Behind The Mask: Dustin Garmon

Hello Dustin, it’s a pleasure to get to sit down with you to talk about your two additions to the L.F.F. Devil’s Reject G.P.S. and The True American Guy. You’ve been a part of the community for quite some time I’ve heard, so first off, tell us about how you got into the game, and your overall experience playing this game we all love?

Dustin: Well it first started 3 years ago on a basketball court, I knew Phillip Armistead (Chester the Jester) and one he had asked if I liked wrestling. I said of course I do, I’ve watched since I was a kid. He started to talk about a wrestling card game and some interesting features about it, and I’m gonna be honest, I was very skeptical at first. Most of my friends I grew up with mainly just played video games and mostly I just played Yu Gi Oh. He invited me to Zack Woodall’s (King Greatness) house for a Supershow event they where having and I took the chance and went. As soon as I got there they were very welcoming. Not having a deck or anything to play, Phillip gave me a deck of cards and a competitor, which was AR Fox. My first ever game was with Pink (Austin Pogue aka King Pink) and he told me, “only few I allow to play against this deck, but I’m gonna let you do it”. One of his best decks was Smiley, Smiley was very underrated at the time. After that day I had joined KSW and became apart of the LFF. Since then the experience is so hard to find the right words to say, I love the people and the game it self. It’s the first game that you can say you have family from all over!

Let’s begin talking about your characters. The first character that you created was The Devil’s Reject G.P.S. What thoughts went into thinking up the overall look of the character, along with the competitor card aesthetic?

Dustin: Overall the look of The Devils Reject GPS, I tried to make him as much of a dark character as I could. My favorite villain of all time is the Joker, so some similar things about the two are they both broke out of a mental asylum. The name for instance is based on Rob Zombie’s, The Devils Rejects of course. I’m a major horror fan and it first came to me. Granted back then I was single and didn’t expect other competitors to go with it. The story of GPS is he deals with split personality disorder. I also throw a lot of myself in my characters that I don’t really talk about much, probably my biggest weakness is my anxiety in real life, so the straitjacket symbolizes my anxiety, like it holds me down in way! GPS comes from the fact my last name’s Garmon, yes it’s different then the Garmin brand spelling wise, but in school it was a nickname that stuck!

When it came to coming up with the stat layout for G.P.S., was there a certain reason you chose to have a high number in Grapple, Strike and Power, or did it just kind of fit the theme well? Was it also the first stat layout you came up with, or did it change during the creation process?

Dustin: To answer your question on the stat layout, a lot of my decks were 10 grapple at the time, it just became a thing. It is the first stat line I did start out with, I made no changes.

Let’s move onto the gimmick for the character. The gimmick itself is interesting, because it could allow you to roll through your deck pretty quickly, or it could end up being completely ineffective because of the rolls not working out in your favor. What was the thought process in coming up with the gimmick, and did it change at all from what you had first come up with?

Dustin: The gimmick was first when I hit a grapple card, draw one! At the time I didn’t really care for it and I do love count-out. A lot of times I don’t mean to do it, but count-out is what I’m best known as! I’ve won many big matches by count-out! I do love the fact that it does let you go through your deck very quick!

It’s time for the finish, or finishes for that matter. I enjoy the play on words with each name as it uses various G.P.S. terms. Each finish could be quite strong in their own right, along with having a strong effect attached. How did you come up with each finish? Is there one that you like better than the other two in particular?

Dustin: With my finishes, I wanted to go by a motto I love using for GPS, “Navigation to the Destination”. With GPS, he thinks he’s leading the Rejects to success. Hes been rejected most of his life, and always been told he wasn’t good enough. So to go with the concept I made the finishes based on navigation! My favorite finish is actually the ETA, back when I was training in the independent wrestling business, GPS was supposed to be a face. The owner of the company said I had to much of a baby face, the finish ETA was actually gonna be my real life finisher, which is the spear! So it’s more sentimental.

When creating a deck for The Devil’s Reject G.P.S. what cards do you feel are important to add? Is there any certain way you should try to play the deck to get the most out of the competitor?

Dustin: For the The Devils Reject GPS deck, I like grapples to be based on winning turn rolls, my finisher “Rerouting” is based on if you have 4 or more grapples in play it cannot be stopped. I do love to add cards to get cards out of my discard like the new gut wrench, and super kick. It’s pretty well balanced, not a lot of drawing cause the gimmick does the trick for you.

Let’s move on to your other character, the more recently released True American Guy Gregory Patrick Scott. The character definitely looks like you to a tee in my opinion, so props to Nunoh on that. Do you feel like the got the general theme for the character right with the way the character card turned out?

Dustin: Aww yes, The True American Guy Gregory Patrick Scott! A split personality of the Devils Reject GPS, this character was really fun to make also, because I put so much of myself in this character as well. He’s meant to be more of a face character, supposed to put the bad guys of the LFF in their place. Of course he doesn’t like GPS, but he doesn’t realize he has a bad personality as well. Since my psychiatrist got made Luna Bellatrix (Bettye Garmon), the story goes that she controls Gregory, if she gives him his medicine, hes TAG Gregory, if she decides to skip his medicine, he turns into GPS. The theme for him was to be an average joe and an every day American. I personally feel that soldiers are a major top priority, I think the flag background is a show of pride for our nation and to always remember our True American Heroes. That’s the reason his motto is: Stay True, Show Pride.

When coming up with the stat line up for The True American Guy, what was your thought process? I see that he appears to be stronger than your other character when it comes to the power, but both of their Strike skills seem to be rather similar. As for the gimmick, I’d honestly have to say that in a certain situation The True American Guy can be quite strong, especially if people constantly bump with you, but if they don’t, once again it could end up being rather ineffective. What went into coming up with the gimmick, and was it the one you wanted all along, or did it change a few times while the character was being created?

Dustin: During the gimmick process, I basically wanted to get out of my comfort zone and try something new. I do like making opponents randomly bury, so it eventually became what it is. The stat line is supposed to be the complete opposite of GPS to show the split personality of the two. I made the Power a 10 cause, I think of Gregory as my personal favorite wrestler John Cena. His personality, his stature, and strength is what I thought of. As you can see GPS 10 was grapple, it is a 5 for Gregory to help with the concept in difference.

Now let’s take a look at your finishes. Each finish seems pretty balanced, giving you a good pathway to victory if you roll one of the skills represented, and once again you included a finish that cannot be stopped in a certain situation. Is that something you really wanted to make sure was included with your two characters, or did it just happen by chance? What thoughts went into each of your finishes?

Dustin: My finishes titles for Gregory was to show the difference in the personalities also, for example GPS finish is Rerouting, and on Gregory’s its Straight and Narrow because Gregory is intelligent and different than the crazy GPS. Both characters have a finish that cannot be stopped, granted GPS hits way easier than Gregory, but often it seems to bump a lot with my opponent so I figured I’d throw that in there.

So when you create a deck for this character, do you try to mix in a lot of discard or bury cards, or do you just allow the gimmick to do the job for you, and focus on drawing cards yourself? Are there any special cards that you feel are must haves in a deck for The True American Guy?

Dustin: Special cards I would say for TAG are #19 “save the bacon” and #21 “swing and a miss” since u can carry both. It’s defensive but also offensive since both can copy a cards text. I usually like re-roll cards, burying cards from your opponents discard, and it’s a pretty balanced deck I would say of drawing and all.

While creating your two characters thus far, how has your experience been working with The SRG Boss Steve Resk?

Dustin: Working with Steve is very hard to put in words, him and his extraordinary staff work so hard to make the game authentic and enjoyable. Both of my characters came out how I wanted and I’m very appreciative of the work he does.

Do you feel that the price is worth it and would you purchase another character in the future? If you do plan on creating another character, would you like to give out any hints about it at all?

Dustin: Price is definitely worth it, who doesn’t want to play as something they created? Little hint, I do plan on making The Devils Rejects trio soon, The Devils Reject GPS, (Myself) Luna Bellatrix (Bettye Garmon), and his friend that GPS met in the asylum, Damien (Keith Strader). I believe y’all will enjoy them, I try to make characters that are mainly not just enjoyable to me, but enjoyable to everyone.

Do you have any advice for members of the community who may not have made a character for the game yet, but may want to in the future?

Dustin: Little advice to people who don’t have a competitor yet, I would definitely jump in and get started, it’s a very awesome experience and the best feeling to open a box and find yourself in it.

Thanks again for joining us here on Behind The Mask Dustin! It was a pleasure to have you.

As a special added bonus, here are the two senior pictures used for The Devil’s Reject and True American Guy. You can see that the resemblance is uncanny!

Credit: Dustin Garmon
Credit: Dustin Garmon

Behind The Mask: Chris Pagillo

Hello Chris, it’s a pleasure to have you on the show today, as we’ll finally get a chance to talk to you about the two characters that you’ve already built for this awesome game that we all love. Most people know you as the Italian Bombada, so obviously they know you made that character, but many may or may not know that you also created the Witch’s Apprentice which is a character made for another important part of our community. It was a noble thing to do, that’s for sure!

Chris: Thank you Justin for having me. I’m a big fan of the Behind the Mask series. I’m happy to finally getting the chance to be on here.

Let’s start at the beginning shall we? How did you find this game, and at what point did you start getting heavily into the game like you are now? Many have seen you at conventions working hand in hand with the SRG family, so obviously there is a very strong bond between you and them.

Chris: I got into the game near the beginning. It all started one day when I entered work and a coworker had the game. He went to me and said “Hey Chris, you remember Steve Resk? Well he created this wrestling card game. Want to play?” I played one game and was hooked. I fell in love with it. I immediately messaged Steve and asked where could I get it and play it? He sold me a box set and the rest is history. I would travel with Steve every Tuesday to this store in Long Island called Legendary Realms to play. There I re-met John Polverino, I met him many years ago from Raw Deal but never got to know him. I also met Dosmo, Dan Paige, John “Loudmouth Leo” Schnurr, Jenn aka Ms Tierious. We all became a close group, better yet, a family. I look at each of them as brothers and sisters, and yes, even Calace too.

When it comes to your characters, we might as well start with your namesake in The Italian Bombada. Where did the horse head idea come from, as well as the overall look for the character?

Chris: Well the Italian Bombada moniker started back 20 years ago when I used to do backyard wrestling with my friends. We all came up with our own personas and I was obsessed with ECW and The F.B.I. so I made a persona that would fit in with them.

The look of The Italian Bombada is another story. My day job is as a Peace Officer at a horse racing track. So I made the back story of the Italian Bombada for the SuperShow that he was a disgraced former horse trainer who was kicked out of racing for injecting his horses and himself with steroids. So the horse head is to represent him pass of working on the horse track.

Bombada definitely seems like a submission specialist considering the breakdown of your characters skills. With him having technique and grapple as his next two best stats, I feel it’s easy to say that Italian Bombada is all about grappling. Was that the overall mindset you had when setting up his stats, or was there other reasons why you had chosen to have your stats line up the way you did?

Chris: That’s exactly what I had in mind. Back to my backyard wrestling days, I always loved putting people in submissions. In wrestling now, my favorite wrestlers are ground based, submission grapplers. So I wanted to create someone that shows my love for all things submission and grappling.

For most characters, the gimmick is the most important part of a character, and with The Italian Bombada that is no different. Was the current gimmick that’s printed on the card the one you came up with, or did you have a different gimmick in mind originally? I’d say it could be quite strong, but really that depends on how often your opponent helps you with their dice rolls. Also how do you think the gimmick stacks up compared to others in the game considering how many new characters have come out over the last year or two?

Chris: The final gimmick for The Italian Bombada is not the gimmick I pitched. With working with Steve we came up with this. The first gimmick I pitched was whenever your opponent rolled submission to take ANY submission from either your deck or discard. Obviously, that got turned down for being too powerful. So I then pitched any submission from deck. With play testing, and I wording I used for The Winners Circle finish, that was too powerful to allow me to fetch that card so we then came up with the gimmick he has now of only lead or follow up submission cards.

With how it stacks up, I see it still as a strong gimmick with the new submissions that are always coming out that you want to play. Compared to other gimmicks, however, I get salty when it comes to High Water. I wish I had for Bombada what he has for his. I still remember when Steve told me about High Water and his pitch. The guy who created him ask specifically for Italian Bombada gimmick but for strikes.

It’s time for the finish! Well at least some chatting about your finishers created for Bombada. The most wicked finish of the bunch seems to be “The Winner’s Circle,” as it’s a finish that cannot be stopped if the situation is right that is. What was your thought process when creating each of the finishes, and were they created the way you had intended all along, or did it change during the creation process?

Chris: My finishers are a fun story. They originally were going to be the slogan of the old Triad stable in WCW of DDP, Kanyon, and Bam Bam Bigalow. The moves were going to be called the Badabing, The Badabang, and The Badaboom. Then we changed them all to horse racing terms. You have my strike being a Clothesline named The Finish Line. You have my submission being the Rings of Saturn named The Winner’s Circle. Then you get to my grapple finish. It’s a move called the Overdrive. I pitched it with the name Photo Finish. Steve, then have the idea of naming it Bombada-Bing. I loved it and we went with it.

Now with the moves themselves. The Finish Line was made exactly how I wanted. I wanted a finish that would help me replenish my submissions from my discard so I can fetch them with my gimmick if my opponent kicked out. I couldn’t of been happier with how that worked out.

