Regular Attack:  2d30 or //roll-sides30

It's just your basic attack.  Punches, kicks, or a suplex.  Everything that's singular or just one big move.  It'll end up being the dice you use most, or most of the time it will.  If you happen to get a 30 while rolling, it's a Knock Out (KO).  Your opponent is out for two moves or a taunt, but taunts come later.  Here's an example of a regular move:

Jonathan Kaos:      : John Kaos starts things off with Maniac Mike, heading in with a hand gripping the back of the man's neck.  It's bent forward, and John throws the opposing forearm up into the chest.  European Uppercut. :
OnlineHost:      Jonathan Kaos rolled 2 30-sided dice:  23 2

Now, Kaos managed to get a 23 as his highest roll.  Since Maniac Mike was not knocked out, he has the chance to reverse.  To reverse, you have to play off your opponents move and find a counter.  Then you roll the same dice, for this 2d30, and attempt to beat his high score.  Let's see if Maniac Mike can do it:

Maniac Mike:      : With the opponent coming in, Maniac Mike does what any crazy person does, and halts the man with his insanity.  Then, to add a bit of pain and pleasure at once, Mike bites the ear of John. :  /rev
OnlineHost:      Jonathan Kaos rolled 2 30-sided dice:  1 14

23 beats 14.  That means John's European Uppercut is done in the match, and Mike's bite is just sort of like a Tyson joke now.  But notice what was at the end of Mike's attack.  "/rev".  Sometimes, on attacks other than a regular attack, you need to state what you're doing.  I'll put the command for each one so you don't get mixed up.  Now, since the European Uppercut hit, Mike has to sell.  Selling is just putting over your opponent for getting the move off.

Maniac Mike:      : And Maniac Mike was shot in the chest with that rising forearm, being sent back a little as his head looked too the stars.  Now there was a red mark left on his chest, a mark of approval from John Kaos. :

No dice for a sell.  Now, if Mike had gotten say a 27 9 on that ast roll, Kaos would have to sell a bite.  It goes off highest dice.  You're allowed only one reverse per move.  But don't get me wrong, no one said you have to reverse.  Sometimes a guy could get very high dice and you don't think you can beat it.  So you just sell anyway.  It's a way of being thoughtful to your opponent.  Now, to the combo section.


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Combo Attacks:  2d40 or //roll-sides40

This is for putting together two big attacks.  Sometimes it's rolling german suplexes.  Sometimes it can be X-Pac's spinning heel kick with the Bronco Buster.  It's all up to you, but you put them together into one attack.  Same rules apply, you get one chance to reverse, if you get 40 then your opponent is knocked out after the move for two attacks or a taunt, and highest dice wins.  So here's an example of a combo:

Maniak Mike:      : Mike starts to come back in this match, dropping to the mat and getting the near leg of John all tied up.  Drop Toe Hold to put the opponent face down on the mat.  Now Mike is up, and instantly goes to drop the big elbow onto Kaos
Maniak Mike:      ' head. :  /combo
OnlineHost:      Jonathan Kaos rolled 2 40-sided dice:  4 40

See.  Our first example of a pure knock out.  Since Mike got the top dice, 40, Kaos is knocked out UNLESS he can reverse and not only match Mike's 40, but beat his 4.  But since Kaos doesn't believe he can, he will instantly sell the move.  You know what a sell is, so I won't do it in full.  But you reverse this move like you would any.  You can reverse it like one move or do a combo yourself.  It's all up to you.

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Knock Out (KO) Attacks:  1d30 or //roll-dice1-sides30

If you ask alot of people, this is where the fun begins.  Knock Out Attacks can do some damage to help you in a match.  Unlike the other dice, you do only 1d30.  So if it's a tie, the second person wins.  You have no other dice to go off of.  But the chances of getting a knock out on your opponent are greater.  If your dice roll anywhere from 20 to 30, and your move is hit, your opponent is out cold for 2 Moves or 2 Minutes.  Or you can do One Taunt, and he instantly wakes.  Here's an example.

