR lvl 2: Vertical suplex, then back to the punches.
Round 4: BRA lvl 2: Do the stomps in the corner, more punches.
Round 5: BRA lvl 2: Punch, bodyslam, second rope elbow drop, stomp.
Round 6: DEX lvl 2: Thesz Press, more punches.
Round 7: Finisher: Kick to the stomach, flip the double bird, then the Stunner
Round 8 -> 14: Repeat from round 1.
Round 15 -> 20: Repeat from round 1.
==========================================
Fedhead's note: Players may use "conditional strats." These are basic "if ... then" statement followed
by alternate strats for given situations. For example, a dirty heel might have the strat "If my character
hits 10 Health, then all following rounds are BRA lvl 2 Illegal" followed by some notes as to what
illegal moves to use. This would represent a character who would rather lose by DQ than lose clean. If
statements may be build around either the character or the opponents, and they may be numeric (20
health, STA level III, etc.) or descriptive (Opponent pulls out a certain move, a certain person appears
at ringside, etc.)
Resolving A Match

With two wrestlers facing each other, both have strategies, it's now time to resolve the match. Where to
begin? At the beginning. To start with, I'll explain the concept of rolling against a stat.
SnapSuplex uses a 1d10 (1 die with 10 sides), and if you roll against a stat, you roll a 1d10 and must
score equal to or lower than the stat you roll against to be successful. So, if Steve Austin rolls against
his TEC of 3, he has to roll either 1, 2 or 3. If he rolls against his BRA of 7, he has to roll anywhere
from 1 to 7. If he rolls 8, 9 or 10, then his BRA roll will be a failure.
Now, to start a match you have to roll for Initiative. Both wrestlers roll against their highest specialty
stat. If both wrestlers fail their roll, or both wrestlers make their roll, reroll. Reroll until one wrestler
makes his roll and the other fails his. The wrestler who made the roll will then have initiative and count
as the Attacker and the one who failed his roll will count as the Defender. This can change once the

match gets underway, but they start the match like that.
Now the match actually starts. Take both wrestlers round action for the round you're in. Roll for both
wrestlers against their chosen stat, remembering to add level difficulty if applicable (a lvl 4 move being
at -3 to hit a lvl 1 wrestler, a lvl 3 move being at -1 to hit a lvl 2 wrestler, and so on). Match the results
against the scheme below, remembering that the wrestler with initiative counts as the attacker.

Att Success Att - Failure


Def Success Attacker Wins Defender Wins
Def - Failure

Attacker Wins Reroll

The wrestler who won the round now gets initiative (or keeps it), and gets to resolve damage. First,
subtract the move level chosen from the defenders Health. Then resolve any flag effects added to the
round. Check to see if either wrestler has gone down a level.
If the Illegal flag was added, check for a DQ.
If no Pinning or Submission flag was added, but the Defenders Health drops to 15 or below, and the
Attacker won his roll while the Defender failed his roll, the Attacker gets a pin attempt.
If the Pinning or Submission flag was added, the Attacker gets a pinfall or submission attempt no
matter if the Defender won his roll.
In pinfall attempts the pinned must roll against his Pin Rating 3 times, 2 times if a pin move is used, 1
time if a finisher is used. The Pin Rating is determined by the pinned's Health.

Health

Pin

40>36
9

35- 30->26 25->21 20->16 15->11 10->6


>31
8

5->1

If the pinned misses all his rolls, he is pinned and loses the match. In submission attempts, the
Defender must roll against the hold rating if his Health is over 20. The hold rating is 10 minus the
opponents TEC rating. So if Steve Austin locks on a Boston Crab, the hold rating for that is 10 minus 3
equals 7. The Defender has to roll against 7 to break the hold. Once the Defender's Health hits 20 or
less, he has to roll against his Submission Rating 3 times. The Submission Rating is based on the
Defender's Health.

