TEXT: Mike Ursu (order #19677083)
  
  WRITTEN BY GABE IVAN
  ILLUSTRATED BY THOM THURMAN 
  EDITED BY CASEY CLARK
  Copyright © 2009 Spartacus Publishing, LLC.  All Rights Reserved.  No portion of this book may be 
  duplicated by any means physical or electronic without the express written consent of the publisher except for 
  review purposes.  
  Spartacus Publishing, LLC • Columbia, MO, USA
  Mike Ursu (order #19677083)
  
  For Dolores
  Her patience and tolerance have always been invaluable
  For more information about Luchador: Way of the Mask and Spartacus Publishing please visit spartacuspublishing.com
  Mike Ursu (order #19677083)
  
  1 INTRO.....................................................................4
  1.1 What You Need To Play .....................................4
  1.2 What is Role-playing 
          / Gaming Tips .....................................................4
  2. CORE MECHANICS (DEG) ....................6
  2.1 Checks ..................................................................6
  2.2 Rating ...............................................................6
  2.3 Level of Difficulty (LOD) ................................6
  2.4 Chance of Success (COS) ..................................6
  2.5 Margin of Success (MOS) .................................6
  Recap ..........................................................................6
  2.6 Degrees of Success ............................................6
  2.7 Types of Checks .................................................7
  2.7.1 Active Check .....................................................7
  2.7.2 Hasty Check .....................................................7
  2.7.3 Free Check .......................................................7
  2.7.4 Opposed Checks ..............................................7
  2.8 Re-rolls ..............................................................7
  2.9 Overcoming .........................................................7
  3. CHARACTER GENERATION ...........8
  3.1 Character Classes .............................................8
  Aerialist ...............................................................8
  Technico .................................................................8
  Gimmico ..................................................................9
  Bruiser..................................................................9
  3.2 Generating Primary Statistics .......................9
  3.2.1 Figured Statistics .........................................10
  3.4 Paint and Finish ..............................................10
  4 STATISTICS ....................................11
  4.1 Primary Statistics ............................................ 11
  4.1.1 Strength (S) ................................................... 11
  4.1.2 Agility (A) ...................................................... 11
  4.1.3 Conditioning (C) ............................................ 11
  4.1.4 Presence (P) .................................................. 11
  4.1.5 Wits (W) ........................................................ 11
  4.1.6 Determination (D) ......................................... 11
  4.2 Statistic Levels ................................................. 11
  4.3 Figured Statistics ............................................ 11
  4.3.1 Initiative ......................................................... 11
  4.3.2 Fatigue ............................................................ 11
  4.3.3 Resilience .......................................................12
  4.34 Vitality ............................................................12
  4.3.5 Wound Levels .................................................12
  Proficiency ...............................................................13
  Expertise ..................................................................13
  Untrained Skill Use ................................................13
  5 SKILLS ...........................................13
  5.1 Combat Skills .....................................................13
  5.1.1 Strike ................................................................13
  5.1.2 Throw  ............................................................14
  5.1.3 Tackle...............................................................14
  5.1.4 Armed .............................................................14
  5.2 Wrestling Skills .............................................14
  5.2.1 Grab ................................................................14
  5.2.2 Hold .................................................................15
  5.2.3 Slam .................................................................15
  5.2.4 Drop ................................................................15
  5.3 Mike Skills .........................................................15
  5.3.1 Promo .............................................................. 16
  5.3.2 Intimidate ...................................................... 17
  5.3.3 Trick ................................................................ 17
  5.3.4 Beg ................................................................. 17
  5.4 Extracurricular Skills ................................... 17
  5.4.1 Languages....................................................... 17
  5.4.2 Crafts ............................................................ 17
  5.4.3 Knowledge .....................................................18
  5.4.4 Pilot ..............................................................18
  Roleplaying a Fight ............................................... 19
  6. COMBAT......................................19
  6.1 Combat Sequence .............................................. 19
  6.1.1 Set the Scene  ................................................ 19
  6.1.2 Initiative ........................................................ 19
  6.1.3 Determine Active Character’s Action ...... 20
  6.1.4 Declare Reactions ....................................... 20
  6.1.5 Resolve Actions ............................................ 20
  6.1.6 Next Active Character ..................................21
  6.1.7 End Turn ..........................................................21
  6.2 The Mechanics of a Beatdown .......................21
  6.2.1 The Attack Check ............................................21
  6.2.2 Taking Damage ...............................................21
  6.2.3 Knockdown/Prone .........................................21
  6.2.4 Stunning .........................................................21
  6.3 Defensive Actions............................................22
  6.3.1 Dodge ..............................................................22
  6.3.2 Block ..............................................................22
  6.3.3 Escape .............................................................22
  6.3.4 Brace .............................................................22
  6.3.5 Stand ..............................................................23
  6.3.6 Evade ..............................................................23
  6.4 Risk ...................................................................23
  6.4.1 Speed ...............................................................23
  6.4.2 Elevation .......................................................23
  6.4.3 Effect of Risk ..............................................23
  6.4.4 Crash and Burn ..........................................23
  6.4.5 Reversal of Fortune....................................23
  6.4.6 Final Risk Rule ........................................... 24
  6.5 Complex Actions ............................................. 24
  6.6 Weapons ...........................................................26
  6.6.1 Sharp Weapons .............................................26
  6.6.2 Difficulty .....................................................26
  6.6.3 Base Damage  ................................................26
  6.6.4 Ranged Weapons ..........................................26
  6.6.5 Weapon Chart ..............................................26
  6.6.6 Improvised Weapons ...................................26
  6.7 Signature Moves ..............................................27
  7 NON-COMBAT ACTIONS ............. 27
  7.1 Healing ..............................................................27
  7.2 Time  ...................................................................27
  7.3 Movement ..........................................................27
  7.3.1 Sprinting ........................................................27
  7.4 Climbing ...........................................................27
  7.5 Exerting ............................................................27
  8 THE WAY OF THE MASK ............28
  8.1 False Masks ..................................................... 28
  8.2 Unmasking ....................................................... 28
  9 HEAT ........................................... 29
  9.1 Gaining Heat .....................................................29
  9.2 Spending Heat ..................................................29
  9.2.1 Shake Off Damage ........................................29
  9.2.2 Regroup .........................................................29
  9.2.3 Save Face/Excel .............................................29
  9.2.4 Focus ..............................................................29
  9.2.5 Punctuate Attack .........................................29
  9.2.6 No Sell ...........................................................29 
  9.2.7 Ignore Pain .................................................. 30
  9.2.8 Beat the Odds ............................................. 30
  9.2.9 Do the Impossible ....................................... 30
  10 FAME .........................................30
  10.1 Fame Level ....................................................... 30
  11 SIGNATURE MOVES .....................31
  11.1 Designing Signature Moves ............................31
  11.2 Cost of Signature Moves ...............................31
  11.3 Successful Signature Move ............................31
  12 PRACTICE MAKES PERFECT ...... 32
  12.1 Gaining Experience .........................................32
  12.1.1 Opposition .....................................................32
  12.1.2 Cleverness ....................................................32
  12.1.3 Role Playing .................................................32
  12.2 Spending Experience ......................................32
  12.2.1 Increasing Statistics...................................33
  12.2.2 Increasing Skills .........................................33
  13 A LUCHADOR’S GUIDE TO ACTION
  AND ADVENTURE ..................... 33
  14 STRANGENESS ...........................34
  14.1 Offensive Strangeness ................................. 34
  14.2 Strange Movement .........................................35
  14.3 Strange Immunity ..........................................35
  14.4 Strangeness Summary ...................................35
  15 IN THIS CORNER: OPPONENTS
  FOR YOUR CAMPAIGN ............ 36
  Citizen ......................................................................36
  Fan, Rabid ................................................................36
  Fan, Cute..................................................................36
  Referee ....................................................................37
  Valet ........................................................................37
  Suit ...........................................................................37
  Suit, Evil ................................................................. 38
  Reporter ................................................................. 38
  Ganger, Impressionable ....................................... 38
  Ganger, Hardened ..................................................39
  Ganger, Enforcer ...................................................39
  Dog ..........................................................................40
  Mercenary ..............................................................40
  Rubber Faced Ghost ..............................................41
  Femme Fatale ...........................................................41
  Mad Scientist ......................................................... 42
  Diabolical Duplicator .......................................... 42
  Rue Morgue Monster ........................................... 43
  Monkey .................................................................... 43
  Orangutan .............................................................. 43
  Chupacabra ............................................................ 43
  Aztec Warrior ......................................................44
  Aztec Mummy ..........................................................45
  Unstoppable Killer .............................................. 47
  The Masked Demon ................................................48
  Zombie, Shambling ................................................ 49
  Zombie, Brain Eater ..............................................50
  Zombie, Voodoo ........................................................51
  Vampire Women ......................................................52
  The Umbral Accord ................................................53
  Umbral Accord, Soldier ...................................53
  Umbral Accord, Enforcer ................................54
  Umbral Accord, Leader ....................................54
  Luchadors ................................................................ 55
  CONTENTS
  Mike Ursu (order #19677083)
  
  4
  Welcome wrestling and gaming fans to this bit of excitement 
  that we call Luchador: Way of the Mask!  This game combines our 
  love of masked wrestling and pulp adventure into one action packed 
  package.  So, what’s the premise?  Simple.  Players take on the roles 
  of luchadors pitting their high-flying talents against international 
  criminals, secret spy enclaves, evil cults, mad scientists, and other 
  luchadors.  Sometimes they will even get to wrestle each other 
  (this is a great way to teach players the rules).  Throughout it all, 
  the characters should embody the flamboyant excitement and code 
  of honor that all luchadors revere.  This is not a game for cautious 
  schemers and meticulous tacticians.  This is a game for swashbuck-
  ling daredevils who know every adventure should end in a free-for-
  all battle royale. 
  1.1 What You Need To Play
  All you need to play Luchador: Way of the Mask is a copy of this 
  fine gamebook, a d20, and a reasonable familiarity with pro-wres-
  tling.  That last item is very important.  Players and GMs alike need 
  to be able to describe action appropriate to the genre.  Other items 
  that may enhance the game include copies of the character sheet, 
  extra dice, scratch paper, and action figures (to demonstrate your 
  character’s moves to the GM). 
  1 INTRO
  Mike Ursu (order #19677083)
  
  5
  1.2 What is Role-playing/ Gaming Tips
  As I’ve told miscellaneous relatives on numerous occasions, 
  role-playing games are like playing pretend when you were a kid, 
  but with less running around and more rules.  The lack of running 
  around is why many gamers aren’t as svelte as we would like, but the 
  presence of rules gets around the ‘you missed me’ arguments.  
  One person, usually the one that bought the rulebook, has the 
  enormous privilege and responsibility of being the game master or 
  GM.  The game master decides what the day’s game will involve.  
  This can be a lot of fun, but don’t let the title go to your head.  You 
  have to come up with events the other players enjoy or nobody will 
  want to play.  The GM sets the scenes, plays the support roles, and 
  arbitrates rules.  
  Setting up the adventure is a fun and challenging task for the 
  GM.  Make sure the key elements of the plot are clear in your mind. 
  Then break down the story into what you see as the main scenes 
  needed to tell the story.  The opening scene is your hook, this is 
  where the player characters enter the story and you need to immedi-
  ately pique their interest.  The sequence from that point on depends 
  on you and your gaming group.  In the beginning, you might stick 
  to simple linear plot advancement with one scene leading directly 
  to the next.  This can get boring quickly, so you will want to develop 
  plots that are more open allowing the players to decide how they 
  want to respond to events.  This requires a little more work, but 
  isn’t as hard as it initially seems.  Figure out what your main scenes 
  are as normal, and insert leads that can take the characters to other 
  scenes. Ideally, there should be a couple of ways to get from one 
  scene to the next.
   You may have to add a few minor scenes for potential investi-
  gation that the players decide to pursue, but such scenes are usually 
  simple to write up and easy to improvise.
  Don’t fret if a scene doesn’t go the way you intended, they rarely 
  will.  When things stray off your intended course, remain calm and 
  consider your options.  First see what the players are thinking of 
  doing.  Don’t be afraid to abandon your original plan if their idea 
  sounds interesting.  If the players get ahead of the plot, let them.  
  Initiative should usually be rewarded.  Even if they take down the 
  head bad guy in the opening scene, the evil plot can continue with 
  the henchmen running the show.  The henchmen might even hatch 
  a scheme to get the boss back.  If the players freeze up, have the bad 
  guys seize the initiative and launch an offensive that has a clear lead 
  to a climactic ending.  Always stop between scenes to see if a new 
  possibility for adventure presents itself.  
  The GM plays the roles of all the non-player characters, which 
  is a fancy way of saying everyone not controlled by a player.  NPCs 
  include the bad guys, their thugs, and the innocent bystanders 
  along the way.  It’s a lot to keep straight.  My best advice is to enjoy 
  the multiple roles, this keeps you from getting too attached to any 
  one character you control.  Remember the other players are the 
  heroes of the story while most of the people you play are support-
  ing characters and opponents that should probably lose in the end.  
  Supporting characters should generally be likable but have some 
  vulnerability that keeps them out of the action.  The player charac-
  ters should like these characters enough to want to help them, but 
  not turn to them for aid.  Support characters have useful informa-
  tion and might be able to lend a hand, but solving the problem falls 
  to the luchadors.  Bad guys run a wide gamut from faceless thugs 
  to charismatic masterminds.  The GM should have fun injecting 
  personality into these characters.  The players will enjoy thwarting 
  a villain worthy of their loathing more than just stomping the bad 
  guy of the week. 
  Arbitrating rules is the final duty of the game master.  Don’t 
  play favorites.  Give everyone a fair shot.  The GM should be fa-
  miliar with the rules to keep things moving.  You might be looking 
  at all of the pages of strange terms in front of you and wondering 
  how you’ll remember everything.  As much as it pains me to say it, 
  the rules are just a tool to maintain game balance and help the GM.  
  Check rules between game sessions, rather than letting the game 
  stop to make sure you’re doing it right.  It’s almost always better to 
  move forward with the game.  
  The other players take on the roles of the main characters.  In 
  the case of this game, they play luchadors.  The player characters, or 
  PCs, are the stars of the story.  The number of players varies, but we 
  recommend 2 to 4, as more than that gets unruly.  The PC group 
  confronts the situations that the GM introduces to the story.  The 
  collective story telling needs to be a collaboration.  If the players 
  don’t get involved, the story will wither and die.  A good gaming 
  group inspires the GM to create exciting scenarios customized to 
  the characters’ interests.
  Because most games have multiple player characters the stories 
  involve an ensemble cast rather than a single hero.  At times, your 
  character may not be in the spotlight.  In these situations, try to be 
  a good supporting character and let the other PC take center stage.  
  If a PC develops a personal feud with a bad guy, let your buddy have 
  the final confrontation while you handle the henchmen.  Provide 
  some cool words of encouragement if you can.  If your character 
  is absent from a scene, be content to be a spectator for a while.  A 
  good GM will make sure you get your time in the spotlight.
  All of the action in a role-playing game takes place in the col-
  lective imaginations of the participants.  Players set around a table 
  and describe their characters’ actions.  While intense scenes may 
  involve standing and posturing for dramatic effect, players don’t ac-
  tually act out the insane stunts of their characters.  Even live action 
  role players (Google it) don’t act out the fight scenes.  Whatever you 
  do, don’t try to power bomb your friends through the gaming table.
  Mike Ursu (order #19677083)
  
  6
  Player characters will engage in a lot of mundane tasks as they 
  navigate their way between action scenes.  Most of the time, the 
  GM can just describe the results in cinematic detail, assuming that 
  the characters can overcome the everyday challenges of life.  Like-
  wise, employing a skill to perform routine functions with no risk 
  can be taken for granted.  Whenever the results of a character’s 
  action are in question, it is time to consult the dice.  In our case one 
  die will suffice.  Each player should have one d20, with extras on 
  hand in case the first starts to get cold.  
  What follows are the nuts and bolts of the DEG system 
  (named after our first game company).  It may seem like a lot of 
  information to learn, but it is really quite simple.  We just name a 
  lot of stuff that most gamers already use in their own house rules.  
  By the time you familiarize yourself with the terms, you will pretty 
  much know how to play the game.  
  2.1 Checks
  Anytime the player rolls a die for the character is referred to 
  as a check.  The die in question is a d20 and the goal is to roll low.  
  The lower the roll, the more successful the action.  Read on to learn 
  more.  A strength check is a roll against the character’s strength rat-
  ing; an agility check is a roll against agility rating, etc.  
  2.2 Rating 
  Rating refers to a character’s score in a given statistic or skill.  
  Higher ratings reflect greater ability, while low ones reveal short-
  comings.  The rating provides the base chance to succeed at a task.  
  In general, ratings in skills are higher than ratings in statistics. 
  2.3 Level of Difficulty (LOD) 
  Obviously, some tasks are harder than others, requiring the 
  GM to assign a level of difficulty to each check.  The level of 
  difficulty should usually fall between 0 and 5.  Routine (but still 
  important) tasks might have a difficulty of 0 while average actions 
  have a 3.  Levels of difficulty higher than 5 are not uncommon, but 
  usually involve extraordinary endeavors and/or adverse conditions.  
  The GM should keep in mind that skills have higher ratings and 
  often endure higher levels of difficulty.  
  Each section provides guidelines for setting the level of diffi-
  culty for the subjects described.  When in doubt, look for something 
  with level in the title.  For example, most combat situations use the 
  opponent’s agility level for difficulty.
  2.4 Chance of Success (COS)
  The chance of success is the number the player needs to roll 
  equal to or under for the character to succeed.  As you may have 
  guessed, the chance of success is the character’s rating minus the 
  level of difficulty.  See how easy that was? 
  2.5 Margin of Success (MOS)
  Sometimes the GM needs to know more than just whether the 
  character succeeds or fails.  The margin of success measures how 
  much the character ‘made it by’.  Rolling exactly equal to the chance 
  of success (COS) yields a margin of success of 0, which still suc-
  ceeds.  Rolling one under the COS means a MOS of 1, and so on.  
  The higher the MOS, the more impressive the results.  See degrees 
  of success below (Section 2.6) to determine how impressive.  
  If the die is higher than the chance of success, then the charac-
  ter failed the task, and the MOS is a negative number.  
  The margin of success often has direct impact on the game, 
  increasing damage in combat or extending influence over NPCs 
  during social interactions.
  Recap
  In summary so far, roll beneath your rating in the skill or stat 
  modified by difficulty.  The more you make the roll by the better.  
  Conversely, the more you miss the roll by, the worse your character 
  fails.  
  Now we add a few extra complications.
  2.6 Degrees of Success
  The margin of success serves as an abstract evaluation of success 
  or failure.  Extremely high or low MOS are worthy of special desig-
  nation.  A MOS of 5 or greater is an exceptional success demanding 
  extra flavor text from the GM describing the action and may grant 
  the character an advantage.  Where an agility check to catch the vial 
  containing the doomsday virus with a simple success is a desperate 
  dive, an exceptional success lets the character roll to his feet with 
  the vial in one hand and a free fist for the bad guys.  Later sections 
  of the book detail specific advantages to exceptional success situa-
  tions.  A success with a MOS of 4 or less is still a success, and often 
  an exciting one, but the situation seems more at risk.  The excep-
  tional success allows the character to make it look easy.
  The other extreme of the spectrum is the disastrous failure.  A 
  simple failure is bad enough, but a disastrous failure means things 
  have actually gotten worse.  A failed check to climb over a fence to 
  escape a pack of rabid attack dogs leaves the character at the dogs’ 
  mercy.  A disastrous failure means the character fell with one leg 
  caught in the fence, leaving him dangling in the tree of woe as the 
  hounds attack.  The GM should be creative, but not crazy, when 
  describing disastrous failures.  
    