Maniac Mike:      : Mike was now up, and he went to the corner turnbuckle.  The padding from the top was removed.  Now it was time for John Kaos to meet the steel.  His head was dragged over until he was standing, then it was pushed down onto the
Maniac Mike:      metal holding to put out someone's lights. :  /KO
OnlineHost:      Jonathan Kaos rolled 1 30-sided die:  17

Now, this is 17.  It means John Kaos was not knocked out.  But, if this were a real match, he would have to sell the slam because of that combo roll above.  But now John is awake and able to fight back.  If Mike had gotten a 27 instead of a 17, John would still be out and at the mercy of this Maniac.  Always state "/KO" if you want it to be that, because there are three sets of attacks that use 1d30.  And here they are...

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PINFALL/SUBMISSION Attacks:  1d30 or //roll-dice1-sides30

Ok.  These two types of attacks are the same.  And you need them in order to win a match.  They are only allowed when the Time-Keeper, who is usually Tad, gives the ok.  That's roughly five minutes into the match.  Now, these rules can get tricky.  So i'm going to do the examples now.

Maniac Mike:      : Now that John is down on the mat, Mike goes for a finish.  A pinfall attempt, the far leg hooked, with Maniac Mike going for the win. :  /pin
OnlineHost:      Jonathan Kaos rolled 1 30-sided die:  20

I will state this now, and it will be upper-case.  IF YOU WANT A VALID PINFALL OR SUBMISSION, YOU MUST ALWAYS STATE AT THE END "PIN" OR "SUB"!  You don't know how many guys have lost great pins because of that.  Now, since Kaos is in a 20 pin AND he was not knocked out, he has 3 kick out attempts and 3 reverse attempts.  A kick out is, well, a kick out.  You're able to escape the pin.  A reverse can be used to turn the pin around on your opponent and pin them.  Either way, you want out of the pin.  BUT there are special cases.  If you are knocked out then pinned, you instantly drop to 3 kick outs and 2 reverses, since that other 1 reverse was a wake-up for you.  Now, i'll show you an example of each a Kick Out and a Reverse

Jonathan Kaos:      : The right shoulder of Kaos went up, trying to break the pinfall attempt. :  /ko
OnlineHost:      Jonathan Kaos rolled 1 30-sided die:  12

Now since Kaos was not able to kick out, he has to do another move.  Right now, he's at 3/2.  3 reverses and 2 kick outs.  Now, here's an example of a reverse attempt.

Jonathan Kaos:      : Since that did not work, Kaos attempts to roll over Mike to where only his shoulders touch the mat.  Both legs hooked.  Small cradle. :  /rev/pin
OnlineHost:      Jonathan Kaos rolled 1 30-sided die:  2

See.  Now Kaos is at 2/2.  He would continue this until all of his kick outs and reverse run out, or he was able to beat whatever Maniac Mike rolled (20).  But if Mike isn't happy with his 20, he has two chances to bounce it up.  After two Kick Out/Reverse Attempts by Kaos, Mike has the chance to Tighten.  That is, make his hold stronger.  But it can make your hold weaker, too.  Let's see if Mike can tighten it.

Jonathan Kaos:      : Mike tightens. :  /tighten
OnlineHost:      Jonathan Kaos rolled 1 30-sided die:  30

And the pin is tighter on Kaos, to the max.  Now the match would continue to a winner, but I won't write it out for you.  REMEMBER!  YOU MUST STATE WHAT ATTACK YOU ARE DOING!  KO for KICK OUT!  REV/??? for REVERSE INTO PINFALL OR SUBMISSION!  It's a must to know.  One more thing.  You also have 2 Break Attempts that can be used by someone else, like a tag team partner or a manager.  Anyone but you.  1d30, and they have to beat the pin dice.  Now i'll go into the Finishers.

