CREATING WRESTLERS
Creating a wrestler for BODYSLAM! uses the following steps:
- Creating image / Filling out the Submission Form
- Determining Creation Points (CP).
- Setting Attributes.
- Calculating Traits.
- Selecting Merits and Flaws.
- Selecting maneuver Arsenals.
- Filling out the Campaign / Wrestler Sheets
Step One: Creating An Image
The first thing you must do is decide what sort of wrestler
you want to create. A lightning-fast cruiserweight aerialist? An
intimidating sumo-weight blob? A superpopular muscle-machine? And
so on ...
When creating your image, you should have the following
decided:
- Your character's name
- Height, Weight, and ring appearance
- Your character's personality / background (no more than 4 lines
each.)
- Which attributes your character excels in, and why
- Which attributes your character is deficient in, and why
- Your character's finisher
- 4-6 of your character's other favorite moves
- Your character's general fighting style
The Submission Form
The Submission Form is simple, since it basically covers the
above. Make sure to give effort into the introductory flash -- it
will help determine whether or not your wrestler gets
accepted. From here, wait to here from your GM. If the GM accepts
your wrestler, go to step II.
Step 2: Creation Points
Wrestlers are created in AWI through the allocation of
"Creation Points" (abbreviated "CP"). Each wrestler has a certain
number of CPs to start with, depending on his height and weight
class; these CPs are "spent" to "buy" Attribute increases and
Merit. A wrestler can also adopt Flaws to add extra CPs to his
total.
Weight Classes
The number of starting CP's is determined by your character's
weight. In the following charts:
- CP refers to the number of Creation Points a
wrestler of that weight range recieves;
- Lift is the Lift modifer;
- Misc includes Attribute Penalties and Maximums for
that weight. Penalties represent additional costs for aid
attribute. For example, if a 200 lb. wrestler wanted a 55 STR,
he'd have to pay the cost of a 70 STR. Maximums represent the
maximum rating you can have for that level. For example, noone
that weighs 200 lbs. is allowed more than a 65 TOU.
- All weights are in American pounds.
Light Heavyweight Division
CP | Weight Range | Lift | WDB | Effects |
59 | 140 - | -20 | |
-20 STR -15 TOU MAX STR 50 TOU 55 |
57 | 141 - 175 | -15 | |
-20 STR -10 TOU MAX STR 55 TOU 60 |
55 | 176 - 200 | -10 | +1 |
-15 STR -05 TOU MAX STR 60 TOU 65 |
54 | 201 - 220 | -05 | +2 |
-10 STR -05 TOU MAX STR 65 TOU 70 |
52 | 221 - 240 | -00 | +4 |
-05 STR MAX STR 70 |
Heavyweight Division
CP | Weight Range | Lift | WDB | Effects |
50 | 241 - 260 | +05 | +8 | |
50 | 261 - 280 | +10 |
+12 | -05 DEX, MAX DEX/STA 70 |
50 | 281 - 325 | +20 | +16 |
-10 DEX -05 STA, MAX DEX/STA 60 |
49 | 326 - 375 | +30 | +20 |
-15 DEX -05 STA, MAX DEX/STA 55 |
49 | 376 - 425 | +40 | +24 |
-20 DEX -10 STA, MAX DEX/STA 50 |
48 | 426 - 500 | +50 | +28 |
-20 DEX -15 STA, MAX DEX/STA 40 |
47 | 501+ | +60 | +32 |
-20 DEX -20 STA, MAX DEX/STA 40 |
Height Classes
In the table below:
- CP Mod is the CP modifier for that Height Range;
- HDB is the Height Damage Bonus
- MAX is the maximum DEX someone of that height may have.
CP Mod | Height Range | HDB | MAX |
+2 | -- 5'6" | +0 | |
+1 | 5'7" -- 6'0" | +1 | |
+0 | 6'1" -- 6'6" | +3 | |
-2 | 6'7" -- 6'11" | +5 | 60 |
-4 | 7'0"+ | +7 | 50 |
Example: Owen Hart
Let's say we want to creat Owen Hart with this system. Owen is
5'10", and weighs 227 lbs. This means he gets 52 CP's (for
weight) plus 1 CP (for height), for a total of 53 CP's to create
the character.
Step 3: Setting Attributes
To set the attributes, determine what rating you believe the
character deserves based upon the descriptions in the
Overview. Subtract the
costs of these attributes from the total number of CP's available
to the wrestler.
