Ringmaster3 0
Ringmaster3 0
Ringmaster3 0
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Copyright (c) 1997, 1998 by Bryant Berggren. Additional material and suggestions by Jay Anderson, Bryce
Berggren, Jerone Mitchell, and Eric Roy. Inspired by the WWF Adventure Game, by M. David Clark and
Whit Publications.
DISCLAIMER: All names of wrestlers used in this document are used solely for illustrative purposes. When such terms
include registered trademarks, use of these terms should not be seen as a challenge to those trademarks.
A Superstar is Born
Before you can enter the arena to take on the best, you need to create a wrestler -- your
alter ego within the fictional league you'll be taking part in.
Backgrounds
The starting point for creating a wrestler is his background, his pathway into wrestling.
Different backgrounds have slightly different effects on the wrestler, mostly in his
dealings with the fans and league management. Some backgrounds modify the Talent
totals, indicated per each background.
Note that one can combine two backgrounds, within reason, or change backgrounds later
in one's career.
Academy Graduate
The wrestler has been trained by a formal wrestling school, usually run by the league
itself. The wrestler receives extra contender points during the first cycle he's active equal
to one extra pinfall victory, reduced by one for each further cycle until the bonus
disappears. Turnovers used against a Graduate not only give the user Advantage, but add
a +10% bonus to their Maneuver Skill for the current maneuver. Joe Gomez, Bill
Goldberg, and Bam Bam Bigelow were Academy Graduates.
Athletic Pick
The wrestler is either an "all-american" (or equivalent) collegiate athlete or a
professional athlete of some note, in some sport other than wrestling. Triple PRE gains
until the wrestler reaches 400; double losses for inactivity. Mark Henry, Rocky Maiva,
Steve McMichael, and Brian Pillman were all athletic picks.
Division Shift
The wrestler comes from a different combat sport, such as an organized martial arts
circle, Greco-Roman wrestling, "ultimate fighting" and/or "shootfighting" leagues, etc.
The wrestler's opponents receive a -5% penalty to attack him with techniques that
coincide with his previous experience, and a +5% to attack him with other techniques.
The wrestler receives extra contender points equivalent to half a pinfall victory each
cycle.
Import (-1 Talent)
The wrestler is a recent acquisition from a competing federation. The wrestler receives
extra contender points during the first cycle he's active equal to one extra pinfall victory,
reduced by one for each further cycle until the bonus disappears. He also doubles PRE
awards until he reaches 400. Virtually every member of the New World Order entered
the WCW as an Import.
Hard Knocks
The wrestler comes from a long experience in mundane violence, such as a gang
member, bouncer, prison guard, bounty hunter, etc. The wrestler may not take the
"Injury Prone" Flaw, and must have a minimum TOU of 50. The wrestler's opponents
receive a -5% to BRA attacks against the wrestler, and a +5% to TEC attacks. Bam Bam
Bigelow, Big Bubba Rogers, the Gangstaz, and the Disciples of Apocalypse all got their
start in the school of Hard Knocks.
Living Legend (-4 Talent)
The wrestler has a career so long and so fruitful that his name is etched in stone on the
minds and hearts of wrestling audiences everywhere. The wrestler gains extra Contender
Points during each cycle equal to 1 extra pinfall victory; in addition, the wrestler begins
play with 400 Prestige instead of 100, and only loses Prestige half as quickly for
inactivity.
Builds
The next thing you must determine about your wrestler is his his height and weight. A
wrestler's possible Attributes are determined by his these values, and his choice of
Maneuvers will probably be made with these values in mind as well. Larger wrestlers
tend to have less inherent talent overall, but will also need it less.
Weight
In the following charts:
All weights are in American pounds.
Cost refers to the Talent points subtracted from the wrestler's pool (or the number
of bonus points added to the wrestler's pool).
Lift indicates the penalty to lifting maneuvers and pin escapes due to the
character's weight.
WDB (Weight Damage Bonus) is the extra damage added to Slam and Crunch
dice due to the character's weight.
Border indicates the maximum rating you can have at normal cost in the
indicated Attribute(s); beyond this amount, each additional level of the indicated
Attribute costs 2 points instead of one. Attributes with no listed Border have a
Border of 60.
Cost
+8
+6
+4
+2
+0
1
2
3
4
5
6
8
Range
Below 130
130 - 164
165 - 194
195 - 219
220 - 239
240 - 259
260 - 284
285 - 314
315 - 349
350 - 389
390 - 434
435 plus
Lift
-20
-15
-10
-5
+0
+5
+10
+15
+20
+25
+30
+35
WDB
-3
-2
-1
+0
+1
+2
+3
+4
+5
+6
+8
+10
Borders
STR/TOU 30
STR/TOU 35
STR/TOU 40
STR/TOU 45
STR/TOU 50
STR/AGI/TOU/STA 55
AGI/STA 50
AGI/STA 45
AGI/STA 40
AGI/STA 35
AGI/STA 30
AGI/STA 25
Heights
In the table below:
Cost is the cost in Talent points for that Height;
HDB (Height Damage Bonus) is the extra damage added to the Slam dice of
Range
Up to 5'4"
5'5" -- 6'0"
6'1" -- 6'6"
6'7" -- 6'11"
7'0" and up
HDB
+4
+6
+8
+10
+12
MAX
----5
-10
Rope
-10%
-5%
+0%
+5%
+10%
Attributes
Attributes are numbered measurements of a wrestler's ability in a certain field. Each of
the 7 Attributes used in RingMaster is assigned a value between 30 and 80 (all starting
attribute values are divisible by 5). In general, these values can be considered to
represent the following levels:
30
40
50
60
70
80
All wrestlers begin with a rating of 25 in each Attribute before spending any Talent; each
additional 5 points costs 1 Talent, until the Border (see "Build" above) is reached, when
the cost becomes 2 Talent per 5 points. Thus, a 40 SAV costs 3 Talent, while a 65 SAV
costs 9 Talent. Attributes are always purchased in 5 point increments (you may not start
with a 63 SAV or 48 STA, for example); no more than 15 Talent may ever be spent on
any Attribute.
Strength (STR)
STR is the wrestler's brute force and raw power. Strong wrestlers often have the most
impressive high-impact maneuvers -- even a simple bodyslam can be a remarkably
effective maneuver from a powerhouse wrestler. STR determines the POW Trait.
#
30
40
50
60
70
80
Description
Weak, muscularly undeveloped.
Not particularly weak or strong
Basic muscle definition.
Very defined muscles
An established power wrestler
Extraordinary muscle definition
Example
Jim Cornette
Rey Misterio, Jr.
Flash Funk
Chris Benoit
Farooq
Ahmed Johnson
Technique (TEC)
TEC is the wrestler's pure grappling ability -- his skill with grabs, locks, leverage-based
throws and/or takedowns, and pinfall predicaments. It also represents, to a large degree,
the wrestler's skill at countering or escaping these maneuvers.
#
30
40
50
60
70
80
Description
Rarely uses even a headlock
Limited mostly to basic maneuvers
Adequate knowledge of classic wrestling
Could beat a scholastic champion
Could compete on an Olympic level
Could teach an Olympian a hold or two
Example
9-1-1
Hulk Hogan
Lex Luger
Owen Hart
Bret Hart
Dean Malenko
Agility (AGI)
AGI is the wrestler's quickness and talent at performing acrobatics and/or using aerial
tactics (those involving flips, jumps, or leaps from the turnbuckles and ropes). It
determines the wrestler's SPD Trait.
#
Description
30 Slow, clumsy, or absolutely grounded
40 Typical unimpaired movement
Example
Yokozuna
Henry Godwinn
50
60
70
80
Dallas Page
Rob Van Dam
Eddy Guerrero
Rey Misterio, Jr.
Brawling (BRA)
BRA is the wrestler's talent for punching, kicking, and similar roughhousing. Brawling
includes both techniques using vicious maneuvers like hair-pulling, choking, and eyegouging, and the sophisticated hand-to-hand maneuvers of the Oriental martial arts.
#
30
40
50
60
70
80
Description
Couldn't even kick a habit
Instinctive infighting skills only
Can hold his own in a fistfight
Can hold his own in a barroom brawl
Martial arts master or "toughman"
Could outbrawl multiple foes at once
Example
Elizabeth
Bob Backlund
Bret Hart
Kevin Nash
Tommy Dreamer
Cactus Jack Manson
Savvy (SAV)
SAV represents the wrestler's wits, perceptiveness, and business sense. Wrestlers with
high SAV are quick to think on their feet, and get caught off guard less by the
unexpected.
#
30
40
50
60
70
80
Description
Dumb as a bag of rocks
Naive, thoughtless, or apathetic
Sharp, attentive, or dedicated
A wary opponent, quick-witted
Clever, sneaky, and experienced
A genius tactician or trickster
Example
Buh Buh Ray Dudley
Nasty Boy Knobbs
Jeff Jarrett
Jake Roberts
Ric Flair
Jim Cornette
Toughness (TOU)
TOU is the wrestler's physical toughness and intestinal fortitude. TOU determines how
much a given Maneuver will hurt the wrestler in the first place. TOU determines the
wrestler's RES Trait, as well as his starting Intensity.
#
30
40
50
60
70
Description
A good strong wind will knock him out
Can take a few hits before going out
Takes quite a licking
Well known for taking a beating
Can seemingly take inhuman punishment
Example
Jim Cornette
Barry Horowitz
Shawn Michaels
Steve Austin
Vader
Undertaker
Stamina (STA)
STA is the wrestler's resistance to pain and fatigue, a combination of physical
conditioning and sheer willpower or "heart". STA determines a wrestler's Intensity Level
Breaks, as well as his REC Trait.
#
30
40
50
60
70
80
Description
Gets tired during preliminary matches
Can withstand a typical name/name bout
Can take significan punishment
So-called "Iron Men"
Comes back over & over despite pain
Seemingly limitless energy reserves
Example
John Tenta
Jim Duggan
Scott Hall
Bret Hart
Sting
Shawn Michaels
2
54
3
48
4
42
Note that when dealing with odd Attribute scores, the second and fourth level scores are
rounded in favor of the wrestler (up in this case) and the level 3 score is rounded against
the wrestler (down for Attributes). Thus, a wrestler with a 55 STR would have this set of
scores:
Level
STR
1
55
2
50
3
44
4
39
Traits
Traits are values automatically generated from the wrestler's Attributes and Build. Traits
are not necessarily values between 25 and 80, as Attributes are; rather, each Trait has its
own range, dependent on the method of derivation.
Note that many of the following formulas use integer division, indicated with a backslash ("\") instead of a standard slash
("/"). When making integer divisions, drop any remainder or decimal portion from the final result (5\2 is 2, not 2.5).
Power (POW)
POW represents the extra force a wrestler is able to put into certain maneuvers
(especially slams and suplexes) due to his physical strength. POW is always current
STR\10.
Speed (SPD)
SPD is the wrestler's mobility and reflexes. A wrestler who has the Advantage begins
each round with Action Points equal to his SPD. SPD is always current AGI\10.
Resilience (RES)
RES represents the wrestler's ability to shake off the immediate pain of a maneuver just
performed against him -- the higher a wrestler's RES, the faster he will get up after a
maneuver. RES is always current TOU\10.
Recovery (REC)
REC represents the wrestler's ability to recuperate from pain and fatigue, both inside the
ring and when recovering from long-term injury. REC is always current STA\10.
Lift
Lift represents the effects a wrestler's weight has on the success of power-oriented
moves performed against him. A wrestler with a high Lift will be hard to pick up or
knock down; conversely, a wrestler with a negative Lift can be overpowered much
easier.
A wrestler's starting Lift score is determined by their weight; Lift degrades 10% per
Intensity Level, the same as Attributes. Note that a wrestler with a negative Lift score
subtracts 10% of the absolute valueof his Lift. In other words, a wrestler with a Lift of
+10 has these scores:
Level
1
Lift +10
2
+9
3
+8
4
+7
2
-11
3
-12
4
-13
Intensity
Intensity represents the wrestler's momentum and energy during a match. Whenever a
wrestler performs a maneuver, he uses a little Intensity; his opponent, if the maneuver is
successful, loses a lot of Intensity. As a wrestler's Intensity passes below certain points
(called Levels) determined by the wrestler's STA, he shifts to the corresponding weardown level column's scores.
A wrestler's starting Intensity is equal to 10 x (TOU - 15). So, a wrestler with a 30 TOU
starts with 150 Intensity; one with 80 TOU starts with 650 Intensity.
The Intensity Level borders are based upon a sliding percentage of your beginning
Intensity, as determined by STA; see the chart below (round all fractions down):
STA
Winded
Tired
Exhausted
25
95%
90%
80%
30
90%
80%
70%
35
85%
75%
60%
40
80%
65%
50%
45
75%
60%
40%
50
70%
50%
35%
55
65%
45%
30%
60
60%
40%
25%
65
50%
35%
20%
70
40%
25%
15%
75
30%
15%
10%
80
20%
10%
5%
Merits
Merits are special bonuses a wrestler can have apart from his attributes, maneuvers, and
build. Examples of Merits include Ted Dibiase's seemingly endless cash reserves, or
Owen Hart's family heritage.
Merits are self-contained and unique. There is no number or score connected to them -one either possesses a given Merit or one does not. In essence, they are like special
exceptions to the standard rules, tailoring the game mechanics to fit the wrestler's
concept.
Every Merit has its own Talent cost (listed in parentheses after its name) and game
effect. Simply pay the listed Talent cost to add a Merit to your wrestler. Wrestlers are in
no way obligated to take any Merits.
Contacts (2)
The wrestler has friends in high places, or a similar bureaucratic edge. During any
controversial situation requiring a die roll by an official, the wrestler can manipulate that
roll by +/-20 points. While he was the Vice-President of WCW, Eric Bishoff had
Contacts, and shared this benefit with all his New World Order cronies; Clarence
Mason's legal experience gave him the benefits of Contacts with the WWF.
Double (1)
The wrestler looks strikingly similar to another character. The pair must each adopt this
Merit. In addition, they must both be within 1" in height, and within 25 lbs. in weight
(Note: these can cross weight/height ranges). A SAV roll at 1/2 the normal value must be
made to tell them apart. If the pair acts as a tag team, they act as if they had the Blind
Tag Trick without spending slots.
The Bodydonnas (Skip & Zip) were Doubles, as were the Texas Hangmen. Doink the
Clown unveiled a non-tagteam Double during his rulebreaking days.
Merit
Cost
5
4
3
2
1
Scramble (1)
The character is quicker on his feet than his Agility would indicate. He adds 2 points to
his SPD at all Levels. Vader has this Merit, as did the Ultimate Warrior.
Second Finish (2)
The wrestler has more than one Finisher which he can use. This secondary finisher only
recieves a +5% to Maneuver Skill and an automatic one-count for a following pinfall;
however, it still affects damage, injuries, and Turnovers as a "real" finisher. Scott "BamBam" Bigelow uses a moonsault as a second finish to his usual flying headbutt drop.
Two wrestlers can divide the cost of this Merit, paying 1 Talent apiece, to create a
double team finish, such as a double DDT. This is how to create the Road Warrior's
flying clothesline finish, the Midnight Express's "veg-o-matic", etc.
Set-Up Move (1)
The wrestler has a maneuver which he habitually uses to lead into his Finisher. This
maneuver gets a +5% to Maneuver Skill, and adds +1 point per damage die. In addition,
it receives a special "chaining" bonus -- the wrestler gains a +10% to perform his
finisher immediately following the Set-Up, and is always considered to have enough
Action Points to position the Finisher properly, regardless of the rolled damage. Jake
"The Snake" Roberts used a short-arm clothesline for a Set-Up Move.
Signature Move (1)
The wrestler has a maneuver that he's well known for other than his finisher. Signature
maneuvers usually have their own special name, which sets them apart from just
anybody using the move. The wrestler gets a +5% to use the maneuver, and adds +1
point per damage die. In addition, each use adds a "spot bonus" of +2 Prestige
automatically.
The Stinger Splash (Jumping Avalanche) and the Steinerline (Jumping Clothesline) are
Signature Maneuvers of Sting and Rick Steiner, respectively.
Special Weapon (3 or 5)
The wrestler has a weapon he can use semi-legally in the ring, such as a loaded glove,
steel-toed boots, etc. This object will always pass any search made by referees (usually
because the wrestler has an inarguable excuse for bringing it, like a medical pass).
Referee checks continue to be made when he uses it; after the first successful check is
made, subsequent checks will cause referee warnings to be issued; however, use of the
weapon will not cause automatic disqualification.
