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BattleMasters Fantasy Wrestling Rules Version 1.0 BattleMasters Rules written 1996 by John Frank Anderson.

Special Thanks to Jerone Mitchell, author of BODYSLAM! rules, and Bryant Berggren, author of Ring Master rules, for letting me use their systems as bases to work with.

Part 1. BattleMasters Character Creation


Creating a wrestler using BattleMasters rules uses the following steps: 1. 2. 3. 4. 5. 6. Creating image. Determining Creation Points based on height and weight. Setting Attributes and training. Calculating secondary attributes. Selecting Merits and Flaws. Selecting maneuver Arsenals.

Creating an Image The first thing you must do is decide what sort of wrestler you want to create. A lightning-fast cruiserweight aerialist? An intimidating sumo-weight blob? A superpopular muscle-machine? And so on... The primary things you should think about for your wrestler include: Height, weight, and build Appearance, ring attire, and entrance music (if any) Wrestling Style: technical, aerial, power, dirty tricks, etc. His Finishing Maneuver Creation Points Wrestlers are created using BattleMasters rules through the allocation of "Creation Points" (abbreviated "CP"). Each wrestler has a certain number of CPs to start with, depending on his height and weight class; these CPs are "spent" to "buy" Attribute increases, Merits, initial Fan Support and extra starting money. A wrestler can also adopt Flaws to add extra CPs to his total. Starting Creation points are determined by consulting the BattleMasters Build Charts: Men's Weight: CPs Weight Range Lift WDB Stat Maximums --- ------------ ---- ---- -------------265 - 200 -15 n/a 70 CON 70 STR 260 201 - 215 -10 n/a 75 CON 75 STR 255 216 - 240 -05 n/a 75 CON --- ------------ ---- ---- -------------250 240 - 280 +00 +1d6 240 281 - 360 +10 +2d6 75 AGI 75 STA 230 361 - 420 +20 +3d6 70 AGI 70 STA --- ------------ ---- ---- -------------220 421 - 460 +30 +4d6 60 AGI 60 STA 210 461 - 520 +40 +5d6 50 AGI 50 STA 200 521 +50 +6d6 40 AGI 40 STA Women's Weight:

CPs Weight Range Lift WDB Stat Maximums --- ------------ ---- ---- -------------265 - 100 -15 n/a 70 CON 70 STR 260 101 - 125 -10 n/a 75 CON 75 STR 255 126 - 150 -05 n/a 75 CON --- ------------ ---- ---- -------------250 151 - 170 +00 +1d6 240 171 - 190 +10 +2d6 75 AGI 75 STA 230 191 - 210 +20 +3d6 70 AGI 70 STA --- ------------ ---- ---- -------------220 211 - 240 +30 +4d6 60 AGI 60 STA 210 241 - 270 +40 +5d6 50 AGI 50 STA 200 271 +50 +6d6 40 AGI 40 STA Height Classes In the table below: (CP Mod) is the CP modifier for that Height Range; (HDB) is the Height Damage Bonus (AGI) is the maximum AGI someone of that height may have (STR) is the maximum STR someone of that height may have CP Mod Height Range HDB AGI STR ------ ------------ ---- --- --+6 -- 5'6" -1d6 -- 60 +3 5'7" -- 6'0" +0d6 -- 70 +0 6'1" -- 6'4" +1d6 -- --3 6'5" -- 6'8" +2d6 70 --6 6'9" -- 7'0" +3d6 60 --12 7'1" -- 7'4" +4d6 50 --24 7'5" -+5d6 40 -Attributes Attributes are numbered measurements of a wrestler's ability in a certain field; each attribute rating is a number between 25 and 80, and a multiple of 5. There are 8 Attributes used in BattleMasters: Strength (STR) Brute force, lifting ability, and muscle power. Strongly affects the wrestler's damage-dealing ability. Technical Skill (TEC) Skill at applying and/or escaping amateur wrestling holds, throws, and complicated manuevers. Agility (AGI) Skill at performing acrobatics and aerial maneuvers, those involving flips, jumps, or leaps from the turnbuckle. Also a measure of the wrestler's speed and manueverability in the ring. Brawling (BRA) Talent for punching, kicking, and similiar roughhousing. Also includes ability at vicious maneuvers like hair-pulling, choking, and eye-gouging. Constitution (CON) The character's physical intimidation factor; how tough he looks, or how much you wouldn't want to meet him in a dark alley. Stamina (STA) The wrestler's resistance to pain and fatigue; determines how well he fares in submittal predicaments. Business Skill (BUS)

A wrestler's charisma, persuasiveness, and ability to handle officials. BUS is of major importance to managers, but also is handy for any wrestler. Perception (PER) How alert and/or quick on the uptake the wrestler is; how easily he is surprised. The costs for each attribute rank are as follows: Rank Cost ------------25 0 30 3 35 7 40 11 45 16 50 22 55 28 60 35 65 43 70 51 75 60 80 70 In general, these values can be considered to represent the following levels: 30 40 50 60 70 80 Deficient, noticeably below average. Average Joe -- what you or your best friend probably can do. Noticeably above average, some training evident. Well-developed talent; very competent Fame-generating skill, enough to compete with the best. Awe-inspiring or legendary aptitude -- the best of a league.

**Strength (STR)** 30 40 50 60 70 80 Your basic scrawny wimp (Jim Cornette) Not weak, but not really strong (Mikey Whipwreck) Basic muscle development (2 Cold Scorpio) Very defined muscles (Chris Benoit) An established power wrestler (PitBull #2) Extraordinary muscle definition (Ahmed Johnson)

**Technical Skill (TEC)** 30 40 50 60 70 80 Only uses tech moves by accident Rarely moves beyond the basic arsenal Fair knowledge of classic wrestling Talented technician; scholastic champ Ring tactics depend on technical moves Awesome technician, feared in close (9-1-1) (Hulk Hogan) (Lex Luger) (Owen Hart) (Bret Hart) (Dean Malenko)

**Agility (AGI)** 30 40 Slow, clumsy, utterly groundbound Average, unimpaired movement (Yokozuna) (Henry Godwinn)

50 60 70 80

Somewhat agile; infrequent flyer (Sandman) Fairly quick, at home up top (Owen Hart) Very quick, with acrobatic skill (Eddy Guerrero) Astounding aerial/acrobatic ability (Rey Misterio, Jr.)

**Brawling (BRA)** 30 40 50 60 70 80 Will only brawl if forced, & badly (Ms. Elizabeth) Rudimentary punch/kick training (Bob Backlund) Can hold his own in a slugfest (Hunter Hearst Helmsley) Not afraid to START a brawl (Diesel) Dirty fighting the key to tactics (Tommy Dreamer) At their best down & dirty (Sandman)

**Constitution (CON)** 30 40 50 60 70 80 A good strong wind will knock him out (Jim Cornette) Can take a few hits before going out (Barry Horowitz) Takes quite a licking (Shawn Michaels) Well known for taking a beating (Bret Hart) Can seemingly take inhuman punishment (Sting) Can this guy die? Is he immortal? (Undertaker)

**Stamina (STA)** 30 40 50 60 70 80 Gets tired during jobber matches (Yokozuna) Can withstand a typical name/name bout (Jim Duggan) Can take significan punishment (Kama) So-called "Iron Men" (Bret Hart) Comes back over & over despite pain (Sting) Seemingly limitless energy reserves (Shawn Michaels)

**PERCEPTION(PER)** 30 40 50 60 70 80 Can't even tell WHO they're fighting (Abdullah the Butcher) Easy prey for sneak pins and saves (Jimmy Del Ray) Reasonably aware of surrounding events (Jeff Jarrett) Can escape a beating from a save (Lex Luger) Can often surprise an ambusher (Bret Hart) Can react to a Cheap Shot in progress (Jake Roberts)

**BUSINESS SENSE** 30 40 50 60 70 80 Doesn't understand concept of $$$ (Dave Sullivan) Fairly easy to control/cajole (Tatanka) Knows the wrestling game (Diesel) Some skill at manipulation (Ted DiBiasse) Can angle title shots and feud-enders (Sunny Bodydonna) Has the fed in his pocket (Jim Cornette)

The Wear-Down System In BattleMasters, as a wrestler takes damage, his states degenerate to represent the effects of fatigue and pain. Each attribute has 4 levels: * Level I is the starting score, as purchased above; * Level II is 90% of Level I; * Level III is 80% of Level I; * Level IV is 70% of Level I. Thus, a wrestler with a STR of 60 to start with has these scores: I II III IV STR 60 54 48 42 Secondary Attributes There are 7 other ratings important to a wrestler, but they are not purchased with CPs; rather, they are determined automatically from a wrestler's height, weight, and Attribute Scores: Power Bonus (PB) The amount of extra damage done by most maneuvers due to the wrestler's strength. This is equal to 1 point at 50 STR, and increases by one point for each 5 points of STR past 50. PB drops by 1 point per wear-down level. PB is never lower than 0. Force (FE) This is like power bonus, as it give extra damage to manuvers. However, Force is based on CON. Its value is calculated in the same way as Power Bonus. Movement (MOV) The wrestler's speed at getting around the ring. The MOV score for each wear-down Level is equal to the first digit of the wrestler's AGI for that Level. Recovery(REC) The wrestler's ability to shake off a daze. Similiar to MOV, the REC score for each Level is the first digit of the wrestler's STA for that Level. Stun This is arguably the most significant statistic in the game, because it is Stun that determines which Level the wrestler is currently at. Damage taken by a wrestler during a match is subtracted from his Stun; when his Stun reaches the number indicated under the next Level, all of his other attributes are reduced to that Level as well. Stun is determined by a wrestler's CON and STA: Base Stun is equal to CON * 10 - 150 Level drops are at the percentages of total stun shown on the following chart: STA II III IV STA II III IV --- --- --- ----- --- --- --25 96% 78% 50% 55 66% 49% 30 91% 73% 46% 60 61% 45% 35 86% 68% 43% 65 56% 41% 40 81% 63% 39% 70 52% 38% 45 76% 58% 36% 75 47% 34% 50 70% 52% 32% 80 42% 30% ------------------------------------------------------

