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Glossary of Terms

Glossary

Ace
An extremely effective success; the result of rolling a 01-05 when making an Attribute Check.
Action Points
A pool of points representing the time one is free to act before the opponent can respond; these points are "spent" to perform any actions other than Maneuvers, such as repositioning the wrestler or his opponent. Action Points can be drawn both from the attacker's SPD or the opponent's Stun.
Advantage
The state of being in control of the wrestling match; the wrestler with Advantage gets the chance to reposition himself and his opponent, and attempt a Maneuver.
Agility (AGI)
An Attribute, representing the wrestler's mobility, acrobatic skill, and aerial tactics.
Arsenal
One of the 5 sets of Maneuvers a wrestler receives, based on his Strength, Agility, Brawling, Technique, and Savvy.
Attacker
The wrestler who currently has Advantage.
Attribute
One of the 7 basic fields of talent, skill, or ability used to define wrestlers in the RingMaster system, and assigned a numeric rating between 25 and 80; starting Attribute ratings are always divisible by 5.
Attribute Border
A limit beyond which all further increases to an Attribute are double cost. Attribute Borders for STR, TOU, AGI, and STA are determined by weight; all other Borders are 60.
Attribute Check
The basic RingMaster task resolution system. Players roll percentile dice, attempting to roll beneath the value of the Attribute being checked.
Botch
An extremely serious failure; the result of rolling 96-00 when making an Attribute Check.
Brawling (BRA)
An Attribute (qv.), representing the wrestler's ability to use punches, kicks, and dirty infighting (chokeholds, hairpulling, etc.)
Defender
The wrestler currently without Advantage.
Fan Favorite
A wrestler with positive Prestige.
Flaw
A special disadvantage or weakness possessed by a wrestler, not represented by his Attributes or Traits.
Height Damage Bonus (HDB)
A Trait, representing the extra force the wrestler can put into certain maneuvers due to his greater height.
Improvising
Using a Maneuver that is not part of the wrestler's Arsenals. This usually comes at a penalty to Maneuver Skill.
Intensity
A Trait, representing the wrestler's state of energy or fatigue. Wrestlers slowly lose Intensity by performing Maneuvers, and more quickly by suffering Maneuvers performed by their opponent(s). They regain Intensity by resting or (sometimes) by using less taxing Maneuvers.
Level
One of the four sets of values for Attributes and Traits, as determined by the wrestler's current Intensity score. The wrestler shifts to each descending set of values as he loses Intensity.
Lift
A Trait, representing the effects of the wrestler's body weight on the difficulty of performing wrestling maneuvers to him.
Maneuver
A single wrestling hold, takedown, blow, slam, suplex, or other such move. Maneuvers are the building blocks of RingMaster combat.
Maneuver Flag
A prefix which can be attached to a given Maneuver name to describe a new Maneuver. For example, "Flying" can be attached to certain maneuvers to indicate they are performed by jumping off the ropes.
Maneuver Skill
The final chance for success at performing a Maneuver, beginning with the corresponding Attribute score for that Maneuver, and applying such modifications as Training, etc.
Merit
A special advantage, bonus, or edge the wrestler has not represented by his Attributes, Traits, or Maneuvers.
Power (POW)
A Trait, representing the extra force the wrestler can put into many maneuvers due to his great physical strength.
Preliminary Wrestler
A wrestler with -4,999 to 4,999 Prestige; also called "jobbers" or "scrubs".
Prestige (PRE)
A numeric rating representing the wrestler's fame and popularity. Wrestlers can have negative PRE, which means they are infamous and/or hated.
Prestige Rank
One of the 7 groupings that wrestlers fall into according to their current Prestige score; Turnabouts are allocated depending on what Rank one is.
Recovery (REC)
A Trait, representing the speed at which the wrestler recovers Intensity when resting.
Resilience (RES)
A Trait, representing the speed at which the wrestler recovers from the stunning effects of a maneuver.
Rulebreaker
A wrestler with negative Prestige.
Savvy (SAV)
An Attribute, representing the wrestler's intellect, business sense, awareness, and ability to "play the game".
Slot
A single space within an Arsenal which can be "filled" with a Maneuver.
Speed (SPD)
A Trait, representing the wrestler's movement speed.
Stamina (STA)
An Attribute, representing the wrestler's ability to tolerate damage and injury received. Not to be confused with Toughness.
Step
A rough measure of vertical distance, between 1 and two feet. The ropes which border each ringside are spaced 1, 2, and 3 Steps above the ring mat, and the ring apron is itself 2 Steps above the arena floor.
Strength (STR)
An Attribute, representing the wrestler's brute power and physical force.
Stun
A measure of the temporary disorientation due to pain and shock a maneuver causes, determined by dividing the damage of a Maneuver by the target's RES. Stun can be exchanged for Action Points; extant Stun makes it easier to hit a target and harder for the target to fight back.
Talent
A pool of points a beginning wrestler is alloted from which to "buy" Attributes, Merits, and Flaws.
Technical Skill (TEC)
An Attribute, representing the wrestler's skill with classic wrestling techniques involving grappling and leverage -- takedowns, pinfalls, weardown and submission holds, etc.
Toughness (TOU)
An Attribute, representing the wrestler's ability to withstand physical assault, his resistance to damage and injury. Not to be confused with Stamina.
Training Arsenal
The fifth Arsenal of maneuvers, derived from Savvy. Slots from the Training Arsenal can be used to add Maneuvers to one of the other Arsenals, to improve the wrestler's skill with a Maneuver in one of the other Arsenals, or to obtain Tricks.
Trait
A numeric value required for gameplay, derived from the wrestler's height, weight, and/or Attributes.
Tricks
Special actions, such as distracting the referee, a wrestler can take during a wrestling match that do not (usually) do damage; these are based off Savvy, and are very similar to Maneuvers.
Weight Damage Bonus (WDB)
A Trait, representing the extra force a wrestler can put into certain maneuvers due to his greater body weight; can also be used against the wrestler by certain maneuvers.