Note that this differs from a normal foriegn object. For example, Owen Hart's Slammy,
frequently used as a weapon, is not a Special Weapon, since he is expected to keep it
outside the ring, and a referee who sees him use it would disqualify him automatically
rather than just issue a Warning.
Lex Luger's steel-plated forearm is an example, as was Greg "The Hammer" Valentine's
shinguard. Special Weapons cost 3 Talent points if it can be taken away from the
wrestler by force in the ring, and 5 if it cannot (such as Luger's steel elbow).
Style (2)
The wrestler is considered a master of a certain type of maneuver. This is not so much a
Merit as a class of Merits with very similar effects. The wrestler gains an additional +5%
to any maneuver in his Style. Note that wrestlers may buy more than one style, if they
wish, and of course are not required to buy any.
The available Styles are:
Boxer: The wrestler is a master pugilist; the bonus applies to punching
maneuvers of any kind. In addition to the standard bonus, Boxers also add a Basic
Die to the Force of punching maneuvers; opponents are -5% to hit the character
with BRA maneuvers due to the wrestler's experience at blocking and ducking.
"Marvelous" Marc Mero and "Rugged" Ron Garvin were well-known Boxers.
High Flyer: The wrestler is adept at leaping from the ropes and/or turnbuckles,
achieving impressive elevation when he does so. The Style bonus applies to any
Flying or Springboard maneuver. In addition, he doubles the effective Step value
for the purposes of damage. Rey Misterio, Jr. and the 1-2-3 Kid are High Flyers.
Technician: The wrestler has a strong background in amateur-style wrestling, and
gains the Style bonus to skill when using maneuvers derived from this background
(including but not limited to "nelson" and scissor holds, headlocks, hammerlocks,
facelocks, belly-to-belly and belly-to-back suplexes, and the collar-elbow tieup).
He also gains a +5% bonus to escape from holds and pincounts. Mike Rotundo
and Dean Malenko are Technicians.
Mat Wrestler: The wrestler is skilled with quick-pin tactics such as small
packages and reverse rollups. The wrestler gets a bonus whenever using an
"automatic pin" maneuver, and in addition opponents are at -5% to their attempts
to break the pin. Bob Backlund (as a fan favorite) and Bret Hart are Mat
Wrestlers.
Martial Artist: The wrestler is adept at some form of organized martial art style,
like Karate or Kung Fu. The wrestler recieves a Style skill bonus whenever
utilizing a martial arts maneuver. In addition, the wrestler adds +1 to each damage
die rolled. Glacier and the Great Muta are both Martial Artists. Note: Some
maneuvers are unique to Martial Artists; non-Martial Artists suffer a -5% penalty
to skill when using them.
Daredevil: The wrestler is adept at jumping from in the ring to the floor (or aisle,
or fan stands ... ). The character gets a bonus when executing a Suicide maneuver.
In addition, he halves the damage he takes himself from these moves. Sabu is a
Daredevil, as was Sean "Syxx" Waltman before his numerous injuries. Mike
"Cactus Jack/Mankind" Foley is one of the few Daredevils who aren't also High
Flyers.
Submission Artist: The wrestler is adept at making opponents forfeit by placing
them in painful holds. The wrestler recieves the Style bonus to skill when utilizing
any submission maneuver, and opponents suffer a -5% penalty to breaking free of
these holds. Dean Malenko and Ken Shamrock are Submission Artists.
Suplex Machine: The wrestler is a master of the wide variety of Suplex
maneuvers. The wrestler gets a bonus to any STR "Suplex" maneuver; in addition,
the wrestler can learn two suplex maneuvers with only a single Arsenal slot. Taz
and the Steiner Brothers are Suplex Machines.
Streetfighter: The wrestler has an affinity for pure unscientific brawls. He gets a
skill bonus when using any foreign object maneuver, or any BRA maneuver that
does not qualify for Martial Artist or Boxer (Low Blow, Eye Rake, Choke, etc.).
The Sandman and the Public Enemy are Streetfighters.
Teamwork: The wrestler has an affinity for tag team wrestling, especially doubleteam maneuvers. He gets a skill bonus when performing double-team maneuvers
of any kind, as well as when attempting any kind of Tag maneuver. A pair of
wrestlers can "split" the cost of this Merit, paying only 1 point apiece, but then
only receieve the benefits when teamed with each other. Bobby Eaton has
Teamwork.
Tenacity (2)
The wrestler has reserves of will beyond his stamina, and is unusually resistant to
submission holds. He makes two rolls when making submission checks, and uses the
more favorable result. Ric Flair is famous for his Tenacity.
Winning Appearance (1)
The wrestler is strikingly good looking. He receives an extra +/-5 Prestige for each
match or interview he participates in. Shawn Michaels has a Winning Appearance, as
does Sunny.
Wrestling Heritage (2)
The wrestler is related to a famous wrestler, and thus his accomplishments have the air
of legacy. He recieves extra contender points when rankings are calculated by the
promoter, equivalent to one extra win by pinfall, and adds +1 Prestige to all awards for
winning matches. Bret and Owen Hart both enjoy the benefits from this Merit due to
their father, the legendary Stu Hart.
Flaws
Flaws are the opposite of Merits: special weaknesses or defects a wrestler possesses that
make his career more challenging. Examples include Steve Austin's paranoia, Rey
Misterio Jr.'s foreign background, and Shawn Michaels's concussion-prone cranium.
Flaws serve two useful purposes in Ringmaster. First, they add character, color, and
interest to a wrestler, giving him something dramatic to overcome in his quest for fame,
wealth, titles, or whatever. Secondly, they serve to further balance the wrestler's abilities
-- wrestlers with extremely high Attributes and/or many Merits will probably need to
accept a similiarly great many Flaws as well.
When you add a Flaw to a wrestler's record, take the Talent bonus listed with the Flaw -these are extra points you can spend on Attributes and Merits.
Bad Temper (+1)
The wrestler has a tendency to lose his cool when frustrated, and forget his training. The
handler must define a "trigger" for this Flaw at creation time (some common ones
include falling a Intensity Level behind one's opponent, being cheated against, or being
verbally taunted). The Promoter must approve the trigger.
When the flaw is triggered, the wrestler will only use BRA maneuvers for at least 5
rounds; he may not attempt pinfalls, and will follow the opponent to attack even if it
means leaving the ring and being counted out. At the beginning of each round after the
5th, he may make a SAV check to resume "normal" wrestling. Marc Mero has a Bad
Temper, with a trigger of "Threats on Sable".
Bond (+1)
The wrestler will not wrestle without another person at ringside, be it a tag team partner
or manager. If he is forced (by presidential decision, for example) to do so, he makes all
rolls at -10; if someone attempts to force his Bond away from ringside, he will risk
losing the match to prevent this. The Road Warriors are bonded together.
With the Promoter's permission, a wrestler can Bond to an object instead of a person.
The Undertaker was, at one time, Bonded to both Paul Bearer and the urn.
Finisherless (+2)
For one reason or another, the wrestler really doesn't have just one maneuver he can call
his "finisher". The Sandman is Finisherless.
Foreign (+1)
The wrestler is obviously from a nation other than the United States of America. As
wrestling fans are typically patriotic towards the home of their favorite promotion, fan
favorites with this Flaw earn less Prestige from each match; rulebreakers may either use
this option, or choose to allow their opponents a free Comeback (the inevitable "USA!"
chant). Yokozuna and the British Bulldog are both Foreign.
Glory Hound (+1)
The wrestler needs to be the center of attention at all times. He'll waste time posing for
the crowd and/or mugging for the camera. A wrestler with this Flaw reduces the number
of Action Points he can use in each turn by 4, representing the cumulative effects of all
this horseplay.
Injury Prone (+2)
The wrestler, whether due to frailty, carelessness, or just bad luck, draws personal
injuries like a magnet draws iron. Attacks that can cause injuries will generate injury
points on rolls of 5 and 6. Shawn Michaels and Sean "Syxx" Waltman are Injury Prone.
Mute (+1)
The wrestler does not speak for himself. This might be because the wrestler actually
does not understand English (except for a few words like "No" and "One, Two, Three"),
or perhaps the wrestler is just the strong and silent type. The wrestler is thus barred from
making interviews and/or taped comments; if he had a manager, he can have the
manager speak on his behalf, and earn half the usual Prestige bonus. Kensuke Sasake
and the Sultan are Mute.
Nagging Injury (+2)
The wrestler has suffered a severe injury to one Target area which never healed
completely. Attacks to this target add +2 point per damage die.
Non-Wrestler (+4)
The character has little to no actual wrestling experience or training. He
receives no Arsenal slots for STR, TEC, AGI, or BRA. He does still receive a training
Arsenal. This Flaw is most common among managers like Sunny, but a few "one trick
ponies" like ECW's 911 also possessed it.
not under usual circumstances); fan favorites with this Flaw can be ambushed without
using one of their opponent's Cheapshots.
If the character voluntarily does not perform his Ritual, he is considered "off his game",
and takes a -5% to every action throughout the match (he can forgive himself
for involuntarily missing it, such as if ambushed). Bret Hart had a Ritual of giving his
sunglasses to a fan at ringside.
Signal (+1)
The wrestler has a certain action that he always takes which signals his finishing
maneuver is coming. As such, the opponent has more time to prepare for it.
The wrestler must spend an extra 3 Action Points setting up the Finisher move; in
addition, opponents can use the signal as a trigger for the use of Cheapshots and/or
Comebacks (whereas normally, the opponent would have to guess which move is going
to be used from the current positioning).
Undertaker's drawing his thumb across his neck and Shawn Michaels's leg shaking are
both Signals.
Slow Learner (+3)
The wrestler isn't very good at picking up new techniques. He will need to spend more
time during training to improve his attributes and learn new maneuvers. He also doubles
penalties for improvising maneuvers. After the Techno Team 2000 debacle, Eric Watts
was proven to be a Slow Learner.
Prestige
Prestige (PRE) refers to a wrestler's popularity with the fans, and his fame, importance,
and status in the sport. Prestige is rated by a number between 0 and 2000 (or more!), and
can be either positive (fan favorite) or negative (rulebreaker). References to PRE and
changes to it can be described as 'positive', 'negative', or 'absolute' (ie, relative to 0).
All wrestlers (except Living Legends) are assumed to begin with +/-100 Prestige,
depending on what their alignment is. This is enough to make themselves known to all
the fans of the league, but of course there's a difference between knowing of and caring
about. A wrestler's starting Prestige may be raised prior to their first match depending on
actions like teaser flashes, mystery-man run-ins, etc.
Actions that add to one's Prestige (or reduce
negative PRE) include:
Signing autographs;
Wrestling cleanly;
Defeating heels;
Winning titles;
Making a save.
Appearing at charity events;
Giving good interviews;
Appearing in movies or TV commercials (requires
Promoter's approval)
Wrestlers of both alignments (fan favorite or rulebreaker) lose absolute Prestige when
they lose matches -- as they say, everyone loves (or at least respects) a winner. Wrestlers
can also receive a reduction in their absolute PRE by failing to make an appearance of
any kind in the promotion for more than a month. In the fans' case, absence makes the
heart grow fickle. Finally, "spots" -- especially novel or impressive maneuvers or
combinations in the ring -- serve to either inspire or intimidate the fans, and thus add to a
wrestler's absolute Prestige.
Prestige Ranks
There are 9 "ranks" for PRE, dependent on your exact current PRE score. These ranks
determine how many Cheap Shots or Comebacks a wrestler can use in a single match, as
well as how many multiple attacks he can make without penalty.
MEGASTAR (2,000 or more)
Megastars are a promotion's top dogs, the wrestlers who can seemingly do anything
-- Hulk Hogan c. 1985, or Sting during the early 90's. A Megastar can use six
Comebacks per match, and can attack up to 4 characters in a round without penalty.
SUPERSTAR (1000 to 1,999)
The classic top-level face; Superstars are considered the cream of the crop in the
league. A Superstar can use four Comebacks per match, and can attack 2 characters
per round without penalty.
HERO (400 to 999)
Heroes are the minor faces, good enough to rate serious attention, but not recieving
a major push; these often include "sidekicks" of Superstar level characters. Heroes
can use two Comebacks per match.
FAVORITE (100 to 399)
The new, rising stars who haven't had a chance to make a serious name for
themselves, or perennial veterans without any league push. Favorites recieve one
Comeback to use during the match.
PRELIMINARY (-99 to 99)
Also called jobbers or scrubs, these are the people like Brooklyn Brawler and Mark
West -- the wrestler who jumps on the turnbuckle before the match, and is ignored
by the crowds anyways. Preliminary wrestlers don't receive ANY Comebacks or
Cheapshots, and take an extra count on all pinfalls (meaning they are automatically
pinned by Finishers).
ROGUE (-100 to -399)
The opposite of Favorites, the minor rulebreakers that the fans only dislike, not
truly hate. Rogues only receive one Cheapshots to use during a match.
VILLAIN (-400 to -999)
A fairly established heel, but one who can't quite generate the heat the bigger
names do. Villains can use two Cheapshots during a match.
HEEL (-1000 to -1,999)
The big-name baddies, the ones who would regularly have appeared on PWI's Top
Ten Most Hated list (when PWI had such a list). Heels can use four Cheapshots per
match.
MONSTER HEEL (-2000 or less)
The most hated of all wrestlers, the ones who make children cry and their parents
afraid. It takes a truly evil persona to achieve such infamy and maintain it. Monster
Heels get six Cheap Shots per match, and can attack 2 characters per round without
penalty.
Finally, make sure to choose a Finishing Maneuver for your wrestler. This can be any
single Maneuver you like; it costs you no slots, and gains an automatic +10% skill bonus
(as well as other benefits -- see "Finishing Maneuvers" in part 2). You may still Train
your Finishing Maneuver further like any other Maneuver, adding up to 4 slots to a
maximum skill of 90%.
Attributes Checks
The Attribute Check is the primary mechanic of the RingMaster system -- almost any
task's success or failure is determined by resorting to an Attribute Check.
When an Attribute Check is called for to determine the success of an action, the player
or promoter rolls a pair of percentile dice (d100). and compares the result to the
Attribute being tested. If the result is equal to or lower than the Attribute, the action is
succeeds -- otherwise, it fails.
Though one can use an actual one-hundred sided die to make percentile rolls, the usual method is to use two ten sided dice,
reading them as the digits of a two-digit number. Thus, a "6" and a "2" become 62; a "0" and a "4" become 4 (a first digit of
"0" is ignored). "00" is read as "100". Ten-sided dice are available at hobby stores which sell supplies for roleplaying games
like Dungeons & Dragons.
To resolve a contest, both wrestlers make Attribute checks. If both generate the same
result, reroll; otherwise, the winner is determined according to the difference between
results. An Ace beats a success, which beats a failure, which beats a Botch.
Timekeeping
Time in RingMaster is measured in rounds. A round is roughly 10 seconds; more
generally, a round is the period of time between two maneuvers, including all the posing,
circling, and repositioning that fills the gaps. Thus, a minute is about 6 rounds, and a
match with a time limit of ten minutes (a good standard for a mundane televised match)
will end in 60 rounds.
Some events are more abbreviated than this. A pinfall or sleephold "count" is only 1
second (or one-tenth a round); rounds consisting of holds or "stalling" are only 5
seconds (half-length). Any number of consecutive Maneuvers in a Combo occur in the
same round. Standoffs add 1 second to a round.
During each standard round, the following steps are taken:
1.Attacker (see "Advantage", below) spends Action points;
2.Attacker attempts a Maneuver;
3.The Attacker resolves the effects of his Maneuver (if the attempt was
successful).
4.If the attempt was not successful, Defender attempts a Maneuver;
5.The Defender resolves the effects of his Maneuver, if any.
6.Repeat steps 2-5 as necessary until one wrestler succeeds in a maneuver.
7.Wrestlers who were not successfully attacked may Recover.
Optional Timekeeping
GMs wishing more accuracy can use the following system: keep track of how many
Action Points the wrestler with Advantage spends (except for Stun Bonus). At the end of
the round, add this to the Level of the Maneuver that occurs in the round, and then add
1d6 to that. Record this as the number of seconds for that round. Pin and KO counts still
act as 1 second; attempts to break out of holds just make the die roll.
At the beginning of the match, roll a Contest between SAVs to determine Advantage.
Once a wrestler has Advantage, he keeps it until one of the following occurs:
He fails an attempted Maneuver;
He leaves the ring and is not the first to reenter it;
His opponent uses a Turnover;
His opponent Aces an attempt to break a hold or pinfall;
He either chooses or the referee directs him to engage in a Collar-Elbow Tieup or
Test of Strength (see below).
