Please Login or Register to get full access to the forums.

Lost Password?
Current time: 01-13-2026, 07:32 PM (time should display as Pacific time zone; please contact Admin if it appears to be wrong)                                                                


X-treme Wrestling Federation » XWF Roster » XWF Roster Pages / Move Lists
Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
ANARCHY: Micro RP Show Wicked Witch of Wrestling
Author Message
Witch Offline
Active in XWF



XWF FanBase:
Hardcore, psycho fans

(cheered for breaking rules and bones; excessively violent; creative with weapons)


#1
12-17-2025, 03:26 AM

WICKED WITCH OF WRESTLING


[Image: witch.gif]



Wrestler's Real Name: Unknown

Wrestler Age/Date of Birth: Could be hundreds or thousands of years old

Height: 5'8"

Weight: 150

Hometown: Parts Best Left Unknown

Alignment (Face? Heel? Antihero?): Monster Heel

Pic Base: The old-timey classic Wicked Witch of the West from the 1950s Wizard of Oz movie

Backstory/Important Character Details:

Long before the rise of modern nations, she was known simply as the Lady of the Court, a woman of singular beauty who possessed everything the era valued: lineage, wealth, and admiration. Yet, her heart was a cavern of insatiable vanity. Her desire was not merely to be beautiful, but to be the most stunning woman in existence, a being of such visual perfection that the very air would still in her presence. This relentless pursuit drove her away from holy rites and toward whispered incantations. She first began to dabble in the fringes of the dark arts, seeking only superficial glamour. The magic worked, and her beauty transcended the natural world, becoming an intoxicating, almost debilitating force that held kings and princes enthralled.

Her power grew in lockstep with her gorgeousness. She reigned supreme in the royal courts, manipulating thrones and economies with a mere glance, believing herself to be above morality and consequence. But the more she received, the more she demanded, and her ambition grew to gigantic proportions. This colossal vanity, her spiritual hubris, did not go unnoticed. A secluded, ancient Coven of True Witches, who saw beauty as a dangerous distraction from true, raw power, grew enraged by her superficial corruption of the dark arts.

They saw her not as a beautiful creature, but as a parasite who had stolen power she neither respected nor understood. In a terrifying, coordinated ritual, they descended upon her. She was not killed but given a fate far worse: she was hit with the Curse of Vanity. Her exquisite skin turned a sickly, sulfurous green, her features twisted into a horrific hag's scowl, and her body was imbued with slow, creeping decay, a grotesque mockery replacing her delicate perfection. Her curse ensured that her aging would be agonizingly slow, granting her immortality, but forcing her to gaze upon her hideous, ancient form for eternity.

The men who had once worshipped her now recoiled in terror. The royal courts, seeing the definitive proof of her dark dealings, turned on her with a righteous fury, seeking to destroy the cursed monster. Using the raw, untamed witchcraft forced upon her by the curse, the now hideous Witch barely escaped her own execution. For hundreds of years, she has existed deep within remote caves, forgotten forests, and abandoned dungeons, driven by unending hatred and the desire to reverse the curse.

She would venture into rural villages and desolate settlements, not for treasure, but to torment and defeat the most vibrant souls, harnessing the essence of vitality and youth from her victims' dying breaths to stave off decay and, she hoped, fuel the ultimate restoration spell. She would linger only until the terrified locals inevitably organized, driving her out with pitchforks and fire, forcing her to relocate her vile operation time and time again.

In the modern age of 2025, she made her way to America, where she discovered that in a landscape of hyper-stylized entertainment, a truly grotesque, green-skinned hag could actually blend in. Her eternal secrecy was no longer necessary. Her revelation came when she stumbled upon a crude, "mud show" wrestling event in a forgotten southern town. Intrigued by the raw, public display of power, she found that her look drew immediate attention. A promoter, hungry for a quick spectacle, offered her a spot, intending only for a cheap thrill and a rise out of the fans.

What he got was a disaster: the Wicked Witch of Wrestling used her witchcraft openly, destroying her opponent with frightening malice. In that moment of physical victory, she felt a profound surge of energy unlike any she had felt from a villager. She realized that the wrestling ring was a concentrated nexus of Essence of Glory, the youthful vigor, physical peak, and spotlight energy that comes with athletic success and victory. She now stays in wrestling, not for fame or money, but to perpetually compete and defeat the most celebrated athletes, collecting their Essence of Glory in her vials and component pouch until she has enough power to break the millennia-old curse and revert to her magnificent, former self.

Strengths: Witchcraft. Durability. Toughness. Violent. No morality.

Weaknesses: Her power is dependent on harvesting essence through victory and pre-match rituals, and prolonged losses or interrupted rituals weaken her both physically and mentally. Speedy wrestlers.

Entrance Theme Music (Provide YouTube link as well as name and version): "O Fortune" by Carl Orff



Ring Entrance (PLEASE write one out for use in match/show writing):

The arena is suddenly plunged into a deep, sickly emerald green and oppressive black as the colossal, pounding choir and tympani of "O Fortuna" erupt across the speakers. The ring announcer's voice booms with a strained tremor, introducing her as the "collector of destiny, the architect of sorrow, the bearer of the Curse of Vanity! Prepare yourselves for the Wicked... Witch... of... WRESTLING!"