  The terms success and failure appear throughout the rule 
  book.  For clarity’s sake, any positive MOS constitutes success.  A 
  MOS of 4 or less is a simple success, while a MOS of 5 or greater 
  is an exceptional success.  Both fall under the umbrella of success.  
  Any negative MOS is a failure.  A simple failure falls between –1 
  and –4.  Disastrous failures begin at –5.  Hopefully this summary 
  appeases any rules-lawyers out there.  Astute readers may note that 
  the range for a simple success is five (MOS 0-4) while the range for 
  simple failure is only four.  Its always easier to fail big than it is to 
  win big.
  Disastrous Failure  MOS –5 or worse.  
  The character failed in a spectacular fashion.
  Simple Failure  MOS –1 to –4. 
  The character failed at the task.
  Simple Success  MOS 0 to 4.  
  The character succeeded at the task.
  Exceptional Success  MOS 5 or better.  
  The character accomplished the task with style.
  2. THE CORE MECHANICS (DEG)
  Mike Ursu (order #19677083)
  
  7
  2.7 Types of Checks
  In addition to knowing which statistic or skill rating to check 
  against, the GM needs to know what type of check to make.  There 
  are three types of checks: active, hasty, and free. 
  2.7.1 Active Check
  An active check takes the character’s action for the turn, and 
  represents a deliberate action.  Active checks use the full MOS for 
  determining results.  If a rule does not specify otherwise, all checks 
  called for default to active checks. 
  2.7.2 Hasty Check
  A hasty check represents a quick or unprepared action.  A char-
  acter would make a hasty check to notice an acquaintance in the 
  crowd while walking down a busy street, but would make an active 
  check if deliberately looking through a crowd for an escaping foe.  
  Add 1 to the normal level of difficulty.  Hasty checks halve the 
  MOS if successful, and double the MOS if unsuccessful.  Any fac-
  tors determined by the MOS use the modified number. 
  2.7.3 Free Check
  A free check uses the full MOS of the roll and does not take up 
  the character’s action.  Free checks are used primarily for initiative 
  and resisting unpleasant effects such as stunning. 
  2.7.4 Opposed Checks
  A single die roll resolves most actions in Luchador: Way of the 
  Mask.  When characters interact, particularly in combat, the resis-
  tance of a defending character adds to the level of difficulty for the 
  active character.  Sometimes the intensity of the situation demands 
  that both players actively strive for victory.  This is called an opposed 
  check.
  When two characters are actively working against each other, 
  both make checks and the margins of success are compared.  The 
  higher MOS controls the situation.  Unfortunately the efforts of 
  the other character reduce the victor’s MOS, subtracting the lower 
  MOS.  Use the net margin of success to determine results.
  If one of the characters in an opposed check fails, the negative 
  MOS does not increase the MOS of the opposing character.  The 
  failed check cannot make the situation worse than if the character 
  did nothing.  If both characters fail their checks, then neither makes 
  any progress towards success and the two remain locked in fruitless 
  struggle.
  An opposed check can involve active or hasty checks.  In fact, 
  one character can be making an active check while the other resists 
  with a hasty check. 
  Eviscerator II and the Red Scorpion lock up for a classic test of 
  strength as a preamble to their match.  Each makes a strength check 
  using the strength level of the other as difficulty.  Red Scorpion rolls a 7 
  on his check with a COS of 8.  He succeeds with a MOS of only 1.  The 
  mighty Eviscerator II rolls an 8 but his COS is 11 so he succeeds by 3.  
  He only nets a MOS of 2 due the Scorpion’s check.  Red Scorpion gets 
  shoved back 2 feet (for the 2 points) and Eviscerator II flexes for the 
  angry crowd. 
  2.8 Re-rolls
  The rules occasionally allow the players a re-roll.  Anytime this 
  happens, the player may choose to ignore the die roll of a check and 
  roll again.  The second roll has the exact same COS as the original.  
  The second roll stands as the official result of the check even if it is 
  worse than the original.  A single check may only be re-rolled once 
  despite the number of special rules allowing the character to re-roll.  
  The one exception to the re-roll restrictions is during character 
  generation, where a player may keep the original roll if it was better 
  than the second roll. 
  2.9 Overcoming
  The term ‘overcome’ appears throughout the rulebook.  It basi-
  cally replaces the phrase ‘equal or exceed’, which I was tired of typ-
  ing.  For example, damage must overcome resilience to inflict injury 
  points to a character.
  Mike Ursu (order #19677083)
  
  8
  Aerialist
  These luchadors takes high risk to new limits, spending more 
  time above the mat than on it.  Speed, agility, and daredevil antics 
  punctuate their performances.  This is the class to choose for players 
  who want to pull extreme stunts and dazzle their opponents.
  An Aerialist may re-roll any agility checks.
  Aerialist Stat-line  
  S8 A14 C11 P11 W11 D11
  Technico
  The Technico is a master of mat wrestling and submission 
  holds.  Grappling, tactical maneuvering, and steely determination 
  characterize the Technico’s battles.  This is the class to choose for 
  players who want to control their opponents from start to finish.
  The Technico may re-roll any wrestling skill checks.
  Technico Stat-line 
  S11 A11 C12 P11 W11 D12
  3. CHARACTER GENERATION
  Now that you’ve trudged through the basic mechanics, let’s get 
  to character creation.  Complete the following steps and you will 
  have a luchador character of your very own.
  1) Choose a class
  2) Generate primary statistics, then calculate secondary statis-
  tics
  3) Spend skillpoints
  4) Paint and finish
  3.1 Character Classes
  The first step is choosing what type of luchador you want 
  to play. You have four options, at least until we get a supplement 
  written.  Each class dictates the starting statistics for your charac-
  ter.  The letters in the abbreviated lines stand for Strength, Agility, 
  Conditioning, Presence, Wits, and Determination
  Mike Ursu (order #19677083)
  
  9
  Gimmico
  Among a calling of masked daredevils in colorful costumes, the 
  Gimmico still stands out as flamboyant.  These luchadors tie their 
  alter egos to a central theme or image, then run with it.  Elaborate 
  masks, flashy posturing, and specialized signature moves herald 
  the Gimmico’s presence.  This is the class for players who want to 
  showboat.
  Gimimcos may re-roll any Presence checks.
  Gimmico Stat-line 
  S11 A11 C11 P12 W12 D11
  Bruiser
  The Bruiser is the rough and tumble brawler of the luchador 
  scene.  Strength, fisticuffs, and a healthy dose of violence serve as 
  the Bruiser’s calling cards.  This is the class for players who want to 
  just mix it up.  
  Bruisers may re-roll any Strength checks.
  Bruiser Stat-line 
  S14 A8 C12 P11 W8 D10
  3.2 Generating Primary Statistics
  The six attributes constitute the primary statistics in Luchador: 
  Way of the Mask.  They are also explained in greater detail in Section 
  4 Statistics.  We could have put them right here, but then you would 
  have character creation and strength check rules all mixed together.  
  Trust me, it’s better this way.
  ‘How do I get statistics for my very own character’, you may be 
  wondering.  Well, wait no more because here we go.  
  A character has a basic stat-line determined by class (see Section 
  3.1).  This assures that the character has at least decent ratings in the 
  areas the class specializes in, as well as some liabilities common to 
  the type of luchador.  Don’t record these numbers on your character 
  sheet just yet.  
  Each character gets to adjust the given statistics with a series 
  of checks against a rating of 11.  Roll one check for each primary 
  statistic.  If the check is successful, add the margin of success to the 
  rating of that statistic!  However, if the check fails, that statistic is 
  going down.  Reduce the rating by 1 for a simple failure, and by 
  2 for a disastrous failure.  After making a check for each of the 6 
  primary statistics, the player may choose to re-roll 1 check.  Use the 
  higher MOS between the two attempts.  
  You have one last safety net in place.  If a check for generating 
  statistics fails, but does not roll higher than the base stat-line for the 
  class, then the rating does not drop!  This means that a class’s best 
  statistic is less likely to lower.  Rare is the bruiser that won’t enjoy a 
  strength of at least 14.
  When all is said and done, your new character should have 
  statistics no more than 2 below the baseline for the class, and as 
  much as 10 points above.  Now write down the final ratings for your 
  character, and begin working out the levels and figured statistics.
  Rita wants to roll up an aerialist.  She rolls a 10 for S, 13 for A, 
  8 for C, 6 for P, 11 for W, and a 19 for D on her statistic generation 
  checks.  She can re-roll one statistic.  The 13 is in agility which fails the 
  check, but falls under the 14 of the aerialist’s base stat-line.  She decides 
  to take the base 14 agility, and tries to save her determination instead.  
  She rolls a 9, which is a vast improvement.  
  Rita’s final margins of success are 1 for strength, 0 for agility, 3 
  for conditioning, 5 for presence, 0 for wits, and 2 for determination.  
  Adding these bonuses to the base stat-line yields the following statistics: 
  S 9 A14 C14 P16 W11 D13.  She was hoping for more agility, but 
  is pleasantly surprised with the high presence.  She decides that King 
  Phoenix is a fitting name for her flashy high-flyer. 
  Mike Ursu (order #19677083)
  
  10
  3.2.1 Figured Statistics
  The second half of the generating statistics step involves cal-
  culating your character’s statistic levels and figured statistics.  Don’t 
  worry, it’s easy.  
  Each statistic has a rating (which you’ve already generated) and 
  a level.  The level is the rating divided by 3, dropping any remainder.  
  Statistic levels serve a number of purposes as described in Section 
  4.  You really should have read the whole book before generating 
  characters.  
  The character still has four more statistics to fill in before you 
  can move on to step 3.  The last four statistics are Initiative, Fatigue, 
  Resilience, and Vitality.  As you may have guessed, Section 4 pro-
  vides greater detail on these statistics.  For now, all you need is the 
  formulae for generating your character.
  Initiative is 10 plus Agility level and Wits level.
  Fatigue is the sum of Conditioning level  
  and Determination level.
  Resilience is the sum of Strength level  
  and Conditioning level.
  Vitality is 5 times the character’s Resilience.
  You may be looking at your character sheet wondering about 
  the Heat and Fame Section.  Sadly, your character starts out as an 
  unknown with neither heat nor fame to speak of.  Cheer up!  Your 
  career of action and adventure is just starting, and a single session of 
  Luchador: Way of the Mask can send both scores soaring.
  Rita plugs in King Phoenix’s statistics to calculate figured statis-
  tics.  His initiative is 10 + 4 (for A-level) and 3 (for W-level), giving 
  him a 17.  His fatigue is 4 (for C-level) plus 4 (for D-level) for a total 
  of 8.  He adds 3 (for S-level) and 4 (for C-level) to get a 7 resilience.  
  His vitality is 5 times the resilience of 7 for a total of 35.  The King 
  isn’t particularly fast by aerialist standards, but is pretty tough.  She 
  figures that King Phoenix is a little beefier than most of the high-flyers 
  out there and was lured into the class out of a desire to execute the 
  pulse-pounding high-risk moves. 
  3.3 Skills and Skillpoints
  The next step is picking skills for your character.  Perusing the 
  skills in Section 5 will give you a better idea of what options best fit 
  your character.  
  Each starting character has 15 skillpoints to purchase skills.  
  Those characters that did not score well in statistic generation can 
  earn extra skillpoints.  They had to train harder since they were 
  not as naturally gifted as the guys with hot dice.  Add together the 
  MOS for all the statistic generation checks for the character.  If the 
  total is 5 or less, then the character gets 10 extra skillpoints.  Every 
  point above 5 subtracts one from the bonus skillpoints.  If your total 
  is 15 then you get no extra skillpoints.  Quit your whining, your 
  statistics rock!
  A mere three points buy the character proficiency in a new skill. 
  All luchadors start with proficiency in all combat, and wrestling 
  skills.  New guys, like starting PCs, may not have mastered mike 
  skills yet.  Skillpoints can also raise a character’s rating in a skill 
  through expertise, as detailed in Section 5.  Note that the highest 
  level of expertise attainable in any skill is equal to the determination 
  level of the character. 
  King Phoenix is looking for some skills.  The total MOS for sta-
  tistic generation is 11, exceeding the 5 point limit by 6.  King Phoenix 
  only gets to add 4 bonus skillpoints to the guaranteed 15.  Rita carries 
  those 19 points over to Section 5 to buy some skills.  See you there! 
  3.4 Paint and Finish
  OK, you don’t actually get to paint anything.  You can if you 
  want, but it’s not really required.  Although, if anyone out there 
  knows where we can get our hands on some luchador minis, drop us 
  an e-mail.  
  The final and most important step in character generation 
  has nothing to do with numbers and dice.  Bring your character to 
  life.  Your character needs a name and a look that lets everyone at 
  the gaming table visualize your larger-than-life persona in glow-
  ing detail.  ‘Louie the luchador’ just isn’t going to cut it.  If you can’t 
  pump some adrenaline into the character at this point, then you are 
  playing the wrong game!
  What does the character’s mask look like, and what meaning 
  does it hold?  Even if you are not artistically inclined enough to 
  draw the character, take a shot at designing the mask.  A luchador’s 
  mask is central to the character and acts as the face that others have 
  to deal with during action scenes.  
  In addition to the mask, how does the character dress both in 
  and out of the ring?  Do you embrace the classic style of the suit 
  and mask, or adopt the apparel of a sub-culture more attuned to 
  your persona?  Does the character wear the full tights and ring robe 
  ensemble at all times?  
  Think about how the character talks and acts.  What is the 
  character’s ring entrance like?  Do you have a catch phrase in mind?  
  All of these questions can help you flesh out your character.  Just 
  remember that if you don’t care about your character then nobody 
  else is likely to either.
  Rita looks back over the statistics of King Phoenix and decides 
  that he was torn between aerialist and gimico classes when he became 
  a luchador.  After a futile attempt to convince the GM to let her dual 
  class (No Chance), she starts working on his mask and costume.  King 
  Phoenix has a firebird motif and wears fringe under his arms to 
  simulate wings.  She draws him posing atop the top turnbuckle with a 
  flourish of his arms before taking flight for the phoenix dive.  His high 
  conditioning and resilience (for an aerialist) will hopefully help him 
  rise from the ashes when he misses. 
  Mike Ursu (order #19677083)
  
