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CONTRA

A game of luchador action and adventure, Written by Dave Glide

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TABLE OF CONTENTS

INTRODUCTION ……………………………………………………………………………………………………………………………………. 3

Agendas & Principles; GM Moves; World & Adventures

CHARACTER CREATION ………………………………………………………………………………………………………………………… 9

Concept; Stats; Roles; Moves; History; Fatigue; Glory; Experience & Reputation Levels

CHARACTER ROLES ……………………………………………………………………………………………………………………………… 13

Tecnico; Rudo; Monstruo; High-; Extrema; Exotico

GENERICO MOVES ………………………………………………………………………………………………………………………………. 19

Rookie; Journeyman; Professional; Champion; Legend

ADVANCED CHARACTER OPTIONS ………………………………………………………………………………………………………. 25

Starting Above “Rookie;” Cross-Role Moves; Alternative Characters; Character Creation Example

TAKING ACTION …………………………………………………………………………………………………………………………………… 29

Combat & Non-Combat Moves

LUCHA COMBAT and CULTURE NOTES ………………………………………………………………………………………………… 41

Match Rules; Lucha Terminology; Optional Rules

ENEMIES OF THE LUCHADORES …………………………………………………………………………………………………………… 48

Monster Stats; Henchman; Mythology and Death Traps

SAMPLE VILLAINS ………………………………………………………………………………………………………………………………… 52

SAMPLE DEATH TRAPS ………………………………………………………………………………………………………………………… 56

INSPIRATION ……………………………………………………………………………………………………………………………………….. 58

FINAL WORD ……………………………………………………………………………………………………………………………………….. 59

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THE WORLD OF LUCHA LIBRE CONTRA

In Lucha Libre Contra, players take on heroes. Young fans could thrill to ’s the role of luchadores: masked Mexican adventures in his fumetto comics, then head to professional wrestlers. Where other wrestling the cinema and see him team up with Blue games focus on the life and drama of in-ring Demon to battle mad scientists in . competition, Lucha Libre Contra is a game that Then, they could head to Arena and see emulates one of the most unique and classic their actual hero do battle with living, breathing aspects of the luchador: their long-running opponents- or at least, know that he was an cinematic feud with the criminals and monsters actual person who existed as surely as they did. of sci-fi and horror films. Modern audiences still find some Lucha Libre films were quickly made entertainment in these films, when they can be adventure stories that took their protagonists found. Lucha libre films are considered a classic (generally real-life luchadores such as El Santo, of camp, retro entertainment cinema, with their and Mil Mascaras) and pitted them larger-than-life characters and over-the-top, against the likes of Dracula, The Wolf-Man, The utterly unironic glory. The movies present a Blob and other famous monsters of filmland. world in which a folk hero like El Santo can sit Without regard for their own well-being or down at a restaurant in a tan suit, pressed tie international copyright law, these masked and bright silver mask, and everyone takes that heroes would throw themselves into at face value. Where a mad scientist can adventures that were light on plots or special unleash a horrible monster on the city streets, effects spectacle but created larger-than-life and the first person the police are inclined to personas lasting decades. call is Blue Demon, the National Welterweight Champion of Mexico. It’s a world of straight- For their contemporary audiences, faced adventure, two-fisted exploration and these films provided fun, melodramatic masked

3 dramatic personas to thrill and laugh along schlocky B-movie. The GM will present them with, and Lucha Libre Contra looks to bring that with the details that build the world they live in, world to the gaming table. the nonplayer characters they encounter, and the villains they will be faced against.

The individual action characters take is called a Move and will be described in almost obnoxious detail in the following pages. For now, it’s enough to know that the basic mechanic goes as follows: the player rolls 2d6+Stat (decided by the GM or the Move), added together. On a 10+, the action is a complete success and the character gains a benefit. A result of 7-9 is considered a partial

hit, and usually gains the character a lesser LUCHA-POWERED APOCALYPSE result or some form of compromise. Results of 6 or below are called Misses, and generally result Lucha Libre Contra, like many games in the GM deciding on a penalty for the that are Powered by The Apocalypse, is built Character, based on what is happening in the from a rules system called Apocalypse World, fictional world of the game. developed by D. Vincent & Meguey Baker. More specifically, it draws inspiration from two The actions of the heroes, and their similar RPGs, Nathan D. Paoletta’s World Wide reactions to their successes and failures, are the Wrestling and Worlds in Peril, a superhero meat and potatoes of a game of Lucha Libre game by Ken White. For players looking to run a Contra. However, the framework for the more realistic game about professional adventure (plot, supporting characters, wrestling, World Wide Wrestling is one of the consequences) is the garnish and spice, best on the market. If players are looking for a provided by the GM. more American superhero style game, Worlds in Peril is an excellent choice for that.

Like other games that are Powered by The Apocalypse, Lucha Libre Contra focuses on storytelling. Instead of complex formulas and equations, the game works off a roll of 2d6, usually modified by a simple statistic. This mechanic covers all moves and actions a character can take while interacting with the world the Game Master [referred to as the GM] presents. The GM’s position is a special one, AGENDAS AND PRINCIPLES OF GAMEPLAY within the game. While the other players will be The GM’s Agendas are guidelines that taking on the role of various luchadores they can help to run a game of Lucha Libre Contra will conceive and develop through the course of smoothly. Try to keep these Agendas in mind play, the GM acts as the director of their while doing the pre-game work of running a

4 session. These Agendas are, essentially, the for an idea, or a failed roll will have them reasons that you and your group are sitting coming up empty on a lead. In any event, the down to play this game. action of the game needs a bit of a nudge to get moving, again. At these times, the GM may Principles are ideals that the GM should need to make a GM Move. keep in mind while running the game. Mostly, they’re simple suggestions that would be a GM Moves are “actions” that a GM good fit for running any roleplaying game. takes to enact something on the players within Agendas help the GM to set the game up, while the fiction, to ramp up the drama and keep the Principles are the ideas that make the game run ball rolling. Use these Moves to keep the action smoothly. coming, but try not to rely on them too much, or to railroad the players with them. GM Moves AGENDAS for Lucha Libre Contra include: - Make the players’ lives not boring - Separate them - Play the game to find out what happens - Bring them together - Recreate the fun of wrestling and B- - Put someone in a high-stakes situation Movies - Trade harm for harm (as established) PRINCIPLES - Deal harm (as established) - Announce off-screen badness - Sprinkle evocative details everywhere - Announce future badness - Build a bigger world through play - Take away one of their Things - Create interesting dilemmas, not - Give them a difficult decision to make interesting plots - Tell them the possible consequences - Address yourself to the characters, not and ask players - Turn their Move back on them - Make your move, but misdirect - Make a Move from Dangers or Bigger - Make your move, but never speak its Pictures name - Capture some or all of them - Look at your NPC’s and ideas through - Capture someone close to them crosshairs - Name everyone, make everyone human THE WORLD OF LUCHA LIBRE - Ask provocative questions, build on the So, with the task being on the GM to answers provide the world for these luchadores, what - Respond with challenging kind of world would that be? The default setting circumstances and occasional rewards of Lucha Libre Contra is meant to reflect the - Be a fan of the players’ characters classic 1950’s-70’s lucha libre films of El Santo, - Think offscreen, too Blue Demon and their contemporaries. The - Sometimes, reflect a question back to trappings of this world can involve period the players details: heroes driving el Caminos, men of all - Build a fun, engaging, four-color world walks wearing suits, ranch-style adobe houses GM MOVES and surf rock and somewhat limited technology can all help to reinforce that retro vibe. Go for Sometimes, in the course of a game, the feel over accuracy and play elements of the action may get slow. The players may be stuck world itself straight.

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The key conceit of the world, however, the match outcome. This could be a title or hair, and one of the most important things that helps but the most dramatic wager is the mask. a Lucha Libre Contra story run smoothly, is the Losing a mask in such a match could be the end idea that luchadores are heroes and are of the luchadores’ career as it is. They must give accepted by the culture around them. A lot of the mask to their foe, and announce to the the fun of the genre comes from juxtaposing world their true name, their hometown, and these dramatic, muscle-bound fighters in tights how long ago they began wrestling. Wrestling and masks with dramatic names against a careers may continue after such a loss, but the regular world. Have your heroes in their masks, luchadores themselves are never the same standing in line for the movies. Have them again. Even hated rudos, the bad guys of the sitting around at home between missions, wrestling world, have reduced crowds to tears enmascarado, playing chess while wearing when they are forced to give up a long-standing cardigans. If you can get your group to embrace mask. For a PC, this is tantamount to character that key absurd element, the rest of Lucha Libre death; if a PC is unmasked in such a fashion, it is Contra should fall in line rather quickly. recommended that the player make a new character and begin again. El Bombastico may Along those lines, the importance of the have been a valuable ally against the forces of mask cannot be overstated. The most famous , but the unmasked Hector Smith is just a luchador of all time, El Santo, was purported to guy that wrestles. have numerous mask variations, including those with larger mouth openings for eating, so that This applies mainly to apuestas he could always be wearing one. When the matches, of course, which a player shouldn’t famous luchador, near the end of his life, enter lightly. Likewise, the GM shouldn’t be voluntarily unmasked on a talk show, the public putting the players into that position without outcry was so great that it was is if everyone proper dramatic reason. More commonly, an collectively agreed to ignore it. When he passed unscrupulous villain may make a play at away shortly after, he was mourned as El Santo. removing a mask. Many a time, criminals His memorials bore his mask, which he was thought they had Mil Mascaras at their mercy, buried in. To the people that loved him, that peeling off his mask to expose him- only to find mask was simply “him.” another mask beneath! Use unmasking to ramp up drama, or as a dramatic climax to a very Characters in Lucha Libre Contra should lengthy in-ring rivalry, but don’t go into it strive to that sort of status. When developing lightly. The authorities don’t need to see Blue your characters, try to figure out what qualities Demon’s true face to know he is a force for they exhibit and embody. Make them larger justice. Good-hearted friends may want to see than life, bombastic, and fully devoted to their the face of a luchador, but don’t let them cave chosen causes. The characters are men and to temptation. And if you decide to tip-toe up to women who have trained hard to get where that line, be certain that it is what you want to they are, but when they take on that mask, they do, and that the player is comfortable with it. should begin life anew as something far greater They may end up investing a great deal in poor than themselves. El Bombastico, only to have that character Of course, luchadores can lose their stripped of his heroic persona by impulse mask. The biggest-drawing matches in all of decisions! Mexico are apuestas matches, in which the competitors wager something dear to them on

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table. Alternatively, perhaps characters could be given up to three round defeats (failures of the Taking A Bump Move) before being in trouble of being killed once and for all. Others may find a more fatal tone more to their liking- any failure of Taking A Bump could result in death, if it makes sense within the fiction. Life or death could even be a particularly dramatic stipulation for an apueastas match!

TONE, VIOLENCE AND DEATH

The tone of the classic lucha libre films was a mix of pulp action-adventure and classic horror. The level of violence present would vary from film to film, though even some of the more technicolor adventures wouldn’t shy away from pools of blood. The proper tone for your Lucha Libre Contra game should be something that your players are comfortable with, enough bite to keep them enticed while not overdoing it on the gore and morbidity. Talk around the table while making characters, to try and figure LUCHA LIBRE ADVENTURES! out where everyone’s comfort level is and what So, how does this come together into areas should be off-limits. an adventure? That’s up to the GM, as well as Death is another area that is handled the players. Like most Powered by The inconsistently in the genre. Narrow escapes are Apocalypse games, the GM’s preparation adds a a key element of pulp adventure, with heroes great deal to the game’s story, but much of it like El Santo and Blue Demon escaping death by will depend on what the players respond to, a hair’s breadth over and over in their decades- take an interest in and how they choose to have long careers. To some, however, the lack of a their characters interact with the danger ahead. threat of death makes for a rather boring game- The way the game is played, is as a plus, your characters don’t have the benefit of conversation between the players and the GM. being necessary to anchor lucrative multimedia The GM can set up a situation, then let the empires to help keep them alive! players react to it within their characters. When Before the game begins, try to come to situations come up that would call for a Move, an agreement on the possibility of character have them roll it, and play out the death. Groups may feel comfortable taking a consequences. Push players toward the next moderate approach- character can die in step, but don’t force it. Instead, look for legitimate fights with the forces of evil, for opportunities to get them there, based on what example, such as in a against they respond to in the game. Dracula. Against henchmen or wrestling All that said, there are some key opponents, however, perhaps death is off the components that an GM will need to consider

7 when putting together an adventure in Lucha readers, and you don’t want to kill the game’s Libre Contra. Looking at some of those, we can momentum while they puzzle it out! look at where they may (or may not) fit in with Non-Player Characters: Think of the non-player a story: characters they will encounter. These could Wrestling Matches: A staple of the genre, given include law enforcement officials, looking for its stars. For new players, a wrestling match can help with a baffling case. Or a kindly professor, be a good way to introduce them to the combat who provides much-needed information on the rules without putting on the pressure of a life- weaknesses of werewolves. Perhaps a or-death battle. In the movies, matches served luchador’s paramour, or a favorite singer, could to introduce characters, or might bookmark the cross their path on this adventure. Come up adventure. Other times, they may become with names for these characters, and draw on another location within the adventure- such as those lists during future adventures, to give a the time that invading Martians decided to take sense of a living world. the fight to El Santo by confronting him in his Look to the players’ Generico Moves taken own ring! during character creation, as well (see that Some groups may be less interested in the section for details). Many of these are aspect of lucha libre supporting characters who will be important to stories, and that’s perfectly fine. It may be hard the luchador. Additionally, you’ll have an easier to get invested in defeating a mortal opponent time investing the player in that NPC’s well- when you know the streets could be overrun being, since they had a heavy hand in creating with mummies at any time! For these groups, that character. Just be sure not to abuse the you may simply gloss over these matches privilege- a player will stop taking family narratively, to keep things moving. members as Moves and fleshing out their character once a bloodthirsty GM has killed Villains: Villains may be the most important their third or fourth Abuela! non-player element of a Lucha Libre Contra game. Before the game starts, the GM should Set Pieces: Just as much a part of fights as the decide what villain they want to use for the combatants themselves, locations can be a adventure, what that villain is trying to great way to build drama. Think of places that accomplish, and what they need to make that characters might go over the course of the happen. Decide on henchmen, as well as any adventure, or locations you would want in the sub-villains that may be helping. Decide on a city. When heroes finally confront the villain, few of the villains’ given Methods of Defeat you will it be on their island lair? Deep beneath the may want to focus on, and how the player earth? In a stately manor? characters might learn of them. Additionally, think of recurring locations. While it’s good to have set methods of Players may be more invested in a world if they defeating your villains, be fairly improvisational feel their characters have a favorite cabana they with how they can learn of them. Give direct go to, or an orphanage that is home to many of answers when they succeed in their their most devoted young fans. Then, the idea investigations, and don’t worry about making it of werewolves swarming it becomes more real, too much of a puzzle. Experienced GM’s know, than just that spot where they had a tequila, no matter how obvious you may think your watched a mariachi band and waited for clever solution is, your players can’t be mind- Dracula to show his face.