31% 29% 27% 25% 23% 21%

Lift How hard the wrestler is to lift or knock down. This number acts as a penalty to anyone attempting a maneuver on the wrestler that requires lifting or knocking him down. Lift decreases by 10% per weardown Level, just like normal attributes. Note that light heavyweights have NEGATIVE Lift, which works as a BONUS to lift them, though, if the manuver, like a chlothesline, knocks a person down if it suceeds by more than the opponent's lift is used on a light-heavyweight, and it suceeds by more than the opponen'ts life, but does not succeed, the light-heavyweight is not knocked down. Height Damage Bonus (HDB) The amount of dice added to some maneuver's damage due to height. HDB doesn't decrease by Level. Weight Damage Bonus (WDB) The amount of damage added to some manuver's damage due to weight. WDB doesn't decrease by level. Merits and Flaws Merits and Flaws are special bonuses and penalties the character gets apart from attributes, manuevers, etc. Note that the character can only have up to 6 total Merits and Flaws. Select only those that make sense for the wrestler. Merits Each merit hs a cp cost, which you must pay to add the merit to your wrestler. You can have a maximum of 4 merits, and are in no way obligated to take any. Examples of Merits include Hakushi's martial arts training, the Undertaker's near-invulnerability, and Fatu's rock-solid skull. Every Merit has its own CP cost and game effect. Simply pay the listed CP cost to add a Merit to your wrestler. Ally -3 CP The wrestler has a devoted friend who is always there for him. This friend (who can be a wrestler or manager) never needs to make a PER check to see if he is in trouble. Hulk Hogan has a number of Allies currently, including the Booty Man and "Macho Man" Randy Savage. Tag-teams are also often allies, such as Sting and Lex Luger currently are. Contacts -6 CP The wrestler has friends in high places. During any controversial situation requiring a die roll by an official, the wrestler can manipulate that roll by +/-10 points. Hulk Hogan has always had Contacts wherever he goes. Fast Learner -40 CP The wrestler is a quick study, who rapidly picks up techniques and improves his skills. The amount of money required to increase Attributes or purchase new Arsenal slots is reduced for this wrestler. Marcus Alexander Bagwell and Mikey Wripwreck are Fast Learners. High Flyer -12 CP The wrestler specializes in leaps from the turnbuckle far in excess of his competitors. Flying maneuvers performed by the character add an extra die of damage if performed from the top rope and an additional Stun point is used to prepare because of the wrestler's extra height gained in jumping. The 1-2-3 Kid has this Merit. Hardened Body Part -20/-24 CP A part wrestler's body seems rock-hard, and he can almost never be seriously injured in that place. Moves involving that part of the body do an extra die of damage, and he takes no damage to that part of his body. It is a 20 CP merit, unless the body part is the head, in which case anyone headbutting him takes 1d6 Stun automatically. An example of the 20 would be Stu Hart's hands, while the 24 would be Fatu, Samu, Koko B. Ware, and may others. Manager's Licence -3+X CP This IS managers, in a way. A manager's license allows the character to own contracts wrestlers. This allows him to glean their pay for his own use, and allows him to accompany them to ringside without the wrestlers suffering referee warnings.

A manager's license costs 3 CP, and for the first two wrestlers the person wishes to manage it costs 1 CP. After that it cost 5 per person. Miracle Man -4 CP The wrestler recovers quicker from injuries (torn ligaments, sprained joints, broken limbs) that would keep him hospitalized and out of action. When taken out of commision due to severe injury, the wrestler will recover at double rate. Sting and Ric Flair both have this Merit. Anyone with this merit may not take the "old nagging injury" flaw. No-Sell -17 CP The wrestler has a limited ability to ignore the effect of people's moves at time. The wrestler gets the Invulnerable Defensive Manuever equal to his TOU. He cannot, however, increase the manuever through the usage of SAV slots or money -- he must increase his TOU. In addition, He cannot use it against finishing manuevers, signature manuevers, or foreign objects. Ahmed Johnson and the PitBulls like to No-Sell manuevers. Quick Finisher -12/-17CP A wrestler with this merit has a finsher that, pritty much, can come out of nowhere. For the cheaper cost, the wrestler can preform his or her finisher as a counter-move when the wrestler does not have the initiative. For the extra 5 cps, the wrestler can preform the finisher with either he or his opponent one step away from the neccesary position. The positioning increasement chart goes in the following order: prone -> kneeling -> standing -> running -> flying So, for a DDT, the wrestler cound preform it on a prone opponent or a standing opponent while standing, and if his opponent is kneeling he could be kneeling or running. Both Jake Roberts and Shawn Michaels have this merit. Referee Slack -13 CP Certain people are blessed by referee apathy, and never seem to get disqualified despite obviously illegal tactics. A referee will be 50% less likely to see an illegal move preformed by this wrestler. Jerry "The King" Lawler has this Merit. Signature Maneuver -7 CP The wrestler has a special maneuver he has mastered completely, almost to the point of being a second Finishing Maneuver; indeed, many Signature Maneuvers are either former Finishing Maneuvers, or common "set-up" moves to the Finisher. The Signature Maneuver is +5% to hit, and gived +1d3 to the Maneuver's Force. Brett Hart has many Signature Maneuvers such as the Russian Leg Sweep, bulldog, 2nd rope elbowdrop, and, most recently, the figure-four leglock; Sting's Signature Maneuver is the Stinger Splash. Special Weapon -15/-18 CP The wrestler has a secret foreign object he brings into the ring with him, such as a loaded glove, steel-toed boots, etc. He will recieve a referee warning for using it, but only if the referee knows it's there. It costs 18 if it is builtin and can't be taken away from the wrestler. Greg Valintine's leg guard was an example of the 15, while Lex Luger's steel-plate in the forearm is an example of the 18. Style -5/-10/-15 CP The wrestler is considered a master of a certain type of manuever. Whenever the character spends an extra Stun point in performing the manuever, he gains an additional +5% to any manuever. In addition, each manuever in his Arsenal can have one free Manuever Variation. Note that wrestlers may buy more than one style, or none at all. The available Styles (with CP costs) are : Blob (5) The character knows how to thorw his weight around, literaly. The character gets a bonus whenever preforming a level 1 AGI move that applies WDB to damage. However, the wrestler also must weigh over 360 pounds for men and 210 pounds for women, and does not get the variation bonus. Boxer (10) The character is a master of fisticuffs; literally, fisticuffs. The wrestler gets a bonus when using his hands in BRA manuevers. Johnny B. Badd and "Rugged" Ronny Garvin were well-known Boxers.

Aerialist (10) The character is adept at manuevers off the top rope. The wrestler gets a bonus when utilizing Flying manuevers. Eddy Guerrero and the 1-2-3 Kid are High Flyers. Mat Wrestler (10) The wrestler is adept at mat manuevers, and, in specific, holds. The character gets a bonus when attempting a TEC weardown hold. Bret Hart and Dean Malenko are Mat Wrestlers. Martial Artist (10) The wrestler is adept at some form of Oriental martial art. The wrestler gets a bonus whenever utilizing a martial art manuever. Hakushi and Meng are Martial Artists. Plancha Daredevil (10) 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 Plancha manuever. Sabu and Rey Misterio, Jr. are Plancha Daredevils. Note that Aerialist /IS/ a prerequisite for Plancha Daredevil; you must have Aerialist to purchase Plancha Daredevil. Submission Expert (15) The wrestler is adept at making other people give up and turning their bodies into pretzels. The wrestler gets a bonus when utilizing a TEC submission manuever. Dean Malenko and Konnan are Submission Experts. Suplex Machine (10) The wrestler is a master of the wide variety of Suplex manuevers. The wrestler gets a bonus to any STR Suplex Manuever. Taz, the Steiner Brothers, and Rad Radford are Suplex Machines. Wild Brawler (10) The wrestler loves fights using any and everything. The wrestler gets a bonus when using any Foreign Object BRA manuever. Most ECW wrestlers are Wild Brawlers, though Tommy Dreamer and the Public Enemy have turned this style into an art form. Switch -11 CP With this, two wrestlers teaming can switch places without the referee knowing. However, they must be within 1" in height, 30 lbs in weight, wear simmilar outfits, and wear masks or simmilar face paint and have simminlar hair. In addition, they must have tag teamwork or both be tag team specialists and the referee gets to roll his PER at 1/2. The Killer Bees and Demolition had this merit. Tag Teamwork -13/-22 CP The wrestler (and his partner) have trained extensively as a team, and possess near-perfect teamwork. They can purchanse tandem-manuvers, switch, both get free arsenal slots to spend on tags and tag blocks. The two people who share this must be allies. The cheaper version grants 4 free arsenal slots and a reprieve on the -10% to preforming moves in tandem while doing the same move. The more expensive version removes the -10% altogether for the duo, gives them 6 free arsenal slots, and a free tandem manuver! The Smoking Gunns posess the cheaper merit, while teams like the Rockers (old, not new) and the Midnight Express posses the more expensive kind. Tag Team Specialist -18/-27 CP This is very simmilar to either Tag Teamwork except that it is possesed by one wrestler who gain the benefits WITH ANYONE ELSE! The wrestler gains the bonus arsenals and lack of tandem penalties of the cheaper version for 18, and the more expensive for 22. In addition, any parter he teams with also looses the penalties. If someone buys continuity or fluidity for him, they can buy switch or tandem manuvers. Marcus Alexander Bagwell has the cheaper version, while Arn Anderson has the more expensive one.

