Introduction
The Edguardo formula, more over the championship edition form of it, is a 'dice' formula deviced and fine-tuned by the former owner of a great fed named WWRPG.
He, and his fed, stressed two things. Fun and strategy. In that order. With Legion, and moreover the matchplay portion of it, I stress those same things.
What's the concept of a strategy fed though? What's the thing that'll make the Challenge, Roulette and Synergy weeks so different from normal matches that I might have had in an angle or RP fed, you might ask?
The other larger scale clusterfucks will be decided by the segments you write and the story you tell. The single and tag matches will be decided in the 'dice' formula, mentioned above and explained below.
And all the points won in each match will go on to decide to wins the Dunn Cup, each season. Explained in greater length in a different forumn.
Above all this is a formula that is created, so after a point who 'wins' is out of your hands and all you have to worry about as a handler is telling a hell of an entertaining and epic story. That's what this fed is about, in the end, we're hear to tell a story.
A. Parallel Universes
The E:CE Formula is what we use to determine winners and losers in most Legion matches. It is a process that will take one character structure and contests them against another in a wrestling match.
No "role playing" is used during this process and the winners and losers are not chosen by the bookers, writers, or any other controllable factor (the exception to this rule can be found below). The winners and loser of each bout then has the storyline written around it, with both the match and the segments.
If you're part of Legion, being the Dunn Cup winner isn't the end game for you. Telling the story of your season, and the season of your team, is. It's working together with others, and I can't stress this enough, telling the story and having fun while doing it!
Keep in mind that Legion has two parallel universes. There's the Match Rolling and the Match Storyline.
Match Rolling: Using the E:CE Formula to determine winners and losers of a bout. This results in a match transcript explains how a winner and loser were determined during the bout.
Match Storyline: Using ONLY the winner and loser information to create the storyline version of the match. The match is then written for the shows in a storyline format while keeping true to the winner and the loser of the bout. The storyline version of the match rarely ever corresponds to the match transcripts for creative purposes. Really, this is every match we've ever written just with the decision made for us.
Before we reveal the formula, there are some things you need to know in order to properly interpret the formula.
B. Wrestler Attributes
These are points assigned to the wrestlers physical properties such as Strength (STR), Speed (SPD), and Agility (AGY). These attributes will directly effect how your character does within Match Rolling. Successful and unsuccessful moves are determined based on your attributes along with some randomness within the Match Rolling Formula itself.
The player will be given some points to divide between the three whichever way they like within the following rules:
-Each attribute must have at least one point within it.
-Attributes are based on a scale of 1-10, but 8 is the highest any attribute can go. This prevents any character from being "too perfect."
-Once points are assigned to your attributes, they are FINAL and cannot be taken away or edited by the player, until the next season. The only way attribute scores can change, otherwise, is if more points are added as the character progresses.
When you apply, it will ask you to assign your points to attributes. You're allowed 14 total points from the start to divvy up between your Strength, Speed, and Agility. Each time you advance in Overall Level(s), you will be given more points to add to your attributes.
There is a fourth attribute, Defense (DEF). This attribute is not customizable by the player but by how the other attributes are structured. Much like the other attributes, this is based on a scale of 1-10, but it cannot exceed 8.The formula for determining the Defense Attribute is the following:
Defense Attribute Formula: The lowest Attributes among Strength, Speed, and/or Agility are added together, divided by two, and rounded down to the nearest whole number. This number is assigned to Defense.
For example, if you divide your 14 initial points like this: STR: 5, SPD: 5, AGY: 4, the Defense Attribute Formula will take your two lowest Attributes, in this case a combination of STR and AGY or SPD and AGY will be added together (5+4=9), divided by 2 (9/2= 4.5), then rounded down to the nearest whole number (4). That number then becomes your Defense (DEF).
For this example, the starting Attributes for the wrestler will be STR: 5, SPD: 5, AGY: 4, DEF: 4.
Defense, as you may have guessed, determines how your character does defensively in Match Rolling.
Examples
The "OPH" assigns his attributes. Out of the initial 14 points, he decides to assign them like this:
STR: 5
SPD: 5
AGY: 4
"Citizen" assigns his attributes. Out of the initial 8 points, he divides them like this:
STR: 5
SPD: 4
AGY: 5
According to the Defense Attribute Formula, both competitors highest and lowest attributes will be added, divided by two, and rounded down to the nearest whole number.
5+4=9
9/2=4.5
4.5 rounded down becomes 4.