The submission of The Winner’s Circle changed during play testing. I originally wanted bonuses on it but Steve said if I want bonuses then I can’t have it unstoppable. I saw his point and took away the bonuses. But, Steve then came up with the idea of the -2 to submission on the first 2 breakout rolls so I have an advantage against fellow 10 submission competitors since I can’t get the unstoppable language against them.

Now onto my grapple. This card, when I created it, seemed good in my head. But, it’s far from it. I messed up big time in its creation. Bury my opponents submissions does nothing for me. That’s why I created the card Impact Bomb to replace this card as my finisher.

When deciding to play Bombada, what sort of cards do you recommend people play in a deck? Are there any lesser known strategies that you’d like to share?

Chris: I build with Submissions first. I’m a big fan of the new Go Behind card. It works perfectly with my gimmick. I try to avoid and cards that put cards on top of the deck. You hit that card and next turn your opponent rolls submission and now that card is shuffled in the deck. So avoid using those.

Let’s move on to your other character The Witch’s Apprentice! With the character being made for someone else, did you have them pick the way that they looked on the card art, or did you make the decision yourself? If so, what was the overall thought process for the look of the character?

Chris: When it came to The Witch’s Apprentice, I knew I couldn’t do her justice by myself. I sort out help. I hit up the people that know Shelby Steven’s personally. I asked for help from Kirk Polka, Shane Strickland, Jacob Maynard, Greg Shockley and Michael Bailey. I knew if I was going to create her, I needed to have their input in this. We all worked together on the look and feel. They gave ideas for what the moves should do, I went out and found the images for the cards. It was a great relationship we all had working together on it.

With the character being a disciple of The Wiccan Witch herself, I can see some similarities when it comes to the breakdown of the stats. Was that your mindset while creating the character, or did it just sort of workout that way?

Chris: That’s what we wanted. She is supposed to be the apprentice to Sage so we figured she’d want to be similar to her. We didn’t want an exact copy. She needed her own different stats are certain parts.

The gimmick for the character can be quite strong, especially with a lot of cards out to trigger it, much like Marty Scurll’s snap gimmick. Was this the gimmick you wanted to use all along, or were there other versions before this that had different thought up gimmicks?

Chris: We all passed around a bunch of different gimmicks. This one just felt right, especially with the promo she did for CAC where she choked Shane Strickland. So we took that into consideration and when the building process was happening there was only 1 card with power in the name and choke only triggered on 4 or 5 non finish cards. So it wasn’t that strong then, only became it over time due to new cards.

When it comes to finishes, The Witch’s Apprentice has some pretty strong ones to say the least! “My Most Powerful Spell” looks like it’s not only strong, but also very useful in a utility way. What was your thought process when creating the her finishes?

Chris: Each one has a unique story. Let’s start with her strike finish, Spell 656. There is a story behind this card. I won the right to create the competitor by winning the Rumble at the Rumble CAC tournament. I won that tournament by defeating John Polverino in the finals. On crowd meter 0, third turn, I hit him with a school boy. I rolled a 10. Due to the card text it was a 7. Should of been an easy kickout but John rolled a 6, 5, 6. I was in shock and decided to immortalize that in the card. That’s why the card cant be stopped if School Boy is in the discard pile.

With My Most Powerful Spell, we wanted something that people had to be worried about. For every card with power or choke in play, 2 of her stats get plus 1. So you have to worry about that. Then, you have the spotlight ability. When it’s in your discard pile and you roll 5 or 6 for you 3rd breakout roll, bury it and reroll. That was put there to avoid my own 6-5-6 moment.

With the finish submission it was easy. I like finishers that copy the gimmick so that’s exactly why we did that. Simply put the gimmick on a card.

Alright, it’s deck building time! When creating a deck for The Witch’s Apprentice, are there any certain cards in particular that you’d want to run, and I’m not just talking about cards that trigger the gimmick only because of the name?

Chris: For cards outside of the gimmick triggers, I’d say Making an Impact to get back School Boy to re-hit it. Also cards that make your opponent bury or discard from hand to aid the gimmick choices.

In your experience creating your two characters, how has the process been working with the SRG Boss? Has he changed a lot of what you’ve come up with?

Chris: Working with Steve on creating a competitor is a great experience. He is extremely easy to deal with and explains things to you why they might be too powerful and helps you work out a real easy solution to them.

With creating a character being quite an expensive endeavor, do you feel as if it is well worth the price asked?

Chris: I only bought the Italian Bombada and I would buy another one. To see yourself immortalized for all of eternity in a game is something I thought I would never get to happen.

Do you have plans to create other characters in the future, and if so, would you like to share any information about them at this time?

photo credit: Noel Torres Jr.

Chris: I do. I plan on creating Shaggy Shark. When I came out in the Shark costume at Grand Gathering it was such a hit that I have to have it on a card. After the new year I plan on the starting stages of having him made with the hopeful release for Grand Gathering 2. I’m also working on an Impact trio card so that there will be more trios in the game. Also, making Jacqué Eé because every horse needs a jockey.

Do you have any advice that you’d like to share with members of the community who may decide to create a character in the future?

Chris: Do it. It’s the best experience you can ever do.

Last but not least, do you have anything else you’d like to talk about, or shout out before we finish here? The floor is yours sir, and I appreciate you wanting to join me for this interview.

Chris: Thank you again for having me. I just want to say that I absolutely love this community. This game and community and helped me so much. I was a quiet guy who didn’t do much. This community has made me feel welcomed. That’s something I thought I’d never have anywhere. I owe so much to each and every person. You are all the best. The craziest thing happened to be at the Fall River Con in Massachusetts. Not only did I have Evil Ex say it, but I had another player come to me and say they were extremely happy I was there. That I was their favorite person in the community because I make them laugh with my horse head and how I interact with people. What other card game and community has people more happy to meet someone than caring about winning? Find one other besides this one. You are the reason I love this game. We all have our cardfabe feuds and all but we all genuinely like each other. I love this community.

Behind The Mask: Royce Flores

Hello Royce, it’s a pleasure to have you on today to talk about your first character created for the game xROYCE. The character itself looks quite cool, and seems to be created with a certain superstar from the past in mind. What thoughts did you have when creating the overall look of your character?

Royce: Hello! Thanks to Powerbomb Online and SRG Universe for the opportunity to talk about my competitor and the community. I am really proud to be here. As for the look of xRoyce, I am thrilled with how the art came out, Nunoh does amazing work. You mention that he has a specific look of a “certain” superstar and you would be right, 2 actually. xRoyce combines elements of Daniel Bryan and CM Punk with my face. I was a fan of wrestling during the attitude era, and got back into professional wrestling during the Evolution PPV where I fell in love with the work of Charlotte Flair. And then Punk and Bryan through the network.

I wanted a scrappy never-say-die competitor that was always looking at the angles to win, and wasn’t above going to extreme measures to get the job done. The name xRoyce is actually my Twitch streamer name. When I was streaming, I had this idea that I wanted to be very genuine with my community, and had the idea that I would sign my name to the authenticity of me, and my genuine desire to provide a cool and safe place for people to hang out and talk about games. Ultimately, I feel the art reflects this character really well. I also like to joke that “Nunoh really was able to showcase the true nature of my six-pack.”

Your character’s stat line uses Agility as your 10 skill, with your Grapple and Technique following that up as your highest skills. Were there certain cards that you were looking to use when coming up with the stat line, or is it just how you saw the character being played?

Royce: I had actually viewed xRoyce as more of a striker and in the original pitch to the Boss I had his 10 stat on Strike, with 9 Tech, and actually had 5 in grapple. Because of my relative new-ness to the game (I started at Origins 2019) I did not know the card library well enough to think, “Well without PRESS SLAM my xRoyce will be terrible!” I saw him instead as a scrapper and tried to give him stats for that motif. But when the first run of the card was presented to me, the stats were different and I asked the Boss why. He had some compelling reasons and hell, he’s the Boss, so they all worked for me. Now I look at his stats and think “Yeah, this looks good.”

Your gimmick is somewhat similar to Zombie’s but different at the same time, taking advantage of possible bad rolls by the user. Did you play Zombie first to get an overall feel for that gimmick idea, or was it just something that happened to come to mind when you were going through the creation process? Also, how strong do you feel your gimmick is in a standard one on one match in comparison to some other gimmicks that are already in the game?

Royce: My gimmick actually came about because I noticed that I very consistently lose turn rolls. So I made a joke to my friends that I should buy a competitor JUST to have one that will give me something to do while my friends got to play the game. But from that joke I started to brainstorm about what would be the most fun thing to do while I waited for my shot to play, so I thought back to my favorite Magic card, Jace the Mind Sculptor, and my favorite thing to do with him was his 0 loyalty brainstorm ability. Things began to take shape from there, I initially had the gimmick trigger off of a roll difference of 2 or more, and the Boss brought me more in line with similar effects at the 3 or more level. I honestly didn’t think I would get the gimmick as written, and when I finally did I was pleasantly surprised, well more ecstatic! It was a better Jace effect and seemed really fun in context of how Supershow played. Thematically I saw the gimmick as xRoyce biding his time, allowing himself to take a few shots to wait for an opening, wait for a chance to turn the tide and win the match. I had not actually seen Zombie until after xRoyce went live at DragonCon and I started to read the comments online. Zombie is a great competitor, and may be my favorite tag team partner as soon as I am able to pick him up. I feel like the gimmick is really strong, and lends itself to thinking about the game contextually: what have I played, what have they played, what do I need now, later and not at all. It wasn’t until recently that I started to see how much better the gimmick gets for a lot of the seek and play synergies like chain/table/ladder. I feel like informed card advantage is an evergreen “good” thing to do in card games, and the more you know about the meta the better it gets. You only need to brainstorm a few times to really change the flow of the game.

When it comes to your finishes, you definitely have some interesting effects attached to each one of them. The fact that “It’s Clobbering Time” has a drawback on it because of it’s overall strength is a pretty cool effect. What was your thought process when creating that finisher, along with the other two?

Royce: “It’s Clobbering Time” was originally called “Hit them with a weapon” And thematically it was that “he will cheat to win” mentality. This why the opponent gets a bonus after the chair shot. The crowd turns on xRoyce a little bit and the opponent gets a bonus for that crowed involvement. I wanted it originally to just give the opponent a +1 to turn rolls as long as it was in the discard pile. But we ran into the issue where all of xRoyce’s finishers were technically “spotlight” cards. The secret goal of the finisher was to enable the gimmick to trigger easier. I feel the current version of “Clobbering Time” accomplishes that goal without a spotlight mechanic. The name change was semi-last minute and was there to give another nod to Punk.

“Hardcore Running Knee” is probably the only thing I would change about the package. The “Hardcore” in the Knee was a tie to the xRoyce name prior to the first changes. xRoyce was going to have the tagline “Signature Hardcore” but that fell to the wayside pretty early and we had never changed the Knee. The theme was a nod to Daniel Bryan and his ability to hit that knee and grab a win from seemingly nowhere. This was the only card to keep the spotlight effect, and it’s obvious synergies with Clobbering Time make it a fun and explosive card.

Lastly, we have “Dark Souls.” This card had the name given to it as a joke or placeholder. I liked the idea of using the mandible claw (this is before Bray Wyatt started using it a few weeks later) and a bunch of monsters and bosses use a similar attack animation in Dark Souls the video game, so it was given that placeholder name. It was another “wait until the right moment, and strike” type move, so I wanted something that we could spring on the opponent right after a kickout. The Boss suggested we tie it to the crowd meter, so we did. During my streaming days, I played a lot of Dark Souls, so the name really started to become “me”: Bryan got the Strike finisher, Punk got the Grapple, and I took the Submission.

When building a deck for xROYCE, what sort of cards do you feel are most needed to get the best use out of the character?

Royce: I think that I like the idea of playing more stops, and cards that work best in a certain situation. Even cards like triangle choke, that have slim uses but can be very powerful situationally, can have a home when you have a way to move it aside if you don’t need it. Like I mentioned earlier, I feel like this type of competitor gets better the more you know what you will be up against. He really works to fight against any established meta.

During the creation process, how was it working with the SRG Boss Steve Resk? Did he offer a lot of input on your character, or was what you provided him enough to get most of it done?

Royce: Working with the Boss was just awesome. The whole experience had me looking forward to making another competitor. He is kind and patient and put up with many messages at almost all hours. Like I mentioned before, I had three finishers all with spotlight effects, and he worked with me to preserve what I wanted to “do” with them while also trimming the spotlight effects. We went over the art a few times as I really wanted my competitor to look like me, Bryan and Punk in equal parts, and I think it came out looking even better than I had hoped.

With it being rather expensive to buy yourself a character in this game, do you feel as if it was worth the price, and do you think you’d possibly make another character in the future?

Royce: Let me start by mentioning again that I have been a Magic player since I was 14, which means I have been playing Magic for 23 years. Winning the World Championship and making a Magic card has always been a dream of mine. So making a card, in a game like SUPERSHOW, a game I have learned to love in a few short months, was a dream come true for me. I have always wanted to be a “developer”, which may have been why the Boss maybe had to field a lot more “what if” type questions than normal. That all being said, was it worth the price? Absolutely. xRoyce has a feel that I think players who pick him up are going to really enjoy, and the thought of even 1 other person picking up my competitor and thinking, “this is exactly the guy I am looking for” makes the investment and time worth it. As for whether or not there will be another character developed by me and the Supershow family? I guess we will have to wait and see…

Do you have any advice for someone who may decide to build a character in the future?