Tandem Maneuver -6 CP The wrestler (and his partner) have trained together to perfect a single maneuver performed simultaneously by both wrestlers. This maneuver recieves a +10% to hit when so attempted. Tandem Maneuvers can either be simultaneous attacks on a single target (such as a double dropkick) or a single cooperative attack using both wrestlers (such as a double suplex). Tandem manuvers may only be bought by wrestlers who have Tag Teamwork or are Tag Team Specialists. Tenacity -9 CP The wrestler has reserves of will beyond his stamina, and is unusually resistant to submission holds and knockout maneuvers. His current STA is considered 1.5 times the real amount for the purpose of determining when he has to start making submission or KO checks. True Invulnerable -26 CP The wrestler is nigh indestructible, pritty much. He gains access to the invulnerable defensive manuver, can add bonuses to it through his bonus arsenal, or money up to +20 and 90% at level 1. He may use it at any time except for against foreign objects. Winning Appearance -5 CP The wrestler's appearance strikes a strong emotional note with the fans. He receives +/-100 extra Fan Support for each match or interview he participates in. Wrestling Heritage -5 CP The wrestler possesses at least one famed wrestler as a relative, which gives his accomplishments an air of legacy. He recieves bonuses when the rankings are calculated by the promoter. 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 Jim Cornette's lack of wrestling ability and Sabu's inability to speak. Note that you can have only a maximum of four flaws total. Adding Flaws to your wrestler gives you extra CP to allocate to him; every Flaw has its own CP bonus and game effect. Bad Temper +6 CP The wrestler has a tendency to lose his cool when frustrated, and forget his training. When the wrestler is reduced to a Level below his opponent, he will only use Brawling maneuvers until either he is reduced a further level or he reduces the opponent a level. The "immortal" Hulk Hogan has a Bad Temper. Dependency +3 CP 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 Dependency away from ringside, he will risk losing the match to prevent this. The Legion of Doom (Hawk and Animal) are Dependent on each other. The broadcasters will mention that the wrestler is not comfortable at ringside without his friend. Foreign +7 CP The wrestler is from a country other than the US of A, and obviously so. Because fans are somewhat biased, he only earns 3/4 as much face Fan Support as a normal wrestler would. Any person who is currently aligned as a heel has the disadvantage of his non-foreign opponents getting a "USA!USA!" comeback. People currently aligned face earn 1/2 FS, not just 3/4ths. People currenlty aligned "tweener" loose 1/4th FS if facing a heel, and get the heel disadvantage when facing a face. Glory Hound +5 CP The wrestler must be the center of attention at all times. He will hog the spotlight whenever possible, doing whatever he can to keep all eyes on him. While he is so mugging for the crowd, an opponent can take a free Comeback or Cheap Shot. The Fabulous Freebirds (Jimmy "Jam" Garvin and Michael "PS" Hayes) were both Glory Hounds.

Impulsive +6 CP The wrestler does not think before he acts, and can often be manipulated into rash actions, such as accepting an immediate challege after a hard match, or putting a title on the line in a disadvantageous situation. Lex Luger demonstrated this by accepting the Road Warrior's challenge of a Chicago Street Fight without knowing what that match is. Mute+11 CP A Mute wrestler cannot speak English; this may mean he is literally mute, it may mean he chooses not to talk for some reason, or he may be a foreign wrestler who can only speak his native language and needs an interpreter. In any case, this prevents him from earning more than 50 FS via interviews and taped comments (which means mute "tweeners" who earn more than 25 FS for a mute interview or flash only get upped to 50, not doubled). Yokozuna, the Great Muta, and the Missing Link are all Mute. No Finisher +9 CP This wrestler never took the time to learn a finisher. He may eventually learn one, but he must buy off this flaw in addition to paying the cost of learning one. Kama never had a finisher. Non-Wrestler +20 CP A person with this flaw has had minimal to non-existent training and/or experience inside the squared circle.They are mostly non-combatants (although they may swing a mean foreign object). A non-wrestler does NOT get an Arsenal for STR, AGI, TEC, or BRA, but he does get a bonus arsenal. The wrestler does not get a finisher. Many manager, such as Jim Cornette, and even some wrestlers, such as 911, were non-wrestlers. Old Nagging Injury +12 CP A wrestler with this flaw has injured some part of his body in the past has never fully recovered. Whenever amanuver is applied to that area, the wrestler takes double damage. Shawn Michaels has a head injury, as does Diesel for his knees. The ring announcers will bring this up during matches. Parephenelia +5 CP The wrestler always bring some item to ringside (that is not a sanctioned title belt); this object (a weapon, an article of clothing, or even a pet) has great personal value to him, and he will defend it if an attempt is made to take or damage the item. Examples of Paraphenelia include Razor Ramone's gold chains, Jake "The Snake" Roberts's snake(s), and the Undertaker's urn. The announcers will mention the item the wrestler cannot come to the ring without. Pure +11 CP The wrestler will never knowingly break any of the rules of wrestling. If, for some reason, he does recieve a Referee Warning during a match, he automatically loses the initiative. Unless there is a good reason, a pure wrestler must always be a face. The Patriot is a Pure wrestler. Ritual +3 CP The wrestler must engage in some sort of pre-match ceremony or activity before every fight. He can be SneakAttacked without the use of a Cheap Shot (if his opponent is a heel), and cannot Sneak Attack others (if a heel, or "tweener"). Razor Ramone has a Ritual of handing over his chains to a ring attendant; the Headshrinker's odd tag-team choosing handplay is also a ritual. The ring enterance discription will make known the ritual of the wrestler Signal +6 CP The wrestler has a certain action that he always takes which signals his finishing manuever is coming. As such, the opponent has time to get more ready for it. Whereas normally one cannot save a comeback or cheap shot for a particular move, in this case, comebacks and cheap shots may be saved to use when the wrestler tries his finisher. If the wrestler does not have a stun point left to position with, he does not do the signal, but is at -20 to preform his finisher. Undertaker's drawing his thumb across his neck and Shawn Michaels' leg shaking are well known Signals. Note that, if you take this Flaw the announcers will point out your signal Slow Learner +40 The wrestler isn't very good at picking up new techniques in the areas this affects. He will need to spend more

money during training to improve his attributes and learn new maneuvers. Bastian Booger, Norman, and whatever else he's been known as is a slow learner. Stupid +50 CP Just what it says -- the wrestler is a total moron. He has not TEC arsenal, advances like a Slow Learner, gets a -20 to untrained moves, not -10, and doesn't even understand the rules of wrestling. Kamala, the Ugandan Giant, was supremely Stupid. Vile +11 CP The wrestler is dirty, mean, and rotten to the core. Rules mean nothing to him, and he's willing to risk disqualification for the chance to hurt someone. This wrestler will always cheat when it is convenient to do so. Unless a good reason is presented, a vile wrestler must always be aligned heel. Stan "the Lariat" Hansen almost dropped from contendership due to his possessing the Vile flaw. Fan Support Fan Support (FS) refers to a wrestler's popularity with the people who plunk their dollars down for tickets or PPVs. Fan Support is rated by a number between 0 and 100,000 (or more!) in three different areas, face (fan favorites like Bret Hart and Shawn Michaels), heel ("bad guys" like Sid and Ric Flair), and "tweener" (Diesel and the Undertaker). Faces tend to be admired and looked up to by fans, heels despised by fans, and "tweeners"... well Diesel said it best when he said "you don't have to like me, but you've got to love me." A wrestler's starting Fan Support starts at 5,000 in his primary fan view, and 2,500 in the other two, although it may be raised prior to his actual entrance through flashes written and interviews conducted prior to his enterence into the league. FAN SUPPORT RANKINGS There are 6 "ranks" for Fan Support in each direction. Level 0 (0-4,999 No bonues at all. Usualy jobbers. Level 1 (5,000-9,999) Faces get 1 comeback. Heels 1 cheapshot. "Tweeners" one of either depending on weather their heel or face FS is higher. Usually JTTSs are here. Level 2 (10,000-24,999) Faces get 2 comebacks. heels, 2 cheapshots. "Tweeners" 1 cheapshot and 1 comeback. Level 3 (25,000-49,999) Faces get 2 comeback and can defend against 2 opponents. Heels get 4 cheapsots. "Tweeners" get 1 comeback, 1 cheapshot, and can either multiple attack 2 people, or defend against 2, depending upon face and heel alignments. Level 4 (50,000-99,999) Faces get 2 comebacks, 1 power-up, and can defend against 2 opponents. Heels get 6 cheapshots. "Tweeners" get 1 comeback, 1 cheapshot, and can multiple attack 2 and multiple defend against 2. Level 5 (100,000+) Faces get 3 comebacks, 2 power-ups, and can muliple defend against 2 attacks. Heels get 8 cheapshots, and can multiple attack 2 people. "Tweeners" get 1 cheapshot, 1 comeback, can multiple attack 3 people, can defend against 3 people, and can attack 1 person while defending against someone else. Bankroll While one likes to believe that wrestlers have higher causes in mind for their bouts, be it the love of the fans, a lust for the titles, or sheer cussedness, the fact remains that this is their job, they get paid for it, and they have expenses to cover. All wrestlers recieve a starting Bankroll (in dollars, American) equal to 50 times their Business Skill. Thus, a wrestler with BUS 60 begins play with $3000.