For both the OPH and Citizen, their Defense attribute will be 4 for Defense.
Both competitors final attributes are the following.
OPH
STR: 5
SPD: 5
AGY: 4
DEF: 4
Citizen
STR: 5
APD: 4
AGY: 5
DEF: 4
C. Hit Points
Each character has a set of Hit Points (HP). These points determine the amount of health a character has and the amount of damage the character has sustained during the bout. When a move is successful, the character the move is performed on will have a reduction in Hit Points based on how much damage the move does. The lower the Hit Points get, the more damage the character has sustained.
Each starting character will get 70HP to start. As their Hit Points gets higher, so will their Overall Attributes.
Hit Points should be very familiar with anyone who has experienced role-playing games.
D. Moves
In Legion, you will be expected to divide 15 moves from a list of 100+ (and/or selections that better suit your character) to be used within your Strategy List (explained in the next section).
The moves are divided up in Levels. The higher the Level, the more damage the move can do, but the harder it is to execute the move. Under each level, the move will have some Attribute requirements. When a move is attempted, it will figure in the required Attributes and, based on the Match Rolling Formula, it will determine whether the move was successful, unsuccessful, or reversed. If you choose to customize your list, I ask that you specify which moves belong in which list.
For example, a punch has an Attribute Requirement of Strength. When the move is attempted, the formula will rely on the characters Strength to determine whether the move hits, misses, or is reversed.
It is important to note that the word "reversed" is a very loose term within the Match Rolling Formula. It is used to identify the change in character advantage during the Match Rolling Formula. In actuality, a punch can be blocked, but not reversed... at least, not easily. Within the realm of the E:CE, all moves under the Match Rolling Formula are treated equally whereas all moves can be "reversed."
Level 1 Moves: BASIC
ATT REQ: STR... OFF DMG: 4HPmax... DEF DMG: 4HPmax
Body Punch
Chop
Elbow
Jab
Slap
Straight Punch
Axe Kick
Back Elbow
Big Boot
Throat Thrust
Knee Lift
Eye Gouge
Forearm
Headlock
Front Face Lock
Chin Lock
Ear Slap
Headbutt
Double Axe Handle
European Uppercut
Headlock & Punch
Level 2 Moves: LOW DAMAGE
ATT REQ: SPD, AGY... OFF DMG: 6HPmax... DEF DMG: 4HPmax
Dropkick
Dropkick to the Knee
Dropkick to the Face
Spinning Heel Kick
Clothesline
Roundhouse Kick
Super Kick
Leg Sweep
Snapmare
Bodyslam
Fireman's Carry
Russian Leg Sweep
Jaw Jacker
Armdrag
Hiptoss
Sleeper
Atomic Drop
Front Backbreaker
Boston Crab
Headlock Takedown
Arm Dragon Screw
Leg Dragon Screw
Surfboard Stretch
Sidewalk Slam
Pendulum Backbreaker
Back Rake
Abdominal Stretch
Rear Naked Choke
Leg Lariat
Fujiwara Armbar
Inverted Russian Legsweep
Level 3 Moves: MEDIUM DAMAGE
ATT REQ: STR, AGY... OFF DMG: 8HPmax... DEF DMG: 6HPmax
Figure Four
Gut-Wrench Suplex
Samoan Drop
Front Powerslam
Bulldog
Standing Neckbreaker
DDT
Vertical Suplex
Scorpion Death Lock
Swinging Neckbreaker
Canadian Backbreaker
Chicken Wing
Crossface
Fall Away Slam
Running Powerslam
Manhattan Drop
Northern Lights Suplex
Rope Drop Clothesline
Back Body Flip
Back Body Drop
Full Nelson Slam
Single Arm DDT
Reverse DDT
Tornado Backbreaker
Asai Moonsault
Elevated Crab
Dragon Sleeper
Level 4 Moves: HIGH DAMAGE
ATT REQ: STR, SPD... OFF DMG: 10HPmax... DEF DMG: 8HPmax
Belly-to-Belly Suplex
Spinebuster
Double Underhook Suplex
Acecrusher
Chokeslam
Hurricanrana
Piledriver
Basic Powerbomb
Jackknife Powerbomb
Sit Down Powerbomb
Outsider Powerbomb
Running Powerbomb
Military Press
Brainbuster
Crossface Chickenwing
Death Valley Driver
Double Arm DDT
Double Chokelift Slam
Falcon Arrow
Fire Thunder Driver
Fisherman DDT
Fisherman Suplex
Oklahoma Slam
Crippler Crossface
Sambo Suplex
Snap Powerbomb
Shoulder Breaker
Tilt-a-Whirl Piledriver
Head Scissor Takedown
T-Bone Suplex
Underhook Backbreaker
German Suplex
Tarantula
Torture Rack
Tiger Suplex
Full Nelson Suplex
Turnbuckle Powerbomb
Michinoku Driver
Release German Suplex
Blue Thunder Powerbomb
Level 5 Moves: OFF THE TOP ROPE
ATT REQ: STR, SPD, AGY... OFF DMG: 20HPmax... DEF DMG: 10HPmax
Cradle DDT
Double Underhook
Hurricanrana
Samoan Drop
Brainbuster
Belly-to-Belly Suplex
DDT
Superplex
Super Back Drop
Reverse Hurricanrana
German Suplex Powerbomb
Fall Away Slam
Frog Splash
Shooting Star Press
Diamond Dust
Flying Elbow Drop
Senton Bomb
Moonsault
450 Splash
Guillotine Leg Drop
Another move your character will have is your Finisher. This is your move and your move alone. And yes you only have one, at least in match rolling world. You can be creative with what it is and what it's called. This Finisher is kept separate from your other moves as it is special. The special-ness of this move will be explained within the Match Rolling Formula.