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Finishing Attacks:  1d40 or //roll-dice1-sides40

The Big Daddy Move.  Everyone has one.  It's their favorite move.  Their pride and joy.  The move that is used to put a guy away.  Bob Bottom.  Smoke-a-Thon.  Ball Breaker.  KFX.  Lunar Eclipse.  Reboot.  All moves that have put away numerous guys.  ...except for the Reboot.  But it's what every wrestler uses as either a Last Resort or the Finish to a Slaughter-Fest.  But it is like all the other moves in a way:  You get one chance to reverse, you have the highest dice win, and if you're knocked out...you have to sell instantly.  But there is something special added on with the finisher.  If your dice come anywhere between 1-30, it's called an AUTO-PIN.  That means if you get the attack off, and have a 26, you instantly pin your opponent with a 26.  But if you have a knocked out opponent, and hit a 2 finisher, that also means you have a 2 pin.  Now, the examples:

Jonathan Kaos:      : Kaos is starting to come back, and he attacks a standing Maniac Mike.  Finisher Time.  The hands wrap around into the known frontal full nelson, and it put back down onto his head with the KFX. :  /fin
OnlineHost:      Jonathan Kaos rolled 1 40-sided die:  31

A 31.  One over the limit of Auto-Pin.  But yet Maniac Mike is KO'd if he sells, which he does.  So now John can do anything he wants, even pin Mike.  Now remember, you can go instantly from a finisher to a pin no matter what as long as you have "/fin/pin" at the end of your attack.  That means after your opponent sells or you get the move onto him, you may roll pin dice and that's your pin.  That is unless you don't get an auto-pin.  Finishers are the backbone of a match, but so is the next attack:  Trademarks.

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Trademark Attack:  1d35 or //roll-dice1-sides35

This is used sort of as a set up.  It's a single move that proceeds the Finisher in most cases.  Think of Stone Cold's "Lou Thesz Press" or the Rock's "Spinebuster".  They lead into the big moves.  It's like the rest.  But in order to get a KO, you must get 30+.  It's not used often in a match, but it's still there for you to play with.  Here's the example.

Maniac Mike:      : Maniac Mike was up, and he went in after Kaos.  The right leg went out into one Insane Superkick, putting John on his back. :  /TM
OnlineHost:      Jonathan Kaos rolled 1 35-sided die:  15

Mike didn't get enough to knock out Kaos, but John can still reverse.  Highest dice wins.  Like the finisher, this should be a specific move.  Not just a random move.

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MISC. Dice

Now, there are three types of MISC dice that you have.  They are restricted in matches at times.  They are Fatal Damage (FD), Bleed Attempts (BEA), and Taunts.  I won't do examples because you CANNOT reverse any of these.  So, here they go.

For a FATAL DAMAGE Attack, you roll two sets of dice.  1d2 comes first.  In order to get a Fatal Damage Attack, you must get 1.  It's 50/50 chance that you'll get what you want.  If you do get 1, then it goes to 1d10 to see how many days your victim is out.  Sometimes these FDs aren't allowed for special cases.  None the less, you get ONE FD per week.  So save it.  But you are not required to use it.

For BLEED ATTEMPTS, it's 1d5.  These are to cause blood to rise on your opponent.  You need a 3, 4 or 5 to get blood flowing.  1 and 2 just do very little.  Higher the dice, the more blood.  You can use as many of these as you want during matches, but be realistic.  These are good to add on with other little things, like KO attacks and FINISHER attacks.  Remember, 3+.

TAUNTS are something everyone loves.  You get 2 per match.  They bounce ALL of your regular dice and taunt dice (Not FD nor BEA) up +1.  In order to do that, your opponent must first be knocked out.  If he or she is, then you do something for the crowd.  Faces pose, heels yell at them, something special.  Then you put "/taunt" at the end and roll 1d10.  If it's 5 or up, you add +1 to the dice.  If it's 4 or down, you just blew a free move because your opponent is awake.  Well, no matter what, if you taunt, your opponent is awake.