Attribute Costs
Score | Cost |
30 | 1 |
35 | 2 |
40 | 3 |
45 | 4 |
50 | 5 |
55 | 6 |
|
Score | Cost |
60 | 8 |
65 | 10 |
70 | 13 |
75 | 16 |
80 | 20 |
|
The Owen Example
You decide Owen Hart's Attributes are:
STR 50 TEC 60 DEX 60 BRA 50 TOU 50 STA 65 SAV 60
For these stats, Owen must spend (6 (Cost of 55 STR due to his
weight penalty) + 8 (TEC) +8 (DEX) +5 (BRA) +5 (BRA) + 10 (STA) +
8 (SAV) = 50 CP's. Owen has 3 CP's left for Merits.
Step 4: Calculating Traits
The Calculation of Traits is pretty straightforward. They are
all some function of the Attributes.
Power Bonus
Power Bonus equal to 1 point if the character has a 50 STR,
and increases by one for every 5 pts. of STR past 50. It
decreases at the rate of one point per wear down level.
Therefore, Owen Hart's Power Bonus would be:
I II III IV
PB 1 0 0 0
If he had the STR of the British Bulldog (STR 75), it would
be:
I II III IV
PB 6 5 4 3
MOV
MOV is equal to the tens digit of the wrestler's DEX for each
Wear-Down Level. So, since Owen Hart's DEX would be:
I II III IV
DEX 55 51 45 41
His MOV would be:
I II III IV
MOV 5 5 4 4
REC
Similar to MOV, REC is equal to the tens digit of the
wrestler's STA for each level. So, here's Owen Hart's REC:
I II III IV
STA 65 59 52 46
...
REC 6 5 5 4
Stun
A wrestler's initial Stun is equal to his TOU times 10 - 150.
So, a wrestler with a 30 TOU starts with 150 Stun; one with 80
TOU starts with 650 Stun. Owen Hart, with a 55 TOU, starts with
400 Stun at the beginning of a match.
The numbers for Levels II, III, and IV are based upon a
sliding percentage of your beginning Stun as determined by STA.
Round fractions down.
STA | II | III | IV |
30 | 90% | 80% | 70% |
35 | 85% | 75% | 60% |
40 | 80% | 65% | 50% |
45 | 75% | 60% | 40% |
50 | 70% | 50% | 35% |
55 | 65% | 45% | 30% |
|
STA | II | III | IV |
60 | 60% | 40% | 25% |
65 | 50% | 35% | 20% |
70 | 40% | 25% | 15% |
75 | 30% | 15% | 10% |
80 | 20% | 10% | 5% |
|
So, Owen Hart (STA 65) would be at Level two if he hit (50% of
400 =) 200 Stun. He'd hit Lvl. III if he was reduced to (35% of
400 =) 115 Stun. He'd be at Level 4 if reduced to (20% of 400 =)
80.
Step 5: Selecting Merits and Flaws
Merits and Flaws are special bonuses and penalties the
character gets apart from attributes, maneuvers, etc. Note that
the character can only have up to 5 total Merits and Flaws not
counting the following: Ally, Signature maneuver, Set-Up
Maneuver, Tandem Maneuver, Tag Team Continuity, and Tag Team
Fluidity. Select only those Merits and Flaws that make sense for
the wrestler. Any merits or Flaws taken should be justifiable by
the information on the Submission Form.
Merits
Every Merit has its own CP cost and game effect. Simply pay
the listed CP cost to add a Merit to your wrestler. Wrestlers are
limited to a maximum of 4 Merits (not counting Ally, Signature
maneuver, Set-Up Maneuver, Tandem Maneuver, Tag Team Continuity,
and Tag Team Fluidity), and are in no way obligated to take any
Merits.
- Ally (1 CP)
- The wrestler has a friend that will be there through thick
and thin. If that wrestler is in the building for a given show,
he will automatically make a save if the ally is a face and the
wrestler is getting jumped. If the wrestler is a heel, and the
ally is a heel, that ally may be called upon to stop saves and
help with a double-team, if the wrestler is in the building. Owen
Hart and the British Bulldog are Allies. Sting and Lex Luger are
also Allies.
- Contacts (2 CP's)
- The wrestler has friends in high places. During any
controversial situation requiring a die roll by an official, the
wrestler can manipulate that roll by +/-20 points. Such rolls
include Changing Match Orders, Reversing Referee Decisions, and
Restarting Matches. Ric Flair has Contacts in the WCW.