  11
  A character in Luchador: Way of the Mask has 6 primary statis-
  tics (Strength, Agility, Conditioning, Presence, Wits, and Determi-
  nation), and 4 figured statistics (Initiative, Resilience, Fatigue, and 
  Vitality). 
  4.1 Primary Statistics
  The primary statistics define the raw abilities of a character.  
  The rulebook often refers to primary statistic checks simply by an 
  initial.  For example, a D-check is a determination check.  See Sec-
  tion 3.2 for generating statistics.  
  4.1.1 Strength (S)
  This statistic represents the explosive physical power of the 
  character.  Make strength checks to lift, move, and overpower 
  obstacles.  The difficulty is the S-level of your opponent when acting 
  against another character.  Inanimate objects add difficulty by mass 
  and stability.  Roughly human sized objects present a difficulty of 
  2 to 3.  The GM can use a rough 100 pounds per point of difficulty 
  as a guideline.  Increase difficulty for poor leverage or handholds.  
  Strength also keeps the character from getting knocked down (see 
  Section 6.2.3) or thrown about by opponents. 
  A character’s strength level adds to the base damage of melee 
  attacks. Characters with high strength can inflict a lot of damage 
  quickly.
  4.1.2 Agility (A)
  This statistic represents the grace and coordination of the char-
  acter.  Make agility checks to catch thrown objects, avoid attacks, 
  and move quickly.  Characters with high agility have an advantage 
  in setting up high risk moves as described in Section 6.4.  Addition-
  ally agility governs many skills including combat skills.  Agility 
  checks allow characters to dodge attacks as described in Section 
  6.3.1.  
  A character’s agility level acts as difficulty for opponents in 
  combat.  
  4.1.3 Conditioning (C)
  This statistic represents the stamina and endurance of the char-
  acter.  Make conditioning checks to exert for strength as detailed in 
  Section 7.5, or any other exertion the GM deigns appropriate.  Con-
  ditioning factors into fatigue and resilience, making the character 
  tough to deal with.  Characters with high conditioning can shake 
  off and endure more injury than others.  Conditioning affects heal-
  ing rates as detailed in Section 7.1.  
  A character’s conditioning level reduces the damage taken from 
  attacks.
  4.1.4 Presence (P)
  This statistic represents the charisma and raw chutzpa of the 
  character.  Make presence checks to make an impression and gener-
  ally draw attention.  Characters with high presence ratings have an 
  advantage in using signature moves and generating heat (see Section 
  8).  Presence governs most of the mike skill, allowing the character 
  to influence others in a number of ways. 
  A character’s presence level modifies most social interactions.
  4.1.5 Wits (W)
  This statistic represents the awareness and cunning of the 
  character.  Make wits checks to resist being tricked or to get your 
  bearings in a situation.  Hasty wits checks allow characters to notice 
  action in their periphery, while active wits checks serve to scrutinize 
  areas.  Difficulty depends on how well the subject in question blends 
  into the surrounding.  Spotting another luchador in a crowd is very 
  easy, usually LOD of 0.  Noticing a skilled pickpocket in a crowd 
  could have a difficulty of 5 or more depending on the gathering.
  A character’s wits level modifies opponents’ attempts to deceive.
  4.1.6 Determination (D)
  This statistic represents the willpower and sense of purpose of 
  the character.  Make determination checks to resist pain, stunning, 
  and influence.  Focusing through the effects of stunning is the most 
  common use of determination checks (see Section 6.2.4). Fighting 
  through the pain of a hold or other suffering also requires a deter-
  mination check (see Section 5.2.2).  Most rolls against determination 
  are free checks.
  A character’s determination level limits the level of expertise 
  available in any skill.
  4.2 Statistic Levels
  Each primary statistic has a rating and a level.  As discussed in 
  Section 2, rating in a statistic acts as the base chance of success for 
  checks and is the general measure of the statistic.  The level acts as 
  the LOD for opponents attempting checks against the character.  
  Occasionally, statistic levels have other uses.  A character’s strength 
  level adds to damage in combat, while conditioning level reduces 
  the amount of damage taken from every blow.  Divide the rating by 
  3 (dropping any remainder) to generate the statistic level.  The rules 
  often abbreviate statistic levels to an initial and level, such as S-level 
  for strength level.
  4.3 Figured Statistics
  Some situations call upon more than one of the primary statis-
  tics to determine the outcome.  The 4 figured statistics represent the 
  most common pairings of primary statistics.  Each entry describes 
  when and how to use them.  A character’s vitality is broken into 
  wound levels, which are also covered in this section.  Many of the 
  figured statistics play vital roles in combat, and are thus described 
  further in Section 6. 
  4.3.1 Initiative
  Characters make initiative checks every turn to determine 
  order of action, as described in Section 6.1.  The level of difficulty 
  for initiative checks starts at 0 modified by the wound level of the 
  character.  Generally speaking, a high rating in initiative will help 
  the character get the drop on opponents.  
  Add the character’s Agility Level and Wits Level to 10 to get 
  the Initiative Rating.
  4.3.2 Fatigue
  Fatigue determines how long a character can remain active 
  before succumbing to exhaustion.  Fatigue acts as a reservoir rather 
  than a rating.  Specified actions cost fatigue from the reservoir, as 
  4 STATISTICS
  Mike Ursu (order #19677083)
  
  12
  detailed below.  When the reservoir is empty, the character is fa-
  tigued.  A fatigued character adds +1 to the level of difficulty of any 
  checks and further expenditures of fatigue cost 2 vitality instead.  A 
  turn of inactivity allows the character to replenish the fatigue reser-
  voir back to full.  A character cannot recover fatigue while in a grab.
  Every turn of action costs 1 fatigue.  For this purpose ac-
  tion involves making a check against any of the physical statistics 
  (strength, agility, or conditioning) or a skill governed by a physical 
  statistic.  Taking a reaction costs 1 fatigue (see Section 6.1.4), as does 
  exerting for strength.  
  Add the character’s Conditioning Level and Determination 
  Level to find Fatigue.
  4.3.3 Resilience
  Resilience measures how much of a beating the character 
  can take before dropping to the next wound level.  Resilience also 
  determines how much abuse the luchador can take before suffering 
  injury or getting stunned.  This statistic serves as a reservoir rather 
  than a rating, and players do not make checks against resilience.
  A character’s Resilience is equal to the sum of the Strength 
  Level and Conditioning Level.
  4.34 Vitality
  Whenever characters take damage, and they will, that damage 
  depletes their vitality.  This statistic serves as a reservoir rather than 
  a rating, and players do not make checks against vitality.  A char-
  acter with no vitality left cannot take any action other than try to 
  recover.  Refer to the Combat Section (6) for more details.  
  Vitality is 5 times the character’s Resilience.
  4.3.5 Wound Levels
  Wound levels mark the detrimental effects of vitality loss 
  on a luchador.  Characters have 5 wound levels corresponding to 
  the 5 multiples of resilience that constitute vitality.  The first level 
  represents inconsequential injury that does not impede the luchador.  
  This level is called unharmed and applies no modifier (or 0) to the 
  level of difficulty for checks.  As soon as a character takes even 1 
  point of vitality loss into the bruised level 1, a +1 modifier applies to 
  all checks.  This pattern continues throughout the remaining wound 
  levels.  
  Wound levels also dictate what sort of reaction the character 
  can take (as described in Section 6.2.3) and how hard it is to rise from 
  a prone state (6.1.4). 
  King Phoenix has a resilience of 7 and 35 vitality.  If he loses 5 
  vitality to a sneak attack, he does not face a penalty to checks because he 
  is still on the unharmed wound level.  On the next turn he loses 4 more 
  vitality for a total of 9 lost.  This puts him on the bruised wound level 
  1 with a +1 LOD to all checks.
  Wound Level 
  LOD
  Reaction
  Rise
  Unharmed
  0
  Counterattack
  No Check
  Bruised
  1
  Counterattack
  A-check
  Battered
  2
  Defensive Action
  A-check
  Broken
  3
  Defensive Action
  Full Action
  Beaten
  4
  None
  Full Action
  Mike Ursu (order #19677083)
  
  13
  Skills fall into one of four categories.  Combat skills govern 
  fighting moves that are not strictly speaking wrestling, but come up 
  frequently in matches.  Wrestling skills govern the actual grap-
  pling and holds that put the wrestling in pro-wrestling.  Mike skills 
  (named for microphone use between matches) govern the ability to 
  manipulate the crowd and your opponents.  They would probably be 
  called social skills outside of a wrestling context.  The last category 
  is for anything that does not have direct application in a wrestling 
  match, and therefore holds little importance.  The character must 
  specify each skill in the extracurricular category at the time of 
  purchase. 
  Proficiency
  All Luchadors possess basic proficiency with skills in the first 
  two categories (Combat and Wrestling).  A character must purchase 
  proficiency in any mike or extracurricular skills desired at the cost of 
  3 skillpoints (or XP).  Proficiency grants the character a rating of 10 
  plus half (round down) the rating of the governing statistic. 
  Expertise
  Characters may increase their rating in any skill by spending 
  more skillpoints (or XP) on levels of expertise.  Adding 1 to the 
  rating cost 1 point.  Adding 2 costs 2 more points, for a total of 3.  
  Adding 3 costs 3 more for a total of 6, and so on.  Keeping track of 
  your character’s expertise in a skill simplifies character advancement 
  through experience points.  If you adjust the statistic that governs 
  the skill, you won’t have to recalculate the rating.  The level of ex-
  pertise also comes up in some combat situations.  Characters cannot 
  raise the level of expertise in any skill higher than their determina-
  tion level.  It takes a lot of discipline to truly master a skill.
  Expertise
  Total Cost
  +1
  1
  +2
  3
  +3
  6
  +4
  10
  +5
  15
  Untrained Skill Use
  At times, characters will attempt to use skills without the nec-
  essary proficiency.  Despite having absolutely no training or experi-
  ence that would make them think they should be successful, they 
  will declare their intent with die in hand and await your declaration 
  for their chance of success.  The GM is always free to simply rule 
  that the character cannot attempt the action, but where is the fun in 
  that?  
  If the GM feels that the character should have a chance, then 
  allow the character to make a hasty check (see Section 2.7) against 
  the statistic that governs the skill in question.  The action still takes 
  the character’s full attention and precludes any active check for the 
  turn.  If a situation occurs that would require a proficient character 
  to make a hasty check, then the untrained character receives no 
  chance and simply fails (or disastrously fails at the discretion of the 
  GM).  This rule may seem harsh, but the character really should 
  feel fortunate to have a chance in the first place.  Perhaps its time to 
  consider investing in a new skill?  
  Now it’s time for the exciting conclusion of the birth of King 
  Phoenix.  As you may recall from last episode, Rita has 19 skillpoints 
  to fill out the King’s skills. The character has a D-level of 4, setting the 
  maximum level of expertise.  Rita reads through the skills to see what 
  her character needs to fulfill his glorious destiny.  The first skill to jump 
  out to her is tackle, so she goes for 3 levels of expertise for 6 skillpoints.  
  Agility governs tackle, so King Phoenix starts with a rating of 17 
  and ends up at 20 after adding 3 levels.  King Phoenix is a wannabe 
  gimico, so mike skills are important.  Trick and beg seem beneath him, 
  but promo and intimidate are right up his alley.  She spends 3 skill-
  points in each to gain proficiency.  She spends 3 additional skillpoints 
  in each for 2 levels of expertise apiece.  Based off his 16 presence, he 
  gains ratings of 20 in each.  Rita has 1 skillpoint left.  She buys 1 level 
  of expertise in strike since it plays into lots of situations.  
  Rita planned for her character to have a dream of traveling to 
  Japan to prove himself in their arenas.  King Phoenix studies Japanese 
  in preparation for his eventual trip (possibly in our first supplement: 
  Painted Honor).  She decides to shave 3 points off of her expendi-
  tures to buy the language skill, Japanese.  She drops the third level of 
  expertise off tackle, leaving King Phoenix a final rating of 19.  She 
  then applies the 3 points she got back to purchasing the extracurricular 
  language skill: Japanese.  Language skills are governed by wits, so 
  King Phoenix has a rating of 15 in the new skill.  
  Now that you have King Phoenix’s entire character, watch for 
  him to appear in examples throughout the book.
  5.1 Combat Skills
  The combat skill group contains all of the non-wrestling fight-
  ing techniques your character needs to pound an opponent into 
  paste.  It should go without saying at this point that more informa-
  tion about combat can be found in Section 6.  Each skill represents a 
  type of attack.  The starting level of difficulty for combat skills is the 
  agility level of the target. 
  5.1.1 Strike
  Strikes include punches, kicks, headbutts, and any other swift 
  blows to an enemy’s anatomy.  While these are the simplest of com-
  bat options, they remain very effective.  The strike skill also allows a 
  character to block attacks as detailed in Section 6.3.2.  
  The base damage for a strike is 2 plus the strength level of the 
  attacker. A successful strike check adds the margin of success to the 
  damage dealt, up to double the base damage.  An exceptional suc-
  cess threatens to stun the opponent.  
  Agility governs strike.
  Eviscerator II is in a brawl with the Red Scorpion.  E II wins 
  initiative and goes for a quick boot to the gut of his crimson foe.  The 
  GM rules this a strike. Eviscerator II has a strike skill of 16 with a 
  difficulty of 4 due to the Red Scorpion’s A-level.  The COS is 12.  E 
  II rolls a 2 for a MOS of 10.  The base damage for the strike is 2 plus 
  5 for the S-level of Eviscerator II for 7.  The lucky roll can only add 
  a maximum of 7 to the damage, which still hits Red Scorpion for 14!  
  The check is also an exceptional success, so the Scorpion is in danger of 
  being stunned.
  5 SKILLS
  Mike Ursu (order #19677083)
  
  14
  5.1.2 Throw 
  The throw skill allows a character to trip, legsweep, or toss an 
  opponent.  All attacks that redirect an enemy’s velocity into a brutal 
  faceplant are throws.  While slightly less direct than a strike, throws 
  disorient opponents and leave them prone as a set up for further 
  violence.  
  The target of a throw gets a free strength check to oppose 
  the throw check, with the strength and risk levels of the attacker 
  as difficulty.  If the target prevails in the opposed check, then the 
  attacker’s activation ends.  If the target nets an exceptional success, 
  then the thrower loses agility level against attacks from the target 
  character until the next activation.  
  The base damage for a throw is the strength level of the at-
  tacker.  A successful check adds half the MOS to the damage dealt, 
  up to double the base damage.  An exceptional success threatens 
  to stun the opponent.  The target of a successful throw is knocked 
  prone and faces a penalty to initiative equal the MOS of the throw.  
  See Section 6.1.2 for the impact of a throw on initiative.
  Agility governs throw.
  Red Scorpion needs to get the big man off his feet.  He drops down 
  for a quick legsweeep.  The GM calls for a check against Scorpion’s 
  throw skill of 18.  He faces a LOD of 4, 3 from Eviscerator II’s A-level 
  and 1 from wound level.  He rolls an 8, earning a MOS 6. Eviscera-
  tor II gets a free strength check to oppose.  His strength is 15 with a 
  difficulty of 4 for the Scorpion’s s-level.  He only gets a MOS of 1, so 
  Red Scorpion ends up with a net MOS 5.  The throw deals 4 damage 
  for Red Scorpion’s S-level and 2 from half the net MOS, for a total of 
  6.  The damage isn’t enough to make a big dent in Eviscerator II, but 
  he is prone and faces a LOD of 5 for his initiative check.
  5.1.3 Tackle
  Employing the tackle skill involves hurling your own body into 
  an opponent for devastating impact.  Running shoulder blocks, frog 
  splashes, and missile drop kicks all fall into this category.  Tackles 
  deliver more force than strikes, but at greater risk.  
  A tackle must attach at least one level of risk (see Section 6.4).  
  The base damage for a tackle is 3 plus the strength level of the 
  attacker.  A successful tackle check adds the MOS to the damage 
  dealt, up to double the base damage.  An exceptional success threat-
  ens to stun the opponent.  A tackle only needs to overcome half the 
  target’s strength rating to achieve knockdown.  See Section 6.2.3 for 
  more information on knockdown. 
  Agility governs tackle.
  5.1.4 Armed
  Armed combat includes hitting opponents with everything 
  from steel chairs to trashcans.  In some cases, exotic weapons like 
  fencing swords and chainsaws (for zombie disposal) come into play.  
  All of these weapons, and any other that the GM may throw at you, 
  fall into the armed skill.  The same skill allows a character to block 
  incoming weapon attacks.  
  Some weapons, particularly those not originally intended to be 
  weapons, add to the level of difficulty for an armed attack.  See the 
  weapon list in Section 6.6.5 for more details.
  The base damage for an armed attack is the strength level of the 
  attacker plus the damage of the weapon.  A successful armed check 
  adds the MOS to the damage dealt, up to double the base damage.  
  An exceptional success threatens to stun the opponent. 
  A luchador cannot gain heat from an attack made with a weap-
  on unless the opponent used a weapon first.  A luchador is supposed 
  to be able to handle a fight without the need for toys.
  Agility governs armed.
  5.2 Wrestling Skills
  The wrestling skill group allows a character to grapple oppo-
  nents, control their movements, and twist them into knots.  Aside 
  from the grab skill, all of the skills in this group require some set up.  
  Usually that set up comes from the grab skill, or a combination of 
  grab and other checks.  All of the fine points of combining multiple 
  checks into a successful wrestling action appear in Section 6.5. 
  Mike Ursu (order #19677083)
  