Maneuvers and Arsenals Combat in BattleMasters takes place through the exchange of Maneuvers, from a simple Punch to a devastating Piledriver, to the intricate Figure-Four Leglock. While any wrestler can attempt any maneuver, most wrestlers rely on a relatively small group of well-practiced moves -- their Arsenals. Every wrestler recieves 4 Arsenals corresponding to four of his Attributes: STR, TEC, AGI, and BRA. Each of these Arsenals contains a number of "slots" equal to 1/10 of that stat, rounded down. One slot can be used to add a maneuver in that class to the Arsenal (ie, STR slots must be spent on STR moves, etc.). Every wrestler also receives a Bonus Arsenal, which is 1/10 of the wrestler's combined BUS and PER, rounded down. This can be used to buy new manuvers, buy dirty tricks, or to add bonuses to old manuvers. Each slot spend to add bonuses to other manuvers gives a +5%, but the highest bonus that can be added to manuvers this way is +20% Arsenal slots may be cashed in for 2 CPs each, however, each arsenal slot cashed in this way requires that in every strategy the character ever uses, he must use that many untrained manuvers. Extra arsenal slots may be bought at the cost of 2 CPs each. Manuvers can be bought with or without tags. Tags are basicaly doing extra stuff to moves, like flying, running, or palancha. The tags are: *Bridging Automatically makes the manuever a Pinfall manuever requiring TEC to escape. Adds a level to the manuever (i.e. Bridging Belly-To-Back Suplex is Lvl. 3.) Manuevers that involve grabbing and twisting the neck for additional damage. Adds +1d6 to damage, and a level to the manuever. Manuevers that involving flinging/throwing your opponent off the top rope. Note that this requires BOTH men STANDING on the top rope. Adds TWO additional levels to the manuever, and a +4d6 bonus to damage. Manuevers the involve jumping from the top or second rope at someone. Adds an additional level to the manuever, and automatically makes it a DEX manuever. Adds damage bonus depending on turnbuckle used. Manuevers that involve jumping first. Automatically makes the move a DEX manuever. Manuevers that involving flinging/throwing your opponent off the top or second turnbuckle. For example, Skip BodyDonna's Scissors Piledriver OffTheTopTurnbuckle. Adds an additional level to the manuever, and a damage bonus depending on the turnbuckle used.

*Crossface

*SuperDuper

*Flying

*Jumping

*OffTheTurnbuckle

*Plancha

Manuevers which involve either jumping from the top ropes to the outside, or jumping

over the top rope at someone. These two effects do not have to be bought seperately. Adds an additional level to the manuever, and a flying bonus depending on the type used. *Running Manuevers which involve running first. Adds a +1d6 to damage. Adds an additional level to non-DEX/BRA moves. Need not be bought for level 1 DEX/BRA moves. Non-Slingshot Plancha manuevers not from the top rope are assumed to be running. This is used with a pinfall manuever, and represents some additional cheating manuever (i.e. a Screwjob Small Package could involve the holding of tights, while a Screwjob Reverse Rollup could involve putting the legs on the ropes.) A Screwjob manuever adds a -10% penalty to the defender's chance to break out, but the ref may roll a SAV check to see the screwjob and break the pin. Manuevers which involve the wrestler doing a somersault first. Adds a level to the manuever and an additional +1d6 damage. Manuevers which involve pulling on the ropes for momentum, then jumping over them. Assumed to be performed from the outside to the inside, but may be combined with the Plancha tag. Adds a level to the manuever, and an additional +1d6. Manuevers which involve jumping on the top rope, then at an opponent. Assumed to be performed from the outside to the inside -this adds a level to the manuever, and an additional +3d6. If used from the inside to the outside, add an additional level and +5d6. These effects need not be bought seperately. Manuevers which involve throwing/flinging your opponent over the top rope. Adds an additional TWO levels to the manuever, ringside floor damage, and +4d6 for falling to the floor. As above, except through the ropes. Adds an additional level to the manuever, ringside floor damage, and +2d6 for falling to the floor.

*Screwjob

*Somersault

*Slingshot

*Springboard

*OverTheTopRope

*ThroughThe Ropes

FINISHING MANEUVERS Every wrestler has one maneuver they have practiced more than any other, their own private specialty. This is their Finishing Maneuver, the one they use to put an end to their opponents when the chips come down. Finishing Maneuvers require no slots to purchase -- all wrestlers may never have more than 1 finishing manuver, but they may have 0 if they buy the no finisher flaw. This maneuver gains a +10% bonus to hit (the same as if 3 slots had been spent to gain it), and does double damage when used.

Part 2. BattleMasters Combat


I. Time in BattleMasters There are many ways one can possible keep track of time in BattleMasters. The most complete way would probably be to assign a time value to every manuever, and then keep track of that time value every time a manuever occurs. However, in Jerone Mitchel's (creator of the BODYSLAM! rules set) experience no one is that analgesic, though I definately have come close 8-) The recommended way to keep track of time in BattleMasters is via rounds. A round is roughly 8 seconds, 15 on supercards (wrestlers just seem to spend more time doing useless stuff on PPVs). One manuever of some type occurs in a round. The rest of the time is attributed to the primping and boasting wrestlers are so prone to do. As such, in a normal card, a minute is aproximately 7 rounds, and a ten minute match is 75 rounds. In a supercard a minute is 4 rounds, and a ten minute match is 40 rounds. You may want to use 3 or 4 seconds to a round, but, in my experience, there would never be any matches lasting longer than 5 minutes that way. II. Attribute Rolls A. The basic mechanic of RimgMasters is the Attribute roll. Simply put, when an Attribute Roll is called for to determine the success or failure of an action, percentage dice (d100) are rolled; if the number rolled is equal to or lower than the Attribute being tested, the action is a success -- otherwise, it fails. B. Critical Results A natural roll between 02 and 05 on the dice is considered a Critical Success; in other words, the wrestler's action will be even more successful than intended, in general. For example, a normal success in breaking a pinfall attempt just gets the shoulders up -- a Critical Success will give the wrestler the Initiative, too. Likewise, a natural roll between 96 and 99 on the dice is considered a Critical Failure -- the wrestler really screwed up. Critical sucesses do double damage on attack, and critical failures make the opponent do double damage. There are alos super critical sucesses and failures, on 01 and 00 respectively. Instead of double damage, they both quadruple the damage done! III. Wrestling Maneuvers A. The basic element of all wrestling in RingMaster are Maneuvers. A maneuver is a single blow, hold, slam, throw, or attack, such as a Punch, a Side Headlock, or a Piledriver. B. 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 for it, unless they are stupid, in which case it is -20%. If the wrestler has the manuever in his Arsenal, but wants to use a Manuever Variation of that manuever he has not bought, he can do it at -5%. Taking a penalaty like this is known as "improvising" the manuever. C. All Maneuvers possess the following traits: Level

The difficulty of the maneuver, how complex it is to apply; this will be a number at least 1. The basic method for determining the Level of a maneuver is to count the number of distinct motions that must be made to apply it. A Punch is a level I maneuver -- you just throw the Punch. A Piledriver, on the other hand, requires you a) put the opponent's head between your knees, b) grab his waist and lift him vertical, and c) drop to the mat. Thus, a Piledriver is a Level III maneuver. A wrestler will may wait to use a maneuver until his opponent's Stun level is at or below the level of the maneuver. However, some wrestlers use these maneuvers earlier; every level sooner he attempts it, however, costs him a -10% penalty to his skill (thus, opening with a Piledriver is -20%). The exception are Finishers -- they cost -20% per level, since your opponent is looking out for the manuever more (which is why Bret Hart doesn't just walk in, throw on the Sharpshooter, and then go home :).... ). Class The Attribute which determines the base skill of a maneuver. When a wrestler attempts to use a maneuver, he must roll a number equal to or below this Attribute's current value, modified by skill bonuses and penalties, to succeed. Power The inherent power of the Maneuver. This is the minimum damage dice of the maneuver, ranging from 1 (a Slap or an Eye Gouge) to 4 (a Piledriver). Damage Bonus Some maneuvers add certain values to damage, including: the wrestler's current Power Bonus; the wrestler's current Force the wrestler's Height Damage Bonus; the wrestler's Weight Damage Bonus; the opponent's Weight Damage Bonus; extra dice from running off the ropes; extra dice from flying off a turnbuckle; extra dice (called a Stun Code from an object such as the floor or turnbuckle. The exact combination of damage bonuses is different for different Maneuvers. A Powerslam gains a Power Bonus, both WDBs, and an extra die if the opponent was running. A Press Slam just adds the wrestler's HDB and the opponent's WDB. And a Flying Fist Drop with a loaded glove would add 3 dice for the turnbuckle, the attacker's WDB, and the 4d6 Stun Code of the glove. Target Most maneuvers can be considered to be 'working' on a specific area of the body. For example, a hammerlock "works" the arm; a Spinebuster "works" the back. As a wrestler is successfully attacked by maneuvers, he will gain "injury points" in those Target areas; this comes into play when he is placed in a submission hold working on that area, or when he performs a maneuver with an injured Target critical to his success (the famous "knee giving out during the press slam" problem). D. Degrading manuevers Some manuevers "Degrade". This means that the more you try them, the less successful you will probably be. The first time a Degrading Manuever is attempted, it is done at normal strength. Every additional time after that gains a -5% cumulative penalty. So, a sixth Dodge attempt would have a -25% penalty to it. Defensive Manuevers and Savvy Manuevers both degrade.

