Season: ZERO

What was Season: Zero and what does it have to do with GTT7?
title

Are you Legion? leave behind yourSELF

If you would like to apply to Legion, read the manifesto first.
title

Welcome to Brooklyn... now WHO is Legion?

Ladies and Gentlemen... THE BASEMENT TAPES for Season One: Brooklyn.
title
Matches Wrestled:
Points:
Team Points:
W:
L:
DQ:
D/NC:
PCT:
Submission:
Pinfall:
FPR (Successful Falls Percentage):
WAR (Wins Above Redshirt):
Plus/Minus (points for/points against):
Minutes Wrestled:
Soul:
Golden Ropes:

WRESTLER A

TOP ROPE

WRESTLER B

CENTER ROPE

WRESTLER C

BOTTOM ROPE

The Four Corners

These are the people in charge of the insanity. Though don't expect management with the ego on the level of the E to involved, that face time is better used between teammates and opponents. Even Russel David, the most hands on of any of them, is still a Squared Circle-sized arms length away.

The Cavalry, The Executive Committee... The Four

Russel David - David has been a senior writer at PWM (e-wrestling's PWI, really) for the last several years. He first got the attention of the wrestling public as a columnist on the CWL.com website with The Bookmark. Using features that he created for that column, he went on to create an e-magazine of his own in The Mark. Since it's creation he's cultivated it's success into seemingly unrivaled contacts through out the business.

He was approached by The Fourth Man by the Legion's lost history and untapped potential, and working with James Boyd began cultivating ideas on all things Legion injecting the perspective of a New York hipster who has also been a die-hard wrestling fan since the day he was born. Russel David is the creative side of Legion. Together with Boyd, the logistics back bone.

As the Dunn Cup Chairman, he's the public face of the ownership, and will be the only one of the four that'll be stepping inside the ring to say anything for a good while. All in all, he's a good guy, in it for the roster and there careers, wanting to tell the best story possible.

James Boyd - Boyd is a student of the game, having been a promoter since the 80's with his long-time business partner Charles Dunn. Long enough for Boyd and Dunn to be as natural a shorthand for the two men as, say, Abott and Costello. A working relation he held stringent to, until Dunn's untimely death during a home robbery in 2003. Something that caused him to step away from the business for a time. He's a quiet man, who's extremely smart about the inner-workings of the business, working logistics with David and otherwise keeping the day to day nuts and bolts of the organization running.

Like many of his generation, he was inspired by the Legion of the 70's, and because he's always been the quiet yet informed-type, found all the information he could about it from the 30's and the 1890's. Using these lessons of promotion, he helped run All-Star Championship Wrestling for a good 13 years along side Charles Dunn, with financial support from a man by the name of Ethan Winters. It's because of the difficulties that came out of the working relationship between Boyd/Dunn and Winters, that's made Boyd forever weiry of 'backers', like The Fourth Man. And of people unfamiliar with the business like Duke. Though he keeps quiet and keeps to himself.

As always, Boyd is happier backstage in the Guerrilla position, then out in front of the crowd.

Sonja Duke - The great-great-great granddaughter of the Legion's creator... Sonja... is just not interested. A 27 year old R&D junior executive for a Fortune 500 company in Manhattan, though still living and looking after her mother in Queens, she has much different career aspirations on her mind then helping run a wrestling company.

Her father, Anthony, was a middle-aged Italian-American business owner, a greying caricature of Mario brought to life (the bulbous nose comes from the drinking habit). A bushy white mustache that was once black. Her father removed from the show man lineage he's come from, though still with a good blue streak when it comes to a sense of humor. A nice mirror of the modern decline of the American dream that his immigrant great-great-grandfather had. He would be in her position if not for his massive coronary in January.

Though she's the latest in the linage of Legion, having been unknowingly handed the reigns when her father died, and the owner to the rights of the federation, including the Cup itself, she's apathetic about the idea itself seeing it as a waste of her time. Wrestling really isn't her bag either. She's in this just enough to get her cut, not take this all that seriously and to look out for her families "best interest".

She'll continue to be disinterested in the proceedings, until the success of the promotion shows her what she could possibly gain in all of this.