  15
  5.2.1 Grab
  As stated above, grab is the basic skill of the wrestling group.  
  This skill lets a luchador get a grip on an opponent, allowing the 
  grabber to restrain or set up for another wrestling move.  The same 
  skill allows a character to escape from a grab, as detailed in Section 
  6.3.3.  
  The level of difficulty for a grab check is the agility level of the 
  target.  The player should keep track of the MOS of the grab check 
  as it remains in effect until the targeted character escapes, or the at-
  tacking character releases the grab.  The attacker may adjust the grab 
  by making a new grab check on the next turn to try and get a better 
  MOS, but runs the danger of failing or rolling worse.  The target 
  cannot apply A-level for resisting the new grab attempt.  
  A successful grab prevents the target from moving away from 
  the grabber.  The target may still attempt strikes at the grabber, or 
  any other characters that the GM determines are within reach, but 
  adds half the MOS of the grab to the LOD.  Attempts to escape 
  from the grab do not face this penalty.  The grabbed character can-
  not move to generate risk, but may take advantage of risk other 
  characters generate.  
  Neither the grabbed character nor the grabber can apply agility 
  levels against incoming attacks from other characters. The grabber 
  applies A-level against attacks from the grabbed character.  The 
  grabber cannot attempt any defensive action while maintaining the 
  grab.  The grabbed character cannot attempt any defensive action 
  other than escape.  Both characters are setting ducks for opportu-
  nistic third parties. 
  Grabs inflict no damage.  The grabber can progress into other 
  wrestling skill moves on the next turn as long as the target does not 
  escape.  An exceptional success allows the grabber to immediately 
  advance into other moves as detailed in the complex action rules in 
  Section 6.5.  The grabber can execute a takedown, forcing the target 
  prone with a strength check using the target’s S-level as difficulty.  
  Agility governs grab.
  5.2.2 Hold
  The hold skill allows a luchador to wrench an opponent’s body 
  in a manner so painful that it destroys the will to fight.  The arm bar, 
  full nelson, and figure-four leg-lock are just a few examples of the 
  excruciating submission holds available to a luchador.  
  A character must first grab an enemy before executing a hold.  
  All rules for grab remain in effect against the target during a hold.  
  The MOS from the grab check stands unless the attacker abandons 
  the hold.  If the target escapes from the grab, then the hold ends as 
  well.  
  The difficulty for a hold is the strength level of the target.  The 
  base damage for a hold starts at the strength level of the attacker 
  and increases by 1 for every turn maintained up to double its origi-
  nal value.  A successful check adds half the MOS to the damage 
  dealt, up to double the current base damage.  A new hold check 
  must be made every turn that the hold is maintained.  Damage from 
  a hold only needs to overcome half the target’s resilience to inflict 
  injury points.  Holds cannot attach risk.  
  A few turns in a hold can leave even a luchador crying ‘uncle’.  
  On any turn that a hold inflicts injury, the target must make a free 
  determination check using the attacker’s expertise level as difficulty.  
  A failed check causes the character to surrender.  This can cost a 
  character the match.  A character that surrenders outside of the 
  ring will not resume hostilities as long as the conquering luchador 
  remains vigilant.  A disastrous failure destroys the character’s will to 
  fight, removing the need for vigilance.  An exceptional success steels 
  the character’s will, removing the need for further determination 
  checks.  A hold executed from a new grab check ends the excep-
  tional success protection.  
  Strength governs hold.
  5.2.3 Slam
  The slam skill contains the most devastating moves in the 
  wrestling skill group.  The power bomb, gorilla slam, and all variants 
  of the suplex fall under the auspices of the slam skill.  Slams involve 
  lifting opponents and driving them down into the ground.  
  The luchador must first grab, and lift an enemy before complet-
  ing a slam.  After executing a grab (see Section 5.21) the luchador 
  needs to lift the target by making a strength check with the oppo-
  nent’s S-level as difficulty.  A successful check elevates the target for 
  the next step.  All rules for grab remain in effect against the target 
  during the lift.  If the target escapes from the grab, then the lift ends 
  as well.  
  The difficulty for a slam is the strength level of the target.  The 
  base damage of a slam is 4 plus the strength level.  A successful 
  check adds the MOS to the damage dealt, up to double the base 
  damage.  An exceptional success threatens to stun the opponent.  
  The target of a successful slam is prone.  
  The slammer can add risk to the slam by falling prone with 
  the target.  This requires an agility check to maintain control while 
  executing the slam and adds an additional step.  See risk in Section 
  6.4 and complex actions in 6.5 for more details.
  Strength governs slam.
  5.2.4 Drop
  A drop involves grabbing an opponent, and dropping down so 
  your body weight jerks your enemy violently down into a shoulder, 
  knee, or other appendage.  The result is a quick fall and jarring stop.  
  The ddt, bulldog, and stunner are all examples of a drop.  These 
  moves differ from throws in that the attacker’s falling body provides 
  most of the damage.  They differ from slams in that the attacker 
  does not lift the target, making the drop a faster move.  
  The character must grab the target before executing a drop.  
  The difficulty for a drop is the strength level of the target.  The base 
  damage for a drop is 3 plus the strength level of the attacker.  A 
  successful check adds the MOS to the damage dealt, up to double 
  the base damage.  An exceptional success threatens to stun the op-
  ponent.  The attacker ends the move prone.  A drop only needs to 
  overcome half the target’s strength rating to achieve knockdown.  
  See Section 6.2.3 for more information on knockdown.
  Agility governs drop.
  Mike Ursu (order #19677083)
  
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  5.3 Mike Skills
  Mike skills govern attempts to influence other characters, 
  mostly NPCs.  The ability to interact with characters is the corner-
  stone of roleplaying games, and one of the traits that elevate them 
  over even the most exciting of video games.  Unfortunately, mediat-
  ing social interaction is also one of the most challenging tasks of the 
  GM.  Review the following 4 skills and determine which is most 
  appropriate for what the character is attempting.  Each of the mike 
  skills has a social and a combat use.  
  The social use is admittedly very subjective.  The GM should be 
  firm but fair when applying the results of the skills.  Consider what 
  the character is trying to accomplish, and the attitude of the NPCs 
  involved.  Set the difficulty based on how reasonable the situation 
  seems, particularly to any named NPCs being influenced.  The level 
  of difficulty in social interactions should fall between 0 and 5 for 
  most reasonable situations.  Remember that lackluster descriptions 
  by the player merit an additional 1 to 2 points of difficulty, or no 
  check at all if the player can’t come up with anything appropriate. 
  LOD
  Suggestion
  0
  Getting characters to take ac-
  tions they were probably going 
  to do anyway.
  +1
  Suggesting a reasonable and (ap-
  parently) beneficial action
  +2
  Suggesting a reasonable action 
  with a potential drawback
  +3
  Suggesting a reasonable action 
  that goes against the character’s 
  current intent
  +4
  Suggesting a risky action that 
  goes against the character’s cur-
  rent intent
  +5
  Suggesting actions contrary to 
  the character’s general interests
  The combat applications of mike skills reflect the mental aspect 
  of luchador conflict management.  The final outcome of many a 
  match lies in the psychological advantages of getting into the op-
  ponent’s head.  The quick and dirty use of mike skills follows clearer 
  guidelines, but remains subject to the GM’s final discretion.  The 
  combat applications of mike skills are most effective when they 
  catch the opponent off guard.  For each subsequent attempt to use 
  the same skill within a single fight add 2 to the level of difficulty.  
  For these purposes a fight consists of a conflict with the same oppo-
  nents at the same locale.  The arrival of new enemies, or a rematch 
  with a foe that got away, constitutes a new fight.
  5.3.1 Promo
  The promo skill allows a luchador to hype a match, rally others 
  to a cause, or generally draw attention.  Promo also serves to dispel 
  doubt in others when a character’s integrity is questioned.  Use this 
  skill to address crowds, make a good first impression, or anytime 
  you want to direct a conversation.  Unlike trick, the promo skill 
  makes a lasting impression by playing off of the emotions of those 
  Mike Ursu (order #19677083)
  
  17
  involved.  A successful check draws attention and causes those af-
  fected to consider the luchador’s words.  An exceptional success can 
  spark a crowd to action.  Use the general difficulty guide above to 
  set the level of difficulty, weighing the intent of the speaker against 
  the intent of the crowd as the determining factor. The skill generally 
  assumes that the character wants to seem amiable, but can also serve 
  to make implied challenges and veiled threats.  
  In combat situations, the promo skill allows the character to 
  get spectators emotionally involved in the fight.  Outside of an 
  arena, spectators include anyone viewing the fight but not directly 
  involved.  Consequently, allies not engaged in combat, or even 
  unengaged enemies act as spectators.  The luchador takes a turn to 
  showboat (or taunt, depending on your outlook), and makes a pro-
  mo check.  The difficulty depends on flamboyance (as determined 
  by GM) and the crowd’s attitude.  A success allows the character 
  to draw upon the crowd, adding half the MOS to the character’s 
  fatigue!  This bonus lasts until the now larger reservoir empties, or 
  the character stops to recover fatigue.  
  Presence governs promo.
  5.3.2 Intimidate
  Outside of combat, the intimidate skill allows the user to 
  test the resolve of other characters.  This can range from silencing 
  someone behaving inappropriately at a party, to staring down a gang 
  of thugs in a back alley.  The approach of the user and intent of the 
  target are the major factors for determining difficulty.  Your aver-
  age citizen only offers a LOD of 0 to get out of the way of an angry 
  luchador wielding a folding chair, but a pair of street toughs on their 
  own turf would put up an LOD of 3 or more.  A success causes 
  the target to cease aggressive behavior, while an exceptional success 
  causes the character to back down or retreat.  The target of the skill 
  can take a turn to make an opposed determination check to resist, 
  using the intimidator’s presence level for difficulty.  
    In combat, a character can take a turn to shake an opponent’s 
  confidence.  The level of difficulty begins with the target’s deter-
  mination level, adding difficulty if the situation is unfavorable.  If 
  attempting to intimidate multiple targets, use the highest determi-
  nation level and add 1 difficulty for each extra target.  A successful 
  check adds the intimidator’s presence level to the difficulty of the 
  target’s initiative checks for a number of turns equal to the MOS.
  Presence governs intimidate.
  5.3.3 Trick
  The trick skill distracts and deceives other characters.  Where 
  the promo skill instills trust towards the character, the trick skill 
  creates doubt in a situation.  Use this skill to convince a cashier 
  that you received the wrong change, or to make a security guard 
  believe he’ll lose his job if you don’t get in to see his boss. The player 
  always needs to come up with an angle that seems plausible to the 
  situation, and the GM is the final arbitrator on what has a chance 
  of working.  Consult the general mike skill difficulty chart above 
  and add the wits level of the target or the trick.  A success should 
  give the trickster a window of opportunity to act while the target 
  rechecks the facts.  An exceptional success goes unnoticed, at least 
  until someone else reviews the target’s actions.  The trick skill relies 
  on the uncertainty of the moment and rarely holds up to careful 
  scrutiny.
  Since combat situations can benefit the most from a few 
  seconds of distraction, the trick skill has many combat applications.  
  Fortunately, they fall into two basic formulae: distractions and play-
  ing possum.  
  A distraction is a misdirection used to take an opponent’s mind 
  off the trickster.  A quick glance over the enemy’s shoulder to an 
  implied ally, or a feinted attack can be enough to create an opening.  
  The trickster makes a check using the target’s wits level as the base 
  difficulty.  Increase the difficulty if the move is particularly trans-
  parent.  If successful, the target loses the agility level as difficulty 
  against the trickster until the end of the following turn. 
    
  Playing possum covers any attempt to feign a disadvantage 
  in a fight.  Pretending to be stunned, slow, or wounded all falls un-
  der the umbrella of the trick skill.  The trickster makes a check using 
  the target’s wits level for difficulty.  A success yields a convincing 
  performance.  An observing character can take an action to assess 
  the veracity of the situation, making an opposed wits check with a 
  difficulty of the trickster’s presence level.
  Wits govern trick.
  5.3.4 Beg
  The beg skill is the most distasteful of the mike skills, and many 
  luchadors consider employing the talent disgraceful.  However, there 
  are times when humility can be a virtue.  A character begs to seek 
  mercy and placate the ego of another character.  In social situations, 
  the skill serves to smooth over a breach of etiquette or seek leniency 
  from authority figures.  Sleazy sycophants use the skill to suck up to 
  their superiors, particularly to avoid potential blame.  A simple suc-
  cess allows the character to avoid/reduce reprisals.  An exceptional 
  success can even earn a second chance at redemption.
  In combat, a character can beg off from a fight to break an 
  enemy’s momentum.  The character must drop prone and beg to 
  invoke the ability.  The enemy’s determination level provides the 
  difficulty for the check.  Use the higher determination for multiple 
  attackers.  A successful check stops the attack for a number or turns 
  equal to the character’s presence level, providing that the character 
  remains prone and pleading for the entire time.  The would-be at-
  tacker can take no direct action against the pleading character, but 
  may otherwise act freely.  A character may choose to take a turn to 
  make an opposed determination check, using the beggar’s presence 
  level for difficulty.  Due to the humiliation involved, after begging a 
  luchador cannot gain heat for a number of turns equal to the turns 
  spent begging.
  Presence governs beg.
  5.4 Extracurricular Skills
  As noted above, the extracurricular skills encompass all talents 
  outside of the scope of professional wrestling.  Devoting space for a 
  comprehensive list of these skills would be absurd, particularly since 
  they have limited impact on a luchador’s life.  Instead we present 4 
  types of extracurricular skills and a general guide on how each type 
  Mike Ursu (order #19677083)
  
  18
  works.  A character may purchase multiple versions of the same type 
  of skill to represent different interests in the same category.  For 
  example, a well-traveled luchador might take several language skills 
  to talk to fans from all over the world.  Record each individual skill, 
  complete with rating and any level of expertise, independently of 
  other skills of the same type.
  5.4.1 Languages
  All characters in Luchador: Way of the Mask are fluent and liter-
  ate in their native tongue, usually Spanish.  A character may choose 
  to know additional languages.  Each language skill taken allows the 
  character to read and speak another language specified at time of 
  purchase.  
  Checks against language skills can bog down roleplaying, so 
  minimize them whenever possible.  If a character has a rating of at 
  least 15 in the appropriate language then basic communication is a 
  given.  Only require checks under stressful situations where an odd 
  dialect, slang, or interference confuses conversation.  A rating of 18 
  or higher allows the character to sound like a native speaker.  
  Wits govern language skills.
  5.4.2 Crafts
  Craft skills include all art, repair, and production talents.  
  Given the possible range of skills in this category, the GM needs to 
  employ personal discretion when making rulings on craft skills.  A 
  check against carpentry could require hours or even days of work 
  by a character to complete while a check against origami could be 
  completed in just turns.  
  The level of difficulty for a craft check depends on the com-
  plexity of the project and the work conditions.  For simplicity’s sake, 
  the following difficulty guide employs examples for the carpentry 
  craft.  Basic repairs and maintenance have a difficulty from 0 to 1.  
  Building a simple chair or table could have a difficulty of 3, while a 
  bookshelf or dresser could go as high as 5.
  Poor work conditions can include anything from shoddy tools 
  (adding 1 to 3 levels of difficulty) to building in inclement weather 
  (adding 1for light rain and as much as 5 for a storm).  All adverse 
  condition modifiers are cumulative.  The GM can always rule that 
  conditions make a craft check impossible.  
  A successful check produces a workable product of decent qual-
  ity, becoming increasingly finer with higher MOS until reaching 
  exceptional quality with an exceptional success.  Exceptional success 
  equates to professional quality work that could draw professional 
  prices if one worked in that trade rather than wrestling for a living.  
  Failure produces a shoddy item such as a crude, wobbly table.  The 
  product is completely useless on a disastrous failure.
  Agility governs craft skills.
  5.4.3 Knowledge
  Knowledge skills grant a character extensive information and 
  understanding of a given subject.  These skills can represent formal 
  study in a field, or the obsessive fascination of a hobbyist.  Knowl-
  edge skills differ from crafts in that they do not produce anything.  
  Characters use knowledge skills to recall facts and recognize 
  elements from their field.  For example, a successful knowledge of 
  cars could reveal the model, make, and special features of a passing 
  vehicle.  Knowledge skills can also deduce how things function in 
  their field.  A character with the knowledge of law could foresee the 
  most likely consequences of a given infraction.  
  The level of difficulty for knowledge skills comes from the 
  obscurity of the fact sought complicated by any distractions present.  
  The difficulty on knowledge skills is highly subjective.  The GM 
  should keep difficulty low, as having the appropriate knowledge skill 
  for a situation only to face a very hard check can make the skills 
  seem pointless.  A difficulty below 3 represents major facts relating 
  to the field of study, while difficulty above 5 would be obscure infor-
  mation.  Tangential facts to an area of knowledge, such as recalling 
  biographical information about poets with a knowledge of poetry 
  check, add 1-3 levels of difficulty. 
  The higher the MOS on a knowledge check, the more details 
  the character can recall.  A failed check leaves the character unable 
  to make the necessary connection, while a disastrous failure causes 
  the character to make an error.  An exceptional check indicates the 
  current line of inquiry is well known to the character, requiring no 
  further checks for the scene.  
  Wits govern knowledge skills.
  5.4.4 Pilot
  Pilot skills allow a character to drive a type of vehicle.  Just 
  having a rating in the appropriate skill allows routine operation of 
  the vehicle without the need for a skill check.  Driving a car to the 
  next match does not challenge the character, but chasing an undead 
  motorcyclist through a graveyard is another matter.  Checks fall into 
  chase scenes, stunts, or both.  Chases involve opposed pilot checks 
  with the chaser closing on net success, and falling behind on net 
  failure.  Stunts circumvent obstacles and generally show off.  
  When the check is made to chase someone, a failure is a 
  setback, while a disastrous failure loses the quarry altogether.  Pilot 
  checks, particularly for stunts, are often pass/fail affairs.  Even 
  simple failures can result in a crash on a stunt.  Disastrous failures 
  are horrible flaming wrecks.  An exceptional success minimizes wear 
  on the vehicle and adds style. 
  The difficulty of pilot skill checks comes from several factors.  
  Obstacles, such as the gravestones from the previous example, add 3 
  to the difficulty.  Poor visibility adds 2 to 3 levels of difficulty.  Most 
  stunts with a vehicle start at 5 and go up.  In checks to resolve chase 
  scenes, add 1 to 3 levels of difficulty to the slower or less appropriate 
  vehicle.
  Agility governs pilot skills.
  Mike Ursu (order #19677083)
  
