
1. I'll be happy to do that for you, that's no problem at all.
2. Specialties, yes you got that correct.  You can pick either two minor specialties(example:  Rough(minor), and Lariat (minor), or you could just get one major, like Power(major).
Look at the specialties file I sent to you to see what each specialty does.
3. Don't worry about the Masteries yet, that just shows which ones you can get when have the chance to get a mastery.
4. No problem there, that's good.
5. Okay, the skill maxes tell you the max value you can have in any of those skills.  For instance, 
Punch:a/d:10/5 means that in the Skill "Punch", you may have a max of 10 attack, and 5 defense. You start with 0 in all of the skills.  Now, about the attack and defense, this is sorta tricky, except in Fast Play(which we'll be using for the Hyper Battle Royale, but not for normal matches).  Before you roll your die to attack, you have the choice of assigning your attack points for the skill you are using to modify your die roll, and the damage caused by the attack, if it hits.  So if you have an attack skill of, say 5, in 'Punch'; you could assign 3 to the attack roll and 2 to the damage roll.  So you would have a better chance of hitting your opponent, and a chance to do more damage as well.  Now, defense is pretty much the same, except you want to decrease the damage done, instead of increasing it.
You assign attack points to your attack skills, and defense points to your defense skills.  Your total skill level (attack + defense) determines what kind of moves you can do for that skill.
Now, the s/d, means strength/defense.  That's only used for the Arm, Leg, and Back skills.  Strength is just pure strength, and tells you how many moves you can do.  The defense to those is different from the other skills.  Some moves target parts of the body, and when they do, your defense decreases from those parts of the body, making you more likely to submit.  (example, a Dragon Screw Leg Whip does 0.2 damage to the leg.) To assign strength points you use your attack points.  I know your skill totals will be low at first, but that's really no problem, when you go up a level you gain more.  Unique skills are hard to raise.  You start with very few points, and you gain more very rarely.  But while these skills are the hardest to raise, they are VERY important.  'Escape' is a measure of how well you can escape from holds/joint locks.  'Innovation' is your ability to innovate new moves on the fly.  For instance, if your opponent was running at you in the corner, you might use a drop-toe hold on him to make him hit his head on one of the turnbuckles.  Innovated moves can be hard to hit, and have a negative modifier when you try to use them, normally.  But they can be very devastating.  'Bump' is just a standard defense, it subtracts damage from suplexes, some rough moves, falls, and power moves.   




------Original Message------
From: "T I L T ?" <tilt2000@hotmail.com>
To: psychoti@mail.com
Sent: February 4, 2000 11:38:19 PM GMT
Subject: RPG info


Well,since this is my first time trying an RPG,I don't really 
understand...I'll try to tell you what I think I understand...First
it say attributes,since I have no dice,you will have to do it for 
me...Second : Specialties: (Pick two minor or one major):  Punch 
(minor/major), Suplex (minor/major), Throw (minor),
  Hold (minor), Power (minor/major), Rough (minor), Lariat (minor)
This mean I could pick let's say Rough(minor) and Lariat (minor) or Punch 
(major) major right?
Third :Masteries:   (not available at character generation)
   Power: +1 to Power attack and defense, +2D damage to Power moves, and 
+10% chance to Knock
  Out opponent with Power moves.
I don't really understand what it is...does it mean I start with +1 
power,+2d damage to power moves and 10% chance to knock out??

4:Wrestler advantage and disadvantage : I know what it is..

5:Skill Maxes... this is something I don't understand..

6:
  The Powerhouse starts with 55 attack points, 38 defense points, and 4 
Unique points to distribute
between the appropriate skills, with atleast 1(one) in every slot, excluding 
the Unique skills.  You cannot assign  points to the Unique Weapon skill 
during character generation....
What are the 4 unique points?and what is the unique skill?

7:AP...this must be action points,like punch take some AP,suplexe take AP 
too and all...

8:You may pick 3 Spots, 2 Trademark moves, and 1 Finisher.

in the other message you said 2spots,1 trademark and 1 finisher...I don't 
know how much to pick...

9:The Spots can have no more than  2 AP cost assigned to them.
The Trademark moves can have no more than 6 AP cost assigned to them.
The Finisher must be in a category of a selected specialty, with the 
exceptions of Fly,Bump, and Hold.
The Finisher will do no more than 5D6+25 damage.

this look quite simple,I can't have a finisher that is not in a category of 
selected speciality and trademark move can't be more than 6 ap...

How do I know how much AP take my trademark once I chosed it???

Now,for the special moves:
Spots:I was thinking about something that has to do with throwing the other 
wrestler in the ropes but then I don't know what to do next...
Trademark:What about some kind of atomic drop ?
Finisher:Damn,I wish I could use a big hammer for this one =]I really need 
help here!
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