The Collar Elbow Tieup & Tests of Strength
The 'purest' form of start for a wrestling match is the "collar-elbow tieup", in which both
wrestlers place their hands on the other's shoulders, and begin grappling at the referee's
signal. Either wrestler may choose to start the match thus, or the referee may require a
C.E.T. when he feels the match needs to be restarted.
When two wrestlers lock up in a C.E.T., make an Attribute Contest using each wrestler's
STR or TEC (whichever is higher for each wrestler). The wrestler who wins the Contest
gains Advantage.
The "test of strength", which greatly resembles the old children's game of 'mercy', is
very similar to the C.E.T. The main difference is that in a test of strength, only STR (not
TEC) can be used in the Contest, and the taller wrestler adds 10 to his STR for the test.
Ambushes
Sometimes, a wrestler won't even allow his opponent the luxury of waiting for the ring
bell to sound before getting it on. When a wrestler attacks an opponent before the match
officially begins, he automatically recieves Advantage -- no SAV contest is made, and
the opponent cannot call for a collar-elbow tieup. Furthermore, this first attack is
considered Unopposed. However, Ambushing automatically earns a referee warning
(unless the referee is distracted), and uses one of the wrestler's Turnovers (unless the
opponent is in the midst of a Ritual, as per the Flaw of that name).
Wrestling Maneuvers
Almost all wrestling action in RingMaster is broken down into Maneuvers. A Maneuver
is a single blow, hold, slam, throw, or other attack, such as a Punch, a Side Headlock, or
a Piledriver.
Dissecting a Maneuver
All Maneuvers possess the following traits:
Level
The basic complexity of the Maneuver, which determines how difficult it will be to use
in a match. Level is determined by counting the number of distinct actions required to
perform the Maneuver. For example, a Punch is a Level 1 Maneuver -- you just punch.
But an Atomic Drop is a Level 3 Maneuver -- you grab the waist, pick the opponent up
to shoulder level, then set him down on your knee.
Class
This is simply the Attribute which is used as the base skill of the Maneuver, prior to
modifiers from improvising, Level differences, training bonuses to the Maneuver, etc.
For example, a Leg Drop is an AGI Maneuver.
Force Code
This represents how the damage for the maneuver, when successful, is generated. It
consists of a number of possible elements:
B: Basic Die (1d6, no modifiers).
C: Crunch Die (1d6 + Attacker's Altitude + Attacker's WDB)
P: Power Die (1d6 + Attacker's POW)
S: Slam Die (1d6 + Defender's Altitude + Defender's WDB)
V: Velocity Die (1d6 + Speed)
"Altitude" bonuses are figured based on both Step value, which adds 2 points of damage
per Step, and occasionally the wrestler's HDB (when applicable), which is added
directly.
"Speed" bonuses are figured from "relative" speed -- each wrestler that is running at that
point adds his SPD Trait to the die; occasionally (such as during a Flying Drop Kick or
Clothesline), one can add an Altitude bonus to "Speed".
Thus, the total damage of a Figure Four Leglock (BBBBP) is 5d6 plus the attacker's
POW; the damage of a Vertical Suplex (Force Code: BBPSh) is 4d6 plus the attacker's
POW and HDB, and the victim's WDB. The Force Code of a Superplex is "BBPSh", just
like a Vertical Suplex -- but it being performed from the top rop, its final damage will be
4d6+POW+HDB+9.
Target
Most maneuvers only damage a certain portion of the opponent's body. While pain is a
freely exchangable currency, and thus there is only one Intensity value for the entire
wrestler, Injuries are localized by physical regions; when a wrestler takes Injury points,
the target of the injury needs to be known. The valid targets for Injuries are Head, Neck,
Body/Ribs, Back, Arm, and Leg.
Maneuver Modifiers
Depending on the situation a maneuver is attempted in, its effects may change. Some of
these situations include:
Chaining
If a Maneuver is a "superset" of the previously performed Maneuver -- that is, the attack
done last round is one of the steps to the attack planned this round (e.g. a Half Nelson
into Full Nelson hold) -- the Maneuver gains a +10% bonus to skill.
Combo
BRA strikes are easy to perform in sequence, which is one of the attractions to
roughhouse tactics. All BRA strikes are considered to "chain" to one another if no
Action Points are spent between them, gaining a +10% Maneuver Skill bonus after the
first successful hit; in addition, a single such Combo of BRA maneuvers occupies only a
single round.
Consecutive Use
If a wrestler uses the same Maneuver multiple times, it becomes less effective -- his
opponent begins to predict his actions, and countering them is much easier.
Usually, Maneuvers only suffer this problem when used in a repeated sequence -- e.g. a
punch followed by a punch followed by a punch, ad infinitum. Each time a Maneuver
attempt is repeated (whether the first attempt succeeded or not), it suffers a cumulative
-5% penalty to Maneuver Skill. This penalty is "reset" to -0% as soon as another
Maneuver is attempted.
Counters are somewhat more predictable than attacks; every time a Counter (including
Reversals) is used during a match, consecutive or not, it gains a -5% penalty, which does
not "reset" until the end of that match. Tricks also incur a -5% penalty each time they are
used, but do not "reset" until the end of a card -- so be cautious with your Manager's
"Distract Referee" trick if a stablemate has a match later that night.
Cornered Opponents
If an opponent is trapped in the corner (positioned into the turnbuckle zone), the attacker
receives a +10% to maneuver skill. Attacking cornered opponents is usually illegal, and
forces a referee check.
If the maneuver performed against a cornered opponent is one (like drop kick or
clothesline) with a chance of knocking down a standing opponent, the opponent will be
knocked back into the turnbuckle and remain standing, taking the turnbuckle's Stun
Code instead of a Slam WDB. The same occurs to the attacker if he attempts a High
Risk maneuver against a standing opponent; Dashing maneuvers are High Risk against
an opponent who is standing and Cornered. A wrestler can put an opponent in the corner
to gain these effects without trapping him (foregoing both the +10% bonus and the
possibility of a referee warning.)
Dashing
Some maneuvers can be performed while charging at the opponent. The wrestler must
use Action Points to either start running (4 Action Points) or bounce off the ropes (2
Action Point). The Maneuver adds a Velocity Die to its Force Code.
Desperation
A wrestler can sometimes push himself to the limit to get a temporary advantage on the
opponent, at great cost to himself. By stating he is making a desperation move, the
wrestler gains +10% to Maneuver skill; however, the wrestler takes 1d6 Stun for each
level of the maneuver, and if he cannot recover this Stun before his opponent he
does not keep Advantage. This is most often applied to Reversal maneuvers.
Early Use
Generally speaking, more difficult maneuvers are reserved until later in the match. If the
level of the maneuver being attempted exceeds the current weardown level of the
opponent, the attack takes a penalty equal to the difference times 10. Thus, attempting an
Atomic Drop (Level 3 maneuver) on a Fresh (Level 1) opponent would take a -20%
penalty, and a -10% penalty against a Winded (Level 2) Opponent.
Leveraged
Some holds can take advantage of (usually) unfair leverage to add damage -- for
example, grabbing and pulling against the ropes. This requires a SAV roll to perform
after the hold is successful -- failure indicates that the Leverage was not successfully
achieved, though the hold remains on (and the wrestler can attempt to Leverage again
next round). If the Leverage is successful, add a Basic Die to the hold's Force Code.
Leveraging is usually illegal, and forces a referee check.
Foreign Objects
Maneuvers used in conjunction with a foreign object (i.e. a weapon) add more Basic
Dice to the Maneuver's Force Code, and (depending on the size of the object) may also
add a bonus to hit. Such maneuvers are also automatically Injuring. Use of foreign
objects usually forces a referee check, with automatic disqualification ensuing if the
check is successful.
Most foreign objects can be used simply with the "Foreign Object Smash" maneuver;
when they are so used, they gain a Maneuver Skill modifier as shown on the table below.
(Objects with a Mod of "X" cannot be used as weapons, only as targets for moves like
Irish Whip, Head Slam, or Toss).
Weapon
Mod Stun Choke
Barricade
X
+5d6 +2d6
Baseball Bat +10% +4d6 +2d6
Board (2x4) +5% +3d6 +1d6
Bullwhip
+5% +2d6 +6d6
Cane
+5% +3d6 +2d6
Cast, Plaster +0% +2d6 +1d6
*Chain
+0% +3d6 +6d6
*Cloth
+0% +0d6 +3d6
*Cord
-+0d6 +4d6
*Fire Tab
**
(9d6)
*Fist-Load
-(2d6)
Flagpole
+5% +3d6 +2d6
Floor, Bare
X
+4d6
Floor, Padded X
+1d6
Weapon
Mod Stun Choke
Kendo Stick
+10% +2d6 +1d6
Microphone
+0%
+2d6
*Powder
(+10%) (0d6)*
Ring Bell
-5%
+4d6
Ring Post
X
+4d6
Ringside Steps -10% +5d6
*Sap Glove
-(3d6)
Shoe/Boot
+0%
+1d6 +1d6
Steel Chair
+5%
+5d6
Table
-20% +5d6 +1d6
Taped Fist
-(1d6)
Turnbuckle
X
+1d6
Turnbuckle, Bare X
+3d6
TV Camera
-10% +6d6
Starred (*) objects can be concealed in the wrestler's tights or boots as a Trick; they
require 2 Action Points to remove. Of course, all wrestlers can use their own boots as
weapons; it takes 3 Action Points to remove a boot for use as a weapon. Normal boots
do not count as weapons used with kicking maneuvers.
"Cloth" includes almost any article of clothing, or just an ordinary strip of cut cloth over
a foot long. It can be used as a weapon (whipping for only 1d6 of damage), but is far
more effective as a garrote.
The Fire Tab is a special weapon. It cannot be used with the "Foreign Object Smash"
Maneuver, or any other Maneuver for that matter -- use of Fire Tabs is a Maneuver in its
own right (BRA-II), doing solely the Stun Code of the Fire Tab to the target, and Dazing
him. However, SAV checks to detect Fire Tab use are at +10% (due to all the bright flash
and smoke), and they are single-use only. Furthermore, most leagues frown on this sort
of tactic, so expect the fines to get carried out pretty quickly.
"Powder" refers to salt, flour, cake makeup, or any other kind of fine particulate matter
intended to be thrown in the face. Like the Fire Tab, use of Powder is its own maneuver
(BRA-I), doing a single Basic Die, but also blinding the target for a number of rounds
equal to the damge done by the attack.
"Fist Load", "Sap Glove", and "Taped Fist" are not used with Foreign Object Smash, but
merely add their damage to standard Punching maneuvers.
Improvising
Every wrestler has a number of Maneuvers in their Arsenals; these moves represent that
wrestler's personal style. A wrestler can use Maneuvers not in his Arsenals, but takes a
-10% penalty to Maneuver Skill for it. This penalty is reduced to -5% if the wrestler has
a Maneuver in his Arsenals which differs from the improvised move by only a
single Flag.
Over The Top Rope
A wrestler can use some maneuvers (those that normally cause an opponent to end up on
the mat) to knock or throw the opponent over the top rope. The opponent must have
been positioned adjacent to the ropes (or be whipped into the ropes and run after instead
of a double whip). If the maneuver succeeds by 10 more than the opponent's Lift, the
opponent is knocked outside and takes a Slam Die with 5 Steps.
This is usually illegal, and forces a referee check if it is successful. In some promotions,
it may be grounds for automatic disqualification.
Referee Warnings
When a referee is yelling in one's ear or tugging at one's arm, it can be very distracting.
A wrestler is -5% to the next maneuver he attempts after being issued a referee warning.
Screwjobs
As for Leveraging, above, the wrestler can also use unfair tactics (legs on ropes, pulling
the tights) to hinder the opponent's ability to break a pinfall. The wrestler makes a SAV
roll to perform the screwjob; if he is successful, the opponent suffers a -20% penalty to
break out of the pinfall. As the name implies, Screwjobs are usually illegal, and force a
referee check before any following pin counts are made; if the check is successful, the
referee breaks up the fall instead of counting it.
Showing Off
A wrestler can often add a decorative flair to the maneuver. This can range from the
"twist" added to Flash Funk's somersault leg drop to make it the "Tumbleweed", to the
hop on the ropes preceding a Merro Moonsault, to the "stutter" of the Buh Buh Bomb.
This adds a -5% penalty to the maneuver, and attaches a +1 "spot bonus" to Prestige.
Suicidal Maneuvers
If the wrestler performs a maneuver to the outside ring floor from the turnbuckle or ring
apron, it adds a Fall Die (if one did not already exist) and a -10% penalty to hit. The
wrestler himself takes the Stun Code dice of the floor as well (and must recover this
damage before positioning his opponent). These maneuvers are best left to the
professionals (i.e. those with the Style: Daredevil Merit).
Maneuver Flags
Even the most casual wrestling fan will probably notice that the Maneuver Tables do not
appear in any way complete. Literally scores of maneuvers are missing from it,
including some of the finishers made famous by the most popular wrestlers today.
This is because the tables only contain "base" maneuvers. Many other maneuvers can be
simulated by using Maneuver Flags, which are prefixes attached to a "base" maneuver
that alters it in a standardized fashion -- a Flying Elbow Drop differs from a "normal"
Elbow Drop in exactly the same ways a Flying Bulldog Lariat differs from a standard
Bulldog Lariat.
There are no hard and fast rules for applying Maneuver Flags -- only common sense and
imagination can determine which Flags can be attached to which Maneuvers.
Bridging
The wrestler bridges his legs after performing the Maneuver, to hold the opponent
down for a pinfall predicament. The Maneuver does -1 damage per die, and is
treated as an automatic pinfall predicament.
Catapult
The wrestler performs the maneuver by grabbing the top rope, pulling back, and
catapulting over it into or out of the ring. Adds one level and a Basic Die to the
Maneuver.
Crossface
The wrestler performs a hold, then adds a chinlock using one or two free hands.
Adds one level and a Basic Die to the Maneuver.
Elevated
The wrestler performs a hold, then lifts the opponent into the air by the held limb(s)
to increase damage. This requires a successful STR check after the maneuver is
applied, minus the opponent's Lift; if the STR check is successful, the maneuver
adds 1d6 plus the opponent's WDB to the damage. (This would be a Slam Die,
except that it ignores Altitude bonuses). If the STR check fails, the opponent is
+10% to escape; if it Botches, the maneuver fails.
Flying
The wrestler performs the maneuver after jumping off a turnbuckle. Adds the Step
value of the turnbuckle and increases the level by one; if the Maneuver is one that
does not normally have an Altitude element (like a Clothesline or Drop Kick), the
wrestler may use the Altitude bonus on Velocity Dice. The Maneuver becomes
High Risk and AGI. Cumulative with other Flags (such as Moonsault), but never
with Jumping.
Handspring
The wrestler performs the maneuver after charging the opponent with a forward flip
handspring. The wrestler must be running first, and requires an AGI check -- if the
check succeeds, add a Basic Die to the Maneuver, and a +/- 2 "spot" Prestige Bonus
(+3 on an Ace). If the check fails, the maneuver is -10% to hit, and misses
completely on a Botch.
High
The wrestler performs a kick maneuver aimed at the face instead of the body. It
receives an extra basic die, an extra level, and its target becomes "H".
Jumping
The wrestler takes a high jump before performing the maneuver; this adds +1 Step.
If the Maneuver is one (such as Clothesline) that does not normally receive an
Altitude bonus, it may add this bonus to a Velocity Die. The Maneuver becomes
High Risk and AGI.
Moonsault
The wrestler faces away from the opponent, then makes a backflip jump before
performing the maneuver. Adds a Basic Die and a Level, and the Maneuver
becomes High Risk and AGI.
Running
The wrestler performs the maneuver after taking a running start. Differs from a
normal "Dashing" attack, in that Running is used when the run takes
place within the Maneuver (as for a Running Powerslam or a Bulldog) instead of
prior to any steps of the Maneuver (as for a Clothesline or Dashing Punch). Adds 1
Level and a Velocity Die to the Maneuver.
Shooting Star
The wrestler faces towards the opponent, then jumps forward while making a
backwards somersault before performing the maneuver. Adds a Basic Die and two
Levels to the Maneuver; the Maneuver also adds +/- 2 Prestige to the wrestler's
total. The maneuver becomes AGI and High Risk.
Short-arm
The wrestler grabs the opponent by a wrist and pull him into the maneuver. This
adds a level and a Power Die.
Slingshot
The wrestler performs the maneuver by bouncing the opponent off the ropes (such
as in a Slingshot Suplex). The Maneuver adds a Basic Die to damage and one level;
it can only be performed in ringside or apron squares.