- Established Star (4CPs)
- The wrestler already has an established reputation in another
federation large enough to make the wrestler well known to the
fans. The wrestler starts off with +- 20,000 Fan Support rather
than +- 5,000. Scott Hall and Kevin Nash were Established Stars
entering the WCW; More recently, Ken Shamrock was an Established
Star when he jumped from UFC to WWF.
- Fast Learner (3 CP's)
- The wrestler is a quick study, who rapidly picks up
techniques and improves his skills. The amount of money required
to increase Attributes or purchase new Arsenal slots is reduced
for this wrestler. Mikey Whipwreck and Alex Wright are Fast
Learners.
- Fear Inducer (2 CP's)
- The character has some item that they carry to the ring which
will cause any and everyone to scatter if it is unleashed. If
someone wants to resist, roll a 01-05 on a d100. Of course, if
they are distracted, they must roll a SAV roll to notice the
inducer. Jake "The Snake" Robert's various snakes (Damien,
Lucifer, and currently Revelations) are the best examples of Fear
Inducers; Henry Godwinn's Slop Bucket also fit this role.
- IronHead (3 CP's)
- The wrestler has an incredibly hard head. He gets a +1d6
damage bonus on any type of headbutt maneuver. In addition, he
automatically gets No-Sell to attacks to his head (i.e. he does
get to countermove, and, even if the attack is still successful,
it has to beat a No-Sell defensive roll). Fatu has an IronHead.
- Manager (2 CP)
- The wrestler has a manager. Said manager may act as a
spokesperson for the wrestler, as well as utilize his own SAV
maneuvers on the wrestler's behalf. Since joining Camp Cornette,
Vader has a manager in Jim Cornette.
- Manager's License (2-7 CP's)
- This Merit is managers, in a way. A manager's
license allows the character to own the contract of up to six
wrestlers (the exact number of which to start must be established
during character creation). This allows him to glean their pay
for his own use, and allows them to ringside without the
wrestlers suffering referee warnings. Manager's License costs 1
CP, plus an additional CP for every wrestler you want to be able
to manage. Sunny is a Manager.
- Mentor (1 CP)
- The wrestler was trained by another wrestler (or manager),
and benefits from the added experience. The wrestler gains an
extra 4 SAV slots to his SAV arsenal, but may only spend the
extra slots on maneuvers known to the Mentor. Aldo Montoya
recently gained a Mentor in Jake "The Snake" Roberts.
- Miracle Man (2 CP's)
- The wrestler recovers quicker from injuries (torn ligaments,
sprained joints, broken limbs) that would keep him hospitalized
and out of action. When taken out of commission due to severe
injury, the wrestler will recover at double rate. Sting and Ric
Flair both have this Merit.
- Referee Slack (2 CP's)
- Certain people are blessed by referee apathy, and never seem
to get disqualified despite obviously illegal tactics. When a
wrestler with Ref Slack takes an illegal action, the referee's
roll to see the action is halved. In addition, penalities are
often lightened even if they are caught (a manager being sent to
the locker room instead of DQ'ing his wrestler, for example).
Jerry 'The King' Lawler enjoys this Merit.
- Rich (2 CP's)
- The wrestler seems to have incredible financial resources of
some type. Any fines levied against him or her are halved.
"Diamond" Dallas Page and Ted Dibiase are both Rich.
- Set-Up Maneuver (1 CP)
- The wrestler has a maneuver he uses to "soften" his opponent
just before using his finisher. This maneuver does not cost any
slots, and receives a +10% to skill; if the wrestler immediately
follows it with his finisher, the finisher is also +10%
(extra) to skill. The Ultimate Warrior's press slam and Jake
"The Snake" Robert's short-arm clothesline are Set-Up Maneuvers.
- Signature maneuver (1 CP)
- The wrestler has a maneuver that he's well known for, but is
not his finisher. Signature maneuvers must have their own special
name, which sets them apart from just anybody using the move. The
wrestler also gets a +5% to skill, a +1d6 bonus to damage, and an
automatic one-count to pinfalls following this maneuver. The
Stinger Splash and the Frankensteiner are Signature maneuvers of
Sting and Scott Steiner, respectively.
