OOC Developmental (SIGN UP HERE)

Dat Kid

Indie Wrestler
IWT Creative
D-Generation X
Oct 30, 2017
132
91
28
Venice, California

You and two other people step up to the front of a beachside building with the IWT logo on the door. You try to open the door but it's locked. Right when you let go of the door, it opens, nearly hitting you in the face.

El Nino: Hey man, welcome to the IWT Gym. Sorry about the door, you need a keycard to get in. I guess they forgot to tell you that part. Anyway, let me show you guys around...

Inside the IWT Gym

The gym has high ceilings, the place is very clean and spacious. You can see banners from old IWT PPVs all the way from the 2012 til today. There are three separate rings laid out in the space. On the back wall there's an office and above it is an area with exercise equipment, you can see a few superstars looking at you from the railing.

El Nino: This is it, this is where old and young meet to ensure that IWT has a future.

A superstar tries to climb the top rope but falls. Frank the Jock, wearing an IWT trainers shirt, shakes his head.

Frank: THIS IS BOLDSHIT! GET UP THE TURNBUCKER NOW!

El Nino turns back to the three of you.

El Nino:...yeah. This place is designed to make you into a star. While we're sure you're already great, we want to make sure you are absolutely prepared for when you head to television. We can talk about all that later though. We should probably head to the office and have you sign your contract right. The boss is usually here for this part but he's stuck in traffic so he wants us to get started.

Later in the Conference Room

El Nino slides over contract and a pen.

El Nino: If you have any questions about anything just let me know.

RULES
Basic Rules
IWT is a wrestling based RPG that lets you create characters and put them head to head with other participants. The gameplay is based on Dungeons & Dragons where the outcome of your actions are determined by dice roll that the GM rolls, no outcome will ever be chosen to ensure fairness.

The GM will roll a 20 sided die 3 times for each participant in a match and whoever gets the highest outcome will be victorious in standard stipulations.

There are 3 main things that affect the number you roll Weight Class, Fighting Style, & Match Type. Your probability of victory will change based on your opponent. For example, if your Fighting Style was Strong Style, but you were a cruiserweight, you would have a disadvantage on your roll against a Superheavyweight. However if you were a Cruiserweight with High Flying or Luchador you'd even the matchup, but in a ladder match you'd have the advantage.

Disadvantaged Rolls = GM rolls for participant twice and uses the lower number to face off against opponent.

Advantaged Rolls = GM rolls for participant and uses the higher number to face off against opponent.

Win = 2 out of 3 rolls
Draw = 1 roll each won by both opponents and tying numbers in the 3rd round.

To keep this fun, all PPV matches will be written by creative, but because we're busy at times the matches may be brief, but you are more than welcome to write your own matches, but you must use the outcome determined in the dice roll. You also are encouraged to write the non-PPV matches you have and each match you write on your own will also contribute to your EXP.

Heel/Face Alignment
To keep people from switching from heel to face and vice versa whenever they want, you'll be rewarded to sticking with one alignment for a period of time and you will get alignment based abilities as a reward as follows.

Face Abilities
LVL 1. Cheap Pop - Bonus 5 EXP when you use the town in your promo.
LVL 2. T-Shirt - 5% EXP in addition to total Monthly EXP earned
LVL 3. Hometown Hero - Add +3 to all rolls when fighting in your hometown's state.
LVL 4. Crowd Sing-A-Long - Bonus 10 EXP when you use your catchphrase in your promo (Crowd does it with you).
LVL 5. Internet Darling - Get 25% additional EXP from Earned IWT Magazine EXP
LVL 6. Entrance Pop - Get 5 EXP every time you do your generic entrance or special PPV entrance.
LVL 7. Fan Service - Get Double EXP for all Fan Mail received.
LVL 8. Fight The Odds - Negate all weight disadvantages.
LVL 9. Insert-a-Name-Mania - Earn 5 EXP for every appearance in addition to any other EXP earned.
LVL 10. People's Champion - If you lose the 3rd round of a dice roll, all die are re-rolled.

