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RingMaster Quick Kit [v2.2]
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This document copyright (c) 1998 by Bryant & Bryce
Berggren; permission is granted to copy and/or
distribute this document for personal use, so long as
it is unaltered, complete, and distributed without
charge or profit.
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The RingMaster rules were designed to be flexible, allowing
one to create almost any ringside concept imaginable. Thus, be
forewarned: =RingMaster= has a *lot* of detail available to the
player, so read these rules carefully.
A. THE TALENT POOL
Wrestlers in =RingMaster= are created (theoretically) equal,
such that their starting abilities will balance out -- if one is
extremely strong and tough, he may also be slow and clumsy, or
brutish and unsophisticated. Nobody is good at *everything* --
for every strength, there is a weakness.
This is accomplished by having the handler "purchase" the
wrestler's Attributes from a pool of 50 "Talent" points. Merits
are also purchased from this pool; in addition, wrestlers can
accept Flaws to provide extra Talent points to the pool. The
Height, Weight, and Background the handler chooses for his
wrestler can either add or subtract from the Talent Pool.
B. BACKGROUNDS
Start by selecting one or more Backgrounds for the wrestler.
Backgrounds represent "in-roads" to a wrestling career; different
Backgrounds have slightly different effects on the wrestler,
mostly in his dealings with the fans and league management. Some
Backgrounds may modify his Talent.
With the Promoter's permission, it is possible to combine two
backgrounds, within reason, or to switch backgrounds later in
one's career (for example, shifting from "Academy Graduate" to
"Stalwart" as one shakes the freshman status).
ACADEMY GRADUATE (+0 Talent): The wrestler has been trained by a
formal wrestling school, usually run by the league itself. The
wrestler receives a gradually diminishing bonus to contendership
rankings, representing the inflated view the league has of his
talents due to his prestigious credentials. On the other hand, he
suffers the same overreaction to Turnovers as a Rookie (some
things they just can't teach in school). Joe Gomez, High Voltage,
and Chris Chetti were Academy Graduates.
ATHLETIC PICK (+0 Talent): The wrestler is either an
"all-american" (or equivalent) collegiate athlete or a
professional athlete of some note in a non-combat sport. He gains
Prestige faster than other characters until he becomes
established, but also loses Prestige for inactivity faster. Mark
Henry, Rocky Maiva, Steve McMichael, and Brian Pillman were all
athletic picks.
HARD KNOCKS (+0 Talent): The wrestler comes from a long
experience in mundane violence, such as a gang member, bouncer,
prison guard, bounty hunter, etc. The wrestler *may not* take the
"Injury Prone" Flaw, and must have a minimum TOU of 50. The
wrestler's opponents receive a penalty to use BRA attacks against
the wrestler, and a bonus to TEC attacks. Bam Bam Bigelow, Big
Bubba Rogers, the Gangstaz, and the Disciples of Apocalypse all
got their start in the school of Hard Knocks.
IMPORT (-1 Talent): The wrestler is a recent acquisition from a
competing federation. The wrestler receives extra contendership
consideration after his debut, which slowly fades away over time;
he also earns Prestige faster until he "gets settled". Virtually
every member of the New World Order entered the WCW as an Import.
LIVING LEGEND (-4 Talent): The wrestler has a career so long and
so fruitful that his name is etched in stone on the minds and
hearts of wrestling audiences everywhere. The wrestler gains
extra contendership consideration during each cycle; in addition,
the wrestler begins play with 400 Prestige instead of 100, and
only loses Prestige half as quickly for inactivity.
PRIZEFIGHTER (+0 Talent): The wrestler comes from a different
combat sport, such as an organized martial arts circle,
Greco-Roman wrestling, "ultimate fighting" and/or "shootfighting"
leagues, etc. The wrestler's opponents receive a penalty to
attack him with techniques that coincide with his previous
experience, and a bonus to attack him with other techniques. The
wrestler also receives a small measure of extra contendership
consideration. Ken Shamrock, Marc Mero, and Ken Patera were
Prizefighters.