- Special Weapon (3 or 5 CPs)
- The wrestler has a secret foreign object he can semi-legally
bring into the ring with him, 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). He will recieve a referee warning for using it,
but only if the referee knows it's there. Lex Luger's
steel-plated forearm is an example, as is Owen Hart's forearm
cast. Special Weapons cost 3 CPs if it is removable (the latter
type), and 5 if it is not (the former type).
- Style (2 or 3 CPs)
- The wrestler is considered a master of a certain type of
maneuver. The wrestler gains an additional +5% to any maneuver
within that Style, and (except where otherwise noted) adds +1d6
to damages. Note that wrestlers may buy more than one style, or
none at all. Note, though, that the bonuses for Styles are
not cumulative -- a wrestler with High Flyer and Martial
Artist does not get a +10% to Top Rope Savat Kicks. The only
exception to this is the combination of High Flyer and Plancha
Daredevil. The available Styles (with CP costs) are:
- Boxer (2): The character is a master of fisticuffs;
literally, fisticuffs; the style incorporates all use of hands in
BRA maneuvers, and adds +1d6 to damage. Johnny B. Badd and
"Rugged" Ronny Garvin were well-known Boxers.
- High Flyer (2): The character is adept at maneuvers
off the top rope; the style incorporates all Top Rope, Second
Rope, or Springboard maneuvers. Eddy Guerrero and the 1-2-3 Kid
are High Flyers.
- Mat Wrestler (2): The wrestler is adept at mat
maneuvers, and, in specific, pinfalls. The character gets a bonus
when attempting ANYpinfall maneuvers; instead of a
damage bonus, his opponent is -5% to escape. Bret Hart and Dean
Malenko are Mat Wrestlers.
- Martial Artist (2): The wrestler is adept at some
form of Oriental martial art. This style incorporates all
maneuvers marked on the Maneuver Chart. Hakushi and Ming are
Martial Artists.
- Plancha Daredevil (2): The wrestler is adept at
jumping from in the ring to the floor (or aisle, or fan stands
...). The style incorporates all Plancha maneuvers. Sabu and Rey
Misterio, Jr. are Plancha Daredevils.
- Sneaky Cheater (2): The wrestler is a master of the
headgame, with a bag full of dirty tricks you never see coming;
the style incorporates all combat-based SAV maneuvers. Instead
of a damage bonus, the opponent is -10% to oppose these
maneuvers. Ric Flair and "Diamond" Dallas Page are Sneaky
Cheaters.
- Submission Expert (2): The wrestler is adept at
making other people give up by turning their bodies into
pretzels; the style incorporates all submission maneuvers. Dean
Malenko and Taz are Submission Experts.
- Suplex Machine (2): The wrestler is a master of the
wide variety of Suplex maneuvers; the style incorporates all STR
suplexes. Taz, the Steiner Brothers, and Louie Spicolli are
Suplex Machines.
- Wild Brawler (2): The wrestler loves fights using
any and everything; the style incorporates any International
Object BRA maneuver, or any illegal non-Boxer BRA maneuver (Low
Blow, Eye Rake, Choke, etc.). Most ECW wrestlers are Wild
Brawlers, though Tommy Dreamer and the Public Enemy have turned
this style into an art form.
- Tandem maneuver (1 CP)
- This essentially acts as a Signature maneuver for the team.
The team gets a +10% apiece when performing a particular
double-team maneuver. This is often used to combine two solo
finishers into one devastating team finisher. The Eliminators'
Total Elimination (Leg Sweep / Jumping Crescent Kick Combo) is a
well-known Tandem move.
- Tag Team Continuity (2 CP's)
- The wrestler seem to move incredibly well for a variety of
double-team moves. The wrestler gets a +10% to any maneuver that
a partner is using at the same time to double team (i.e. Double
Dropkicks, Double BackBodyDrops, etc.). He also gains a +10% to
the basic Tag. The Smoking Gunns have Tag Team Continuity, as
does Marcus Alexander Bagwell. Note that you do not have to have
a specific partner for this merit - Bagwell has succeeded well
with Scotty Riggs, the Patriot, and 2 Cold Scorpio, for example.
- Tag Team Fluidity (4 CP's)
- The wrestler with this Merit and his partner are
one, or pretty close to it. When he helps perform any
double team maneuver, it has crispness and style par excellence.
Any double-team maneuver performed involving moves
already in the character's arsenal are performed at +10% each.
