Post by Reno on Apr 19, 2010 14:33:59 GMT -5
As I mentioned before, there are some tricks that you can do in this game. They're like special abilities: some of them everybody can do, some of them all heels can do, and some of them all faces can do. Here is a list and a brief explanation of how they work:
Everybody:
Big Save - spend 1 Heat after a successful aid another to give an additional +10 bonus on ally's roll to break a submission or pinfall.
Desperation Save - 1/show, make a Reflex save to break a pinfall or submission not involving you (even if you already acted in this round). DC is the pin count roll, or the maneuver check for the submission. If you aren't a legal part of this match, using this trick will result in automatic DQ for the saved Superstar unless the ref is distracted. If you are part of the match, it's an illegal move and you receive a ref warning and must roll vs. DQ.
Not So Fast - 1/round before the ref's countout roll, you can make a DC 15 Intimidate check. If you succeed, the ref's count for the round (normally a 1d6 roll) is halved, minimum 1.
Old Finisher, New Trick - before trying a finisher you can spend one additional Heat to modify it however you want (subject to GM approval).
Steal Finisher - 1/round you can make a Knowledge check and spend 2 Heat to attempt to steal an opponent's finisher. The check is DC 20, and it's a Knowledge check of the maneuver group of that finisher's type. If the check fails you can't do the finisher, but you don't lose the Heat. If you attempt the finisher but fail, you still spend the Heat. If you succeed with the finisher you not only hit it, but you get 50 x your current character level in bonus XP (we might revise this if it becomes abused).
Stick a Fork in it - you can spend 1 extra Heat when performing a finisher to add a +10 pin bonus on the following pin attempt. The opponent can negate this by spending 1 Heat of his own.
Test of Strength - 1/match, you can lock up with your opponent and test your strength against them. You roll a Bluff, Diplomacy, or Intimidate check for your action count (this counts as a power maneuver against your limit, but gains no benefits from talents or feats that affect power maneuvers). If your Strength modifier is more than one higher than your opponent you win this automatically. Otherwise you both start making opposed Strength checks, and the first person to win two in a roll wins. The winner gains initiative, the loser is stunned for 1 round.
Work on a Body Part - You can target a certain body part, such as arm, leg, neck, back, etc. and single it out for extra abuse. You declare the area you're targeting, and take a -2 trick penalty on your maneuver checks aiming at it. Once you hit the target for a number of consecutive rounds equal to his Con modifier +1 (minimum 2 rounds), the penalty changes to a +2 bonus on maneuver tricks for the entire match when you perform moves that target this body part.
Face tricks:
Hot Tag - 1/tag match, you can spend 1 Heat to tag in your partner without having to roll. You must have taken 10 or more damage from a non-finisher in the previous round and not be currently stunned or locked in a submission to use this. Your partner then takes your place immediately, gaining initiative and becoming the legal man in the match, able to act this round. A hot tag also ends a distraction on the ref immediately.
Let's Finish This - 1/show, if your match ends in a DQ you can spend 1 Heat and make a Diplomacy check DC 20 to convince the ref to restart the match. If successful, this counts as a new match for all feats, talents, tricks, and XP points. The opponent can spend 1 Heat to make it an opposed Diplomacy check if he doesn't want to restart the match.
Monster Comeback - You must be at least 5th level to use this trick. 1/match, if you are at or below 1/2 your max Endurance and have less than your opponent, you can declare a Monster Comeback while declaring your action. This lasts a number of rounds equal to your level/3 (minimum 1 round). You instantly gain Heat up to your max, and during the duration of the Monster Comeback your fatigue penalty resets to and remains at 0, and you cannot fumble (skip confirmation rolls on all natural 1's). You can spend 1 Heat to break any one non-finisher pinfall or submission against you, and 2 Heat to break any finisher pinfall or submission. However, when the match ends or when your Monster Comeback runs out, your Heat drops to 0 and your fatigue penalty returns to normal.
Never Surrender - If you are trapped in a submission, before rolling you can add a +1 bonus to your will save vs. submitting for every 1 Endurance you spend (we may have to cap this if it gets ridiculous).
Victory Signal - 1/match, if you choose not to attack a stunned opponent while you're the legal man in a match, gain 1 Heat. You also gain a +1 maneuver bonus per round while the opponent is stunned, if the first move you perform afterward is a finisher.