Until then she's a generally quiet, entertaining side character with a blue sense of humor.

The Fourth Man - He's the money behind this whole thing. Bank rolling all manner of things Legion.

Who is The Fourth Man?

Suffice to say he has a history with not only David and Boyd, but also the business contacts in wrestling to rival Russel David. Not only did he spear head the Legion idea, but he also got David and Boyd on the same page before helping find the roster for the first season.

Legal Dossiers on the Four, to come.

E:CE - Matchplay Formula

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.

Rulebook

The Laws of Legion adopts the following rules: --
1. If you respect your opponent, shake hands before or after a contest.
2. No harm is to come of the officials. Doing so will result in disciplinary action whereby the Cavalry have an unlimited scope in dealing with the incident. Fines, suspensions and even instant dismissal are all options open to the Ownership Committee.
3. Keep the playing field level. Red Shirts are only allowed at ringside but they are not allowed to interfere. Any interference in matches contravenes the Laws. An initial violation will result in a heavy pecuniary fine. Further violations operate under the following ambit:
(i) First offence -- pecuniary fine.
(i)(a) The extent of the fine is to be determined by the Ownership Committee on the individual facts of the offense. Whether it be a monetary cash or a point total which might pertain to the Chase for the Dunn Cup.
(ii) Second offence -- pecuniary fine and suspension.
(ii)(a) The length of suspension is potentially indefinite. Russel David and James Boyd will look at each incident in isolation and come to their decision on the facts at hand.
(iii) Third offence -- termination of employment. This is a black and white clause with no grounds of appeal. The talent in question will not finish the season.
5. Backstage attacks are greatly frowned upon. The Cavalry has the right to summon any competitor to a disciplinary hearing if such an incident occurs. As with rule three of the mandate, the Ownership have an unlimited scope in dealing with this issue.
6. Persistent violation of the Laws gives rise to several outcomes open to Russel David and James Boyd. Again, all courses of action are determined on the individual merits of the case.
The possible outcomes are outlined below: --
(i) Grounds for instant dismissal.
(ii) Grounds for a probationary period of employment to be enacted.
(iii) Grounds for punitive measures - an unlimited scope to fine and/or suspend.
(iv) Grounds for the entirety of the team to be removed from the Chase for the Dunn Cup.

All decisions of the Ownership are final and made with the integrity of the company and the Dunn Cup at the forefront of each members mind.