ROOKIE (+1 Talent): The wrestler is a brand new talent without
the credentials of formal training, possibly an "import" from a
very small regional promotion or a student of a singlular mentor.
Rookies are caught off guard more by Turnovers used against them.
Marc Bagwell and Bob Holly were Rookies.
SCRUB (+2 Talent): The wrestler is a promising talent who for
some reason or another still has been wallowing in the
preliminary division, and is just breaking out. The wrestler
begins play with 50 PRE instead of 100. Scrubs don't adapt well
to fighting bigger name talent, and suffer penalties when
fighting a wrestler more than one (absolute) PRE rank higher than
their own. Barry Horowitz was a Scrub.
STALWART (+0 Talent): This is the "default" background, having no
effects; it represents a typical "company man", someone who has
been perpetually within the league or closely related
federations. Most wrestlers will eventually shift to the Stalwart
background when the wrestler has "settled in".
C. BUILDS
The next thing you must determine about your wrestler is his
height and weight. A wrestler's possible Attributes are determined
by his these values; larger wrestlers tend to have less inherent
talent overall, but will also need it less.
1. Weight
Weight affects the damage the wrestler does with maneuvers
(such as splashes) that utilize his weight; the damage he /takes/
when knocked or thrown to the mat; and the chances of an opponent
lifting him or breaking from a pinfall under him. Weights in
=RingMaster= are always expressed in American pounds, though
wrestlers are free to translate this to kilograms, stones, or
whatever for color outside of the game mechanics.
In the following charts:
* All weights are in American pounds.
* Cost refers to the Talent points subtracted from the
wrestler's pool (or the number of bonus points added to the
wrestler's pool). The number to the right of the slash is
the cost for managers and/or female wrestlers.
* Border indicates the maximum rating you can have at normal
cost in the indicated Attribute(s); beyond this amount,
each additional level of the indicated Attribute costs 2
points instead of one. Attributes with no listed Border
have a Border of 60.
Cost Range Borders
+5/+1 Below 130 STR/TOU 30
+4/+0 130 - 164 STR/TOU 35
+3/-1 165 - 194 STR/TOU 40
+2/-2 195 - 219 STR/TOU 45
+1/-3 220 - 239 STR/TOU 50
-0/-4 240 - 259 STR/AGI/TOU/STA 55
-1/-5 260 - 284 AGI/STA 50
-2/-6 285 - 314 AGI/STA 45
-3/-7 315 - 349 AGI/STA 40
-4/-8 350 - 389 AGI/STA 35
-5/-9 390 - 434 AGI/STA 30
-6/-10 435 plus AGI/STA 25
2. Heights
Height primarily affects the damage of "elevation" maneuvers
like most slams, bombs, and suplexes; it also affects the
character's Borders to a small degree, and his chances of
reaching the ropes when in a hold or pinfall predicament.
* "Cost" is the cost in Talent points for that Height;
the number to the right of the slash is for managers
and/or female wrestlers.
* "Borders" is added to the existing Borders taken from
Weight.
Cost Range Borders
+3/+0 Up to 5'4" +5 AGI, -5 STR
+1/-1 5'5" -- 6'0" --
+0/-2 6'1" -- 6'6" --
-2/-3 6'7" -- 6'11" +5 STR, -5 AGI
-4/-4 7'0" and up +5 STR/TOU, -10 AGI
D. Attributes
Attributes are numberic measures of a wrestler's ability in
a given field. Each of the 7 Attributes used in =RingMaster= is
assigned a value between 30 and 80 (all starting attribute values
are divisible by 5). In general, these values can be considered
to represent the following levels:
