hPwF Dice Rules
Attack Dice - 2d70
Championship Attack Dice - 2d75
Signature Move Dice - 2d75
Champion Sig. Move Dice - 2d80

Reversals - 2d70
(For all,including champs, 3 per match unless otherwise stated.)

Pin Dice - 1d70
KickOut Dice - 1d70
(There are signature dice pins/kickouts provided that you did not use your sig. move dice roll during the match)

Note
There are MUCH more dice rules involved,such as a momentum roll, interference, foreign-object roll, etc. These are outlined fully in the "hPwF:Rules and Regulations" that is sent out to you if you are accepted into the hPwF. If you have any questions regarding some of the other rules, please use the contact information below.

Dice Chart
(This chart is used in all matches. Note that numbers beyond 75 are only used in special situations.)
1-14 - 0
15-19 - 1
20-29 - 2
30-39 - 3
40-49 - 4
50-59 - 5
60-69 - 6
70-79 - 7
80-89 - 8
90-99 - 9
100 - 10


hPwF Titles include the hPwF World Heavyweight Championship Title, the hPwF Intercontinental Title, the hPwF Tag Team Championship Titles, the hPwF World Women's Title,and a few others. Most singles matches employ a 'PR' (pin roll, accumulated by damage taken from the point system used with dice) and are turn-based. Starting with an "init" roll of 1d6 (this can vary for different types of matches such as a triple threat), the highest roll goes first and then the two wrestlers take turns typing a descriptive move and then rolling their attack dice, this continues until a PR is reached and one wrestler may be pinned or forced to submit (or whatever depends on the way to win the match.), different matches have different methods to win,so be sure to listen to what they are. There are many rules and regulations in the hPwF, but the simple line is that we try to provide fun for RPing in a 'realistic' sort of way online,with no screwjobs or corrupt members (especially those 'presidents' who always give themselves title shots). We believe strongly in fairness...and that's how things are and will always be.