Somersault
The wrestler does a forward somersault before performing the maneuver. This adds
one level and a Basic Die to the damage; the maneuver becomes AGI and High
Risk.
Springboard
The wrestler jumps onto the actual ropes and leaps off before performing the
maneuver. Adds +3 Steps and two Levels; the Maneuver becomes AGI and High
Risk.
Super
The wrestler puts the opponent on the turnbuckles before performing the maneuver.
This adds the Step value of the turnbuckle, and requires the wrestler make a
successful STR roll during positioning to place his opponent on the ropes.
Tilt-a-Whirl
The wrestler picks up the opponent and spins him around vertically before
performing the maneuver. This adds a level to the maneuver and makes it dizzying.
Positioning
Before attempting a maneuver, the attacker has the opportunity to reposition himself
and/or his opponent. He does this by "spending" Action Points. The attacker always
starts the round with as many Action Points as his SPD Trait; these can be used only to
reposition himself. After he successfully performs any Maneuver on an opponent, he
may trade Stun Points remaining on his opponent one-to-one for Action Points; these
Action Points can be used to position himself or his opponent.
Basic Positioning
There are two (2) Standing positions (Facing and Behind), three (3) Crouching positions
(Sitting, Kneeling, and Bent), and two (2) Fallen positions (Prone and Facedown). It
costs 1 Action Point to shift yourself or an opponent inside any category, and 2 Action
Points to shift to a position in another category. Fallen wrestlers must move to a
Crouching position before moving to a Standing position. The attacker cannot move the
defender into a Fallen position -- he must use a takedown or some other kind of
maneuver which knocks his opponent down. He also cannot move the defender into any
Crouching position other than Bent, except from a Fallen position.
Rambling Around The Ring
The RingMaster arena can be imagined as if a gigantic mutant chessboard. A typical
wrestling ring and its surrounding area looks something like this:
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2
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Ring
. .
. .
= =
X +
+ M
+ M
+ M
+ M
X +
= =
. .
. .
.
.
o
=
=
=
=
=
=
o
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.
LEGEND:
=
o
X
+
M
c
.
Area
. . .
. . .
= = =
+ + +
M M M
c c M
c c M
M M M
+ + +
= = =
. . .
. . .
.
.
=
X
+
+
+
+
X
=
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o
=
=
=
=
=
=
o
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1
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1
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Aisleway
. . . . .
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. . . . .
Apron
Ringpost
Corner/turnbuckles
Ringside (near ropes)
Middle of the ring.
Center of the ring.
Ringside/aisle floor
1
2
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(Continues for 10
more "squares"
until the Locker
Entrance).
Ringside Steps
Timekeeper's Chair
It costs 1 Action Point to move from any "square" in the ring to an adjacent one, and an
extra Position point to bring the opponent with you. (Yes, you can move on the
diagonals for the same cost -- this is wrestling, not geometry class.)
The square you are in also affects your ability to reach the ropes to break pinfalls or
holds. This is -10% in "M" squares, and -20% in "c" squares.
Ropes & Turnbuckles
It costs 4 Action Points to break into a run from a standing position. It costs 2 Action
Point to irish whip an standing opponent into the ropes.
If you are adjacent to the ringside ropes, or have just irish whipped an opponent, it costs
only 2 Action Point to rebound from the ropes into a run.
When wrestlers run in opposite directions, they will cross positions after rebounding at
the "mirror" of the square they began in. Thus, if an attacker irish whips his opponent to
the left while in a right-side "c" square, and then dashes to the opposite ropes, the two
will meet in the left-side "c" square in the same row. If a wrestler whips an opponent
and follows him into the ropes, they will meet in the ringside square.
Climbing onto the turnbuckles costs 2 Action Points for each rope level; the wrestler
must already be standing in a ring corner. Wrestlers making Flying or Springboard
attacks take a -10% penalty to hit for each square between the launch point and their
target. This penalty is reduced by 5% for each Step above 1 they are above their
opponent.
Placing an opponent on the turnbuckle requires spending 2 Action Points and making a
successful STR Check, subtracting his current Lift. This roll is at -5 for the second rope
and -10 for the top rope. (If the check fails, the points are lost, but the attacker can try
again as long as he has more Action Points). Both the attacker and defender must be
standing in the same ring corner.
Sitting an opponent on a turnbuckle is considered the same as standing him on the next
lower turnbuckle; you cannot sit an opponent on the first turnbuckle. Lifting an
opponent onto one's shoulders is treated as sitting him on the top rope, except that it can
be done anywhere in the arena.
For the purposes of damage, each ring rope is 1 Step higher than the last, and the first
rope is 1 Step from the ring apron; the apron itself is 2 Steps from the ring floor. The
ringside railing is also 2 Steps high.
Other Options
A wrestler can make a pin cover (or "lateral press") for 1 Action Point. Some maneuvers
(Bodypress, Splash) allow the wrestler to make a lateral press "free"; others (such as the
Sunset Flip or Bridged Maneuvers) automatically place the opponent in a pinfall
predicament. A wrestler making a lateral press can hook a leg to make it harder to break
the pinfall. This costs an additional Action Point.
A wrestler can choose to "play to crowd". This uses 4 Action Points, and increases the
attacker's absolute PRE by 1.
Pushing Too Far
What happens when a given action requires more Action Points than a wrestler has (for
example, if he chooses to Play to Crowd with only 1 Action Points remaining)? In this
case, apply the following effects:
The Attack
In each round, after positions are verified, the attacker chooses a Maneuver he wishes to
attempt, and makes an Attribute Check (as determined by his chosen Maneuver's Class),
modified by training bonuses, Level penalties, etc. If the check succeeds, the maneuver
has been performed; if he fails, the opponent gains Advantage and attempts a maneuver.
Standoff
If both Attacker and Defender fail a Maneuver attempt, both rolls are ignored, and the
Attacker may attempt again. He has the option of trying the same attack, or changing to
a different one. A Standoff increases the length of a round by 1 second.
Collision
If both Attacker and Defender Botch a Maneuver attempt in the same round, they have
collided, or otherwise fallen into a situation where both have been hurt. Each wrestler
takes a Slam Die; the first to return to his feet has Advantage.
Telegraphing
If the Attacker Botches his Maneuver attempt (or the Defender Botches his attempt
when the Attacker merely failed), the attempt is considered to be "telegraphed". The
opponent becomes the Attacker, andgains a +10% bonus to the Maneuver Skill of the
next move they attempt.
Megamoves
If the Attacker Aces his Maneuver attempt, he adds +1 point per damage die, and the
Maneuver is Injuring.
Unopposed Maneuvers
In certain situations, a wrestler can attack an opponent who is nearly incapacitated and
unable to defend himself; this includes attacks after a dizzying or blinding maneuver
(such as the Airplane Spin or Eye Gouge), attacks against an unconscious opponent,
surprise attacks against an opponent who fails to notice you, or attempts to Tag (see
below) when the opponent cannot reach you.
In these situations, the attacker makes two rolls, and uses the more advantageous one.
Effects of Maneuvers
Maneuvers, generally speaking, can do four things when they succeed: consume some of
the attacker's energy, cause the opponent pain and fatigue, daze and disorient the
opponent, and/or cause lasting injury to the opponent.
Exertion
When an attacker successfully performs a move, he must "spend" Intensity equal to the
Level of the Maneuver. If the Maneuver requires the attacker lift the opponent, he also
loses an additional (Opponent's Lift/5, round up) Intensity. This Exertion also affects the
attacker when he lifts an opponent onto the turnbuckles (for a "Super" Flag Maneuver,
for example).
Damage
When a Maneuver is successfully used, the attacker rolls a number of cubic dice
determined by the Maneuver's Force Code, adding certain bonuses for WDB, HDB,
running, flying, falling, or foreign objects. The final result is subtracted from the
opponent's Intensity. If this reduces the current Intensity to equal or below one of the
wear-down Level numbers, the opponent is now at that wear-down Level. If a wrestler's
Intensity is reduced to 0 or below, he must make a STA check each time he takes
damage or pass out.
Optional Rule: Impairment
Whenever a wrestler takes Intensity damage, the player should also add the total amount
of damage dice used in the Maneuver to a running total marked "Impairment".
Impairment forms a "barrier" between the wrestler's current and maximum Intensity -- a
wrestler's REC can never raise his Intensity above (starting Intensity - current
Impairment). A wrestler subtracts his Level 1 REC from his total Impairment every 24
hours.
Stun
After taking damage, a wrestler is momentarily disoriented. This allows his opponent,
the attacker, a chance to maneuver (standing up, climbing the turnbuckles, etc.), as well
as a chance to reposition the wrestler (such as bending a standing wrestler in preparation
for a suplex, tossing him to the ropes, etc.).
When a Maneuver is successfully performed, divide the total damage by the victim's
RES -- this is the Stun inflicted by that attack. Each round, a wrestler can "shake off"
Stun equal to his REC.
Each point of Stun remaining on a wrestler adds a -5% penalty to any rolls he makes,
and adds 5% to any attacks his opponent makes. When a wrestler is attacked, the new
Stun generated by the attack is not added directly to any existing Stun -- rather, if it
exceeds the current Stun, then it replaces the old total, otherwise it is ignored.
Stun scored against an opponent can be traded one-for-one by the Attacker for Action
Points to reposition himself or the Defender.
Injury
Injuries are a fact of wrestling life, often occuring with frightening frequency.
In RingMaster, there are four situations which render a maneuver Injuring:
The Maneuver is the wrestler's Finishing Move.
The Maneuver is a Megamove.
The Maneuver involves a foriegn object.
The Maneuver immediately follows a previous maneuver that targets the same
injury zone (this is called "working").
When a Maneuver is eligible to do Injuries, the wrestler gains one Injury point for every
"6" result of the dice. If multiple conditions causing injury are in effect, the number
required for injury points is lowerd by one, so that a Finisher using a foreign object does
injury points on "5" and "6", for example.
The Injury points a character has on a target act as a penalty to any maneuver requiring
that body part; Lifting maneuvers are assumed to require Arms, Legs, and Back. In
addition, every further successful attack on that body part takes an additional point of
damage for every Injury Point on it already.
The only way to heal injury is by taking time off. The wrestler gets to subtract his level I
REC each week from his total Injuries; these healed Injuries are spread among all of the
Injured areas.
Recovering
Not all wrestling is a downhill slide into physical collapse. A wrestler can occasionally
squeeze in some rest and recovery time during the match.
When a wrestler performs a maneuver, he can choose to stall a round (or more) to "catch
his breath". Each round he waits, he gains Intensity equal to his REC while his opponent
"shakes off" his REC in Stun. "Stalling" rounds are half-length (5 seconds).
A wrestler can also use "restholds". Any Level 1 or 2 hold can be declared a "resthold" -maneuvers used as restholds do -1 damage per die, but allow the wrestler to add
Intensity equal to his REC for each round it is maintained.
Pinfalls
A wrestler who has at least 1 Action Point remaining can opt to cover a prone opponent
and attempt to pin him. His opponent gets three chances to break the pinfall; if he fails
all three, the attacker has won the bout. To break a pinfall, the opponent must do one of
the following:
Power Out (successful STR check, minus opponent's Lift);
Kick out (successful TEC check, minus opponent's Lift);
Lift a shoulder (successful AGI check, minus half opponent's Lift);
Pull the hair (successful BRA check; this is illegal, and forces a Ref Check);
Put a limb on the rope (successful SAV check, modified by Height and position
in the ring);
Use a Cheapshot or Comeback. This does not give the wrestler advantage as
well, and cannot be used if the opponent attempts a pinfall immediately after
using his Finisher.
The opponent must choose a separate option on each break attempt. (Thus, you could
attempt to Power Out, then Kick Out, then use a Comeback -- but you couldn't make
three attempts to Power Out, or two Kick Out attempts and a Cheapshot).
An Ace result on an pinfall break attempt also gives the defender Advantage.
Conversely, a Botch result on a pinfall break attempt counts as TWO failed attempts to
break out -- thus, Botching the first break-out roll will leave you with only one
remaining chance to break out.
A wrestler can reduce his opponent's chances to break the pin in a number of ways,
including:
Certain maneuvers, such as the Sunset Flip or Bridging Suplexes, include an
Submission
The standard combat round changes somewhat when a wrestler successfully applies a
hold Maneuver to his opponent:
Rounds during holds are half-length (5 seconds).
A wrestler may use SPD to reposition himself and/or his opponent, but may not
use Stun for action points. Each SPD point spent to reposition adds +5% to the
defender's next attempt to break the hold.
No attack occurs during a hold. Instead, the defender receives one chance to
break the hold; if he fails, he takes the damage originally rolled for the hold once
more. To break a hold, you must do one of the following:
make a successful TEC check;
make a successful STR check at a -10% penalty;
make a successful SAV check to reach the ropes;
Use a successful Reversal maneuver;
Use a Turnover.
In all of the above cases (except Reversal), the attacker retains advantage even after the
hold is broken, unless the check to break is Aced.
During a submission hold, the defender should keep track of the total Intensity damage
inflicted by the hold. When this number exceeds his current TOU, he must make a
successful STA check at the end of each round he fails to break the hold, or he submits
from the pain, forfeiting the match.
Reversing Holds
A hold can be countered with another maneuver. This works in a fashion similar to
Defensive Maneuvers: the wrestler, instead of making a standard roll to break the hold,
rolls percentile dice as if attempting the maneuver chosen. If he succeeds by a greater
margin than the hold he is in originally did, he gains the advantage and successfully
performs the maneuver on his opponent.
Knock Out
During a match, when a wrestler loses consciousness, the referee (if he can see this) will
stop the match, and rule that the wrestler has forfeited by being unable to continue.
There are two ways this form of loss can come into play.
The brute force method is to reduce the opponent to 0 Intensity or below; at this point,
he must make STA checks after each attack or pass out from pain and fatigue. A referee
who makes a successful SAV roll to notice this will rule him unable to continue, and he
loses by forfeit.
The subtler fashion is to use a sleephold, one of a variety of wrestling holds that
temporarily cut off oxygen to the opponent's brain (usually by compressing the carotid
arteries). When one of these holds is applied, the victim makes a TOU roll each round;
when he fails, he is considered to have "passed out".
At this point, if the referee is not distracted, he will raise the wrestler's arm to see if he is
conscious. The wrestler has three chances to make a successful STA check to wake up
(and thus keep his arm from falling). If he fails all three, the referee will likewise rule
him unable to continue, and he forfeits the bout.
Disqualifications
Whenever a wrestler performs an action against the rules of the league (throwing blows
with a closed fist, trapping an opponent in a ring corner, using a chokehold, distracting
the referee, etc.), he forces a Referee Check: the referee makes a Skill check, and if this
check is successful, he will issue a Referee Warning. The referee has a set threshold of
Referee Warnings he will deliver in a single match against a single wrestler; when he
exceeds this number, he will call for the wrestler to be disqualified (just like basketball
fouls).
Certain actions will result in the immediate, automatic disqualification of the offending
wrestler. These infractions must be determined for each league by its Promoter, but
usually include:
using a chokehold for more than 5 rounds;
refusing to break a hold within 1 round after the opponent has reached the ropes;
making contact with the referee in a hostile or threatening fashion;
using a weapon or other foreign object;
interference from a third party on behalf of a wrestler;
remaining outside the ring for more than 10 consecutive rounds.
In most leagues, titles cannot change hands on a disqualification victory unless the
match carries a specific stipulation to that effect. Also, a disqualification usually counts
less than a pinfall, submission, or KO victory for the purposes of determining title
contenders.
Referee Counts
Very often, the referee does not take immediate action when he sees an illegal action, but
rather begins issuing a count: during chokeholds, when a wrestler is outside the ring,
when a wrestler is stalling on the top rope, when an illegal man is in the ring during a tag
team match, etc.
Before the referee begins counting, he will have to notice the illegal action (or, if you
prefer, realize the illegality of the action he sees). Then he issues a referee warning, and
the next round begins counting. At the end of each round a referee is counting, roll 1d6
and add it to the current count; if the total is higher than the limit of the count, the
referee will take action (usually disqualifying the wrestler he's counting against).
Draws
Some matches can end in a draw, with neither wrestler being declared the winner. This
can occur when:
the previously stated time limit of a match expires without a winner being
declared;
both wrestlers are disqualified simultaneously;
neither wrestler is able or willing to continue fighting.
the referee rules that the match cannot be finished as sanctioned (for example, if
the ringside ropes break).
B-O-O-O-RING ...
