Through The Ropes

Now that you've learned what an ARM wrestler 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 ARM system -- almost any task's success or failure is determined with an Attribute Check. The player or promoter rolls a twenty-sided die (d20), 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.

Aces & Botches

When a roll exactly matches the amount needed to succeed, this is considered an "Ace" result; 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 of "20" on the die 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; the one who rolls higher without failing ("blackjack" style) is the winner. If both fail, roll again.

Timekeeping

Time in ARM 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); "movement" or "hold" rounds 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.

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 ARM rules as "the attacker"; his opponent is "the defender".

At the beginning of the match, roll a SAV Contest 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 each wrestler modifies the check according to his "Reach" bonus or penalty.

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 an Edge point (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 (start counting at "0"). For example, a Punch is a Level 0 Maneuver -- you just punch. But an Atomic Drop is a Level 2 Maneuver -- you grab the waist (0), pick the opponent up to shoulder level (1), then set him down on your knee (2).

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.

Damage

This is how much damage the maneuver will do if successful. It may include, in addition to a base amount, a number of potential modifiers.

Altitude bonuses usually refer to the distance between the attacker's feet and the impact surface of the maneuver, measured in "Steps" (roughly 2 feet apiece). Altitude adds 2 points of damage per Step.

In the special case where a wrestler uses another wrestler as a launch point, the effective altitude bonus is equal to the supporting wrestler's HDB, plus 5.

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 StunTrack 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, Ribs/Body, Back, Arm, and Leg.

Maneuver Modifiers

Depending on the situation a maneuver is attempted in, its effects may change.

Chaining

When a given Maneuver is a "superset" of the previously performed Maneuver -- that is, the attack done last round is effectively one of the steps to the attack planned this round (e.g. a Half Nelson into Full Nelson hold) -- the Maneuver gains a +2 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, gaining a +2 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 -1 penalty to Maneuver Skill. This penalty is "reset" to 0 as soon as another Maneuver is attempted.

Tricks also incur a -1 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 +2 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 damage bonus his 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 +2 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 +2 damage.

Desperation

A wrestler can sometimes push himself to the limit to get a temporary advantage on the opponent, at great cost to himself. A wrestler who makes a Desperation move gains a +1 to hit for every point of damage he wishes to inflict to himself; the difficulty level of the maneuver is then added to this damage total.

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 penalty of the opponent, the attack takes a penalty equal to twice the difference. Thus, attempting an Atomic Drop (Level 2 maneuver) on a Fresh (-0) opponent would take a -4 penalty, and a -2 penalty against a Winded (-1) 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 check 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 +2 hold's damage. 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 damage 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+10+4
Baseball Bat+2+8+4
Board (2x4)+1+6+2
Bullwhip+1+4+12
Cane+1+6+4
Cast, Plaster+0+4+2
*Chain+0+6+12
*Cloth+0+0+6
*Cord--+0+8
*Fire Tab**(18)
*Fist-Load--(4)
Flagpole+1+6+4
Floor, BareX+8
Floor, PaddedX+2
WeaponModStunChoke
Kendo Stick+2+4+2
Microphone+0+4
*Powder(+2)(0)*
Ring Bell-1+8
Ring PostX+8
Ringside Steps-2+10
*Sap Glove--(6)
Shoe/Boot+0+2+2
Steel Chair+1+10
Table-4+10+2
Taped Fist--(1)
TurnbuckleX+2
Turnbuckle, BareX+6
TV Camera-2+12

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 2 damage points), 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-1), 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 +2 (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 just 2 points of damage, 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 -2 penalty to Maneuver Skill for it. This penalty is reduced to -1 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 2 more than the opponent's Lift, the opponent is knocked outside and takes damage equal to 10 plus his WDB.

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 -1 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 cannot break the pinfall in the usual fashion. Instead, make three Skill checks for the referee (two if the pinning wrestler has Slack), and treat as a contest against the pinning wrestler's SAV check (the referee must roll higher than the wrestler did, without failing). If any of the referee's checks are successful, the referee breaks up the fall instead of counting it and issues a warning to the wrestler.