Examples
In choosing their moves, the OPH and Citizen did choose the following:
OPH
LEVEL 1: Body Punch, Straight Punch, Back Elbow, Double Axe Handle, Headlock & Punch
LEVEL 2: Dropkick, Hiptoss, Atomic Drop, Abdominal Stretch
LEVEL 3: DDT, Vertical Suplex, Fall Away Slam
LEVEL 4: Acecrusher, Piledriver, Tarantula
LEVEL 5: None
Citizen
LEVEL 1: Straight Punch, Throat Thrust, Double Axe Handle, Headbutt
LEVEL 2: Spinning Heel Kick, Jaw Jacker, Atomic Drop
LEVEL 3: DDT, Northern Lights Suplex, Back Body Drop, Rope Drop Clothesline
LEVEL 4: Chokeslam, Hurricanrana, Head Scissor Takedown, German Suplex
LEVEL 5: None
NOTE: There is no particular reason why the above participants didn't choose any Level 5 moves. They just decided not to do so.
E. Strategy List
A list of moves, in the order of which the character will attempt the move, to be used in Match Rolling. This is drawn up by the player.
The strategy list is used to figure in what order the moves will be attempted. These lists, however, do have some rules to be followed.
-The list must be at least 15 moves long (taking the moves you already have and arranging them how you like), but no more than 30 moves long.
-The list must incorporate all moves selected by the player with exception to the finisher.
-Moves may be used more than once on the list, but same move can not be listed twice in a row. For example, a punch attempt can be followed by a kick attempt and then another punch attempt, but a punch attempt cannot follow a punch attempt.
Examples
OPH and Citizen take their moves and put them in a Strategy List like so.
OPH
1. Body Punch
2. Straight Punch
3. Back Elbow
4. Double Axe Handle
5. Headlock & Punch
6. Dropkick
7. Hiptoss
8. Atomic Drop
9. Abdominal Stretch
10. DDT
11. Vertical Suplex
12. Fall Away Slam
13. Acecrusher
14. Piledriver
15. Tarantula
Citizen
1. Straight Punch
2. Throat Thrust
3. Double Axe Handle
4. Spinning Heel Kick
5. Jaw Jacker
6. Atomic Drop
7. DDT
8. Northern Lights Suplex
9. Back Body Drop
10. Chokeslam
11. Hurricanrana
12. Head Scissor Takedown
13. Rope Drop Clothesline
14. Headbutt
15. German Suplex
F. E:CE Match Rolling Formula
Here is where we will reveal the full Match Rolling Formula. This is the formula that determines most of the Legion characters wins and losses. It requires all the information already mentioned along with randomness. The formula, in essence, is quite simple.
In this section, we will explain everything that goes into the formula individually, then put everything together in an example match.
i. Advantage
Whoever has the advantage is on the offensive, a desirable situation. The only way a character can win in Match Rolling is when they have the advantage.
But which of the competitors has advantage in the beginning? This is determined by a random roll similar to most board games. A 6-sided die is rolled for each competitor. The higher number gets the initial advantage. The numbers are re-rolled in the case of a tie.