A thick cloud of low-lying smoke begins to creep out from the ramp. As the music hits its powerful, sweeping orchestral swell, a single, intense spotlight cuts through the fog, revealing the Wicked Witch of Wrestling standing motionless at the top of the ramp. Her silhouette is framed by her long, tattered black robes, and she clutches her ornate black cauldron in one hand. She slowly lifts her hideous green face, unleashing a piercing, amplified cackle that slices through the powerful chorus, marking the start of her slow, deliberate, and arrogant march to the ring.

She walks with a heavy, powerful stride, staring at the crowd with utter contempt; she may pause to dramatically swipe her arm at any fan who dares reach out, dismissing them as a trivial nuisance. As she nears the ring, she briefly pauses her march, dipping a finger into the cauldron and smearing a bit of a dark, oily substance onto herself before the confrontation. She then mounts the steel steps with intimidating ease and stomps into the ring, scaring the hell out of the ref and the fans at ringside.

Once inside, she carefully places her cauldron on the apron and steps to the center of the ring, turns slowly to face all directions of the arena, and finally raises both hands above her head as if concluding a dark ritual, just as the final, dramatic crash of the "O Fortuna" music cuts out, leaving the venue in a terrifying, expectant silence.

In-Ring Style (Technician? High Flyer?): Ruthless brawler who blends stiff strikes, grinding power moves, and dirty tactics with calculated misdirection and psychological manipulation. She focuses on breaking an opponent’s rhythm through deception, chaos, and sudden counters rather than speed or flash, thriving in disorder and referee distraction. When the moment is right, she adapts by stealing her opponent’s own signature or finisher, turning their strength against them.

10 or More Standard Moves:

1. Backbreaker

2. Cauldron Club Lariat

3. Vise Grip

4. Claw Slap

5. DDT

6. Overhead Chop - double axe handle

7. Hammer Fist Drop

8. Swinging Neckbreaker

9. Eye Rake, low blow, etc

10. Snap Suplex

11. Stinger Splash

12. Running Bulldog


Trademark Move Name(s):

1. There is no name for this signature because it is different actions she could take during a match. Being a witch, she relies on witchcraft when needed, and can be found to deliver the following witch-like stuff to herself or her opponent:

~ Vial of Vanishing Vapor...

(A tiny, smoke-stained glass vial worn as a locket under her singlet or hidden in a glove. When the referee is distracted, she subtly uncorks the vial toward the opponent's face. The vapor doesn't hurt, but it causes the opponent to momentarily see stars, feel nauseous, or lose focus, giving the Witch time to recover from an attack or immediately execute a strong counter-move like a DDT or backbreaker. )

~ The Charm of the Crone's Grip...

(A small, petrified human finger tied to a black cord and tucked into her boot or the inner lining of her attire. As she locks up for a power move like a press slam or a suplex, she grips the charm tightly in her palm, giving herself temporary Super-Strength/Unbreakable Grip. This allows her to easily overpower a larger opponent for one specific, devastating move, making her look unnaturally strong. It explains how her strength is magical and temporary rather than pure, sustainable physics.)


~ The Mirror Shard of Reversal...

(A jagged, polished shard of dark, reflective glass, perhaps disguised as an elaborate ring. As an opponent hits her with a forceful strike, she quickly presses the shard against her chest or arm. The impact is visually diminished, and she recoils much less than she should. This move is used purely for defense, signaling that the blow has been weakened.

~ The Phial of the Accelerated Clock...

(Small, sand-filled phial resembling a minuscule hourglass, often kept in the black cauldron or pinned beneath her hat. She dramatically produces it, shakes it, and then places it down near the outside apron. If the opponent is outside the ring, the referee's 10-count suddenly feels much quicker, making the opponent struggle to get back in time for fear of a count-out loss. If the opponent is being pinned, it causes the referee to rush the count to three.

2. Ride of the Monkeyries

(In moments of severe desperation, the Witch will let out an ear-piercing cackle that summons a horde of flying monkeys from the rafters and the crowd. Chaos ensues, and while the Witch distracts the referee, the horde maul the fuck out of her opponent by doing kamikaze dives and other beatdown shit. Sometimes the flying monkeys will distract the ref with their horde chaos, allowing the Witch to sneak in some illegal shit to finally take out her opponent.)

3. Dorothy's Doorstep

(A Sleeper hold.)


Finishing Move Name(s):

1. Simulacrum

(She steals one of her opponent's signatures or finishers and uses it against them.)


Favorite Hardcore Attacks/Spots: Anything, literally anything. Dealer's choice for match writers.

Additional Notes (What are some things that they would ALWAYS do? Or would NEVER do?): After defeating an opponent, she will collect a portion of their essence and put it in a vial or her component pouch. During the week(s) before her match, she will do rituals to give herself boons to help her fight.

[Image: witchxwflol.png]
Edit Hate Post Like Post
[-] The following 1 user Likes Witch's post:
Dolly Waters (12-28-2025)




Users browsing this thread: 1 Guest(s)