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@CHARACTER GENERATION%
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Wrestlers are created in SCREW through the allocation of creation points. (CP's)
Each brand new, rookie wrestler begins with 15 creation points which are assigned to six
different statistics plus any Merits or Flaws you may/may not take. 

You can have no more than 4 points in any one stat, and with a starting character 
only *ONE* stat with a * may start with a 4.  Note that a "O" in a stat is possible, 
but since stats randomly determine damage done in matches, I wouldn't stack all my 
points in one or two places.

Note: A player bringing in a "veteran" player may petition for extra
points, however, the amount, if any, is subject to GM decision.

==========
Attributes
==========
The following are a brief description of the six attributes possessed by your wrestler.  
Except when the focus is marked "specia", an extreme in any attribute will cause a damage 
adjustment...a 0 will mean a -1 Damage to moves based on each focus group, while a 4 gives
you a +1 damage.

*Strength - This attribute is a measure of a wrestler's physical power.
	0 - Stringbean, not known for physical power (X-Pac, Rey Mysterio, Jr)
	1 - Normal strength level (Steve Austin, Ric Flair)
	2 - Average strength or muscle definition for an athlete (Undertaker, Chris Benoit)
	3 - Musclemen or brute force brokers (Goldberg, Hulk Hogan)
	4 - Can throw men around like matchsticks (Big Show, Scott Steiner)

FOCUS: Power moves

*Dexterity - This attribute measures the ease with which your wrestler moves
around the ring (in other words, speed).  *In this category, instead of a +/- 1 damage,
a 0 will add 5% to your intitative roles, while a 4 will subtract 5%*

	0 - Slow as a stump..plodding (Big Show, Viscera)
	1 - Slower reflexes, but some mobility (Undertaker, Kevin Nash)
	2 - Average speed/reflexes, some top rope work (Steve Austin, Ric Flair)
	3 - Above average speed/agility (X-Pac, most of WCW's luchadores)
	4 - At home in the air, amazing speed (The Hardy Boyz, Rey Mysterio Jr.)

FOCUS: Special (In this category, instead of a +/- 1 damage, a 0 will add 5% to your 
	 intitative roles, while a 4 will subtract 5%)

*Brawling - This attribute represents the wrestler's talent for punching,
kicking, and similiar roughhousing.  Brawling also includes techniques
using vicious maneuvers like hair-pulling, choking, and eye-gouging, as
well as more refined manuevers like the martial arts.

	0 - Not good in a fight  (David Flair, Norman Smiley)
        1 - Unused to brawling (Kurt Angle, Bret Hart)
	2 - Can hold his own in a fight (Godfather, Booker T)
	3 - Can let those fistuses fly (Big Bossman, Tommy Dreamer)
	4 - Do *NOT* go toe to toe with them (Steve Austin, Bruiser Brody)

FOCUS: Striking moves (Fists, chops, kicks, etc)

*Schooling - This is a result of a wrestler's training and studies in the
ring.  Well schooled wrestlers generally know lot's of holds and can
easily improvise new ones.
	
	0 - Untrained lump of beef  (Sal E. Graziano, Giant Silva)
        1 - Not known for their holds (Hacksaw Duggan, Hulk Hogan)
	2 - Knows a wristlock from a wristwatch (Steve Austin, Val Venis)
	3 - Knows five different variations on the wristlock (Ken Shamrock, Ric Flair)
	4 - Technical Masters (Bret Hart, Chris Benoit) 

FOCUS: Technical Moves

*Toughness -  Ability to absorb punishment

	0 - Creampuff  (Mean Street Posse, Norman Smiley)
        1 - A little soft, or inexperienced outside (Curt Hennig, Kurt Angle)
	2 - Average Toughness (D-Lo Brown, Ric Flair)
	3 - Able to get down and dirty (Steve Austin, New Jack)
	4 - Innovators of Violence (Mick Foley, Sabu)

FOCUS: Special *0 means all moves are +1 damage to you, 4 means all moves are -1 damage)

Intelligence - This attribute is a measure of the wrestler's cleverness,
perception, business sense, ring psychology and wits.  Wrestlers with lots of Intelligence
tend to know more moves, plan better tactically, and are less likely to be
taken off guard by novel actions.