IV. Initiative A. In many wargames or roleplaying games, the word "initiative" refers to the question of "who goes first?". In BattleMasters, it means "who goes, period?". Initiative is the condition of having the advantage. During a wrestling match, the tide will sway back and forth between wrestlers of equal ability (the sway being more forth and less back the less equal the wrestlers are). Whoever currently holds the advantage is referred to as "having initiative", or simply as "the attacker"; his opponent is "the defender". B. Gaining and Losing Initiative At the beginning of a match, the winner of an Attack Contest of SAV has the initiative (except during a Collar Elbow Tieup; see below). From that point on, he maintains the initiative until: He loses an Attack Contest; He leaves the ring and is not the first to reenter it; His opponent uses a Cheap Shot, Comeback, or Power-Up; His opponent critically succeeds at breaking a hold or pinfall attempt; He enters into a Collar Elbow Tieup. 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., both make simultaneous STR or TEC checks (individual wrestler's preference) until one wrestler succeeds and the other fails. The winning wrestler gets 5 points for positioning. A variant on the C.E.T. is the "test of strength", which greatly resembles the old children's game of 'mercy'. The main difference is that in a test of strength, only STR (not TEC) can be used in the Attribute Checks, and the taller wrestler adds 10% to his STR for the test. V. The Attack Contest A. During each round, after positions are set, the attacker chooses a maneuver to use, and the defender chooses a Countermove. Each then rolls against the Skill of the respective Maneuver. This will produce one of the following situations: (SCF = Super Critical Failure, CF = Critical Failure, F = Failure, S = Success, CS = Critical Success, SCS = Super Critical Sucess) ATTACKER SCF CF F S CS SCS SCF CF F S CS SCS

D E F E N D E R

Collision Both take 2d6 8 dam. WDB. FE Recover REC 10

Collision Both take 1d6 dam. WDB. FE Recover REC

Attacker Damage x 2 Finisher Damage x 4

Attacker Damage x 4 Finisher Damage x 6

Attacker Damage x 6 Finisher Damage x 8

Attacker Damage x Finisher Damage x

each rd. 'til one rises Collision Attacker Both take 1d6 6 dam. WDB. FE Recover REC 8 each rd. 'til one rises Defender Damage x 2 4 6 Defender Damage x 4 4 6 Defender Damage x 6 2 4 Defender Damage x 8 1

each rd. 'til one rises Collision Both take 1d6 dam. WDB Recover REC each rd. 'til one rises Defender Damage x 1 Standoff Mark off time and re-roll Defender Damage x 2 Defender Damage x 1 Finisher Damage x 2 Defender Damage x 4 Defender Damage x 2 Attacker Damage x 1 Finisher Damage x 2 Attacker Damage x 1 Finisher Damage x 2 Defender Damage x 2 Attacker Damage x 2 Finisher Damage x 4 Attacker Damage x 2 Finisher Damage x 4 Attacker Damage x 1 Finisher Damage x 2 Defender Damage x 6 Defender Damage x 4 Defender Damage x 4 Defender Damage x 2 Attacker Damage x Finisher Damage x Attacker Damage x Finisher Damage x Attacker Damage x Finisher Damage x Defender Damage x Attacker Damage x 1 Finisher Damage x 2 Attacker Damage x 2 Finisher Damage x 4 Attacker Damage x 4 Finisher Damage x 6 Damage x Finisher Damage x

Damage Multipliers all apply only to the basic Force of a manuever, not the bonuses. VI. Maneuver Effects There are 3 primary effects of successful maneuvers: the loss of Stun by the opponent, the ability to reposition oneself and the opponent, and the possibility of injury to the opponent. A. Taking Damage When a maneuver succeeds, it will do damage to the opponent. Every Maneuver has a rated Force; this is the number of d6s rolled for damage. In addition, some maneuvers will add more dice due to running, flying, falling, or foreign objects. Other maneuvers can add either or both the attacker and defender's WDB to the damage total, or the attacker's PB. The final damage total is subtracted from the opponent's current Stun. If this reduces the current Stun to equal or below one of the wear-down Level numbers, the opponent is now at that wear-down Level. If a wrestler's Stun is reduced to 0 or below, he passes out.

B. Positioning After taking damage, a wrestler is momentarily dazed. 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.) This is accomplished by the attacker "spending" the Stun points he just inflicted on his opponent on various actions. Points not used to position an opponent are not saved for the next round -- they are lost. Possible methods of positioning (and their costs) include : (NOTE -- "kneeling" includes being on one's knees, sitting down, or standing on both feet and doubled over. Also, one may simply "allow" an opponent to stand (so you can jump off the ropes at them, for example) for the same cost of lifting them.) Irish Whips to ropes: Moving from a prone position to kneeling Moving from a kneeling position to standing Lifting an opponent from prone to kneeling Lifting an opponent from kneeling to standing Rolling in the ring Rolling someone else into the ring Climbing the Turnbuckles turnbuckle Lifting your opponent on the turnbuckles turnbuckle Tagging Dragging your opponent into your corner w/you 1 1 1 1 1 2 2 1 Pt. Pt. Pt. Pt. Pt. Pts. Pts. Pt. per

1 Pt. per 40 Pts. 14 Pts.

If a wrestler finds himself with the initiative but without sufficient Stun Points for positioning, he can use his MOV score as a "reserve" of positioning Stun. This has two limitations, however. First, he may only use these points to manipulate himself (standing, climbing the ropes, etc.); secondly, doing so immediately allows his opponent to do so as well. Thus, a wrestler may very well end up allowing his opponent an opportunity to escape. C. Injury 1. Getting Injured Injuries often occur in wrestling, unfortunately. In Ringmaster, when a wrestler gets injured, he accrues what is known as Injury Points and Negative Stun. There are two types: *"Worked" Injury occurs when either someone intentionally targets a certain area ("working the leg" for example), or accidentally scores a Critical Success (or his opponent scores a Critical Failure -- Owen Hart's Back Brain Kick which knocked Shawn Michaels out). Whenever someone works an area, or a critical result is rolled, the wrestler gains one injury point for every "6" result of the dice. For Critical moves, each result is multipled by the critical multiplier (i.e. Attacker rolls a 04, defender rolls a success, and the attacker rolls one "6", the defender gains two injury points to that target). *"General" Injury occurs when the wrestler is knocked below 0 Stun. Pretty easy, huh? :). This is the most common form of injury. Every point below 0 is a point of Negative Stun. 2. Effects of Injury The effect of injury depends on the kind which occurs: *For every Injury Point the character has, s/he has a -1% to any manuever requiring that body part or to resist submission when placed in a hold on that body part. In addition, every further successful attack on that body part takes an additional point of damage for every Injury Point on it.

*Negative Stun reduces the total possible Stun the character may have. If he tries to wrestle again before he heals all Negative Stun, then the total Stun he may have is reduced by the number of Negative Stun he has x2. (Ex. Tommy Dreamer (TOU 55) takes a particularly bad beating at the hands of Raven, and gets 65 Negative Stun (i.e. he was reduced to -65 Stun). If he tried to wrestle immediately (i.e. the next day) he would only start off with 270 Stun instead of the normal 400. ) 3. Healing Injury The only way to heal injury is by taking time off. The wrestler heals his Level I REC * 5 in Negative Stun a week (so Dreamer (STA 55) would regain 25 points of Negative Stun a week). Injury Points are healed similarly, with 1 Injury Point being the equivalent of 3 Negative Stun. Negative Stun damage is always healed FIRST. If Tommy had gained 65 Negative Stun, 5 Injury Points to his arm, and 6 to his legs (quite a beating, apparently) He'd have to heal the Negative Stun first, and then choose either the leg IP's or the arm IPs next, and then the other IPs after that. All in all, to come back at 100%, he'd have to rest about a month (65 negative stun + 5 IP's * 3 plus 6 IPs * 3 = 98 points. Regaining 25 a week is 4 weeks). VII. Non-Stun Manuevering Not all manuevering involves Stun Points. For example, running in for a save doesn't. For this, you move using your MOV rating. Characters can move a number of "Distance Points" equal to their MOV rating. The distance from the center of the ring to the apron is 5 points. The length of the side of the ring is 10 points. The length from turnbuckle to turnbuckle is 14 points. The length from the middle of the ring to the turnbuckle is 7 points. The length of the aisle is 20 points. and the distance running from the locker room area to the aisle is 4 points. VIII. Defensive Manuevers Of course, all of the above doesn't explain how certain wrestlers have the uncanny knack of not getting hit. This is because they are masters of the Defensive Manuevers. Defensive manuevers are bought as regular manuevers, and played as Countermoves. If the defender suceeds in his counter-move by as much or more than the attacker, the defended has sucessfully defended. this means he takes no damage and gains initiative. For example, Shawn Michaels (current AGI 59) is on the top rope, and about to Flying Elbow Drop Owen Hart (current AGI 54). Owen countermoves with Dodge. Shawn rolls a 35. Owen rolls a 42. Owen has successfully moved out of the way and gains initiative. These defensive manuevers may be advanced as a regular manuever (For example, Razor Ramon, who loves to pick off high-flyers flying at him, would probably have Catch + 20%. This'd max-out his Catching ability, since his STR is 65). Each manuever has a class of manuevers which it defends against (For example, Catch defends against DEX manauevers). Defensive Manuevers degrade. The maneuvers are : STR Defensive Manuevers: Overpower The character uses his pure strength to prevent another wrestler from lifting him or performing the move. This manuever blocks all STR manuevers. Catch The character catches an opponent performing the manuever on him in mid-air. Catch blocks all DEX manuevers. Note that the character must be standing for Catch to be used; conversely, though, if catch is used successfully, the opponent cannot countermove the next round (there's not much you can do when you're being held in the air). Steamboat Pullup A manuever made famous by Ricky "The Dragon" Steamboat and currently being coppied by "The Heartbreak Kid" Shawn Michaels, the character, as he's being tossed over the top rope, grabs the top rope and pulls himself backwards over the top rope back in the ring. Steamboat Pullup defends

against any manuever which send the character OverTheTopRope. DEX Defensive Manuevers: Dodge The character moves out of the way of the incoming aerial attack. Simple and effective. Dodge defends against DEX attacks. takes damage Force code of etc., + one rounding the ringside missing a 3d6 (flying) hitting the (Note that, if an attack is dodged, the attacker upon landing. This damage is equal to 1d6 + the the manuever + any bonuses for flying, running,

half of the dice of the weight damage bonus, fractions up + any extra damage from landing on apron, concrete, etc. . So, Adam Bomb (3d6 WDB)

flying elbow drop takes (1d6 + 1d6 (elbow drop) + + 2d6 (3d6/2, rounded up) = ) 7d6 damage from mat.)

