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Glossary of Terms
- 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.