30 Noticeably below the average person.
40 Average Joe: what the "man off the street" can do.
50 The average /wrestler/ (above average for most people).
60 Naturally talented, /significantly/ above average
70 Fame-generating skill, competes with the best.
80 Awe-inspiring/legendary aptitude -- cream of the crop.
All wrestlers begin with a rating of 25 in each Attribute
before spending any Talent; each additional 5 points costs 1
Talent, until the Border (see "Build" above) is reached, when
the cost becomes 2 Talent per 5 points. Thus, a 40 SAV costs 3
Talent, while a 65 SAV costs 9 Talent. Attributes are always
purchased in 5 point increments (you may not start with a 63 SAV
or 48 STA, for example); no more than 15 Talent may ever be spent
on any Attribute. {All right, for those who insist on a chart for
this sort of thing, here's how the costs break down:}
Border 25 30 35 40 45 50 55 60 65 70 75 80
25 0 2 4 6 8 10 12 14 -- -- -- --
30 0 1 3 5 7 9 11 13 15 -- -- --
35 0 1 2 4 6 8 10 12 14 -- -- --
40 0 1 2 3 5 7 9 11 13 15 -- --
45 0 1 2 3 4 6 8 10 12 14 -- --
50 0 1 2 3 4 5 7 9 11 13 15 --
55 0 1 2 3 4 5 6 8 10 12 14 --
60 0 1 2 3 4 5 6 7 9 11 13 15
65 0 1 2 3 4 5 6 7 8 10 12 14
Strength (STR)is the wrestler's brute force and raw power. STR
affects the damage of many maneuvers, from punches to powerbombs.
Technique (TEC) is the wrestler's pure grappling ability -- his
skill with grabs, locks, leverage-based throws and/or takedowns,
and pinfall predicaments. It also represents, to a large degree,
the wrestler's skill at countering or escaping these maneuvers.
Agility (AGI) is the wrestler's quickness and talent at performing
acrobatics and/or using aerial tactics (those involving flips,
jumps, or leaps from the turnbuckles and ropes). It determines the
wrestler's speed in the ring as well.
Brawling (BRA) is the wrestler's talent for punching, kicking,
and similar roughhousing. Brawling includes both techniques using
vicious maneuvers like hair-pulling, choking, and eye-gouging,
and the sophisticated hand-to-hand maneuvers of the Oriental
martial arts.
Savvy (SAV) represents the wrestler's wits, perceptiveness, and
business sense. SAV affects the amount of initial training in
wrestling maneuvers he will have received.
Toughness (TOU) is the wrestler's physical toughness and
intestinal fortitude. TOU determines how much a given Maneuver
will hurt the wrestler in the first place, and how much damage is
required to put him down for the count.
Stamina (STA) is the wrestler's resistance to pain and fatigue, a
combination of physical conditioning and sheer willpower or
"heart". STA determines how quickly the damage a wrestler takes
impedes his performance.
E. MERITS
Merits are special bonuses a wrestler can have apart from
his attributes, maneuvers, and build. Examples of Merits include
Ted Dibiase's seemingly endless cash reserves, or Owen Hart's
family heritage.
Merits are self-contained and unique. There is no number or
score connected to them -- one either possesses a given Merit or
one does not. In essence, they are like special exceptions to the
standard rules, tailoring the game mechanics to fit the wrestler's
concept.
Every Merit has its own Talent cost (listed in parentheses
after its name) and game effect. Simply pay the listed Talent cost
to add a Merit to your wrestler. Wrestlers are in no way obligated
to take any Merits.
CONTACTS (-2 Talent): The wrestler has friends in high places, or
a similar bureaucratic edge, allowing him to "lean" decisions by
administration his direction. While he was the Vice-President of
WCW, Eric Bishoff had Contacts, and shared this benefit with all
his New World Order cronies.
DOUBLE (-1 Talent): The wrestler looks strikingly similar to
another character, making it easy for others to confuse the two.
The pair must each adopt this Merit, if possible. In addition,
they must both be within 1" in height, and within 25 lbs. in
weight. The Bodydonnas (Skip & Zip) were Doubles, as were the
Harris brothers. Doink the Clown unveiled a non-tagteam Double
during his rulebreaking days.