For example, one wrestler can bearhug an opponent, while the
other clotheslines the opponent; both the bearhug and the
clothesline would get +10% bonuses. He also gain +20% to the
basic Tag. The Lane-Eaton Midnight Express were the epitome of
Tag Team Fluidity. Arn Anderson (who has won titles with Larry
Zybysko and Tully Blanchard) is also a fluid tag team specialist.
- Tenacity (2 CP's)
- The wrestler has reserves of will beyond his stamina, and is
unusually resistant to submission holds and knockout maneuvers.
His rolls his current STA twice for the purpose of determining submission/KO checks and uses the lowest. Sting is a wrestler
with Tenacity.
- Twin (2 CP's)
- The wrestler looks incredibly like his partner. Both
wrestlers must buy this Merit. In addition, they must both be
within 1 inch in height, within 20 lbs (Note that this /CAN/
cross weight/height ranges), and look EXTRODINARILY similar. A
SAV roll at 1/2 the normal value must be made to tell them apart.
In addition, the team automatically gains the Blind Tag maneuver
at a value equal to their regular Tag maneuver. The Bruise
Brothers and the Head Hunters are two sets of Twins. In addition,
the BodyDonnas have this Merit also, though they aren't actually
twins.
- Winning Appearance (1 CP)
- The wrestler's appearance strikes a strong emotional note
with the fans. He receives +/-250 extra Fan Support for each
match or interview he participates in. Shawn Michaels has a
Winning Appearance.
- Wrestling Heritage (2 CP's)
- The wrestler possesses at least one famed wrestler as a
relative, which gives his accomplishments an air of legacy. He
recieves extra contender points when the rankings are calculated
by the promoter. Bret and Owen Hart both enjoy the benefits from
this Merit due to their father, the legendary Stu Hart.
Flaws
Flaws are the opposite of Merits: special weaknesses or
defects a wrestler possesses that make his career more
challenging. Examples include Jim Cornette's lack of wrestling
ability and Sabu's inability to speak. Note that you can have
only a maximum of four flaws total.
Flaws have negative CP costs -- i.e. taking Flaws
gives your wrestler back CPs to spend elsewhere.
- Bad Temper (-1 CP)
- The wrestler has a tendency to lose his cool when frustrated,
and forget his training. The most common trigger for this is
falling a Stun Level behind one's opponent, but with GM
permission another "trigger" situation may be used. For example,
some vain wrestlers have "attacks on the face" as a trigger. When
the flaw is triggered, the wrestler will only use BRA maneuvers
for at least 5 rounds; at the beginning of each round thereafter,
he may make a SAV check to resume "normal" wrestling. He also
cannot go for pins until the anger subsides. Hunter Hearst
Helmsley has a Bad Temper. "Wildman" Marc Mero also has a Bad
Temper, with a trigger of "Threats on Sable".
- Bond (-1 CP)
- 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 makes all
rolls at -10; if someone attempts to force his Bond away from
ringside, he will risk losing the match to prevent this. Most tag
teams are Bonded together.
- Compulsion (-1 CP)
- The wrestler will strive to fulfill some condition during the
match -- for example, having to complete a match with one's
Finisher; he cannot attempt to win the match unless he fulfills
the condition (or if winning the match does fulfill the
condition). If the wrestler falls to Level IV, he may make a SAV
check at the beginning of each round to dismiss the Compulsion.
"Diamond" Dallas Page has a Compulsion to win via the Diamond
Cutter.
- Finisherless (-2 CP)
- The wrestler doesn't have one set maneuver that he can call
his "Finishing" hold. As such, they don't have a single maneuver
that gets the bonuses of a finishing hold. This may be due to
spreading their skill around everywhere, or a lack of ability to
get that good in one move. Rey Misterio, Jr. is undoubtably an
example of the former version, while Kama fits more in the
latter.
- Foreign (-1 CP)
- The wrestler hails from a country other than the U-S-of-A,
and obviously so. Because fans are generally biased towards
America, the wrestler actually gets 250 Fan Support less than an
American wrestler would if he is a face. Heels do not suffer this
penalty, but any opponent facing a Foreign heel gains an extra
Comeback (the inevitable "USA! USA!" chant). Yokozuna and the
British Bulldog are both Foreign.