Royce: I would tell those folks, ask for what you want. The Boss worked really hard to find solutions to work for the vision I had. And say thank you. You are adding to the narrative of this great community with your competitor, show gratitude for that. (when not in character I mean) Players come and go from many card games, and are rarely offered the opportunity to say “Hey, I played this, I was here, and here is my mark.” SRG gives us the opportunity to be part of the spectacle.

With that said, the floor is now yours sir. Go ahead and give anyone shout outs that you’d like to, or say anything to the community at large, as I’m sure quite a few will read this. I appreciate you doing this interview with us here at Powerbomb Online.

Royce: As I have mentioned a few times, here and the facebook group, SRG Games, and Supershow is such an amazing experience. We should always do our best to preserve what makes the game incredible, the community. I will be eternally linked to this game with xRoyce and will constantly ask myself, (and Steve, the Boss) “What else can I do for this great game?” Thanks to Fay MsTierious for teaching me how to play my first game at Origins. Loudmouth Leo Larynx for talking to me about his wrestling career and actually talking to me, waving, or acknowledging me almost every day throughout the convention. A super huge thanks to Sage for the customer support, and selling me a ton of product at Origins, and overall being a good face for the company at Origins. Lastly, thanks to Powerbomb Online for giving us a moment to bask in our accomplishments, and an opportunity to get our competitor over. If you want to see more of xRoyce, follow @xroycesrg on Instagram and Twitter. Thank you.

Behind The Mask: Kirk Polka

Kirk it’s a pleasure having you on Behind The Mask, as not only have you made a total of six characters for the game, but you’re also known as being one of the best players in the game. At the time of this interview, you’re also the current L.F.F. Underworld Champion which is a hell of an accomplishment if I do say so myself. Tell me first of all, how you got into the game in the first place, and what keeps you around the community for this game we all enjoy so much?

Kirk: Thank you for having me on the show Justin. I’ve worked very hard to get to this point grinding out lots of games with my brothers and sisters at Comic Book World and the KSW. I got into the game because my friend AJ Murray (The Cyclone) and Marcus Ervin (Akira Takeda) told me about how awesome the game was. So myself and Matt Stevens got a few starters at Gen Con, took them home and started playing. The community overall keeps me around playing it is the best community in gaming by far.

Since you have a total of six characters created for the game, we can’t cover all of them in a single interview, however we will be talking today about your female characters that you’ve added to the game in Mila Mai, Lily Mai, and Lady BaaBaa. Let’s start with Mila Mai first and foremost. How did the idea for the character come about when it comes to the name, the look and overall aesthetic?

Kirk: Mila’s gimmick is very similar to a gimmick myself and Thomas Gordon made during a brainstorming session a year or so ago but we weren’t really sure how to get it to work correctly or worded properly at the time, so we moved on to other gimmicks. Gaining more experience with playing and designing other characters really helped this one as she is a more advanced deck build than most if you want to fully utilize her gimmick.

When it comes to Mila Mai’s stat breakdown, was there any certain reason that you chose the stats that you did? Is that the original stat breakdown you came up with, or did it change over time?

Kirk: Her stat line I had picked out before I started her design is exactly Chamomile T’s stat line. I was playing her a lot at the time. It’s actually kind of weird that every character I’ve made so far has 6 power though but lately I have found I like high strike and agility characters the best with the third stat being either technique or submission.

Let’s move onto the gimmick for the character, what sort of thought went into her gimmick, and the complexity of it? I can definitely say it’s not the easiest to pick up and play, but it can be very strong for someone who knows what they are doing.

Kirk: I wanted to do something unique that could reward people for decision making, using a resource previously not used in the game. Sometimes you can have three or four leads not doing anything after you play them now you can take advantage of a full board.

It’s time for Mila’s finishes. Each finish definitely has an interesting effect to it, so how did you come up with it all? I definitely hadn’t seen a finish like the submission “Chaos Waltz” before, and I’m not sure we’ll see something like that again anytime soon. It’s definitely outside the box too say the least.

Kirk: Mila’s finish cards were designed to be very helpful to her overall game plan.

Genetic Stamping: Allows you to keep key leads in play after a breakout by your opponent or allows you to kick start your board state if you don’t have one with a static ability to put back into play.

Chain Reaction: Allows you to spin the wheel for some potentially really strong bonuses.

Chaos Waltz: Has a lot of interesting uses such as preventing an opponent from playing an unstoppable finish or trying to get a cheap DQ in a title match. The other part of the ability gets really interesting in multiplayer match types like birdcage, triple threats or even tag team (if your partner has the stop).

When playing a character like Mila Mai, what sort of cards do you feel should be in a deck to properly play her to the best of its ability?

Kirk: There are a lot of interesting card combinations you can use with her however I feel that leads with static bonuses can go a long way with her (Leap Frog, Making An Impact, or Lucky Shot). You also want some high powered cards to flip off of your grapple finish (718, Pump Kick, Flying Cutter or Lariat Knot).

Alright, let’s move right onto another of the Mai family with Lily Mai. What was the thought process when creating the look and feel of the character? I’ll also add that because of the mask that the character is holding and the fact that the character seems Asian it not only reminds me of Asuka, but also of BabyMetal, which is two things I’m a big fan of.

Kirk: Lily Mai definitely had some inspiration from Asuka since I won the character from the Royal Rumble raffle so I wanted to honor her along with my daughter with the character. The costume had inspiration from Lilith from borderlands.

When it comes to her stat breakdown, were you trying to base it off of anything in particular, or was there another reason why you chose the stats for this character the way you did? Also did you come up with the gimmick before the stats, or the stats before the gimmick?

Kirk: I choose 10 submission because the Asuka Lock is one of the most devastating submissions, and 9 Strike because she was going to be designed around kicks. I had the original gimmick idea then when I submitted it to Steve we decided it would be a cool addition to add the back kick text after we designed the finishes.

Speaking of gimmick, how did you come up with it? It seems like the type of gimmick that you have to play rather aggressively.

Kirk: When designing her I wanted a character who punished the opponent for stopping your cards. She can be played extremely aggressive with minimum stops or none at all which I’ve seen work surprisingly.

Let’s move onto the finishers for Lily Mai, each one of them has “Kick” in the name, yet only two of them actually have text that does something with the word “Kick.” Were the names put in place to take advantage of the “Champion Of Kickstarter,” or was there another meaning for putting “Kick” into each name? Also what was the thought process on what each of the finishers did? With your gimmick in play, the submission finish “Just For Kicks” almost acts like a “Circle Of The Sun.”

Kirk: The finishes were designed to synergize with each other and shuffle back in with “Kickstart Mai Heart.” At the time she was made the champion of kickstarter wasn’t as common place as it is now, and I didn’t even own one. “Just For Kicks” was originally going to reduce breakout rolls instead of -3, the “White Lily Kick” punishes the opponent either way once it’s played.

Obviously it seems like a good idea to try to play the character aggressively, but what cards would you try to include into a Lily Mai deck that people may not expect? I’m sure “Back Kick” being in the deck multiple times would be important because of the gimmick.

Kirk: With Lily Mai I usually run the 1-3 to boost skills, if you boost your low skills a little bit you can make the back kicks and cards like beat down really strong to where you have almost all 10s on the roll. Full Nelson will almost always be stopped to trigger gimmick if it hits, it’s still good but cards like that make her really strong.

Alright, let’s move onto the third female character of your powerful trio in Lady BaaBaa, what was the thought process when creating the character’s image and the overall feel of her? I personally thought she looked kind of like a magician when I first saw her, was I right?

Kirk: I made the character for my wife and the image design she kind of had a ring master/magician kind of look but she is doing a card trick on the set.

I notice that each of your ladies has a pretty high submission skill, was there a certain reason for that, or was it just a coincidence? Also what was the thought process that went into the attribute breakdown for BaaBaa?

Kirk: When making her stat breakdown I wanted her to be a be an almost perfect match with Wooly Bully but needed to swap technique and strike so she could use enzigiri. The submission skill thing was a coincidence like how every one of my characters I’ve designed has 6 power.

Your gimmick for Lady BaaBaa can be difficult to deal with since it’s a bury gimmick, but it doesn’t seem too overpowered like Ariel Lipstick, unless you’re constantly winning turn rolls over your opponent. What was your thought process when creating the gimmick?

Kirk: I really liked how Ricochet played and wanted to do a similar type of gimmick, so we decided to just reverse his gimmick. She can also make cards like “Too Sheep!” or “Strangle Hold” that are already good, even better.

BaaBaa’s submission finisher can be quite brutal if there’s quite a few cards with “Knee” or “Leg” to shuffle into your deck from your discard pile, possibly leaving your opponent with no hand whatsoever. What were your thoughts while creating the finishers for Lady BaaBaa?

Kirk: Her submission will only get better when more cards come out. Her strike finish allows her to refresh her deck from all the flipping she does and her grapple was heavily inspired by Sage’s grapple finish.

When building a Lady BaaBaa deck, what cards are extra important to have in it? Is there any special cards that you’d put into the deck, that others may not normally think of?

Kirk: The new faction pack has the reprints of “European Uppercut” series, the ambush with the TLC, “Too Sheep!,” but overall you just want to run a lot of flip 2 cards.

When creating your characters, what was the process like working with the SRG Boss Steve Resk? Where there any issues with gimmicks or finishes that you came up with that the Boss felt needed to be changed?

Kirk: Working with the SRG Boss is a pretty smooth process. Lady Baabaa was changed from 1 card flipped to 2 for balance reasons as triggering of “Champion Of Kickstarter” or the “Lariat Knot” set. As mentioned before “Just For Kicks” got slightly changed but we can usually get things pretty close to where it needs to be pretty quick.

Considering how many competitors you’ve bought over your time playing the game, would you say that the price is well worth it? Do you plan on buying another character in the future?

Kirk: It is definitely worth it as it allows you to create something special in a card game. I will definitely be getting a few more but probably not many more singles competitors. I will probably be leaning more towards tag teams and trios.

What would be your advice to members of the community who plan to buy and create a character in the future?

Kirk: My advice would be to try your gimmick out a lot before you submit it and make sure it fits your deck building and play style.

We’ll definitely have you back in the near future for part two, so that you can talk about your male characters, but for now the floor is yours. If you’d like to give any shout outs, or talk about anything in particular, go ahead. We really appreciate that you were willing to give your insight to the community, as I’m sure we can all learn a lot about the game from you. Thanks again!

Kirk: I had a great time being on the show and I can’t wait to come back. I would like to give a shout out to all my friends at CBW and KSW. I hope I can see everyone at Marktoberfest and Plaid Saturday 2.

Behind The Mask: Koby Gullo

Hello Koby, welcome to the show, it’s a pleasure to have you on. A lot of people in the SRG Universe know you as “The Bum,” but your character in the game is actually Koby The Kid. How did you come up with not only that name, but also, how did you get the nickname of “The Bum?”

Koby: When I was first getting known in the community, Eddy Fury was one of the first to respond to my video. He always referred to me as a kid, and it honestly worked out because I originally wanted my character to have a #8 basketball jersey on, because Kobe Bryant is my favorite player of all time. Well he also wore #24, and so did my favorite baseball player Ken Griffey Jr…. his nickname was “The Kid”. I was a fan of Scotty Too Hotty growing up, and originally my name was going to be Koby 2 Cool. As far as the bum thing goes, it’s ironic. I said it once or twice a few times in my first few videos, maybe even more (I didn’t realize I said it so much) and it was always directed toward my opponent. Somehow it got flipped back to me being the bum, but hey, I’ll take it. I’ll always love when someone sees me and yells “THE BUM!!!” Also, It’s for sure “Motto of The Year 2019.”

I’d say when it comes to the looks of your competitor, they did a hell of a job making it look just like you. Did you send them a picture wearing the outfit and everything for them to copy, or did you simply give them some minor instructions on what you wanted your attire to look like?

Koby: I absolutely agree with you, not trying to be biased but I do believe my art may be the most realistic in the game. When I sent my sample photos in, I was honestly embarrassed, I just thought I looked so goofy. I was doing that exact pose, had on a basketball jersey (Kobe #8) and just told Steve I want red on black, SRG #24. I’ve thrown up a “Too Sweet” in almost any picture I’ve took for a few years now, so that was a must. It also fit with the “if you can’t beat me” motto. The logo on my hat is something we can dive into another time, and you’ll see the importance of it inside the game soon. Nunoh did a incredible job on it.

Your stat breakdown on your character is one that I don’t remember seeing all that often. Most characters with a high agility, end up having a lower Grapple. Was there any particular reasons that you chose the stat breakdown you chose?

Koby: Outside of starter boxes, my first few characters that I bought and played had 10 agility. Shout out to Phantasm and Kid Fresh. So my eyes always lit up when I seen that green after rolling the die. It seemed to be my lucky skill too, as I rolled it quite often. Going down highest to lowest, I just sorta based it off how I am in real life. That was my plan all along, put KOBY in the game. No masked character, no total different appearance. Looking back I realized I messed up as far as having a great lineup for certain powerful cards, but that’s okay. I enjoy this game the most when I play what I like. I believe I could be more successful in this game if I picked a character with a great gimmick and stat line up, but just because I would win doesn’t mean I’d be having fun, and that’s what it’s all about.

It’s gimmick time! Your gimmick is definitely one where you could end up drawing a decent amount of cards, especially later in the game. Was that the plan all along, or was there other reasons why you chose that gimmick? Did it go through any changes during the creation process?