Heel tricks:
Cheat to Win - 1/match before rolling the die, you can add a +1 bonus to your Hide or Sleight of Hand check for every 1 Endurance you spend.
Desperation Move - your character level/5 times per match (minimum 1), you can seize initiative in a match instantly, even in response to a tie. There can be only one Desperation Move per round, so whoever calls it first uses it.
Grandstand - 1/match if you choose not to attack or pin when an opponent is stunned, gain 1 Heat or steal 1 Heat from him (your choice). You must be the legal in-ring person to use this trick, and are considered "stunned" for the same duration as your opponent while grandstanding.
Show Superiority - 1/match, you can voluntarily break your own pin count on the final count (by pulling up your opponent's shoulder) to gain 1 Heat or steal it from your opponent.
Vicious Streak - 1/round, you can spend 1 Heat to convert your critical hit into a traumatic hit instead (roll for damage rather than doing max, and apply it to Trauma). You still face the usual fines and suspensions when using this trick, unless it's an anything goes match.
The usual fines/suspensions are these: you are fined for a traumatic hit on an opponent when he is at 0 or negative Trauma. It's a base $5,000 fine, plus $500 per Trauma point caused. If you are disqualified or ejected for injuring an opponent this way, you must succeed in a DC 20 Diplomacy check to avoid being suspended for 1d4 weeks as well.
The same applies to striking an unconscious opponent, even if it's not a traumatic hit.
Ref Bump - you must have Savvy Maneuvers Proficiency to use this trick. 1/match, either by making a DC10 Reflex save or by spending 1 Heat before damage is rolled, you can use the ref as a shield to take damage for you. The damage is rolled against the ref, and he must recover as normal (see below). When the ref comes to, you get a warning and must save vs. DQ, but in the meantime the ref is out and you can do all the illegal things you want to.
Refs can take damage either through the Ref Bump trick or by being intentionally targeted for an attack (which nets a warning whether you succeed or fail). A non-Superstar ref always has an action count of 10, and they are automatically knocked down and stunned by an attack. Each round, a downed ref must make a Fort save DC 5+damage dealt to recover (a typical ref has a Con of 10 and no save bonus). Until he passes the save, he remains stunned and cannot officiate in any way.
You can try to revive a downed referee by making an aid another check for his saving throw roll. You can also attempt a Treat Injury check, DC 5+damage dealt. Success makes the referee recover instantly.
Everybody:
Big Save - spend 1 Heat after a successful aid another to give an additional +10 bonus on ally's roll to break a submission or pinfall.
Desperation Save - 1/show, make a Reflex save to break a pinfall or submission not involving you (even if you already acted in this round). DC is the pin count roll, or the maneuver check for the submission. If you aren't a legal part of this match, using this trick will result in automatic DQ for the saved Superstar unless the ref is distracted. If you are part of the match, it's an illegal move and you receive a ref warning and must roll vs. DQ.
Not So Fast - 1/round before the ref's countout roll, you can make a DC 15 Intimidate check. If you succeed, the ref's count for the round (normally a 1d6 roll) is halved, minimum 1.
Old Finisher, New Trick - before trying a finisher you can spend one additional Heat to modify it however you want (subject to GM approval).
Steal Finisher - 1/round you can make a Knowledge check and spend 2 Heat to attempt to steal an opponent's finisher. The check is DC 20, and it's a Knowledge check of the maneuver group of that finisher's type. If the check fails you can't do the finisher, but you don't lose the Heat. If you attempt the finisher but fail, you still spend the Heat. If you succeed with the finisher you not only hit it, but you get 50 x your current character level in bonus XP (we might revise this if it becomes abused).
Stick a Fork in it - you can spend 1 extra Heat when performing a finisher to add a +10 pin bonus on the following pin attempt. The opponent can negate this by spending 1 Heat of his own.
Test of Strength - 1/match, you can lock up with your opponent and test your strength against them. You roll a Bluff, Diplomacy, or Intimidate check for your action count (this counts as a power maneuver against your limit, but gains no benefits from talents or feats that affect power maneuvers). If your Strength modifier is more than one higher than your opponent you win this automatically. Otherwise you both start making opposed Strength checks, and the first person to win two in a roll wins. The winner gains initiative, the loser is stunned for 1 round.