Duck The character moves his head or body out of the way of the opponent's fist (or elbow, or head, or... ). Duck defends against BRA manuevers. Leapfrog The character jumps over someone during an Irish Whip. Leapfrog defends against any Running attack. Hurdle Drop The character drops to the ground as an opponent runs at them. Hurdle Drop also defends against any Running Attack. TEC Defensive Manuevers Counter For every hold, there is a counter-hold, and this character knows how to use them. The character grabs some portion of his own or the opponent's body in such a way that the manuever the opponent is trying won't work. Bret Hart grabbing Diesel's leg as Diesel is about to Jackknife him is an example. Counter must be bought seperately for both TEC and STR defenses. Flair Flip A manuever made famous by "The Nature Boy" Ric Flair, the character, as he's being Irish Whipped into the turnbuckle, flips over the top turnbuckle and lands on the apron. Unlike most defensive manuevers, NOONE has initiative per se; Both players must roll-off on SAV to see who has initiative. Flair Flip defends against Irish Whips to the Turnbuckles. Helmsley Flip A manuver currently being used by Hunter Hurst Helmsley. Like the Flair flip, this is prefermed as the wrestler is being Irish WHip ped into the turnbuckle, and the wrestler flips over the top turnbuckle. However, in this move the wrestler ends up sitting on the top turnbuckle facing outwards. The wrestler may choose weather or not he wishes to flip back down to the ground (requires AGI check) or stay on the turnbuckle for the next round. Neither wrestler has initiative and another SAV roll is required to see who takes the next action.

BRA Defensive manuevers Parry The character blocks the attackers punch, kick, etc.. Parry defends against BRA manuevers. Elbow Out The wrestler basicaly elbows his way out of a TEC manuver. This defends against TEC manuvers. Raise Knees The character raises a limb to stop an incoming flying or Jumping attack at him. The character must be prone to do this. The defends against DEX attacks against the prone wrestler. Tag Block Stop someone from Tagging. Works against the Tag manuever. VIII. Winning A Match There are basically 5 ways to win a wrestling match: pinfall, submission, knockout, countout, and disqualification. Each has a separate mechanic for resolution. A. Pinfalls A wrestler with at least 1 Stun point to "spend" against an opponent may cover for a pinfall. This normally gives the opponent three chances (or "counts") to break the pinfall. To break a pinfall, the opponent must do one of the following: Power Out (successful STR check, minus the opponent's Lift); Kick out (successful TEC check, minus opponent's Lift); Lift a shoulder (successful AGI check, minus opponent's Lift); Pull the hair (successful BRA check, risks Referee Warning); Put a leg on the ropes (not always possible, unmodified AGI check); Use a Cheap Shot or Comeback. This option cannot be used after a successfully performed Finishing Maneuver. A critical success on an attempt to break a pincount not only breaks the pinfall attempt, but gives the pinned wrestler the Initiative. Note that Cheap Shots and Comebacks used to break pinfalls do not give the wrestler the initiative as well. The pinning wrestler can use an additional earned Stun point to hook one or both legs, giving an additional -10% to the pincount. He can also choose to hook the tights, which requires an unmodified STR check to break, but the if the referee notices, he will break the pin and deliver a Referee Warning. He can also put one or both legs on the first or second rope; each leg on the first rope reduces the pinned wrestler's chance of breaking the fall by 5%, and each leg on the second rope reduces the wrestler's chance of breaking by 10%. However, if the referee notices, he will break the pin, and deliver a Referee Warning to the pinning wrestler; the referee's chance to notice is increased by the same amount as the pinned wrestler's chance of breaking the pinfall was decreased. Some maneuvers, such as the Sunset Flip or Crucifix Pin, are designed to automatically place their target in a pinning predicament. These maneuvers can only be broken by TEC, and the pinned player will only recieve two chances to break the pinfall. The first one is trated as a hold, the second is an undmodified TEC check. B. Holds and Submission 1. When a Hold maneuver is applied, the rules change somewhat. Instead of running normal combat rounds, during each round the wrestler being held makes a modified Attribute Check against the same Attribute used to apply the hold. For example, you have to use TEC to get out of an Armbar, STR to get out of a Backbreaker Torure Rack, and BRA to get out of a Corner Piston Punch. The breaking holds formula is the following:

{AS = Attacker's stat, DS = Defender's stat, AMOD = Modifiers to attacker people for the hold, such as spec. attack/finisher bonuses, +'s added through arsenal slots, and untrained modifiers, DMOD = Modifiers to deffender} (2 * DS) - AS - (.5 * AMOD) + (.5 * DMOD) The max value is 90 and min is 20. If he is successful, the hold is broken; the attacker still has initiative, but cannot spend any Stun built up against the held wrestler to reposition him. If the check fails, the damage from the hold is applied again (ie, if the results of the damage roll was originally 16, then 16 Stun will be subtracted each round). If the wrestler criticaly fails the damage done by the move's power is doubled, if he super criticaly fails the damage done by power is quadrupled. If he criticaly or super criticaly breaks, he gains initiative. 2. Stun from a hold accumulates. If the attacker releases the hold, he has all the Stun done by that hold to "spend" for repositioning. Furthermore, if the manuever is a submission hold, and if the Stun accumulated by a hold exceeds the held wrestler's current Stamina score, he must make a STA check each round he fails to break the hold; failing this STA check means he has submitted from the pain. 3. Reversing a hold TEC holds may be reversed into another TEC hold by the defender. To do this, the wrestler must forgo an escape attempt that round. He then rolls his new manuever. If he rolls a success by more than the attacker's attempt at the hold was the hold is reversed. (For example -- Owen Hart has Bret Hart in the SharpShooter. Owen (current TEC 54) rolled a 10 to put the move on. Bret (current TEC 63) decides to try to reverse it into a SharpShooter of his own. He rolls a 17. Bret just flipped the move around and put Owen in the SharpShooter.) Note that Critical Rolls are Irreversible. 4. Busting Out of a Hold. Similarly, a wrestler may try to bust out of a hold. The wrestler must choose an appropriate BRA manuever depending on the hold he's in (i.e. Elbow Smash to get out of a Side-Headlock, or Punch to get out of a BearHug). He must then forego his escape attempt that round, and roll at least 5 points higher than the attacker rolled to put the move on. C. Knockouts There are two steps to a knockout victory -- putting your opponent under, and having the referee check for his unconsciousness. The easy way to make a wrestler unconscious is to reduce him to 0 Stun or less. You can also use a sleephold; these holds follow the same rules as submission holds, above, except that the held wrestler automatically falls unconscious when the accumulated damage exceeds his current STA. After knocking your opponent into dreamland, you must call the referee, who will lift the opponent's arm and let it fall. The opponent gets three chances to prove he is awake by holding the arm aloft. In game terms, this means a wrestler who was beaten into unconsciousness adds his current (ie, Level IV) REC to his Stun 3 times; if this is still not sufficient to put him over 0, he loses the match. A wrestler who was put to sleep by a hold gets three STA checks instead -- failing all of them also indicates a loss. D. Countouts Any time the wrestlers leave the ring, the referee will begin a ten-count. The wrestlers have 10 rounds to reenter the ring (refs count REALLY slowly), or they will be counted out. When either wrestler enters the ring, the count is restarted, and the other wrestler begins to recover the Stun done against him. Thus, to get a wrestler counted out, you must either a) do more than 10 times his current REC to him in a single blow, and roll into the ring, or b) distract him for the remainder of the count, or (c) move him far enough away so that he doesn't have the MOV to get back into the ring in time after recovering damage. Note that in BattleMasters, titles cannot change hands on a countout victory without a special stipulation to that effect. E. Disqualifications Whenever a wrestler performs an illegal action (closed fist blows, tying an opponent up against the ropes or

turnbuckle, choking, etc.), and the referee notices it, he will recieve a Referee Warning. A Referee warning causes the wrestler to get a -5% to his next move, since he has to get the ref out of his face before he can make a move. Two special circumstances will automatically result in the disqualification of a wrestler without extenuating circumstances: using a foreign object, and third-party interference inside the ring. Also, like countouts, titles cannot change hands on a disqualification victory without a special stipulation to that effect. F. Draws A match can be declared a Draw, in which case neither wrestler wins or loses -- wrestling's equivalent of a stalemate. A draw occurs when: The time limit of the match expires before a wrestler wins; Both wrestlers are disqualified by the referee, including a double ringout; Both wrestlers either refuse to fight, or are unable to fight. IX. Fan Support Bonuses Depending on a wrestler's Fan Support and Fan View at the beginning of a match, he may have the option of using one of three special tricks: Cheap Shots, Comebacks, and Power-Ups. A. Cheap Shots When a wrestler uses a Cheap Shot, he instantly gains the initiative. To use one, he simply performs any illegal action, and calls for a Cheap Shot. Cheap Shots can also be used to instantly break pinfalls, although they do not confer initiative in such cases. They can not be used to break holds, however. B. Comebacks Comebacks are the face version of Cheap Shots. A wrestler can call for a Comeback at the beginning of any round that he is a level or more below his opponent, or when he is at Level IV; he instantly gains the initiative. He can also use a Comeback to break a pinfall attempt (although not a hold), in the same manner as Cheap Shots. The primary difference between Cheap Shots and Comebacks is that Comebacks do not require illegal maneuvers to use (and therefore do not risk Referee Warnings) and that Comebacks are not as numerous as Cheap Shots. C. Power-Ups A special ability only possessed by Superstars and Megastars, Powering Up is somewhat like a super-Comeback. It can be used at any time a Comeback can, except it cannot be used to break a pinfall attempt. When a wrestler Powers Up, he automatically gains the Initiative; furthermore, he cannot lose the Initiative for 5 rounds. During this period, the opponent cannot use any Countermoves. Finally, during this period, all of the wrestler's Attributes (except Stun) are treated as Level I. X. Tag Team Wrestling In a tag team match, 2 teams of 2 (or more) wrestlers square off; one member is considered the "legal man", but he may "tag in" his teammate by slapping hands with his partner. The two then have a 5 count to switch places. A. Tagging Tagging is considered an DEX-I maneuver. If the wrestler wins the Attack Contest, he successfully tags, and his partner retains the initiative; the new legal man will have his current MOV points to reposition himself. Critical results with the "Tag" maneuver apply their multipliers to the positioning points. Tags can also be preformed by spending 40 stun points (hey, I had to make it tough).