Koby: Oh man, gimmicks. I’ve made jokes about the reason I wear #24 on my jersey is because that final gimmick is the 24th gimmick I pitched to Steve that he didn’t shoot down. Speaking numbers, that might actually be true. Honestly I was tired of getting hit with the same card over and over because people would take it out of the discard. I also thought about late game. Either player with no deck, I “bury” a much needed card.. let’s say a kick into the corner. My opponent needs to grab their finish grapple out the discard, but doing so will make me draw the stop. Just fun situations like that I enjoy. Also, I didn’t play test my final gimmick once before submitting it. I didn’t use that gimmick until I actually had my official card set in hand…oops.

Alright, let’s move onto your finishers. All three seem to be pretty good when it comes to finishing a match, but the “Bum Breaker” seems to be the most lethal of them all considering how much your lower stats are boosted, giving you almost an automatic win as the crowd meter goes up. What was your thought process was creating each of the finishes?

Koby: My finishers….thanks Steve. He actually did the text for all 3 finishers. I was stumped and burned out of thinking about supershow when it came time for that because of how many gimmicks I had to think of before one went through. “Bum Breaker” is VERY important to me, as strike is usually all I roll on finish rolls…ask Matt Nelan about our supershow match. I never rolled strike until I got my own character.

So tell me, what was it like getting to work with the SRG Boss? Everyone I’ve talked to thus far has had only positive things to say about it, but what was your personal experience like working with him?

Koby: Steve is great and treats me like a brother…without the bickering. Very helpful, friendly, and always down to discuss ideas and creations. Some rulings he has make me tilt and scratch my head, but he is the boss so I trust his word. Nothing but love and respect for that guy and everything he’s done. He made sure I had a great character, and not one that would sit in your binder.

Purchasing a character to be created in this game is definitely a large investment. Do you feel personally that it was well worth the money spent on having the character created? Would you do it again in the future?

Koby: 100%. I had my doubts, especially paying in March and seeing nothing of it until middle of May and June. As soon as I rolled up to the grand gathering and got plenty of competitors and even more cards, I knew for sure it was worth it. Then to be in a card game is special. Most of my free time is spent playing this game, and it’s always cool to tell your friends you’re in a card game. As for doing it in the future, as long as the price stays the same I’ll most likely purchase it again during next years Kickstarter.

If you were making a deck for your competitor, what certain cards would you want to incorporate to get the best use out of the character?

Koby: I’m constantly switching up and trying new things. I believe defense wins games in anything, so I switched out my ankle lock. “Ankle Lock” is really good when you play “Bum Breaker.” +4 to 5 skill and +2 to your lowest skill, ankle lock makes you have two lowest skills(7) bumping them to two 9’s. Any deck needs recursion, so I run said type cards in all slots I can usually besides the call to crowd and strength in numbers slots. “Crane Kick” is a must, as long as you have champion of Kickstarter and your opponent doesn’t bump the technique down one. I’ve tried running cards that make me bury cards in my opponents discard (yes that triggers gimmick) but it wasn’t as helpful as I thought. I’ll let my opponent trigger my gimmick for me.

If you have any advice for other community members who want to create a competitor in the future, we’d like to hear it.

Koby: Make a character you know you’d enjoy playing. If you’re not having fun, why are you playing? If you’re focused on winning, focus on that stat line and study the catalogue of cards on the website very carefully. Do your homework. Don’t over boost on your finishers, boost the low stats so you won’t roll a 7 on crowd meter 2.

Do you have any other character ideas in the future that you’d like to bring to this awesome game?

Koby: Character wise? Not really. I did ask Steve if we could make Captain Insano, to his reply of “No”. “Even if he shows no mercy?” I asked, he left me on read. I do have gimmick ideas that would introduce new but not overpowered or too game changing mechanics. Change is inevitable for anything so when Steve is ready to do that gimmick I’ll be here waiting.

One bonus question, what was the thought process when you came up with the “Mrs. Bum” card. I know it was somewhat of a present, but what sort of thought went into the creation of what the entrance card actually does?

Koby: “Mrs. Bum” is actually a hilarious name to me. If Steve and John didn’t call her that I don’t think I would’ve let that name stick for her sake. She doesn’t mind it though. Anyways, originally I wanted to make her a character, but it was such short notice to Steve. There was no way it would’ve been finished in time. Luckily Steve is awesome and he said yes when I asked about a entrance card. I knew Mrs. Bum would just be happy she was on a card, and carefree about the text so I had to make it special. Originally it was “Shuffle Card #8 and #24 from discard into deck” (Kobe Bryant numbers, and Koby The Kid’s) but after sitting with South Belle at GenCon she told me it had to be special. Our anniversary is August 11th, or 8/11. Hence the “Shuffle #8 and #11.”

Once again, I’d like to thank you for joining me for this interview Koby, and if there’s anyone you’d like to shout out, or anything you’d like to plug, now is your time, as the floor is yours.

Koby: Thanks for the interview, I really enjoyed this. I want to thank Michael Bailey for demoing me and my brother, Backpack Man the game a year ago. The Kid and Backpack Man should have cards coming out soon, be on the lookout for that. I would like to thank the crew down at Comic Book World. Kirk Polka, Jacob Maynard, and Shane Strickland for always teaching me new things and making me the player I am today. Jacob is incredible with the card and rule knowledge. Shout out to all the friendly people in the community, it’s like a second family. And finally, to The Kid’s worst enemy, Eddy Fury. For always bringing the heat and disses, as it’s always a good time beefing with him. He’s a tough opponent on the microphone and the play field. Much love from The Kid.

Behind The Mask: Iain Kenderdine

Iain it’s a pleasure to have you on Behind The Mask as you’ve made three characters for the game thus far, and with one of them being quite popular in the community because of the effort you’ve put in to promote it. Today, we’ll be talking about Mic Riot, Dayna Might, and Gia de los Muertos, with the last of those three being known the best. Let’s start with a character that is the newest of the bunch Mic Riot. How did you come up with the character in the first place, along with the attire that your character wears?

Iain: Mic Riot is my Alter Ego, he has done many things in the past 10 years, including being a Roller Derby announcer, a pro-wrestling manager, the interim general manager of Impact Pro-Wrestling NZ and the main stay on IPW’s commentary team. So when it came to making a character based on myself it was a no brainer to go with Mic Riot. The attire started with my custom mask, with is based off the design of Rey Mysterio’s, but has the silver ferns the sides and koros to give it a New Zealand flair. Then the Mic Riot logo pays homage to another one of my favorite wrestlers Rowdy Roddy Piper, who I have the pleasure of meeting at SDCC 2011. Finally the over all look is clearly a nod to one of my current favorites Kevin Owens, with the “Right Time” on the shorts being a nod to my other nick name “Right-Time Riot”.

So from talking to you a bit at the Grand Gathering this year, I had learned that the stat line up wasn’t what you were originally expecting for the original copy of the character. When they decided to change it for the full character set that came out at Origins, was that the skill set that you had wanted all along? Also is there any particular reason why you chose the skill layout that you did?

Original Mic Riot with the wrong stat line.

Iain: Yeah, so I don’t know what happened with the stat line on the original release at the Grand Gathering, but I remember sitting down to make a tornado tag team and going “Hold on, none of these stats line up like I remember.” I pointed it out to Steve and he happily changed it to the original stat line I pitched with the release. As for the stats I choose for Mic Riot (Blue) it was to give him the feel of a my favorite wrestling archetype the “Agile Big Man” the likes of Bam Bam Bigelow and Keith Lee. As a big kid I always love seeing these guys hit moves that you normally only saw the smaller guys try, to this day I still think Bam Bam has the best enziguri in wrestling. Also I love grapple in this game and wanted a character with a different 10 stat from my other characters, I figure that they should all play differently.

Obviously in the very late game, Mic Riot would be hard to put down for the count considering his gimmick, is that the gimmick that you had wanted all along, or was it changed during the creation process? Also did you have any worry that he wouldn’t get as much play as other characters because of how rare it might be to actually get to a crowd meter of 5?

Iain: The gimmick was a nod to my SRG tag line “The +5 Crowd Meter Eater” which I dubbed myself after two years in a row of making it to the top 4 at Gencon Tag Team event, with many of my games going to +5 crowd meter. Originally when I pitched the idea of the gimmick it was a two part gimmick with the second part being “whenever a finish card is stopped the crowd meter goes up by 1”. In play testing they decided this was too good and cut that part from the gimmick. I always wanted the gimmick to be a risk vs reward type, that was good in tag team format and was fun to play. I wasn’t too worried about much tournament play the character saw, as I envisioned him more a “fun side deck” type.

Let’s talk finishers, each of your finishes enable you to possibly pump up the crowd meter, and with that it may make your gimmick trigger. Was that the focal point you wanted from the finishers, and was there any other ideas that you had for them that may have gotten changed, or shot down?

Iain: So as I mentioned the original gimmick was done in two parts and the reason for this was Mic Riot was never meant to have his own finishers, he was just going to be a character card with generic finishers. The reason for this was how I got the art work for the character. Mitchell Fells is the biggest wrestling fan in New Zealand, he was also born with Duchenne Muscular Dystrophy (DMD), a progressive muscle disease that affects 1 out of every 3600 baby boys. DMD is the most common of nine muscular dystrophy disorders, and is characterized by progressive difficulty in walking, performing everyday activities as muscles to deteriorate and break down. In 2018 the NZ wrestling community decided we would come together and make one of Mitchell’s dreams come true and get him to Wrestlemania. We did a ton of fundraising and as a part of that I won an auction for an original piece of art work by Michel Mulipola (aka Liger). So when I pitched Mic Riot to Steve I already had the art work for the character, but not for finishers. The finishers were all Steve and his team and it wasn’t till I got to Grand Gathering and put in a match to win the finishers for Mic Riot that I even knew they were a thing. I like them and think they work well with the gimmick.

When it comes to a Mic Riot deck, are there any certain cards that you feel are must haves?

Iain: I’m still working this out for myself, but I do like having at least one of the “Knockdown” TLC cards that ups the crowd meter. The nice thing about have the two different stat line versions are that there are multiple ways to play the character.

Alright, let’s move onto Dayna Might, one of the two feisty female competitors that you’ve created for this great game. What was the overall idea that you had in your head for the character during the original creation process? Was there a certain look that you were going for?

Iain: Dayna Might is based off Laura, who was the 1st ever ACCW (Arkham City Championship Wrestling) Champion here in New Zealand, in fact if you look at the belt she is holding it has ACCW on it. Laura worked as a St Johns ambulance volunteer (kind like a paramedic) so her ring attire colour is based on their uniform.

To be honest, considering the art, she looks rather strong, so I’m always surprised to see what her power is actually at. Is there any particular reason for the stat layout for Dayna?

Iain: Fun fact, Laura is 5 foot 2 3/4 inches tall. I originally pitched the spelling of her name to be “Dayna Mite” as she is a 5 foot firecracker with a short fuse, this is also why the power stat wasn’t high as she more intense than powerful.

The gimmick for Dayna is pretty interesting, and definitely something that could end up snowballing in a game where you’ve drawn out some of your opponent’s last stops. How did you come up with it, and is it was you originally came up with, or was it changed during the creation process?

Iain: The gimmick is the perfect embodiment of the character, the idea being that she has a short fuse and gets super upset when people kick out of moves and instantly throws a tantrum and starts kicking or slapping you for daring to counter her move. Some things you laugh off (gimmick doesn’t hit), sometimes she picks you up and drops you on your head (gimmick hits). This was very much what she was like when playing SuperShow, so I was happy we could bring it into the gimmick.

Her finishers seem pretty strong, mainly because two of them get a reaction if they are stopped by the opponent, making them extra powerful. How did you come up with the names, images and what the cards actually do?

Iain: So with the character name being a play on Dynamite and her having a short temper, that names were all a play on this theme. T.N.T actually stands for “Twice No Trouble” and is a double non-release german suplex hence why you have to stop it twice, as she ain’t letting go when she locks it in. The other two finishers were based off Asuka’s move set with the “Butt-a-Boom” being her hip attack and the “Short Fuse” is the “Asuka Lock.”

When building a Dayna Might deck, is there anything certain that you’d make sure to have in the deck? I have a feeling after this interview a few more people may pick her up if possible.

Iain: I used to play her with a lot of flip effects and recursion, so basically you try and strip the deck down, then only add back one type of action so the there is a better chance that the gimmick hits. “Destiny’s Call” is a great way to take out a chunk of one type of card. I am also looking forward to adding a bunch of the shuffle back cards from the new Freak Show faction pack to her.

Now that the first two characters have been covered, let’s move onto what is most likely your most popular character, Gia de los Muertos. Gia has definitely taken the SRG Universe by storm, with many people making a Gia deck just to try to help her break the curse with 1,000 victories. How did you come up with the awesome backstory for the character, along with the overall look of her?

Iain: The original backstory I came up with was for the 1st CAC comp I entered, I have always loved the look of the Mexican sugar skull face paint and I used to know a roller derby player with the name Gia De Los Muertos which I thought was a great name and a clever play on Día de los Muertos  (Day of the dead). I know Steve and SRG loved the original pitch and I believe her story will one day make it into the SRG comic. The basics of the original pitch were, The curse is that she can’t take off her face paint until she wins a 1000’s matches. Gia and her friends were dressed up for the Day of the Dead festival and decided it would be a fun idea to sneak into a graveyard. They found a tomb stone with a Lucha mask and a bottle of tequila by it, Gia’s friends dared her to drink the tequila, which she did only to pass out. She woke up to discover that she couldn’t wash her face paint off, she returned to the graveyard to find some answers. She discovers that the grave is that of a famous wrestler wwo died in the ring during his 1000th match and now she has is cursed to win 1000 matches to break the curse.