  19
  On to the fun part, combat!  The action in Luchador: Way of the 
  Mask should be as jaw-dropping and fast-paced as the matches that 
  inspired the game.  It is important for the GM to be very familiar 
  with the rules of combat to help move things along. 
  Roleplaying a Fight
  Running a combat scene is one of the most complex and chal-
  lenging duties of a GM.  These are the scenes that your players will 
  recount to their friends not fortunate enough to be in your game.  It 
  is up to you to make these battles worthy of the retelling.  This will 
  not be easy, as you must keep track of all the action in the scene, 
  both from the player characters as well as the NPCs.  
  We have endeavored to give you an inclusive yet intuitive 
  system to help keep the game mechanics out of the way while still 
  providing meaningful results.  The rules are supposed to maintain 
  game balance so everyone can have fun, and still engage in over the 
  top action.  The GM should listen to what the players want their 
  characters to do, then decide how much of that can be done in a 
  turn, and what sort of checks are required.  
  Obviously, the player should always determine the actions 
  of the character, but it is up to the GM to translate the player’s 
  description into game terms.  Some players will rarely stray from the 
  tried and true mantra of ‘I hit him’.  These players’ actions are easy 
  to resolve, but really boring.  Hopefully turn after turn of throwing 
  strikes into enemies while other players mix it up will encourage 
  a little diversity.  Remembering to adjust the LOD for lackluster 
  descriptions can also help prod them into more spirited action.  
  Other players get carried away with their descriptions and end 
  up trying to fight the entire battle in one turn, often at the expense 
  of their fellow players.  Cries of, ‘I leap over the barricade, rip the 
  rifle from the first Umbral agent, break his jaw with it, then shoot 
  the other two Umbral agents that are loading the helicopter’ are 
  indicative of this type of player.  Such enthusiasm is more in touch 
  with Luchador: Way of the Mask, but still needs to be focused into 
  turns if nothing else.  Besides, luchadors don’t use guns.  
  The GM also needs to decide what each of the featured NPCs 
  is doing.  You don’t have to keep track of every single character in 
  a crowd of hostages, but all of the named characters and every bad 
  guy should be accounted for in the GM’s mind.  It helps to keep a 
  list of every featured character in the scene, then make a check by 
  the character’s name as you declare their action for the turn.  Believe 
  me, veteran players are making mental notes on how many bad guys 
  are on the scene and will be quick to spot one appearing or disap-
  pearing without due descriptors.  When describing the NPC’s ac-
  tions, take into account their relative abilities.  If the gang enforcer 
  terrorizing the box office at the arena scores an exceptional success 
  on her intimidate check, play up the confidence of her stance and 
  the panic of her victims.  On the other hand, the gang recruits back-
  ing her up should look a little shaky.  Little details in a description 
  give sharp players clues to what’s really going on in the scene, and 
  encourage more attentive play. 
  In combat scenes, the GM should avoid having an NPC ac-
  complish a task without making an appropriate check.  Suppose 
  you want to have the main villain enter a scene by assassinating a 
  traitorous underling that was spilling his guts to the heroes.  Sure, 
  it’s more dramatic to just have the villain succeed, but that makes 
  the PCs feel like they have no control of their situation.  Such pre-
  determined events are like enduring bad cut scenes in a video game, 
  wherein all of your actions to that point are invalidated by an ill-
  conceived script.  On the other hand, if the GM gives the characters 
  a wits check to see the villain sneaking onto the scene and rewards 
  the successful characters with a chance to win initiative before the 
  killing blow falls, then the scene remains dynamic.  The player char-
  acters are elevated from powerless spectators to active participants 
  whose actions impact the story line.  Whether they win or lose, your 
  players will be more involved, making a better game for everyone.  
  6.1 Combat Sequence
  Enough ranting, its nuts-and-bolts time!  Once your session 
  builds to a combat scene things change from a loose narrative style 
  to turn based action.  
  1) Set the scene
  2) Determine initiative
  3) Determine active character’s action
  4) Declare reactions to active character
  5) Resolve active character’s action,  
   
  and reactions to active character
  6) Repeat steps 3 through 5 for each character
  7) End the turn
  6.1.1 Set the Scene 
  The GM should describe the location as soon as a fight breaks 
  out, complete with who is present and what they are doing.  A good 
  setting makes all the difference when determining the action of the 
  conflict.  Whenever possible give the characters interesting terrain 
  full of potential improvised weapons.  This step will obviously be 
  more detailed on the first turn of combat, but should be repeated 
  on following turns to help keep the scene fresh in the minds of the 
  players.  Later scene descriptions should focus on what has changed.  
  If a luchador power slams a cyborg nazi through the ice sculpture 
  at a wedding, be sure to describe the ice shards under foot and the 
  reaction of the happy couple.  Maintaining a vivid setting helps the 
  players keep track of the action and focuses them on the conflict at 
  hand.
  6.1.2 Initiative
  The next step to running a combat scene is determining who 
  acts when.  Characters make initiative checks every turn to deter-
  mine order of action.  The initiative check is always a free check, as 
  described in Section 2.73.  The margin of success determines when 
  each character acts in the turn.  The character with the highest score 
  goes first, with the others acting in descending sequence. Failed 
  checks act last on the turn.  Disastrous failures take no action, as the 
  character stumbles in an indecisive stupor.  Any ties are settled by 
  initiative rating.  
  The level of difficulty for an initiative check starts at 0.  Diffi-
  culty increases from wound level and throws.  Wound level modifi-
  ers apply to all checks, including initiative.  Throws add their MOS 
  to the difficulty of an initiative check as the victim tries to regain 
  6. COMBAT
  Mike Ursu (order #19677083)
  
  20
  composure.  The intimidate skill can add an opponent’s P-level to 
  the LOD for initiative.  A throw or intimidate check hitting a char-
  acter before he gets to act for the turn lowers that character’s MOS 
  for the turn.  If the MOS of the initiative check falls to –5, then the 
  check is treated as a disastrous failure (No action for the turn)!  
  Mother Mercy and Red Scorpion are fighting a trio of Aztec 
  warriors.  Mother has a MOS 8 for initiative.  The warriors have a 
  12, 7 and 1.  Red Scorpion has a 4.  After the fastest warrior stabs her, 
  Mother Mercy successfully threatens the entire group of warriors with 
  her intimidate rating of 21.  The second warrior loses 6 (for Mother’s 
  P-level), dropping him to a 1, which goes after the Red Scorpion’s 4.  
  The slowest warrior’s MOS drops by 6 to a –5, depriving him of any 
  action for the turn.  All the warriors face a LOD of 6 for the following 
  turns. 
   
  If a fight breaks out and nobody had the courtesy to ring a bell 
  or engage in any pre-fight smack talk, then some of the partici-
  pants may not be aware that the combat turn has begun.  A surprise 
  situation can be as complex as a commando assault or as simple as 
  throwing a sucker punch in the middle of a casual conversation.  
  If the GM decides that the situation is right for a surprise attack, 
  then the target of the attack gets a free check against wits.  A failed 
  check means the character is caught completely off guard, and 
  cannot react or apply an agility level modifier to incoming attacks.  
  A simple success restores agility level, and an exceptional success 
  allows for a reaction.  Regardless of any wits checks, only the craven 
  sneak attacker gets to make an initiative check on the first turn of 
  the combat.  After that, all bets are off.
  6.1.3 Determine Active Character’s Action
  The character with the highest initiative MOS goes first in the 
  turn, becoming the active player.  The rules refer to this as activat-
  ing.  The GM should listen to what the active player wants to do, 
  then decide which move best represents the intent.  This interaction 
  between player and GM helps keep everyone in a narrative mindset 
  rather than just calling out generic skill checks.  
  Trying to catalogue all of the moves in a given wrestler’s arsenal 
  would be daunting, let alone all the moves available to a luchador.  
  For simplicity, all attacks are broken down into eight moves cor-
  responding to the 8 combat and wrestling skills.  That may not 
  sound like many options, but there is a lot of wiggle room.  Each 
  skill describes what sort of actions fall under its province, and with 
  a little practice the GM should have no problem assigning a skill to 
  meet a player’s desire.  After choosing which skill to check against, 
  the GM still has to decide if the move involves risk, and what level 
  of difficulty to use.  The effects of risk are detailed in Section 6.4.  
  The skill used determines the starting level of difficulty.  Com-
  bat skills take their difficulty from the agility level of the opponent, 
  representing the target’s efforts to avoid getting bashed. Likewise, 
  the basic wrestling skill of grab attempts to catch an evasive op-
  ponent and uses the agility level for difficulty.  The other wrestling 
  skills require that the target already be in a grab move, removing the 
  need to catch anyone.  Instead, they must overcome an opponent’s 
  attempts to resist being thrown about, represented by the target’s 
  strength level.  If the player gives dull descriptions or phrases ac-
  tions solely in game mechanics, add 1 to the LOD.  If the player 
  keeps things moving with vivid detail, drop the LOD 1.
  6.1.4 Declare Reactions
  The rules assume that any character aware of an attack tries 
  to avoid it, represented by applying the character’s agility level to 
  difficulty of incoming attacks.  However, characters can take a more 
  direct response to their defense through reactions.  
  A reaction is the only way characters can act before their initia-
  tive MOS in the turn.  A character can only react if targeted by an 
  action, and not caught off guard.  If the above conditions are met, 
  the luchador may respond to the incoming attack with a reaction.  
  Taking a reaction costs 1 point of fatigue to the character.  The 
  reaction is always a hasty check, as it is more instinct than planned 
  action.  
  Abuse dulls the character’s ability to respond, restricting the 
  type of reactions available.  Early in the fight, the character is al-
  lowed a counterattack.  This reaction is hasty attack made immedi-
  ately after the active character attacks.  As the character suffers more 
  vitality loss, only defensive reactions remain.  A defensive action is 
  an attempt to prevent the incoming attack.  Defensive actions in-
  clude block, dodge, escape, brace, and evade.  Defensive actions are 
  covered in Section 6.3.  A character with the counterattack option 
  may choose a defensive action instead.  Once the character is beaten 
  down to the final wound level, no reactions are possible.
  Wound Level
  Reaction
  0
  Counterattack
  1
  Counterattack
  2
  Defensive action
  3
  Defensive action
  4
  None
  High-risk moves are particularly vulnerable to reactions.  If the 
  target can respond in time, all the speed of the attack can be turned 
  against you.  Fortunately, these moves have a chance of defeat-
  ing reactions through the shock they cause.  Any attack with risk 
  requires the target to pass a free wits check with a level of difficulty 
  of the attacker’s P-level or level of risk (whichever is higher) before 
  declaring a reaction.  A failed check leaves the target too confused 
  to react.
  Reactions can add a lot of action to your game, or they can 
  complicate things.  We encourage GMs to give reactions a chance, 
  but if the extra step is slowing down the action then get rid of reac-
  tions or limit them to one-on-one conflicts.
  6.1.5 Resolve Actions
  Once other characters declare reactions, the GM can resolve 
  the active character’s action.  Some defensive actions effect the 
  chance of success for the active character, so the player should not 
  roll a check prior to declaration of reactions.  The active player now 
  makes any checks needed for the character’s action.  If the target de-
  clared a defensive action that opposes the attack, make such checks 
  immediately after the active character’s check.  
  Apply damage and other effects of the active character’s at-
  tack.  This includes checking to see if the target is stunned, knocked 
  prone, or grabbed.  Only after the full effects of the active character’s 
  attack are applied should the GM resolve counterattack reactions. 
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  6.1.6 Next Active Character
  After the first character is done, and any reactions are taken 
  care of, the GM moves on to the next highest initiative MOS.  
  This player takes on the active title for a repeat of steps 3 through 
  5.  Continue in this manner until all characters involved have been 
  active for the turn.  
  6.1.7 End Turn
  After every character involved in the scene has tasted a mo-
  ment in the spotlight, the turn ends.  The GM clears the combat 
  sheet and prepares to start the next turn.
  6.2 The Mechanics of a Beatdown
  You may be saying, ‘hey, step 5 didn’t explain diddly!’  Worry 
  not, the fine points of whipping fictional butt lie just ahead. 
  6.2.1 The Attack Check
  Once the skill is chosen, the LOD is set, and any reactions 
  are declared; it’s time to roll the die.  The margin of success of this 
  check determines everything that follows, so don’t lose track of it.  If 
  the check fails, the attack misses.  On a disastrous failure, the GM 
  can opt to have assorted mishaps occur as appropriate to the scene.  
  A disastrous punch could catch a tag team partner that was holding 
  the intended target, or smash into the unyielding ring post behind 
  the nimble enemy.  In such cases of a misdirected attack, treat the 
  negative MOS as positive to the new target.  When the situation 
  does not allow for creative misfires, the attacker simply overextends 
  on the missed attack and loses agility level against any counterat-
  tacks declared.
  A successful check connects, and adds the MOS to the damage 
  inflicted.  Throws and holds only add half the MOS.  Grabs do not 
  inflict damage, so the MOS has nothing to increase.  In all cases, 
  the damage can only be increased to double the base damage of 
  the move.  Remember that strength level and risk add to the base 
  damage.  
  6.2.2 Taking Damage
  After you generate the total damage of the attack, it’s time to 
  apply it all over the enemy.  
  Characters don’t take all of the damage directly to vitality.  Re-
  duce the amount of damage taken from each attack by the charac-
  ter’s conditioning level.  If this drops the damage to 0 or less, then 
  the character loses no vitality.  Even when C-level reduces damage 
  to a negative number, characters never gain vitality from being hit.  
  Let the players argue otherwise as much as they like.
  While vitality loss measures pain and abuse taken in combat, 
  characters can also suffer injury from an attack.  There is no injury 
  statistic.  Damage exceeding the character’s resilience inflicts points 
  of injury in addition to vitality loss.  Record injury points in the 
  provided box on the character sheet.  
  Injury points represent serious damage that even a luchador 
  cannot simply walk off.  A character’s current injury point total 
  limits the amount of vitality that the character can recover.  Thus, a 
  luchador with 4 injury points has a corresponding amount of vitality 
  lost until the injury is dealt with.  Injury points heal at the rate of 
  1 per day, or C-level per day of medical care.  When a character’s 
  injury points exceed conditioning, then the character is debilitated 
  and requires hospitalization.  At the GM’s discretion, injury points 
  exceeding the character’s conditioning rating can be fatal, if the 
  scene requires.
  Eviscerator I takes a brutal chairshot to the face from a new kid 
  trying to make a name for himself.  The attack generates 14 damage.  
  He reduces the damage by his C-level of 4, so only 10 vitality is lost.  
  The mighty Eviscerator I has a resilience of 9.  Only 1 injury point gets 
  through.
   