Heel Abilities
LVL 1. Pull Tights - Add +1 to 3rd Round Roll
LVL 2. Cheap Heat - Bonus +5 EXP for insulting the hometown crowd in your promo.
LVL 3. Weak Spot - If your opponent has been sneak attacked in the same month as your match Add +1 to your 2nd Round Roll.
LVL 4. Ring Roll Out - If your opponent has won the 1st and 2nd Round Roll, you may preroll the 2nd round with disadvantage.
LVL 5. Distracted Referee* - Roll 100 Sided Die in 3rd Round, If roll is greater than 50, ref is distracted. If ref is successfully distracted you may use distracted ref dice (D100) before rolling 3rd round die.
LVL 6. Remove Turnbuckle (DR*) - Roll 100 Sided Die, if Roll is 50-79, +1 to total
LVL 7. Lurker - Gain 20 EXP for a non-match related sneak attack.
LVL 8. Unevening the odds - Sneak Attack Opponent before the match.
LVL 9. Low Blow (DR*) - Roll 100 Sided Die, if Roll is 80-90, +2 to total
LVL 10. Dirty Pin - Roll 100 Sided Die, if Roll is 90-100, automatically win the 3rd Round

To Unlock these abilities you must earn EXP as a Heel or Face, you get the same amount of experience as you normally would except it gets counted into a separate meter. This meter is reset when you turn heel or face, so it's important to stay consistent in moral alignment if you want maximum bonuses. Below is the scale for Alignment Leveling.

LVL 1 = 25 EXP
LVL 2 = 100 EXP
LVL 3 = 200 EXP
LVL 4 = 400 EXP
LVL 5 = 800 EXP
LVL 6 = 1,200 EXP
LVL 7 = 1,600 EXP
LVL 8 = 2,000 EXP
LVL 9 = 3,000 EXP
LVL 10 = 4,000 EXP

IWT Schedule
Each week will be divided into specific tasks that you may only perform during that week. Here's a layout of each one:

Vignette Week
This the week designated for vignettes only. This will allow everyone to show off the characters they created and will give IWT Creative the opportunity to see what characters might have a good feud and steer them into working rivalries/friendships with other participants. However, no participant may call out a superstar. This week is strictly about showing how great a character is or talking about the results of their last match.

IWT Face-off (Television Week)
This week will be dedicated to television tapings where you are allowed to do 2 of the following actions per character.
  1. Visit GM
  2. Ringside Commentary
  3. Interview
  4. Backstage Segment
  5. In Ring Promo
  6. Talk Show (LVL 7 and up only), Doubles In-Ring/Backstage promo EXP if hosting talk show, must have one other superstar as guest. They do not receive double EXP, but can use this as a 3rd action during the show.)
  7. Have a Match (Limit 3 matches per show, 1st come 1st serve. Multi-man outside of tag team matches are up to the discretion if the GM)
IWT Magazine Week
There will be no segments or matches this week, but instead there will be more hype and character development.

  1. Articles - Creative messages 2 superstars for interview spots in the magazine. One for the cover and the other for a secondary article.
  2. Fan Mail - Each participant comments on something another participants superstar did and that superstar will gain 10EXP and the person who nominated the superstar will get 15EXP to distribute to their three characters.
  3. Power Rankings Reveal - Revealing of monthly power rankings, based on monthly EXP earned.
Pre-Show Week
  1. Pre-Show Panel - Creative runs down upcoming matches and gets the predictions of superstars not on the card.
  2. Press Conference - Any participant on the card may make a final statement to the press before entering the match for last minute EXP.
  3. Pre-Show Match - A non-stipulation match, 1 only, 1st come 1st serve.
PPV Week

Booked Matches are calculated and then written. The result calculations will be posted to show advantages and disadvantages. The show will then be written (but because of time they may be short summaries, but others are welcome to write their own matches using our outcomes.)

FIGHTING STYLES
Consider this to be your character's class. Each class will have advantages to match types and also to other fighting styles. You'll gain access to more abilities as your Superstar LVL increases. Below is the Experience Points needed to achieve each level.

LVL I = 50
LVL II = 200
LVL III = 450
LVL IV = 800
LVL V = 1,250
LVL VI = 1,800
LVL VII = 2,400
LVL VIII = 3,000
LVL IX = 4,150
LVL X = 6,000