Fans, in general, hate indecisive matches. If a wrestler obviously engineers a loss (that
is, throws the match), win (such as bribing the opponent to walk away) or draw (such as
two wrestlers agreeing to a double-countout), he receives an absolute PRE penalty
equivalent to losing that match. This is cumulative with the standard penalty for losing
(so a wrestler who constantly walks away from title defenses to take advantage of the
disqualification exemption on title losses will quickly approach preliminary status).
Turnovers
A wrestler has the option of using a number (determined by his current Prestige) of
Turnovers to reverse the flow of a match. These represent the effects of experience,
morale, and "heart" in the ring (or, in the case of rulebreakers, experience, morale, and
deviousness). Turnovers come in two "flavors", Comebacks and Cheapshots.
Cheapshots
A rulebreaker (a wrestler with negative Prestige) can use a Cheapshot to regain
advantage when he is the defender. He merely states before the attack is rolled that he is
using a Cheapshot, and selects any illegal Maneuver. He is now the attacker for that
round (though he must tolerate whatever positioning changes the opponent made to that
point).
Cheapshots can also be used to instantly break pinfalls and holds without resorting to an
Attribute check of any kind, although they do not give the wrestler advantage in these
situations. This will gain the wrestler a Referee Warning if referee notices.
Comebacks
A fan favorite (a wrestler with positive Prestige) uses Comebacks instead of Cheapshots.
These work in the same fashion (allowing the wrestler to instantly regain the initiative
before any Attack Contest), but they do not require the use of an illegal Maneuver. A
wrestler can only use a Comeback like this when he is at least one Intensity Level below
his opponent (or at any time after reaching Level IV.)
He can also use a Comeback to break a pinfall attempt or hold in the same manner as
Cheap Shots. This does not cause a Referee Warning, nor does it require the wrestler to
be a Level under his opponent.
Fired Up
Some fan favorites have the ability to seemingly call reserves of energy from nowhere,
and just go "house of fire" on their opponent, shrugging off any resistance in an
adrenaline-charged rage. To have your character do this, you must use two Comebacks
at once to gain the Advantage, using the standard rules.
A wrestler who is Fired Up gains these benefits:
he has advantage, and cannot lose it for five turns (even if he misses an attack
roll, the turn is merely skipped and he retains Advantage).
all of his Attributes and Traits (except Intensity) are treated as if he was at
Intensity Level 1 until he loses Advantage.
Only fan favorites can Fire Up -- a rulebreaker can't use two Cheapshots to gain these
benefits!
Changes of Venue
Tag Team Wrestling
In a tag team match, teams of 2 (or more) wrestlers square off; only one member of each
team is allowed to be in the ring at any given point, but he may switch places with his
partner by slapping hands with his partner, who (theoretically) remains in one corner of
the ring apron. The two then have one round in which to switch places; they will receive
a Referee Warning for each round past this they both remain in the ring.
Tagging In or Out
Tagging is usually a form of positioning -- the wrestler wishing to tag must put himself
in his corner or one of the two ringside squares adjacent to it, and then spend 5 Action
Points to make the actual tag.
Rats in a Cage
One of the most common specialty matches is the cage match, in which the participants
fight within the boundaries of a large steel cage placed around the ring; this cage serves
to restrict outside interference in the match to a minimum, and also often becomes a
weapon used against the opponent.
Cages differ in four ways: material, construction, volume, and height. The Promoter will
determine what the cage is built from -- usually this is either standard chickenwire or
chainlink (+1d6 Stun Code) or steel pipework (+5d6 Stun Code) -- and whether it has a
roof or not, as well as how high it is. A cage's height is 1 step for each foot taller it is
than the ring (a standard ring is 2 feet high at the mat). Thus, when Jimmy Snuka missed
a splash against Bob Backlund in Madison Square Gardens, he took an extra 54 points of
damage!
Cages are further classified as "external" or "internal". An external cage is placed around
the ring apron, and includes a portion of the ringside area in its boundaries, allowing
wrestlers full access to the ring apron and turnbuckles. An "internal" cage is placed flush
with the ring apron, or even replaces the ring ropes entirely; this sort of cage prevents
wrestlers from leaving the ring at all (except through the door or top of the cage) or from
bouncing off the ropes -- all irish whips are treated as the Irish Whip attack Maneuver,
with the victim taking the Stun Code of the cage.
A cage match can use the standard victory conditions, or it can award the match to the
first wrestler to leave the cage (or it can do both!). Leaving the cage is similar to
tagging, and can be done either by flat positioning or by a "Lunge Escape" maneuver.
Running matches can be fun on their own, but usually it's even more fun to run matches
in the context of an entire wrestling league -- setting up feuds, sparring over
championships, planning supercards, and other activities that extend outside of a pure
wrestling bout.
Managers
Many wrestlers hire assistance from other individuals who accompany them to ringside;
these persons may be called valets, coaches, personal trainers, spiritual advisors, or
whatever title seems most appropriate, but in these rules they will all be generically
referred to as "managers".
Managers are created like any other wrestler, but they can have anywhere between 10
and 50 Talent points. Managers typically have lower stats than wrestlers, and often take
the "Non-Wrestler" Flaw; on the other hand, they also tend to have inflated SAV scores.
Most managers are rulebreakers, since managers are most useful when they can interfere
in a match with dirty tricks -- but even the purest hearted wrestler can find some use for
a friendly hand and some moral support at ringside.
The Manager's License
The most significant difference between a manager and other characters is that the
manager has a license purchased from the promotion. This license gives him a certain
set of benefits, mostly intangibles.
The Cut: Managers receive a percentage of their charges' earnings, equal to their
Talent/2. (Thus, a 20 point manager receives the classic 10% cut). This is a true
deduction -- the wrestler receives less money for his matches, as a portion is given to the
manager instead.
Power of Attorney: A manager is empowered to sign contracts on his charges behalf,
with regard to the promotion. They may also spend money to cover fines and other ringrelated expenses incurred by their charges, but not Training or upkeep costs; managers
who possess the Rich merit enjoy its usual benefits even when spending cash on behalf
of another.
Press Agent: Managers are considered to be publicly recognized representatives of their
charges, and as such can make press statements or public comments (read: flashes) in
their charges' names. This allows Managers, among other things, to earn PRE for their
charges.
Ring Presence: Managers are allowed to accompany their charges to ringside during
matches; as "sanctioned participants", they cannot be fined for disrupting a match with
their presence as other characters might.
Referees
Every match, even the wildest no-disqualification brawl, must have at least one referee
present (if only to count the pinfall). The referee is (usually) the ultimate arbiter of any
match, responsible for monitoring the match for any infraction of the rules and
determining when one wrestler has won.
Referees are created by the Promoter. They have the following necessary ratings:
SKILL: The referee's awareness of his surroundings and knowledge of the rules.
Roughly equivalent to a wrestler's SAV Attribute, and rated on the same scale.
TOLERANCE: Set between 5 and 15, this represents the referee's patience for
those breaking the rules. It is the number of Warnings the referee will issue to a
given wrestler before disqualifying him.
HEALTH: The referee's physical hardiness; it determines how long the referee
will remain out of action when he is attacked or accidentally knocked down.
Roughly analogous to a wrestler's RES, and rated on the same scale.
Promoters who wish to generate random referees can do so by this method:
roll (2d6+4)x5 for Skill;
roll 2d6+3 for Threshold;
roll (1d6+6)/2 for Health
Special Referees
Every so often, a character with actual wrestling ability (that is, one with a full character
sheet) will put on a referee shirt and step into the ring, as part of the stipulations of a
given match. A "special referee" operates a little differently than a standard official.
Skill: The effective Skill of a special referee is equal to his SAV, modified as follows:
+5% if the character has the Contacts Merit
+10% if the character has the Pure Flaw.
-5% if the character has the Division Shift Background.
-10% if the character has the Hard Knocks Background.
I Am The Law: Special referees are not limited to a simple numeric Threshold -- they
can set whatever circumstances desired for disqualifying a wrestler. They may also
decide both when to issue a referee warning (including either ignoring blatant calls, or
issuing spurious warnings), and how extreme/"in your face" they wish to be (selecting
the attack penalty suffered by the wrestler being warned, from -0% to -20%). When
running an asynchronous game, the referee should submit a "strategy" detailing when
and why he would issue warnings or disqualify a wrestler.
Best Interests of Wrestling: Blatant mockery of the standard rules is a bad idea -- at
least, the fans think so. When a wrestler performs an illegal action that the special
referee ignores, the referee reduces his PRE (or increases his negative PRE) by half as
much as the wrestler perfoming the action.
Optional Rule: Seniority Mandate
When a special referee is in the ring, take note of the Senior Referee's ratings as well.
Make a Skill check for the senior referee when something illegal occurs; whenever the
senior referee would have issued a warning and the special referee does not, or vice
versa, mark a "shadow Warning" (note that any number of warnings beyond the senior
referee's Threshold are warnings he would not deliver). When the number of "shadow
Warnings" exceed the Threshold of the senior referee, he will come to ringside and
replace the special referee.
$(Current PRE x Grade Multiple). Thus, a wrestler with 1,200 PRE who creates a "B"
grade product will recieve $8,400.
Spending Money
Money has no value unless it is spent -- or, at least, unless it can be spent. A wrestler
may find his wallet tapped in many ways.
Upkeep: A wrestler must spend $250 per game week in "upkeep". This represents the
chunk that ordinary life takes out of your bank account: food, housing, etc. (and
provides an incentive to keep wrestling as opposed to falling into semi-retirement.)
A wrestler can choose to spend more per week on upkeep, representing living on a
"luxury" lifestyle. This increases his atmosphere of celebrity and draws more attention to
him; each doubling of upkeep costs for a week adds +1 PRE (or -1 PRE for
rulebreakers).
A wrestler who pays half the normal upkeep costs will get by, but has lowered morale
and training quality -- he recieves one less Turnover than normal for his Prestige rating.
A wrestler who can not (or simply does not) pay any upkeep costs during a week suffers
this effect, plus a -5% to all ringside rolls -- a combination of poor morale, inferior
training, deteriorating health, and other intangibles.
Manager's License: Managers must pay dues to keep their licenses from expiring. This is
a monthly fee of $500 for a single charge; additional wrestlers covered under the license
add $100 each.
Medical Care: The wrestler can spend $1000 for a week-long hospital stay if he has
sustained Injuries. A hospitalized wrestler removes Injuries at double the normal rate
(quadruple this rate if he is a Miracle Man), and eliminates upkeep requirements for that
week (hospital food may not be gourmet fare, but it'll keep you alive). Hospital care
cannot affect the "Nagging Injuries" Flaw.
Fines: A wrestler who violates the letter or spirit of the promotion's rules in a
particularly offensive or detestable fashion may find himself facing more than an
occasional disqualification -- the league administration often levies fines for various
offenses (such as assaulting the league officials, including referees).
Training: A Promoter may require characters to purchase Experience with cash -- see
below.
The Promoter always retains the right to demand certain exotic strategems (such as the
infamous "referee double") have a price tag attached.
Training
"Practice makes perfect," they say, and wrestling is no exception -- experience remains
the best teacher, and a wrestler who wants to better his skills will have to practice. As a
wrestler's career advances, he will gain Experience points, which can be devoted to
improving his performance; improvement to a wrestler can take three forms: growth,
polish, and education.
Growth: A player can spend a character's money to add new Talent points to that
character. The first extra Talent point a character adds (beyond the original 50) requires
5 Experience points. Each additional Talent point costs double the previous Experience
-- the 52nd point costs 10 Experience, the 53rd costs 20, and so on.
Polish: Rather than increasing the overall talent of a character, a player may simply wish
to retune his design, changing the way his Talent has been spent. Each Talent point
moved in this fashion requires spending 1 Experience point.
Note that Growth and Polish can be combined when changing a character -- a player
who wishes to purchase a 2 point merit may add one point through Growth, and move
another point via Polish. A character may alter his Attributes, Merits, Flaws, and even
Weight through these methods, but not his Height; a character may change his
Background as well, with the Promoter's permission.
Education: Changes to Talent after initial creation of a character do not alter his Arsenals
in any fashion. However, a character can add new Arsenal slots directly, using
Experience; each additional slot costs 2 Experience, and acts the same as the Training
slots originally gained from SAV.
Gaining Experience: The Promoter will decide the exact method used for allocating
experience. One suggestion is to allow characters to exchange money for Experience -$1000 "buying" 1 Experience point. A simpler method (which can be used if the
Promoter wishes to forego using Money completely) is to award 1 Experience point for
each match, with an additional point if the character wins.
Prestige
As a wrestler makes his way through the federation, he will gain and lose favor with the
fans. This is represented by alterations to his Prestige rating. This is a list of the standard
Prestige bonuses and penalties.
"+/-" means that the value is positive for fan favorites and negative for
rulebreakers -- an absolute increase.
"-/+" means the value is negative for fan favorites, and positive for rulebreakers
-- an absolute decrease.
When dividing, drop any fraction below half, and round up any other fractional
result.
Match Results
Defeating a fan favorite:
(Fan Favorite): + Opponent's PRE/50
(Rulebreaker): - Opponent's PRE/25
Defeating a rulebreaker:
(Fan Favorite): - Opponent's PRE/25
(Rulebreaker): - Opponent's PRE/50
If a wrestler wins by disqualification or draw, halve the PRE modification. If a wrestler
wins by illegal means, halve the PRE modification -- unless the wrestler is a fan favorite
who directly cheated to win. In this case, apply the modification as if he were a
rulebreaker (that is, subtracting it).
Losing:
-/+ (Your PRE)/100 for an opponent of opposing alignment.
-/+ (Your PRE)/200 for an opponent of the same alignment.
Title Matches:
+/- 50 Winning primary ("World") championship
+/- 10 Defending primary championship
+/- 25 Winning secondary title
+/- 5 Defending secondary title
Ringside Activities
+/- 2 Interesting/impressive ring entrance
+/- 1 Using entrance music
Each of these values only applies once; a wrestler can only gain multiple bonuses for
ring entrances and/or entrance music by changing his entrance style or music.
+1 Fan Interaction (slapping hands during entrance)
+2 Personal Interaction (signing autographs)
-1 Fan Harassment (yelling at the crowd)
-2 Personal Harassment (tearing up a sign)
Vocal (i.e. on a microphone) interaction with or harassment of the fans is treated as a
spontaneous flash (see below).
-2 Sneak attack (just before match)
-* Completely Uncalled for! This category includes both attacking bystanders
(people at ringside who are not the opponents) and attacks made outside the
Extracurricular Activities
Overall Penalties
A character who makes no appearances within a game month reduces his total PRE by
20%.
A character with the "Foreign" flaw reduces all earned PRE in each cycle by 20%.
Flashes (Interviews & Recorded Comments)
The Promoter must "grade" each flash according to its quality (originality, eloquence,
and effectiveness).
A = +/- 15
B = +/- 7
C = +/- 3
D = +/- 1
F = -/+ 2
Television Commercials:
League-sponsored (such as promotional merchandise): rate as a flash.
Non-wrestling product (i.e. Hogan's "Right Guard" ad): rate as a flash, but add a bonus
grade (i.e. a completely mediocre commercial is worth +/- 10 PRE). An "A" rated
commercial is worth 20 PRE.
This bonus is because stepping outside the world of wrestling makes one seem like a
bigger deal, with broader appeal. However, non-wrestling commercials must be
approved by the Promoter. (It's a real stretch to claim that your bloodthirsty rulebreaker
is the perfect pitchman for children's cough syrup ...)
Media Appearance
This includes being a guest on a talk show, being a guest star in a TV series episode, etc.
If this is just mentioned or described by the wrestler, it is worth +/- 5 PRE. If the handler
of the wrestler wants to write an excerpt of the appearance, it can be graded as a flash -but the PRE is tripled. This is not only because of the "broader appeal" described above,
but because frankly such an effort requires a lot of creative energy, which deserves to be
rewarded.
A wrestler must be at least Superstar in rank (or Heel, for rulebreakers) to use this option
(anything less, and you just get cameo roles like Mark "Undertaker" Calloway did
in Suburban Commando).
Broadcasting
All Prestige gained or lost at Pay-Per-View events is multiplied by 1.5. Prestige gained
or lost at non-televised events, or at extrafederational events (if the Promoter allows
moonlighting in the first place) is halved.
Wrestlers occasionally get a chance to sit in the booth as an announcer. In this case, his
entire commentary is graded in its entirety as if it were a flash; commentating a single
match earns standard PRE, commentating a whole card earns double PRE.