Health

Submit

5 -> 1

10 -> 6

15 -> 11

20 -> 16

If the Defender misses all his rolls, he submits and loses the match. Every time the Defender misses a
roll, he takes damage equal to the move level minus 1. So a "TEC lvl 3, Submission: Surfboard" would
do 2 damage every time the Defender misses his roll. This also counts for finishers, every time Chris
Jericho's opponent rolls to escape the Walls Of Jericho and fails, he takes 1 damage. Bonusses for
finishers only apply to the initial move.
Fedhead's note: Just a clarification: in a given Submission round, the victim rolls against the hold
rating (10 - Attackers TEC) and keeps on rolling until they succeed. Every time they fail, they take
damage. Once the victim's health is 20 or less, they also roll against the above table to see if they
submit. A successful roll against submission doesn't break the hold, it just keeps the match from ending
When checking for a DQ, the Attacker gets the Illegal rounds level in Referee Warnings. So, "BRA lvl
3, Illegal: Chairshot" if caught would get the Attacker 3 Referee Warnings. If the Attacker collects
equal to or more Referee Warnings than the referee's DQ Rating, then the Attacker is disqualified and
loses the match. A normal referee has a DQ Rating of 5. So "BRA lvl 3, Illegal: Chairshot" and "BRA
lvl 3, Illegal: Lowblow" would, if the referee caught them, give the Attacker first 3 Referee Warnings
and then 2 Referee Warnings for a total of 5 Referee Warnings, which would DQ him.
Fedhead's note: You can see the descriptions of the refs on the Who's Who - Support page. You can

probably guess who's "normal", who's strict and who's lenient.


If a wrestler is specified in his strat as going out of the ring and stays out for 5 rounds, he is counted
out. If both wrestlers are outside the ring and one misses his roll while the other hits his, the wrestler
that hit his roll will go back into the ring that round, while the wrestler that missed can't roll into the
ring until the following round.
Nix that last part. PRW is inspired by a lucha fed, where countouts are virtually unknown.
And finally, if a TV match goes 20 rounds without a winner, or a PPV match goes 30 rounds without a
winner, the match will be declared a draw.
Fedhead's note: The following is my addition to the rules for campaign purposes.
Campaign
Managers
Managers are agents who are allowed to speak for the wrestler in most official stations and are some of
the few people allowed at ringside during a match. They have a host of roleplaying uses, but their most
obvious use is to support the wrestler during matches. In Snap-Suplex, managers cost no points to
employ, but take a chunk out of the wrestlers' winnings.
In system terms, managers have two effects. By either supporting their own wrestler or harassing the
opponent, managers slightly increase the chances for their wrestler. Face managers can rally their
wrestler, offer advice, support and start fan chants; all of this means that their wrestler get +3 Health
during any match where the manager is involved. By harassing the opponent, getting in the occasional
cheap shot and distraction, heel managers cost their opponent -3 Health during any match where the
manager is involved. The points are added or subtracted at the beginning of the match.
Managers also act on the referee, either by distracting the ref or directing the ref towards problems.
Heel managers give the ref +2 Patience in regards to their wrestler, while face managers cost the ref -2
Patience in regards to their opponent. Either alignment can choose to "turn off" this effect.
Money
Training

PRW pays its wrestlers quite well, although the cost of living in Hawaii takes out a big chunk. At the
end of the day, wrestlers are left with $1000 per match to spend on training. Wrestlers who have a
manager receive $700. Winning a match earns an additional $500, or $300 if the wrestler has a
manager.
Promos earn $250, or $150 with a manager. "Video packages" earn $500 regardless, but can only be
done once every five cards. More might be awarded by a fedhead for particularly good writing,
although this will likely be rare.
There are a number of ways to train:
For $5,000, a wrestler may buy Favorite Spot. No single spot may have more than two favorites. Each
additional purchase costs an additional $5,000. So a fourth favorite costs $10,000, a fifth $15,000, etc.
For $5,000, a wrestler may "polish" a single creation point, moving a point from one stat to another.
This is a flat fee that doesn't increase and may be bought as many times as the player wishes.
For $10,000 a wrestler may buy another creation point to spend as they see fit. Each additional
purchase costs an additional $10,000. So a twenty second creation point costs $20,000, a twenty third
costs $30,000, etc.
Promotional Consideration
It's expensive to be Michael Yuan. He's notoriously easy to bribe and he has the ear of the owner.
Ryuto Nakamura himself has been known to show favor towards wrestlers who re-invest in the
business. All of which means that if wrestlers are willing to dip into their training budget, they can
make things happen.
Things such as:
For $2,500 a wrestler may change something about a match. They might get Stan Gruber to be the ref,
or stick an opponent with "Yo Jo" Cooper. They might change the ordering of matches, so that their
match is over with before their opponent, leaving them the opportunity for some locker room
shenanigans.
For $5,000 a wrestler might buy a match. For $7,500 that match might have a stipulation (cage match,
no-dq, etc.). A title match would cost $10,000.
All prices are approximate. Depending on the situation, Yuan and Nakamura might refuse, haggle or
hold out. They might also turn to your opponent and see of they can get more. Be careful.
Given the small size of PRW, rumors spread like wildfire. Your opponent will quickly know that
something has changed, although they may not know who's paying (fedhead's discretion.) They may
make a counter offer and reverse or alter the outcome.

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