- Glory Hound (-1 CP)
- The wrestler has an insatiable need to be the center of
attention all of the time. He does whatever he can to keep all
eyes on him, especially the crowd's. This leads to the character
getting caught with his guard down alot. The wrestler's opponent
gains an additional comeback or cheap shot while the wrestler is
posing. Shawn Michaels and Hunter Hearst Helmsley are both Glory
Hounds.
- Impulsive (-1 CP)
- The wrestler does not think before he acts, and can often be
manipulated into rash actions, such as accepting an immediate
challenge after a hard match, or putting a title on the line in a
disadvantageous situation. Lex Luger showed his Impulsiviveness
by accepting a Chicago Street Fight match against the Road
Warriors without knowing what a Chicago Street Fight match was.
- Mute (-1 CP)
- A Mute wrestler cannot speak English; this may mean he is
literally mute, it may mean he chooses not to talk for some
reason, or he may be a foreign wrestler who can only speak his
native language and needs an interpreter. In any case, this
halves any Fan Support earned via interviews and taped comments.
Kensuke Sasake, the Great Muta, and the Missing Link are all Mute.
- Nagging Injury (-2 CP)
- The wrestler has an old, nagging injury of some kind that
continues to bother them. Any attack on this part of the body
gets a bonus +1d6 to damage. Note that, if you take this Flaw,
the announcers will make that injury known. Kevin Nash
and Sting both have leg injuries, while Shawn Michaels recently
gained a head injury.
- Non-wrestler (-4 CP's)
- A person with this flaw has had minimal to non-existent
training and/or experience inside the squared circle. They are
mostly non-combatants (although they may swing a mean foreign
object). A non-wrestler does NOT get an Arsenal for STR, DEX,
TEC, or BRA.
- Pure (-2 CP)
- The wrestler will never knowingly break any of the rules of
wrestling. If, for some reason, he DOES recieve a Referee Warning
during a match, he automatically loses the initiative. The
Patriot is a Pure wrestler.
- Reckless (-1 CP)
- The character has no regard for his own personal safety, and,
in fact, does lots on insane things on general principle. Missing
these insane moves tends to have a high self-damaging factor. The
wrestler gets a -5% to perform any maneuver that does not have a
Variation of some sort (Running, Jumping, Flying, Plancha, etc.).
Sabu is the epitome of the Reckless wrestler.
- Ritual (-1 CP)
- The wrestler has some sort of action that they must do at the
start of every match. If they are a heel, they cannot Cheap Shot
their opponent at the start of the match. If they are a face,
they may be attacked at the beginning of the match without their
opponent giving up a Cheap Shot. If the character does not
perform his Ritual, he is -10% to every roll until he does. Bret
Hart has a Ritual of giving a little kid at ringside his glasses.
Note that, if you take this Flaw, the TV crew will make it
known.
- Signal (-1 CP)
- The wrestler has a certain action that he always takes which
signals his finishing maneuver is coming. As such, the opponent
has time to get more ready for it. Whereas normally one cannot
save a comeback or cheap shot for a particular move, in this
case, comebacks and cheap shots may be saved to use when the
wrestler tries his finisher. In addition, the character must
spend five additional Stun points (the time it takes to do the
Signal). Undertaker's drawing his thumb across his neck and Shawn
Michaels' leg shaking are well known Signals. Note that, if you
take this Flaw, the announcers will make it known.
- Slow Learner (-3 CP's)
- The wrestler isn't very good at picking up new techniques. He
will need to spend more money during training to improve his
attributes and learn new maneuvers. He also is -20 to perform
maneuvers not in his Arsenals, rather than -10. After the Techno
Team 2000 debacle, Eric Watts was proven to be a Slow Learner.
- Vendetta (-1 CP)
- The wrestler begins play with a severe grudge against another
wrestler. Titles, fan support, rankings, money -- all of these
mean nothing in the face of the wrestler's hatred of his enemy.
He will act Impulsively against his opponent, and must make at
least one action/interview against this person per Ratings
Period. If, by the end of the period, he has not done so, he
suffers a -10% penalty to every roll until he does. What
is perhaps the most infamous current Vendetta exists between
Raven and Tommy Dreamer.