  6.2.3 Knockdown/Prone
  Sometimes a luchador gets hit with enough force to knock him 
  off his feet.  If the damage generated against a character (before 
  reducing by C-level) overwhelms his strength rating, then the char-
  acter is knocked prone.  Every point that exceeds the strength rating 
  knocks the target 1 foot further back from the attack, up to a maxi-
  mum of the attacker’s strength level and any levels of risk involved.
  Continuing the previous example, the 14 damage chairshot 
  isn’t quite enough to overcome the 15 strength of Eviscerator I.  He 
  responds with a trademark headbutt for 13 damage.  The new kid 
  only has a strength of 10, so he’s knocked back 3 feet.  He starts the 
  next turn prone at the feet of Eviscerator I.
  A prone character faces several disadvantages in a fight.  First, 
  prone characters only apply half A-level (round down) to incoming 
  attacks.  Second, the character suffers a +2 level of difficulty against 
  characters that are not prone.  Lastly, a standing character can apply 
  a level of risk to attacks against a prone target without making an 
  agility check or adding a step to the complex action.
  Regaining one’s feet is prudent and usually easy, although 
  increasingly harder as the fight progresses.  At wound level 0, a 
  character can rise from prone on his action in the turn without a 
  check.  At wound level 1 and 2, rising as part of an action requires 
  an agility check.  A failed check gets the character up, but takes the 
  entire action.  After wound level 3, getting up is a full action.  At all 
  wound levels, characters suffer an additional +1 level of difficulty on 
  all actions on turns that they rise from being prone.
  Wound Level
  Rise
  0
  No check
  1
  A-check
  2
  A-check
  3
  Full Action
  4
  Full Action
  6.2.4 Stunning
  Some attacks are so devastating that they leave the target reel-
  ing and helpless.  In Luchador: Way of the Mask, this effect is called 
  stunning.  Two conditions threaten to stun a character.  Any attack 
  that costs a luchador vitality loss that equal or exceeds resilience 
  has a chance to stun the character.  An exceptional check on certain 
  attacks (strike, armed, drop, or slam) can stun a character regardless 
  of the damage dealt.  A single attack can only threaten to stun the 
  target once, even if it is an exceptional check and generates damage 
  that overwhelms resilience. 
  Whenever an attack threatens to stun, the target gets a free 
  determination check to shake it off.  The level of difficulty is the 
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  strength level of the attack plus any levels of risk involved.  Failure 
  stuns the character for 1 turn.  A disastrous failure stuns the char-
  acter for a number of turns equal to the strength level and risk level 
  of the attack, or until the character passes the determination check.  
  The stunned character can spend a point of heat to end a prolonged 
  stun after the first turn, as described in Section 9.2.2.
  Stunned characters offer no resistance to attacks, so they cannot 
  add their agility or strength levels to the difficulty of attacks against 
  them.  Stunned characters still get to reduce damage by condition-
  ing level.  The character can take no actions or reactions while 
  stunned.  Any ongoing action, such as a grab or generating risk, 
  ends automatically.  As soon as the required number of turns pass, 
  the stunned restrictions end.  Specifically, the character ceases to be 
  stunned after activating for the final stunned turn. 
  King Phoenix throws an elbow into Red Scorpion’s face in an at-
  tempt to fight out of a grab.  He scores an exceptional success, so the Red 
  Scorpion makes a free D-check with LOD 3 from the King’s S-level 
  to resist stunning.  His rating is 14 so his COS is 11.  He rolls a 17, 
  resulting in a disastrous failure that could leave him stunned for as 
  much as 3 turns.  The grab ends and the King is free.
  On Red Scorpion’s next action, he makes another D-check with 
  the same COS.  He rolls a 10 this time and shakes off the blow.  He 
  cannot act this turn, but he can apply his A-level to attacks and react 
  as usual from this point on. 
  6.3 Defensive Actions
  Sometimes a character needs to put defense over offense.  De-
  fensive actions can be used as reactions, as detailed in Section 6.1.4, 
  or in place of the character’s action for the turn.  When the charac-
  ter becomes active for the turn, the player declares what defensive 
  action the character attempts.  Anytime before the character’s next 
  active turn, the chosen defensive action can be employed against an 
  attack.  If no attack comes, the action is wasted.  The character can-
  not switch to a different action until the next turn’s activation.  The 
  character is basically waiting to dodge (or whatever). 
  6.3.1 Dodge
  A dodge is an attempt to move out of the way of an attack.  A 
  character can attempt to dodge any attack by a combat skill or grab.  
  The dodging character makes an agility check with the expertise 
  level (see skills in Section 5) of the attacker as the level of difficulty.  
  This agility check opposes the attacker’s check.  
  On the trail of kidnappers, King Phoenix runs into 3 agents of the 
  Umbral Accord.  The rear agent spins and tries to split King Phoenix’s 
  head open with a pipe.  The agent gets a MOS 2 on the attack.  King 
  Phoenix reacts with a dodge.  His agility is 14 and he faces a difficulty 
  of 2 for the agent’s expertise and 1 for the hasty action.  He rolls a 5 
  (after his free re-roll) giving him a MOS of 6, which divides to a 3 for 
  the hasty action.  This reduces the agent’s success to a MOS –1 failure, 
  and the King sidesteps the attack. 
  6.3.2 Block
  A character can attempt to block a strike or armed attack.  The 
  blocking character makes a check against strike or armed skill, de-
  pending on weapon used.  Use the expertise level (see skills in Section 
  5) of the attacker as the level of difficulty.  Blocking an armed attack 
  while unarmed adds 2 to the level of difficulty.  This check opposes 
  the attacker’s check.  
  The second agent throws a punch at King Phoenix with a MOS 
  5.  King Phoenix tries to block with his strike skill of 18.  His oppo-
  nent has expertise 2, which adds to the LOD 1 for a hasty action.  He 
  beats the COS of 15 by 7, which rounds down to MOS 3 due to the 
  hasty action.  The agent nets a MOS 2 hit, but the attack is no longer 
  exceptional so the King doesn’t face stunning.
  6.3.3 Escape
  Once a character is grabbed there are only two ways out, fight 
  out or escape.  Fighting out involves inflicting enough damage on 
  the grappler to break the hold by stunning or knocking him out.  
  An escape attempt is usually faster and more effective.
  The grabbed character makes a check against his grab skill us-
  ing the opponent’s expertise level for difficulty.  This check opposes 
  the attacker’s check, reducing the amount of control the grabber can 
  exert if the net MOS remains positive, or freeing the character if the 
  net MOS drops to failure.  Even if the grab is not broken, the new 
  MOS applies for the duration of the grab. 
  Eviscerator II grabs a hold of the Red Scorpion.  He makes the 
  grab check with a MOS of 4.  Red Scorpion reacts with an attempt to 
  escape before the big man can attempt the dreaded decapitator slam.  
  Red Scorpion checks against his grab rating of 20 with difficulty of 1 
  for a hasty check and 2 for the expertise of his foe.  He rolls a 10, mak-
  ing the check by 3 after halving for the hasty check. Eviscerator II still 
  has the grab in place, but with a MOS 1.
  On the next turn, the Red Scorpion wins initiative and attempts 
  to escape again.  This time the check is active and only has to beat the 
  remaining MOS 1.  He easily slips free and restores his A-level against 
  Eviscerator II’s next move. 
  An alternate move is the shove or ‘bruiser’s escape’, although it 
  is not actually limited to bruisers.  The grabbed character attempts 
  to simply shove the grabber away.  The grabbed character makes 
  a strength check with the grabber’s S-level as difficulty.  Unlike a 
  normal escape, the strength check faces the standard grab penalty 
  of half the grab MOS to LOD.  This check does not oppose the 
  grab check.  If successful, the grabber is shoved away and the grab is 
  broken!  If it fails, the grabber hangs on and the MOS of the grab 
  is unaffected.  The shove is an all or nothing move employed by 
  characters that have great strength or poor wrestling skill.  
  Red Scorpion slaps a grab move of his own on Eviscerator II.  He 
  gets a MOS 8grab and is planning on twisting the grab into one of his 
  many submission holds, but Eviscerator II has a chance to react first.  
  Knowing that his grab rating 15 is no match for the technico’s skills, 
  he opts for the bruiser escape.  His strength is 15, but the Scorpion is 
  no slouch either with a 4 S-level.  He also faces the +4 LOD for the 
  MOS 8 grab.  He needs to roll a 7 or less to shove the Red Scorpion off.  
  Luckily, the bruiser has 2 tries at the roll.
  6.3.4 Brace
  Avoiding an attack may not always be an option.  In such cases 
  a character’s best option might be to just brace to absorb the blow.  
  The character makes a strength check using the attack’s strength 
  level, and risk level, as the level of difficulty.  Add the MOS to the 
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  23
  character’s C-level for reducing damage from the attack.  Add the 
  same amount to the character’s strength rating for determining 
  knockdown from the attack.  Bracing adds a point of fatigue, so 
  bracing as a reaction adds 2 fatigue (1 for bracing, one for reacting).  
  A character cannot brace against wrestling skill attacks.
  An infuriated referee throws a punch at EvisceratorII in response 
  to the last in a long list of infractions, generating 6 damage.  Evis-
  ceratorII braces for the blow, rolling against his 15 strength with a 
  difficulty of 2 for the ref ’s S-level and 1 for hasty action.  He rolls an 
  8, earning a MOS 2 after halving for the hasty action.  He adds 2 to 
  his C-levelof 5 to resist the referee’s ill-advised blow.  He also gets to 
  increase his strength from 15 to 17 for resisting knockdown, but it’s 
  completely unnecessary. 
   
  6.3.5 Stand
  A prone character can stand as a reaction to an attack, provid-
  ing wound levels allow a reaction.  After wound level 1 an agility 
  check is needed to rise.  See Section 6.2.3 for more details.  If the 
  attacker was attempting to gain risk against the prone character, the 
  attack automatically misses (treat as MOS -1). 
  6.3.6 Evade
  When badly outnumbered, a luchador needs to avoid multiple 
  attacks not just one.  By moving quickly and erratically, a character 
  can decrease the chance of being hit from any incoming attacks.  
  The character makes an agility check using the number of oppo-
  nents as the level of difficulty.  Add half the MOS to the luchador’s 
  agility level for resisting attacks.  This adjustment lasts until the 
  character activates on the next turn.
  6.4 Risk
  Anyone who has seen a lucha libre match knows that the action 
  takes on an added level of danger when wrestlers take to the air.  
  Suplexes off ring ropes, suicide dives out of the ring, and ladder-top 
  leaps all provide breathtaking opportunities to end a match, one 
  way or another.  In Luchador: Way of the Mask, characters emulating 
  these high flying moves add risk to their attacks.
  Risk has the potential to elevate a normal attack into a fight-
  ender, but not without cost.  The GM should not only allow char-
  acters to attempt such daring deeds, he should actively encourage 
  it.  Whether they connect or crash and burn, high-risk moves are 
  a cornerstone of the luchador lifestyle.  Just make sure to give your 
  players cues to know when an enemy is ready to react to such an 
  attack.
  Risk is the game representation of death-defying leaps and 
  high-speed impacts that bring the crowds to their feet in lucha libre.  
  Anytime a player describes an action that involves a running start or 
  a flying anything, the GM should attach risk to the move.  The two 
  factors that contribute to risk are speed and elevation.  Both can be 
  present in a single move.
  6.4.1 Speed
  An explosive burst of speed is needed to get the full impact of 
  risk.  To get up to speed, the character must make an agility check 
  using the desired level of risk as difficulty up to a maximum of the 
  character’s agility level.  A failed check mean the character took too 
  long getting into position.  A successful check sends the character 
  hurling at breakneck speed towards the target.  
  Each level of risk also requires about 5 feet of distance to get 
  up to speed.  A luchador can only get as much risk as room allows.  
  We use ‘about 5 feet’ because Luchador: Way of the Mask is more 
  interested in the impact of the scene than the exact distance.  If 
  a luchador declares that he is running atop a conference table to 
  dropkick the evil industrialist in the face, and the GM’s previous 
  description had the table at 12 feet long, the character should get to 
  round up to three levels of risk for playing well with the scene. 
  6.4.2 Elevation
  The other means to add risk is to dive from an elevated posi-
  tion, be it the top of a ladder or the top of a truck.  Again a rough 
  guideline of 5 feet per level of risk applies.  The top turnbuckle is 
  rounded up to one level of risk.  An attack against a prone character 
  can add a level of risk.  Consequently, a frog splash from the turn-
  buckle to a prone target adds 2 risk and ends many matches.  Gain-
  ing risk through elevation always leaves the attacker prone after the 
  move.  There is no maximum level of risk from elevation, although 
  the fall can literally be a killer.
  Gaining the needed altitude for risk usually requires some 
  climbing and convenient terrain to ascend.  See Section 8 for climb-
  ing rules.  Risk from elevation requires any needed checks for 
  climbing, as well as a check for the leap.  If the situation is such that 
  the character is already in position, skip the climbing related checks.  
  As with running, the luchador must make an agility check with 
  LOD of 1 per level of risk to execute the leap on target and fast 
  enough to make contact. 
  6.4.3 Effect of Risk
  Now that you know how to get risk, what does it do?  Each lev-
  el of risk adds 1 to the level of difficulty of the attack.  In exchange, 
  the attack gains 3 points of base damage for every level of risk!  
  Increasing the base damage also increases the maximum amount the 
  attack check can add.  High-risk moves are also great crowd pleas-
  ers, generating 1 point of heat for every level of risk on a successful 
  hit, and half that (round down) on a miss. Quite the bargain for a 
  mere + 1 LOD. 
  6.4.4 Crash and Burn
  There are a few drawbacks to risk.  The attacker has to endure 
  the impact of all that velocity.  Even on a successful hit, the attacker 
  still takes 3 damage per level of risk.  Most luchadors can shrug off 
  a level or two of risk with little effect by subtracting C-level from 
  the damage, but a high dive to the floor can leave the attacker in a 
  bad way.  
  A miss is far worse.  An attack with risk that fails the check 
  faces the full impact intended for the opponent.  Treat the negative 
  MOS as positive and apply the damage to the would-be attacker.  A 
  disastrous failure threatens to stun.  
  6.4.5 Reversal of Fortune
  Experienced GMs have undoubtedly noticed that adding risk 
  requires a check, and are waiting to see if those checks are free.  
  They are not!  Subsequently, setting up risk takes an action, and de-
  livering the move takes another.  Stunned or unsuspecting enemies 
  are the primary targets of high-risk attacks.  Tag teams also special-
  ize in disabling an enemy long enough for one member to set up a 
  devastating collision.  Using the complex action rules (as detailed in 
  Section 6.5) a luchador can attempt to combine set up and delivery 
  of high-risk attacks into a single move.
  Mike Ursu (order #19677083)
  
  24
  When an attack with risk gets interrupted for any reason, all of 
  the built up momentum can be turned against the daring luchador.  
  This can happen through a counterattack reaction, or by an enemy 
  becoming active before the luchador can complete the move.  
  A counterattack gets to add the risk of the luchador, assum-
  ing the character can endure the attack without being stunned or 
  knocked prone.  The active character completes the high-risk attack 
  first, then the target responds with the same level of risk as the two 
  characters collide.  
  If the luchador attempting an action with risk cannot complete 
  the move in a single turn, another character could become active 
  and turn the tables.  The now active character can utilize any level of 
  risk that the luchador has already generated against the luchador.  
  King Phoenix tries to execute a flying clothesline off a dock to the 
  ghost pirate in the rowboat below.  Unfortunately for him, he only gets 
  a simple success on the A-check to gain the 2 levels of risk.  He can’t 
  use the complex action rules (Section 6.5) so he won’t connect with the 
  clothesline until next turn.  The GM starts the next turn with King 
  Phoenix in mid-leap, and calls for initiative checks.  The ghost pirate 
  gets a MOS 6 to the King’s MOS 2, and goes first.  He gets to add the 
  2 levels of risk that the luchador generated to the damage of his armed 
  attack as he swings an oar up at the diving King Phoenix.
  6.4.6 Final Risk Rule
  Risk is a tricky element to incorporate into a game.  Were it not 
  so integral to the luche libre way, we would not have spent so much 
  time trying to write rules for risk.  The GM has the final say on 
  when and how much risk an action achieves.
  6.5 Complex Actions
  With all the steps needed to execute a power slam or a flying 
  splash, you may be thinking that your game will break down to 
  nothing more than a simple slugfest of quick strikes.  Don’t give up 
  just yet!  Multiple checks can be made in a single turn through the 
  use of the complex action rule.  We thought that would get your 
  attention.  
  The complex action rule allows a character to string together a 
  series of actions into one continuous move.  The primary application 
  of this rule is to combine multi-step wrestling and risk options into 
  faster moves.  The GM may opt to apply the complex action rule to 
  other situations that require multiple steps.
  Each individual check designates one step in the complex ac-
  tion.  A character that achieves an exceptional success on a check 
  advances to the next step on the same turn as the first check.  If the 
  next step also achieves an exceptional success, then the character can 
  proceed to the following step.  The character always has the option 
  of not advancing a step.  Any turn that the character advances an 
  extra step costs one fatigue for the extra effort of high-speed action.  
  Remember that a character can spend heat to make a simple success 
  an exceptional one, as detailed in Section 9.2.3.  
  If a check is only a simple success, then the complex action 
  ends with the character on the step in question.  The character may 
  continue to the next step in the series on the next activation, as long 
  as the opponent has not changed the situation during the interim.  
  Likewise, a reaction that neutralizes the action (such as escaping 
  from a grab) ends the series.  A failed check yields the standard 
  results of failure.  
  A character does not lose anything by attempting to start a 
  complex action.  An exceptional success on the first step of a multi-
  step action opens the opportunity to advance, and only then does 
  the player decide whether to commit to a complex action or not.  
  The character spends fatigue with the attempt at the second check.  
  Further steps taken in the same turn do not cost additional fatigue.
  Still chasing kidnappers, King Phoenix pursues the last Umbral 
  Accord agent down the stairwell of a parking garage.  The agent is 
  ahead by one floor when King Phoenix decides to close the distance 
  with a running suicide leap.  The GM rules that the move has three 
  steps: 1 for the run to the rail, 1 for the leap, and 1for the actual impact 
  of the tackle.  The run is only about 5 feet for 1 level of risk, so King 
  Phoenix needs a check against his 14 agility with a difficulty of 1.  The 
  aerialist ability to re-roll A-checks allows him to end up with a roll of 
  8 which is an exceptional success.  The agent will move out of the way 
  if he gets to activate before the King finishes the tackle, so Rita spends 1 
  fatigue to attempt the complex action.  
  The next step is a leap for 2 levels of risk, which gives the King a 
  COS 12.  He rolls a 10, which succeeds but is not the exceptional success 
  he needs to keep going.  He burns 1 point of heat to excel(I know we 
  haven’t covered heat yet.  I’m trying to whet your expectation for later 
  sections) making the simple success an exceptional one and continues 
  the complex action.  Lastly he faces the actual tackle check.  His rating 
  in tackle is 19. The agents sees him coming, so the A-level of 3 applies 
  as well as 3 more for the total risk of the move.  King Phoenix needs to 
  roll a 13 to connect.
  To get optimal mileage out of this example, we will look at two 
  possible outcomes.  The first has King Phoenix rolling a 9, which gives 
  him a margin of success 4 on the attack.  The base damage for a tackle 
  is 3, plus 3 for S-level, and an additional 9 for the three levels of risk, 
  generating 15 base damage for the attack.  When King Phoenix adds 
  4 for the MOS, the agent faces 19 damage!  The agent has a C-level 
  of 5 (with body armor) so 14 vitality points are lost to the hit.  His 
  resilience is 6, so he also takes 8 injury points.  The 19 damage easily 
  exceeds half his 10 strength, knocking the agent back the full 6 feet that 
  the risk and S-level of the attack allow.  The agent also has to make 
  a check against his 11 determination with 6 difficulty to avoid being 
  stunned.  He rolls a 12.  The disastrous failure means that the agent 
  could be stunned for as much as 6 turns!  King Phoenix faces 9 damage 
  from the 3 levels of risk, but only 5 gets past his C-level.  He is also left 
  prone for using altitude for risk.  He gains 3 heat for the suicidal stunt, 
  quickly burning one to heal.
  The second option has King Phoenix rolling a 15 to hit.  He now 
  takes the hit he intended for the agent.  The MOS of –2 becomes a 
  MOS 2 against him, so he faces 17 damage.  After deducting 4 for his 
  C-level, the King loses 14 vitality and takes 7 injury points.  He has to 
  check resist stunning since he took more vitality than he has resilience.  
  His determination of 13 gives him a COS 7.  He rolls an 8 and is 
  stunned for a turn.  The 1 point of heat he gains from the reckless dive 
  only covers the point he burned to execute.  It’s not a good day to be the 
  King.
  Mike Ursu (order #19677083)
  
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  Mike Ursu (order #19677083)
  