The Chase for the Dunn Cup Format
  • The Dunn Cup Series runs on a eight-show season. The Draft Weekend and then six-show regular season, with an ‘all-star‘ show between the fifth and sixth show.
  • An All-Star Show styled is called, simply, Grudge Night.
  • Sixteen men sign-up.
  • Four teams; four people per team; one red-shirted per team for four of the six matchplay shows.
  • Captain designated for each team, by a black, white, blue or red arm band with captain written across it in white (or black, in the case of the white arm band) block letters.
  • The team with the most points at the end of the Dunn Cup series wins. Simple as that.
  • A tie in most points between any of the four teams, at the end of Dunn Cup series, causes a sudden-death match between the team captains of the tied teams.
Draft Weekend
  • One show split into two parts. Saturday and Sunday.
Draft Battle Royale (Saturday)
    • Sixteen-man battle royale. This isn't a two-man start off, style of match, it's a sixteen-men at once, unprecedented cluster fuck. Over the top-rope style.
    • Final four wrestlers left standing, are then designated as the captains of the four teams. The order that they are then eliminated, denotes the order in which they draft there teams. The winner getting first pick, the runner-up getting second pick, the third-place finisher getting third pick and the fourth place finisher getting fourth pick.
Dunn Cup Draft (Sunday)
    • Three rounds. Captain drafts there team-mates in the three rounds. One of which he will need to red-shirt during each week of the Challenge, as well as the Roulette matches. Who and when, is up to the captain.
    • If a Captain is in need to be replaced, then there first round draft pick takes over the captaincy.
    • Though the red-shirted alternates don’t compete during the week they are red-shirted, they can still co-operate as the heart and soul of the team, in segments and at ringside.
Matchplay
  • Unless otherwise noted, two point are awarded for each fall. One point for each draw. Minus two points for each DQ.
  • The order of play (for either the Dunn Cup Synergy or Dunn Cup Roulette happening first) is decided upon, through mutual agreement between at least 3 of the 4 captains.
  • Except for the Dunn Cup Zenith and Dunn Cup Roulette, the captain of each team picks the order in which both he and his team mates are seeded. Putting his team in numerical order for the Dunn Cup Challenge however he strategically wants. For Dunn Cup Synergy, he splits his team into two groups, deciding who is in group one and who is in group two. All decisions are made without knowing the other two captain’s order or groups. This ordering is then given to the DCC, who pairs the wrestlers and teams pertaining to the kind of match.
Dunn Cup Roulette (Show 2 or Show 4)
    • Six-man tag match.
    • Elimination-style. If the captain is eliminated, even if he’s the first to be eliminated, then his team losses automatically. A captain’s elimination gives double the points for himself and whichever team mates remain.
    • The randomly drawn Team A faces Team B and then Team C faces Team D.
Dunn Cup Synergy (Show 2 or Show 4)
    • Normal tag-team match. Elimination is an option if participants agree, though the points are affected. Teams chosen and opponents decided in the method stated above. The DCC pairs A1 team v B2 team. B1 v C2. D1 v C1. D2 v A2.
    • Four points for each victory, as one would be beating two opponents with one fall.
    • No red-shirt on this show.
Dunn Cup Challenge (Show 1 , Show 3 and Show 5)
    • Eighteen matches are paired, A1 seed v B1 seed, C2 v A2, C3 v B3, D1 v C1, D2 v B2, D3 v A3.
    • A2 v B2, C1 v B1, C3 v A3, D2 v B3, D3 v A1, D1 v C2.
    • A3 v B3, C1 v A1, C2 v B2, D3 v A2, D2 v B1, D1 v C3. Six matches per show, for three shows.
    • All matches are one-on-one.
    • The third and last show of the Challenge section of the Cup, also features the “Captain’s Choice Match”, where in the captain of each team chooses a participant from his team (during said show) to fight in a four-way dance. The team of the winner is awarded six points.
Grudge Night (between Show 5 and Show 6)
    • For one night, all structure is gone, all rules are off. A sign-up sheet is posted, and then battle lines can be drawn. Have a beef that needs to be settled with someone? Won't get another chance to face him this season?
    • Want to put points on the line? Go ahead. Money? Everyone likes to make extra cash? Hit Points? Well, it won't be an in-Kayfabe bet, but damn go ahead!
    • These fights can be RP'd for. Dice-rolled. Angled. Whatever the two or more involved, want from it.
    • This is your show to book, using all story points that you've cultivated so far in the first five shows, and anymore that you want to carry into the final show of the season.
    • This is the chaos within the order.
Dunn Cup Zenith (Show 6) 15 max points
    • Two men start the match.
    • Every three minutes a random person enters the ring; it could be a member of any of the four teams.
    • One point is given for each fall, as usual, but two points are given for each surviving member of the winning team.
    • The winning team is then awarded the Dunn Cup as the show closes out, with the ceremony to commence at the Dunn Awards.
Closing Stages
Legion Awards Show
  • Season recap, highlights interplayed between awards presented. Suit and tie affair.
  • Night ends with the announcement of the MVP, and then a second Dunn Cup winners acknowledgment.
  • Dunn Cup Crown: Eligible to all those who wrestled for the Dunn Cup winning team. Voting is open to everyone, post-Zenith, through the websites main page. Finals MVP, kind of feel.
  • The Soul: The representative, the very soul of the Legion. Voted on by the handlers, to the most outstanding wrestler, between the Draft Weekend and All-Star Zenith. The season MVP, really, open to everyone. Voting takes place backstage, after Zenith.
  • Fourth-Man Award: Given to the red-shirt who has had the biggest effect on his team. Voted on by executive committee (ie; The Four).
  • The Iron Man - Top Falls Trophy: A fare sized iron figure striking an intimidating pose. Given to the wrestler who had individually accrued the most points for his team over the season.

