Abilities were special attributes awarded for e-wrestlers that compete in Lords of Pain Wrestling (LPW), which generally serve to symbolize the behaviors an e-wrestler will exhibit during a match. Taking a page from video games and experience points, e-wrestlers were rewarded with additional abilities over the course of their LPW career.
Out of character, abilities serve as a visual tool to assist match writers when it comes to envisioning the e-wrestlers they were writing.
Credit to logos are from WWE SmackDown vs. RAW 2010.
List of abilities[]
Ability | Description | Examples | |
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Dirty Cheater | Reserved for the sneaky heel, the e-wrestler will try to take advantage of his opponent when the referee is not looking. |
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Durability | Notable for its health advantage, this ability is for the e-wrestler who can take a pounding and keep on ticking. |
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Escape Artist | When grounded near the ropes, Escape Artists can quickly exit the ring to avoid further attacks. |
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Evasive Dodge | Helpful for defensive smaller wrestlers, Evasive Dodge performs quick-action evasive maneuvers to roll-out of harm's way. |
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Exploding Attacker | Exploding attacks are offensive moves in which an attacking wrestler charges towards a standing opponent and explodes into him. |
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Fan Favorite | Used only for face e-wrestlers, Fan Favorites get the crowd pumped and on their side. |
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Fired Up | Much like Hulking-Up, after an e-wrestler tolls loads of damage, an inner fire will suddenly emerge from within the competitor to make a comeback. |
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Hammer Throw | Specializing in the art of the Irish whip, the e-wrestler will have an increased advantage when whipping his opponent, especially with follow-up attack. |
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He's Hardcore! | Specialzing in hardcore wrestling, the emphasis focuses on the brutality of attacks and extreme physical toll on the e-wrestler involved. |
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High Flyer | High Flyers will use the ring and its posts as a launching pad to showcase their aerial techniques |
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Kip-Up | Wrestler transitions from a supine position directly to a squatting position by propelling the legs, and consequently the entire body, away from the floor. |
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Lock Pick | Using a high degree of chain wrestling, wrestler will have advanced set of holds to lock their opponent into a submission move. |
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Object Specialist | Looking to gain an unfair advantage, the bearer will specialize in foreign objects. It may also reflect someone who uses the ringside environment to his advantage. |
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Possum Pin | An expert in pinfalls, wrestler can perform wide range of pinning attempts to ensnare opponent for a three-count. |
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Power Base | Emphasizing a wrestler's strength, one with a power base will involve lifting the opponent up and throwing or slamming him down. |
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Pullback Attack | Before releasing an opponent during an Irish whip, will pull opponent back for a surprise strike or grapple attack. |
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Referee Shield | Normally reserved for a heel, the e-wrestler will manipulate the referee (or other non-participant) to take advantage of his opponent. |
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Resiliency | The damaged e-wrestler will be able to recover from a shock, insult, or high-impact move. |
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Springboard Dives | Normally possessed by someone who also holds the High Flyer ability, the e-wrestler will use the ring ropes to gain heigh to perform an offensive move. |
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Strong Striker | Packing a powerful punch, the attacking e-wrestler will cause significant amount of damage within close range to an opponent. |
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Taunter | Reserved for a heel, a taunter will use insulting language or gestures to demoralize the recipient, thus stealing away confidence and crowd support. |
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Disbursement[]
There were a total of 21 abilities. Every e-wrestler has the option the pick which abilities they want. The maximum abilities that could be achieved is five.
For sign-ups without any previous LPW experience, the starting point is one ability. After every five matches competed in, an e-wrestler will be rewarded with an additional ability. As a general rule, only official recorded LPW matches add to the tally (which does not count Backstage Brawls or Owner's Cup matches). Additionally, any no show does not contribute to a competed match.
Thus, the breakdown follows as such:
- For signing up, starts off with one ability.
- After five competed matches, gain a second ability.
- After ten competed matches, gain a third ability.
- After 15 competed matches, gain a fourth ability.
- After 20 competed matches, gain a fifth and final ability.
As a general bonus, for any e-wrestler who wins an LPW championship over the course of his/her first 20 competed matches, an additional ability may be added (thus, the e-wrestler will only need to compete in 15 matches to reach the maximum of five abilities).