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CREATING CHARACTERS

CHARACTER CONCEPT The starting point of a Lucha Libre Contra character is the concept. This can come from anywhere: a flashy name, an idea for a mask, an animal or personal characteristic you want them to embody. On the surface, lucha libre characters seem very similar; muscular fighters battling injustice with dropkicks. But beyond that, who are they? Do they embody nobility, like El Santo? Do they fight with fury, like Blue Demon? Are they like Mil Mascaras, known for his … hundred masks? A solid concept will help you plan your character but could also inspire your play of them in-game.

CHARACTER ROLE blows, intimidation); Tecnico (inspiring the masses, feats of wrestling, heroic daring); Each player chooses a Role for their Rudo (rough brawling; dastardly tricks; characters, each one focusing on a different provoke rage); Extrema (brutal moves, aspect of lucha libre and how they will incredible endurance, looking cool); High- interact with the world. Roles include: Flyer (daredevil acrobatics, impossible risks, Monstruo (heavy lifting, shrugging off

9 building hype); Exotico (surprise strength, BASIC STATS distracting charms, clever redirection). The five basic stats are: Acrobat, Showboat, Next, the players choose Moves related to Brawler, Technician and Mystery. Assign the the Role they are playing. Each character following scores to the basic stats: +2, +1, Role has a special Signature Move that they +1, 0, -1, keeping in mind their Role and use, once per session, that grants Moves. The stats represent the following: Experience. These Roles also include Acrobat: The character’s agility and specific moves within their specialization to reflexes, especially relevant to the high- help customize that character and give flying, acrobatic moves that modern them more options, of which they can luchadores are known for. choose two at character creation. Showboat: The character’s charisma and After that, the player chooses a Move from outgoing personality. Important for the Generico list. These are common moves speaking to crowds or making an available to all luchador characters and help impression on people. flesh your character out within the context of the world. Less powerful than Role Brawler: The character’s pure brawn and Moves, these still help to give your muscle power. Useful for characters that character some narrative advantages. These rely on heavy lifting, or on pure brute force can be great ways to flesh out a character to fight their opponents. and show their progression over the course Technician: The character’s skill and ability. of their adventures. Particularly their ability to utilize the more complex technical moves of professional wrestling, but also any form of technical skill. Mystery: The character’s inquisitiveness, investigative acumen, and their relationship to the mysterious. Useful for investigating crimes and cultivating your own aura of the unknown.

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CHARACTER HISTORY Assign your character’s History with other Player Characters. History is an important facet of lucha libre culture, with storied rivalries and friendships being the lifeblood that drives conflicts in the ring. Characters’ FATIGUE History with one another will grow and The character’s Fatigue Threshold is next. wane in importance over the course of the Each character has six points of Fatigue they game and will be used to determine how can accrue, before they are taken out of a well they can help one another. fight. Every two points of Fatigue they take Each Role will have Background information on adds +1 to the Take a Bump Move, that affects their History with other PC’s. described in the Taking Action section of Decide which PC your character knows best the next book. Once a character takes six and assign them a History of +2. Then, Fatigue, they are immediately defeated, choose the one your character knows least, without Taking A Bump. This Fatigue and assign them a 0. All other PC’s are at Threshold can be increased by taking +1, and all NPC’s are at +0. From the Generico Moves, at further levels. Background elements, choose 1 to ascribe to your relationship with the PC’s, per point of History, that fleshes out your backstories. GLORY and REPUTATION Glory is an in-game currency that reward the luchador for heroic action, while fueling further success. Points of Glory can be spent to add +1 to any die roll, on a one-for- one basis. Glory is capped at +4, while it begins each session at +1.

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Reputation is how well-known and well- EXPERIENCE and ADVANCES regarded the luchador is. This is a function Each character starts out with 0 Experience of Experience and spent Advances, and no Advances. Experience is earned over described below. There are five levels of the course of gameplay, by the character’s Reputation, reflecting how many Advances actions and interactions. Characters can the character has earned [see Experience accrue several XP every session and gain an and Advances, below], and what they’ve Advance at 5 Experience. Advances are achieved as a luchador. The character’s what you can spend to improve and Reputation Level allows for some new develop your character. Advances can be Generico Moves to become available, based spent to do the following: on their increased status. • Gain a new Generico Move [1

Advance] • Gain a new Role Move, 1/level after Journeyman [2 Advance] Level One: Rookie. [0 to 3 Advances] • Raise History +1 with any character. Level Two: Journeyman. [4 to 10 Advances] • Take Cross-Role Move, 1/Level after Level Three: Professional. [11 to 20 Journeyman [2 Advances, optional] Advances] Experience is gained in two ways. The first is Level Four: Champion. [21 to 30 Advances] in-game, whenever you hit a Finishing Move or Cutting a Promo on 10+. These are major Level Five: Legend. [31+ Advances] moments for a wrestler, and they add to your heroic legacy. Further experience is gained at the end of a session, by answering the following questions. The first two are asked of characters individually, and the final three are posed to the group. For every question that you can honestly answer “yes” to, gain 1 Experience.

• Did you use your Signature Move? [player] • Did you embody your masked persona? [player] • Did you overcome a significant threat? [group] • Did you save/protect innocent lives? [group] • Did you fight together against evil

and injustice? [group]

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CHARACTER ROLE: TECNICO might need help? What might not be all it seems to be? What is useful here? Examples: El Santo, Solar, Mil Mascaras [_]: Daring Rescue: In matches and in life, the Primary Stats: Technician, Showboat Tecnico is often called upon to make daring Focuses: Feats of wrestling skill, inspiring the rescues. When an ally is in danger, roll masses, heroic daring. +Mystery. This action can be taken regardless of where your character is, as long as they aren’t The Tecnico is the classic hero of lucha libre currently in peril themselves. On a 10+, the films, and of the ring. The traditional Tecnico is Tecnico is immediately able to intervene, almost always masked and has a larger-than-life gaining Control of the fight, regardless of where presence both inside and outside the ring, a you might have been previously. On a 7-9, you super-heroic figure. Often, that heroic identity arrive, but there is a barrier to helping; inspires hope and trust in the common folk, and Henchmen, a physical barricade, or something fear in evil doers. else appropriate to the scene. On a Miss, you cannot arrive until the Fight has played out, for better or worse. Signature Move: Hero of the People. Cut a promo on a villain/opponent. Cite the evils [_]: Idol of Millions: You take your role as the they’ve caused to the people, and what you people’s hero seriously, and it motivates you to plan to do about it, then roll +Showboat. On a fight on. When Taking a Bump, you may spend 1 10+, take +1 to both Fighting Moves and -1 to Glory to reroll; you must take the new result, Taking A Bump against that villain or opponent, regardless of what it is. until the people are avenged. On a 7-9, choose +1 forward on Fighting/Wrestling Moves against them, or -1 to Taking a Bump. On a Miss, your HISTORY heart just isn’t in it, and the locals don’t trust or Has a young relative who idolizes me; Helped believe in you. Take -1 to Cutting A Promo or train me to where I am; Shared a dark secret Investigation in this town, until you redeem with me; Wants to see me knocked down a peg; yourself. Knows something dark about me; Is owed a Also, choose two from the following: great debt by me

[_]: Wrestling Prowess: During any kind of combat, you may take +1 to all rolls for your Wrestling or Fighting Move, if the moves you are using are technical and legal in nature.

[_]: Trusted Figure: When you first come into a town or city, roll +Mystery as word of your arrival makes the rounds. On a hit, authority figures and locals fill you in on local goings-on, and you may ask the GM the following questions. On a 10+, ask three. On a 7-9, ask one: What strange things have happened here, recently? Who is a known figure of import? Who

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CHARACTER ROLE: RUDO you’re caught, and disqualified from a match, or you face severe punishment from law Examples: Penta El 0 Meido, Dr. Wagner, enforcement or the villain focusing on you. [_]: Brutale: Rudos often fight rougher than Primary Stats: Brawler, Mystery anyone else in the ring, and that extends to Focus: Rough brawling, inspiring anger, other fights as well. When fighting with dirty or dastardly tricks. rough tactics, add +1 to the roll. However, on a Miss, you are disqualified from the match, or vengeful Villains or Henchmen make you their The Rudo is lucha libre’s classical bad guy. sole focus for the rest of the scene, and you Usually enmascarado, with a persona that Take a Bump immediately. Glory cannot be utilizes fierce and threatening imagery to added to this roll. intimidate both their opponents, and the public. [_]: Rudo Can’t Fail: You’re not as honored as Rudos will bend the rules to the breaking point, the tecnico, or as imposing as the powerhouse, and often beyond, in order to succeed in their but you have one thing going for you that they aims. It worth noting, however, that Rudos don’t: you’re cool. When Cutting A Promo for a aren’t always complete villains: in times of crowd that has seen your badass brutality often lawless officials and oppressive ‘rules,’ firsthand, you can roll +Brawler instead of Rudos are seen as anti-heroes. +Showboat for the roll.

[_]: Cero Meido!: You are a nasty piece of work Signature Move: Face/Heel/Face Turn. The rudo and won’t let any villain try to out-do you. looks out for one person: the rudo. At some When you respond to a villain or opponent’s point, an opportunity arises to betray the group intimidating posturing with a flippant remark or for personal gain. Be it riches, a chance at catch phrase, gain +1 to your next Wrestling or revenge, whatever you come up with, throw a Fighting Moves against them. friend under the bus for yourself. When you do HISTORY so, take +1 Forward on all rolls during the scene of your betrayal. Later, you’ll have a chance to Believes I secretly have a heart of gold; Has turn the tables on the villain and redeem bailed me out of jail; Goes drink for drink with yourself to friends; gain +1 Glory as you help, me; Has been hurt in the ring with me; Thinks I and +1 History with the player character most should be in jail; Won’t be seen in public with hurt by your actions. me

Also, choose two of the following:

[_]: Lie, Cheat, Steal: Use this Move to cheat in a match, a fight, or any other aspect of life. Roll +Mystery. On a 10+, you get away with it, and either deal 2 damage or take something useful away from a target. On a 7-9, treated as above, but gain a warning (at three warnings, you are disqualified from a match), or you lose all current Glory as you’re called out. On a Miss,

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PC ROLE: MONSTRUO [_]: Simply Inhuman: When encountering the supernatural, roll +Mystery. On a 10+, the Examples: Gronda, Mil Muertes, Ultimo supernatural being sees you as an equal, and Guerrero you are exempt from its supernatural effects for Primary Stats: Brawler, Mystery that scene. On a 7-9, the being feels threatened by you, and will not actively come after you Focus: Feats of strength, shrugging off blows, until provoked. On a Miss, the monster seeks to intimidation. put you in your place, and makes you its sole Monstruos are often considered the norm in focus. some wrestling circles, but in lucha libre they [_]: Gentle Giant: Children find you fascinating, tend to be special cases. Often possessed of and seeing you treat the smallest and most incredible size and strength, they alternatively vulnerable of us well puts the people at ease. thrill or terrify fans with feats of raw power. A When surrounded by children that you are Monstruo wrestler can wear a fierce mask and getting along with, you may roll +Mystery assume a monstrous persona, or could present instead of +Showboat to Cut A Promo. themselves as a chiseled strong man, or could simply be larger than most of their opponents. [_]: Power Moves: When rolling +Brawler for Historically, some giants have been friends of the Wrestling or Fighting Move, you may the people. Many more, however, have used choose the narrative advantage option on any their impressive size to force their will on hit, while using your superior size and strength others. to throw around your enemies.

Signature Move: Feat of Strength. At some HISTORY point, you will be called upon to push even your Helps me with some mundane tasks; Has seen incredible strength to its limits. When faced by my home; Looks to me for protection; Most a physical task that seems impossible, such as loves my feats of strength; Finds me arrogant; lifting a truck, lifting numerous men at once, or Doesn’t trust me holding open a collapsing structure, roll +Brawler. On a 10+, you take complete control of the situation, and walk away unscathed. On a 7-9, you are in control, but with a compromise: you take 2 Fatigue, you can only hold it for a short while, or you must give something up to maintain your course. On a Miss, you’re not up to the task, and must Take A Bump, gaining at least 2 Fatigue from the effort.

Additionally, choose two of the following:

[_]: The No-Sell: A classic of wrestling. Once per Match/Fight, you may treat a Take A Bump result as being one level lower than what was rolled (a 10+ result becomes a 7-9 result, a 7-9 becomes a Miss, a Miss gives you +1 Glory).

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PC ROLE: HIGH-FLYER [_]: Giant Killer: High-flyers are generally seen as smaller and slenderer than most other Examples: Rey Fenix, Mistico, Jr. wrestlers, and fans thrill to seeing you upset Primary Stats: Acrobat, Showboat larger opponents. The first time you hit a Wrestling/Fighting Move on a 10+ against a Focus: High-flying risks, fan-favorite underdog, giant opponent [GM’s discretion], gain an crowd-popping feats. additional +1 Glory.