FAST LEARNER (-3 Talent): The wrestler is a quick study, who
rapidly picks up techniques and improves his skills. The amount
of time required to increase Attributes or purchase new Arsenal
slots is reduced for this wrestler. Mikey Whipwreck and Alex
Wright are Fast Learners.
IRONHEAD (-2 Talent): The wrestler has an incredibly hard head.
He adds a Basic Die to any type of headbutt maneuver, and
subtracts 1 point of damage per die from attacks to his head.
Fatu and the Missing Link had Ironheads.
MANAGER'S LICENSE (-2 Talent): The character is licensed by the
promotion to /be/ an advisor, coach, trainer, valet, etc. This
allows the character to act at ringside with greater authority,
to speak on behalf of other wrestlers both on camera and to
league officials, and to be paid a commission (taken from his
wrestler(s) earnings). A league may require managers pay money
in addition to Talent for this privilege.
MENTOR (-1 Talent): The wrestler was trained by another wrestler
(or manager), and benefits from the added experience. The
wrestler gains an extra six slots to his Training arsenal, but
may only spend the extra slots on maneuvers known to the Mentor.
Bret and Owen Hart, Chris Benoit, and "Lionheart" Chris Jericho
are all noted for having Stu Hart as a Mentor.
MIRACLE MAN (-2 Talent): The wrestler recovers quicker from
injuries (torn ligaments, sprained joints, broken limbs) that
would keep him hospitalized and out of action. Sting and Ric
Flair both have this Merit.
REFEREE SLACK (-2 Talent): The wrestler seems to inspire apathy
from the referees, whether from intimidation value, an "in" with
the officials, a desire to see the wrestler take his lumps rather
than get an "easy out" DQ, etc. The wrestler stands less of a
chance of receiving referee warnings and/or disqualifications
from illegal tactics. Jerry 'The King' Lawler enjoys this Merit.
RICH (-2 Talent): The wrestler seems to have incredible financial
resources of some type, lessening the impact of expenses.
"Diamond" Dallas Page and Ted Dibiase are both Rich.
ROUT (-2 Talent): The character can take some action to cause
anyone in his immediate area (such as the ring) to scatter. Jake
"The Snake" Roberts uses this Merit when he releases his various
snakes (Damien, Lucifer, and currently Revelations); the chainsaw
used by the USWA's Leatherface has much the same effect. Note
that if this Merit is used in the context of an actual match, it
will draw a Referee Warning.
SCRAMBLE (-1 Talent): The character is quicker on his feet than
his Agility would indicate. He adds 2 points to his SPD at all
Levels. Vader has this Merit, as did the Ultimate Warrior.
SECOND FINISH (-2 Talent): The wrestler has more than one
Finisher which he can use. This secondary finisher only recieves
a +5% to Maneuver Skill and an automatic one-count for a
following pinfall; however, it still affects damage, injuries,
and Turnovers as a "real" finisher. Scott "Bam-Bam" Bigelow uses
a moonsault as a second finish to his usual flying headbutt drop.
Two wrestlers can divide the cost of this Merit, paying 1
Talent apiece, to create a double team finish, such as a double
DDT. This is how to create the Road Warrior's flying clothesline
finish, the Midnight Express's "veg-o-matic", etc.
SET-UP MOVE (-1 Talent): The wrestler has a maneuver which he
habitually uses to lead into his Finisher; using the maneuver
improves his chances of successfully using the Finisher. Jake
"The Snake" Roberts used a short-arm clothesline for a Set-Up
Move.
SIGNATURE MOVE (-1 Talent): The wrestler has a maneuver that he's
famous for other than his finisher. Signature maneuvers usually
have their own special name, which sets them apart from just
anybody using the move. The maneuver's accuracy and damage are
increased, and the wrestler receives a small "spot" bonus to
Prestige for using it. The Stinger Splash (Jumping Avalanche)
and the Steinerline (Jumping Clothesline) are Signature Maneuvers
of Sting and Rick Steiner, respectively.