- Vile (2 CP)
- The wrestler is dirty, mean, and rotten to the core -- in a
word, downright evil. Rules mean nothing to him, and he's willing
to risk disqualification for the chance to hurt someone. As such,
they must make a SAV roll every time they face disqualification
or count-out to stop cheating. If they fail, they will continue
and risk disqualification. This wrestler will always cheat when
it is convenient to do so. Stan "the Lariat" Hansen almost
dropped from contendership due to his possessing the Vile flaw,
as has Vader, since coming to the WWF. Please note that, if you
take this flaw, you will lose matches by disqualification
eventually. Make sure you are comfortable with this.
The Owen Example
We decide that Owen Hart has the following Merits and Flaws:
Wrestling Heritage (Stu Hart), Manager (Jim Cornette), Mentor
(Stu Hart), Ally (British Bulldog), and Nagging Injury (Legs).
He's already spent 50 CP's out of his 53. His Merits and Flaws
cost (2 (Wrestling Heritage) + 1 (Manager + 1 (Mentor) + 1 (Ally)
- 2 (Nagging Injury) = ) 3 CP's. This is exactly how much he has
left over, so all is well. Note that this did not break any of
the limits -- No more than 5 Merits and Flaws Total, no more than
4 Merits, and no more than 4 Flaws.
Step 6: Selecting Maneuvers Arsenals
From here, simply choose your maneuvers for each Arsenal. The
number of maneuvers for the STR, DEX, TEC, and BRA arsenals is
equal to 1/10 the starting rating. The number of maneuver
available for the SAV arsenal is 1/7 the starting rating (round
fractions down). The basic maneuvers are listed in
Appendix A.
In addition to the maneuvers listed in App. A, new maneuvers
may be "created" through the usage of maneuver Variations.
Variations represent the differences between a regular dropkick
and a flying dropkick, for example. Note that each maneuver
Variation must be bought seperately for each maneuver -- you
can't just spend an Arsenal slot and get "Top-Rope" -- you must
buy "Top-Rope Dropkick", "Top-Rope Leg Drop", etc. separately.
However, maneuver variations may be improvised for a mere -5%.
The maneuver Variations availiable are:
Assisted | maneuvers that involve grabbing the ropes an
outside manager, etc. for extra leverage. Usable with any TEC
hold or submission maneuver, this adds a level to the maneuver
and +2d6 damage. However, every minute the ref makes a SAV check;
if he succeeds, the ref breaks the hold and issues a referee warning. |
Bridging | Automatically makes the maneuver a Pinfall
maneuver requiring TEC to escape. Also reduces damage done by the
maneuver by 1d6. |
Corner | The maneuver is performed in the corner, near
the turnbuckle. The maneuver requires 14 additional MOV points to
execute (the cost to move the wrestler and his opponent into the
corner), or, if the opponent must be standing for the move, a
successful Irish Whip. This also gives the opponent a +10% to
Grab Ropes if a pin follows it. Conversely, the opponent gets a
-10% penalty to countermove against this move (since they are in
the corner, they have less maneuverability). When combined with a
BRA maneuver, this also causes the maneuver to be considered a
hold. For example, combining this with Punch or Punch Flurry
simulates a corner piston punch. |
Combo | BRA maneuvers that are repeated twice(i.e. a
punch combo). Adds one level and +1d6 to the maneuver. Note that,
for finishers and critical successes, this bonus is multiplied. |
Crossface | maneuvers that involve grabbing and
twisting the neck for additional damage. Adds +1d6 to damage, and
a level to the maneuver. |
Elevated | maneuvers that involve lifting the opponent
into the air while he or she is in a hold. Adds a level and the
Opponent's full weight damage bonus. It also makes the maneuver
automatically a STR maneuver. |
Flurry | maneuvers that are repeated three times as
Combo. Adds two levels and +2d6 to the maneuver. Multipliers are
handled as Combo. |
Flying | maneuvers that involve jumping at an opponent
after whipping himself into the ropes. Automatically makes the
move a DEX maneuver. |
Handspring | maneuvers that require putting the
opponent into the corner, running to the far corner, performing a
running handspring, and ending in the maneuver. Adds two levels,
and +4d6 to the maneuver. |
Hip-Buster | maneuvers that involve running and jumping
off the ringside apron onto an opponent on the outside. Adds a
level and +2d6 to the maneuver. |
Moonsault | maneuvers that involve performing a
backwards somersault, and then ending in the maneuver. Adds one
level and +2d6 to the maneuver. |
Off The Turnbuckle | maneuvers that involving
flinging/throwing your opponent off the top turnbuckle. For