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  6.6 Weapons
  Luchadors usually take care of business with their own two 
  hands, but occasionally situations arise that require some helpful 
  tools.  Whether you need to dispose of some pesky undead or pay-
  back the coward that brought a chair into the ring, weapons can add 
  another element to combat.  
  6.6.1 Sharp Weapons
  Blunt instruments work exactly like unarmed combat for dam-
  age purposes.  Bladed weapons, broken glass, and bullets behave a 
  little differently.  Weapons of this nature cause greater injury than 
  other attacks.  Any weapon denoted as ‘Sharp’ only needs to over-
  come half of the target’s resilience to inflict injury points.  Sharp 
  weapons behave as all other attacks with regards to vitality loss.
  6.6.2 Difficulty 
  As discussed in Section 5.1, the base difficulty for an armed 
  attack is the agility level of the opponent.  Some weapons are more 
  unwieldy than others.  Bulky or poorly balanced weapons apply 
  a difficulty modifier that adds to the LOD for attacks.  The same 
  modifier adds to the LOD for attempts to block with the weapon.
  6.6.3 Base Damage 
  The base damage for an attack is the strength level of the at-
  tacker plus the damage listed for the weapon on the chart below. 
  Remember that an attack check cannot add more damage to the 
  attack than the base damage. 
  6.6.4 Ranged Weapons
  Once again I must stress that luchadors do not use firearms.  
  The GM needs to keep this in mind at all times.  Should firearms 
  creep into your campaign, you will find yourself presiding over the 
  ongoing adventures of a band of gun-toting thugs in colorful masks.  
  While this may be an amusing idea, the purpose of this game is to 
  adventure as luchadors.  The easy path of the gun should remain 
  beneath your characters and your campaign.  The firearms included 
  here are primarily tools for the villains, and even in this capacity will 
  rarely impact the luchadors directly.  
  Ranged attacks are governed by agility checks.  The level of 
  difficulty for ranged attacks starts with the target’s agility level, and 
  increases with range.  Short range is any distance up to half the 
  weapon’s listed range in yards, and adds no difficulty.  Long range is 
  any distance further than short up to the listed range.  Long range 
  adds 3 difficulty.  Extreme range extends out to 3 times the weapon’s 
  range and adds 6 difficulty.  Poor visibility due to darkness or fog 
  halves the range of the weapon for purposes of calculating level of 
  difficulty.  
  The range for thrown weapons is the strength rating of the 
  thrower for aerodynamic weapons like knives and baseballs.  Less 
  balanced thrown weapons, like cinderblocks and television sets, have 
  a range equal to the thrower’s strength level and cannot use extreme 
  range.  Thrown weapons add strength level to the base damage just 
  like melee weapons.
  The GM can also add to the difficulty for any cover that the 
  situation warrants.  Light cover, including waist high obstacles, 
  should add 2 to 4 difficulty.  Heavier cover, such as a brick wall or 
  heavy woods, add 6 or negate ranged attacks altogether.  
  Some firearms are capable of firing multiple shots is a single 
  turn.  If the GM decides that a weapon can fire bursts, then the 
  character may fire multiple shots as a hasty check with an additional 
  +1 LOD for each shot.  The maximum number of shots depends on 
  the weapon.  Semiautomatics can fire 3 times, automatics can fire 
  5.  All targets must be reasonably close.  This rule is totally at the 
  discretion of the GM.  Whine all you want, this game is not about 
  guns.
  6.6.5 Weapon Chart
  Weapon 
  Difficulty
  Damage
  Note
  Knife
  0
  2
  Sharp
  Machete
  1
  4
  Sharp
  Bike Chain
  2
  3
  N/A
  Lead Pipe
  1
  3
  N/A
  Baseball Bat
  1
  4
  N/A
  Folding Chair
  2
  3
  N/A
  Ringbell
  3
  4
  N/A
  Bottle
  2
  3
  N/A
  Broken Bottle
  1
  1
  Sharp
  Folded Ladder
  4
  5
  N/A
  Chainsaw
  3
  8
  Sharp
  Sledgehammer
  2
  5
  N/A
  Fire Axe 
  2
  5
  Sharp
  Kendo Stick
  0
  3
  N/A
  Ranged 
  Weapon 
  Difficulty
  Damage
  Range
  Note
  Lawndart
  1
  1
  Thrown
  Sharp
  Bottle
  1
  2
  Thrown
  Pistol
  0
  8
  45
  Sharp
  Rifle
  0
  12
  120
  Sharp
  Shotgun
  0
  10
  25
  Sharp, No 
  Extreme 
  Range
  6.6.6 Improvised Weapons
  The small sample above is by no means an extensive list of 
  weaponry.  In fact, a more comprehensive list would actually be lim-
  iting.  Players will frequently surprise the GM with what they try to 
  wield.  The GM should use the list above as a guideline for assign-
  ing damage and difficulty to anything that the PCs seek to employ.  
  When considering the game effects of an improvised weapon, 
  the GM needs to set the values for difficulty and damage, then de-
  cide whether the sharp rules should apply.  Difficulty should almost 
  always be at least one for any item not designed to be a weapon, 
  and increase by size and how awkward the item is to move quickly.  
  When setting damage, the GM should consult the sample weapons 
  listed and decide which one the item in question is most compatible 
  to.  Lastly, the GM decides if the weapon is sharp.  This consider-
  ation is usually obvious and comes down to would the item cuts an 
  enemy, or breaks bones.
  Mike Ursu (order #19677083)
  
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  6.7 Signature Moves
  Over the course of a campaign the player characters will 
  develop signature moves.  If all the requirements are met to execute 
  a signature move, then the attack adds 1 to the base damage of the 
  attack type employed and generates a point of heat.  See Section 
  11 for all the details on signature moves.  The situation may allow 
  the character to attach additional risk to a signature move with all 
  the consequences detailed in Section 6.4.  If a signature move has a 
  minimal level of risk, that level must be achieved for the signature 
  move rules to apply to the attack.
  7 NON-COMBAT ACTIONS
  Believe it or not, some things occur in a game do not fall neatly 
  into the province of statistics, skills or combat.  These things are so 
  rare that we almost skipped this section entirely.  Little things like 
  moving around and recovering from damage are sort of important, 
  so we decided to put these rules in.  We think we made the right 
  choice.  
  7.1 Healing
  Over the course of their adventures, your characters are going 
  to take a beating.  Eventually, they 
  will probably want to know how 
  to get back some of those missing 
  vitality points.  
  Vitality loss represents pain 
  and bruising that comes from most 
  luchador activities.  Generally 
  speaking, it heals pretty quickly.  
  Characters regain vitality equal to 
  their conditioning level per hour of 
  rest, which can involve light activ-
  ity but nothing strenuous.  Any-
  thing involving fatigue negates rest.  
  They can double normal healing 
  rate for every hour of bed-rest.  
  A luchador can take advantage 
  of adrenaline, and heat, to shake 
  off damage as described in Sec-
  tion 9.2.1.  Whether through rest 
  or heat, a character cannot heal a 
  number of vitality points equal to 
  his current total of injury points.  
  Injury points represent more 
  serious damage than vitality loss, 
  and take longer to recover.  Injury points heal at the rate of 1 per 
  day, or C-level per day of medical care.  If a character’s injury points 
  exceed his conditioning, then the character is debilitated, requiring 
  hospitalization. 
  7.2 Time 
  As frequently noted throughout the text, Luchador: Way of the 
  Mask is not a detail oriented,  tactical game.  As such, the combat 
  turn is about 2 seconds.  Sometimes it’s a little longer, sometimes it’s 
  a little less.  The long-standing tradition of dividing combat simula-
  tions into turns is an abstraction for the convenience of the players.  
  We take advantage of that abstraction to stretch and squash actions 
  across turns as needed.  
  Non-combat time should be handled as the GM needs to 
  progress the story.  You don’t play out every minute of a luchador’s 
  day.  If lunch isn’t going to be interrupted by a car chase, then just 
  gloss over it. 
  7.3 Movement
  With time loosely defined, movement speeds are as well.  A 
  character can move 15 plus agility level in feet in a turn.  Characters 
  can move at this speed in conjunction with other actions.
  Characters can swim at one third the speed they move on land. 
  7.3.1 Sprinting
  Characters that don’t want to do anything other than move 
  can double the normal speed and add 
  the margin of success of a condition-
  ing check.  Every turn of sprinting 
  adds 1 fatigue to the character.  An 
  exceptional C-check adds no fatigue.  
  A failure still costs fatigue, but adds 
  nothing to movement (other than the 
  standard double movement rate).  A 
  disastrous failure forces the character 
  to drop back down to normal move-
  ment.  
  As with normal movement, 
  characters can swim one third of the 
  speed they move on land.  A disastrous 
  C-check stops the swimming sprint 
  and requires a second check to avoid 
  drowning. 
  7.4 Climbing
  Climbing requires an agility check 
  with difficulty based on the surface 
  scaled.  A success advances the climber 
  about 5 feet or one level of risk, while 
  exceptional success advances 10 feet.  
  Failure leaves the character trying to 
  find footing, and disastrous failure leads to a fall.  Ladders and other 
  items designed for climbing can be ascended without the burden 
  of a check at the rate of 5 feet per 2 turns, or with a check at the 
  standard rate.  The difficult for climbing depends on the item.  Lad-
  ders and turnbuckles have a 0.  Surfaces with ample handholds, like 
  trees, fall between 1and 3. 
  7.5 Exerting
  At times a character needs to dig deep into inner reserves to 
  perform feats of amazing strength.  To accomplish this, the player 
  makes a free conditioning check and adds the MOS to the charac-
  ter’s strength rating for the purpose of a single strength check on 
  the same turn.  Attempting an exertion costs one fatigue whether 
  successful or not.  A failure adds nothing to the strength rating, 
  while a disastrous failure costs 2 fatigue.  
  Mike Ursu (order #19677083)
  
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  The mask is the physical manifestation of a luchador’s pride 
  and honor.  It elevates the flamboyant ring persona above the 
  limitations of mundane modern life, and allows a luchador to dare 
  the impossible.  A luchador’s mask is the face that can truly become 
  larger than life and live on for all time.  It is not to be taken lightly.  
  Luchador: Way of the Mask recognizes the following conven-
  tions of the genre as elements of the game.  GMs may add others to 
  fit their campaigns.  All of these conventions are contingent upon 
  the character wearing the mask.
  Nobody will object to the character wearing a mask.  Police and 
  other officials cheerfully accept the character’s masked identity as 
  sufficient identification, and ordinary citizens hound the character 
  for autographs.  
  The character’s prestige grants an air of authority.  People 
  expect greatness of luchadors, and turn to them when in need.  
  During crisis situations, average citizens will treat a luchador with 
  the same respect as other authority figures.  
  The mask binds the wearer and all enemies to honorable 
  combat.  No character can attack a luchador with a means less 
  honorable than the luchador is employing without making a free 
  determination check.  For our purposes the use of sharp weapons is 
  less honorable than normal weapons, and the use of firearms is less 
  honorable than sharp weapons.  Each step that the attacker wishes 
  to stoop to below the current level of violence adds the target’s 
  fame level to the difficulty of the check.  Therefore trying to knife a 
  luchador with a fame level of 2 would require a D-check with level 
  of difficulty 2 while shooting the same luchador would have a dif-
  ficulty of 4.  A failed check ends the would-be attacker’s turn.
  Most characters will not even consider unmasking a luchador 
  under any circumstance.  Particularly loathsome villains may at-
  tempt to unmask a luchador, but must pass a determination check 
  with the luchador’s fame level as difficulty.  Failure prevents any 
  future attempts at unmasking the character.  Disastrous failure 
  means the character must warn other characters against the idea of 
  unmasking any luchador should the idea ever come up.
  8.1 False Masks
  A luchador may own many masks of varying design, but all 
  should reflect the character’s ring persona.  Fame is linked to the 
  masked identity.  A luchador choosing to operate under a second 
  masked identity cannot gain heat when using signature moves or 
  utilize fame/fame level for any reason.  If the new identity is tempo-
  rary, perhaps to bait a craven opponent into a match, then any heat 
  gained under the false mask can feed into fame by simply publicly 
  revealing the luchador’s true persona.  If the character intends to 
  maintain a second persona, then a separate fame and fame level 
  must be maintained for each.  The larger fame rating limits the 
  total number of signature moves between the two identities while 
  individual fame levels limit the steps of those moves.
  Evil characters may impersonate the luchador’s persona for a 
  variety of nefarious plots.  In addition to a copy of the character’s 
  mask and a reasonably similar physique, the imposter must make a 
  trick check with the luchador’s fame level as base difficulty to con-
  vince others of the deception.  Such an insult to the true luchador 
  never goes unanswered.
  8.2 Unmasking
  A luchador must never be seen unmasked.  A character may 
  pursue a normal, unmasked life between adventures and matches as 
  long as nobody makes the connection between the mundane iden-
  tity and the masked superstar.  During game sessions, the character 
  must maintain the masked persona.  
  To settle particularly ugly disputes, a luchador may challenge 
  another luchador to a mask versus mask match.  Such a challenge 
  should never be issued lightly.  Refusing the match costs the chal-
  lenged party 1 fame.  The challenger’s fame must be no more than 3 
  less than the fame of the challenged character for this rule to apply.  
  The winner claims the opponent’s mask without needing the deter-
  mination check listed in 8.1.  
  Losing the mask is a devastating event that many luchadors 
  never recover from.  The character gets a hasty presence check with 
  difficulty equal to the fame level held at the time of unmasking.  The 
  MOS is the amount of fame that the character gets to keep.  All 
  else is lost.  Any signature moves that require a higher fame level 
  than the character currently holds lose their signature status until 
  the character regains fame.
  8 THE WAY OF THE MASK
  Mike Ursu (order #19677083)
  
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  Heat represents karma that a luchador builds up by taking risks 
  and living up to the way of the mask.  It is an immediate reward 
  to characters that embrace the spirit of the game and keep scenes 
  interesting.  Wild, inappropriate behavior is simply disruptive and 
  senseless cruelty is unworthy of a luchador.  Bold characters that 
  take chances and meet danger head on are the ones that deserve 
  heat.  
  Player characters should gain and spend heat readily over the 
  course of a session.  Heat is both a reward for taking chances and a 
  tool to beat the odds.  As with any game element, it can be abused 
  by a player who chooses to simply crunch numbers.  If heat ceases 
  to serve the intended purpose of encouraging daring-do, then the 
  GM should reduce the role of heat or omit it entirely.
  9.1 Gaining Heat
  Unlike experience points, characters gain heat on a turn by turn 
  basis allowing the GM to encourage behavior that enhances the 
  game.  Also unlike experience, heat rewards actions that are exciting 
  and bold, but not necessarily prudent.  While stupidity should rarely 
  be encouraged, most sane people would question the wisdom of the 
  risks some luchadors take in a mere match.  The general guideline 
  for awarding heat is would the event in question look good in an ac-
  tion film/comic book?  If so, award a point.  Anytime an action just 
  seems pointless and distracting don’t encourage it.
  Heat and risk often walk hand in hand.  Whenever the char-
  acters take to the air, expect to generate heat.  Risk generates 1 
  point of heat for every level on a successful hit, and half that (round 
  down) on a miss.  See Section 6.4 for more information on risk.  
  Luchadors should relish competition and celebrate victory.  
  Grandstanding during a fight is worthy of heat, particularly when it 
  gives the opponent a chance to regroup.  Likewise, a luchador that 
  can achieve victory through a submission hold deserves a point of 
  heat for forcing an opponent to acknowledge his victory.
  Signature moves also generate heat.  A character gains a point 
  of heat the first time the signature is used in a fight.  Additional at-
  tempts to employ the signature require free presence checks to gain 
  heat.  The level of difficulty goes up one point with each attempt.  A 
  failed presence check gains no heat.
  Heat is not limited to combat and daredevil situations.  If a 
  character adds excitement to a social interaction award a point of 
  heat.  Rewards outside of combat situations remind players that 
  conflict exists even when fists aren’t flying.  Clever banter with en-
  emies is social settings is a long-standing tradition worthy of heat. 
  9.2 Spending Heat
  By living the life of a daredevil risk-taker, the luchador earns 
  a little edge when one of those risks proves to be too much.  Char-
  acters can burn heat to gain a number of advantages over the more 
  mundane mortals around them.  A character receives heat at the 
  completion of the active turn, and can spend that heat as quickly as 
  a reaction to the next character’s action.  In a single turn a character 
  can only burn heat equal to one plus fame level.  
  9.2.1 Shake Off Damage
  The luchador can burn heat to recover vitality loss.  The charac-
  ter takes a turn to make a determination check, recovering a number 
  of vitality points equal to the margin of success.  A character cannot 
  shake off damage while in a grab or hold.  Shaking off damage 
  burns 1 heat.
  9.2.2 Regroup
  A character can end the effects of stun by burning 1 heat.  A 
  character cannot regroup to avoid the first turn of being stunned.  
  See stunning in Section 6.2.4.
  9.2.3 Save Face/Excel
  One of the most common uses of heat is to improve the effects 
  of daring actions.  A luchador can burn 1 heat to change a disas-
  trous failure into a simple failure.  The player burns the heat after 
  the check, but before the GM declares the consequences of disas-
  trous failure.
  In a similar fashion, a luchador can burn heat to make a simple 
  success an exceptional one.  This is particularly useful when trying 
  to string together a complex action.  The player burns 1 heat after 
  the check to excel.
  In both of these cases the MOS remains unchanged.  Only the 
  consequences of the check alter.  A successful strike only inflicts 
  extra damage based on the actual MOS, but the exceptional status 
  threatens to stun as if the player had actually rolled it.  Defensive 
  actions cannot remove the exceptional success status of an attack 
  unless they reduce the opposed check to a failure (negative MOS). 
  9.2.4 Focus
  A character can burn 2 heat prior to a check in order to 
  increase a rating by 3 for the check.  The increase in rating only ap-
  plies to the check the character is focusing.  For example, increased 
  strength rating for a focused lift would not keep the character from 
  getting knocked down by the force of an attack.
  9.2.5 Punctuate Attack
  A character can burn heat to increase the base damage of a 
  single attack by 2 points.  Raising the base damage of the attack 
  also increases the maximum amount of damage that the MOS can 
  add.  Punctuating an attack requires 2 heat before the check.  If the 
  attack misses the heat is still lost.
  9.2.6 No Sell
  By burning 2 heat the character attempts to ignore the ef-
  fects of a single attack.  The character makes a free determination 
  check using the attacker’s strength level and any risk as difficulty.  If 
  successful, the luchador ignores stunning and initiative adjustment 
  attached to the attack.  If rendered prone by the attack, the luchador 
  rises immediately without facing the normal +1 LOD for the turn.  
  Lastly, the character gets to instantly recover vitality loss equal to 
  the MOS of the determination check, as long as the amount recov-
  ered does not exceed the amount dealt by the attack the character is 
  not ‘selling’.  
  The player must declare the no sell attempt as a reaction to the 
  attack in question.  If wound level denies a reaction, then no at-
  tempt can be made.  Despite occurring as a reaction, the no sell does 
  not add fatigue or require a hasty check.
  9 HEAT
  Mike Ursu (order #19677083)
  