	0 - Dumb as rocks  (George Steele, Evad Sullivan)
        1 - A bit slow (Spike Dudley, The Mean Street Posse)
	2 - Average brainpower (Steve Austin, HHH)
	3 - Masters of the Game (Bret Hart, Kevin Sullivan)
	4 - They *are* the game. (Ric Flair, Vince McMahon)

FOCUS: Special (+/- 1 on the various Shenanigans tables - match jumps, CO, etc.)

Weight - well, duhhhhh. =)

	0 - Cruiserweight [ > 160 lbs ] (Michael Cole, Rey Mysterio Jr.)
        1 - Light Heavyweight [161-234 lbs] (Dean Malenko, Chris Candido)
	2 - Heavyweight [235 - 299] (Sting, The Rock)
	3 - Heavyweight Plus [300 - 375] (Hulk Hogan, Kane)
	4 - Super Heavyweight (Rikishi Phatu, *cough* Crash Holly)

FOCUS: Impact Moves (when you land on someone)

WEIGHT RULES
	- To lift someone, your strength must be > or = than your opponents weight.
	
	- Higher weights will limit the dexterity that a character can have.  
	If you have a 3 weight, the maximum Dex you can have, even with advancement,
	is 3.  If you have a four weight, the maximum Dex is 2.  To get Dex higher
	than that, you must "lose weight" (meaning lower your weight)
	
	-To be able to compete for the LH title, your weight must be a 1 or less.


=======
Classes
=======

Classes define a wrestler's style within the squared circle (it also often
says something about their demeanor outside of the ring).  EVERY wrestler
MUST choose a class.  They are listed below, along with minimum and maximum
attributes you must have for each class.  (Note: these are the basic five
classes.  You can buy specializations within the class as a Merit later in 
the process)

Aerialist - These wrestlers rule the air above the ring, and generally use
a large number of spectacular, high-flying, high-risk moves.  Well known
Aerialists include Jushin Liger, Great Sasuke, and Rey Misterio Jr.
-Minimums: 2 DEX
-Maximums: 2 STR

Move Class: DEX

Blob - These guys are huge, enormous, man-mountains.  They love to
smother and bully their opponents with their girth almost as much as
they enjoy eating.  Yokozuna, Vader and the late Haystacks Calhoun are
all well known blobs.
-Minimums: 2 STR *or* 2 TOU, 3 WEI
-Maximums: 2 DEX

Move Class: STR

Brawler - Street toughs who know how to fight, in every sense of the
word, both in and out of the ring.  Brawlers can be ruthless and brutal
when it becomes necessary (and even when it's not they still tend to be
so).  Some Brawlers know to most are Stan Hansen, Terry Funk, and The
Sandman.
-Minimums: 2 BRA
-Maximums: 2 SCH

Move Class: BRA

Powerhouse - These are the big men with tons of muscle who like to
toss their opponents around the ring like rag dolls.  They tend to have
impeccable physiques and look like human tanks.  Lex Luger, Scott Norton,
and Sid Vicious are some well-known Powerhouses.
-Minimums: 3 STR
-Maximums: 2 DEX

Move Class: STR

Technician - Technicians are the masters of holds and counterholds,
the scientists of the squared circle.  Bret Hart, Curt Henning, and Dean
Malenko are some of the more famous technicians.
-Minimums: 3 SCH

Move Class: TEC


================
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, and no more than 3 flaws. 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  
and are in no way obligated to take any Merits. 

Adrenaline Rush/Cheap Shot/Hot Tag (3 CPs)
	The wrestler had a tendency to, atbsome point in the match, hit a hot streak that 
leaves the opponent reeling. For faces, it's that rush they get that allows them to fend
off the bad guys..for heels, it's the ability to stop someone's momentum with a dirty
trick, then take control.   This Merit allows the wrestler to hit 3 moves in a row,
with cooresponding damage, then a match resolution roll before normal rules apply.
Hulk Hogan has an Adrenaline Rush (that infamous "hulk-up"), while HHH is famous
for his cheap shot (usually him or Chyna hitting a low blow), although most heels
tend to have that cheap shot "moment". 