SPECIAL WEAPON (-3 or -5 Talent): The wrestler has a weapon he
can use semi-legally in the ring, such as a loaded glove,
steel-toed boots, etc. This object will always pass any search
made by referees (usually because the wrestler has an inarguable
excuse for bringing it, like a medical pass). He will draw a
warning if caught using it, but will not be disqualified out of
hand.
Note that this differs from a normal foriegn object. For
example, Owen Hart's Slammy, frequently used as a weapon, was not
a Special Weapon, since he was expected to keep it outside the
ring, and a referee who sees him use it would disqualify him
automatically rather than just issue a Warning.
Lex Luger's steel-plated forearm is an example, as was Greg
"The Hammer" Valentine's shinguard. Special Weapons cost 3 Talent
if it can be taken away from the wrestler by force in the ring,
and 5 if it cannot (such as Luger's steel elbow).
STYLES (2): The wrestler is a master of certain maneuvers. This
is actually a class of Merits with very similar effects. Note
that wrestlers may buy more than one style, if they wish, and are
not required to buy any. The available Styles are:
* BOXER: The wrestler is a master pugilist, skilled at
throwing, blocking, and ducking punches. Marc Mero
and "Rugged" Ron Garvin were well-known Boxers.
* HIGH FLYER: The wrestler is adept at leaping from the ropes
and/or turnbuckles, achieving impressive elevation when he
does so. Rey Misterio, Jr. and Sabu are High Flyers.
* TECHNICIAN: The wrestler has a strong background in
amateur-style wrestling (including but not limited to
"nelson" and scissor holds, headlocks, hammerlocks,
facelocks, belly-to-belly and belly-to-back suplexes, and
the collar-elbow tieup). Dean Malenko and Gary Albright
are Technicians.
* MAT WRESTLER: The wrestler is skilled with quick-pin
tactics such as small packages and reverse rollups. Bob
Backlund (as a fan favorite) and Bret Hart are Mat
Wrestlers.
* MARTIAL ARTIST: The wrestler is adept at some form of
organized martial art style, like Karate or Kung Fu.
Glacier and the Great Muta are both Martial Artists.
Note: Some maneuvers are unique to Martial Artists;
non-Martial Artists suffer a penalty when using them.
* DAREDEVIL: The wrestler is adept at jumping from in the
ring to the floor (or aisle, or fan stands ... ). Sabu is
a Daredevil; Mick "Cactus Jack" Foley is one of the few
Daredevils who aren't also High Flyers.
* SUBMISSION ARTIST: The wrestler is adept at making
opponents forfeit by placing them in painful holds. Dean
Malenko and Ken Shamrock are Submission Artists.
* SUPLEX MACHINE: The wrestler is a master of the wide
variety of Suplex maneuvers. The wrestler can learn two
suplex maneuvers with only a single Arsenal slot. Taz and
the Steiner Brothers are Suplex Machines.
* STREETFIGHTER: The wrestler has an affinity for pure
unscientific brawls, including foreign object use and
dirty tactcs like groinshots and eye rakes. The Sandman
and the Public Enemy are Streetfighters.
* TEAMWORK: The wrestler has an affinity for double-team
maneuvers (such as in tag team wrestling). A pair of
wrestlers can "split" the cost of this Merit, paying only
1 point apiece, but then only receieve the benefits when
teamed with each other. Bobby Eaton has Teamwork.
TENACITY (-2 Talent): The wrestler has reserves of will beyond
his stamina, and is unusually resistant to submission holds. Ric
Flair is famous for his Tenacity.
WINNING APPEARANCE (-1 Talent): The wrestler is strikingly good
looking. He receives extra Prestige for each appearance he makes.
Shawn Michaels has a Winning Appearance, as does Sunny.
WRESTLING HERITAGE (-2 Talent): The wrestler is related to a
famous wrestler, and thus his accomplishments have the air of
legacy. He recieves extra consideration when title rankings are
compiled, and extra Prestige for victories. Bret and Owen Hart
both enjoy the benefits from this Merit due to their father, the
legendary Stu Hart.