Wrestling Maneuvers
Contributors: Jay Anderson, Bryce Berggren, "Reverend" Ray Duffy, Jerone Alexander
Mitchell, and Steve Pillmeier. Research material added from M. David Clarke, Tom
Long, and Mark Wold
This document is a compilation of detailed descriptions of the various maneuvers used in professionalstyle wrestling today. Though for the purposes of clarity, the maneuver descriptions are written in a
step-by-step "instruction" format, this is not meant to encourage readers to actually attempt these
maneuvers on real people. Doing so is highly dangerous to both the target of the
maneuver and yourself. Real wrestlers get injured every month, and they are only staging these
maneuvers ...
While every attempt has been made to make this document as accurate and complete as possible, the
simple fact is that given the ingenuity of real wrestlers and the number of options one has in contorting
the human body, it is virtually impossible to list every wrestling maneuver ever used. If you see a
glaring error or omission in this list, feel free to write to the author with your comments/corrections,
atvoxel@TheRamp.net.
General Notes
Sections of a maneuver name in parentheses are optional, and are often dropped by
announcers. Bulleted lists after a maneuver indicate variations (i.e. with Flags) of the
maneuver in use
Moves are written assuming a "right-handed bias". If a wrestler begins "beside" an
opponent, the opponent is assumed to be to the wrestler's right side. If a wrestler
performs a scoop or shoulderlift (see below), the opponent's head will be on the
wrestler's left side. "Left" and "right" can thus be reversed in almost any maneuver
description -- just remember, if you change one term, you have to reverse all of them.
Definitions
Because the English language is terribly inexact, it is necessary to point out exactly what
certain words will mean below. Some of these may seem self-evident to the reader, but
they are being defined anyways so as to be as clear as possible later.
The Maneuvers
Abdominal Stretch
Stand beside an opponent, facing the same direction. Hook your right leg around your
opponent's left leg. Lean behind him, and weave your left arm in front of his body and
behind his head, allowing his right arm to slide behind your head. Straighten as much as
you can, hyperextending his lateral abdominal muscles.
Airplane Spin
Shoulderlift an opponent, spin around rapidly a few times to dizzy him, and let him drop
to the mat. One of Mike Rotundo's many finishers.
Armbar
Grab opponent's arm by the wrist with your left hand, and stretch it out so that it is
parallel with your left arm. Wrap your right arm around the opponent's shoulder, and
push forward with your left arm, holding him steady with the right.
Armbar, Crucifix
Stand to the left side of a fallen opponent, so his head is to your right. Pick up his left
arm at the wrist with your left hand, place your right forearm under the crook of his
elbow, and drop to the ground. Plant your feet on either side of his left shoulder, and
simultaneously pull with the right arm while pushing with both feet. Sgt. Craig Pittman's
"Code Red".
Armbar, Reverse
Stand behind an opponent, and stretch his arm forward, then bend it back at the elbow.
Place his open hand against your chest, then reach forward and grab the elbow with both
hands, pulling upwards and backwards to wrench the upper arm muscles. This is
"Blacktop Bully" Barry Darsow's "Breaker 1-9".
Armbar, Wakigatme
Lay down backfirst on the outstretched arm of a facedown opponent. Lean to the side to
grab his arm with both hands at the wrist, then roll towards his body to bend the arm
against the elbow and shoulder joints. This is the "whammy bar" of Man Mountain
Rock/Maxx Payne.
This maneuver subtracts the opponent's Lift modifier from attempts to escape.
Armdrag (Takedown)
Hook an opponent's arm with your right arm, and fall to the left, pivoting on your left
foot while throwing the opponent over you. Similiar to a sacrifice Hiptoss.
Armlock
Grab an opponent's wrist in your left hand. Place his arm in the crook of your right
elbow, and reach over his arm with your right hand to grab your left wrist. Apply
pressure.
Atomic Drop
Stand behind and slightly beside opponent, and grab his midsection with your right arm.
Hook the opponent's left leg with your left arm, and pick him up to shoulder level, so his
back is parallel to the mat. Kneel slightly, and drop the opponent tailfirst onto your
extended knee.
This Maneuver adds the attacker's HDB to its Slam Dice.
Atomic Throw
Stand behind and slightly beside opponent, and grab his midsection with your right arm.
Hook the opponent's left leg with your left arm, and pick him up to shoulder level, so his
back is parallel to the mat. Lean forward, throwing the opponent off your shoulder to the
mat backfirst.
This maneuver adds the attacker's HDB to its Slam Dice.
Avalanche
Charge into an opponent standing in the corner, ramming him back into the turnbuckles.
Used by Akeem "the African Dream".
Sting's "Stinger Splash" is, in essence, a Jumping Avalanche.
Backbreaker
Scoop opponent, kneel, and drop backfirst onto raised knee.
The lucha libra "La Quebradora Con Hilo" is a Tilt-a-whirl Backbreaker.
Backbreaker (Rack)
Shoulder lift opponent, and pull down sharply and repeatedly on his neck and thigh with
arms. Lex Luger's trademark submission hold; also used by Hercules Hernandez. Also
known as a Human Torture Rack or Argentinian Backbreaker.
This maneuver can be treated as a shoulderlift for the purposes of chaining to other maneuvers.
Backslide (Rollup)
Stand back-to-back with opponent, and hook each arm in one of yours; bend forwards
(and kneel if you are very tall), lifting the opponent off the ground and forcing his
shoulders to the mat for a pin. Also called an "inverted nelson rollup". At the height of
his career, the late Kerry Von Erich once used this maneuver to pin Ric Flair for the
NWA World Title.
Bodybreaker, Argentinian
Stand facing a bent opponent, and lean over him, grabbing him around the waist. Lift
him up onto your shoulder, and rapidly drop to your knees.
Bodybreaker, Canadian
Shoulderlift an opponent, hold his neck and legs tight with your arms, and rapidly drop
to your knees.
Bodypress
Leap crosswise at a standing opponent, bowling him over to the ground. Also called a
"flying cross bodyblock". This move is called a "plancha" in Mexico.
Sean Waltman (as the 1-2-3 Kid) used a Moonsault Bodypress.
This maneuver does not require any Action Points to follow with a pin cover.
Bodyslam
Scoop opponent, invert, and throw him back to the ground.
This maneuver adds half the attacker's HDB to its Slam Dice.
Boston Crab
Stand between a prone opponent's legs, and hook a leg in each arm; clasp your hands
together in front of you, then turn around, stepping over his body and crouching to apply
pressure. Used as a finisher by Rick Martel, as well as by Stan "The Lariat" Hansen,
who called it a "Brazos Valley Backbreaker".
Brainbuster (Suplex)
Put opponent in a Front Facelock, throw his right arm behind your neck, and grab his
tights with your left hand; lift him straight up so he is inverted vertically above you, then
fall straight down, driving him headfirst into the mat. Called the "Ghostbuster" by Koko
B. Ware; also used as a finisher by the late "Captain Redneck" Dick Murdoch.
This maneuver adds the attacker's HDB to its Slam Dice.
Bulldog
Place opponent in a Headlock, then leap into the air, and fall in a sitting position,
dragging him to the mat with you. Named for the rodeo maneuver which it resembles;
used by "Wild" Bill Irwin as a finisher. This maneuver is most commonly performed
with the "Running" Flag.
Bulldog Lariat
Take a short run towards the opponent, and strike him with an outstretched arm, as if
to Clothesline him; curl the arm around his neck and jump forward, landing in a sitting
position on the mat and dragging him with you to the ground. Also known as a "necktie
clothesline".
Camel Clutch
Stand over a facedown opponent, and grab both arms; sit down on his back, pulling his
arms back and hanging them over your knees, then let go of his arms and apply
a Reverse Chinlock. Used as a finisher by the Iron Sheik and Sgt. Slaughter (during his
"Iraqi" phase).
This maneuver subtracts the opponent's Lift modifier from escape attempts.
Chokehold
Grab an opponent around the neck with one or two hands, and apply pressure to cut off
the air supply. This is illegal in any sane promotion, usually resulting in disqualification
if the maneuver is not removed by the count of five by the referee.
The "power choke" preferred by the Undertaker is an Elevated Chokehold.
Chokeslam
Grab the opponent by the neck with one or two hands, lift into the air as high as
possible, then slam him down into the mat, swinging him into a horizontal position
before impact. Most associated with ECW's "911", but also a favorite of the Giant, the
Undertaker, and "Psycho" Sid.
Claw(hold)
Grab the opponent's face with one hand and squeeze tightly. Also called a "clawlock" or
"clawhold". Used as finishers by Kevin Von Erich, his late brother Kerry, and Baron Von
Rashke. The clawhold can also be applied to other parts of the body, such as the
stomach, the shoulder, or a limb joint, with an appropriate change of names (abdominal
claw, etc.). Fritz Von Erich originally used a stomach claw for a finisher.
Claw, Mandible
Insert your middle and ring fingers into the opponent's mouth, applying pressure to the
back of the tongue and soft palate, while pinching the bottom of his jaw with your
thumb. Used by Mick Foley (as "Mankind").
Clothesline
Take a short run and strike your opponent across the neck or upper body with your
outstretched arm. Developed from common fouling technique in American, Canadian, or
rugby football; named because it has the same effect as blindly running into a real
clothes line. This is Stan "The Lariat" Hansen's "lariat" and Nikita Koloff's "Russian
Sickle".
Barry Windham's "lariat" is a Jumping Clothesline;
Adam Bomb, the Patriot, and Rick Steiner have used a Flying Clothesline;
Brian Pillman used a Springboard Clothesline at the beginning of his career;
Jake "the Snake" Roberts used a Short-Arm Clothesline as a set-up move.
Cobra Clutch
Stand behind an opponent, and apply a Half Nelson. Reach around his head with your
left arm, grab his right arm at the wrist, and pull it back around his own neck, cinching
tight. This variant of the Sleeper is Sgt. Slaughter's usual finisher; it is also the "Million
Dollar Dream" hold used by Ted Dibiase, Virgil/Vincent, and Steve Austin during his
tenure as "the Ringmaster".
Crucifix Rollup
Grab the opponent's left arm, move behind him, and jump up to wrap your legs around
his right arm -- you should now be parallel to the mat. Rotate to your right side to pull
him down to the mat, rolling him over your body for the pin.
DDT
Put opponent in Front Facelock, then fall straight down or backwards, driving his head
into the mat. This maneuver is used extensively by Tommy Dreamer, Raven, the
Fabulous Freebirds, and Arn Anderson; it was named by Jake "The Snake" Roberts.
DDT, Single-Arm
Apply an ARMBAR while facing an opponent. Using his arm as a lever, fall backwards,
driving him facedown into the mat and wrenching his shoulder. This is the "Divorce
Court" used by the Lane/Eaton Midnight Express; Shane Douglas used this maneuver to
put Pitbull #2 out of wrestling.
Drop, Elbow
Fall onto a fallen opponent with an outstretched elbow.
"Nature Boy" Buddy Landell used a Jumping (corkscrew) Elbow Drop;
Both Bobby Eaton and "Macho Man" Randy Savage use a Flying Elbow Drop.
Drop, Fist
Fall onto an opponent with a closed fist.
Jerry "the King" Lawler's "Piston Punch" is a Flying Fist Drop; the original
Rockers (Marty Janetty & Shawn Michaels) used a tandem Flying Fist Drop for a
team finisher.
Drop, Headbutt
Fall onto a fallen opponent headfirst.
Both "Bam Bam" Bigelow and Chris Beniot use Flying Headbutt Drops.
Drop, Knee
Fall onto a fallen opponent knees-first.
Drop, Leg
Jump into the air slightly and land on an opponent with an outstretched leg. The
perennial finisher of Hulk Hogan. Also called a "guillotine drop".
Bobby Eaton's "Alabama Jam" is a Flying Leg Drop.
Flash Funk (nee 2 Cold Scorpio) uses more than one leg drop finisher: his "Drop
The Bomb" finisher is a Flying Somersault Leg Drop, and his "Tumbleweed"
finish is a Moonsault Leg Drop.
Drop Toehold
Drop to the ground in front of a running opponent; as he passes, place one foot in front
of his ankle and the other behind the crook of his knee, then roll after him. As he falls to
the ground, you will fold his leg around the foot at his knee.
Basic Dice remain as the "hold" portion of this manuever.
European Uppercut
A rising blow to the chin with the back of the wrist or upper portion of the forearm.
Used extensively by Alex Wright and Owen Hart, among others; also called a forearm
uppercut.
Facedriver
Start from standing head scissors, and drop to your knees, driving opponent's face into
the mat. Used by Colonel DeBeers.
Facedriver, Guillotine
Stand beside bent opponent, place near leg across his neck, and drop to a sitting position,
forcing him facefirst into the mat.
A mishap with this maneuver performed by Marty Janetty resulted in Chuck Austin breaking his neck, for which he later
won a lawsuit against the WWF.
Fallaway Slam
Shoulderlift opponent; fall backwards so opponent lands between you and the mat. This
is Chris "Tatanka" Chavis's "Papoose", and the "Samoan Drop" used by the original
Samoan Swat Team. Also called a "crucifix slam", because the position of the two
wrestlers prior to the slam resembles a cross.
This maneuver does not require any Action Points to follow with a pin cover. It adds the attacker's
HDB to its Slam Dice.
Facelock, Front
Face a bent opponent, and grab around the neck with your right arm, pulling him
beneath your right armpit. A common setup position for many maneuvers, most
especially suplexes and DDTs, but also a valid hold in its own right.
Facelock, Inverted
Stand beside an opponent, and grab him around the chest with your right arm; bend him
backwards until he is nearly lateral, shifting so that your arm is holding him under his
right armpit with his neck in your right armpit. Also called a "dragon sleeper".
Full Nelson
Apply a Half Nelson, then repeat with the free hand; clasp both hands behind the
opponent's head before applying pressure. Used as a finisher by the Warlord and Billy
Jack Haynes.
Giant Swing
Stand between a fallen opponent's legs. Hitch an arm around each of his legs, and clasp
your hands together, then spin around in a circle, trying to build up as much speed as
quickly as possible. Release after one or two swings to let the opponent fly off from
centrifugal force.
Go-Behind Takedown
While standing or kneeling behind your opponent, grab him around the waist and fall
backwards, pulling him to the mat while leaning to one side.
Gutbuster
Scoop opponent, kneel, and drop abdomen-first on raised knee.
Gutwrench (Suplex)
Stand beside a bent opponent and lean over him to grab his midsection; lift to pull him
to a vertical position while falling backwards.
This maneuver adds half the attacker's HDB to its Slam Dice.
Half Crab
As the name implies, an abbreviated version of the Boston Crab: stand beside a prone
opponent near his legs, facing towards his head. Lean down and hook your right arm
around his right leg, then spin to the right, turning him over into a facedown position,
using your right knee for leverage to keep him arched.
Half Nelson
Move behind an opponent and weave your right arm under his right armpit and then
behind his head; apply pressure.
Hammerlock
Move behind opponent, grab an arm by the wrist, and bend it behind his back, pushing
upwards. Also called a "chickenwing".
George "The Animal" Steel used an Elevated Hammerlock as a finisher;
Bob Backlund used a Cross-Face Hammerlock as a finisher after turning heel.
Hamstring Pull
Stand at a prone opponent's legs, facing towards his head; pick up one of his legs with
one hand, and leap into a forward flip, pulling the leg with you as far as it will go. Also
called a "thigh stretch".
(Side) Headlock
Stand beside an opponent, and hook your right arm around his neck. Possibly the most
basic of wrestling holds, along with the Bear Hug, Front Facelock, and Wristlock.
Head Vise
Grab the opponent's head between both hands and apply pressure. This was Crush's
"Kona Crush".
Head Smash
Grab the opponent behind the head, and swing your arm into a target (such as a
turnbuckle, the mat, or the head of another wrestler) without letting go. The classic
"double noggin knocker" would be a multi-attack Head Smash.
Hip Toss
Stand beside an opponent, hook one of his arms with your right arm, and lean to the left,
extending your right foot outward slightly. Leverage opponent over your extended hip.
This maneuver adds half the opponent's HDB to its Slam Dice.
Hurricarana
Face a standing opponent, and leap straight into the air; lock your legs over his shoulders
and around his head, then flex backwards as you fall, throwing him over and behind you.
Often called just a "rana"; famous as Scott Steiner's "Frankensteiner" (though he did not
invent the maneuver).
Mikey Whipwreck's "Frankenmikey" is a Super Hurricarana; also used by Chris
Candido during his "Skip" phase
Rey Misterio Jr. uses just about every variation of Hurricarana, possible,
especially Super, Flying, Springboard, and Bridging.
Indian Deathlock
Grab both feet of a fallen opponent, and cross them beneath each other (as if sitting
"Indian style"). Place your shins on his knees, and lean forward to apply pressure. This
was a finisher of Wahoo McDaniels.