(NOTE: Face *full time* tag teams can split the cost of this between two members
and call it "Hot Tag" - however, in singles action *neither* character will have use
of it)

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. Jeff Jarrett and 
Eric Bischoff are Allies. Too Cool and Rikishi Phatu are also Allies. 
 
Established Star (2 CPs) 
	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 at 
Push Level III with 0.1 points. Scott Hall and Kevin Nash were Established Stars 
entering the WCW; More recently, The Radicalz were Established Stars when 
they jumped from WCW to WWF. 

Fast Learner (2 CP's) 
	The wrestler is a quick study, who rapidly picks up techniques and improves his 
skills. It will cost you less money than normal to improve stats and moves.

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; A case could also be made for Rikishi Phatu's ass. =)

IronHead (1 CP's) 
	The wrestler has an incredibly hard head. He gets a +1 damage bonus on any type of 
headbutt maneuver.  Meng and various Samoans all have IronHeads

Living Legend (4 CP's) 
	The wrestler has a career so long and so fruitful that his name is etched in 
stone on the minds and hearts of wrestling audiences everywhere. The wrestler 
starts at Push Level IV, 0.1 points.  In addition, he loses push points 
at 1/2 the normal rate, although he gains them at the same rate, and he gains 0.5 
push points (the equivalent of one win over an opponent of equal push) at the end
of every PPV cycle.  Ric Flair and Hulk Hogan are Living Legends.


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. 

Razzled Maneuver (1 CP/0 CP's)
	The wrestler has a move that has some action that is physically unnecessary to 
execute the move, but which gets the fans excited and causes them to pop for the move.  
When this move is used, the character will receive + .2 Push Points, but the character
must then make a second initiative roll to execute the move itself (the first initiative
was to do the razzle part of it).  You must describe the razzle that precedes the move
when you buy it.  The Rock's People's Elbow, Scotty 2 Hotty's Worm, or Road Dogg's Shake
Rattle 'n Kneedrop are all examples of this.

	With GM's permission, you may take a 0 CP version of this that involves a razzle that
causes no damage to the opponent, but still garners you push points.  The razzle counts
in this case as a round, and you roll for initiative after as normal.  You must specify the
kind of razzle you perform when you buy this.  Sting's yell, Rikishi's Stinkface, and 
Norman Smiley's Big Wiggle are all examples of this kind of "harmless razzle"

Rich (2 CP's) 
	The wrestler seems to have incredible financial resources of some type. 
Any expenses (except for Training) incurred against him or her are halved. These 
expenses include mandated payments to another character	

Second Finisher (2 CP's)
	The wrestler has more than one Finisher which he can use. This secondary 
finisher only recieves a +3 to damage, but otherwise acts as a "real" finisher.
	
	Two wrestlers can divide the cost of this Merit, paying 1 CP apiece, to create 
a double team finish, such as a double DDT.

Set-Up Maneuver (2 CP's)
	The wrestler has a maneuver which he habitually uses to lead into his Finisher. 
This maneuver adds +2 damage. In addition, it receives a special "chaining" bonus -- 
the wrestler gains a -10% initiative to perform his finisher immediately following 
the Set-Up.  It is assumed that your finisher will follow your setup move unless you 
state it specifically in your strats.  (NOTE: Many people, when purchasing the Signal 
flaw, make their set-up maneuver their signal.  In that case, the finisher will 
ALWAYS follow the set-up move)

Signature maneuver (1 CP's) 
	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 +1 to damage and a MRC following 
this maneuver.  The Stinger Splash and the Rock Bottom are Signature maneuvers 
of Sting and the Rock, respectively. 