Champion's Advantage: In matches where a former Dunn Cup Champion is in the match, the defending Champion(s) automatically get the initial advantage. In the case of multiple championships in the match, a 6-sided roll is determined among the defending champions.
ii. Offensive Attention
Once the advantage is secured, the wrestler must determine who they are going to make a move on. Offensive Attention doesn't apply to regular one-on-one or tag matches as there is only one other legal party to compete with, so there's no choice. However, in the case of Three-Way, Four-Way, Tornado, or Battle Royal type matches where there are multiple legal participants, the Offensive Attention must be factored in.
Who among all the legal participants will the wrestler with the advantage go after? This is determined by a single roll depending on the number of possibilities.
In the case of a Three-Way match, the wrestler with the advantage will attempt their next move on one of their two opponents. This is determined by a single roll just before the move is attempted. In this case, a 6-sided die would be rolled. Numbers 1-3 would be assigned to one opponent while 4-6 would be assigned to the other. The number rolled will determine who will be attacked.
In the case of a Four-Way, the numbers on the 6-sided die would be divided three ways for the available opponents.
In all cases, the number of possibilities will determine what type of die will be rolled. If there are 5 opponents to attack, a 10-sided would be divided five ways and rolled.
Again, this doesn't apply to regular one-on-one matches or some tag matches since there is no choice.
iii. Move Attempts
This is the bulk of the formula and it's somewhat extensive. When a wrestler attempts a move, the formula factors in the type of move attempted, the wrestler's attributes, and calculates whether the move was successful or not.
For each attempted move, the formula will refer to the move's level and attribute requirements. For example, a Body Punch is a Level 1 move that requires Strength (STR).
Next, the formula goes to the wrestler's attributes, goes to the attribute required, and makes a random roll against it. Since attributes are on a scale of 1-10, then a 10-sided die is used. The die is rolled and the resulting number must meet the attribute requirement. For example, if the wrestler's STR is 3, then a roll of 1, 2, or 3 will render the move attempt successful offensively.
IF THE ROLL IS SUCCESSFUL... then damage is determined. A die roll based on the level of the move determines damage. In this case, a Body Punch, being a level one move, has a 4HPmax, so a 4-sided roll is made. The number rolled will then be subtracted from the opponent's Hit Points.
IF THE ROLL IS UNSUCCESSFUL... then a 10-sided roll is made against the Defense (DEF) of the opponent. Just like the roll before it, it must meet the DEF attribute requirement. For example, if the opponent's DEF is 2, then only a roll of 1 or 2 will allow the move to be reversed and advantage to go to the opponent. At that time, a damage roll is made and the resulting number will be subtracted from the offender's Hit Points. The defender will gain advantage of the match.
The die used in determining the damage caused by a reversed move is the next smallest die off of the normal damage, with exception to Level 1 moves. For example, a Level 2 move can cause 6HPmax offensively, a 6-sided die, but if the move is reversed, the die used will be a 4-sided. In Level 1 moves, there is no die less than a 4-sided, so it's equal on both normal and reversed rolls.
Once that cycle is complete, then the formula moves onto the next move on the strategy list and executes the whole process again.
iv. Finishers
Finishers have the highest potential for damage at 30HP. These are not part of the strategy list and are attempted only when a wrestler has their opponent down to 30HP or less. The finisher, at this point, has only a 50% chance of hitting. A percentage roll is made to determine whether the move was successful, reversed, or missed.
If the percentage roll is...
49% or below: Move is unsuccessful and subject to reversal.
50% or above: Finisher is successful and damage is rolled (30HPmax).
Finishers can only be attempted at 10 Hit Point intervals once the opponent has less than 30HP.
For example, if the defender's hit points dip to 28, then the Finisher will be attempted. If unsuccessful, then the next time the Finisher can be attempted again is at 20HP and below. Because of this, the maximum number of times the Finisher can be attempted is 3.
NOTE: If the defender's Hit Points suffer a dramatic drop, i.e. from 28 to 8, this does not mean multiple Finishers are attempted to make up for the drop. The two finishers that would have been attempted at the 28 to 18 and the 18 to 8 drops are skipped and a single Finisher roll is determined.
Once a Finisher is successful, it cannot be attempted again.
v. Three Miss Reversal
If an offender misses three consecutive moves, then the advantage of the match automatically switches.
vi. Pinfalls
Pinning attempts are resolved quite easily. A roll is made against the opponent's maximum hit points. Whenever the resulting number falls outside of the current number of hit points, a count is registered. Whenever the resulting number falls within the current number of hit points, the wrestler kicks out.
