BODYSLAM! Wrestling Roleplaying Game
Contents & Credits Wrestler Overview
Combat Money & Managers

CREATING WRESTLERS

Creating a wrestler for BODYSLAM! uses the following steps:

  1. Creating image / Filling out the Submission Form
  2. Determining Creation Points (CP).
  3. Setting Attributes.
  4. Calculating Traits.
  5. Selecting Merits and Flaws.
  6. Selecting maneuver Arsenals.
  7. 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:

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:

Light Heavyweight Division
CPWeight RangeLiftWDB Effects
59140 --20 -20 STR -15 TOU
MAX STR 50 TOU 55
57141 - 175-15 -20 STR -10 TOU
MAX STR 55 TOU 60
55176 - 200-10+1 -15 STR -05 TOU
MAX STR 60 TOU 65
54201 - 220-05+2 -10 STR -05 TOU
MAX STR 65 TOU 70
52221 - 240-00+4 -05 STR
MAX STR 70
Heavyweight Division
CPWeight RangeLiftWDBEffects
50241 - 260+05+8
50261 - 280+10 +12-05 DEX, MAX DEX/STA 70
50281 - 325+20+16 -10 DEX -05 STA, MAX DEX/STA 60
49326 - 375+30+20 -15 DEX -05 STA, MAX DEX/STA 55
49376 - 425+40+24 -20 DEX -10 STA, MAX DEX/STA 50
48426 - 500+50+28 -20 DEX -15 STA, MAX DEX/STA 40
47501++60+32 -20 DEX -20 STA, MAX DEX/STA 40

Height Classes

In the table below:

CP ModHeight RangeHDBMAX
+2-- 5'6"+0
+15'7" -- 6'0"+1
+06'1" -- 6'6"+3
-26'7" -- 6'11"+560
-47'0"++750

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
ScoreCost
301
352
403
454
505
556
ScoreCost
608
6510
7013
7516
8020

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.

STAIIIIIIV
3090%80%70%
3585%75%60%
4080%65%50%
4575%60%40%
5070%50%35%
5565%45%30%
STAIIIIIIV
6060%40%25%
6550%35%20%
7040%25%15%
7530%15%10%
8020%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:
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:

Assistedmaneuvers 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.
BridgingAutomatically makes the maneuver a Pinfall maneuver requiring TEC to escape. Also reduces damage done by the maneuver by 1d6.
CornerThe 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.
ComboBRA 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.
Crossfacemaneuvers that involve grabbing and twisting the neck for additional damage. Adds +1d6 to damage, and a level to the maneuver.
Elevatedmaneuvers 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.
Flurrymaneuvers that are repeated three times as Combo. Adds two levels and +2d6 to the maneuver. Multipliers are handled as Combo.
Flyingmaneuvers that involve jumping at an opponent after whipping himself into the ropes. Automatically makes the move a DEX maneuver.
Handspringmaneuvers 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-Bustermaneuvers that involve running and jumping off the ringside apron onto an opponent on the outside. Adds a level and +2d6 to the maneuver.
Moonsaultmaneuvers that involve performing a backwards somersault, and then ending in the maneuver. Adds one level and +2d6 to the maneuver.
Off The Turnbucklemaneuvers 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 Ropemaneuvers 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.
Planchamaneuvers 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.
Runningmaneuvers 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.
ScrewjobThis 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 Starmaneuvers 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.
Slingshotmaneuvers 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.
Somersaultmaneuvers which involve the wrestler doing a somersault first. Adds a level to the maneuver and an additional +2d6 damage.
Springboardmaneuvers 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.
SuperDupermaneuvers 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 RopesAs 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-Ropemaneuvers 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:

BODYSLAM! Wrestling Roleplaying Game
Contents & Credits Wrestler Overview
Combat Money & Managers

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