Special Weapon (2 or 4 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), and causes a bonus point of damage
in any move that uses 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 are Ernest Miller's red shoes. Special Weapons cost 2 CPs if it is 
removable (the latter type), and 4 if it is not (the former type). 

Style Specializations (2 CP's)
	These are offshoots of the basic style that can be utilized by wrestlers.
They each come with their own special set of benefits and drawbacks.  Note that
if you take this style specialization, you are expected to roleplay it.  Also
note that only certain specializations can be taken by certain classes.
(NOTE: You do not HAVE to take a Style Specialization to roleplay your character
a certain way, i.e. you don't need to buy Reckless Maniac to play Ernie Grendel.
But it helps the roleplay, and there are definite benefits to it)

	Mat Wrestler (Technicians only):
	Gives a +1 to any MRC attempt when using maneuvers that end in a pinning
	predicament, such as cradles.

	Martial Artist (Brawler or Aerialist):
	+1 Damage on Martial Arts strikes, plus a -1 damage to any Brawling attack
	from an opponent (due to either being able to see the attack coming or 
	"rolling with the punches") 
	STAT REQUIREMENTS:  Min  3 BRA, 2 DEX

	Reckless Maniac (Aerialist or Brawler):
	+2 damage and a +1 MRC (if applicable) upon hitting any move involving
	jumping from the ring to the floor or jumping onto any sort of object.
	Note that if you miss, you take the intended damage - 2 pts (since you were
	braced for the impact) and control reverts to your opponent.
	STAT REQUIREMENTS: Min 3 TOU, 2 DEX

	Streetfighter (Brawler or Blob):
	+1 damage for "illegal" brawling (foreign objects, low blows, chokes, etc)
	STAT REQUIREMENTS: Min 3 BRA

	Submission Expert (Technician or Powerhouse):
	+1 Damage on Submission holds, as well as a +1 to MRC checks when using a 
	submission hold as a finisher or a spot move
	STAT REQUIREMENTS: Min 3 SCH

	Suplex Machine (Technician or Powerhouse)
	+1 Damage on any suplexes used (NOTE: Weight Rules apply to use of suplexes on 
	others)
	STAT REQUIREMENTS: Min 3 *either* SCH or STR

Tandem maneuver (1 CP per character)
	This essentially acts as a Signature maneuver for a tag team.  This is often 
used to combine two solo finishers into one devastating team finisher. The 
Dudley Death Drop (backdrop/cravat bulldog combo) is a well-known Tandem move. 

Tag Team Continuity (2 CP's/0 CP's) 
	The wrestler seem to move incredibly well for a variety of double-team moves. The 
wrestler gets a +1 damage to any maneuver that a partner is using at the same time to 
double team (i.e. Double Dropkicks, Double BackBodyDrops, etc.) Too Cool has 
Tag Team Continuity, as does Billy Gunn. Note that you do not have to have a specific 
partner for this merit - Gunn has won tag championships with both Bart Gunn and "Road 
Dogg" Jesse James, for example.

The 0 CP version of this merit comes packaged with the flaw Tag Team Specialist.
With this flaw, the wrestler is so used to being in a committed tag team with
someone that they are at a disadvantage when they wrestle without their partner.
Whenever that wrestler wrestles in a singles match against at least one person
who is NOT a "Tag Team Specialist", there is a -5 point decrease to his starting
initiative for the match (and a +5 point increase in his opponents, natch), and 
that wrestlers loses one MRC save (if he had any to begin with)

Tag Team Fluidity (4 CP's/2 CPs) 
	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 +1 damage *each*. For example, 
one wrestler can bearhug an opponent, while the other clotheslines the 
opponent; both the bearhug and the clothesline would get bonuses. The Hardy
Boyz are 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. 

The 2 CP version of this merit comes packaged with the flaw Tag Team Specialist,
as explained under "Tag Team Continuity"

Tenacity (1 CP's) 
	The wrestler has reserves of will beyond his stamina, and is unusually resistant to 
submission holds and knockout maneuvers. The character has a -1 on MRC rolls against
submission moves.  In addition, if he should lose a match via submission, on a successful
d6 Toughness check with -1 to the roll, the character lost by passout instead of tapout.