B. Blind Tags Bling Tag is considered a DEX-III manuever. It represents tags that the ref can see, but the opponent can't. Blind Tag works the same as Tag, except (a) you can't use the Tag Block Defensive manuever, and (b) the opponent must roll SAV to figure out that he's supposed to be attacking someone new. C. Double-teaming If a round is five or ten seconds, how can one get a double team move in and get out in five? Well, a team is allowed one round together in the ring (not five) for a double-team move. Anything more than that risks DQ's (Referee SAV roll), unless the ref is distracted. D. Interrupting Pinfalls Tag team partners may come in to stop a pinfall. There are two different methods to do this. The wrestler may move from his corner to the middle of the ring (7 Distance Points), and then successfully perform an attack on the pinfaller. The wrestler moves his MOV points every count (Ex. Owen Hart sees the British Bulldog being pinned. With his MOV of 5, he can move 5 Distance Points while the ref counts one. He'll be able to try to stop the pinfall before the ref counts two). Another possibility is climbing the ropes (3 Distance Points) and perform a Flying attack on the Pinfaller. In either case, if successful, the pin is broken. Of course, very few people are going to sit back and let you stomp their partner. The opposite team may go out to stop the pinfall breaker. If this occurs, there is a "race" of MOV to see who gets where first. (Ex. Psycho Sid is pinning the Bulldog. Owen Hart rushes out to stop it. The 1-2-3 Kid (MOV 6) rushes out to stop Owen. In the first count, Owen moves 5 DPs, The Kid moves 6. The next round, the Kid and Owen both move 1 DPs more. The Kid will have gotten to the pinfall first, and Owen will have to dispose of the Kid before stopping the pinfall). XI. Cage Matches & Kin A common variation on the wrestling match is to place a large steel cage around the ring. This cage comes in 2 varieties: internal and external. An external ring merely serves to separate the wrestlers from the crowd, and includes the entire ringside area. An internal ring, however, takes the place of (or is placed directly next to) the ropes, preventing wrestlers from leaving the ring at all. It also prevents the participants from irish-whipping themselves into the ropes; the cage walls have a Stun Code which functions similiar to that of the turnbuckles, and whipping an opponent into the cage uses the Irish Whip into Buckle Maneuver. Some cages have roofs which will prevent the use of the "High Flyer" merit; others are open to the air. Cages are either made from wire (2d6 Stun Code) or pipe (6d6 Stun Code). A. Running & Climbing Some cage matches use the same victory conditions as standard matches. However, other cage matches use as either an alternate or supplementary victory condition "escape" -- the wrestler wins the match if he can leave the cage, either through a door in the side of the cage or by climbing the wall of an open-topped cage. These matches will have a set MOV value to leave the ring. The wrestler chooses "Escape" as his maneuver for a round, and if successful, will subtract his current MOV from the amount required to win; his opponent can then reposition himself using his own MOV points. Escape is trated as a STR manuver for climbing, and an AGI manuver for going through the door. This process is repeated until either: The escaping wrestler surpasses the required MOV total to leave the ring, and thus wins the match; The escaping wrestler loses an Attack Contest The escaping wrestler can choose to forgo the Escape maneuver to attack his opponent, but if doing so changes his positioning, he must begin over.

Alot of specialty matches go on for a long time and what the wrestlers do is very amazing. This is represented in the rules by the "classic match" provsion. If the GM so decides, a match, such as a ladder match or a cgae match for the title, has its participants getting a stun bonus equal to their starting stun. They get this much more in level 4 before passing out. However, once they reach this stun, they take half the damage bonuses given by tags and the like. Each wrestler is also given the tenacity merit for this match (wrestlers with it already get 4 chances, not just 2), and get three rolls to kick out of the third count for a pinfall (two after finishers). If the match has a mov rating for a win (cage match instead of an iron-man match for the title), then the normal MOV requirement is doubled. XII. In match recovery Wrestlers can recover stun during matches in one of two ways. They may take a breather on the outside, or they may tag out in a tag-team match. For every 3 rounds (counts) a wrestler is taking a breather for, he recovers his REC in stun. The same is true for every 5 rounds after tagging out. A wrestler may not go up more than 20 stun above the lowest level he has been in a match, and may no go above his max stun by regaining it in this manner.

Part 3. BattleMasters Campaign Rules


Pt. I: Managers I. The Manager Slot One of the slots available to the player may be used for a manager. Characters created with the manager slot typically have low statistics, except for SAV. Manager characters are created using the same method that normal characters are created with except that all stats for a manager cost double. II. Manager Actions Managers generally have 5 purposes : 1. 2. 3. 4. 5. to interfere in matches to prevent interference in matches to act as a spokesperson for the wrestler to pay off fines to mooch money off of the wrestler

Manager interference is done by simply adding on as a note to your wrestler's strategy "My manager will interfere by {interferance} when {time}. " If you suspect your opponent's manager will try to interfere, simply add a note to the strategy saying "If {insert opposing manager's name} interferes, my manager will {counter-measure}". Your manager acting as a spokesperson occurs in two different times. When you write your flashes, your manager may do the talking for the wrestler (ala Jim Cornette and Yokozuna). Not all managers do this though (Elizabeth never really spoke for Randy Savage, for example), so whether or not your manager does the talking for the wrestler is up to you. The second time your manager acts as a spokesperson is when something screwy happens (or something that should be screwy doesn't happen) and someone needs to talk to the referee, or board of directors, of James Myers himself, or... you get the idea. This will be done automatically by the GM. Note that all of the above is "bare bones" of manager actions. The more creative and specific you are, generally the better your manager will be. III. Manager Money Manager's get paid for what they do. The more successful their wrestler, the more money they make. Also, the better at doing their job they are, the more money they make. Mechanics-wise, this is reflected by taking a percentage out of the winnings of the wrestlers managed by a particular manager. This percentage is equal to the

SAV of the manager divided by 5. So, Jim Cornette (SAV 80) gets a 16% cut of any money made by the British Bulldog, Yokozuna, or Owen Hart. As always, this percentage is rounded up to the nearest $250. Managers can spend their money in one of three different ways. Manager money may be used to increase the stats or skills of the manager. It may be used to change the manager's flaws and merits (e.g. the manager wants to be able to manage more people, or he suddenly stops bringing his trademark cane to ringside). It may also be used to pay the fines of any wrestlers. For example, Jim Cornette has $25,000 (mostly skimmed from YokoOwen's successful tag team run). The British Bulldog is fined $10,000 for attacking Shawn Michaels. The British Bulldog may pay all of the money, Jim Cornette may pay all of the money, or any combination thereof. IV. Manager Fan Support Managers gain fan support for their actions, and for their wrestler's actions, in a sence. For their own actions (interference, flashes, etc.), if a wrestler who they manage was with them at the time, the wrestler gains the full FS and the manager as per the formula given below. If not, then the manager gets all the FS. They also gain a proportion of their wrestler's wins and losses, being 1 divided by the number of wrestlers they manage (i.e. Jim Cornette gains 1/3 of Vader's gains and losses, 1/3 of the British Bulldog's gains and losses, and 1/3 of Owen Hart's gains and losses). V. Wrestler/Managers Managers that also wrestle get Money and Fan Support as a wrestler and as a manager. So Stevie Richards got Money and Fan Support both as manager of the Pit Bulls and for his own matches during the time Richards managed the PitBulls. However, note that, since the wrestler's skills will have to be divided among both managerial skills and combat skills, he or she probably won't be as efficient as someone who specialized in one or the other. Pt. II: Money I. Gaining Money There are three ways to gain money : Wrestling matches, taking new flaws, and dropping old Merits. All Merit / Flaw changes must be approved by the main GM. Wrestling Matches Wrestlers get paid on the following scale. Jobber Matches Regular Matches International/TV Title Matches World Title Matches Supercard Bonus Specialty Match Bonus $0 $500 Wins $1,250 $3,000 $5,000 $7,000 $2,000 $1,000 Losses $0 $1,500 $2,500 $3,500 $1,000 Draws $0 $2,250 $3,750 $5,250 $1,500

B. Taking New Flaws Remember, getting a new flaw requires GM permission. Usually, there must be an in-character reason for this flaw. Example: Mr. Bob Backlund's player decides to turn Bob from a really nice goody-goody to a crazy-oldman kinda heel. Part of this change is that he'll always try to win with the Cross-Face-Chicken-Wing now. With GM permission, he can take Compulsion -- Win by Cross-Face-Chicken-Wing, and get an immediate $25,000. The amounts of money you can make per Flaw is: Bad Temper Compulsion - $ 12,000 - $ 8,000 Nagging Injury Parephenelia - $ 24,000 - $ 10,000

Dependency Finisherless Foreign Glory Hound Impulsive Mute Non-Wrestler

$ $ $ $ $ $ $

6,000 18,000 14,000 10,000 14,000 22,000 40,000

Pure Ritual Signal Slow Learner Stupid Vile

$ $ $ $ $ $

22,000 8,000 12,000 80,000 100,000 22,000

C. Dropping Old Merits Again, all changes must be made with GM approval, and must make sense for the character. For example, British Bulldog decides to turn heel when Lex Luger's player leaves the fed. British Bulldog may sell back Ally Lex Luger, with GM permission, for a quick $12,500. The amount of money you get per Merit is: Ally - $ 6,000 Contacts - $ 12,000 Fast Learner - $ 80,000 High Flyer - $ 24,000 Hard Body Part - Varies KO Finisher - $ 36,000 Manager's Liscence - Varies Miracle Man - $ 8,000 No-Sell - $ 32,000 Quick Finisher - Varies Ref Slack - $ Special Attack - $ Special Weapon Style Tag Teamwork Tag Team Spec. Tandem Manuver - $ Tenacity - $ True Invulner. - $ Win. Appearance 26,000 14,000 Varies Varies Varies Varies 18,000 18,000 52,000 - $ 10,000