When it comes to her overall stats, many would have expected her to have a 10 in speed considering the fact that she has the name of a luchadora, yet her technique is her highest stat instead. Up until recently, having a 10 in technique was something that was somewhat rare, is that partially why you chose to make technique her 10, or was there other reasons for the way that her stats broke down?

Iain: The idea goes with the story of the great Luchador that she is cursed by, but has also gained his skills, he was the master of the counter-hold. He always had a counter for any move, and that is why the gimmick gives her an advantage for playing stops and also why the technique is a 10.

Her gimmick is so simple, yet very effective when you play a stop heavy deck, allowing you to possibly get through your deck very quickly. Was that the idea all along, or was there a few different ideas for Gia’s gimmick before the competitor was printed and sent out into the wild?

Iain: Again the gimmick was story based, but I also wanted a nice simple gimmick. At the time, people were trying hard to come up with meta breaking gimmicks or things that had never been done before. I liked Ms. Tierious gimmick and wanted something a long the same lines and also a gimmick that was easy for new players. Gia is a great character to give to a new player to demo with.

Gia’s finishers are pretty good no doubt, but her “Pan De Muerta” is a possible kill shot in any stipulation match since it brings her grapple to an 11. Was that done by design, or was it a slight oversight when it came to giving her finishes their stat boosts? What was the process like, coming up with her finishing moves?

Iain: “Pan De Muerta” is a very interesting card as you’re right it does give her a possible 11, but at the same time once its in the discard pile it gives you a great advantage to winning turn rolls. I often ditch it early and leave it in the discard to help with turn rolls along with not getting stuck losing multiple turns in a row. To be honest I can’t remember if the stat bonus was an oversight or not, much like Mic Riot, Gia was released originally without her own finishers. The finishers came later and its possible that it was an oversight on the stat boost. I remember I came up with names and the moves they were based off but again Steve and his team filled out what the moves did in game.

Obviously with Gia, you want to build a deck with a lot of stops, but are there any cards in particular that are extra strong for Gia, that people may not think of most of the time?

Iain: Well there are two schools of thought on which stops to play with Gia, on 1 hand if you play regular stops the gimmick “replaces” the card you just played in your hand, however if you play the both players draw a card stop you are getting 2 cards to 1 for your opponent. I have argued which is better with a number of people and I believe it comes down to play style in the end, I for one like the 2 for 1 route. Also “Director of Operations” is a must for this deck, with the shear number of cards you draw, the extra hand size is great. Also I have to give a shout out to David Schmidt for the card #13 tech of “Duck One Take One” which works great in this deck.

While making your three characters for SuperShow, what was it like working with the boss overall? Did he give you a lot of good ideas? Was everything smooth sailing?

Iain: The great thing about SRG is how much contact you have with the owners of the company. Steve is very easy to work with and is also open to your ideas. I haven’t had a problem working with him, he is very open with why hes doing things if changes need to be made. I still think Mic Riot’s original gimmick could work without being broken, but I was happy to work with him on that. I think as long as you’re not trying to break the game and make the most OP character, Steve and his team will get your idea right. The better idea you have about what you want, the easier it’ll be to get it done. Though as you can see by my characters, theme and character were more important to me than being the best in the game. Just like real wrestling, everyone has a place in the show and not everyone needs a belt to get over.

It’s well known that it can be pretty expensive buying a competitor for the show, and you’d know that full well considering you’ve bought three of them so far. Do you feel as if it was well worth the money spent?

Iain: As a life long gamer, the idea of being a character in a card game that you love is priceless. Hell, I have played other games competitively for the chance of being put on a card. I have been lucky enough through people I’ve known and things I supported to have the geek triple crown of being in a card game, a computer game and appeared in a comic as myself. I love SuperShow and as anyone who has played against me knows I love playing as my characters as well as my friends like Liger. While it is a big outlay at one time if you compare the price over a year compared to playing something like MtG or Yugioh or Pokemon its not bad to have yourself in the game. Hobbies are expensive and you need to decide how much you can afford, but I’m totally happy with the out come of this expense.

Do you have any advice for community members who may decide to one day take the plunge and make a character for the game?

Iain: Do your prep, think about the character as a whole and not just gimmicks and stats, but what they look like, their backstory, etc, as the better idea you have of the character the easier it will be for Steve and the team to make it happen. Also don’t think you’re going to break the game and have an unbeatable character, SRG is very good for the most part about keeping characters balanced.

Do you have any ideas for any other characters in the future, or are you happy enough with your trio so far? If you do plan to make more, would you like to share any info about them?

Iain: I do have couple ideas, I would love to get the original Kiwi Connection tag team made, this is myself and my best friend Nate who I original tag teamed with at Gencon 2015, a team that took the Boss and GM Calace to a match that would of been 7 crowd meter if the crowd meter didn’t stop at 5. I also have an idea for a derby girl character and I would love to see a Kiwi faction pack down the line one day and maybe a Riot’s Angels trio with Gia and Dayna Might.

Thank you again for joining me Iain, and now that things are wrapping up, would you like to give any shout outs, or maybe let everyone know why they should help Gia break the curse? The floor is yours my man, say whatever you’d like!

Iain: Thanks, just want to say thanks to everyone that has been playing as Gia and reporting their wins to help break the curse. We are currently in the high 600’s and my aim is to have the curse broken before Grand Gathering 2. Also shout out my KSW Worldwide family, I was super stoked to be there for your win against the SRG faction and spoiler alert, look for Mic Riot on some of the KSW faction cards. Thanks to, you folks are a great resource for the SRG universe.

Behind The Mask: Martin Novosel

Hello Martin, it is a pleasure to meet you, and get you on Behind the Mask so that you can talk about your newly created character Duff Martin. When he was first shown off on Facebook, I know quite a few people seemed to take notice, and for good reason. Not only does he seem to be a reference to one of the most popular and longest running tv shows of all time, but as a competitor in the game he seems like he could be quite strong!

Martin: I wanted to make a competitor that could survive in the current meta. After playing him at GenCon, it seems that I succeeded. I despise bury/discard decks and wanted to foil that if I could. As far as the Duffman idea, you can thank the Boss for giving me that identity last year at GenCon.

When it came to creating this character, what were your thoughts on the overall look of the character? He definitely seems like he’s a blue collar type of guy.

Martin: I have a red Duff beer hat and tan Duff work shirt that came from Universal Studios. So, that is the outfit that I went for. I did not want him to look like a wrestler at all. He looks like a beer delivery man and that works for me, because beer is first, wrestling is second. I couldn’t go for the Simpsons Duffman outfit because I didn’t want to come close to a copyright violation.

When you decided on his stat breakdown, what sort of things did you keep in mind while you figured it out? Were any stats changed around from what you had wanted originally?

Martin: My favorite competitor for tornado and trios is Night Terror. I just love spoiling people’s combos. Sure, it’s rude but so are some of the tornado tag teams out there. So, the stats are almost identical to Night Terror. I wasn’t really concerned with the stats really. They were the least important part of the competitor. I got no push back on the stats. They came back exactly as I asked.

Let’s move onto the gimmick, which is normally the most important thing about a competitor in this great game. How did you come up with it? It looks similar to Trent?’s gimmick, but slightly different, is that what you were going for?

Martin: The gimmick came from that fact that I am horrible at turn rolls, so I wanted to have something positive potentially happen even on my opponent’s turn. Trent? is good, but the fact that I can trigger the gimmick after they draw for the turn insures me that I am going to draw a card most of the time. That and my hatred for discard fueled the idea. I found out during GenCon that the gimmick is super good in tag matches. I have no problem saving my partner when I know I can get cards back relatively quickly. That was an unintended benefit. I believe the Dangerous Alliance took Duff Martin to the final 4 of the tag tournament.

The finishers that you have for Duff Martin are pretty awesome, and it’s not just because of their ability to finish a match, but also the way that they can impact a match even from the discard pile like your submission finish. How did you come up with them? Is there something certain you were trying to accomplish with the set, or did it all just happen to come together?

Martin: Ah yes, the finishers…the Six Pack Attack is the weakest of the 3. Once again, I hate discard, so if that lands, I get a huge draw advantage. Problem is, with the gimmick, I almost never have that few cards. So if I could do that one over I would. To be honest, I think Frog Splash is better in the 28 slot against anything except heavy discard. The thought process behind Kegstand was that I wanted to get a benefit every time I played the card. If it’s not stopped, I get a pin roll. If it stops, I grab a card from my deck. Either way I get value. The ability to play as a follow is nice, but there are no stat boosts, so all in all it works. Finally there is Twist Off…Originally when I sent the ideas over for the cards, I gave 2 gimmicks. The first one is the one on the card, the second prevented finishers from being moved from discard to hand. Somebody has to stop the 4:20. My original idea for the sub finish was a STOP. That got shot down immediately because frankly they are strong and any one creating a competitor wants one. So the Boss suggested I put my second gimmick on the sub finish and I could not be happier with the results. That card is to be feared for sure and I have to give the Boss credit on that.

So with this being the first character that you’ve made for the game, what was the creation process like when it came to working with the boss? Did he give you a lot of good feedback? Did he push you to change a few things to make it more compliant with the rest of the competitors in the game? Let us know how it went.

Martin: Working with the Boss is great. The only thing that got shot down was the STOP finish. Everything else is pretty much as intended. Like I said, without his idea to move my gimmick to the finish, one of the best cards in the game would not have happened. He kept me informed of the process, showed me the art as it came in and really tried to deliver the competitor I wanted. There is truly no other real game in the market where you can get that interaction.

It’s quite expensive to purchase the rights to create a character for The SuperShow, do you feel as if it was worth the money spent? Would you want to do it again in the future for a similar price?

Martin: Like I said before, it is so rare to collaborate with the head honcho of a game to make a significant impact. I was treated like a prince through the whole process. It is costly, but, to be honest, it’s rather inexpensive for being able to add something permanent to the game. As soon as I got the cards in my hand, I realized that it was without question worth the money. As long as people play SuperShow, my ideas are a part of that, which is pretty priceless.

When it comes to making a deck for Duff Martin are there any certain cards that seem like a “must have” for the deck?

Martin: First off, Rolling Forearm, Call to the Crowd and Strength in Numbers are essential. Not only are they great cards, they help you keep the gimmick active. After that is Crossbow, getting access to Twist Off early is pretty strong, so that helps. The one obvious thing to avoid is draw card abilities. So I find the line cards that let me put cards from discard to top of the deck work well. Also the 718, although counter intuitive to the gimmick, is just to good to pass up. Nothing draws out stops like that card.

If you could, please share some advice for other community members who may decide to create a competitor in the future.

Martin: My best advice is to collaborate with the Boss, he knows the game better than anyone and will only make your competitor stronger. If you go in rigid and resistant to advice, than you could possibly miss out on something special. The other piece of advice would be to do it ASAP. The cost for doing a competitor is only going to climb as the game grows.

Do you have any ideas for other characters you’d like to add to the game, and if so, would you like to share anything about them?

Martin: I really would like to create a tag team now that the formats are changing. I have a few ideas that I’m working on with a friend but as far as characters go, it’s up in the air. I think I would do something completely different as far as characters go, not just slap Duff Martin with somebody else and call it a day. Right now I’m going to enjoy Duff Martin and who knows what will happen down the road.

Once again I’d like to thank you for this wonderful interview, and if you’d like to say a few words, or give some shout outs to members of the community, now is your chance!

Martin: Thanks for the forum to talk about my experience throughout this process. Shout out to my boys in the Rustbelt. Shout out to the Dangerous Alliance for making me their official beer sponsor. Special thanks to The Brain for tagging with me at GenCon. Finally, thanks to the Boss and the GM for taking the Duffman beer challenge.

Behind The Mask: Everett Stephens

Hello Everett, thank you for joining me today to talk about your character in the L.F.F. “The Phoenix” EV Fresh. I must say, the nickname of “The Phoenix” is pretty cool, how did you get it or come up with it?

Everett: So originally in this game I was called Kid Fresh because I was known for playing Kid Fresh at PAX Unplugged. I had to make a new name because I didn’t want to steal the name from a kid who is portrayed as Kid Fresh. I wanted a name that symbolized someone getting back up after getting knocked down and I thought of a phoenix because after a phoenix dies it comes back to life. I had to keep something that symbolized my beginnings so I kept the fresh as a last name for my character. That is how I became “The Phoenix” EV Fresh.

When it comes to the overall look of your competitor, what sort of thought process went into it? Do you actually have that full outfit?

Everett: I wanted bright colors for my competitor and I thought red, orange and yellow would be great colors for my competitor. I wanted a jacket that had the hood shaped like a beak. I don’t own an outfit like that, it would make me look too much like a chicken rather than a phoenix like my friends keep telling me. If you see me, you see me usually wear a phoenix hoodie.

When it comes to your competitor card, how did you come up with your stat line up? Was there any certain moves you were thinking about when coming up with those numbers?

Everett: So my stat line that I thought of did change. Originally it was going to be 8 power instead of 8 submission, but Chris Pagillo aka The Italian Bombada told me that he was going to have my character on the impact bomb card and asked me to change my 8 to submission so my competitor can actually play it. I am a fan of “Full Nelson” and “The 718” so I wanted my competitor to be able to use those cards.

How about we move onto your gimmick? It definitely seems like a good gimmick to use against characters that constantly try to dominate turn rolls. What was the thought process when you were coming up with it, and did it change at all over time?