Modern lucha libre is characterized by high- [_]: Fan Favorite: Fans remember you by your flying, acrobatic maneuvers. In fact, this style of actions, if not your words. Any time you would wrestling has basically become synonymous Cut A Promo for a crowd that is familiar with with the sport in global fans’ eyes, and the you, you may roll +Acrobatics instead of efforts of high-flying luchadores impress and +Showboat. thrill fans the world over. High-flyers in lucha libre can be enmascarado, could be showing off [_]: Animo!: Just as a high-flyer risks crashing dashing good looks, minis dressed as and burning, the best of them can also rise like superheroes, or really anything. Perhaps the a phoenix. Once per combat session, roll flashiest of all wrestlers in-ring, they often +Mystery after Taking A Bump. On a 10+, inspire cult followings amongst their fans. reduce the Bump result by 1 level. On a 7-9, do so, but only if an ally can step reasonably in and give you time to recover. On a Miss, your Signature Move: “Please Don’t Die!” High-flyers comeback falters, you take another hit, and are always looking to top themselves. In a must Take A Bump yet again. desperate moment, find the absolute highest thing in the scene that you can throw yourself off to hit an opponent with your HISTORY Wrestling/Fighting Move. On a hit, deal an Pushes me to crazier stunts; Backs me up in additional +2 Damage to the enemy. However, crazy situations; Worries most about my risks; you must also Take A Bump. On a Miss, you only Puts money against me winning matches; Puts Take A Bump at +2, in addition to your Fatigue themselves on the line to help me win; Thinks modifier. my stunts are foolish Additionally, choose two of the following:

[_]: Acrobatic Display: Your acrobatic skills thrill the fans, intimidate your opponents, and help you find a groove in a fight. At the beginning of any combat, you may describe an acrobatic display put on to impress those around you and show off your skill, and roll +Acrobatics. On a 10+, you can draw off the energy of the crowd, and gain +1 Forward for the rest of the scene. On a 7-9, gain +1 Glory. On a Miss, they catch you in the middle of your display, and you immediately Take A Bump.

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PC ROLE: EXTREMA yourself with. On a 10+, choose two. On a 7-9, choose one. When you work these items into a Examples: ; Demus 666, Hayabusa Fighting or Wrestling roll, spend 1 item to gain Primary Stats: Brawler, Showboat +1 on the roll. These items are broken after use, only giving their bonus once. Focus: Brutal moves, incredible endurance, looking cool [_]: Mascara Rojo: A staple of hardcore wrestling is the blood running down the face of Lucha Extrema (or hardcore) wrestling is a the competitor. An Extremas character can relatively recent addition to the world of choose to bleed themselves voluntarily, even, professional grappling, but it took lucha libre by getting a charge from the brush with their own storm in the 90’s just as it did around the world. mortality. Take 2 Fatigue and gain +1 to all Hardcore wrestlers are known for their rough Fighting Moves for the rest of the scene. brawling tactics, and the ridiculous lengths they will go to, in order to inflict creative violence on [_]: Friends in Low Places: When Investigating their opponents. Many Extremas wrestlers by questioning the city’s criminal element, roll don’t engage in masks, instead cultivating a +Mystery. On a 10+, you have some more ‘street’ persona. connections in the lower classes of the city, who can help you with information and a place to crash while you’re in town. On a 7-9, you know Signature Move: If He Dies, He Dies. Your some people, but they’ll be expecting a favor character finds the opportunity for absolute (or a fight) before they’re willing to help you. maximum chaos, and acts on it. Describe what On a Miss, someone who has it in for you hears environmental elements you find, and how you you’re in town … turn them into implements of violence. Go wild, [_]: Blood, Sweat & Tears: You’ve given a lot for if the rest of the table is comfortable with it; the fans, and they’ve come to appreciate you gasoline, light tubes, explosive caps, barbed for it. When cutting a promo for a crowd that wire … all these things have been death match has seen what you go through, roll +Fatigue staples, so get creative. When you bring this modifier instead of +Showboat. symphony of destruction together, Take A Bump as you and your target go through hell, HISTORY and roll +Brawler (or +Acrobat, if from a great Spots me cash … often; First to check on me height). On a 10+, you devastate your after a stunt; Wants me to settle down; Likes to opponent, who may be Finished if you hang with me in off-hours; Looks to me for illicit incorporated one of their Finishing Conditions. favors; Hates what I’m doing to the sport On a 7-9, they are brought to full Fatigue, but are not yet Finished. On a Miss, you take more pain than you dished out, as your bloodlust gets the better of you. Take A Bump, yet again.

Additionally, choose two of the following:

[_]: Hardcore Toybox: When you have a chance to gather weapons for upcoming violence, be it a match or other a fight, roll +Showboat. Describe the implements of violence you equip

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PC ROLE: EXOTICO 9, ask 1. On a Miss, they catch on. Questions include: What are you vulnerable to? Where do Examples: Pimpinella Escarlotta, Mamba, you like to hide out? What is your next target? What would get you to stop? Alternative Examples: , Scarlett [_]: Distracting Presence: Once per fight or Bordeaux match, you pull attention from an enemy and Primary Stats: Showboat, Mystery off an ally in need. Describe how you’re getting all eyes on you, and roll +Showboat. On a 10+, Focus: Distracting charms, clever misdirection, your ally regains Control, and doesn’t have to surprise strength. Take A Bump. On a 7-9, your ally can regain The Exotico is a wrestling tradition unique to Control after Taking A Bump, with a -1 to the lucha libre. Playing with stereotypes of gender roll. On a Miss, you draw too much attention, roles and masculinity/femininity, the Exotico is and must Take A Bump yourself (-1 to the roll) usually a male person presenting as female, as the enemy attacks you, instead! such as a crossdresser. Played up theatrically, [_]: Strike with Panache: In a fight or match, these Exoticos taunt and tease opponents and describe how you use your own personal brand uptight fans alike for psychological edge. of style and showboating to set an opponent up Rougher opponents will often underestimate for a hard shot. In doing so, you may roll their flashy foes, to their own detriment. +Showboat instead of any other stat for your Alternatively, an Exotico role can be filled by a Fighting/Wrestling Move. traditionally masculine or feminine person, who plays up those attributes to the entertainment [_]: Fantastico: Your costume is amazing, even of the fans and the frustration of their foes. in a world where people regularly dress like superheroes and monsters. When you debut a new outfit, usually at the start of a scene, Signature Move: The Production. During a describe how fantastic it is and gain +1 Glory as period of rest for the group, utilize your unique you bask in that attention. talents of performance to bolster everyone’s HISTORY spirits, and put on a show. Roll +Showboat as you put on the out-of-ring performance of a Thinks I’m fascinating; Wants to protect me; lifetime. On a 10+, every player character can Gets wardrobe advice from me; Always has my clear 2 Fatigue before any other Recovery role. shoulder to lean on; Has a relative that really If they don’t have that much to recover, they wants to meet me; Shared a deep secret with gain +1 Glory. On a 7-9, they gain +1 to their me next Recovery roll. On a Miss, you make it about yourself, and no one else gains anything.

Additionally, choose two of the following:

[_]: Tell Me Your Secrets: When you spend some time talking to anyone, even a Villain, you can get them to start talking too much. Roll +Mystery, and let the secrets come spilling out. - On a 10+, ask 2 of the below questions; on a 7-

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GENERICO MOVES take care that they are not abused. If a character is abusive to their Paqueno, their Generico Moves are Moves that can be Valet, or their Trios partners, the GM should not taken by any and all player characters. They shy away from having those characters shun gain 1 Generico Move at character creation and them until that player character can redeem can spend 1 Advance to take them at any point. themselves in their eyes. Generico Moves are generally background information for the character, developing them The primary idea behind Generico and fleshing them out beyond their in-game Moves is to flesh the character out as a person capabilities. and as a professional wrestler. A character may take moves from their Reputation Level or When taking Generico Moves, the lower, meaning that a Professional has access player is expanding the way their character to Professional and Rookie Moves. Generico interacts with the world around them. This Moves are meant to reflect the advances in could come in the form of sponsorship deals, career that the luchador undergoes. If a player allies, even sworn enemies. The majority of has an idea for a unique move of their own, Generico Moves don’t give a mechanical bonus encourage this. The only guideline is that, aside in-game, instead existing as plot hooks for the from the few given here, no Generico Move character. Players should think of these Moves should have a mechanical effect. Further, their as ways to influence the game’s narrative, narrative effect should be measured against the introducing new characters or elements to put character’s in-game status. For example, a their character into focus. GM’s should think of Journeyman Wrestler shouldn’t be given access these moves as gifts, ways to expand the to supernatural weapon, or an impressive yacht game’s story and invest the players while taking of their own. Those things come with time … some of the creative burden off their shoulders. and a great deal of money! That said, while the benefits of Generico Moves are story-based, GM’s should

TYPES OF GENERICO MOVES

Characters have levels of reputation, as add to the character and make their lives more described in Character Creation. Characters can complicated as you bring them against one only take Generico Moves from their level or another. That said, there are some types of below, and/or create their own. In situations Generico Moves that bear explanation: where a new Move would make an old Move Allies: Many Generico Moves reflect allies who redundant, replace the old Move with the new help the wrestler. This could be one, or allow them to stack. For instance, there partners, ringside valets or family members. is no reason a character cannot have a slick, Allow the character to build up their own professional manager, and a grizzled old trainer supporting cast, just like a comic book in their corner! They could hold the superhero, if that’s what they want to do. Don’t Middleweight Championship of their home city shy away from conflicting interests, however, as of Puebla, while holding the World Heavyweight this could be a great source of roleplay. How Championship of . Let these details

19 does a luchador balance the demands of his accolades, however. In game, feel free to have loving abuela who doesn’t approve of his arm championships defended off-screen, or in quick candy valet? How does a careful manager react wrestling encounters. Even if a character loses to the luchador picking up a supernatural ally? the actual belt, they are still seen as a former Play with these conflicts and build stories out of champion, which can carry a weight of its own. them. Of course, if that player wants their character to have a rematch (or several) for their belt, that Additionally, if a player decides to advance their can lead to entertaining drama, as well. NPC’s, allow them. If a wrestler is looking for where to spend Advances, and they decide to Resources: Eventually, a luchador can start to promote a Paqueno to a Parejas tag team build on physical items in their possession, as partner, or their Abuela to a Professional well. The ultimate goal of any professional Manager, let them go with it. They spend wrestler is to build wealth and make a better Advances as normal, and the sense of advancing life, so many Generico Moves reflect the fruits a plot line may deepen their connection to that of that. Things like sponsorship deals and NPC. television contracts can be beneficial to a luchador and reflect his increasing fame, but Championships: For American wrestling fans, don’t let that become the focus of the championship belts are often seen as the be-all character. Have fans recognize them from and end-all of a wrestler’s career. After all, in television, have them establish contacts within North American promotions, that’s how they’re the business, but don’t hold them down with it. presented. However, in Mexico, championships Increasing fame is great, and the obligations can often go years without being defended. from it can make for entertaining roleplay, but They simply aren’t as much of a draw as mask don’t let it detract too much from their ongoing matches, and therefore aren’t defended often. battles with the forces of evil. They are still seen as benchmarks of a wrestler’s

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ROOKIE MOVES

[_] Legacy: Can only be taken at character them for some training, possible contact info, or creation. Add the prefix “Hijo/Hija del” to your to hear what you’ve been doing right or wrong name, or the suffix “Junior/II/III,” by your in the ring, lately. Especially wrong. They like choice. You come from a long line of wrestlers, talking about that one, for some reason. define their legacy. You can sometimes trade on [_] Paqueno: You have a young fan, who has their reputation for your benefit. already decided you are the greatest thing to [_] Abuela: Your beloved grandmother attends ever hit the ring. They’re usually good for a all your shows, and she gets into it. When shout-out when someone wants to clock you you’re taking heavy blows, she may even get with a chair from behind, but other than that involved, wielding one sandal for every enemy. you’re more likely to have to save them from a Additionally, you and your little wrestling situation their precociousness got them into. friends can take a Resting Move at her home, if [_] Apartment: You have some place to hang you need to. your mask, at the end of the day. Small and [_] Sewing Machine: You have access to the humble, it is still your own, and still somewhere equipment to fix and repair your own ring gear, you can go if you want to rest and recover so you can make modifications to your look without the chance of anyone bothering you. whenever you like. Super useful. Choose where your apartment is, when you take this Move. [_] Gym Membership: You have a membership to a specific gym, where you do your training. [_] Parejas: Tag team wrestling is a staple of This can be a good place to try and rehab your lucha libre, even more so than in other forms of body, or to make connections with other people professional wrestling. When you take this who like to put on a ridiculous amount of Move, describe and name your tag team muscles. partner. When you are in a wrestling match, you may call on this ally for help. However, they [_] Family Sponsor: You have a close relative of will not assist in non-wrestling adventures. moderate wealth, who has sponsored your initial training and ring gear. From time to time, [_] Professional and Wrestler: Lucha libre is though, you may owe them a little something in only part of your life. Outside of the ring, you return. have another career, and can draw on the skills from that. Worth noting is that you almost [_] Grizzly Trainer: Your original trainer still certainly perform your job duties enmascarado. takes an active interest in your career. Go to

JOURNEYMAN MOVES

[_] Merchandise: You have your own tee shirts, shirt on someone not currently at one of your available for fans at your show! Or on the shows. street, for interested parties! Or anyone willing [_] Road Warrior: You have your own ride. to wear it, really. Someday, however, you may Describe the vehicle, and give her (yeah, they’re even realize your dream: of seeing your tee pretty much always a ‘her’) a name. Good for

21 travel, or for giving chase when someone else guests here and confer with your allies when also has a car. needed.

[_] Trios: The six-man tag, a very popular type [_] Thick Skin: Spending some time taking of match in Mexico, is known as a Trios. Name bumps in the ring, as well as your out-of-ring & describe your partners for this team; they can adventures, means that you have built a help you in wrestling matches and help build tolerance for abuse. Your Fatigue Threshold your reputation. However, they do not assist in increases by 2 when you take this Move; counts non-wrestling adventures. If the player has as two Generico Moves, for purposes of taken Parejas previously, they may add that Advancement purchase. partner to this group. [_] Superfan: You have someone in the crowd [_] Valet: You have an impressive figure that who seems to follow you to all shows and sings accompanies you to the ring and makes certain your praises to all who will listen. Describe your that you get the peoples’ attention. Name and superfan and their most annoying trait; in ring describe your valet, what is so striking about and at appropriate times (or inappropriate), them, and the nature of your relationship to they will show up to breathlessly extoll your them. virtues.

