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Post by wildknight on May 26, 2014 9:30:48 GMT -5
LIFTING AND KNOCKDOWN Naturally, the heavier you are, the harder it is to lift you or knock you down. Every character has a Weight Mod (WM) calculated from weight, used to determine whether he/she is lifted off the ground to complete a maneuver such as body slam, or knocked down to the mat by a move such as clothesline. Certain moves (like suplex, powerbomb, over-the-rope toss, sunset flip, etc.) require lifting your opponent off the ground and dropping him/her to do damage. They have the ―Requires Lifting‖ modifier. Lifting is automatic when your target’s WM does not exceed your key attribute used for the maneuver. Otherwise, your maneuver roll must beat your target’s maneuver roll by at least a margin of your opponent’s WM minus your key attribute, or it does no damage because you fail to lift the target — even though the move is considered a hit and you gain initiative for the following round. Some maneuvers (like double axehandle smash, shoulderblock, flying bodypress, scissors kick, etc.) will do damage when hit and have a chance of knocking your opponent down. These moves have the ―Knockdown‖ modifier. Knockdown works like ―Requires Lifting,‖ except that even if you fail to lift the target, the move still connects for you to do damage — you just don’t knock the target down.
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Post by wildknight on May 26, 2014 9:31:40 GMT -5
DAMAGE You roll damage upon a successful maneuver. The die type runs from d4 (simple punches and kicks) all the way up to d10 (off-top-of-cage ―Holy S*it!‖-type moves). You also add/minus the key attribute for the maneuver to/from the damage roll (with the minimum damage always zero). When you take punishment, the damage translates to Fatigue and is added onto your present tally. When you exert to improve your chance of hitting with a maneuver or use certain Gimmick Enhancements, the exertion also converts to Fatigue. All characters start off each card at 0 Fatigue. You’ll suffer Fatigue penalty that grows as you’re gradually worn down by the opponent’s moves and become tired from your own exertion. For every 20 + Brawn score in Fatigue you accrue, you take a -1 Fatigue penalty to your Maneuver Rolls and all other d20 rolls (such as for submissions, pin attempts, resisting stun, skills, etc.).
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Post by wildknight on May 26, 2014 9:35:19 GMT -5
AUTOMATIC/CRITICAL HITS & MISSES Whenever you roll a natural 20 (the d20 actually showing 20), it’s an automatic hit. Conversely, it’s an automatic miss whenever you roll a natural 1 (d20 showing 1). On an automatic hit you also ―threaten‖ a critical result. Roll the d20 again with all the same modifiers (bonuses and penalties) of the original Maneuver Roll. If this second roll also beats the opponent’s original Maneuver Roll, you score a critical hit. Otherwise, it’s just a normal success. Automatic failure on this confirm roll also indicates a normal success, regardless of modifiers. The benefit of a critical hit is that you get to add one extra die to your damage, e.g., 1d4 becomes 2d4, 2d6 become 3d6, etc. If two or more opposing characters roll an automatic hit, they all roll again to confirm critical. A critical hit always supersedes automatic hits. Should no one roll critical or there are multiple critical rolls again, add up the results individually for the second roll and the highest total wins. On an automatic miss, you also roll another d20 to confirm whether it’s a critical miss. If the second roll does not beat the opponent’s original Maneuver Roll, you have botched the move badly. Otherwise, it’s a normal failure. On a critical miss, you take one extra die of damage from the attack, e.g., 1d6 becomes 2d6, 2d8 become 3d6, etc. You cannot threaten another critical or auto-miss on the second die roll. It is possible, then, to add up to two damage dice for any move: +1d for critical hit, and +1d for opponent’s critical miss. If all participants roll automatic misses, roll to confirm critical miss — an automatic miss will still hit if the opposing roll is a critical miss, and you STILL get the extra die of damage! Should no critical miss be confirmed, nothing happens as all attacks simply whiffed badly. Determine initiative for the following round as described above. On the rare head-to-head critical misses, the characters enact the classic ―double clothesline/bump heads off the rope/collide into each other‖ bit that leaves both down and dazed. They each take 3d6 Fatigue damage, with the wrestler taking the least damage gaining initiative for next round.