example, Skip BodyDonna's Scissors Piledriver Off The Top
Turnbuckle. Adds an additional level to the maneuver, and +2d6
damage. |
Over The Top Rope | maneuvers which involve
throwing/flinging your opponent over the top rope. Adds an
additional TWO levels to the maneuver, ringside floor damage, and
+5d6 for falling to the floor. |
Plancha | maneuvers which involve either jumping from
the top ropes to the outside, jumping over the top rope at
someone, or springboarding from the inside out at someone (must
be clarified which you are using). These effects do not have to
be bought seperately. Adds an additional TWO levels to the
maneuver, and +5d6 damage. |
Running | maneuvers which involve running first. For
DEX or Bra manevers, adds +1d6 damage. For Tec/Str maneuvers,
adds +2d6 damage, and a level to the maneuver. |
Screwjob | This is used with a pinfall maneuver, and
represents some additional cheating maneuver (i.e. a Screwjob
Small Package could involve the holding of tights, while a
Screwjob Reverse Rollup could involve putting the legs on the
ropes.) A Screwjob maneuver adds a -20% penalty to the defender's
chance to break out, but the ref may roll a SAV check to see the
screwjob and break the pin. |
Shooting Star | maneuvers which involves a forward flip
first, and then the maneuver. Basically, the opposite of a
somersault maneuver. Adds a level to the maneuver, plus an
additional +3d6 damage. |
Slingshot | maneuvers which involve pulling on the rope
for momentum, then jumping over them. Assumed to be performed
from the outside to the inside. Adds a level to the maneuver, and
an additional +2d6. |
Somersault | maneuvers which involve the wrestler doing
a somersault first. Adds a level to the maneuver and an
additional +2d6 damage. |
Springboard | maneuvers which involve jumping on the
top rope, then at an opponent. Assumed to be performed from the
outside to the inside. Adds an additional level and +2d6. |
SuperDuper | maneuvers that involving flinging/throwing
your opponent off the top rope, where BOTH men are STANDING on
the top rope. Adds TWO additional levels to the maneuver, and a
+4d6 bonus to damage. |
ThroughThe Ropes | As per "Over the Top Rope" above,
except through the ropes. Adds an additional level to the
maneuver, ringside floor damage, and +4d6 for falling to the
floor. |
Top-Rope/Second-Rope | maneuvers the involve jumping
from the top or second rope at someone. Adds an additional level
to the maneuver, and automatically makes it a DEX maneuver.
Adds +3d6/+2d6 depending on turnbuckle used. |
Finishing Maneuvers
Every wrestler has one maneuver they have practiced more than
any other, their own private specialty. This is their Finishing
Maneuver, the one they use to put an end to their opponents when
the chips come down.
Finishing Maneuvers require no slots to purchase -- all
wrestlers have 1, and only 1, Finishing Maneuver. This maneuver
gains a +10% bonus to hit, and does double damage when used.
Step 7: Filling out the Campaign & Wrestler sheets
Campaign Sheet: This is very
straightforward. It includes the information needed to write up
a "Who's Who" type entry for your wrestler.
Wrestler Sheet: Again, very straightforward. It
contains information needed to run a match. A few notes:
- Any STR, DEX, etc.. maneuver bought with a SAV slot should
go with the attribute bought in (i.e. if you buy Dropkick with a
SAV slot, put it under DEX). The "Other" Arsenal should be only
SAV maneuvers and No-Sell (if you have it).
- Remember that wrestlers spend more time in Level One than
any other Level (particularly if you know the opponent has a high
STA). Don't be afraid to go for Level II or even Level III
maneuvers (assuming your wrestler is good at them) to knock your
opponent down.
- Spend Comebacks, Cheapshots, and/or Power-Ups well.
Try to anticipate when your wrestler will need them. Also,
remember that, while you can say in your strategy to use a
comeback, cheapshot, or power-up if your wrestler is in a certain
POSITIONING, you generally can't say you're going to do it for a
certain MOVE. For example, you can't say to use a comeback if
Bret Hart goes for the Sharpshooter, though you can say to use
one if your wrestler is prone and Bret is standing over you. The
exception to this are characters that have the Signal Flaw. Also,
remember that comebacks and cheap-shots are your only way to
guarantee you don't get pinned for awhile. Keep this in mind.
- Remember that the object of the match is to PIN somebody, not
to knock them to 0 health (well, at least in most cases...). Keep
that the object of your strategy.
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