[_] Homestead: You’ve managed to save up [_] Gimmick: You have a special quality, a enough for a modest home within the city of nickname or catch phrase, that fans start to your choice. A place you can hang your mask identify you with. Define it and give your fans and rest without trouble, you can also have an easy way to identify you in and out of the ring.

PROFESSIONAL MOVES

[_] Promotion: You have enough presence in are contractually obligated to sponsor and the industry now that you have a dedicated enjoy the benefits of having an ample supply of company that promotes your fights- perhaps it. Just be careful not to be caught with their several! Drawing a steady paycheck from each competitor! of these promoters, they give you a regular [_] Dramatic Wardrobe: You have a full closet venue to showcase your skill. Each time you of impressive ring gear. At any point between take this Move, name a promotion. scenes, you may change into a style of dress [_] Manager: You have someone who handles appropriate to whatever situation your heading the professional aspects of what you do. Your into, and the people around you should treat travel arrangements, your bookings for you accordingly. wrestling matches, final approval of your [_] Business Venture: Choose where, outside of merchandise—all of this is handled by an the wrestling business, you might invest some experienced manager. Name them and define money. This could be a restaurant, a line of your relationship to them. clothing, anything the GM deems reasonable. [_] Corporate Sponsor: The work you’ve done is Now only do you gain some side money from noticed, and people see the value of being this, but you gain access to whatever material associated with you. Choose a product that you good it is that you’re invested in.

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[_] International Exposure: Word of your skill [_] Trainees: Several of the younger wrestlers and ability to entertain has spread outside of have started to come to you as a source of your native country. Taking this skill, you get a wisdom. It’s a testament to your character, how reliable passport, and you can start performing much you help them. Name your gym and name in wrestling rings outside of your home country. up to three rookies who seek help from you. Of course, these foreigners might look to you to They can perform minor tasks on your behalf help solve their problems, as well … but cannot help you fight the supernatural. You wouldn’t do that to them! [_] Regional Campeon: You have earned the right to be seen in your local area’s [_] Stat Bonus: You gain +1 to a core stat; come championship. What major promotions would up with a descriptor of how your character see as a minor championship, you are trained that attribute to increase it; this can nonetheless respected by your local peers and only be taken 1/level and counts as two seen as a champion in your home region. Name Generico Moves for purpose of Advancement the championship you’ve earned, as well as Purchase. where and what it represents. Be careful, however- you may be called upon to defend that title!

CHAMPION MOVES

[_] Reputation: You have become very well- help with out-of-ring action, however. If the known to the people. You have a strong character has previously taken Parejas or Trios, reputation with a group and are known to be or any other NPC’s, they may add those trustworthy. Choose an organization, such as a characters to this group, gaining +1 History. city’s police force, InterPol, or “the people” that [_] Heroic Lair: You have a stately home, a contacts you in times of need. trophy as impressive as any given in wrestling. [_]: Campeonato Mundial: You have gained a When chosen, give two features of your Lair. world championship, at the top of the large These could include an occult library, a scientific wrestling promotion of your choice. Name the laboratory, or a hotline to the mayor of your title and explain its history. When you carry that city, for example. This Move can be taken more title, people will give you the according than once, adding features as you go. attention and respect. Be careful, however- you [_] Stature: You’ve paid for your success across may be expected to defend it! many miles, with blood and bruises. You’re [_] Stable: You are the figurehead of an harder to put down than other wrestlers, even, association of wrestlers. This could include tag and a victory over you is a very big deal. team partners, valets, anyone that helps you Increase your Fatigue Threshold by 2. This move with your in-ring career. Name these NPC’s and counts as 2 Generico Moves, for the purpose of describe them briefly. These characters will not Advancement spending.

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LEGEND MOVES

[_] Supernatural Ally: You’ve gained an ally that [_] Mascara Sagrada: Your battles with the exists in the world of men and the supernatural. supernatural have made you something beyond This ally, usually a small creature such as a human. Once you discover a supernatural forest spirit or a clever blue monkey, will help creature’s abilities, the sanctity of your mask you from ringside and watch your back outside gives you the ability to ignore one of its powers, of that, as well as giving you access to its world. such as mind control or supernatural disease. Name your ally and detail its supernatural [_] Supernatural Arsenal: Over years of battling origins. the creatures of the night, you have built up a [_] Cultural Hero: Regardless of what else you collection of items that are useful against them. do you have been embraced as a true hero of Once you discover a supernatural creature’s your people. Your mask is featured on street weakness, you may return to your home and murals, your name is invoked with nothing but produce one item that exploits that weakness. respect. Your very presence is all it takes to calm a crowd, either in quiet awe or shaken nerves.

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ADVANCED CHARACTER OPTIONS

Presented below are a few optional rules that to the established player characters. Or, can help make your luchador more unique or perhaps the GM has decided that they want to help you to immerse yourself in an ongoing tell a story about established luchador heroes game. The rules presented here are entirely fighting the forces of evil. Whatever the case, optional, up to GM consideration, but can be creating characters beyond the baseline Rookie helpful for the right campaign. level is simple enough.

Creating Characters Beyond “Rookie” Create a character as normal, choosing which Role and Moves you would like for them. Then, Perhaps you are a player joining an ongoing the GM will give you a number of Advances that game of Lucha Libre Contra, and the GM has will put you at the level they want. Simply go decided they don’t want you at a disadvantage through and choose the benefits you would

25 have purchased normally, keeping in mind the first time, ignore this and build that History requirements for those benefits. Simply start as through gameplay. if you were a Rookie and go from there. If the entire group is creating characters beyond If joining an ongoing game, choose only one of Rookie level, then establish beginning History your Role’s Background questions to put toward scores as normal. However, choose which the other characters. The character that fits characters to add +1 History with, per Level of that relationship will be your entry point into experience the character has. For example, an the group. Alternatively, if you’ve all decided established Professional will have 2 points of your character is meeting everyone for the very History to distribute.

Cross-Role Moves

As an optional rule to add more variety and Cross-Role Moves can be selected (if allowed) customization to your luchadores, your GM may beginning at Professional Level. Your luchador allow you to select Moves from other Roles. begins to learn from the others around them

26 and breaks out from the confines of the Role Monstruo: Unbeatable, Cero Miedo!, Mascara established for them. Not every Move is Rojo, Friends in Low Places, Distracting appropriate to every Role, however. Below is a Presence, Fantastico list of allowed Cross-Role Moves, for each type High-Flyer: Daring Rescue, Cero Miedo!, of luchador: Hardcore Toybox, Blood Sweat & Tears, Tecnico: The No-Sell, Gentle Giant, Animo!, Fantastico, Distracting Presence Giant Killer, Blood Sweat & Tears, Fantastico Extrema: Undefeatable, Cero Miedo!, Simply Rudo: Simply Inhuman, Power Moves, Mascara Inhuman, The No-Sell, Animo!, Distracting Rojo, Friends in Low Places, Distracting Presence Presence, Tell Me Your Secrets Exotico: Daring Rescue, Lie Cheat & Steal, Simply Inhuman, Giant Killer, Animo!, Friends in Low Places

Alternative Characters

Lucha libre casts a wide net on the various types luchadores below 5’ to compete. These of men and women that can compete, competitors will also mingle with their more especially in modern times. In creating traditional counterparts, especially in tag characters that interest and entertain matches. If a player wishes to play a mini- themselves, players may wish to explore estrella, as they are called, they should be characters that go beyond the brawny men and encouraged. Lucha Libre Contra has no special women traditionally associated with the world rules for mini-estrellas, no particular limitations. of professional wrestling. If anything, players may wish to not take Brawler as their highest stat, or take the Firstly, a longstanding tradition in lucha libre is Monstruo Role, but other than that make the the “minis,” or “micro” division, which invites character of your choosing.

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a bit beyond the scope of game balance, but a willing GM could work with a character to make Other, even less traditional luchadores could fit an odd concept work. Anything else can be into the game, depending on the tone that the described as flavor or narrative. Be creative and GM is going for. Supernatural abilities might be have fun with the game!

EXAMPLE OF CHARACTER CREATION

Our player is creating a character for a game of this game of Lucha Libre Contra are characters Lucha Libre Contra. Thinking about his favorite named Anjelica, Reina del Guerra and Rey luchadores, the player decides he’s going to Demon. Our player decides that El Hijo is best make a character that is carrying on the masked friends with Reina del Guerra (for +2 History), legacy of his father figure. Keeping things familiar with Anjelica (+1 History) and will be simple, our player names his character “El Hijo just meeting Rey Demon (0 History). Looking del Hombre,” both because he finds it kind of over the History elements, El Hijo discusses funny, and to emphasize that his father was a them with the other players and marks down singularly impressive figure- a tough legacy to the following: Reina del Guerra has a young live up to! relative who idolizes El Hijo, and she knows a dark secret about him. Anjelica is a friend, who Looking over the Character Roles, our player helped El Hijo during training. Rey Demon has settles quickly on The Tecnicno: it emphasizes no connection that El Hijo del Hombre is aware exactly what he wants his character to be and of yet, but something could come up during Rey will give him plenty of opportunities to step into Demon’s History questions. They players go the role of hero. For initial Moves, our player through all of these elements with one another, takes Wrestling Prowess to shore up his in-ring until they’ve drafted a web of relationships for skills, and Daring Rescue, because it seems like a the entire group of luchadores. perfect Move for a swashbuckling, heroic character. As a Rookie, El Hijo del Hombre’s Fatigue Threshold is a set 6, and his glory will always be Next, our player must assign Stats. He wants El +1 at the start of the game. The last task is to Hijo del Hombre to be the center of attention select a first Generico Move, and fortunately the often, and to focus on the ‘killing monsters’ Legacy Move is right there for El Hijo del aspect of the game, as well as being a solid Hombre, with his background. technical wrestler. So, the player assigns stats as follows: Acrobat 0; Brawler -1; Technician +1; From here, character creation is mostly done. Showboat +2; Mystery +1. El Hijo will be While the players are getting ready to start, the proficient at wrestling and talking to the GM encourages them to flesh out and describe crowds, preferring traditional grappling over their characters’ colorful masks and costumes fancy high-flying, and he abhors resorting to and start getting into character for tonight’s rough fighting tactics. session!

The next step of character creation will depend on other players at the table. Participating in

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TAKING ACTION

The heart of lucha libre is, of course, the action GLORY that follows our heroes. From throwing down Like all heroic fiction, the triumphs and failures with the forces of evil in and out of the ring, to of the luchadores thrill their fans, tease out the feats of physical daring that only a trained drama of their adventures, and give these athlete in shiny tights could perform, action heroes their motivating element as they fight should be at the heart of any good lucha libre on against the forces of evil. Lucha Libre Contra storyline. The following moves should cover represents this with Glory. Glory is a mechanical everything that comes up in the course of a reflection of drama, which can be spent on a 1 luchador’s adventures, and the thrilling perils for 1 basis to provide a +1 bonus to any roll a that come with it. player wants to make. Any amount of Glory can As a rule of thumb, the dice mechanic for all be spent, from 0 to their total +4, and in most Moves follow the same outline. On a 10+, the cases can be spent before or after a roll is made character succeeds at their action and gains a (with the exception being the Finishing Move, solid benefit. On a 7-9, the character succeeds, see below). At the start of each session, give but it comes with a compromise. On a 6 or less, every player character 1 point of Glory. they Miss, and the GM must make a Hard Move Glory is earned every time a player hits most against that character. moves on 10+, but they can also be given out at the GM’s discretion. Possible reasons for this could include clever problem solving,

entertaining roleplay, or whatever makes sense for the table. Glory can stack up to +4 and can be kept for an entire session of play.

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FIGHTING or WRESTLING MOVES mechanics or wrestling acumen, are rolled as +Technician. Combat in Lucha Libre Contra is divided between Fighting and Wrestling. When the So, roll 2d6+Relevant Stat. On a 10+, gain +1 action is within a ring, default to Wrestling Glory and either deal 2 Damage, or gain a Move. Outside of that, the character will be narrative advantage to your next roll. This rolling a Fighting Move. The primary difference advantage can be higher ground, planting your here is that, if a character takes damage due to opponent so that they’re vulnerable to a bigger a wrestling match, they gain a bonus to move, or any positioning advantage. Advantage recovery based on it happening in a controlled gives you a +1 on your next roll. environment. On a 7-9, you still hit your move, but choose Both Fighting and Wrestling are based around one from the following: deal 2 Damage, and Control. Control of a fight defaults to a player lose control; retain control, but your opponent character over an NPC; if two Players are facing escapes any damage; give up control, but gain off, however, have them roll against one +1 Advantage to your next roll. another with a stat of the GM’s choosing. On a Miss, lose control of the battle. Your Control goes to the winner of this roll, rolling off opponent gains control, and if they are an NPC, again in the event of a tie. you will most likely make the Take A Bump To make the Wrestling Move or Fighting Move, Move as the GM describes how they take the describe how your character is launching into fight to you. If your opponent is a PC, they gain combat with their opponent. Don’t bother Control, and are at an advantage, giving them rolling for any inconsequential actions, such as +1 to their next Fighting or Wrestling Move. minor punches that set up an uppercut, or the Example 1: El Hijo del Hombre is in the ring, Irish whip that gets the opponent charging standing across from opponent Hipster Jim. The helplessly into your flying dropkick. Only roll for two circle one another, and El Hijo starts with the dramatically important or impactful blows, control. El Hijo’s player describes his character the ones where your character is really trying to coming in to try and toss Hipster Jim with an take someone down. Then, based on the arm drag to throw him off balance, and then a description, the GM will tell the player which second. El Hijo will then press his advantage by stat to roll off. pushing the Hipster into the corner, before Determining the relevant stat is up to GM hopping up onto him, then flipping to toss his discretion, based on the description of the opponent to the center of the ring with an player. As a rule of thumb, high-flying and impressive monkey flip! acrobatic maneuvers (anything that has the The GM decides that the arm drags, and attacker leaving their feet) is +Acrobatics. dropkick aren’t the key elements, here, instead Rough moves, such as stiff punches, hard kicks, making El Hijo del Hombre roll for the monkey or rough body slams and piledrivers are rolled flip. Because the monkey flip is one of those as +Brawling. Submission maneuvers, throws uniquely “wrestling” maneuvers, the GM tells and moves relying on leverage and body

30 the player to roll +Technician and hope for the come down and drive her fists into the back of best. the Wolf Man.