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 -1 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 an altitude bonus (if one did not already exist) to damage and a -2 penalty to hit. The wrestler himself takes the damage bonus 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 specific 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, 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 +2 damage to the Maneuver.
Crossface
The wrestler performs a hold, then adds a chinlock using one or two free hands. Adds one level and +2 damage 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 +2 plus the opponent's WDB to the damage. If the STR check fails, the opponent is +2 to escape; if it Botches, the maneuver fails.
Flying
The wrestler performs the maneuver after jumping off a turnbuckle. Adds one level, and an altitude damage bonus (this replaces a "V" damage bonus, where applicable). 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 +2 damage to the Maneuver, and a +/- 2 "spot" Prestige Bonus (+3 on an Ace). If the check fails, the maneuver is -2 to hit, and misses completely on a Botch.
High
The wrestler performs a kick maneuver aimed at the face instead of the body. It adds one level, +2 damage, and changes its target to Head.
Jumping
The wrestler takes a high leap before performing the maneuver; this adds a +1 bonus to damage. 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 one level and +2 damage; 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 one Level, and also adds the wrestler's AGI bonus to damage.
Shooting Star
The wrestler faces towards the opponent, then jumps forward while making a backwards somersault before performing the maneuver. Adds +2 damage 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 adds the wrestler's STR bonus to damage (if the maneuver already includes a STR bonus, add +2 instead).
Slingshot
The wrestler performs the maneuver by bouncing the opponent off the ropes (such as in a Slingshot Suplex). The Maneuver adds one level and +2 damage; 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 +2 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 altitude 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 altitude bonus of the turnbuckles to damage, 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 AGI bonus; these can be used only to reposition himself. After he successfully performs any Maneuver on an opponent, he may reposition his opponent (and/or himself) by as many total Action Points as the damage inflicted.

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 -2 in "M" squares, and -4 in "c" squares.

Ropes & Turnbuckles

It costs 2 Action Points to break into a run from a standing position. It costs 1 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 1 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 1 Action Point for each rope level; the wrestler must already be standing in a ring corner. Wrestlers making Flying or Springboard attacks take a -2 penalty to hit for each square between the launch point and their target. This penalty is reduced by 1 for each Step above 1 they are above their opponent.

Placing an opponent on the turnbuckle requires spending 1 Action Point and making a successful STR Check, subtracting his current Lift. This roll is at -1 for the second rope and -2 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 Heat (in whichever direction he prefers) 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 Point 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 3 points of damage, and advantage is redetermined by a STA contest.

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 +2 bonus to the Maneuver Skill of the next move they attempt.

Megamoves

If the Attacker Aces his Maneuver attempt, he adds +2 to damage, and the Maneuver requires an Injury check.

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 2 points of damage (plus his WDB and any altitude bonus) and gives the opponent Advantage.

Defenses

Some maneuvers are less about hitting the opponent than making sure you don't get hit. These maneuvers, called Defenses, 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 -1 if you know Back Drop, and -2 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 +2 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 uses a single d20 to break the pin). Finally, any use of Edge points against a Finisher (including the followup pinfall or submission) is double cost.

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 (Optional)

When an attacker successfully performs a move, he himself takes damage equal to the level of the maneuver. If the Maneuver requires the attacker lift the opponent, the opponent's Lift Penalty is added to his damage (e.g. a Lift Penalty of -2 causes 2 extra points of damage; Lift bonuses do not decrease the damage). 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 damage score of the Maneuver (adding certain bonuses for WDB, running, flying, foreign objects, etc.) is added to the opponent's tally; if this raises the opponent's current damage total above a new StunTrack break, the opponent shifts to the new weardown level (taking an increased weardown penalty). If a wrestler's damage total passes his final StunTrack number, he is seriously endangered; he must make a STA check each time he takes damage or pass out, and every Maneuver is considered Injuring.

Injury

Injuries are a fact of wrestling life, often occuring with frightening frequency. In ARM, there are five situations which require Injury checks:

When a Maneuver is eligible to do Injuries, the defender makes a TOU check for each condition, at -1 for each 5 points of damage taken. Each failed roll adds 1 Injury point.