F. FLAWS
Flaws are the opposite of Merits: special weaknesses or
defects a wrestler possesses that make his career more
challenging. Examples include Goldust's constant posing, Rey
Misterio Jr.'s foreign background, and Shawn Michaels's
concussion-prone cranium. Wrestlers receive extra Talent in
compensation for accepting Flaws; a wrestler may only take a
total of four Flaws, and is not obligated to take any.
BAD TEMPER (+1 Talent): The wrestler has a tendency to lose his
cool when frustrated, and forget his training, resorting to
simple brawling and brute force maneuvers in lieu of any
strategy. The handler must define a "trigger" for this Flaw at
creation time (some common ones include being cheated against,
being verbally taunted, or being attacked in the face); the GM
must approve this trigger. Marc Mero has a Bad Temper, with a
trigger of "Threats on Sable".
BOND (+1 Talent): 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
wrestles less effectively (from distraction); if someone attempts
to force his Bond away from ringside, he will risk losing the
match to prevent this. The Legion of Doom are bonded together.
With the Promoter's permission, a wrestler can Bond to an
object instead of a person. The Undertaker was, at one time,
Bonded to both Paul Bearer and his ceremonial urn.
FINISHERLESS (+2 Talent): For one reason or another, the wrestler
really doesn't have just one maneuver he can call his "finisher".
The Sandman is Finisherless.
FOREIGN (+1 Talent): The wrestler is obviously from a nation
other than the United States of America. As wrestling fans are
typically patriotic towards the home of their favorite promotion,
fan favorites with this Flaw earn less Prestige from each match;
rulebreakers can either use this penalty, or alternatively allow
their opponents a free Comeback (the inevitable "USA!" chant) --
but this choice must be set during character design. Yokozuna and
the British Bulldog are both Foreign.
GLORY HOUND (+1 Talent): The wrestler needs to be the center of
attention at all times. He'll waste time posing for the crowd
and/or mugging for the camera. Disco Inferno and Goldust are
Glory Hounds.
INJURY PRONE (+2 Talent): The wrestler, whether due to frailty,
carelessness, or just bad luck, draws personal injuries like a
magnet draws iron. Scott Steiner and Sean "Syxx" Waltman are
Injury Prone.
MUTE (+1 Talent): The wrestler does not speak for himself. This
might be because the wrestler actually does not understand
English (except for a few words like "No" and "One, Two, Three"),
or perhaps the wrestler is just the strong and silent type. The
wrestler is thus (usually) barred from making interviews and/or
taped comments. The Great Muta, the Sultan, and Kane are all Mute.
NAGGING INJURY (+2 Talent): The wrestler has suffered a severe
injury to one Target area which never healed completely; attacks
to this target do more damage die. You must select between
Arms, Back, Body, Head, Legs, and Neck; further breakdowns (such
as "left elbow" or "chipped lower vertebrae") are merely "color",
and will be fitted into one of the broad categories. Note that,
if you take this Flaw, the announcers will probably mention it
frequently, if only to further dramatize your matches. Perry
Saturn has a Nagging Injury: Legs (knee).
UNTRAINED (+4 Talent): The character has little to no actual
wrestling experience or training (or equivalent). He receives no
Arsenal slots for STR, TEC, AGI, or BRA. He does still receive
a training Arsenal. This Flaw is most common among managers like
Sunny, but a few "one trick ponies" like ECW's 911 also possessed
it.
PERSONALITY QUIRK (+1 Talent): The wrestler has some
psychological deficiency that hampers his performance in the ring
and/or his ability to deal in league business; these must be
defined at character creation. Some examples might include (but
certainly are not limited to):
* "Vendetta": the wrestler has an overwhelming hatred of
another character, slanting all his plans towards
"getting" his nemesis;
* "Whoops!": The wrestler is gullible and/or impulsive,
and can be tricked into nearly anything;
* "Flagwaver": The character is blindly patriotic,
instantly getting dragged into feuds with everyone who
badmouths his native country;
* "Compulsion": The wrestler is so proud of/confident in
his Finisher that he refuses to win a match without
using it.