Irish Whip
Grab an opponent's arm and swing him towards a target, such as the ropes, a turnbuckle,
or the ringside railing. Also called a "hammer throw", since (performed 2-handed) it
resembles the motion used in the track & field event of the same name.
Jam Slam
Perform a Hiptoss on an opponent; as the opponent reaches the peak of his arc of
motion, fall forward to your right side, so that you land on top of him.
This maneuver adds half the attacker's HDB to its Slam Dice.
Jawbreaker
Stand in front of opponent, facing either direction. Reach behind you with both arms to
grab the back of his head, while squatting slightly to place your head beneath his chin;
fall down into a sitting position, driving the top of your head into his jaw. A common
counter to the Sleeper.
Jawbreaker, Side
Stand in front of opponent, facing the same direction. Reach behind you, grabbing the
opponent around the head with both arms and pulling his neck and jaw across your
shoulder; then make a slight jump, falling to the mat in either a sitting or prone position
while carrying the opponent with you. This is "Diamond" Dallas Page's "Diamond
Cutter", Johnny Ace's "Ace Crusher", and "Stone Cold" Steve Austin's "Stone Cold
Stunner".
Kata Hajime
Stand behind an opponent, and wrap your left arm around the opponent's neck, pressing
the forearm blade against the front of the throat. Thread your right arm underneath your
opponent's right armpit and grab your left wrist. Fall backwards, pulling the opponent to
the mat and hooking both his legs with yours to prevent him from escaping. Yes, this is a
chokehold, and yes, it is illegal (release in 5 seconds). Used by ECW's Taz.
(Front) Kick
A forward swinging kick, as if punting the opponent; the point of contact is the toe or
top of the foot. Weak, but relatively easy.
The "crane kick" of Karate Kid fame is a High (Front) Kick.
Kick, Axe
Standing near a fallen opponent, swing one leg forwards and upwards so it is
outstretched over your opponent, then bring it down heelfirst into your opponent.
Kick, Hook
Kick your opponent with the heel of your right foot while pivoting 270 degrees
clockwise on your left foot.
The "crescent kick" used by Akio Sato of the Orient Express was a High Hook
Kick;
The "side leg lariat" used by Sean Waltman is a Jumping Hook Kick.
Kick, Roundhouse
Kick your opponent with the right foot while pivoting 90 degrees counterclockwise on
your left leg. Often done with a slight hop.
Kick, Side
Pivot to the left, and kick outwards with the sole of the right foot.
Stan Lane's "savate kick", the Great Kabuki's "thrust kick", Chris Adam's
"superkick", Shawn Michael's "sweet chin music", and Stevie Richards's "Steve
kick" are all High Side Kicks.
Kick, Snap
Kick straight forward at your opponent with the sole of the foot.
The "big boot kick" or "counter kick" used by Hulk Hogan as a set up is a High
Snap Kick. The "float kick" used by Bill Irwin is a Dashing High Snap Kick.
Knee Lift
A rising blow to the abdomen with the knee, usually performed with one or both
wrestlers running; the attacker often pulls down on the back of the opponent's head to
add force. Used by Brutus Beefcake before his "barber" days.
Kevin Sullivan's "Tree of Woe" finisher is, in essence, a Dashing Corner Knee
Lift; the opponent is hung upside down by his legs from the top turnbuckle so he
can't effectively dodge.
Kneebreaker
Stand behind opponent, and grab around waist with right arm; grab opponent's left foot
in your left arm, and bend it at the knee. Lift opponent vertically, kneel, and drop the
bent knee on your raised knee. Used by "Nature Boy" Ric Flair, Jeff Jarrett, and pretty
much anyone else aiming for a Figure Four.
Lateral Press
Not really a maneuver, actually: it's what announcers call a straightforward "lie on top of
him" pinfall attempt from time to time when they feel the need to be verbose. Just so
you're not confused.
Leg Grapevine
Stand over facedown opponent, facing away from his head. Grapevine his near leg with
your near leg, and fall backwards to apply pressure. Randy Rose's (of Paul E.
Dangerously's "Original Midnight Express") "Indian Deathlock".
The Great Muta's "Deathwalk" hold was a Cross-Face Leg Grapevine.
Legsweep
Kick the opponent in the back of the legs with one of your own, pushing his feet out
from under him and toppling him to the ground.
Legwheel
Stand beside opponent, grab him at the waist, and step your right leg in front of him.
Still holding him, turn left at the waist, leveraging him over your leg onto his back.
Monkey Flip
Face a standing opponent, and jump onto him, resting your feet on his hips and grabbing
the back of his head with both hands; then lean backwards, falling to the mat and
carrying him with you to throw him over and behind you. Often performed after an Irish
Whip to the corner.
Neckbreaker
Put opponent in a Front Facelock , and stretch out his right arm with your left arm. With
a swinging motion, twist to the right, so that both you and your opponent are facing up,
and at the same time fall to the mat, pulling him down with you. This maneuver is also
called the "spinning" or "swinging neckbreaker"; it is the Honky Tonk Man's "Shake,
Rattle, & Roll" (eventually).
Neckbreaker, One-Handed
Put opponent in a Front Facelock , then turn 180 degrees to the left while maintaining
the hold, so that the opponent ends up standing with the back of his neck bent across
your right shoulder, held by your arm. Fall straight down into a sitting position, pulling
him down with you. Used by Rick Rude as his "Rude Awakening"; also used
occasionally as a finisher by Road Warrior Hawk.
Piledriver
Place opponent in standing head scissors, then grab midsection and lift him into a
vertical position; fall straight down into a sitting position, driving him headfirst into the
mat. Used as a finisher by "Mr. Wonderful" Paul Orndorff and Lex Luger (who called it
the "Attitude Adjustment"), among others. Named by longtime Chicagoland sportscaster
Jack Brickhouse.
A variant of this maneuver used by Terry Funk involves falling backwards instead of straight down, more like a suplex than
a piledriver. It uses the same game statistics, but targets the neck, not the head.
This maneuver adds half the attacker's HDB to its Slam Dice.
Piledriver, African
Place opponent in standing head scissors, then grab midsection and lift him into a
vertical position; drop straight down onto your knees, driving the opponent's head into
the mat. Used by Don Muraco.
This maneuver adds half the attacker's HDB to its Slam Dice.
Piledriver, Tombstone
Scoop opponent, invert, then drop to your knees, while driving his head into the mat.
The Undertaker's main finish.
This maneuver adds half the attacker's HDB to its Slam Dice.
Powerbomb
Face a bent opponent, lean over, and grab midsection; stand while lifting opponent onto
shoulder, then throw him forcefully back down to the ground. Opponent can be held
down for the pin. A popular finisher, used by "Psycho" Sid, Vader, Chris Benoit, and
Kevin "Diesel" Nash (who called it "the Jackknife").
The Pitbulls used Super Powerbombs for finishers, and a Tandem Super
Powerbomb as a team finisher.
This maneuver adds the attacker's HDB to its Slam Dice.
Powerbomb, Crucifix
Lean over a bent opponent (or one in standing head scissors) and grab midsection with
both arms; stand up, lifting opponent behind and over one's head as high as possible, so
that he appears to be "crucified" on your outstretched arms. Fall forward, driving him
backfirst into the mat. This is Scott "Razor Ramon" Hall's "Razor's Edge".
Black Tiger's "Black Tigerbomb" is a Bridging Crucifix Powerbomb.
This maneuver adds the attacker's HDB x1.5 to its Slam Dice.
Powerbomb, Reverse
Stand between a facedown opponent's legs, and hitch your arms either around the waist
or around each thigh. Quickly swing the opponent up into the air, then reverse direction
and slam him back down to the mat. Used by both Vader and Henry Godwinn.
This maneuver adds the attacker's HDB to its Slam Dice.
Powerslam
Scoop an opponent, pivot on one foot and fall forwards to the mat on top of the
opponent. Optionally, one can invert the opponent and hang him on the shoulder before
the slam. Used as a finisher by the "British Bulldog" Davey Boy Smith, Road Warrior
Animal, and Farooq (nee Ron Simmons).
This maneuver does not require any Action Points to follow with a pin cover. It adds half the attacker's
HDB to its Slam Dice.
Powerslam, Vertical
Scoop opponent, inverting him to hang on one shoulder as you lift him, and fall forward
(sometimes while pivoting on one foot) to the mat. Used by "British Bulldog" Davey
Boy Smith.
"Dr. Death" Steve Williams's "Oklahoma Stampede" is a Running Vertical
Powerslam.
This maneuver does not require any Action Points to follow with a pin cover. It adds half the attacker's
HDB to its Slam Dice.
Press Slam
Pick up an opponent with both hands and press above your head like a barbell, then let
him drop to the ground. Also called a "gorilla slam" or "gorilla press slam". The
Ultimate Warrior used this a set-up for his finisher.
This maneuver adds the attacker's HDB x1.5 to its Slam Dice.
Punch, Discus
Stand in front of an opponent (usually running) and spin around counterclockwise in a
complete circle or two (mimicking a discus thrower, natch), throwing a punch at the end
of the spin. Used by the late Kerry Von Erich as the "Texas Tornado".
Punch, Heart
Stand near your opponent, and grab his right wrist with your left hand. Bend his arm
back behind his head, turning him to face you, then punch him as hard as you can
directly in the sternum. A wicked maneuver used by Stan Stasiak, Ox Baker, Marc
Callas (prior to his "Undertaker" identity), and Brian "Crush" Adams.
Reverse Chinlock
Get behind an opponent (preferably a facedown or kneeling one) and wrap your arms
around his head, clasping your hands together beneath his chin. Apply pressure, keeping
your elbows over his shoulderblades for leverage. Possibly the official resthold of heels
everywhere.
Reverse Rollup
Stand behind an opponent, grab his waist, and push him towards the ropes; let him
bounce and do a backwards somersault while still holding him. When you return to a
standing position, you should be sitting in the crook of his knees, holding him in a
pinning position.
Reverse Slam
Shoulderlift an opponent, then leap into a forward somersault, landing with him between
you and the mat. This is Lord Steven Regal's "Regal Roll"; also used by Scott Steiner.
This maneuver does not require any Action Points to follow with a pin cover.
Rib Crusher
Jump up and stomp onto a prone opponent's chest with both feet. Used as a finisher as
well as a setup maneuver by Kevin Sullivan.
Rope Rake
Grab the opponent's head, and push his face into one of the ringside ropes; pull it sharply
to one side, dragging his face across the ropes. A cruel maneuver (especially when done
at eye level), illegal in any sane league.
Schoolboy Press
Kneel behind a standing opponent, reach through his legs with one arm, then lean to the
opposite direction, pulling him across you to land on the mat backfirst in a pinfall
predicament.
Scissorlock
Wrap legs around your opponent, cross the ankles, and apply pressure. Often referred to
as "body scissors" or "head scissors".
Scissors, Short-Arm
Actually, has very little to do with the "Short-Arm" Flag. Grab a fallen opponent's arm at
the wrist with both arms, and set your feet on each side of the base of his shoulder; push
with your legs while pulling with your arms.
Scorpion Deathlock
Stand between the legs of a prone opponent, facing his head; pick up both legs, step your
right leg across his left leg, and cross right leg over the left on your right knee. Hook
your right arm around the crossed legs, and turn to the right, stepping over his body and
crouching to apply pressure. Used by Steve "Sting" Borden, Bret "The Hitman" Hart and
his brother Owen (both call it "the Sharpshooter"), and Ron Garvin (for whom
announcers dubbed it an "inverted figure four").
Bull Nakano uses a Cross-Face Scorpion Deathlock.
Senton
A literal "back drop": fall backfirst onto a prone opponent. More common in Mexican
lucha libre than American wrestling. Sometimes called a "shoulder roll".
"The Genius" Lanny Poffo used a Flying Somersault Senton as one of his
finishers; the Public Enemy's "Drive-By" is a Flying Somersault Senton on an
opponent lying on a table.
Shake
Grip an opponent tightly in standing head scissors, then jump into the air a short distance
and land back on your feet to jar your opponent.
Shoulderbreaker
Scoop opponent, invert, and kneel, dropping his shoulder onto the raised knee. Rocky
Maiva uses a Dashing Shoulderbreaker.
Shove
Push the opponent with both hands, as in a schoolyard fight.
Sidewalk Slam
Face an opponent running towards you, and catch around the upper body just under the
arms with one arm; allow his momentum to swing him horizontal, then fall forward to
the mat, throwing him to the ground. Perennial finisher for Bubba "Big Bossman"
Rogers.
This maneuver does not require any Action Points to follow with a pin cover. It adds half the attacker's
HDB to its Slam Dice.
Sleeper (Hold)
Move behind opponent, wrap one arm around the front of his neck, and secure by
wrapping the other arm around the top of his head with the hand on the temple. The
inner sides of the first arm should compress the carotid arteries, inducing
unconsciousness. Brutus "the Barber" Beefcake used a sleeper for a finisher. Also called
simply "sleephold".
Sleeper, Pinch
Stand behind your opponent and grab him with a hand at the base of the neck on each
side; squeeze to apply pressure to the carotid arteries, blocking the flow of blood to the
brain and causing the opponent to pass out. Used by Del Wilkes (as the Trooper).
Slingshot Catapult
Unrelated to either the Slingshot or Catapult Flags. Stand near a prone opponent's legs;
grab one leg in each arm, around the knees, lift slightly to tilt opponent, then fall
backwards to the mat, levering him over you (usually to hit a turnbuckle or ringside
railing).
Spinebuster
Stand in front of an opponent (often running towards you) and hook a leg in each arm,
lifting him up, then spin around and fall forwards, driving him backfirst into the mat.
Used by Arn Anderson.
Splash
Jump onto a prone opponent, landing bellyfirst on top of him, usually with a running
start. Used by Tugboat/Typhoon, Vader, and the Ultimate Warrior.
Splash, Vertical
Jump onto a prone opponent to land in a sitting position on top of them. Used by John
Tenta (aka "Earthquake", "Avalanche", and "Shark") and Matt Borne (as "Big Josh").
Doink the Clown's "Whoopee Cushion" is a Flying Vertical Splash; Yokozuna's
"Banzai Splash" is a Corner Flying Vertical Splash.
Stretch Plum
Stand beside an opponent, facing the same direction. Hook your right leg around your
opponent's left leg. Lean behind him, and weave your left arm in front of his body and
around his neck in front. Bend him backwards while straigtening your body to apply
pressure.
Stretch Slam
Stand behind an opponent, and pull his right arm through his legs with your right arm.
Hook his neck with your left arm, pick him up and hold him crosswise, then slam them
down to the mat as hard as you can. Also called a "pumphandle slam"; this is Jesse
James Armstrong's "Chartbuster".
This maneuver adds half the attacker's HDB to its Slam Dice.
Stump Puller
Stand behind a sitting opponent, and step each of your legs in sequence over his
corresponding shoulder, so your feet are between his legs while his head is still in front
of you. Lean down and pick up one of his legs, and pull it as close to vertical as you can
while sitting slightly to apply pressure. Used by "Big Bully" Busick and Doink the
Clown.
Stungun
Face opponent while standing near the ropes and grab him around the waist. Lift him off
the ground and fall directly backwards, so that the opponent lands neck (ideally) or chest
first on the ropes behind you. Used by Steve Austin prior to his entrance into the WWF;
also used by the late "Hot Stuff" Eddie Gilbert, who called it a "Hot Shot".
Sunset Flip
When facing a bent opponent, do a forward somersault over his back; when your back is
parallel to the floor, grab his thighs and pull him forward and down into a pinning
position.
Suplex, Fisherman
Put opponent in a Front Facelock, throw his near arm behind your neck, and gather one
leg at the knee with your free hand; flex backwards to throw him over and behind you in
a smooth vertical arc to land backfirst.
The classic "cradle suplex" (including "Mr. Perfect" Curt Hennig's "Perfect
'Plex", and Marcus Bagwell's "Yellowjacket Suplex") is a Bridging Fisherman
Suplex.
This maneuver adds the attacker's HDB to its Slam Dice.
Suplex, Fishermanbuster
Put opponent in a Front Facelock, throw his near arm behind your neck, and gather one
leg at the knee with your free hand. Lift the opponent over your head, inverting him
vertically, then fall straight down to drive his head, neck, and back into the mat.
Jushin Liger uses a Super Fishermanbuster.
This maneuver adds the attacker's HDB to its Slam Dice.