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Post by wildknight on May 26, 2014 9:36:20 GMT -5
STUN Some moves can cause the target and even yourself to become stunned. These moves have the ―Stunning‖ modifier. Use a Brawn roll against Difficulty (Df) = damage dealt to see if the victim can resist stun. Stun lasts for just one round unless you auto-failed the Brawn roll, in which case you’re stunned for two rounds, and three rounds on a critical failure. When you’re stunned, you don’t choose a maneuver or attack. For your Maneuver Roll it’s simply a halved d20 roll (round down) and minus any Fatigue penalty you have (i.e., d20/2 – Fatigue penalty). You’re still entitled to all reactionary attribute and opposed rolls while stunned (such as to kick out of pin attempt or resist another stun), and automatic/critical rolls are still in effect, hence you do duck an opponent’s move if the d20 roll is an auto or critical ―hit‖; it’s also considered a successful action so you may gain initiative for the following round.
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Post by wildknight on May 26, 2014 9:36:51 GMT -5
HEAT Heat represents a lot of things, from fan interest to momentum. In a match, every time you deal 10 or more points of damage to an opponent with a move, you gain one Heat. You can have up to 4 Heat maximum at any one time. You must spend a Heat every time to use a finisher, after declaring it as your maneuver but before rolling the die (so it’s spent whether you hit or not). Your threat range for both automatic hit and success increases by one for each Heat you currently have. For example, having one Heat gives you an automatic success range of 19-20, two gives you 18-20, and so on. Any time you spend a Heat, however, the range shrinks by 1 since you don’t have that Heat anymore. Outside a match, you gain one Heat by beating the Difficulty or an opposing skill roll by 10 or more during a ―segment‖, such as doing a single or ―dueling‖ promo.
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Post by wildknight on May 26, 2014 9:42:21 GMT -5
PIN FALL You can try to pin a prone opponent. A wrestler who is lifted or knocked down in the previous round is considered prone until he hits a move (or the opponent tries a move) that does not require the wrestler to be prone, or the opponent fails a move with knockdown or one that requires lifting. You pin a prone opponent by dropping prone yourself and covering him/her in a cross-body position. You do have to hit the (flair/technical-based) Pin Attempt maneuver to initiate a pin fall because it can be preempted by a higher Maneuver Roll and thus does not happen for various reasons (e.g., you take too long to pose, are too exhausted to cover the opponent right away or too close to the ropes… whatever the winner decides in his description). A successful pin attempt immediately triggers a series of three opposed rolls, each representing a pin count (―1… 2…3!‖), between you and the target being pinned. The pin counts are part of the pin attempt action within a round, not spread over three rounds. As the pinning character, you’ll make a Power roll on each pin count, while the opponent tries to oppose it with an attribute roll of his own using either Athleticism (raise shoulder, grab the rope), Flair (pull hair/mask, put foot on rope), or Power (kick out with brute force). The caveat is that he can use an attribute only ONCE per pin attempt. Your opponent must lose all three opposed rolls for you to score a pin and win. If he/she beats you (cannot tie, since you have the initiative for hitting a move) on any of the rolls, the pin is broken. Automatic success/failure applies to pin counts as well. If you roll a critical success while being pinned or the opponent pinning you rolls a critical failure on a pin count, you reverse the pin attempt and can start one of your own immediately. Conversely, if you roll a critical failure under a pin or the opponent pinning you rolls a critical success, you lose the next count automatically without rolling. You can try a d20 + Deception + Flair roll against Df10 to pull the opponent’s tights or use the rope for leverage before the opposed rolls in a pin attempt. Each successful roll reduces the number of pin counts by one, though the opponent always gets at least one chance to break the pin, regardless (so don’t bother with it after a finisher). Any time you fail such a roll, however, the referee catches you, gives you a warning and stops the pin count immediately, thus ending the pin attempt.
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Post by wildknight on May 26, 2014 9:43:05 GMT -5
DISQUALIFICATION In a standard match, any time you roll an automatic hit or do more than 10 points of damage with an illegal maneuver, there’s a chance the referee will disqualify you on the spot and award the victory to your opponent! Each of these infractions is a ―warning.‖ To avoid DQ, you must succeed a roll of Deception + Flair (if you’re lying) or Presence + Brawn (if you’re intimidating the ref) against Difficulty = number of warnings x 5.
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