Classes & Abilities
Giant (Super Heavyweight Only)
LVL I Immovable Object - Negate Brawler, Strong Style, Technician abilities from Weight Classes below Heavyweight in 1st Round
LVL II Height Requirement - If opponent is shorter than 6ft, -2 to their 1st Round Roll
LVL III Nope - Any Light Heavyweight or Cruiserweight using styles other than Luchador & High Flyer roll with disadvantage on all rolls.
LVL IV What Goes Up - Opponent Rolls D100, if less than 50 add +4 to 3rd Round roll.
LVL V Gain advantage roll against Tag Team Specialists in 2nd round
LVL VI No Escape - In Hell in a Cell/Cage/Elimination Chamber Matches roll with advantage on all rolls.
LVL VII Immovable Object II - In Table & Battle Royal Matches, roll with advantage.
LVL VIII Toss Outside Ring (Negates What Goes Up) - Opponent Rolls D100, if less than 40 +4 to 3rd Round Roll. Opponent is moved outside. If there is more than one opponent -1 to all of their rolls for every opponent in the match. Opponent tossed rolls with disadvantage in 3rd Round.
LVL IX Immovable Object III - Negate Brawler, Strong Style, Technician abilities from Weight Classes Below Heavyweight in 2nd Round.
LVL X Skyscraper Attack (Negates Toss Outside Ring & What Goes Up)- Opponent Rolls D100, if less than 30 add +10 to 3rd Round Roll. You perform a top turnbuckle maneuver. If going against giant with the same ability and both players roll less than 30, the ring breaks and the match is declared a draw.

Brawler
LVL I Take It Outside - In 1st Round, Roll D100 if greater than 50, you knock your opponent out of the ring and they have -1 on their next roll.
LVL II Environmentalist - Roll D100, if greater than 50 & outside the ring add +3 to roll
LVL III Through The Crowd - If outside Roll D100, if greater than 50, you fight in the crowd and have advantage on your 2nd Round Roll.
LVL VI Playground - If in a match with No Count Outs +1 to 2nd Round Roll. If you are in a match with count outs, fight is moved back into the ring.
LVL V Gain advantage roll against Technicians in 2nd Round
LVL VI Toys R' Under The Ring - Add +3 to all rolls in No DQ matches
LVL VII Extreme Spot(Brawler) - In Extreme Rules matches only, Gain +5 to 3rd Round Roll
LVL VIII Color - If you won the 2nd Round, you bust your opponent open, they have -2 in 3rd Round
LVL IX Fight Forever - If fighting another brawler roll with advantage in 3rd Round.
LVL X Vicious Assault - If tied in Round 3 automatically win the match after knocking out opponent.

Strong Style
LVL I Echoing Slap/Chop - Opponent Rolls D100, if total is less than 40 they -1 on total roll in 1st Round.
LVL II Fighting Stance - Add 1 D4 dice roll to total in 1st Round.
LVL III Running Strike - Roll D100, your roll is greater than 60 add +2 to 2nd Round Roll, if less than 30 -2 on 2nd Round Roll.
LVL IV Striking Barrage - Add 1 D6 to total in 2nd Round.
LVL V Gain advantage against High Flyers in 2nd Round
LVL VI Grounded Opponent - In Round 2, Opponent Rolls D100, if less than 50 they roll with disadvantage.
LVL VII Marathon Man - +3 on all rolls in 2 out of 3 Falls & Iron Man Matches
LVL VIII No Escape - Gain Advantage on all rolls in Cage/Hell in a Cell matches
LVL IX Devastating Barrage - Add 1D10 to total in Round #3
LVL X Knockout Blow - You & Opponent Roll D100, if you roll higher, negate all of your opponents abilities in Round #3.

High Flyer
LVL I Signature Dive - Add +1 for every level you are to your 3rd Round Roll if opponent gets less than 50 in D100 Roll.
LVL II Drop Down Dodge - Roll D100, Negate 1 ability every time you roll greater than 70 in 1st Round.
LVL III Running Corner Strike - Opponent Rolls D100, if less than 50 you Roll 1 D4 and add it to your 1st Round Roll.
LVL IV Outside Dive - In 1st Round, Roll 1 D4, 1 = Dive Failure -3 to Roll, 2 = Opponent Interruption 0 to Roll, 3 = Semi Success = +2 to Roll, Nailed it = +5 to Roll. The match is outside the ring on success.
LVL V Gain Advantage against Brawlers in 2nd Round
LVL VI NASA - Advantage on Round Rolls in Ladder/TLC Matches
LVL VII Evasive Flight - If you lose a Battle Royal Roll or are sent out of the ring by another superstar, re-roll the round as you find an innovative way to stay in the ring. You can only use this ability once per match
LVL VIII Wright Brother - If you get a Dive Failure in Outside Dive you may re-roll the die.
LVL IX Encore - If you succeeded in Outside Dive once in the 1st Round you repeat the maneuver
LVL X Death Defying Dive - In the 3rd Round of a In Any No Count Out/DQ match, you roll a D4 with the following results: 1 = Dive Failure -10 to roll, 2 = Opponent Interruption 0 to Roll, 3 = Semi Success - +5 to Roll, 4 = Nailed It - +10 to Roll.