Everett: I wanted a competitor that does something when losing turn rolls because at that time there wasn’t one in the game and my least favorite thing in the game is losing several turn rolls in a row which puts me extremely behind. Originally, I wanted my gimmick to be “when I lose the turn roll, my next turn roll is +1.” I had other ideas when talking to Chris Pagillo and Sarkis Babikian, the creator of the immortal warrior, but Steve gave the final idea of giving my gimmick +1 to three of my stats when my opponent wins a turn roll to make my competitor more fair in singles and multiplayer formats.

When it comes to your finishers, what went through your mind when you were coming up with what each one did?

Everett: I wanted all of my finishers to do something with losing turn rolls, only the strike stuck because it was the only one that the wording would make sense. The submission finish was an idea Chris Pagillo gave to me, but it was crowd meter 2 originally not crowd meter 3. The grapple finish I came up with was just more about utility and to get more cards along with getting a +1 to the turn roll.

Throughout the process of creation of your character, what was it like working with the SRG Boss? Did he give you any cool ideas for your character or finishes?

Everett: Working with the SRG Boss definitely helped me with actually making a competitor work. He more so fine tuned the competitor to make it fairer and easier to play.

When it comes to purchasing a competitor set, do you feel as if it was well worth the money?

Everett: It was definitely worth the money spent to immortalize myself into a card game that I love and being able to stand out against other competitors in the game.

When you build a deck for this competitor, what are certain cards that you feel are a must have? Is there a certain play style that fits the character better than others?

Everett: I don’t want to tell people what are must haves in the deck because other people have certain play styles that they like. I say play my competitor however you feel like because my competitor doesn’t restrict you to playing a certain play style.

What sort of advice do you have for the community if they’d happen to show interest in making a character for the game in the future?

Everett: All I can say is if you have a certain aspect in the game that you don’t like and want to make a competitor, just do it. It will help out not just yourself but others in the community.

Do you have any immediate plans to make any other characters for the game, or are you done for now?

Everett: I don’t know what I want to do with Edwin Carlton Patrone yet, but expect a CCC appearance of a certain east coast promoter.

If there’s anything you’d like to shout out, or shed some spotlight to, here’s your chance. The floor is yours sir!

Everett: I’d like to give a shout out to Jeffrey Reilly, Jonathan Van Derziel, Chris Pagillo John Polverino, Joseph Ritchie, Micheal Deans, Kyle Kreiger, and Nick Ciuffreda for allowing me to continue my time in this game because if it weren’t for you guys, I’d probably be out of the game by now. Also, I’d like to thank Andy Rossi for introducing this amazing game to me at pax unplugged.

Behind The Mask: Alan Hawkins

Hello Alan, thank you for joining me today. You definitely have a lot of experience making characters for this awesome game that we play, so it’s a pleasure having you on to talk about a few of those characters. Today we’ll be talking about Lunatic Ginge and Monster Asylum, the first of which being your most known character in the community. Please tell me, how did you come up with the character Lunatic Ginge?

Alan: Thank you for having me. At the time, I was actually wrestling on a YouTube show called GTS wrestling. The Lunatic Ginge was the gimmick I was using on that show at the time. So I took what I was doing as that character and tried to put it in card form.

How did you decide on the stats for your character? Technique is still the least used 10 in the game, so that has to be nice if you’re planning to run a Single Leg Crab in the deck.

Alan: Well, I feel that when you see the technique stat, it is to convey that characters skills in a technical sense. Like if Bret Hart was in the game, I feel his stat line would be Technique: 10 Grapple: 9 Submission: 8.

What about the gimmick for the character, how did you come up with that? It can be quite strong to keep you in a match as long as you don’t roll your botch. Was there any other versions of the gimmick that was come up with before this one was finally settled on?

Alan: Ok, so as I stated earlier,  I wanted to take what I was doing as the character and do my best to put it in the game. I have over 20 years wrestling experience and when I was on GTS they were no rules, hardcore wrestling. I’ve always contended to them, you can do with me what you want but you may not like what happens back. So there was this match I had that I think was pulled by YouTube where I had like 3 guys hit me with their finishes before I grabbed one and just started supposing him repeatedly. One guy hit me with a chair, I just looked at him, one hit me with a stunner and I no sold it, then one guy hit me with a superkick. When he hit me with a superkick I grabbed him and German suplexed him, then another got hit with a bossman slam and the last guy, I grabbed him and did a pump handle Suplex to him that I basically threw him as hard as I could and he did like a bowling ball/bowling pen effect with them. So I was thinking “hmmm how would no selling work in this game?” So originally what I wanted was “if you would get hit with a strike or grapple finish, discard a suplex card and get +4 to your breakout rolls.” But installing with Steve and play testing, it was decided, that it should be “if you would get hit with a strike or grapple finish, discard 2 cards, if one is a Suplex, you get +4 to your first breakout roll.” Then when the card was printed first, the stat line was messed up. And that one had a gimmick of “When your opponent hits a strike or grapple finish: You may discard 2 cards from your hand. If either of those cards had ‘suplex’ in the name, your first breakout roll is +4.” And when I pointed out that the stats were wrong, the corrected stat line card had “When your opponent hits a strike or grapple finish you may discard 3 cards and add +3 to your 1st breakout roll. If you discarded a card with Suplex in the name, add +4 instead.”

What about the finishes. How did you come up with the names for each finish, along with the images you chose?

Alan: So the Lunatic Ginge is a crazed truck driver gimmick. So I would talk with Grim about my finishes, which I was using a clothesline from hell, the iron claw, and it varied with a powerbomb and various suplexes along with a bossman slam. So if you know anything about trucks, the air line is what connects to the trailer from the truck that gives it the ability to move and stop. If the airline blows, it’s like a rubber hose that flaps wildly and can cause major injuries.  So that’s what we started calling my clothesline from hell. The iron claw is basically how I hold the gear shifter as I run through my gears and some times you have to force the transmission into gear which looks like a ironclaw/chokeslam style move. The wild ride is a generic name for getting thrown around “they really went for a wild ride tonight folks”.

Each finish has an interesting mechanic that goes with it, what was the thought process when coming up with what they do?

Alan: Well, this game has an interesting mechanic in “bury”. So if you are able to, bury a card you want to draw then use wild airline to get the “stacked” card and bury something you don’t need. Forced into gear was because I had played in my first worlds making top 16 at gen con 50 and someone hit me with the masked llama strike finish and I wanted to be able to not have to deal with it any more. And I felt for wild ride that if I’ve been suplexing you all match, it should be easier to win, right?

Is there any staple cards that you’d always put into a Lunatic Ginge deck? Is there a certain way that people should attempt to play the deck?

Alan: DRAW AS MUCH AS YOU CAN!!! In my deck there is so much draw. I like options and in TCG’s I’ve always been a control player. So it’s best to play Ginge as a control deck. Lots of stops, lots of draws.

Thanks for the insight on Lunatic Ginge, now let’s move onto one of the very few printed tag teams in the game, Monster Asylum. How did you come up with the idea for the tag team?

Alan: Well again from GTS and SWF wrestling, in the Jersey area, they are an actual tag team there. Giant Leather and Sprinkles the clown, with their manager, Dr.K. good guys, a little bit murderous, but good guys.

The team definitely looks like quite the powerhouse from the art, so it’s no surprise that you chose to make them a power based team. What was your thought process when coming up with the other stats for the team?

Alan: Well knowing them and being involved with their matches, you got a guy that is 6’8, and one that is 6’4. Big meaty guys. They wont be as agile as Flip Gordon or Ricochet. But they are 2 strong guys. They beat you into submission and then beat you a little more. So their power had to be the big number, then their strike, then grapple, then submission, agility, then technique… I’m guessing it doesn’t take much technique to beat people to a pulp.

The gimmick for the tag team can be incredibly strong, especially late game. How did you come up with it?

Alan: So the guys are freaking huge…so yuge, like the best yuge….and are extremely intimidating. So when you have someone small like the Young Bucks, or Ariel Lipstick and Night Terror, they will be intimidated. Plus, you basically have Pennywise from IT and Leather Face from Texas Chainsaw Massacre…there really isn’t much, physically that you can do to them. So they would no sell a lot. But if you are able to out think them you are able to beat them. And that’s what I wanted to do in card form.

Let’s move onto the finishes, how’d you come up with the names and images used for them?

Alan: The images were from their matches in GTS and SWF. I got their permission to use them and their likenesses. It’s good to have friends in the business!

How’d you come up with the text used for the finishers in the set?

Alan: Well, I thought horror movies, and thought about how to translate that into the card game. Like the straight jacket, is basically the monster under your bed themed.

Is there any certain cards that you would always pack into a Monster Asylum deck? Any special deck tech you’d like to share if someone wanted to play the tag team?

Alan: The cards that allow you to discard cards they have in play. Make them play your game.

How was it working with the boss during the creation of your characters in general?

Alan: I love bouncing ideas off Steve. If he has questions about cards that I’ve created or how I think something should work, I don’t mind talking my thoughts about it over with him. And I try to balance the characters I send his way enough so that there isn’t much that needs to be done as far as mechanics go.

Do you feel that whatever you paid for the characters was well worth it?

Alan: Yes and no. Don’t get me wrong, the price is a steal for what you are getting. I mean you are getting immortalized in a game, and it’s great having people come up asking for your autograph on the cards you’ve created. But sometimes the process is kinda irritating. Like the play testers to me, have been the biggest obstacle in trying to portray a gimmick or idea in card form.

Do you have any advice for others who would like to create a character for the game?

Alan: Yes… STOP WITH ALL THE BURY GIMMICKS!!!!!!!!!!!!!!!!!! We get it, you only like to fishbowl the game.

Would you be willing to come back to talk about a couple of your other characters in the future?

Alan: Of course. I have one coming out at GenCon52 that this game DESPERATELY needs. Got one that we are waiting on all the other things for like ideas for the artwork and all, got 2 I want to do so bad, and 2 that are already out (one is last years Competitor of the Year).

Is there anything else you’d like to talk about or show off before the end of the interview?

Alan: Sure is, so the competitor I have coming out at GenCon, it is a game changer, and I wont let the gimmick be spoiled (mainly because of the diversity rule), but I can spoil the moves for your audience! So many people don’t know but I am actually an ordained minister, so I have a new gimmick for wrestling, Reverend Robert Torn. He has no masters above him except for the Trinity. His sole purpose is to spread the word of the #Trinity by reciting the verses of the #GoodBook. So his strike finish is aptly named: The Good Book, 3 Kings ed.

Alan: Very simple but very effective, and one of the first verses of the Good Book of major significance is in the book of Newman: Scriptures of the Trinity, Newman 3:16.

Alan: Kinda gives you the ability if they kick out to not basically start from the ground up again. Now one of my favorite verses comes from the Book of Torn. The Hand of the Trinity, Torn 4:69.

Behind The Mask: Scott Winterbauer

Hello Scott, thank you for joining me today.

Scott: My pleasure.

So I hear you have a character who’s coming out very soon at Gen Con, and you wanted to show him off a bit. Please go ahead and explain how you came up with the character The Fireball?

Scott: So after finding out about SuperShow at Origins last year and seeing people portraying characters, I wanted to come up with my own character for Gen Con. After a conversation with Steven Hines, I said to Steve Resk that the LFF was missing the pretty boy rock star gimmick. Now I’m a big fan of rock ‘n roll and its culture so I came up with the Fireball. The line I have in my head for him is a little bit of Bowie and a little bit of Freddie. It’s basically me, but at an 11. Like the red leather jacket and the glasses are things that I wear on a daily basis. One other thing that is a personal touch to the character is while most rock stars play guitar, I can’t play the guitar to save my life, but I can legitimately sing well, so I added the microphone instead. Just to make the microphone stand out a little more, I made it like how Freddie Mercury would use only a half microphone.

As we see above, the card art is absolutely awesome! Tell me, what were your thoughts when you first got to see it?

Scott: It was awesome. Nunoh is always amazing, but Juan Pablo is quickly becoming one of my favorite artists and I will probably use him for future characters.

When it comes to the stat layout of the character, what went through your mind when you chose it?

Scott: I’m very particular about my design for stats. I did base the stats around characters I typically play so characters with high strike or technique. I have never played a character with high power so it was a given that it was going to be my worst stat. I did put my agility to an 8 so I could use a certain 8+ card if I so wished. 😉 The only thing I regret is not making my submission a 7, but hey, it is what it is.

Your gimmick could be very powerful, especially if you have a very stop heavy deck. How did you come up with the gimmick and was there any other iterations of that gimmick that got changed during the creation process?

Scott: So as some people may know, my main competitor is Lily Mai. It’s a very aggro competitor that runs on few stops. The issue with that is if you blank the gimmick, half of your deck doesn’t work the way it should and you can’t stop a thing. So the added ability to use stops and get a boost is a benefit from Lily. So originally the gimmick was going to boost the stats just like Lily Mai, but that was deemed too powerful. So by changing it to turn roll, you still get a benefit of getting a boost to winning rolls. The interesting part with this gimmick is you will have to decide if you want more stat boosting or stops cause they run in the same spots so there is that challenge when it comes to deck building.

This is the first time that anyone has gotten to the see the competitor card, or the finishes, so go ahead and introduce each of your finishers one by one, and give us insights on your thoughts of each one of them.