For those that vary, you recieve $2,000 per Creation Point the Merit cost. II. Spending Money There are six ways to spend money -- (a) Advancing your stats, (b) Buying new moves (c) Improving existing moves (d) Getting rid of flaws, (e) Buying new Merits, and (f) Paying Fines A. Advancing your attributes Attributes may be raised using the following table. Attribute Costs --------------From: To: Slow Learner Regular Fast Learner -----------------------------------------------------------25 30 $8,000 $6,000 $4,000 30 35 $19,000 $14,000 $9,000 35 40 $29,000 $22,000 $15,000 40 45 $42,000 $32,000 $22,000 45 50 $58,000 $44,000 $30,000 50 55 $78,000 $56,000 $38,000 55 60 $94,000 $70,000 $46,000 60 65 $114,000 $86,000 $58,000 65 70 $136,000 $102,000 $68,000 70 75 $160,000 $120,000 $80,000 75 80 $186,000 $140,000 $94,000 B. Buying new manuevers. Buying a new manuever costs a mere $5,000. This manuever is added to your Arsenals and treated just like any other manuever. Fast Learners pay $4,000. Slow Learners pay $6,000.

C. Advancing old manuevers. It costs $5,000 to add a +5% chance to execute any given manuever. Note that the maximum percentage chance of any manuever is 90% at Level One. So, for example, say the British Bulldog wants to advance his Press Slam (currently with no bonuses). Since the Bulldog has an 75 STR, he can add at most +15% to his Press Slam. Also, the highest advancement a move can have is +20%. So the Bulldog wants to work on his side headlock. His TEC is 55, so he can advance it +20 to 75. Beyond that, he must train his TEC stat. Fast Learners pay $4,000, Slow Learners pay $6,000. D. Buying off old Flaws With GM permission, you can remove flaws from your character sheet by "buying" them off. There usually requires a good in-character reason for this. For example, Razor Ramon's player decides that, upon losing the second ladder match to Shawn Michaels, Razor has lost his weird fascination with gold. Yes, he still wears his chains, but his verbal threats to ringside personnel will be no more. He can spend $50,000, and lose the Ritual Badmouthing Ring Attendant. The costs to buy off flaws are: Bad Temper Compulsion Dependency Finisherless Foreign Glory Hound Impulsive Mute Non-Wrestler $ $ $ $ $ $ $ $ $ 60,000 40,000 30,000 90,000 70,000 50,000 70,000 110,000 200,000 Nagging Injury Parephenelia Pure Ritual Signal Slow Learner Stupid Vile $ $ $ $ $ $ $ $ 120,000 50,000 110,000 40,000 60,000 400,000 500,000 110,000

E. Buying New Merits New Merits may be picked up with GM permission. They usually must fit the character. For example, Razor Ramon and Marty Jannetty find themselves as allies against the Million Dollar Corporation. Marty can spend $25,000, and gain Razor Ramon as an Ally, and vice-versa. The costs to buy new merits are : Ally - $ 30,000 Contacts - $ 60,000 Fast Learner - $ 400,000 High Flyer - $ 120,000 Hard Body Part - Varies KO Finisher - $ 180,000 Manager's Liscence - Varies Miracle Man - $ 40,000 No-Sell - $ 160,000 Quick Finisher - Varies F. Paying Fines Fines may be levied by the Administration onto a wrestler for any number of reasons, including unnecessary and blatant violence against another wrestler, interference in matches, and attacking league officials. The exact amount of a fine is determined by the GM, but, as a rough guide: *Injuring a wrestler intentionally: *Attacking a league official: *Interfering in a match: circumstances $500 per day injured $50,000 $2,500 - $25,000 depending on Ref Slack - $ Special Attack - $ Special Weapon Style Tag Teamwork Tag Team Spec. Tandem Manuver - $ Tenacity - $ True Invulner. - $ Win. Appearance 130,000 70,000 Varies Varies Varies Varies 90,000 90,000 260,000 - $ 50,000

Pt. III: Contender Points / Fan Support DETERMINING A WRESTLER'S RANKING POINTS When calculating Ranking, each wrestler starts off with 1/4 the Contender Points he gained from the previous period. From there, add the following: 1. WON/LOSS RECORD For each match a wrestler has fought during the rankings period (usually four weeks): +10 for a pinfall/submission victory + 8 for a countout/DQ victory + 4 for a draw + 0 for a loss of any kind 2. QUALITY OF OPPOSITION For each match a wrestler has fought during the rankings period: +10 if the opponent is currently the World Heavyweight Champion + 5 if the opponent is currently ranked in the Top 10 + 2 if the opponent is currently ranked 11-20 - 7 if the opponent is a preliminary wrestler For Tag Teams: +10 if the opponent is currently the World Tag Team Champion + 5 if the opponent is currently ranked in the Top 5 For Women: +10 if the opponent is currently the Women's Champion + 5 if the opponent is currently ranked in the Top 5 3. PAST HISTORY/LEAGUE BIAS Past Rankings +25% of the Contender Points from the last ratings period Market Considerations + 1 per 5,000 Fan Support the wrestler has in his primary fan view, rounded down (absolute value) Title Considerations IC/US-Type Belt: Automatic #1 contendership TV Champion: + 5 CP LHW Champ: Always ranked above all other LHWs (except for World and IC/USA/whatever champs) Former World Champ: + 2 CP Former World Champ from another league: +1 CP Former Champ of any other kind in that league: +1 CP Heritage + 5 for the Wrestling Heritage Bonus WHAT THE RANKINGS MEAN The USA/IC/Whatever Champion is the default #1 contender, and has right of first refusal on World Heavyweight title matches, unless: A new champion has been crowned, and the previous champion has not fought or waived a rematch; The current USA/IC/Whatever champion is the most recent challenger to the World title; The head office says so If the USA/IC/Whatever champion waives his right at present for any reason or for the second reason on the above list, then the World Heavyweight champion must choose his next opponent from the current top 10

contenders. Similarly, the International champion must defend his title against a wrestler ranked from 2-20. The World TV champion can defend his belt against any challenger, but the match must be televised, and it must be defended bi-weekly. DETERMINING A WRESTLER'S FAN SUPPORT Fan Support Gains and Losses Fan Support is gained in three categories, face, heel, and tweener. The category the wrestler has the most FS is his fan view. The wrestler's fan view cannot change without a turning action,a nd all FS that comes within 500 FS of the FS value of the wrestler's Fan View is lost (but if the wrestler is face or heel, extra heel will negate face and visa-versa). Basicaly, joining an organization of some alignment is a turn, making a save is a face turn, attacking someone is a heel turn, and doing a "Big Daddy Cool is BACK!" type of interview is a tweener turn. A wrestler only gains half FS for non primary fan views. Universal (everybody) Fan Support: *Wins: *Defeating *Defeating *Defeating *Defeating *Defeating a a a a a Level Level Level Level Level V FS Opponent: IV FS Opponent: III FS Opponent: II FS Opponent: I FS Opponent 5,000 4,000 3,000 2,000 1,000

*Draws : 1/2 the amount above *Winning Titles: *World: 5,000 *International: 3,000 *TV: 2,000 *Wrestling entertaining matches (cumulative): *Every Over-The-Top-Rope and OffTheTopTurnbuckle Moves *Every SuperDuper Move *Every Manuever to ringside mat, ring railing, or ring steps *Every move to the concrete floor: *Every Plancha Moves: *Every Flying, Springboard Moves or Slinghot Move *Every two Foreign Object Smashes: *Every Level Three Manuever: *Every Level Four Move: *Every Level Five or above Move: *Every use of a Signature Move: *Every use of a Finisher: *Flashes: Rating 0 to 10 * 500 *Extra-Media Appearance: As above, * 1.5

500 250 250 250 500 500 250 250 500 750 250 500

*Level V Losing: *Level *Level *Level *Level -25,000 *Level IV Losing: *Level *Level *Level *Level -16,000 *Level III Losing: *Level *Level *Level *Level - 6,000 *Level II Losing: *Level *Level *Level *Level - 4,000 *Level I Losing: V IV III II *Level I - 2,500 - 5,000 -10,000 -20,000

V IV III II *Level I

1,000 2,000 4,000 8,000

V IV III II *Level I

500 750 - 1,500 - 3,000

V IV III II *Level I

250 500 - 1,000 - 2,000

*Level *Level *Level *Level

V IV III II *Level I

250 250 500 500

- 750 *Getting Screwjobbed: *Loosing Titles World: -2,500 International: -1,500 TV: -1,000 *Cowardice per FS level Face Fan Support: -500FS 1/2 the amount above

*Wrestling Cleanly under 2 *Beating Heels *Making Saves *Slapping fan's hands on his/her way to the ring *Loosing to a heel *Insulting Fans

1000FS per ref warning 1000FS extra 1000FS 250FS -500FS -1000FS

Heel Fan Support *Attacking another wrestler *Causing serious injuries *Trechary *Wrestling Dirty warning over 7 *Defeating a Face *Loosing to a Face Tweener Fan Support *Slapping fans' hands selectively before a match 100FS *Attacking referees or officials that get in the wrestler's way 1000FS per official *Making a save for an ally 500FS *Making an attack with provocation 500FS *Doing interviews Double FS *Squashes 200FS for every round under 11 *Loosing Double FS loss *Winning Titles Half FS *Getting 2000 face or heel FS without 1000 of the other (only for tweener fan view) -500 FS 1000FS 500FS per day injured 1000FS 1000FS per ref 1000FS extra -5000FS

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