Luchador (Cruiserweight Only)
LVL I Luchador Pride - Gain 10 EXP when wearing a mask in any appearance.
LVL II Leapfrog - Roll D100, Negate 1 ability every time you roll greater than 50 in 1st Round.
LVL III Graceful Reversal - If you lose the 1st Round, your opponent must roll a D100, if their total is less than 50 re-roll the round.
LVL IV Timber! - If Opponent is 1 Foot Taller than you, Roll 1D4 and subtract from 1st Round their total as you knock them down to your level.
LVL V Gain advantage roll against Giants in 2nd Round.
LVL VI Springboard Attack - Roll D100 if greater than 50, add 1D6 to your total in Round 2.
LVL VII Whirlwind Set Up - If you fail a Springboard Attack, Roll D20, 1 = -1 your total, 2-10 = +1 your total, 11-15 = +2 your total, 16-19 = + 4 your total, 20 = +4 your total and your opponent in position for.
LVL VIII Leverage Pin - If your opponent beats you in Round 3, add +2 to your total
LVL IX Mexico's Most Hated - Competitor must actively wear a mask throughout career. Maximize your heel level immediately when you destroy your luchador's mask in a promo, you will never be able to wear a mask again in your career.
LVL X Lightspeed Barrage - If you succeeded in a Whirlwind Set Up with a 20, you automatically win the 3rd Round with an amazing combination of nonstop lucha libre maneuvers.

Tag Team Specialist
LVL I Common Goal - +1 to all rolls if tag team partner is also a tag team specialist.
LVL II Partners - Pick a superstar and gain future bonuses when tagging with them.
LVL III Frequent Tags - Negate any pre-match attack damages or limb targeting in Rounds 1 & 2
LVL IV Tag Team Finisher - Add + 5 to Round 3 Roll in Tag Matches with tag partner
LVL V Manager - Subtract 2 from opponents roll when accompanied by tag team partner in any match.
LVL VI Break Up Pin - If you have already lost the 1st Round, tag team partner rolls D6 and adds to total in 2nd.
LVL VII Opponent Isolation - If both opponents aren't tag team specialist, subtract 2 from their 1st round roll.
LVL VIII Freebird Rule - You may add a 3rd person to tag team who can defend the belt in your place.
LVL IX Backup - If in a no-DQ match or ref is distracted, tag partner may roll 1 D4 die and add it to 3rd Round Total in singles matches.
LVL X Hot Tag - Add +5 to Round 3 Roll in all Tag Matches

Technician
LVL I Precision Grappler - +1 to 1st Round Roll if opponent is not a technician. Opponent must roll D100, if less than 50 you target a limb.
LVL II Evasive Dodge - Roll D100, if greater than 75, Negate all 1st Round abilities targeted at you.
LVL III Early Submission Attempt - If you successfully targeted a limb in the 1st Round opponent must roll D100, if 30 or less, they roll with disadvantage if the match is still inside the ring.
LVL IV Mat Grappling - Roll 1D4 and add it to
LVL V Gain Advantage against Luchador's in 2nd Round
LVL VI Center of the Ring - If you succeeded in an Early Submission Attempt add +3 to 3rd Round Roll and Roll a greater than for on a D100 to keep the action in the center of the ring.
LVL VII Evasive Roll - D100, if greater than 75, Negate all 2nd Round Abilities targeted at you
LVL VIII Marathon Man - +3 on all rolls in 2 out of 3 Falls & Iron Man Matches
LVL IX Beautiful Sequence - If you & your opponent tie on any round rolls, add +1 to your roll for every tie.
LVL X A - Final Submission - If succeeded in an Early Submission Attempt and Center of the Ring, opponent must make a D100 Roll, if they roll less than 70 you automatically win the match in matches where submission gets you the victory. You may not have this as well as Jack of All Trades.
B - Jack of All Trades - When you reach level 10 you may pick any ability from any other class as your permanent ability. If this ability affects point totals, halve them. You may not have this as well as Final Submission.

Earning Experience

It's easy to earn experience in IWT, win or lose, your character will always be getting better on the mic and in the ring. Here are the ways you can earn experience in IWT.

Winning Televised Match = 50 EXP
Losing Televised Match = 25 EXP
Winning PPV Match = 100 EXP
Losing PPV Match = 50 EXP
Winning Championship = 200 EXP
Retaining Championship = 125 EXP
Vignette Appearance = 25 EXP
Televised In Ring/Backstage Segment = 50 EXP

OPEN CONTRACT
Copy/Paste the following into a reply to this thread if you wish to sign up, by doing so you acknowledge and understand the rules of the IWT. If you have questions, message me.