Example 2: Reina del Guerra is rushing down a The GM knows this could be a high-flying back alley after hearing loud pitched screams. maneuver but decides that La Reina is relying Arriving, she sees a lower street where some more on her weight and brute power for this children are being menaced … by a wolf man! move. It’s also a single, impactful blow, so there Wanting to act quickly, La Reina sizes up her is no need for La Reina to roll to aim her lunge opponent, takes a deep breath, and acts from the higher street. Thus, the GM tells La quickly- by leaping off her vantage point to Reina’s player to roll +Brawler while the luchadora comes down on her foe!

HENCHMAN BASH

Sometimes, a heroic luchador will be faced with opponents, the GM will choose a stat for you to many opponents. In these situations, the roll with. For more information on mobs of luchador will have to fight off numerous Henchmen and how they take damage, please enemies, usually of insignificant skill, to reach a refer to the Villains section. goal. When a villain is confronted by one of his On a 10+, you keep yourself safe and throw enemies, they will often place their henchmen around the henchmen in a dominant fashion! against the other heroes, to buffer themselves Take no Fatigue that round, do 1 Damage to the against further attack. When your character Henchmen, and gain +1 Glory. describes how they fend off waves of

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On a 7-9 result, you take 1 Fatigue as you deal 1 the arm, hop onto a nearby crate, and use that Damage to the Henchmen or take no Fatigue as vantage point to jump off and throw his you gain a +1 Advantage to your next roll opponent with an arm drag, hopefully bowling against the Henchmen. over more of the henchmen with him!

On a Miss, the numbers get the better of you, The GM nods along with the plan, telling El Brio and you must Take A Bump. to roll +Acrobatics for the speedy and agile maneuver. El Brio rolls 8+1 for his Acrobatics, Example: As heroic El Brio closes in on a getting a 9. Deciding to take out the mob supervillain, the coward orders his remaining quickly, the player decides on the “take 1 henchmen to waylay the luchador. Rushing in, El Fatigue as you deal 1 Damage to the Brio sees the army of henchmen closing in on Henchmen” option. Taking his roll, El Brio exerts him. Deciding mobility is his friend, El Brio’s himself, but throws his enemies into each other, player declares that he will take one villain by bowling several over in a single throw!

TAKE A BUMP

Being a do-gooder and being a professional Move), or as a result of a PC character losing wrestler share one common element: Control of the fight, roll +Fatigue/2. This is inevitably, you will get punched in the face. rounded down [minimum of zero], so if a When an opponent hits a character with a character has 3 Fatigue, they roll 2d6+1. move, either as a result of a sneak attack (GM

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On a 10+, the character takes 2 Fatigue from a Example 1: El Hijo del Hombre has finally round beating, but gains +1 Glory. If this puts cornered Dracula in his lair. The two come to them at or above their Peril Threshold, they are blows, and unfortunately Dracula gets the drop knocked senseless, and can be pinned or on the masked hero! The GM informs the player knocked out without a chance to resist. that Dracula take El Hijo by the shoulders and uses his supernatural strength to hurl the On a 7-9, they are rocked, but remain in the luchador into a nearby wall. fight. Take 1 Fatigue, and choose one of the following: Take 1 further Fatigue; take a Currently, El Hijo del Hombre is at 2 Fatigue. narrative disadvantage, such as being knocked This means the player has a +1 modifier to his prone, amounting to a -1 penalty to your next roll. Rolling a 4 for Taking a Bump, El Hijo del Wrestling or Fighting Move; spend 1 Glory, and Hombre gets a 5 total, a Miss. The GM describes take no further damage, regaining Control. how El Hijo del Hombre scuffles through the dirt and hits the wall of Dracula’s crypt. However, On A Miss, your character absorbs the blow and the luchador’s broad back absorbs the blow, manages to shake it off. They fight out of and he stays in the fight. El Hijo regains Control another wrestler’s grip, they push the vampire’s of the battle and must plan his next move. fangs back at the very last second, whatever fits the narrative. You’ve lucked out, perhaps with a Example 2: Luchador Rey Demon has been doing new appreciation for your dire situation! battle with the zombie luchador known as El Satan. The two have traded blows back and In combat with an NPC, the Taking A Bump forth, bringing one another to exhaustion. Move gives control of the fight back to the Unfortunately, Demon misses with a dropkick, player, if they weren’t taken out. If a character setting himself up to Take a Bump as his enemy is taken out of the fight, they are either retaliates by grabbing him for a hard pinned/submit (in a wrestling match) or ! knocked out and possibly captured (in a fight). Unless it is a climactic battle, the PC will likely With 5 Fatigue, Demon rolls at a +2. Rolling a 9, soon have a chance to redeem themselves. This Demon’s total is 11! El Satan brings the could be by escaping capture, be it from being luchador down hard onto his head, and tied up or being put in a death trap, or by everything goes dark as he takes 2 Fatigue, over having an advantage in the next round of the his Threshold of 6. The villain has won the match. battle, but Rey Demon’s fate is uncertain. Soon, he will awaken … but where?

TAG TEAM MOVES

Team wrestling is a staple of lucha libre, and the On a 10+, their help gives you +1 forward for vast majority of luchadores take this into their your next Fighting or Wrestling Move. Then, out-of-ring battles, as well. When you call for choose one: if the subsequent attack gains assistance with a move from an ally, and that Glory, you both gain the point; gain +1 History ally is in a position to freely help you [GM’s with each other; if you lose Control of the fight, discretion], that ally rolls +History with you. your ally may gain it.

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On a 7-9, their help gives you +1 forward for Example: While Reina del Guerra battles the your next Fighting or Wrestling Move. werewolf, she sees an opening for El Hijo del Hombre to dropkick the beast in the chest, as On a Miss, your target fights you both off. Your she suplexes him. Hijo’s player rolls +History ally takes 1 Fatigue, while you must Take A with La Reina, getting an 11! Opting for making Bump after losing Control of the fight. this a memorable moment, La Reina chooses to gain +1 History, for the hit.

HEROIC RESCUE/HOT TAG

With the proliferation of trios and atomicos luchador fights them off to clear a path. In a matches in lucha libre, many consider it the match, the opponent is caught completely off closest thing in professional wrestling to a guard. The incoming luchador gains +1 Glory, ‘team sport.’ Additionally, when luchadores gains Control of the battle, and gains +1 on their band together against a common enemy, they next move as they describe how they set their will naturally want to help one another. So, the opponent up. Heroic Rescue, or Hot Tag, is a major On a 7-9, the incoming luchador trades their component of luchador teamwork. body for their partner’s. They gain Control of When luchadores face an opponent in the ring, the fight, and their ally escapes. However, they it should be one on one. In a Fight, they will must choose one of the following: gain +1 Glory often be up against overwhelming odds. One for taking a stand, but then Take a Bump; gain luchador may be Fighting the villain of the Control, but gain no other advantage; gain scene, while other luchadores are faced with Control of the battle, gain +1 Glory, but the the henchmen. However, there are times when character you saved loses -1 Glory or your a tag team partner on the apron, or an ally intervention- a little embarrassing! luchador on the sidelines of the fight, is needed On a Miss, you jump the gun. You leap into to help their friend. In these situations, the action, but the opponent is ready for you. Take Heroic Rescue Move is made. A Bump and choose: the opponent intercepted To make a Heroic Rescue, roll +History with the the change of control, meaning they are still character being saved. On a hit, Control of the targeting your ally and you will not be allowed fight goes to the incoming character, while the back into this fight; you are now the target, and character they saved can head to the sidelines must immediately Take A Bump for a second to recover. In a match, this can be achieved by a time. tag, or by the luchador who was in the match Example 1: Anjelica and El Brio have been rolling out of the ring, while the other comes in. wrestling a match against American newcomers In a Fight, the incoming Luchador will the Fabulous Freemen. Due to trickery and brute dramatically impose themselves on the force, the Freemen have been isolating and situation. brutalizing El Brio, and have him on the ropes. On a 10+, the incoming luchador comes in like a Anjelica is desperate to tag in, but El Brio needs house on fire. If any henchmen are present, the to find an opening to escape!

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Finally, El Brio gets an opening, and rolls out Guerra. With the luchadora stunned, the villain through the bottom rope. Anjelica sees this and is poised to use his vile sacrificial dagger on her. climbs the top turnbuckle to come flying into the However, the mighty El Brio is nearby, ready to ring with a dropkick! The GM tells her that she’s help his friend. making the Hot Tag Move and has her roll her El Brio’s player states that he’s trying to make +1 History with El Brio. Fortunately, by the time the save, and the GM rules that he’s in position it’s over, she has a result of 10! Anjelica gains +1 to do so. El Brio is described as jumping in from Glory as she flies into the ring, and her player nearby, looking to take the occultist down with describes the heroine knocking one of the a flying dropkick. El Brio’s player rolls an 8, Freemen off his feet with a dropkick. She then getting +1 for his History with La Reina. A 9 rushes to the other side of the ring, knocking his means that El Brio gains control of the fight, partner off the apron with an elbow strike. With choosing to gain +1 Glory but put himself in the crowd going wild, Anjelica has Control of the harm’s way. The Occultist scrambles to his feet, match, and is in a great position for her next raises his dagger again, and gets a shot at El Wrestling Move. Brio! Example 2: Due to circumstance and trickery, a vile occultist has gotten the drop on Reina del

FINISHING MOVE

The Finishing Move is the dramatic flourish with On a 10+ Result, they finish the battle in which a character ends a wrestling match, or decisive fashion. In a wrestling match, they finally puts down their enemy in a fight. In pin/submit their foe decisively, and gain +1 combat with an NPC, the GM will inform the Glory for doing so. In a Fight, they can utterly player of when they can go for a Finishing defeat their opponent, by whatever means that Move; this will often be after they complete a requires, providing that makes sense within the requirement within the fiction. In a wrestling fiction. match, this is usually as simple as gaining an On a 7-9, they eke out a win. Narrowly pinning a advantage, as per a hit on the Wrestling Move, Wrestling opponent or making them submit. or hitting an NPC’s Fatigue Threshold. In a fight, The luchador gains no extra Glory but are none especially with a supernatural enemy, this could the less victorious. In a Fight, they roundly be more specific: gaining a cross, a wooden defeat their foe, but they leave the door open stake, or other object the monster is vulnerable for that opponent to escape, to cause mayhem to. In a fight/match with another PC, the player later. with Control may make a Finishing Move after they gain advantage, or after the player with On a Miss, their fortune reverses on them at the Control Misses their own Finishing Move. last moment. The character immediately loses Rolling for Finishing Move, the player adds no control, and the enemy is invigorated. In a stat- however, they can spend as much Glory as Wrestling contest, the opponent can gain a pin they have available. fall victory right here. In a Fight, either the

35 character takes 2 Fatigue and the battle Dracula. The lord of the vampires tumbles into continues, or the enemy escapes. darkness, seemingly dead … for now.

Example 1: There has been a long and hard Example 2: Anjelica is in a wrestling match with battle between El Hijo del Hombre and Dracula her hated rival, Rosa Maya. Anjelica gains in the vampire’s crypt. After weakening the lord Control of the match after an impressive head of the undead with a cross, and bringing to bear scissor takedown, and decides it is time to go for a pointed stake, El Hijo del Hombre looks to end her Finishing Move, a flying crossbody from the their battle by driving that stake clean through top rope! Informing the GM of her intention, the vampire’s heart! Anjelica spends her 2 Glory and rolls for the Finishing Move … getting a 2. The GM calls for the Finishing Move. El Hijo del Hombre has 2 Glory to spend here and does so. With a 4 total, that is a Miss. Anjelica come Unfortunately, he only rolls a 6, but gets an 8 flying down to the mat … only for Maya to roll total. So, El Hijo lunges forward with the stake, out of the way! Hitting the canvas hard, Anjelica plunging it into the heart of Dracula! Shocked, is stunned, allowing Rosa Maya to lock on the the vampire lord falls back, and tumbles into his Indian Death lock, forcing the heroic luchadora coffin. The GM describes the coffin then to take 2 Fatigue, tap out and give the first collapsing through the floor, the cavern giving round to her hated opponent! Frustrated, way. The GM states that El Hijo del Hombre Anjelica must regroup, and do better in the next escapes falling into the pit himself but notes two rounds. that it is impossible to confirm the fate of

RECOVERY

The constant struggles of the ring, traveling If Recovering from a wrestling match, gain +2 to from arena to arena, and combating the forces the roll, due to the promoter’s staff being on of the supernatural take a considerable toll on hand to help you. the bodies of luchadores. As such, there are times a luchador will need to rest and recover between battles with the forces of evil.

If recovering alone, describe how you plan on recuperating. If recovering in a manner that involves an element of your Generico Moves, roll +1. If recovering with help from a friend or ally, roll +History with that character. On a Hit of 10+, you may lose half the points of Fatigue you’ve accrued (rounded up). On a 7-9, you lose 2 points of Fatigue. On a Miss, something keeps you from being able to rest, and you head into the next day with all Fatigue still on your shoulders.

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Example 1: Rey Demon has a chance to rest, and Example 2: On the trail of Dracula’s minions, El he takes it by heading to a local cantina with his Hijo del Hombre decides to train out the kinks reluctant parejas partner, Azteca Guerrero. and bruises in his body with a reinvigorating Grouchy and exhausted, the luchador decides to workout at the gym. El Hijo has a Gym literally drown his sorrows by commiserating Membership, and rolls a 5 total for Recovery. into a bottle of liquor. The GM has him roll +2 Halfway through El Hijo’s recovering workout, History with Azteca as they down drink after the family of one of Dracula’s victims steps drink, giving them a chance to commiserate. trough the gym doors. Pointing and speaking in Rolling an 8 and adding his +2 History, Rey gets harsh whispers, they talk about how the ‘heroic’ an 10. Of his current 5 Fatigue, Rey Demon luchador who was meant to avenge their papa sheds 3, putting him at 2. The luchador has a is vainly wasting time here, at the gym. They solid evening ahead of him yet wakes up mostly leave, but the guilt of the encounter means that refreshed, his problems mostly forgotten. El Hijo del Hombre will be getting no rest, tonight …

CUT A PROMO

A staple of professional wrestling, this fulfills On a 10+, you cut a promo for the ages. Kids will the same role of giving an inspiring speech in quote you for years, key phrases from this will heroic adventures. The classical promo formula be begging to be put on tee shirts. Gain +1 is simple: state what you want, why you Glory and put all attention on yourself. You also deserve it, and what you’re willing to do, to get to Hold 2. spend a Hold to do one of the those who stand in your way. This could be following: gain Control of the Fight or Wrestling about anything from defeating your wrestling Match instantly; roll at -2 for your next Take A rival, to promising the people of the village that Bump; get a +1 Bonus to a Fighting or Wrestling you will defend them from the werewolves. Move. When your character has an opportunity to On a 7-9, it gets your character across. The fans grab a microphone, or at least gain everyone’s are here for you now. Nobody asked you for a attention, roll +Showboat. tee shirt, but you might have one ready anyway. Hold 1 for the duration of your next Fight or Wrestling Match.