Scott: “Rebel Rebel” is what I like to call high risk, high reward. I wanted a DQ finisher from the start, but I wanted something that gave you a good benefit by playing it. I didn’t want the finisher to get replaced by some generic for people that are afraid to play DQ finishers. Originally it was only going to be +2 to power, but after the change to the gimmick it made sense to increase it because hey man, it’s a DQ finish. The adding 3 stops to deck is great especially in late game cause it might be what makes or breaks your chance at winning the game.

Scott: “Killer Queen” is the most basic of my finishers. Adding 2 stops to hand helps you be prepared for the next crowd meter if your opponent kicks out and the flip 2 helps add some stops to the discard pile if you don’t have stops in there yet.

Scott: So this finisher is a lot different than what I had originally planned. Originally I was going to do the “Walls of Jericho” as an homage to one of my favorite wrestlers Chris Jericho, but with the release of Haultain and other characters using the walls I decided to use something else. I decided that I would pay homage to my favorite Japanese wrestler, Minoru Suzuki. Like the image for the sleeper hold is near identical to an image of Suzuki doing that move. Now I like to use real life logic to cards and my original idea was since I was using a sleeper hold it would be harder to kick late in the 3 count roll. So basically -1 to the 2nd roll and -2 to the 3rd roll. I didn’t know that this finisher already existing in Phantasm. Now long story short, when CJ Sparrow came out at the Grand Gathering, he also had a similar finish and that kind of forced a change to my finish, which I get. So now the 3rd roll is the most important because even if I roll an 8 its not the easiest to kick out of.

Now that everyone has gotten to see your awesome creation, tell me, how was the process of working on the character with The Boss himself Steve Resk?

Scott: It was super easy working with Steve on building a character. I had a good idea on what I wanted from the start and I understand how to balance things out, so nothing I asked for was too outrageous. Any time I had questions for Steve he was easily available. And if there is something you don’t like, you can work it out with Steve because in the case of The Fireball, the first draft of art had me with more blonde hair than red. So I asked if we could change it to more red and no time flat it was changed to what you see today.

If you purchased the creation of your character, do you feel that it was a good investment?

Scott: Of course! You gotta get the rock star of The SuperShow. It will make your binders instantly prettier and you become 100% more fabulous just playing The Fireball!

When building a deck for this character, what sort of cards would you make sure to have in the deck? Anything that’s an absolute must?

Scott: Now I’m not gonna reveal all of my secrets when it comes to deck building for the Fireball. Obviously its gonna be a stop heavy deck, but I’m gonna say look at options for draw power, recursion and maybe some stops that aren’t frequently played. The one card I kinda see as a must pack is flying forearm shot just because it lets you draw and it is a stop for Press Slam.

Do you have any advice for community members who decide to create their own character in the future?

Scott: My only advice is don’t think that any ideas are off of the table. When I was designing Fireball, my #1 thought was, is that too crazy? Well if it’s too crazy, someone’s gonna tell me to draw it back.

Do you have any plans to make another character in the future?

Scott: Ohhhh yeahhhh. So I was originally gonna submit The Fireball for the CCC contest, but I couldn’t write a decent back story. So then I got the idea of a bug super hero the Masked Beetle. Masked Beetle triggered something in my head to make a universe of about 7 characters. So if I get the chance Masked Beetle is next then I have his allies Masked Mantis and Masked Ladybug. On top of that I have the Masked Beetle’s archenemy Black Scorpion X and his underlings Black Scorpion 1,2,3. Needless to say I’ve got a few characters I’d like to add to the LFF.

If you have anything you want to shout out, or anything you want to say to the SRG Universe, go ahead, the floor is yours!

Scott: The Fireball is ready to blaze through the LFF and make an Impact. I’m one hot man rocking with sex appeal so when you roll with The Fireball you better get ready to sing, you better get ready to dance, and if not you can head right out the exit door baby. Kisses boys and girls!

I’d like to thank you once again for joining me Scott, and I wish you good luck playing your character, as I’m sure you’ll do quite well with it!

Behind The Mask: Doug Saunders

Hello Doug, it’s a pleasure getting to interview you, and I’d like to thank you for joining me today. You’re a very active person in the community, not only with how often you play people online, but also the character you portray. Congrats on the character being a part of this year’s Kickstarter campaign by the way.

Doug: Thank you.

Please tell me, how did you come up with Eddy Fury, not only the competitor for the game, but also the character in general?

Doug: Eddy Fury was a character I’ve used in video games for decades.  Generally red/black colors, Alice Cooper-ish face paint, and the most extreme mullet the video game would allow. The Mr. Las Vegas and street fighter stuff actually was added more ad-hoc when we put him into SRG, partly due to a friend using a king of fighters Ken ripoff as the base for a quick mock up art. It’s easy to get a cheap ken costume to promo in. I play him up as the heel as much as I can, being a cartoon character and separating the FB accounts lets me do a lot more over-the-top actions and statements without getting misinterpreted as being serious.  Eddy is 100% self gratifying troll.

What was your mindset when you came up with the stats for your character. The fact that the numbers count up from Power down to Grapple isn’t simply a coincidence is it?

Doug: The numbers running 5-10 straight down was a coincidence, but the stat distribution was not. I wanted to separate the 5-7 and 8-10 evenly between the stat “pairs” the game tends to use (Strike/Agility, Power/Grapple, Technique/Submission), and I wanted to use some of the more specialized/less common 8+ skill cards.

What made you want to use the gimmick that you chose for Eddy Fury? It is definitely a very strong gimmick during the late game!

Doug: Originally I had a recursion gimmick in mind, but wanted to do something with the crowd meter and it fit better with a stats gimmick. It went through a few changes to fit into the game (thanks Grimm). The gimmick is brutal late game and with stipulations that push the crowd meter, but is weak early and struggles with other stipulation matches. The incremental boosts also make games quite interesting…nobody else plays like Eddy Fury in the game.

Eddy’s finishes are all pretty strong in their own way. Something like the “Cash Out” doesn’t come to mind as a finish that is in anyone else’s kit. How did you come up with your finish names and the effects involved. Also how did you come up with the images used for each of the finishes?

Doug: The finishes work together as a set. They were named with the Vegas theme corresponding to what they do.

“Cash Out” is the most unique (though Combat Chris now has a weaker but less costly to use version). It’s meant to cover me early game when I don’t have any stat bonuses to avoid early finishers, and late game when I have the turn roll advantage but any finisher can be a kill shot.  
“Fist of Fury” compliments “Cash Out” with it’s recursion, since “Cash Out” is rarely used offensively. It also feeds into Eddy being a beast late game when I have few, to no cards in the deck and it gets shuffled in when stopped and can be potentially chained turn after turn.
“Wild Card” is the hammer, the really dangerous finisher, and it’s unpredictable effects. It’s the first card to copy another card in play (Random Guy copies a card in discard). Which at times is minor but very flexible…

What was it like working with The Boss during the creation of the competitor? Was there anything he made you change, or gave you ideas for?

Doug: The process was great. All 3 finishers and the gimmick went through multiple versions to get the mix right without being too crazy powerful or being made ineffectual. My advice for people is focus on the feel of the effects you want less than the power scale. Steve is very good at keeping it balanced power wise.

Did you purchase your character, or was it something that SRG decided to make on their own? If you did purchase it, do you think it was a worthwhile investment?

Doug: I bought it awhile back when the cost was less than now. I felt it was worth it, but it all depends on budget and how you play and interact with the community. You can be a character without a character pack easily enough. If you have the budget for it, it’s a very fun and rewarding experience to be made into the game, and see what other players do with the character and react to it.

Would you be willing to offer some advice when it comes to building a deck for Eddy Fury from your own experiences with the character?

Doug: His gimmick is stand-alone enough if you have a preferred deck style in general it will mostly work with him. He is fun playing aggro with the knockdown cards, and “School Boy” is an almost auto-include for him. “School Boy” gives you some card draws (to get “Cash Out” asap in hand) and you play it early not expecting to finish (though you can now and then) but it’s a quick way to pump the crowd meter up. Hitting “School Boy” early is a no-win for the opponent. Recursion cards for “School Boy” and “Cash Out” help a lot. Stat or turn bonuses stack well with the gimmick also.

Do you have any advice for anyone who may decide to create a competitor in the future?

Doug: Have a strong sense of what you want to play, both in-game mechanically and personality wise. Especially now with so many characters (especially player created characters) you want either (or both) to make a character you will absolutely play as your main deck, or that will stand out in the crowd and appeal to the general community as someone they would want to play as.

With you being one of the most recognizable personalities in the SRG community, what advice do you have for others who’d like to become more of a personality themselves?

Doug: Practice the promos. Get the theme and mannerisms of the character down some before pushing it out into the wild. Especially if you are looking at playing someone that isn’t you in kay-fabe. Don’t take the character too serious and separate competition with character. We all want to win a belt or C-A-C some day as players, but the fun of a personality driven character is that you can make someone’s day when you lose and lose well (sell, play the fool in the loss ect). Be as happy playing your role whether your booked like Ric Flair or Disco Inferno.

Is there anything in the future pipeline for you when it comes to this game? Any more competitors you’d like to create? Anything else you’d like to accomplish in the SRG Universe?

Doug: My main focus is getting a bigger play group here in Vegas and trying to be a west coast hub, should we get groups in California, Arizona, or Utah down the road. I can make a big event or two a year but I’ll mostly be online and local. I may make Oldy Blanderson down the line, or an alternate Eddy Fury with a recursion gimmick, but it depends on my budget…nothing for awhile at least.

If there is anything you’d like to advertise, or put out there to the community, please do so. The floor is yours sir!

Doug: Atomic Trading here in Vegas is our home for SRG, we play Wednesday nights mostly. We will be running prize events real soon, and hopefully something down the line to promote more broadly to attract a traveler or two :). Vegas Invaders are finally making their debut in the greater SRG universe this Gencon!

Behind The Mask: Ezekiel Zhong-Han Azib

Ezekiel it’s a pleasure getting to speak with you, and I appreciate your time. Some people may or may not know, but you actually have 3 characters currently immortalized in the game we all love. Today we plan to talk about two of the three with META and Riggs Simmons. First of all, who was created first, and secondly, what was your thought process when coming up with those two characters?

Ezekiel: Sure & it’s a pleasure to be on here, especially since I’m residing on a different land mass and time zone. There’s actually more than the known 3 but yes, Riggs & Meta are my primary creations and my Pride & Joy. Riggs is my first created and Meta is actually my third. As for my thought process, I draw a lot from this universe to create what we have now in the SRG universe, so a lot of personal experience and what’s in pop culture.

First we’ll start with Riggs Simmons. Is there any certain reason why you chose the skills layout that you did? Any certain things that you wanted to run at the time that needed certain skills to be higher?

Ezekiel: So around the time I created Riggs, I was like months into training at Singapore Pro Wrestling (SPW) and I realistically based it on my actual skill set. I was a martial artist growing up so strikes and grapples were high. I wasn’t the fastest and had no technique so those were low. My fight style was more beat down and go so I picked power over the methodical submission. I believe I made Riggs when I first heard of this game and its culture while browsing Kickstarter so I learned what was needed about the game while also creating Riggs.

How did you come up with the gimmick for Riggs Simmons? It’s quite an interesting gimmick, though it seems like there would be a lot of follow ups needed to really be able to use it often enough.

Ezekiel: Well when I studied the game, I learned a lot of it would be spent in the follow up phase, until you throw down the finish. When I started browsing the available cards at the time, a majority of the stop cards were leads and the follow ups were beefier attacks so with the right combo, I could cycle through and prep before I go into the finish.

When it came to naming your finishers for Riggs Simmons, along with the images used for those finishers, what went into your thought process? Is there any special meanings to any of them? Is there anything certain you wanted to do with the text of the cards as to what the finisher does?

Ezekiel: Even when naming Riggs himself, I was and am a roadie for SPW and wanted to represent that in him so Brütal Legend’s Eddie Riggs was my skeleton for him. I even had a custom denim vest with patches of various promotions one being the SRG universe. “Rigged to Strike” is my ‘All or Nothing’ playing it down is my match killer with baseline of two 10’s and two 9’s. “Girder Collapse” ties back to my follow up gimmick and learning patience in wrestling. The scoop slam was my most mastered grapple when I started so it became a signature with my personal touch of me following through and driving myself onto them. As a roadie the tear down is a more arduous task than setting up especially with the crowd sticking around for photos with the stars, but most rewarding after once we sit down for a meal together. When I started training with larger guys my go to finish was to pounce behind them, grab them by the neck and gradually wear them down, when I got better it became my submission.

When it comes to Riggs Simmons, it has been brought to my attention that there are actually two versions. Even though I believe they have the same text, the art is a bit different. Are you able to explain the change, or the process that you had to go through to get a second version of the card?

Ezekiel: I knew that’ll come up, so when I got into Supershow & Pro-Wrestling, I had a girlfriend who was prominently featured in the first edition and named the strike finisher after her. She agreed to it when it got to the build but when she dumped me, she decided to out the cards as well, so that “Girlfriend Edition” got discontinued and I had to scrub her off the character card. I also had to rename “Hail Kaitie” (based on Hail Mary) to “Rigged to Strike” in this rebranded Riggs’ “Solo Edition.” This also birthed my second & fourth characters but not worth mentioning currently.

With the way the game has grown over the past year or so, what are your thoughts on the fact that a character like Riggs Simmons isn’t available for purchase at the moment off of the website? I know you’ve sold them to some people, but a lot of newer players may not even realize he’s a character in the game unless they happen to come across it here on Powerbomb or hear about it otherwise. Would you be down for a possible alt art re-release sometime down the road?