Variable Finisher (2 CP's) 
	The wrestler may use any Variation on his Finisher and still receive the finisher 
bonus. Diamond Dallas Page uses the Diamond Cutter in many ways, and hense would have 
Variable Finisher. 

Winning Appearance (1 CP's) 
	The wrestler's appearance strikes a strong emotional note with the fans. He 
receives +.1 extra Push points for each match or interview he participates in.  
The Rock 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 stars at one push level higher than 
he normally would upon entry.  Bret Hart enjoys the benefits from this Merit 
due to his father, the legendary Stu Hart. David Flair also benefits from this Merit


*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 three 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. Some sort of "trigger" for the Bad Temper must be set by the character
on his creation. 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, and he may not make MRC's or use Specials during that time.  
The Acolytes have a Bad Temper. 
 
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 pin checks at +1 to opponent; 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 under 20 stamina points, he may make an Intelligence check 
(roll under his Intelligence on a d6) at the beginning of each round to dismiss 
the Compulsion. "Diamond" Dallas Page has a Compulsion to win via the Diamond Cutter. 

Finisherless (-3 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 David Flair 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 .1 Push 
points 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 Reversal (the inevitable 
"USA! USA!" chant). Kaientai and Lord Steven Regal 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 reversal due to the cumulative needless posing and posturing. 
The Rock and Jeff Jarrett 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. In addition, your opponent will gain 
an additional reversal (the inevitable blind charge into the corner or something similar)
Triple H has shown himself to be Impulsive in the past.

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, he cannot 
earn Push points via interviews and taped comments. Kane (for the most part), the Great 
Muta, and the Wall 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 +1 to damage (This must be 
explicitly stated in your opponents strat for the bonus to take effect) . Note that, 
if you take this Flaw, the announcers will make that injury known. Kevin Nash and 
Sting both have leg injuries, while "Stone Cold" Steve Austin has a neck injury. 

Non-Wrestler (-6 CP)
	The character has absolutely no wrestling experience whatsoever.  He will have
no  spot moves or finisher, and will only have the regular moves allotted to him
by his Intelligence score (no arsenals from DEX, TEC, STR or BRA)

Poor (-2)
	The wrestler is perpetually short on cash for some reason, be it mismanagement 
of funds, prior debts, etc. All earned money is halved before being added to his total. 
The manager's cut, if any, is taken before this division.

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 try any Shenanigans before match start. 
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 opponent has a Cheap Shot merit. 
If the character does not perform his Ritual, he is +10% to every match roll he 
makes until he does.  The Godfather has a ritual of dancing with his Ho's before
every match. 

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 Adrenaline Rush, Cheap Shot, or reversals for a particular 
move, in this case, Adrenaline Rush and Cheap Shot may be saved to use when the 
wrestler tries his finisher, and they might (50% chance) be allowed to use a reversal 
specifically to block the finisher. When the Rock kicks an opponents arm into place, or
when DDP lifts his hands into a diamond shape and pulls it down for the BANG, that's
a Signal. Note that, if you take this Flaw, you *MUST* describe your signal, and the 
announcers *will* make it known. 

Slow Learner (-3 CP's) 
	The wrestler isn't very good at picking up new techniques. It will cost more money 
to advance than normal. David Flair is 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 PPV 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. 

*SPECIALS*
These are specific "knacks" that are used within a match.  What specials you have 
and how many are determined by your Push Level at any given time...you gain them as 
you go up in Push, and you lose them as you go down.  These specials are:

Reversal - allows you to take offense in match resolution without rolling.

MRC Save - Disallows one successful MRC per match.