On a Miss, you flop hard. Choose one of the following: take a Bump, as someone [GM’s choosing] attacks you, mid-sentence; lose all Glory (if you have any- if not, choose something else- perhaps an NPC ally loses faith in you, for now); you miss the entire point of this upcoming fight, and cannot gain Glory for the entirety of it.

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Example: Going into a match, El Brio and The GM is amused and tells El Brio to roll his Anjelica see that they are dealing with a hostile Showboat stat. Rolling an 8 with his +2 crowd. Wanting to turn this around, El Brio asks Showboat, El Brio cuts a classic promo. for a microphone, and is given one by the Immediately, the fans are eating out of El Brio’s announcer. El Brio’s player then describes his hand and he gains +1 Glory, 1 Experience, and 2 character’s promo, going theatrical as he talks Hold to spend during the match. On top of that, about how hard he and his partner have worked fans will be shouting some of the key phrases to train for this battle, and what it means to from the promo at him for weeks to come! them to earn victory in front of this crowd, in this town, on this night.

INVESTIGATION

Defeating opponents in the ring requires study, to another member of the party, if the just as combating the creatures of the night character chooses. Alternatively, get a clue from requires study. Whether it’s finding that your the GM about what to do or where to go, next. opponent is weak to the ankle lock, or weak On a Miss, the character learns nothing. They against exposure to the sun, a good fighter might even gain poor information, giving them prepares before taking on their opponent. a -2 on a Finishing Move against that opponent. Between scenes, when a character is trying to learn about an upcoming opponent, roll Example: La Reina del Guerra is on the trail of +Mystery. what seems to be a werewolf criminal gang. Such a powerful force must have a weakness, On a 10+, you find some pertinent information. she reasons, so she starts trying to figure out If the opponent is a supernatural creature, your where she can ask around about this. La Reina character learns their weakness, and gains +1 finds out about an occult bookstore called Ongoing to rolls when acting on it. If the Brujeria, and heads there to ask the owners opponent is a wrestler, gain +2 when rolling a some questions. Finishing Move against them. Alternatively, get a clue from the GM about where you should be The GM tells La Reina’s player to roll +Mystery, going or what you should be doing, next. and she gets an 8 total. The GM decides that La Reina is informed that the werewolf is weak On a 7-9, your character learns a way to against the Wolfsbane herb, and that if she neutralize one of their powers. They gain no wears it the beast will not be able to overpower other advantage against them but are immune her physically. This is a narrative advantage, to that power. If they have no supernatural keeping the werewolves from being able to powers to speak of, gain a +1 to one Wrestling, attack La Reina directly. It’s not a sure method Fighting or Finishing Move against them, your to their defeat, but it is a good start … choice. This advantage can also be passed along

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DARING FEATS

There are times in the course of adventures, could include scaling a wall (+Brawling), dodging during which luchadores will be called upon to falling rubble (+Acrobatics), or engaging in a attempt feats of physical prowess not directly high-speed car chase (+Technician). related to beating someone senseless. When a Example: Anjelica is trailing an informant on a character comes across a situation that is kidnapping she’s investigating. Unfortunately, dramatically important enough that their her target catches on to her, and starts running failure/success could affect the story, they are through the streets of Xalapa to escape! Giving attempting a Daring Feat. Feats could be Feats chase, the luchadora tries to catch up. The GM of Strength (roll +Brawling), Feats of Agility describes a series of boxes, gates and other (+Acrobatics), Feats of Skill (+Technician) or obstacles that lie between Anjelica and her Feats of Charisma (+Showboat). Decide which target. Anjelica’s player describes how she Feat the player will be rolling, at the GM’s rushes them, leaping over barriers and springing discretion. from fences to try and catch her prey; the GM On a 10+, they accomplish the feat in decides that this is a Daring Feat of Agility, and impressive fashion. Take control of the situation has the player roll +Acrobat. and get exactly what you wanted to accomplish Anjelica’s player rolls, getting an 8 total. The out of it, and gain +1 Glory if anyone was luchadora flies over the barriers, eventually watching. On a 7-9, you make progress, but lunging at and catching her intended target. must make a compromise: leave yourself open However, she must make a compromise. Earlier to attack, lose something important, or take 1 in the session, Anjelica had gained an Fatigue as you strain yourself. On a Miss, you advantage, the password to a gambling den the fail in the attempt, and face the consequences kidnappers frequent. The GM decides that in her of that. haste to catch the informant, she dropped the A Daring Feat Move can be made for any paper with that password! Anjelica had better dramatically relevant action that doesn’t fit hope that the informant has some good within the confines of other Moves. Examples information, for her!

ESCAPE PERIL

A broad genre of film, classic lucha libre movies To Escape Peril, the luchador must first find incorporate elements of horror, sports and pulp themselves in peril. This could come as a result adventure fiction. As a result, many adventuring of a failed Taking A Bump Move, or the luchador luchadores have found themselves within the being careless following a villain through his bounds of villainous death traps, and many a lair. Either way, the luchador often has a limited villain has booby-trapped their lair to deter time to react, with their life on the line (at least, their enemies. As such, luchadores will be faced depending on the campaign). with Escaping Peril many times, in their careers- or facing short careers!

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Like Villains’ Defeat Conditions, Death Traps The GM tells El Hijo’s player to roll to identify Have Escape Conditions: elements of their the trap. Relying on years of study, El Hijo del design that their intended victims must Hombre rolls +Technician, and gets an 8, total. overcome, if they’re to survive. Escape With that, he can identify one element of the Conditions are unintended elements of the trap: the chains bolted to the wall, holding him trap’s design, to be exploited by heroic victims. in place. This gives El Hijo a +1 bonus to his A trap that has someone strapped to a table, for subsequent escape roll, on which he gets a 7 example, would have Leather Straps as an total. Not enough to escape, but enough to get element. A pit that dangles a luchador over a a +2 on his next attempt. bed of snakes would have Fraying Rope, or The GM tells him that the timer for the trap (a Angry Snakes as elements. The first stage of total of 4, of which El Hijo has used 2) is still escaping a Death Trap is Identifying these running, so he gets another 2 rolls. The next elements, to plan an escape. Roll either time, El Hijo gets a +2 bonus, but rolls another 7. +Technician or +Mystery (player’s choice). On a He works the bonds, but still can’t quite break 10+, identify two elements of the trap. On a 7-9, free. El Hijo del Hombre’s final escape attempt is identify one. On a Miss, you panic, and struggle made at a +3, and this time the hero rolls a total to get out on pure gumption. of 11- breaking free of the wall! El Hijo del Next, either the escape attempt can begin, or Hombre’s player uses the rushing water to swim further Identification must be made. Describe upward, finding an escape route from the how your character attempts to escape the chamber and making it to safety! trap, rolling +Identified Elements. On a 10+, you Example 2: Rey Demon chases a horde of escape the trap. On a 7-9, you struggle, and henchmen through the tunnels of their gain a stacking +1 for your next attempt. On a subterranean lair. Rushing behind, the luchador Miss, you make no progress. is unaware that the henchmen have chosen this The final element of a good Death Trap is time. specific corridor for a booby trap! Realizing all Time is reflected by the number of rolls a too late that he’s stepped on the trigger, Rey character gets to try and escape the trap. Some looks up to see spears fired at him! traps are “immediate,” in which any Hit to The GM informs Demon’s player that this is an identify them means you dodge the trap. For immediate trap, and he decides to roll +Mystery non-immediate traps, you can make a number for Identifying. Rey gets a total of 8, and of Identify and Escape rolls equal to the Timer fortunately that is a Hit; he dodges the rating, until you escape. For more information, immediate trap, but the Henchmen make good see the Villains section of this book. use of the distraction to escape. Had he hit on a Example 1: Hijo del Hombre’s hunt for Dracula 10+, the GM may have ruled that Rey could has taken a turn for the worse, and the luchador continue pursuit. On a Miss, he would have falls into the vampire’s grip. Waking up to find Taken A Bump as the arrow found its mark. himself bound to a wall, with water rushing into the chamber, El Hijo del Hombre has been left to perish in a death trap!

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LUCHA COMBAT: PROFESSIONAL VS PERSONAL

As noted in the Taking Action section of this Rounds, and Recovery book, there is a marked difference between The traditional lucha libre match goes to best of fighting within the confines of a lucha libre ring, three falls. These falls are won by pinfall, with an official and throngs of cheering fans, submission or disqualification- after which, and fighting in the streets against the forces of competitors return to their corners to catch evil. Even for campaigns that choose to treat in- their breath, and try to strategize for the next ring combat with the same level of importance round. Some luchadores may even find as everything else, there are a few necessary themselves taking a strategic loss, just to keep differences. After all, it would be a tough sell for themselves fresher for a better start in the next any luchador to convince Dracula to go to best round. of three falls! In a wrestling match, GM’s may give players the

opportunity to catch their wind between rounds. After a round of lucha ends, allow each character involved (both PC and NPC) to recover 2 points of Fatigue. This allows even a battered rookie to have a chance in the next round of lucha.

Teamwork, and NPC’s

Many have described lucha libre as a team sport, due to the proliferation of trios (six-man tag) and atomicos (four-man tag) matches. This is more true of the modern product than what could be seen during Golden Age lucha libre, but there is still some room to include that level of authenticity in your Lucha Libre Contra stories, especially if players have ideas for teams they’d like to make with the Generico Moves presented in the characters book.

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Working a match against an NPC opponent is just like facing off against any other NPC in the game. However, standard combat requires that a character have Advantage before making a Finishing Move. A PC luchador is considered to have Advantage over their NPC opponent at any time if that NPC is at their Fatigue Threshold. They may also simply go for the pin at this point, if they don’t want to gamble any earned Glory on a Finishing Move. A simple rollup will be enough to put away Jimmy the Hipster for the night, but the Wolf-Man will likely provide a tougher opponent.

Having an NPC on your team, however, is slightly more complicated. In these scenarios, the GM is encouraged to make the PC luchador the team’s captain and make them the focus of the action. NPC wrestlers can still be prompted to make the Hot Tag/Teamwork moves, with the player rolling their Heat with that NPC - (defaults to +1, can be raised by spending Advances or through Moves). NPC allies should have a brief narrative interaction in the ring, The Sweet Science: Specifics of Lucha Libre before tagging in the actual player. Optionally, the team can be put at a narrative advantage if Modern fans know lucha libre’s wrestling style the PC succeeds at a teamwork roll, or if the for the high-flying action of competitors, but NPC opponent is exhausted and the PC wants that’s only part of the story. It is encouraged for their ally to get a pin. The idea is to simply not anyone running a match-heavy game of Lucha overshadow the player characters with NPC Libre Contra to find matches from real-life lucha exploits. promotions, such as AAA, CMLL or The Crash to get a taste for the myriad styles of a lucha Finally, interactions between PC and NPC match and the kinds of things that can happen wrestlers should mostly be restricted to in-ring in competition. action. As noted in the section on Generico Moves, these allies should not be terribly For further help, here is a brief glossary of helpful against the supernatural; player terms that apply specifically to the in-ring characters really should be the be-all and end- aspects of lucha libre. Also included are rules all of action in a game of Lucha Libre Contra. differences that separate classic lucha libre Still, if a player wants to have fun interactions from its American counterpart, which should while developing their own stable of characters, help give your game some unique flavor. These let them pursue it bet terms can help set up matches, or could help GM’s by inspiring what matches the characters ween the life-or-death battles with will be taking part in. Frankenstein and the Martian hordes.

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Apuestas: The classic wager match. The mask v decide their character is a minis competitor at mask match is discussed earlier in this volume, character creation; simply select an appropriate but other items can be put up to apuestas: a Character Role and assign your stats accordingly championship belt, a wrestler’s hair (a caballera (one is encouraged not to create a Mini- match), or whatever else could fit the rivalry. Monstruo with +2 in Brawler, for instance), but other than that they are treated as any other Atomicos: With four persons to a team, these character. tag matches go to best of three falls. However, each team has a designated captain, and Molero: A slang term, referring to a show being pinning or submitting the captain signals an held for a private event or celebration. Usually, immediate end to the match. These are often the luchadores working here are amateurs early on the card, featuring less experienced honing their skills or veterans past their prime, members of the promotion’s roster. It is competing in exchange for a plate of mole (or common for atomicos teams to include one of other food). each of the following: a lightweight wrestler, a Parejas: The classic two-person tag team. These female wrestler, an exotico and a minis are often closely bonded competitors, perhaps wrestler. brothers or even a father and son. Banned Moves: Certain moves are considered Tagging Out: In modern lucha libre, tag illegal in lucha libre, when they might be matches are common. One key area in which permitted in other parts of the world. Most they differentiate from their counterparts famously, the classic piledriver can be around the world, however, is in the tag. A considered an illegal maneuver, due to a competitor may tag in their ally and make them famous injury that occurred decades ago. the legal wrestler as normal, but a luchador also Count-Out: Unlike their Northern counterparts, has the option of leaving the ring entirely, lucha libre wrestlers are given a count of twenty either rolling out or going for a dive, which to re-enter the ring. A competitor being allows their partner to come in and knocked out of the ring for a count of twenty automatically become the legal wrestler. This awards a fall to their opponent/opposing team. rule is mean to keep tag matches flowing quickly but can also set up some interesting Dos de Tres Caidas: The specific term for best of teamwork dynamics. three falls, standard Golden Age lucha rules. Trios: Perhaps the most common team match in Faul: A foul, using an illegal move that causes the lucha libre, with competitors of all ranges of referee to disqualify the wrestler. See Banned skill and fame. These can be openers or main Moves. events. Like atomicos, Trios matches involve a Minis: A specific division of lucha libre’s weight captain. classes, minis refer to little people wrestlers.