NOW

The concept of Legion was brought to Russel David, a wrestling reporter, by an old friend, who would bankroll the enterprise but keep to the shadows. They sought out the son of Peter Duke to gather the rights, though found he had died of a heart attack months prior... and the rights had gone to his oldest child, Peter's grand-daughter, Sonja Duke. David then wrangled in James Boyd, the former co-owner of ACW, to help control the day to day operations of this new wrestling fed.

The Legion Cup was renamed the Dunn Cup, in honor of Charles Dunn. Dunn had been the other half of James Boyd, his stalwart business partner.

The Soul of Legion, thought lost, was given to David by The Fourth Man, as a show of good faith.

And inevitably we find ourselves in a retrofitted church at the start of Season One. Street musicians playing at the entrance, various colors from the stain-glass windows of the amphitheater spilling onto the canvas of the squared circle.

1970

Wrestling had declined in popularity since it's first Golden Age, though that didn't stop the grandson of Giovanni Duce, Peter Duke (in his late 30's). His father had seen his grandfather for a fool, for trying to continue this 'family business', but Peter Duke knew he had it all figured out. He had always thought counter to his family, though, a child of the Sixties, he had changed his name from Pietro Duce to the anglo-sized Peter Duke.


With popularity dwindling for Legion's possible rivals in some territories, this was the first time Legion was pushed to a more national level. Legion wasn't just the trade secret, that unknown influence, anymore. And, in these days before Hulkamania brought wrestling back to a new level, it worked.

The Legion Cup continued once again, this time with the familiar structure established in the longer scheduled matchplay. Though still only between two teams.

Yep, it worked.

Until 'Nam, drugs, and controversy. Until the times of a changing America tore down a talented roster at the worst possible time.

And once again, Legion crumbled under it's own weight.

1930

Run by the son of Domenico Duce, Giovanni Duce (in his 50's). Legion in the 30's started with more of a push on boxing, just as the first generation was edging towards the wrestling matches.


Giovanni, however, pushed hard for the wrestling not to become a side show in and of itself, within the show he promoted. Keeping fights between two experienced fighters as opposed to a professional and a member of the crowd, as was the carnival draw for wrestling at that time.

Then of course The Depression took hold of the country, crippling the promotion, which forever pushed all wrestling matches into being staged. For a short amount of time shows where run in Latin America. Before the 40's, however, the doors had closed once again. Another generation lost, though it's influence was still far reaching.

1890

A private club started by Italian immigrant Domenico Duce (in his 30's) in 1891, Legion Hall Boxing & Wrestling was a competitive body that staged both boxing matches and wrestling competitions. The wrestling competition was the popular carnival-fueled draw from where they could build the boxing matches, as this was the time of World Championship bodies for boxing in both the US and UK. Before both inevitably became two of the first recognized champions, James J. Jefferies and Bob Fitzsimmons passed through a Legion ring. The wrestling was known as catch wrestling, grand daddy of the modern 'pro wrestling'-style. Though ever more real and violent.

Also as a sideshow within Legion, inevitable crossover bouts took place, wrestlers against boxers, both within each others weight classes.

Just before Legion's closure due to pressure from both rival boxing outfits, as well as regional sporting authorities and politicians for it's violently crowd-pleasing shows, the first Legion Cup match was held between mixed teams of wrestlers and boxers. Five fights. Two boxing. Three wrestling.

Though the matches where still quite real, this would be a sign of things to come.

"And the rest is history."

So the saying goes, and it's no truer then with Legion. The wrestling league has ties that go back to boxing and wrestling promotions of the 1890's.

As it stands in 21st Century, however, it's a ground roots promotion. Viral marketing through Youtube. Shows sold, not on television or PPV, but through DVD's and Basement Tapes. Stickers and spray paint instead of televised advertisements or roadside billboards. Live bands instead of pre-packaged video intros and pyros. Lived in locations, instead of cross-country touring dates.

And yet, Legion has a history that stretches back one-hundred and twenty years. Years of influence, cult status, and lost opportunities. And success that always seemed fleeting. So yes, the rest is...