Superstar #1
USERNAME:
Photo of Superstar:
Name:
Nickname:
Hometown:
Height:
Weight Class: Select One S/H/L/C (Super Heavyweight = S, Heavyweight = H, Light Heavyweight = L, Cruiserweight = C)
Starting Alignment: Select One Heel/Face
Fighting Style:
Entrance Theme:
write here
Generic Entrance Routine:
write here
Debut Vignette: (In no more than 10 dialogue sentences, tell us and the fans who you are & what you hope to achieve in the IWT. El Nino will hire a crew to help you film the vignette, but you ultimately get to decide what it will look like, so be creative with your scenery and outfit as there is no sentence limits on describing your surroundings and clothing.)
write here
Superstar #2
USERNAME:
Photo of Superstar:
Name:
Nickname:
Hometown:
Height:
Weight Class: Select One S/H/L/C (Super Heavyweight = S, Heavyweight = H, Light Heavyweight = L, Cruiserweight = C)
Starting Alignment: Select One Heel/Face
Fighting Style:
Entrance Theme:
write here
Generic Entrance Routine:
write here
Debut Vignette: (In no more than 10 dialogue sentences, tell us and the fans who you are & what you hope to achieve in the IWT. El Nino will hire a crew to help you film the vignette, but you ultimately get to decide what it will look like, so be creative with your scenery and outfit as there is no sentence limits on describing your surroundings and clothing.)
write here
Superstar #3
USERNAME:
Photo of Superstar:
Name:
Nickname:
Hometown:
Height:
Weight Class: Select One S/H/L/C (Super Heavyweight = S, Heavyweight = H, Light Heavyweight = L, Cruiserweight = C)
Starting Alignment: Select One Heel/Face
Fighting Style:
Entrance Theme:
write here
Generic Entrance Routine:
write here
Debut Vignette: (In no more than 10 dialogue sentences, tell us and the fans who you are & what you hope to achieve in the IWT. El Nino will hire a crew to help you film the vignette, but you ultimately get to decide what it will look like, so be creative with your scenery and outfit as there is no sentence limits on describing your surroundings and clothing.)
write here
 
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Dat Kid

Indie Wrestler
IWT Creative
D-Generation X
Oct 30, 2017
132
91
28
Superstar #1
USERNAME: @Dat Kid
Photo of Superstar:
Name: ???
Nickname: Dat Kid
Hometown: Newark, NJ (Residing in Los Angeles, CA)
Height: 5'9"
Weight Class: C
Starting Alignment: Face
Fighting Style: Luchador
Entrance Theme:
Generic Entrance Routine:
After the clocks in his entrance stop ticking he walks out with a purple spotlight beaming on him. He walks down the ramp shaking hands with members of the younger audience. He hops on to the apron and jumps over the top rope, one he lands he raises a fist and faces each side of the crowd.
Debut Vignette:
Dat Kid stands in a dark void with purple light hitting one side of his face, the other side in shadow. We hear the sound of a large clock ticking, but we don't see it.

The IWT is the place where I call home, where I learned to grow as a human, and this place grew with me. My success is directly rooted in the IWT to the point of where myself and this place are inseparable. I am and forever will be the soul of the IWT...but sometimes this soul can be rotted black.

We see quick cuts off Dat Kid torturing his victims in matches throughout the years, but cut back to the well composed gentleman talking to us in a suit. A tear falls from Kid's left eye as he smiles. He wipes the tear before walking into the darkness that surrounds him.

Superstar #2
USERNAME: @Dat Kid
Photo of Superstar:
Name: Evander Amos
Nickname: The NY Nightmare
Hometown: Bronx, NY
Height: 6'8"
Weight Class: S
Starting Alignment: Face
Fighting Style: Giant
Entrance Theme:
Generic Entrance Routine:
Evander Amos pushes through the curtain as the beat drops, he has a constant look of disgust as he makes his way down the ring. He lifts up the steel steps effortlessly and places them at the center of the ramp side apron. He walks up the steps and onto the apron before climbing over the top rope. It looks as if the ring rope will snap from his weight but it doesn't. Evander raises his fist to the camera side audience.
Debut Vignette:
Evander Amos walks down the streets of Bronx and people start running as he makes his way down the street except one man selling hot dogs.

Hot Dog Vendor: Hey Big Man!