Despite their obvious height and weight disadvantages, several minis competitors are treated as legitimately as their bigger counterparts, unlike their counterparts to the North. In Lucha Libre Contra, a player can

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LLC OPTIONAL MOVE: WORK A MATCH

The idea of having luchadores wrestling round by some underhanded tactics, but you matches between their bouts with the forces of gain +1 Glory in exchange; the round goes to evil is core to the lucha hero genre. However, the character of your choice, and you gain +1 for some groups, it may hold less appeal than forward to the next round’s Work A Match others. If your group isn’t as interested in Move. wrestling itself, or if pressed for time and On a Miss, your plan falls apart by some mishap. wanting to get right to sticking it to that prick Your opponent outmaneuvers you, or you’re Dracula, consider using the Work A Match distracted by some drama at ringside. Describe Move in place of playing out a match. what causes you to lose this fall but gain +2 Each round in a match is a single Work A Match Glory for your hardship. The fans are behind Move, and usually goes best of three. Results of you, and they want to see you win! the round are chosen by the player, based on Example 1: Reina del Guerra is booked for a the result of their roll, with the victor being the match with Chika Suicida. Guerra wants to one to gain the best of three falls. For tag emphasize her incredible power over her foe, matches, designate one player to make the barreling in at her with running lariats and body Work A Match roll, but another player may splashes to weaken her, then throwing her make a Tag Team Move to help them. Work A around the ring with slams and . Match is appropriate for throwaway matches The GM says it’s a valid strategy and tells against random NPC’s, or for sessions where the Guerra to roll +Brawler. match itself isn’t as important as establishing your character. For title matches, apuestas or La Reina roll 9+2Brawler for a total of 11 and other dramatically important encounters, it is succeeds in spectacular fashion. La Reina gains encouraged that players play the match +2 Glory and describes the spectacular through. destruction her character rains down in the middle of the ring. Work A Match when your character is introduced via in-ring action. Introduce the Example 2: El Hijo del Hombre has a match with character, talking up what makes them special his longstanding rival Rey Demon, tonight. This and how they approach their opponent in the is one of many such encounters, with the two ring. Describe how you plan on besting your knowing each other’s evenly matched opponent, what elements of your character you techniques by heart. The GM tells El Hijo’s wish to emphasize, and based on this, the GM player he may roll their impressive +3 History, will tell you what Stat to roll with. for Working A Match.

On a 10+, you win the round clean and in However, El Hijo’s longtime ally Anjelica is his spectacular fashion. Gain +2 Glory and describe tag partner in the match and wants to help in how perfectly your strategy came together for the first round. She rolls her +1 History with El that round. Hijo and gets a total of 9. She gives him +1 to the roll. El Hijo rolls 6+3History+1Forward for a On a 7-9, you fight well, but your opponent gets total of 10! The duo put the hurt to Rey Demon, their licks in as well. Describe the tight contest giving El Hijo +2 Glory, and a spectacular finish between the two of you, and choose: you get to the first round of the contest! the win by the skin of your teeth; you lose that

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against his dark power. Additionally, teamwork can become more important if the GM passes Control from one PC to another, after the PC loses it. The PC will still Take A Bump, but now the spotlight moves to someone else.

There are also a few things a GM can do, to keep their players on their toes. Supernatural villains, for example, have an array of powers that might challenge player characters in ways that aren’t covered by the rules. Dracula’s hypnotic stare could pause a luchador in their tracks, stopping them for a moment while Dracula’s minions flood the chamber. The Blob could undulate beneath the tires of the AGAINST EVIL! COMBAT OUTSIDE THE RING luchadores’ beloved El Camino, causing it to Combat outside the ring will likely be the meat spin out. When using your GM Moves to keep and potatoes of most Lucha Libre Contra games. things interesting, feel free to take liberties- not It’s worth taking a few moments to talk about everything needs to directly result in the player staging combat for this aspect of the game, as being forced to roll Taking A Bump. opposed to the structured rules of in-ring On a last note, let the players have fun with combat. their characters. Lucha Libre Contra is a game Firstly, like a wrestling match, there should be about mortal men and women donning masks one player at a time with Control, but don’t let that make them strive to be more than that. that player try to do everything. The best way People that stand up to supernatural evil and to run combat in Lucha Libre Contra is to create strike out the only way they can, driving their enough chaos that everyone is busy, until they flying elbow through its black heart like a can converge on one point. One luchador wooden stake launched from heaven. While confronts the villain while their friends fight it some games penalize players for going over the out with henchmen, or are pestered by death top or attempting elaborate set-ups, Lucha traps, or the like. Villains facing off against large Libre Contra is meant to encourage it. If you groups should have enough Fatigue to take find yourself laughing during a description or several blows from their foes, meaning that picturing how great that scene would be in a teamwork becomes much more important. One movie, award the player some Glory for their lone wrestler may have their struggles against trouble. Lucha Libre Contra, like lucha libre Dracula, but a tag team could even the odds itself, is nothing without fun.

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OPTIONAL RULE: CONDITIONS

In many games of Lucha Libre Contra, on a Disadvantage, presented there as a -1 to characters take damage until their Fatigue their next roll. This is meant to give character a Threshold is met, and then they’re in trouble. In little variety in how they roll with the punches, a basic sense, this is a perfectly standard and and give players that are near their Damage straightforward way to govern combat and give Threshold a chance to gamble on their next the players a sense of urgency as combat wears Move, in order to stay in the fight. However, on and those bruises start to pile up. there is another option for combat that can help to mix things up: imposing Conditions on player characters, as they fight.

Conditions can either be Minor or Major, and it should be up to the GM what kind is suffered by a character, flowing from the fiction. They can be imposed by Taking A Bump, or by a Hard Move from the GM when the situation calls for it (such as a compromise in a Feat of Daring). Minor Conditions are usually suffered for a Move, then shrugged off afterward. Major Conditions could stay with a character until they have a chance to Rest, or for the remainder of an adventure! Player characters may also choose to impose Conditions, if you’d like; simply have them define the Condition they’re trying to impose and figure out what +1 bonus it would give them on their next Move (as per the Advantage option in Wrestling/Fighting Moves). Following here are a list of potential Minor and Major Conditions that can be However, there is an option in the Taking A suffered through gameplay: Bump Move that allows for a character to take

Minor Conditions

Frustrated: Sometimes, an opponent thwarting their power. Take -1 to all Brawler-based Move your every move can get in your head, and chip rolls. away at your focus. While Frustrated, take -1 to Sprained: Lucha libre is known for acrobatic all Technician-based rolls for Moves. daring, but sometimes those risks come at a Staggered: Take on on the chin and get knocked price. With a tweak of an ankle, you make senseless. Even the mightiest can be knocked yourself and your fans worry. -1 to all Acrobat- off their pins, diminishing their ability to use based Move rolls.

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Embarrassed: Someone overcomes you in a way Grappled: An enemy gets their mitts on you, that makes you look like a fool. The crowd starts limiting your power and movement. Your next to question you, and you take -1 to all Fighting or Wrestling Move can only be rolled at Showboat-based Move rolls. +Technician until you can escape.

Busted Open: Don the proverbial “crimson Lifted: An opponent gets you up in the air mask” over your traditional one. Until you can against your will, through power or sheer get that seen to and stitched up, take -1 to all surprise. Your next Fighting or Wrestling Move social Move rolls, regardless of Stat. can only be rolled at +Acrobat until you can escape. Torn Mask: Your mask rips, by accident or malice. Remain anonymous but take -1 to all Swarmed: You are tackled by numerous Mystery-based Moves until you can trade this foes/limbs. Your next Fighting or Wrestling torn mask out for a proper one, which should Move can only be rolled at +Brawler until you be nearby. can escape.

Major Conditions

Mesmerized: Whether by supernatural means Wanted: Due to misunderstanding or malicious or the wiles of ne’er do wells, your mind is impersonation, find yourself on the wrong side clouded by someone without your best interest of the law. Take -1 to all social Moves, and -1 to at heart. Take -1 to directly act against that all attempts to Rest as you’re forced to look person, until an ally can snap you out of it. nervously over your shoulder until your good name is cleared. Cursed: Many unholy monsters live to spread their evil plague. If you find yourself infected, it Drugged: There are many ways to end up in this becomes harder to focus until the curse is lifted, state, but the result is the same: any time you say by destroying the one who passed it on to Miss any Move, it reflects your body you. Take -1 to all Rest and Investigate Moves, succumbing to the drug and slipping out of as your body and soul struggle to fend off this consciousness. When you come to, you will no evil. longer be drugged, but you have no control over where you do wind up … Obvious Injury: To a dishonorable foe, a cast or sling is as good as wearing a bullseye. Take +1 Dead: The most major of conditions. You cannot to all Taking a Bump Moves but gain +1 Glory as make any Move, period. If you somehow you fight against the odds. You will likely not be recover from this, immediately gain +4 Glory asked to work a wrestling match while you have and one hell of a tale to tell. an obvious injury.

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ENEMIES OF THE LUCHADORES

In addition to the sporting challenge of other to deal with these threats. However, at times luchadores, characters in this game will find both worlds may cross over, such as the time themselves squaring off against the hordes of Doctor Frankenstein took a break from calling the supernatural, or the teeming masses of into question the role of humanity and ethics in international crime, science gone mad, or the the pursuit of science and questioning what it wolf man. Most often, these challenges will be truly meant to be human, so that he could slap separate from a luchador’s in-ring career, a mask on his famous monster and have him try though their skills and prowess in the squared to fight El Santo in the ring. circle are what make them so uniquely qualified

Written up for Lucha Libre Contra, enemies should look something like this: Type Enemy Name A very general, brief description of the villain or Type monster. Generally, just to give an idea of the creature’s nature, or their intended status in Moves [3 or so Moves the monster can take, the story. against the player characters.] Moves Fatigue [How many points of damage they can take] These are mostly ideas for what a creature or villain can do in general terms and are Finishing Move Conditions: [Weaknesses that intentionally vague. For your own campaign, the luchador may/must use to finish off a feel free to embellish, or go off the list within supernatural creature, or to capture an reason. For example, Dracula can “overwhelm international criminal for good.] someone with supernatural strength.” That General Description could mean pinning them down for a bite, it

48 could mean chucking them into a pit when he’s it should be encouraged. Even in reality, where had enough of their insolence. For recurring we all “know” that werewolves are killed by villains, try to change one Move in their silver bullets as if it’s scientific fact, this subsequent appearances, just to keep your knowledge shouldn’t be a given in-game. team of seasoned luchadores on their toes. In cases of creatures from mythology and These Moves can be added to the list of the folklore, a player may know of something that GM’s usual Moves, listed in the Introduction. could kill the creature but is not found on that Fatigue list. At the GM’s discretion, after the character has completed Investigation that would allow This should be based on how many heroes the them to know this, they may allow that method villain will be facing, based against how tough to be employed in game. Or not, GM’s call. you want them to be; easier villains should have Fatigue at 1xNumber of Heroes, while major General Description villains should have 3xNumber of Heroes in An overview of the villain, what they usually Fatigue. Also, a minimum Fatigue, for challenge. want to accomplish and how they set on doing Finishing Move Conditions it. Many will already be familiar to players and GM’s, but this should spur some extra At least one of these conditions must be met in- inspiration, if needed. Additionally, feel free to game, and often the GM can require characters embellish on what’s provided here. The Dracula Investigate the villain in order to discover it. in these pages is the Dracula that encountered This may not be required in every instance El Santo. If a GM wishes to use any other (once you’ve fought one coven of Vampire version of that character, there’s no reason not Women, for example, you’ll likely remember to! the thing about stakes), but for first encounters

HENCHMEN

In addition to villains, luchadores will often find number of henchmen by their strength. themselves faced with their villainous Stronger henchmen might end up taken out two henchmen. Much lower in status and power at a time, while a large group of weaker than the villain, henchmen are often tasked henchmen might be bowled over in groups of with the grunt work of supervillainy, the petty four, or five. Henchmen will usually fight until crimes and muscle work that drives the their master bids them to flee, or until they’ve villainous enterprise. Henchmen’s strength all been put down. comes in numbers. While one luchador is often As a GM, waves of henchmen are a great way to all it takes to defeat a wave of henchmen, a keep other characters busy while a single group of devoted henchmen can hope to at luchador fights the main villain. They can also least overpower them long enough for their be used to ambush an unwary player character master villain to escape. or threaten their loved ones to take their focus Henchmen are measured in their strength and away from the villain. Henchmen can be number. Every time a player character hits a anything from common mobsters, to occult Fighting or Wrestling Move against a mob of worshippers, to very low-end werewolves. Henchmen, the damage they do reduces the

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NOTES ON MYTHOLOGY

The classic lucha libre films were written for a sun, love running water, don’t care about largely Catholic audience, and very basic crucifixes and are actually from Mars. Part of religious symbolism and references were the appeal of the genre, though, is the classical scattered throughout. This usually took the feel of the monsters. Let the absurdity of the form of El Santo fending off vampires with game flow naturally out of the fact that you crosses, as in classic texts, or the occult have masked luchadores getting together to practitioners referencing Satan as their master fight mad scientists and Draculas, you don’t (the biblical one, not the mummy-wrestler El need to sidetrack yourself too much from that. Satan; completely different guy). This worked However, if you have players that insist on for their intended audience, and besides, taking their knowledge of movies and folklore explaining a complex mythology would take up for granted and refuse to have their luchadores screen time that should have been given to Blue do the legwork of researching these monsters Demon socking mummies in the jaw. their characters might not have known were Some players may feel uncomfortable with real, then punishing ‘meta-game’ thinking is a these references, and that’s okay. Some GM’s classic roleplaying game tradition. Feel free to may be, as well. The rules as written here are throw such players a curve ball: perhaps your attempting to reflect the films as accurately as Dracula has learned to protect his heart from possible, but your game can easily exclude any stakes, or this Wolf Man has learned to thrive in references to Satan (the devil, not necessarily the sun. Research is a classic trope of horror the mummy-luchador). Talk it out with your and lucha libre monster movies and provides an players beforehand, to avoid any opportunity for some fun scenes in-game, so try uncomfortable table debates during time that to encourage it. Try to make it lively with fun should be devoted to talking about Blue Demon sources, or perhaps quests for hidden socking mummies in the jaw. knowledge, to make players want to engage with that. In the end, you don’t want to have It is recommended to keep certain aspects the your players spending too much time figuring same, regardless of other changes. For example, out the obscure method of defeating a monster you could decide to set your game’s luchadores when they could be using that time to just sock against vampires who are comfortable in the a damn mummy in the jaw, already.