Suplex, Front-Face
Put opponent in a Front Facelock, throw his near arm behind your neck, and grab his
tights with your free hand; lift him over your head so he is vertically inverted above you,
then fall forward to throw him back to the mat. This is Ole Anderson's "Gourdbuster".
This maneuver adds the attacker's HDB to its Slam Dice.
Suplex, Salto
Stand behind and to one side of opponent, grab midsection with right arm, and hook the
left leg with your left arm. Lift opponent horizontally onto your shoulder, then fall
backwards to the mat. This is Shawn Michael's "Tear Drop Suplex". Also called a "leggrab back drop".
This maneuver adds the attacker's HDB to its Slam Dice.
Suplex, T-Bone
Grab an opponent around the waist with your left hand, hitch your right arm between his
legs, and lift him up to shoulder level so he is parallel to the mat; flex backwards while
continuing to lift him, falling to the mat with him under you.
This maneuver adds the attacker's HDB to its Slam Dice.
Suplex, Tiger
Stand behind an opponent, and put a HAMMERLOCK on each arm with one of yours.
Flex backwards, throwing him over and behind you in a smooth vertical arc.
This maneuver adds the attacker's HDB to its Slam Dice.
Suplex, Vertical
Put opponent in a Front Facelock , throw his near arm behind your neck, and grab his
tights with your free hand; lift him over your head so he is vertically inverted above you,
then fall backwards to the mat. Probably the most common suplex. Often called a "snap
suplex" if performed in a smooth motion; sometimes called a "brain buster".
The Superplex used by Barry Windham et al. is a Super Vertical Suplex.
This maneuver adds the attacker's HDB to its Slam Dice.
Suplex, Wheelbarrow
Stand between the legs of a facedown opponent, facing towards his head. Hitch your
arms around each leg, and lift him up while falling backwards, throwing him over and
behind you in a smooth vertical arc. This is Al Snow's "Snow-Plex".
This maneuver adds the attacker's HDB to its Slam Dice.
Suplex Driver
Put opponent in a Front Facelock, throw his near arm behind your neck, and grab his
tights with your free hand; lift him over your head so he is vertically inverted above you,
then fall forward while keeping him vertical, driving his head into the mat.
This maneuver adds the attacker's HDB to its Slam Dice.
Surfboard
Kneel between a facedown opponent's legs, facing his head, and hook each of his legs
with one of yours. Hook each of his arms in one of yours, and roll to one side onto your
back, hoisting him over you to apply pressure. Paul Romero uses a variation of this
maneuver involving a REVERSE CHINLOCK instead of hooking the arms.
Texas Cloverleaf
Stand between a prone opponent's legs, and pick up one in each hand. Cross his right leg
over his left knee; cinch his left foot under your right armpit, thread your left arm
beneath his left thigh, and slide your right arm over his right foot to grab your left wrist.
Turn clockwise 180 degrees and sit down to apply pressure. This is, in essence, a Figure
Four Leglock performed with the arms, and then flipped upside down.
Toehold, Reverse
Grab the leg of a facedown opponent, weaving your arm around the ankle and through
the crook of the knee, so that his ankle rests in your armpit; apply pressure.
Toss
Grab an opponent behind the head with one hand, and throw him into a target, such as
the ringside railing or through the ropes. Not to be confused with the Head Smash; the
wrestler doing that move follows through, still holding the opponent, while in a Toss the
wrestler throws his opponent while remaining (relatively) motionless himself.
Trapezius Pinch
Each hand pinches one of the trapezius muscles (running along the collarbone above
each shoulder next to the neck), while pressing down for added pressure. Also called a
"nervelock".
Victory Roll
Stand behind an opponent and jump up into a sitting position on his shoulders; do a
forward somersault to throw him to the ground. Both the Rock & Roll Express and the
Rockers used this maneuver extensively.
Wrist Spike
Stand near a facedown opponent, and bend his arm at the elbow so the forearm is
vertical, the fist on the mat. Stomp on the back of his elbow, compressing the forearm
and wrist.
Wristlock
Grab the opponent at the wrist with both hands, and twist it.
Wristlock, Double
Lie down across facedown opponent, and grab his arm with your left hand at the wrist,
twisting to the right. Loop your right arm under the crook of his elbow and pull up
sharply to apply pressure.
Wristlock, Spinning
Stand in front of opponent and Wristlock his left arm. Lift it above your head, and turn
to the right, wrenching the arm. Also called an "armwringer".
Notes
This column marks any special traits of the maneuver.
L = The maneuver is affected by the opponent's Lift penalty.
K = The opponent is knocked down if the maneuver succeeds by more than his
Lift.
Target
The area of the body which collects injury points from the maneuver. Just as in most
programming, a "|" between Targets means "or" -- the injury points are applied to one or
the other, attacker's choice. "Any" can be interpreted thus as "H | N | R | B | A | L". A "&"
means "and", as always -- injury points are divided equally between the listed Targets.
H = Head
N = Neck
A = Arm
L = Leg
B = Back
R = Body/Ribs
Other Notes
Maneuvers with a bang (!) next to their name are illegal, and will result in a Referee
Warning if seen.
Maneuvers with a star (*) next to their name are "martial arts" maneuvers; 2 stars (**)
indicates a maneuver unique to martial artists (-5% to non-Martial Artists). Maneuvers
with a pound sign (#) next to their name are "classical wrestling" maneuvers. These
designations correspond to the Martial Artist and Technician Style Merits.
Maneuvers
Backdrop
Bodyslam
Clothesline
Head Vise
Irish Whip
Shoulderblock
Shove
Toss
STR: Level 1
Force
BShV
BPS
BPsv
BPP
BP
BPsv
BPs
BPsW
Notes
L
L
K
S
(K)
K
K
Target
B
B
N
H
B|R
R
R
Maneuvers
Backbreaker Drop
Backbreaker Rack
Belly-to-Back Suplex#
Belly-to-Belly Suplex#
Fallaway Slam
Front Fallaway Slam
Gutbuster Drop
Gutwrench Suplex
Inverted Shoulder Rack
Kneebreaker Drop
Northern Right Suplex
Powerslam
Press Slam
Salto Suplex
Shoulderbreaker Drop
Side Suplex
Sidewalk Slam
Slingshot Catapult
STR: Level 2
Force
BPPS
BBPP
BBPS
BBPS
BBCSh
BCCS
BPPS
BBPS
BPS*
BPSS
BBPSh
BCCPS
BPSh
BBSh
BPSS
BCS
BCSv
BBP
Airplane Spin
Atomic Drop
Choke Slam!
Fireman's Carry Buster
Full Nelson Suplex
Inverted Atomic Drop
Shoulder Slam
Tiger Suplex
Tilt-A-Whirl Slam
Tombstone Piledriver
Underhook Suplex
STR: Level 3
Force
BBS
BPSSh
BPPSh
BBSSh
BBPS
BPSS
BBSh
BBPS
BBPSV
BPSS
BBPS
Maneuvers
Brainbuster Suplex
Cradle Suplex
Fishermanbuster Suplex
STR: Level 4
Force
BCSSh
BBPSh
BCSSh
Maneuvers
Notes
L
LS
L
L
L
L
L
L
LS
L
L
L
L
L
L
L
L
L
Target
B
B
B
R
B
B
R
R
B
L
R
B
B|R
B
N
B
B
H
Notes
LD
L
L
L
L(P)
LD
L
L(P)
LD
L
L
Target
B
N&B
H
N
B
B
B
H&N
B
Notes
L
L
L
Target
H
B
H
Front-Face Suplex
Inverted Airplane Toss
Piledriver
Powerbomb
Snap Suplex
Tiger Bomb
Tilt-Awhirl Backbreaker
Tilt-Awhirl Piledriver
Vertical Suplex
Maneuvers
Crucifix Powerbomb
Maneuvers
Bearhug
Claw*
Front Facelock#
Half Nelson#
Scissorlock#
Side Headlock#
Single-leg Takedown#
BBPSh
BBPSh
BCSS
BPSSh
BBPPS
BCSSh
BBPPSV
BBPSSV
BBPSh
L
LD
L
L
L
L
L
L
L
STR: Level 5
Force
BBPPSh
TEC: Level 1
Force
BP
BB
BP
BP
BP
BP
BS
R
B
H
B
B
B
B
H
B
Notes
L
Target
B
Notes
H
H
H
H
H
H
-
Target
R
Any
H
N
H|R
N
B
TEC: Level 2
Maneuvers
Armbar
Armdrag
DDT
Drop Toehold
Fireman Carry Takedown#
Full Nelson#
Go-Behind Takedown#
Hammerlock#
Hip Toss
Jawbreaker
Knee Armlock
Leglace
Legwheel**
Neckbreaker
Reverse Chinlock
Force
BP
BPSv
BCP
BSv
BSv
BPP
BS
BBP
BSv
BC
BP
BCP
BSv
BCS
BPP
Notes
H
L
L
S
L
H
L
H
H
L
S*
Target
A
A
H
L
B
N
B
A
B
H
A
L
B
N
N
BCS
BBP
BCP
BBPv
BB
BPSh
BBP
BBC
BBP
BBP
Maneuvers
Abdominal Stretch
Backslide Rollup
Boston Crab
Bulldog
Cobra Clutch
Double Underhook DDT
Front Face Neckbreaker
Rolling Leg Sleephold*
Russian Legsweep
Maneuvers
Camel Clutch
Figure-Four Leglock
Scorpion Deathlock
Maneuvers
Surfboard
Maneuvers
Bodypress
Drop Kick
Elbow Drop
Fist Drop
Headbutt Drop
Knee Drop
H
L
Z
P
L
H
H
S
H
TEC: Level 3
Force
BBBP
BBS
BBCP
BCPV
BBPP
BCPP
BCCP
BBBP
BBCPS
TEC: Level 4
Force
BBBCP
BBBBP
BBBCP
Notes
Target
S
P
S
Z
Z
L
R
B
N
N
H
N
N
N
Notes
S
S
S
TEC: Level 5
Force
Notes
BBBBPS
SL
AGI: Level 1
Force
BCCSv
Bsv
BCv
BCv
BCv
BCv
H
L
N
N
N
L
N
A
A
Target
N&B
L
L
Target
N&B&L
Notes
L
K
-
Target
R
H|R
Any
Any
Any
Any
Leg Drop
Lou Thesz Press
Senton
Splash
Vertical Splash
BCv
BCSv
BCCv
BCCv
BCCv
Maneuvers
Back Brain Kick*
Bulldog Lariat
Flying Headscissors
Hamstring Pull
Monkey Flip
Sunset Flip
Maneuvers
Crucifix Rollup
Hurricarana
Reverse Rollup
Victory Roll
Maneuvers
Back Elbow Smash
Big Boot Kick
Bite!
Choke!
Eye Rake!
Forearm Smash*
Forearm Uppercut*
Foreign Object Smash!
Hairpull!
Headbutt
Karate Chop*
Karate Kick**
Karate Punch**
Kick*
Knee Lift
Low Blow!
Open Hand
KP
-
AGI: Level 2
Force
BBs
BCSv
BCS
BBC
BCSv
BSv
AGI: Level 3
Force
BCS
BChSv
BS
BCS
R
R
R
R
R
Notes
L
L
L
LP
Target
H
N
N
L
B
-
Notes
P
L
P
P
BRA: Level 1
Force
BPs
BPsv
BBP
BBPsv
BPsv
BPsv
BBPs
BPsv
BPsv
BPsv
BPsv
BPsv
BPsv
BB
Target
H&N
N&B
Notes
(K)
(K)
D
Z
D
(K)
(K)
(K)
H
(K)
(K)
(K)
(K)
(K)
(K)
D
-
Target
H
H
Any
N
H
H
Any
H
Any
R
H|R
Any
R
Any
Punch!
Palm Thrust*
Rope Rake!
Side Kick*
Stomp
BPsv
BPsv
BV
BPsv
BPv
Maneuvers
Axe Kick**
Back Spin Fist!**
Crescent Kick**
Double Axehandle!
Head Smash!
Leg Sweep*
Leg Smash!
Rib Crusher
Roundhouse Kick**
Savate Kick**
Maneuvers
Discus Punch!
Heart Kick**
Heart Punch
(K)
(K)
D
(K)
-
BRA: Level 2
Force
BPP
BBPsv
BBPsv
BPPsv
BPsv
BSv
BP
BCCv
BBPsv
BBPsv
BRA: Level 3
Force
BBBPsv
BBPPs
BBPPs
Any
Any
H
Any
Notes
Target
(K)
K
(K)
(K)
L
K
K
Any
H
R
H|R
H
L
L
R
A
H
Notes
(K)
KD
KD
Target
H
R
R
Glossary of Terms
Glossary
Ace
An extremely effective success; the result of rolling a 01-05 when making an
Attribute Check.
Action Points
A pool of points representing the time one is free to act before the opponent can
respond; these points are "spent" to perform any actions other than Maneuvers,
such as repositioning the wrestler or his opponent. Action Points can be drawn both
from the attacker's SPD or the opponent's Stun.
Advantage
The state of being in control of the wrestling match; the wrestler with Advantage
gets the chance to reposition himself and his opponent, and attempt a Maneuver.
Agility (AGI)
An Attribute, representing the wrestler's mobility, acrobatic skill, and aerial tactics.
Arsenal
One of the 5 sets of Maneuvers a wrestler receives, based on his Strength, Agility,
Brawling, Technique, and Savvy.
Attacker
The wrestler who currently has Advantage.
Attribute
One of the 7 basic fields of talent, skill, or ability used to define wrestlers in
the RingMaster system, and assigned a numeric rating between 25 and 80; starting
Attribute ratings are always divisible by 5.
Attribute Border
A limit beyond which all further increases to an Attribute are double cost. Attribute
Borders for STR, TOU, AGI, and STA are determined by weight; all other Borders
are 60.
Attribute Check
The basic RingMaster task resolution system. Players roll percentile dice,
attempting to roll beneath the value of the Attribute being checked.
Botch
An extremely serious failure; the result of rolling 96-00 when making an Attribute
Check.
Brawling (BRA)
An Attribute (qv.), representing the wrestler's ability to use punches, kicks, and
dirty infighting (chokeholds, hairpulling, etc.)
Defender
The wrestler currently without Advantage.
Fan Favorite
A wrestler with positive Prestige.
Flaw
A special disadvantage or weakness possessed by a wrestler, not represented by his
Attributes or Traits.
Height Damage Bonus (HDB)
A Trait, representing the extra force the wrestler can put into certain maneuvers due
to his greater height.
Improvising
Using a Maneuver that is not part of the wrestler's Arsenals. This usually comes at a
penalty to Maneuver Skill.
Intensity
A Trait, representing the wrestler's state of energy or fatigue. Wrestlers slowly lose
Intensity by performing Maneuvers, and more quickly by suffering Maneuvers
performed by their opponent(s). They regain Intensity by resting or (sometimes) by
using less taxing Maneuvers.
Level
One of the four sets of values for Attributes and Traits, as determined by the
wrestler's current Intensity score. The wrestler shifts to each descending set of
values as he loses Intensity.
Lift
A Trait, representing the effects of the wrestler's body weight on the difficulty of
performing wrestling maneuvers to him.
Maneuver
A single wrestling hold, takedown, blow, slam, suplex, or other such move.
Maneuvers are the building blocks of RingMaster combat.
Maneuver Flag
A prefix which can be attached to a given Maneuver name to describe a new
Maneuver. For example, "Flying" can be attached to certain maneuvers to indicate
they are performed by jumping off the ropes.
Maneuver Skill
The final chance for success at performing a Maneuver, beginning with the
corresponding Attribute score for that Maneuver, and applying such modifications
as Training, etc.
Merit
A special advantage, bonus, or edge the wrestler has not represented by his
Attributes, Traits, or Maneuvers.
Power (POW)
A Trait, representing the extra force the wrestler can put into many maneuvers due
to his great physical strength.
Preliminary Wrestler
A wrestler with -4,999 to 4,999 Prestige; also called "jobbers" or "scrubs".
Prestige (PRE)
A numeric rating representing the wrestler's fame and popularity. Wrestlers can
have negative PRE, which means they are infamous and/or hated.
Prestige Rank
One of the 7 groupings that wrestlers fall into according to their current Prestige
score; Turnabouts are allocated depending on what Rank one is.
Recovery (REC)
A Trait, representing the speed at which the wrestler recovers Intensity when
resting.
Resilience (RES)
A Trait, representing the speed at which the wrestler recovers from the stunning
effects of a maneuver.
Rulebreaker
A wrestler with negative Prestige.
Savvy (SAV)
A Trait, representing the extra force a wrestler can put into certain maneuvers due
to his greater body weight; can also be used against the wrestler by certain
maneuvers