A wrestler may take up to two Personality quirks, provided
they do not overlap in any way. The Promoter may refuse to allow
certain submitted quirks, either because he does not expect they
will be very limiting, or because they do not fit the tone or
style of the league.
POOR (+2 Talent): The wrestler is perpetually short on cash for
some reason, be it mismanagement of funds, prior debts, etc. All
earned money is halved before being added to his total. The
manager's cut, if any, is taken before this division. The Samoans
had this Flaw, as did "Diamond" Dallas Page when he lost his
fortune.
PURE (+2 Talent): The wrestler has a strong respect for the
formal rules of wrestling -- or at least wants you to believe so.
He will overreact to referee warnings, taking a greater penalty
than normal. The Patriot (Del Wilkes) is a Pure wrestler.
RITUAL (+1 Talent): The wrestler must perform some action before
every match. During this time, the character is essentially
off-guard. Rulebreakers with this Flaw will not be able to make
an ambush prior to a match (at least not under usual
circumstances); fan favorites with this Flaw can be ambushed
without using one of their opponent's Cheapshots. If the
character voluntarily does not perform his Ritual, he is
considered "off his game", and wrestles less effectively. Bret
Hart had a Ritual of giving his sunglasses to a fan at ringside.
SIGNAL (+1 Talent): The wrestler has a certain action that he
always takes which signals his finishing maneuver is coming. As
such, the opponent has more time to prepare for it. Undertaker's
drawing his thumb across his neck and Shawn Michaels's leg stomp
are both Signals.
SLOW LEARNER (+3 Talent): The wrestler isn't very good at picking
up new techniques. He will need to spend more time during
training to improve his attributes and learn new maneuvers. He
also doubles penalties for improvising maneuvers. After the
Techno Team 2000 debacle, Eric Watts was proven to be a Slow
Learner.
G. ARSENALS & MANEUVERS
Most of the action in RingMaster is an exchange of Maneuvers:
"Punch", "Flying Splash", "Figure Four Leglock", "Powerbomb", etc.
Wrestlers can (usually) *attempt* any maneuver they wish, but they
rely on a relatively small group of well-practiced moves: their
Arsenals.
All wrestlers possess the following Maneuvers automatically:
Bear Hug, Bodyslam, Front Kick, Irish Whip, Open Hand/Slap, Punch,
Side Headlock, Stomp. In addition, every wrestler recieves an
Arsenal corresponding to each of the Attributes STR, TEC, AGI,
and BRA. Each Arsenal has a number of "slots" equal to 1/10 the
Attribute (rounded up) that can be filled with maneuvers
appropriate to that attribute (i.e., STR slots are filled with
STR maneuvers, etc.).
Wrestlers also recieve a special Training Arsenal; this has
SAV/5 slots in it. Training slots can be used in one of three ways:
* They can be filled by Maneuvers of ANY Attribute;
* They can be filled with Tricks, such as 'Distract Ref';
* They can be used to improve Maneuvers; using 1 slot
adds +5% to the wrestler's skill with 1 maneuver.
Training to improve maneuvers has some special restrictions.
First, no more than 4 extra slots can be spent on any maneuver.
In addition, under no circumstances can a wrestler train his skill
with a maneuver above 90%. Thus, a STR 80 wrestler could spend a
maximum of 3 slots on any STR maneuver -- one to initially gain
it, one to raise it to 85 skill, and one more to raise it to 90.
Finally, make sure to choose a Finishing Maneuver for your
wrestler. This can be any single Maneuver you like; it costs you
no slots, and gains an automatic +10% skill bonus. You may still
Train your Finishing Maneuver further like any other Maneuver,
adding up to 4 slots to a maximum skill of 90%.
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