The maximum any character can ever have (at Push Level VII) is 4 Reversals and 3 
MRC saves, not counting "freebies" given through Merits and Flaws.  
You may use Reversals at any time during the match, and MRC saves are used 
as pin situations come up.  You may plan Reversals in your strategies for specific 
situations EXCEPT move scouting and pinfall attempts (You can't say "I use a Reversal 
when he goes for the Shooting Star Press" but you *can* say "I use a Reversal when he 
climbs on the top rope" or "I use a reversal after 10 Rounds in)

=====
Moves
=====
Please be realistic in your moves.  We know 500 lb. wrestlers can't do handspring 
elbow smashes and we rarely see 200 lb men gorilla pressing other wrestlers.  I reserve
the right to request you change unrealistic moves, but we'll try and be as
accommodating as possible.  When creating a tag team, I suggest you think
out your moves carefully as far as double team moves are concerned.  For
example, if you want to use a drop toe hold followed by an elbow drop, make
sure each wrestler has the specified move.  Moves are broken down into three
categories, regular moves, spot moves, and finishers.

Regular Moves - 
These are the moves that you've trained in and have a competency in executing.
Moves come in four basic categories - Dexterity, Strength, Brawling, and Technical.
For each category, you may pick a number of moves from that category equalling the
corresponding stat score plus one.  In whatever stat is your "focus" stat for your
class, you get moves equalling that stat * 2.

	Example:  Your character has a Dex of 3, a Strength of 4, a Brawling of 2, and
	a Technical of 1.  You are a Powerhouse, so Strength is your "focus" stat.
	This will allow you to have 4 Dex moves, 8 Strength moves, 3 Brawling moves, and
	2 Technical moves.

Also, you receive a number of free moves equal to your Intelligence, which you 
may draw from any of the four categories.

In addition, all wrestlers have a set of Basic moves.  These moves are:
Punch, Front Kick, Stomp, Slap, Irish Whip, Side Headlock, Bearhug, Bodyslam, Backdrop

All Regular moves cause one point of damage, plus any modifiers.

Spot Moves - 
These are the moves that get the big time pops from the crowd.
When a Spot Move is hit, you know that something cool is about to happen.
You are allowed up to 5 spot moves, with 3 being from the wrestler's class.
Using the Bret Hart example, his Russian Leg Sweep (Technical) and Second
Rope Forearm Smash (Brawling) would be spot moves.  These Spot Moves get +1
to damage, but you can only use 1 in the first 10 rounds, and you can't use them
consecutively until after the first 20.

Finishers - 
Your wrestler MUST have a finisher for match writing purposes.
This is your wrestlers signature move he uses to end each match.  Some good
examples include Bret Hart's Sharpshooter and DDP's Diamond Cutter.
Tag teams may use a double team move as their finisher.  That means if you
want your team to use a Superkick/German Suplex Combo, then one wrestler
must be assigned the Superkick and the other the German Suplex.

When choosing finishers, please be logical.  If your wrestler doesn't have a
regular move that works on the leg, then a Figure Four Leglock would be
a poor finisher choice.  I prefer that all of the finishers come from a
wrestler's  class, but this isn't a rule I'll harp on.  I encourage very
creative finishers, but I do require they be realistic.  A moonsault elbow
drop from the top rope is possible, but a top rope figure four Fujiwara
armbar is impossible and will not be accepted.

Finishers receive a +4 damage and receive a MRC at +1 after execution.

If you attempt to use a finisher during the first half of a match, it will
add 10% to your initiative roll.  Also, every finisher use after the first three
attempts will add 5% to your initiative roll, as your opponent will have it better
scouted by then.

Note that you as a player don't have pinpoint control over when spot moves
happen, but you have general control.
	EX:  You can't say "I use a finisher in Round 22"
             You can say "I try a finisher early in the match, and if that doesn't
                         work, wait until late in the match"

A full list of moves can be found at http://www.webspan.net/~fender1/bbbowm.html


==========
=MANAGERS=
==========

Many wrestlers hire assistance from other individuals who accompany them to ringside; 
these persons may be called valets, coaches, personal trainers, spiritual advisors, or 
whatever title seems most appropriate, but in these rules they will all be generically 
referred to as "managers".

Managers are created like any other wrestler, but they can have anywhere between 5 and 
15 CP's. Managers typically have lower stats than wrestlers, and often take the 
"Non-Wrestler" Flaw; on the other hand, they also tend to have high Intelligence and 
a load of merits/flaws.  