Work on a Body Part - You can target a certain body part, such as arm, leg, neck, back, etc. and single it out for extra abuse. You declare the area you're targeting, and take a -2 trick penalty on your maneuver checks aiming at it. Once you hit the target for a number of consecutive rounds equal to his Con modifier +1 (minimum 2 rounds), the penalty changes to a +2 bonus on maneuver tricks for the entire match when you perform moves that target this body part.
Face tricks:
Hot Tag - 1/tag match, you can spend 1 Heat to tag in your partner without having to roll. You must have taken 10 or more damage from a non-finisher in the previous round and not be currently stunned or locked in a submission to use this. Your partner then takes your place immediately, gaining initiative and becoming the legal man in the match, able to act this round. A hot tag also ends a distraction on the ref immediately.
Let's Finish This - 1/show, if your match ends in a DQ you can spend 1 Heat and make a Diplomacy check DC 20 to convince the ref to restart the match. If successful, this counts as a new match for all feats, talents, tricks, and XP points. The opponent can spend 1 Heat to make it an opposed Diplomacy check if he doesn't want to restart the match.
Monster Comeback - You must be at least 5th level to use this trick. 1/match, if you are at or below 1/2 your max Endurance and have less than your opponent, you can declare a Monster Comeback while declaring your action. This lasts a number of rounds equal to your level/3 (minimum 1 round). You instantly gain Heat up to your max, and during the duration of the Monster Comeback your fatigue penalty resets to and remains at 0, and you cannot fumble (skip confirmation rolls on all natural 1's). You can spend 1 Heat to break any one non-finisher pinfall or submission against you, and 2 Heat to break any finisher pinfall or submission. However, when the match ends or when your Monster Comeback runs out, your Heat drops to 0 and your fatigue penalty returns to normal.
Never Surrender - If you are trapped in a submission, before rolling you can add a +1 bonus to your will save vs. submitting for every 1 Endurance you spend (we may have to cap this if it gets ridiculous).
Victory Signal - 1/match, if you choose not to attack a stunned opponent while you're the legal man in a match, gain 1 Heat. You also gain a +1 maneuver bonus per round while the opponent is stunned, if the first move you perform afterward is a finisher.
Heel tricks:
Cheat to Win - 1/match before rolling the die, you can add a +1 bonus to your Hide or Sleight of Hand check for every 1 Endurance you spend.
Desperation Move - your character level/5 times per match (minimum 1), you can seize initiative in a match instantly, even in response to a tie. There can be only one Desperation Move per round, so whoever calls it first uses it.
Grandstand - 1/match if you choose not to attack or pin when an opponent is stunned, gain 1 Heat or steal 1 Heat from him (your choice). You must be the legal in-ring person to use this trick, and are considered "stunned" for the same duration as your opponent while grandstanding.
Show Superiority - 1/match, you can voluntarily break your own pin count on the final count (by pulling up your opponent's shoulder) to gain 1 Heat or steal it from your opponent.
Vicious Streak - 1/round, you can spend 1 Heat to convert your critical hit into a traumatic hit instead (roll for damage rather than doing max, and apply it to Trauma). You still face the usual fines and suspensions when using this trick, unless it's an anything goes match.
The usual fines/suspensions are these: you are fined for a traumatic hit on an opponent when he is at 0 or negative Trauma. It's a base $5,000 fine, plus $500 per Trauma point caused. If you are disqualified or ejected for injuring an opponent this way, you must succeed in a DC 20 Diplomacy check to avoid being suspended for 1d4 weeks as well.
The same applies to striking an unconscious opponent, even if it's not a traumatic hit.
Ref Bump - you must have Savvy Maneuvers Proficiency to use this trick. 1/match, either by making a DC10 Reflex save or by spending 1 Heat before damage is rolled, you can use the ref as a shield to take damage for you. The damage is rolled against the ref, and he must recover as normal (see below). When the ref comes to, you get a warning and must save vs. DQ, but in the meantime the ref is out and you can do all the illegal things you want to.
Refs can take damage either through the Ref Bump trick or by being intentionally targeted for an attack (which nets a warning whether you succeed or fail). A non-Superstar ref always has an action count of 10, and they are automatically knocked down and stunned by an attack. Each round, a downed ref must make a Fort save DC 5+damage dealt to recover (a typical ref has a Con of 10 and no save bonus). Until he passes the save, he remains stunned and cannot officiate in any way.
You can try to revive a downed referee by making an aid another check for his saving throw roll. You can also attempt a Treat Injury check, DC 5+damage dealt. Success makes the referee recover instantly.