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. Injury points also act as penalties to submission checks when the injured part is placed in a hold.

The only way to heal injury is by taking time off. The wrestler gets to subtract his STA bonus 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 makes a STA check, and if successful, subtracts his STA bonus from his total damage. "Stalling" rounds are half-length (5 seconds).

A wrestler can also use "restholds". Any Level 0 or 1 hold can be declared a "resthold" -- maneuvers used as restholds do one less point of damage, but allow the wrestler to subtract 1 point from his own damage total each turn.

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 makes three simultaneous Attribute checks (as outlined below); the number of failed checks is the "pin count". To break a pinfall, the opponent must do one of the following:

An Ace result on an pinfall break attempt also gives the defender Advantage. Conversely, a Botch result on a pinfall break cancels a success (or, if applicable, reduces an Ace to a standard success.)

A wrestler can reduce his opponent's chances to break the pin in a number of ways, including:

Each pin count "shakes off" 1 Action Point from the amount available to position the opponent. A wrestler can make multiple attempts to pin without making a new attack -- but each subsequent attempt to pin is at +2 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 an attack check as if attempting the maneuver chosen. If he rolls higher than the original attack, without failing, 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 inflict more total damage on the opponent than his final StunTrack value; at this point, he must make STA checks every time afterwards he takes damage, 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 he takes damage; 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 makes three simultaneous STA checks, and the number of failed checks indicates the number of times his arm falls. 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 Prestige 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).

Edge Points

Every wrestler starts the match with a number of Edge Points equal to his Fame/100 (round down), which he can "spend" during the match to improve his performance; these represent the effects of experience, morale, and "heart" in the ring (or, in the case of rulebreakers, experience, morale, and deviousness). Edge Points can be spent to achieve a number of different effects (usually at a "bargain rate" for fan favorites).

Sieze the Initiative

For 1 Edge, a fan favorite can reverse the advantage immediately following all positioning for the round -- the defender now becomes the attacker! A rulebreaker must spend 2 Edge for this effect, or 1 Edge if the maneuver to be used is an illegal one.

Squeeze Count

For 2 Edge, a fan favorite can add an extra d20 to any attempt to break a pinfall, and ignores the least advantageous die. This effect requires 3 Edge for a rulebreaker, or 2 Edge if he is using a BRA escape.

Hanging On

For 2 Edge, a fan favorite can ignore a single failed STA check for submission (this does not break the hold). This effect requires 3 Edge from a rulebreaker.

Second Wind

A wrestler can spend an Edge Point at any time to gain an instant burst of energy -- immediately reduce his damage total by his STA. Fan favorites and rulebreakers use this option for the same point cost.

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. This requires six Edge points; for the next five attacks, failing an attack is considered a Standoff rather than an actual failure, and he ignores any weardown and/or multiple attack penalties. He may not attempt his Finisher until the fifth attack. Rulebreakers can never use the "Fire Up" option.

Working Over

For 1 Edge point, any wrestler (face or heel) can declare he is "working" a target; attacks to that target will now force Injury checks for the rest of the match.

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 a five-count to switch places, or else be disqualified.

Tagging In or Out

Tagging for the attacker is 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 3 Action Points to make the actual tag. The partner then positions himself to attack (Action points spent by the man tagging out are also considered to have been spent by the new legal man); tagging out to a far corner can thus build a hefty penalty.

A wrestler can make a Lunge Tag as a maneuver. This is considered to be a Difficulty 0 AGI Defense, with a penalty of -1 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 Difficulty 1 SAV 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 affect Heat 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 -1 for each Action Point required beyond his AGI bonus 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 gains a bonus to skill equal to 1/3 the "unused" attack score, rounded up (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 -2 penalty per target; 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 (+2 damage bonus) or steel pipework (+10 damage bonus) -- 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).

Cages are further classified as "external" or "internal". An external cage (such as those used in the WWF "Hell in a Cell" matches) 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.

Depending on the promotion, 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.