Most managers are rulebreakers, since managers are most useful when they can interfere 
in a match with dirty tricks -- but even the purest hearted wrestler can find some use 
for a friendly hand and some moral support at ringside.


*The Manager's License*
The most significant difference between a manager and other characters is that the 
manager has a license purchased from the promotion. This license gives him a certain 
set of benefits, mostly intangibles.

The Cut: 
Managers receive a percentage of their charges' earnings, equal to their CP's * 2 . 
(Thus, a 5 CP manager receives the classic 10% cut). This is a true deduction -- the 
wrestler receives less money for his matches, as a portion is given to the manager 
instead.  However, if the manager is also a full-time wrestler in the federation, 
they only receive a percentage equal to their CP's (since their time is split between 
their own career in the ring and their charges)

Power of Attorney: 
A manager is empowered to sign contracts on his charges behalf, with regard to the 
promotion. They may also spend money to cover fines and other ring-related expenses 
incurred by their charges, but not Training or upkeep costs; managers who possess 
the Rich merit enjoy its usual benefits even when spending cash on behalf of another.

Press Agent: Managers are considered to be publicly recognized representatives of 
their charges, and as such can make press statements or public comments (read: 
flashes) in their charges' names. This allows Managers, among other things, to 
earn money and push points for promos on behalf of their charges.  (Any money 
earned from a manager cutting a promo on behalf of his charge(s) is split 50/50 
between the manager and the charge(s), and the charge receives the push point(s)

Ring Presence: Managers are allowed to accompany their charges to ringside during 
matches; as "sanctioned participants", they cannot be fined for disrupting a match 
with their presence as other characters might.

*Managers Charts*
------------------
The following are charts to use if a manager interjects themselves into a match. This 
interjection needs to be part of the wrestlers strat.  All rolls are on a d10.

*Heel Charts*
DISTRACTING THE REFEREE (aka arguing with, stripping in front of, etc)

1-5: The manager successfully distracts the referee.  either allowing an in-ring
	action to take place or disallowing a pinfall/submission attempt.
6-7: The referee ignores the attempts of a manager to get his attention.
8-9: The manager successfully distracts the referee, but the referee then sends the
	manager back to the locker room for the duration of the match.
0:   The wrestler, seeing the manager on the apron, lays out the manager in some fashion,
	stunning him for the next d6 rounds and rendering him inable to execute any 
	actions.

CHEAP SHOTS  (aka the infamous Tennis Racket/Cell Phone/Urn/etc. to the head)

1-5: The manager successfully cheap shots the wrestler/manager in some fashion, causing 
	either 1 pt of damage (if he has the non-wrestler knack) or random damage
	as per normal for a punch or a kick to the head.  Add +1 if the manager
	has a Special Weapon.
6-7: The referee turns around just as the manager was about to lay it on the victim,
	and the attack is averted for fear of a DQ.
8-9: The attack is either blocked by the wrestler (thus allowing the wrestler to strike
	back if he so chooses) OR, if the wrestler is being held by the manager's charge,
	the manager hits his charge instead.
0:  The manager successfully cheap shots the wrestler/manager, but the referee sees it and
	disqualifies the managers' charge.

MORE ELABORATE SHENANIGANS (aka turning out the lights, raising the cage, and other
	insidious plans)

Please see the General Shenanigans chart for the outcomes to these more involved schemes.

*Face Charts*

INFORMING THE REFEREE  (HEY, HE'S PINNING HIM! PAY ATTENTION)

1-6:  The manager informs the referee of what's going on and/or undistracts the distracted
	referee.
7-8:  The referee ignores the attempts of a manager to get his attention.
9-0:  The manager gets the ref's attention, but ends up doing the enemy's job for him in
	terms of causing a distraction.

TAKING OUT THE OTHER MANAGER (or I've had it up to here with your tricks!)

Please see Cheap Shots under Heel charts.
=================================================================================


    Source: geocities.com/e_w_c_2000