Evander stops walking and slowly looks over.

Hot Dog: Come get a hot dog, I know you're hungry big boy.

The hot dog vendor pats his stomach, poking at Evander's weight. Evander walks over to the hot dog stand and looks at the food. He grabs the man buy his shoulders and drags him over the hot dog stand, spins him around, and sends him head first into the side window of a parked car, the alarm goes off.

Evander calmly makes himself a hot dog with all the toppings.

Evander: Good looks.

Superstar #3
USERNAME: @Dat Kid
Photo of Superstar:
Name: Seraphine Morales
Nickname: Dance Dance Execution
Hometown: Miami, Florida
Height: 5'8"
Weight Class: C
Starting Alignment: Heel
Fighting Style: Strong Style
Entrance Theme:
Generic Entrance Routine:
We zoom into random faces about the crowd as the multicolored lights swing around the arena. The stage begins to pulsate a different color at every beat. Seraphine enters in wearing a blue karate uniform, she preforms a backflip at the center of the stage before landing on one knee and smirking at the ring. She makes her way down the ramp with a jog and she rolls into the ring. She jabs at the turnbuckle and waits for opponent afterwards.
Debut Vignette:
Seraphine, a black haired short woman presses play on her boombox and her entrance theme comes on. She is surrounded on all sides by sparring partners, they rush at her, she manages to duck and dodge them so they hit each other. She gains incredible height as she hits a bicycle knee on one sparring partner. She rolls to avoid another punch, before running to one partner, kicking off him and roundhouse kicking another. Her momentum is cut short when she is punched in the face by the final sparring partner. She turns to him bleeding, we're in his POV, she grabs the camera and the feed goes dark. We hear a bone snap followed by a scream.
 
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TUMBAS

Indie Wrestler
Donor
D-Generation X
Oct 2, 2017
877
154
43
21
England
USERNAME: Tumbas
Photo of Superstar:

Name: ???
Nickname: Doom
Hometown: New Mexico City
Height: 6.1 ft
Weight Class: Cruiserweight
Starting Alignment: Heel
Fighting Style: Luchador
Entrance Theme: Generic Entrance Routine: Doom shifts out from the curtain, already gazing through the eyes of the fans as he slowly marches down towards the ring, simply observing the people in the arena like animals at a zoo. He has an unsettling vibe that he brings with him to the ring. He slowly will enter the ring, where he locks his cold gaze onto his opponent, and doesn't let, up.

Photo of Superstar:

Name: Spawn
Nickname: Eater of Souls
Hometown: Hell
Height: 6.9 Ft
Weight Class: Super Heavyweight
Starting Alignment: Heel
Fighting Style: Giant
Entrance Theme: Generic Entrance Routine: Spawn storms out from the curtain and charges head first towards his prey. He shows no fear, and no remorse for the things he is about to do. He climbs the steps before lifting his leg high over the top rope and steps in like a giant about to squash a bug.

Photo of Superstar:

Name: ???
Nickname: Mania
Hometown: Places unknown
Height: 6.3 Ft
Weight Class: Heavyweight
Starting Alignment: Heel
Fighting Style: Brawler
Entrance Theme: Generic Entrance Routine: Mania will sprint out from the curtain like a crazed man as he laughs hysterically over nothing before he quickly snaps into a more serious tone as he sprints down into the ring, sliding into the middle of the mat before running the ropes several times with a rushed anxiety.

Debut Vignette: A dark room is suddenly illuminated by a small light bulb tangling off the ceiling with some chain and wire. The mask of the ominous Demon, Spawn rises up into the soft amber glow of the light. The demon still writhe with anger and hatred for IWT that you could see seething through his mask, just like old times. The demon tilts his head slowly, as a manic laughter is heard, before a man draped in face paint begins to climb the shoulder of Spawn. He laughs into the face of the camera as he smacks the light bulb around. His mad laughter is heard, as the light swings around the demon and his crazed mysterious ally.

Both of them hide in the darkness before the light swings back, lighting them up again. The light swings, and swings. Until another figure grabs the light by its very bulb. Another masked man now steps forward, holding the bulb to his face, before looking to the camera, as he yanks the light from the ceiling as the room goes pitch black once more. The laughter creeps closer, as the foot prints get louder. The microphone then muffles as one of them removes it. Then the one piece of sense we get out from them. "The bells toll. The lights turn on, and the gates open. Not one Demon. Three." The mad laughter then dies as the microphone is obliterated in the hand of Spawn. End of signal...
 
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