One) History.

As a handler in eW, and also as a big fan of pop culture and a certain variety of sports (basketball, baseball, hockey and football-- pick one)... I've always been one for history, for facts, and stats.

So I thought to myself, what if I created a fed that not only has this deep history, but it's the kind of history that only the culture junkies had latched onto. So that students of wrestling knew about this fed and it's different incarnations, but your every day fan didn't.

It's as if it's wrestlings United Artists, barely known by some as a movie studio started by Charlie Chaplin, Mary Pickford and two other incredibly popular movie stars of the 1920's. It was a concept ahead of it's time, not to mention it could be argued as the birth of independent movie production companies, in a time when movie making itself was still young. It would even go on to be the first place to give Disney and 20th Century Fox there push... but it would also lose it's standing, meet it's own problem, collapse, and simply be a company sold for it's name. Even the name not holding the same meaning to your common movie fan.

So Legion is the story of a cult-favorite wrestling promotion, regaining it's glory days, regaining it's spirits. Shepperded by a wrestling fan, a pro wrestling beat writer named Russel David, being helped along by others with there own wrestling histories, James Boyd, an old wrestling promoter, the latest in the lineage of the Legion founding family, and the financial backer for it all, the mysterious Fourth Man.

A wrestling league being a community, where a punk rocker can stand beside a hardcore wrestling fan. A hipster with a wall street analyst. All of them, among others, enjoying the show that's happening in front of them. Teamwork, heroic moments, and traitorous tragedy...

All in the name of becoming the first Dunn Cup Champion.

Two) Structure.

One of the problems I ran into, handling, was the over-planning of the hobby, looking to far ahead, and not being prepared for any changes that might come along. So I thought I'd turn that fact on it's head.

In simple terms, the 16 people involved will RP to see which 4 become captain of there own 4 person teams. They then draft there teammates, during a 'Draft Weekend' show.

Seven shows then take place, five of which are booked by the captains and I through seeding (like golf's Ryder Cup, they don't know the other captains seeding choices). The matches of these shows are also decided by dice rolling. Dice rolling stats will be improved, with participation rewards. The sixth show is more open to RP battles and teammate vs. teammate and the like, it's like a normal eW show, it's an all-star game. The seventh show is an RP'd team battle royal. The team with the most points after all these shows wins something called the Dunn Cup.

Though winning the Dunn Cup is what you want your character to look towards, the dice rolling in most of the matches also removes control of that... so telling a great story including all the possible wins and losses, will reward the hardest working players and teams by the end of the season.

There's awards given out at the end of the season too, for a variety of accomplishments.

It adds strategy and then creates interesting situations when you have to weave your storyline around victory or defeat in the dice.

Creating your own history in a wrestling league, unlike any other.

"And he asked him, What is thy name? And he answered, saying, My name is Legion: for we are many."

Sixteen wrestlers.
Four teams.
One Dunn Cup.

We are... Legion.

The revolution will not be televised. It will not be commercialized or capitalized upon. It will be a revolution.

It will that professional wrestling can aspire to grand scale performance art.

It's counter-culture. It's at the edge of the commercial concept of sports entertainment. And it's alternative, what can I say.

It is, because we are, Legion.

The wrestling league. Chaos contained only by the order that's there at the start.

Oh, yeah, and welcome to Brooklyn.

Enjoy the music, the view of Manhattan... and the wrestling.

Leave yourself at the door.

THE CARTEL

NAVEED ©, CHET WORTH, BROOKLYNN RIVERA, SHARC
PNTS: 0 RCD: 0-0

FRENCHIE'S FOREIGN

THE FLYING FRENCHIE ©, INOUE DOI, KRISTOS ZATANIA, ORAZIO DUKE
PNTS: 0 RCD: 0-0

WOLVES

MIKE RANDALLS ©, NIBI AUGUSTIN, BRIAN SPAES, RUNE WINTERS
PNTS: 0 RCD: 0-0

PULP HEROES

ALIAS ©, GVP, JONATHAN WILSON, JESSE RAMEY
PNTS: 0 RCD: 0-0