DEATH TRAPS

Like in all pulp adventure fiction, book includes several examples of classic death luchadores will be faced with death traps. These traps from literature, comic books and (of could be intentional traps, carefully constructed course) the films of the lucha libre genre. Use by clever villains to protect their lairs. These these as guidelines to creating your own traps. could even be environmental hazards, a Be sure to include two or three Elements to the consequence of the dangerous places that trap to inspire players to describe their daring luchadores must go in the pursuit of justice. escape, and make certain to give the trap enough of a Timer to allow them a chance of When designing an adventure, the GM eventually escaping [see Escaping Peril in the should have a few death traps in mind. This

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Taking Action section of this book for the When running a scene with a death trap mechanical details of escaping a trap]. involved, give the player character as many checks to escape as they need, while cross- Of course, you cannot expect players to cutting between that action and the other make that escape roll in every case. The actions of characters in the scene. In the case of consequences of failing to escape a death trap a death trap with an “instantaneous” timer, it’s vary by the trap, and by tone of the campaign. recommended that any hit should allow the In a particularly grim campaign, this could even player character to escape the trap, but a mean death! For most, the trapped character is failure should simply result in being forced to indisposed until another character can come by Take A Blow- these traps are meant to delay, and make a Daring Rescue. more than anything else.

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>> Vamp toward unwitting prey (in the seductive sense (also, in the vampire sense)) SAMPLE VILLAINS >> Disappear into the night, to escape danger.

>> Converge on their prey with fangs and claws. Dracula Henchmen: Strength 1, Group 3 Lord of the Vampires Finishing Move Conditions: The Cross, Sunlight, Moves: Wooden Stakes

>> Overwhelm victims with his supernatural A group of gorgeous looking women, who thirst strength. for the blood of the living.

>> Escape in the form of a bat, so that he can enter a recuperative rest.

>> Mentally ensnare someone with his supernatural will. The Wolf-Man

Fatigue: 3xNumber of Heroes [Min. 8] El Hombre Lobo

Finishing Move Conditions: Wooden Stake, Holy Moves: Cross, Sunlight >> Attack his enemies with savage, animal force.

>> Call for his monster brethren to protect him.

>> Change his form to lose pursuers.

Fatigue: 2xNumber of Heroes [Min. 6]

Finishing Move Conditions: Silver, Wolfsbane, Lack of Full Moon

The iconic lord of the vampires usually freshly returned to the world of the living to enact his revenge.

The Vampire Women Sometimes a hairy, savage beast, sometimes a guy in a low-cut shirt. Still hairy. Queens of the Night

Moves:

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The Occultist Finishing Move Conditions: His Laboratory in Flames; His Hubris Turned Against Him Skulking devil-worshipper A scientific genius who has turned his brilliant Moves: mind toward the creation of unnatural horrors. >> Commit acts of evil for the promise of power. The Blob >> Act as his master’s agent during the daylight hours. All-Consuming Mass

>> Manipulate mundane people who don’t Moves: suspect his evil. >> Consume the flesh of the living. Fatigue: 1xNumber of Heroes [Min. 4] >> Undulate unstoppably toward prey. Finishing Move Conditions: Attempt to Usurp >> Ignore the conventional weapons of man. His Masters; Giving in to His Own Greed Fatigue: 3xNumber of Heroes [Min. 8]

Finishing Move Conditions: Fire, Like A Copious Amount of Fire, Only Fire

A willing servant of the forces of evil, who has traded his own humanity for the power of the occult. An undulating horror wrought by science,

consuming all in its path. Doctor Frankenstein

The Mad Scientist Doctor Death Moves: International Master Criminal >> Unleash an uncontrollable scientific horror. Moves: >> Spring a trap hidden among his super- >> Fight with skills honed over a lifetime of science. crime. >> Give a baffling rant to distract his foes for an >> Call his criminal minions out of hiding to ambush. attack. Fatigue: 2xNumber of Heroes [Min. 4]

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>> Lead unwitting pursuers blindly into brilliant death traps.

Fatigue: 2xNumber of Heroes [Min. 6]

Finishing Move Conditions: Pursued to a Dead End, Dismantling His Criminal Empire

A wealthy and brilliant Master of International crime, with incredible resources.

International Crime Cartel

Global Goons for Hire An undead horror unmasked a hundred years ago but back for revenge. Moves:

>> Engage any nearby do-gooders while others make off with the real target. Guanajuatan Mummy

>> Try to overwhelm enemies on superior The Stalking Dead numbers. Moves:

>> Put everything on the line in order to protect >> Stalk their prey in a massive wall of the their boss. undead.

Henchmen: Strength 3, Size 4+ >> Block escape routes with their impressive Criminal agents in the service of a criminal numbers. mastermind, operating internationally. >> Strangle the living, for the crime of living.

Henchmen: Strength 2, Size 6+

El Satan Finishing Move Conditions: Fire Kills Most The Undead Luchador Things, Really

Moves:

>> Shrug off the pitiful blows of the living.

>> Command an army of the undead.

>> Showcase his unnatural, undead strength.

Fatigue: 3xNumber of Heroes [Min. 8]

Finishing Move Conditions: A Challenge from A Hated Luchador, Have We Mentioned Fire Ancient mummies reanimated by dark magic and unleashed on the living.

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Enemy Luchadores

Martian Invaders Fiercest in-ring competition

Conquerors from Another World! Moves:

Moves: >> Utilize raw power and skill against an opponent >> Use strength beyond human norms to overpower foes. >> Bend the rules of the ring to the breaking point (and beyond if they can) >> Teleport in and out of dangerous situations with their enemies. >> Preen for the crowd just to get them (and you) riled up >> Unleash technology well beyond what is on Earth. Fatigue: Special

Henchmen: Strength 1, Size 4 Your opponents in any given wrestling match. The GM will name them and base their Fatigue on their level of skill. Rookies will have 4 Fatigue, Journeymen will have 6 Fatigue, Professionals on up will have 8 Fatigue.

Alien warriors from the red planet, come to Earth on a mission of conquest.

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Spiked Portcullis

A door frame conceals a spiked portcullis, ready to drop on unwary victims

Elements: Door opening, Foot Trigger, Steel Portcullis

Timer: Instantaneous

Pit Trap

A hole opens in the floor, and the victim plummets to great harm

Elements: Trip switch, floor opening, bottom

DEATH TRAP DESCRIPTIONS Timer: Instantaneous

Trap Name

Description Spiked Pit Bridge

Elements A rickety board over a long-spiked pit, ready to dump hapless victims Timer Elements: Rickety Bridge, Widely Spaced Spikes, Shaking Handle

Suspended Pit Trap Timer: 6

Victim is hung over a deep pit, slowly lowered toward waiting steel spikes

Elements: Lowering Mechanism, Fraying Ropes, Waiting Spikes

Timer: 6

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Semi-Automatic Walls

Walls from which automated guns are ready to Fire-Breathing Gargoyles fire upon unwary intruders Grotesque carvings that spew jets of flame Elements: Auto-Fire Trigger, Limited Range, Elements: Grisly Wall Carvings, Trip Stone, Jets Quick Burst of Flame Timer: Instantaneous Timer: Instantaneous

Ticking Time Bomb

Classic, clearly marked TNT with a bright LED timer counting down

Elements: Tangle of wires; LED clock; thick stack of dynamite

Timer: 6

Hidden Viper

Poisonous snake ready to strike!

Elements: Shimmying body; telltale rattle

Timer: Instantaneous

Pit and Pendulum - Strapped to a table, the victim is forced to watch as a bladed pendulum lowers ever closer

Elements: Swinging Blade, Table Straps, Flooding Room Lowering Mechanism A sealed cavern, quickly filling with water

Timer: 8 Elements: Rushing Water, Wall-Mounted Manacles, Ceiling

Timer: 8

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RESOURCES AND INSPIRATION

The first and most obvious inspiration wrestlers from Mexico, the United for a game of Lucha Libre Contra is, of course, States and abroad, the oft-referenced films. Though most are is an excellent example of a grittier difficult to find, these movies do still show up Lucha Libre Contra campaign. All four on late-night television, or on the internet. seasons are currently available for free Mystery Science Theater 3000 has an episode on Tubi. dedicated to “Samson in the Wax Museum,” an • LuchaVerse [comic books, Chido early English dub of an El Santo flick. Narrowing Comics]: A newer comic book series, down the list of ‘essential’ lucha films is hard, with connected one-shot issues but a good viewing start might include: featuring stars of lucha libre past and present. As of this writing, the series • El Santo y Blue Demon Contra Dracula y has been building up a world-shaking El Hombre Lobo cosmology involving ancient space- • Los Campeones del Justiciero gods, mystical lucha libre masks, • El Santo v Blue Demon in Atlantis ancient power hidden by armies of • El Santo vs The Blob robot-vampires, and more. • El Santo, Blue Demon y Mil Mascaras v • El Mano del Destino [comic book, Castle the Mummes of Guanajuato & Key Publications]: With fantastic, • El Santo v The Martian Invasion dynamic art and strong character • El Santo v Doctor Death writing, J. Gonzo gives readers an These movies, or any portion thereof, can serve excellent view of a lucha libre hero. as an excellent first-hand example of the genre, Incorporating mythology with a beaten and give players an idea of what to expect. down, vengeful protagonist. Other great examples in other media also exist, • The Legend of La Mariposa [webcomic, however. This recommended ‘reading’ list is far James Lawrence]: Enthusiastic and from complete, but should give a good start: charming, The Legend of La Mariposa is an ongoing webomic, available at • Lucha Underground [Television, El Rey longlivemariposa.com. Network]: As of this writing, this weekly • Rencor: Life in Grudge City [novel, Matt television show has wrapped its fourth Wallace]: available on Amazon, a novel (and likely final) season on the El Rey that explores the generational rivalry cable network. Heavy on the in-ring between a tecnico and a rudo. action, utilizing actual professional

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FINAL WORDS CMLL on YouTube or watch the amazing Lucha Underground (available for free on Tubi, as of this “Watching black and white tv/ writing). If you get a chance to watch the classic In the middle of the night/ golden age lucha films, do so. I hope that this book gets you ‘into’ lucha to some degree, and that I can I’m lying on the floor I’m bathed in blue light/ pay back some of that love to the masked men and women who have added some weird and wonderful The telecast’s in Spanish, I can understand some/ spectacle to my life. I need justice in my life/ I leave with a quick personal story. I was at the very Here it comes …” first Lucha Expo in Las Vegas, sitting in the crowd watching the Legends of Lucha Libre show. Solar and

- The Mountain Goats, “The Legend of Chavo Solar Junior were facing Damian and Bestia 666 in a Guerrero” tag team match pitting fathers and sons against one This book is the culmination of years of devotion to another. The biggest cheer I heard all day was El an incredibly niche genre. My love of lucha libre Solar, at his age, leaping into the ring and taking the came long before the internet allowed you to draw fight to his opponents like a man decades younger, up covers of decades-old foreign magazines at the flying into action alongside his son. Damian and push of a button, or streaming services put Bestia got theirs in too, of course, brawling and international wrestlers right in front of you cheating and provoking Bestia to even challenge the whenever you wanted. Years before your local old man to a mascara v caballero match (not his own wrestling promotion could even think of getting the hair, of course, but his sons, to everyone’s biggest stars of Mexico for a show. When this book amusement but Damian). The match was incredible really started, I was finding old DVD issues of El and provoked the tradition of the fans literally Santo y Blue Demon Contra Dracula y el Hombre throwing money into the ring in thanks. Lobo at old record shops and clinging to that DVD for Naturally, I couldn’t resist. Getting up out of my the rest of my life because I knew I wasn’t going to chair, I grabbed a fiver out of my pocket and find another. approached ringside. Solar Junior was coming Things are better now, of course. Luchadores have around, high fiving the cheering children and gladly gone from cultural obscurity in the to collecting his earned tips from older fans (and those regular features on television shows, children’s kids whose parents gave them a couple of bucks for cartoon characters, and even feasible marketing the luchador). Not about to shoulder my way past mascots. For me, that love never diminished. My children having the time of their lives, I nodded to friends point out luchadores on billboards because Solar Junior, and flicked my folded fiver toward him. they know I’m going to lose my mind over it. They He snatched it out of the air, smiled beneath his send me little luchador phone stands because they mask, and nodded at me, saying “Gracias!” I could know I’ll use them, because luchadores. I’m lucky have died. It was a tiny thing, just a fiver (I had that when a luchador shows up on a beer label, that happily paid much more than that for a photo and beer has turned out to be pretty good, because autograph, earlier), but that moment of personal either way I was drinking it! connection meant the world to me. Still does.

This book is my attempt to pass along this love to That was the image in my head when I started you, and to maybe help your gaming group have a working on Lucha Libre Contra. Heroes that stand little bit of fun with the tropes and action of lucha right in front of you, villains that make you delight in libre. I don’t know what attracts me to lucha over their audacity. That hero of the people, thrilling you any other genre I could write about, but I hope some and fighting for you and not being too proud or busy of that love carries over to you, the reader. Look up at all to thank the children and the fans. So, as you the luchadores listed as examples in the Character make your luchador character, I would encourage Roles section. Watch some matches from AAA and you: be that hero.

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Lucha Libre Contra is a roleplaying game, powered by the apocalypse, based on classic lucha libre films. Art from the classic movies, lobby cards and comics that inspired this game. Words by Dave Glide. We would love to hear your thoughts on this book, and about any adventures it might help to inspire! Contact via email, [email protected], or via Twitter, @notthedaveglide.

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