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CHAPTER II: Through The Ropes

Now that you've learned what a wrestler in RingMaster looks like, as well as how to create one of your own, it's time to see how your wrestler is going to actually perform once he's in the ring.

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.

Aces & Botches

A natural (that is, unmodified) roll between 01 and 05 is considered an "Ace" result; in other words, the wrestler's action will be even more successful than he intended. The exact extent of the extra success is contingent on the action being attempted; for example, a normal success in breaking a pinfall attempt just stops the pin -- an Ace also gives the wrestler Advantage, too.

Likewise, a natural roll between 96 and 00 on the dice is considered a Botch -- the wrestler doesn't just fail, he fails miserably.

Attribute Contests

Occasionally, two characters will directly pit two Attributes against each other, which is referred to as a Contest. For example, an arm-wrestling match might be resolved as a Contest between STRs.

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.

Let's You & Him Fight

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 is on the "forth" side is said to have Advantage, and is referred to in the RingMaster rules as "the attacker"; his opponent is "the defender".

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:

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:

"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).

WeaponModStunChoke
BarricadeX+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, BareX+4d6
Floor, PaddedX+1d6
WeaponModStunChoke
Kendo Stick+10%+2d6+1d6
Microphone+0%+2d6
*Powder(+10%)(0d6)*
Ring Bell-5%+4d6
Ring PostX+4d6
Ringside Steps-10%+5d6
*Sap Glove--(3d6)
Shoe/Boot+0%+1d6+1d6
Steel Chair+5%+5d6
Table-20%+5d6+1d6
Taped Fist--(1d6)
TurnbuckleX+1d6
Turnbuckle, BareX+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:

     Ring Area
. . . . . . . . . . . .
. . . . . . . . . . 1 .
. . o = = = = = = o . .
. . = X + + + + X = . .     Aisleway
. . = + M M M M + = . . . . . . . . . . . .  (Continues for 10
. . = + M c c M + = . . . . . . . . . . . .  more "squares"
. . = + M c c M + = . . . . . . . . . . . .  until the Locker
. . = + M M M M + = . . . . . . . . . . . .  Entrance).
. . = X + + + + X = . .
. . o = = = = = = o . .
. . . . . . . . . . 1 .
2 . . . . . . . . . . .

LEGEND:
=	Apron                     1     Ringside Steps
o	Ringpost                  2     Timekeeper's Chair
X	Corner/turnbuckles
+	Ringside (near ropes)
M	Middle of the ring.
c	Center of the ring.
.	Ringside/aisle floor

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, and gains 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.

High Risk Maneuvers

Some Maneuvers (specifically Flying, Leaping, and Springboard) are considered "high risk". When a wrestler chooses to use these maneuvers, any failure causes him to take a Slam Die, and gives the opponent Advantage.

Counters

Sometimes, a wrestler on the defensive gets a chance to nip a maneuver in the bud, before it's performed. This is done by using Counter maneuvers.

Counters are obtained and trained in the same fashion as standard maneuvers, and can even be Improvised, but they are used quite differently. One declares a Counter maneuver immediately after the attacker picks his Maneuver. The attack becomes a Contest between Maneuver Skills instead of a simple attack roll; if the Defender is successful, the Counter is effective and he is now the Attacker.

Reversals

A wrestler can sometimes use actual maneuvers as Counters -- for example, turning a Piledriver into a Back Drop, or a Side Headlock into a Salto Suplex. Such turnarounds are termed Reversals.

Reversals can be purchased or improvised as if a Flag -- thus, to reverse a Piledriver into a Back Drop is -5% if you know Back Drop, and -10% if you don't.

Finishing Maneuvers

Nearly ever wrestler has a Finisher -- a special move he has honed to near-perfection (or at least as close to perfect as he's going to get), the one he uses to guarantee a win. This final coup de grace maneuver receives special benefits.

Finishers receive a +10% bonus to Maneuver Skill, and do double damage when they are used. In addition, against an opponent in Winded (Level 2) or worse condition, any pinfall following a Finisher -- even a single finger "cover" -- receives an automatic 2-count (that is, the opponent only has a single chance to kick out). Opponents may not use Turnovers to break such a pin.

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:

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.

Winning The Match

There are basically 4 ways to win a wrestling match: pinfall, submission, knockout, and disqualification. Each has a separate mechanic for resolution.

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:

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:

Each pin count "shakes off" 1 Stun from the pinned character. A wrestler can make multiple attempts to pin without making a new attack -- but each subsequent attempt to pin is at +10% to break (cumulative).

Submission

The standard combat round changes somewhat when a wrestler successfully applies a hold Maneuver to his opponent:

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:

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:

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:

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.

A wrestler can make a Lunge Tag as a maneuver. This is considered to be an AGI-1 Counter, with a penalty of -5% per Action Point required to reach a square where tagging would be valid. If successful, the partner is tagged in, and has Advantage.

"Blind Tag" is considered a Trick (i.e. SAV "maneuver"). It represents tags that the ref can see, but the opponent can't. Blind Tag works the same as Tag, except the opponent must make a successful SAV check to realize the tag has occurred. The roll for Blind Tag is made concurrent with a standard tag.

"Fake Tag" is the opposite of Blind Tag -- a SAV-II trick, it represents a tag the referee believes occurred, but which actually has not occurred (one method being to loudly clap your hands when the referee is distracted). This allows a wrestler to make a tag when the wrestler cannot reach his partner's corner fast enough. Use of this maneuver is not "illegal" in the strictest sense (since if the referee sees it, it simply does not happen), but it does cause a loss of Prestige as if it were an illegal maneuver.

Making The Save

One big use of a tag team partner is preventing pinfalls. If a wrestler's partner is being pinned, he can attempt to interrupt the pin using an attack. Make an attack roll at -5% for each Action Point required beyond his SPD points to reposition himself in the same space as the pinfall. If the maneuver succeeds, the referee will stop counting the pin; however, he will also immediately issue a Referee Warning to the incoming wrestler, and argue with the wrestler until he leaves the ring (during which time he is distracted).

Of course, the other wrestler has a partner, too; he has the opportunity to enter the ring himself (by making a successful SAV roll) and block the interrupting wrestler. This is treated as a "Reversal" attempt of the save maneuver.

Double Teaming

Of course, one of the important elements of tag team wrestling (and occasionally solo matches) is the double team attack, where two wrestlers gang up on a single defender. A double team maneuver is treated as a single action, with a single attack roll. The Skill of this attack is equal to the higher skill if the attacks are identical (a double DDT or double dropkick, for example), or the lower skill if they are different (a savate kick/knee clip combination, or a flying legdrop onto powerbomb). In either case, the combined maneuver receives a +10% bonus to skill (it's harder to defend against two men than one).

If a wrestler gains the advantage fighting a team, he can choose to attack both men at a -5% penalty per target (unless he is a Superstar, Megastar, or Monster Heel); alternatively, he can choose to attack one and ignore the other, in which case the defender left out gets a "free" attack against the attacker (though this only gives him initiative if he hits).

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.

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