Ezekiel: I say it sorta aligns with my wrestling career currently, now on the back burner with new guys having their turn to shine but still not that much forgotten. Biding my time, training until they decide it’s time for 3stars to become 5stars. As for here, he’s been my primary here in the LCW, even the current champion, and am open to matches online if requested or challenged. I am intending to discuss a re-release of the “Solo Edition” and am looking to work a tag team run with Meta, I just need a name (Currently it’s Cross/Over) and I have a something lined up after but that’s not worth the spoil.

If you had to redesign Riggs Simmons, as in changing a stat or two, or possibly his gimmick, what would you like to do with the character?

Ezekiel: As for a technical redesign, maybe switch around my mid stats to reflect my current performance. For the gimmick, given I’ve sacrificed a lot for pro-wrestling and it’s culture, maybe on my turn: discard a card to get an effect.

Now let’s move onto META, I honestly have to say that the character is truly one of a kind as far as I know, with not only being a flip character, but also a character with 6 total finishers, that are better for one side of the card or other. What were some of the difficulties in creating a character that flips and has that many finishers?

Ezekiel: Meta was created when I fully understood how the Supershow works. The inspiration came from the SRG universe itself and I wanted Meta to be a big thank you to everyone, from the creators, the players to even wrestling fans. A difficulty is to maximize usability of what can be put in without it being too overpowered in a single line of game play. So while there are certain finishers that favors one side or the other, a true master is able to fully utilize a flip strategy and plan finisher execution. I created Meta such that he’s accessible to newcomers, reliable to veterans and can be absolutely savage to masters of the game.

With META having two sides, what thoughts did you have when it came to putting together the character’s stats for both sides?

Ezekiel: So I love my comics and the most compelling characters that stick with me are those that are or have been good & evil. For face Meta I wanted him quick on his feet both defensive & offensive so agility & strike are the high stats and as most textbook heroes go for the non-lethal end, submission was next. As for heel Meta, I wanted him to be a methodical brute so maximum power followed by technique and an above decent grapple to boot.

Normally it’s hard to come up with a gimmick at first, but what was the process like coming up with a gimmick for both sides of the competitor? Also are you happy with how the character plays?

Ezekiel: For a two-sided competitor I didn’t want the gimmicks to be too similar that’s it’s just a palate swap, yet so different that it’s like a whole different competitor. I wanted Meta involved in the event of stalemate rolls or bumps as both players get to draw, both has the advantage depending on what they draw. Heel Meta was easy, he just says you can’t draw, for face Meta he gets a 50/50 do over to possibly roll better, to make a move, or accepts the draw and not risk his opponent moving. While Meta is allowed to turn evil, I would have preferred if he could flip good as well.

With 6 different finishers, it had to be rather difficult coming up with names and images to go with each of them. How did you choose the names and images? Also was it your idea to have each of the finishers attached to a different skill being rolled, or was it something that The Boss had an idea for?

Ezekiel: As I’ve mentioned above the SRG Universe itself inspired Meta and given it’s a card game with a dice element, I wanted to emphasize how great this addition of the dice is. So if players wanna keep it safe there’s the obvious 3 to choose but if you’re cunning to work a flip into the match, an unexpected flipped finisher can catch a master off-guard and steal a win. “Jiraishin” was from my favorite Japanese TV show growing up: Guyferd. The move translates to ‘Landmine Shock’ and much like an actual landmine once triggered there’s no undo. “Flip the Script” was a fun one when I thought it up, like a 2-headed coin it’s one where you can’t really roll badly, unless your opponent rolls really well. I wanted “Fractured Reality” to be the most unfair when played granting only 1 chance to escape, while experimenting after training I came up with the submission move which you now see: a kimura to the targeted arm, my back leg trapping the other, and my body weight on him preventing him from moving. “Breaking the Fourth,” much like Deadpool is to amputate or dismember the opponent in the event that it moves into the next level. “Overture Op” is meant to be a quick grab finisher, whether to end the level or the match. “Tap or Snap” is the more ‘regular’ of the 6 giving me more moves to work with when it goes into the next level. The first 3 are match enders while the next are match ‘progressers’. I gave The Boss what I would want done, he tells me how much it can be done to balance him out and not make it too crazy.

If you had a chance to redesign anything about META, whether it’s the stats, gimmick, finishes or whatever, what would you like to do with the character?

Ezekiel: As I’ve mentioned earlier, I would want him fully flippable, to make him able to change from face to heel and back when necessary in the match.

What was it like working with The Boss Steve Resk during the creation of your competitor sets? Was there anything that he made you change? Was everything quite smooth?

Ezekiel: He was great to work with, as I’ve said earlier: I provided the “what,” and he tweaked the “how” so they would play fair.

Do you have any advice for anyone who would want to make a character for the game in the future? Anything that people should know before jumping into the deep end?

Ezekiel: I say when coming up with the characters, if it looks and feels naturally put together you have something worth the effort. If available spend time on one of those games that lets you create and dress up your player, when the aesthetics are done right the rest will fall in place. Narrative can help initial build the stats, gimmicks & moves. When given the chance to discuss with the Boss, make full use of the time granted. And of course have fun while doing it, otherwise what’s the point?

Would you be willing to offer up a deck list for both Riggs and META that could give other players a better idea of how you like to play the characters that you’ve created?

Ezekiel: Meta is a very varied character to deck build and the same deck can play differently from player to player. I am willing to offer my iteration, but I highly recommend build yours before referring to it. As for Riggs, sure thing, I have my Spartan/Monk configuration which won me my first & current title reign as LCW champion.

If there is any other topics you’d like to talk about or anything you’d like to plug, go ahead and do it. The floor is yours man.

Ezekiel: So as some have known but most will now, I train & perform with SPW, we have a YouTube channel where you can view our content such as matches and promos. We do shows every 3 or 4 months if you’d want to check us out. I run Leo City Wrestling (LCW) the local Supershow chapter & card marketplace in Singapore. Wrestlefest is happening in Singapore on October 5th. While I have a Facebook presence for both characters, Meta’s Instagram is recently picking up speed and you may follow him @the1metaverse. And a future plan worth noting, I plan to come round stateside to train & perform (maybe even join your local leagues), currently ASWA (& OVW) in Louisville KY, looks promising but feel free to advocate your town for a stopover. If that is all, thank you again for having me, hope to see you all soon and as always #PlayItForward.

I’d like to once again thank Ezekiel for joining me during this interview, and I hope that everyone checking it out learns a thing or two, or at least enjoys seeing The Supershow from another players point of view. We will definitely be circling around sometime in the future to hear about Ezekiel’s other characters in the universe, so make sure to stay tuned!

Behind The Mask: Collin Simon

Behind The Mask will be a weekly interview with a member of the SuperShow community where they will talk about a character or characters that they have made for the game. Hopefully you will not only enjoy the possible stories told about the creative process, but also gain a bit more motivation to add your own character to the game sometime down the road. Without further ado, let’s get onto the interview…

I’d first like to thank you Collin for joining me today to talk about the creation of Zombie, one of the newest additions to the L.F.F. Please tell me, how did you come up with the character?

Collin: Zombie was the culmination of about 20 years of character I created in 1998. He started as a concept when I was in middle school and has evolved in video games, online games, tabletop games, and I even used to the character in real life when I spent a year in professional wrestling school around 2004.

Is there anything special that we should know about the character that may not be shown by the card art, or within the finishers that the character has?

Collin: The character started as a gothic horror character and was very serious and impervious to pain. Then he evolved into an ultra violent hardcore wrestler and ultimately he became a comedy Deadpool like character. I tried to capture all of it in the character card and moves. Hence the submission catching the humorous side.

Is there any certain reason why you chose the stats that you did for your character? Were you looking to play certain cards, were you simply staying true to who you felt the character was?

Collin: The stats I chose are a culmination of ideas. The 5 in submission is because he never really used submissions. The grapple being a 10 was because I like the card DDT and the rest just kinda plugged in. To my knowledge he has a one of a kind stat line as of now in SuperShow.

How did you come up with the names for your finishing moves? Also, what was your thought process when you were choosing what actual move would be used in the card art?

Collin: So the names of the finishes. The Gravedigger (Impaler DDT) was the first love he ever had. It was inspired by Gangrel and Raven. Raven being my favorite wrestler ever I wanted to pay homage to his finisher of a DDT with my own spin. The goofy submission came from a wrestling role playing game that required me to make a submission, so I just randomly made it up. The strike (Dead End) was a signature move I needed for the video games, and I always liked the Code Breaker.

What was the process like working with the SRG Boss on the creation of your character? Was there a lot of back and forth, did you feel you had a lot of creative freedom? Did anything get nixed that you wanted for your character, whether it was a name for a finish, the text for a finish or your gimmick?

Collin: The process working with Steve was very smooth. The gimmick actually had an “and bury a card in your opponent’s discard pile” clause at the end, that turned to an “or” and finally dropped. You can see some of that in the grapple finish. When I submitted the moves I didn’t give text and left it to Steve to balance them out. I think he did a tremendous job and anyone who plays my character will see those finishes sting. Overall I think we had about 5-6 different exchanges via text on the creation process. It was very smooth and he did a good job explaining any changes.

With you purchasing your character through the Kickstarter, do you feel that it was a worthwhile investment?

Collin: I feel the investment was worth it. If you break down the price per hours of entertainment I’ll get out of it, plus I got all that Kickstarter stuff on top of it.

If you had advice for someone who was about to create a character, or someone who happens to be thinking of creating a character, what would it be?

Collin: The only advice I have is be willing to accept change and try to be original, but not too complex. Also try not to get in the mentality that your character will be better than the other ones. The goal is to be on par, not game breaking.

Do you have any future plans on making more characters for the game, and if so, would you like to hint at any ideas that you currently have?

Collin: As far as the future goes, I’m not buying anymore characters. If I happen to win a CaC event then I will make my wife’s character Cherie Von Danish the baker. If somehow I make more, I have a short list of other friends I’d like to see like Girthquake or Bobby-O. I’ll be playing for a long time, so you never know.

And there you have it, thank you for joining me, and look forward to the next edition at the same time next week. Ciao!

SRG Competitors: By The Numbers!

This article may not be for everyone, but for fellow players like myself who enjoy number crunching and analysis, this should be right up your alley. When it comes to the various competitors that make up the L.F.F., everyone knows that each competitor has skills that range from five to ten, but when you break down the numbers, you’re able to see that there are certain skills that have a lot more tens than others. Below we’ll spotlight a few interesting findings that was found while compiling the data of all known competitors currently available in The Supershow. If anything was missed, keep in mind when this article was typed up. Also it is possible that a character or two could have been missed if Bob or myself don’t know about them. Anyway, let’s move onto the data at hand.

As of now, there are more 10’s in Strike, than there is in any other skill. On the other end of the spectrum, there are only 8 competitors with a Strike of 5.

With a total of 165 total singles competitors used for this data, not counting flip cards twice unless there was a stat change on them, above is the number of competitors that fall within each skill and number. Obviously, there aren’t too many Tag Team or Trios in the game currently, but we have those accounted for as well in their own little table. Hopefully we get more Tag Teams and Trios sooner rather than later though!

Anyway, as you look through the data provided, you can see right away that more characters have 10’s in Power, Agility and Strike than the other three skills, with Strike coming in as the winner currently at 35 competitors. If you look at the other side of the coin, there are currently only 19 competitors that have their Technique skill as 10. So keep that kind of thing in mind when it comes to creating characters in the future. If you skip over to what skill has the most 5’s, Power and Technique reign supreme on that, which means that competitors are either very strong or very weak when it comes to their power, there’s not much in between. One thing that sticks out like a sore thumb is the fact that there are only 8 competitors right now that have a Strike skill of 5. I guess it makes some sense if you look at the fact that 44 competitors have a 9 in Strike, making the total between 10’s and 9’s 79. That’s almost half of the competitors, which in turn makes a card like “Running Lariat” hard to use on a lot of the competitors in the L.F.F. If you use that same mindset however, a card like “Single Leg Crab” used by a competitor that has a 10 in Technique has a high chance of working.

Analytics isn’t something that everyone needs to use, but it could be a valuable tool when it comes to not only selecting a character you’d like to play, but also what cards you decide to put into your deck. I’ll continue to release more information about various character gimmicks, and other data that can be used to give yourself the best possible chance to succeed in this game that we all love. If anyone has any questions, or would like to chime in with their opinion, feel free to do so as a reply to this post. I’ll also post the same table that was posted above, but with percentages instead, if you’d rather see it in that way. I’ll see you all at The Grand Gathering very soon!

The same data as above, but in percentage form.

HCW Promos Now Available!

Three new promo cards have been released!

As spoiled over this past week, there are three brand new cards that are entering the game. At the Horsemen Championship Wrestling event today, these three new promo cards will be given out to everyone who enters the big Create-A-Competitor tournament. If you’re not able to make it up to Michigan today for the event, the cards are also available for purchase online at the link listed below. Good look luck to everyone in the tournament, and expect to see a whole lot of “Apocalypse” getting play in the very near future!

#4 – Apocalypse | #14 – The Seven Seals | #24 – Destiny’s Call

Online Purchase:

2 New Cards Spoiled For The Al13n Invader vs Red Pill Boxed Set.

A new artist has joined the team of SRG Universe named Arnav Panda, and these are two of the first new cards that Arnav has made the art for. Both of these cards, along with the Strike version will be available in the Al13n Invader vs Red Pill boxed set.

Source: SRG Universe Facebook Page