For example, a wrestler starts the match with 50HP. He takes damage and is reduced to 38HP. A pin is attempted. 45 is rolled out of a possible 50. This 45 falls outside of the 38HP range, thus a count of "1" is made. More rolls are made following the same procedure. If the count reaches "3", then a winner is declared. If the number falls within the current HP range, then a kickout is registered and the match continues.
Being true to life, the more damage the wrestler takes, the easier it will be to pin them.
Pinfall attempts are very similar to Finisher attempts with some key exceptions:
Pinfalls are attempted after every 10HP of damage is inflicted on the opponent until the opponent has reached 30HP or below. At that time, pinfall attempts are made after any type of damage is made.
vii. Submissions
Should one wrestler's Hit Points expire before a pinfall is made, then it's a submission.
viii. Tags
In matches where tags are made among team members, the formula always calls for the member of the team with the highest number of Hit Points to be in the ring and the 'tag' reflects this. Tags can only be made when the team has the advantage.
All of the above are combined together for Match Rolling.
Examples
Match: One-on-One
Modifier: Regulation
OPH (O)(40HP) vs. Citizen (C)(40HP)
Advantage Roll (1d6): OPH 3, Citizen 2
EoP wins initial advantage.
O: Body Punch missed
O: Straight Punch (3/4HP)
O: Back Elbow (4/4HP)
O: Double Axe Handle missed
O: Headlock & Punch missed
O: Dropkick reversed
C: reversed Dropkick (1/4HP)
C: Straight Punch (1/4HP)
C: Throat Thrust missed
C: Double Axe Handle missed
C: Spinning Heel Kick missed
Three Miss Reversal
O: Hiptoss reversed
C: reversed Hiptoss (3/4HP)
C: Jaw Jacker missed
C: Atomic Drop (5/6HP)
C: FINISHER - AAP (24/30HP)
C: Pin attempt... 1... 2... kickout!
C: DDT missed
C: Northern Lights Suplex (8/8HP)
OPH's HP expired.
Citizen wins.
G. LEVELS
LVL HP ATT
1 60 14
2 70 16
3 80 18
4 90 20
i. Hit Point Rewards
The amount of HP a character has, effects his level, thus effecting his attribute points. The higher any of these numbers, of course, the more the odds are put in the favor of your character. Thus the greater chance of your team winning by the end of the season.
a. Captain's Advantage
The Captain of each team, is immediately given 10 HP, after the draft weekend's All-Star Survival placing, thus putting him into another level.
b. Weekly Writer's Award
Each week, the wrestler who's chosen to have had written the best show with both segments and there possible match, is given the WWA. They're also awarded 3 HP. These will be handed out the first five shows, during the Challenge, Synergy and Roullette sections.
c. Zenith Winner
The sixth show's big match is the Zenith, something explained in the matchplay thread. Each winner receives 5 HP.
d. Season-End Awards
Awards winners, the MVP, Iron Man, Fourth Man and Top Falls Trophy. Each winner receives 6 HP.
e. Dunn Cup Winners
The four characters that win the Dunn Cup at the end of the season are each rewarded 8 HP.
There is a 100 HP cap.
Before the start of the next season, all won hit points are halved and added onto the 60 HP starting level.
Example
OPH starts with 60 HP
Becomes a captain of his own team; 60 HP + 10 HP = 70 HP
Wins two WWA's; 70 HP + 6 HP = 76 HP
Wins Zenith; 76 HP + 5 HP = 81 HP
Wins Iron Man Award; 81 HP + 6 HP = 87 HP
87 - 60 = 27 points gains /2 = 13.5 (rounded up) 14 + 60
= 74 HP for the start of next season; for OPH
The only exception is Attribute Points. Those cannot be taken away or edited. Once assigned, it's final. Though OPH starts the next season at 74 HP he has the same amount of attributes to divide up for his character, as he did at 87 HP the season before.
ii. Have Fun
We realize that everything that has been mentioned may be a bit overwhelming, ecspecially coupled with the matchplay and draft information, but trust us when we say that when the game gets started everything will fall into place quite easily. That's why it's structured, so it'll stand on its own.
With that said, the last thing you need to know to play around in Legion is to simply have fun. We're here for your entertainment and all the rules we have set are for the realism and the enjoyment of the game. Without rules, any game wouldn't be fun.
You have just finished reading the E:CE Formula rulebook. Applications may or may not be up at this time. So bug me about it, and I'll get it up as soon as possible.