  30
  9.2.7 Ignore Pain 
  The character draws upon the crowd to overcome the debilitat-
  ing effects of damage.  The luchador burns 3 heat and spends a turn 
  making a promo check. A successful check allows the character to 
  ignore wound level penalties, including restrictions on reactions and 
  rising, for a number of turns equal to the MOS.  The character can 
  simultaneously attempt to ignore pain and take advantage of the 
  normal combat application of promo. 
  9.2.8 Beat the Odds
  A character can burn 3 heat to re-roll any one check.  The new 
  check stands even if it is worse than the original.  The player must 
  attempt to beat the odds before the GM declares the results of a 
  disastrous failure.
  9.2.9 Do the Impossible
  Famous luchadors can sometimes pull out wins that simply 
  seem impossible.  By burning 5 heat (yes, 5!) the player can choose 
  not to roll a check at all, instead simply declaring exceptional suc-
  cess!  Wait, it gets better.  Calculate MOS as if the die rolled a 1.  
  Use this MOS whenever applicable.  Keep in mind that a luchador 
  needs a minimum of 12 fame in order to do the impossible.
  Heat Use Chart
  Use
  Burns
  Shake Off Damage
  1
  Regroup
  1
  Save Face 
  1
  Excel
  1
  Focus
  2
  Punctuate Attack
  2
  No Sell
  2
  Ignore Pain
  3
  Beat the Odds
  3
  Do the Impossible
  5
  Your luchador begins the game inexperienced and unknown, 
  but neither of these conditions will persist for long.  By constantly 
  confronting the challenges only a hero can endure, your character’s 
  skills will sharpen and renown will spread.  Fame measures the 
  character’s standing in the pantheon of glory.
  The lasting glory of fame comes from attaining victory without 
  needing to use all the heat available to the character.  At the end of 
  every session, any heat that the character has not burned feeds into 
  fame.  Heat purchases fame in a manner identical to the way skill-
  points purchase levels of expertise during character creation.  The 
  first point of fame costs 1 point.  The second costs 2 more points, 
  for a total of 3.  The third costs 3 more for a total of 6, and so on.  
  After purchasing as much fame as possible, any remaining heat stays 
  with the luchador to face future challenges.  The conversion of heat 
  to fame is automatic at the end of a session and cannot be avoided 
  to hold on to heat.  If the character does not have enough heat to 
  purchase the next point of fame, then the remaining heat carries 
  over to the next session.  Thus, characters with high fame ratings are 
  more likely to have heat at the beginning of a session.  
  Fame
  Total Cost
  1
  1
  2
  3
  3
  6
  4
  10
  5
  15
  Fame serves as a general guideline for how strong a reputa-
  tion your character has as well as providing a pecking order when 
  luchadors meet.  Of course, no luchador meekly accepts another’s 
  fame without challenge.  Competition is what drives all luchadors, 
  and the competition for fame is the greatest challenge.  Fame also 
  determines the maximum number of signature moves that a charac-
  ter can have.
  10.1 Fame Level
  As you can 
  probably guess, fame 
  level is 1/3 of the 
  character’s fame.  
  Fame level limits the 
  number of flourish 
  steps available in a 
  signature move (see 
  Section 11.2), and 
  modifies determi-
  nation checks to 
  wield lethal weapons 
  against the luchador 
  (see Way of the Mask, 
  Section 8).  A char-
  acter can only burn 
  heat  up to fame level 
  plus one in a turn. 
  10 FAME
  Mike Ursu (order #19677083)
  
  31
  Every wrestler has at least one move that the crowd can’t wait 
  to see.  The list of signature moves grows with fame becoming as 
  much a part of the luchador’s identity as the mask.  Any luchador 
  can throw a dropkick off the turnbuckle, but can they all throw the 
  spinning comet dropkick?  I didn’t think so.  Signature moves allow 
  players to inject extra color into their characters’ fighting styles. 
  11.1 Designing Signature Moves
  Characters start the game with no signature moves.  The first 
  step to acquiring a signature move is describing the move to the 
  GM.  This can be done between game sessions (like while waiting 
  for those players who always show up late) or during the game.  A 
  signature move needs to have a little more panache than a punch 
  to the nose.  Ideally, it should play off of the luchador’s persona 
  particularly in the case of gimicos.  
  The GM helps decide what the player’s idea would be in game 
  terms just like any other combat situation.  Extra considerations 
  come into play when designing a signature move.  The GM needs to 
  identify the key elements of the move not just for the current situa-
  tion, but for future uses as well.  
  Once the GM and player have hashed out the details, the char-
  acter has to actually use the move in a game session.  At this point, 
  the move is not a signature move and has no extra game effect.  
  Once successfully executed, the move is now eligible to be added to 
  the character’s repertoire. 
  The final step is purchasing the move with experience points.  
  This must be done between sessions like any other experience point 
  expenditure.  In the meantime, the character can (and should) 
  continue using the new move but gains no extra effect until the pur-
  chase is complete.  The move hasn’t caught on yet, but will in time. 
  11.2 Cost of Signature Moves
  The cost of a signature move is 10 experience points minus one 
  for each step involved in the action.  If the move is a single action, 
  like a strike, the cost is 9 XP.  If the move is a slam requiring three 
  steps to complete, the move costs 7.  Characters may add extra steps 
  to a signature move by attaching a minimal level of risk or flourish 
  steps.  No matter how many steps a player adds to a signature move, 
  the minimum cost is 3.
  A minimum risk amount can be set for a signature move if the 
  description merits.  A running bulldog (drop) could require 1 level 
  of risk from speed in order to qualify for the character’s signature 
  move.  The minimum level of risk adds a step to the attack, reducing 
  the XP cost accordingly.  The character has the option of throwing 
  the signature move with greater risk if the situation allows, but must 
  hit the minimum level of risk in order to gain the advantage of a 
  signature move.  The type of risk, speed or elevation, must be desig-
  nated at the time of purchase.  A signature move can add a risk level 
  no greater than the agility level of the character.  A signature move 
  can also require that the target be prone to complete the move.  This 
  restriction reduces the cost of the move by 2.  
  Many wrestlers incorporate showy athletic flourishes and pos-
  turing into their performances.  While not tactically advantageous, 
  these extras help make the luchador memorable and demonstrate 
  confidence in the conflict.  Players may emulate this swaggering 
  style by inserting extra steps into a signature move.  These extra 
  steps must be described to the satisfaction of the GM.  Athletic 
  steps like backflips require agility checks.  Posturing steps require 
  presence checks.  The level of difficulty is 0, and failure ends the 
  signature move.  Exceptional success allows the character to advance 
  to the next step in the complex action (see Section 6.5).  A signature 
  move can only add a number of flourish steps equal to the charac-
  ter’s fame level. 
  Adjustments
  Cost
  Complex Steps
  -1/step
  Minimal Risk
  -1/level
  Prone Target
  -2
  Flourish Steps
  -1/step
  King Phoenix plans to make his finishing move a swan dive from 
  the turnbuckle into his fallen foe.  The fringed arm flourish that Rita 
  originally envisioned for the character is a precursor to the phoenix 
  dive, making a classic flourish step.  The GM rules the move a tackle 
  (1 step) with 1 minimal level of risk (-1) against a prone target (-2) 
  with 1 flourish step (-1).  King Phoenix begins incorporating the 
  phoenix dive into battles so he can purchase the signature move once he 
  gets the 5 XP and 3 fame needed to make it official.
  11.3 Successful Signature Move
  If the character successfully completes all checks for the signa-
  ture move, the attack hits with all normal effects and an additional 
  point of base damage.  Any checks to oppose the signature move 
  add 2 to the level of difficulty.  For example, a signature throw 
  would add 2 to the difficulty of the strength check to oppose the 
  throw.  Additionally, the character gains a point of heat the first 
  time the signature is used in a fight.  Additional attempts to employ 
  the signature require free presence checks to gain heat.  The level 
  of difficulty goes up one point with each attempt.  A failed pres-
  ence check gains no fame.  A disastrous failure costs the character 
  the next activation, as the luchador is perplexed by the failure of the 
  move to yield heat.  The combat effects of the signature move are 
  not dependent on the presence check.
  11 SIGNATURE MOVES
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  Training in the gym is good, but there’s no teacher like actual 
  experience. Characters hone their talents through rigorous use in 
  unusual circumstances.  A hundred elbow drops on a practice mat 
  won’t teach you as much as one done out of a helicopter.  In game 
  terms, characters improve their ratings and master new techniques 
  through experience points.
  12.1 Gaining Experience
  Characters earn experience points through their actions.  While 
  a lot of those actions should revolve around combat, not all of them 
  will.  Player characters gain experience by overcoming opposition, 
  clever ideas, and role-playing.  
  12.1.1 Opposition
   Bested opponents do not explode in a shower of experience 
  points like some morbid piñata.  Bad guys are not ‘worth’ a set 
  amount of XP.  Experience points come from the conflict that the 
  opponent brings.  If you catch a renegade luchador trying on jeans 
  at the mall, you gain fewer XP than if you fought him and his gang 
  atop a moving train in the midst of their insidious plot for the 
  Umbral Accord.  
  Each battle in Luchador: Way of the Mask is ranked by how 
  much opposition the player characters face.  Opposition does not 
  have to be beaten senseless to gain XP, nor does it have to be hostile.  
  A spirited chase over dangerous terrain to prevent a spy from escap-
  ing with vital information counts as opposition.  
  A squash match is a battle the PCs cannot help but win and 
  win with minimal effort.  Squash match situations usually serve to 
  introduce plot points and characters in the story as leads to bigger 
  and better conflicts.  The opponents are outnumbered and unskilled 
  compared to the player characters.  This level of opposition yields no 
  XP for the battle itself.  
  A warm up match offers a little more action but still little 
  threat.  The PCs are still nearly guaranteed victory, but they will 
  have to work for it.  The opponents are more numerous and have 
  some advantage such as a sneak attack.  Warm up matches serve 
  similar purposes as the squash match, but have a little more teeth.  
  GMs may abandon planned squash matches as the campaign pro-
  gresses.  
  The mid-card match is characterized by a real chance that the 
  PCs could end up on the losing end.  These conflicts have slightly 
  tougher bad guys in much tougher situations.  Mid card matches are 
  climaxes to simple adventures and turning points in big stories.  
  A main event match is one where the PCs are up against their 
  equals or worse.  Victory and defeat are equally likely in these 
  conflicts, and no PC should get out without paying the price.  Main 
  events are usually the final scenes in a story.  
  The last and most extreme category is the gauntlet match.  A 
  gauntlet match is a conflict where the odds are stacked against the 
  PC, and victory is highly unlikely.  The bad guys are numerous, 
  talented, and poised for the kill.  These conflicts should be rare, 
  particularly at the beginning of a campaign or you won’t have much 
  of a campaign.  Gauntlet matches are intended to put the PCs on 
  the defensive.  The luchadors are supposed to work to survive rather 
  than win.  Gauntlet matches serve as ‘capture the PC’ scenes (for 
  later escape after learning the villain’s plan) or to shake up overly 
  cocky PCs by announcing a terrible alliance between enemies from 
  the past.  
  Opposition
  XP
  Squash
  0
  Warm Up
  1
  Mid Card
  2
  Main Event
  3
  Gauntlet
  4-5
  12.1.2 Cleverness
  Even though Luchador: Way of the Mask emphasizes action 
  over contemplation, clever ideas enhance the game and deserve 
  their due.  Anytime a character comes up with an idea that helps 
  the group succeed and advance in the story award 1 XP.  The idea 
  has to move the story along to merit XP.  Ideas that involve inactiv-
  ity or letting others take care of a problem derail the adventure and 
  deserve no reward.  
  The idea has to be implemented to be worthy of XP.  A player 
  that suspects every NPC and then yells, ‘I told you so’, when one 
  actually turns out to be a bad guy didn’t do anything.  On the other 
  hand, a player character that takes the effort to ferret out the moti-
  vations of a femme fatale that latches on to the group may save the 
  day and earn XP.  
  Likewise, a player needs to express an idea in character before 
  the GM considers if the idea is worthy of XP.  This caveat is in-
  tended to help distinguish between the character’s actual intention 
  and table talk by the players.  It can also help keep straight which 
  character came up with an idea.  Don’t be afraid to give due credit 
  to multiple players if they came to a conclusion as a group.  
    
  12.1.3 Role Playing
  The final potential source of experience points is role-playing.  
  This is the most subjective category, making it a great chance for 
  the GM to encourage favored playstyles in the gaming group.  
  Generally speaking, the GM should only award XP to players that 
  embrace both their characters and the situation presented in the 
  story.  Obnoxious players often justify unruly behavior as ‘staying in 
  character’.  Keeping a character’s motivation in mind is good, but 
  not if it prevents everyone else from having a good time.  Players 
  should strive to maintain the character’s outlook while still engaging 
  the story.  Players that immerse themselves in the game deserve an 
  extra point of experience.
  Further experience through role-playing can stem from more 
  intricate character interaction.  Characters that develop involved 
  relationships deserve more XP as long as they enhance the story.  
  Humorous moments injected into scenes also can yield more XP, at 
  the GMs preference.  
  12.2 Spending Experience
  Luchador: Way of the Mask does not have level advancements 
  like many games.  Consequently, advancement through experience is 
  more complicated.  Characters spend experience points to increase 
  12 PRACTICE MAKES PERFECT
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  rating in statistics and skills, as well as purchasing signature moves 
  (as described in Section 11.2).  
  Players should keep track of spent experience points as a 
  measure of the character’s advancement.  Total XP spent serves as 
  a useful tool for the GM to assess progress in the campaign.  In all 
  cases of XP expenditure, purchases occur between sessions.  
  12.2.1 Increasing Statistics
  A player can choose to increase a character’s statistics to better 
  correspond to the player’s vision, or just to take advantage of the 
  game’s math.  Raising a statistic one point costs a number of XP 
  equal to twice the difference between the new amount and the basic 
  stat-line (as provided in Section 3.1) for the character class.  If the 
  character’s rating is below the basic stat-line, each point costs 2 XP 
  until the rating reaches the stat-line.  Statistics cannot go higher 
  than 10 over the base stat-line. 
  King Phoenix has an agility of 14, the base stat-line for an 
  aerialist.  Raising the rating 1 point to a 15 would cost a mere 2 XP.  
  Raising his presence from a 16 to a 17 is a lot harder.  His pres-
  ence is already 5 higher than the base stat-line.  The next point is 
  6 higher and costs 12 XP.  Going all the way to an 18 would cost 
  another 14 XP for a total of 26 XP spent on presence! 
  12.2.2 Increasing Skills
  Characters can acquire new skills or increase ratings in exist-
  ing skills as they see fit.  Spend experience points exactly like you 
  spent skillpoints during character creation.  Skillpoint expenditure is 
  detailed in Section 5.
  13 A LUCHADOR’S GUIDE TO ACTION AND ADVENTURE
  As you may have gathered from the examples throughout the 
  book, the world of Luchador: Way of the Mask is one of high pulp 
  adventure.  At first glance, even at second glance, it looks a lot like 
  our world.  People go about the drudgery of their day-to-day lives, 
  politicians lie to cover up their indiscretions, and there’s never 
  anything good on TV.  However, there are differences.  Unscrupu-
  lous businessmen stoop to actual strong-arm tactics (rather than 
  courtroom strong-arm tactics) to take over family owned shops.  
  Mad scientists conduct bizarre experiments in remote laboratories.  
  Masked armies rise from the criminal underworld to carry out 
  convoluted schemes to overthrow world governments.  Supernatural 
  forces lurk in the shadows awaiting the unwary to fall under their 
  spell.  Throughout it all, the hopes of the common man hang on 
  those masked masters of the mat, the luchadors.
  The core concept of the game is that luchadors are the heroes of 
  the modern world.  Where others chase the empty promise of greed 
  or struggle to survive the endless grind, the luchador fights on as a 
  champion of honor and glory.  Only those with no fear can afford to 
  stand fast against the forces of evil.  Only they are worthy of being 
  called heroes.  
  The tone of Luchador: Way of the Mask is light-hearted but not 
  comedic.  It is not an easy thing to maintain.  The vibe of the game 
  is somewhere between 70’s action films and 80’s television series.  
  It’s a world where government agents must turn to an unaffiliated 
  martial arts master to infiltrate a madman’s island stronghold during 
  a fighting tournament to uncover his plans, and nobody thinks it 
  odd.  Look to Bond films, A-team episodes, Kung-Fu, and the like 
  for inspiration.  Obviously, the classic El Santo movies are the best 
  place to start.  The luchadors are the ones that stand between the 
  strangeness and the safety or normal life.  
  The players take on the roles of traveling heroes called into the 
  path of adventure by design or fate.  The formula of the traveling 
  hero is a long-standing tradition of literature and television.  Look 
  to classics for inspiration, or steal plots whole cloth.  The luchadors 
  constant travel to new locations allows them to stumble into what-
  ever trouble fate (or the GM) deigns necessary.  Desperate people 
  seek out the brave luchadors for help against the injustices that 
  plague them.  Old friends or respected officials may call upon the 
  luchadors for their special talents.  The plot opportunities are endless.
  The easiest model for a campaign is the wandering hero.  Other 
  models are possible of course.  The luchadors could be recruited by a 
  government agency to handle unorthodox assignments.  This model 
  traditionally includes a by-the-book handler that doesn’t approve 
  of the luchadors’ involvement and a supporting cast with vary-
  ing degrees of understanding of how vital the luchador agents are 
  to the safety of the world.  A variant on this theme is the wealthy 
  eccentric that finances the luchadors’ adventures.  The identity 
  and background of the patron can be a running thread through 
  the campaign.  The GM can also set the campaign in a single city, 
  allowing the luchadors to become increasingly familiar with their 
  environment as things progress.  The PCs slowly uncover criminal 
  organizations and hidden strangeness as they explore their home-
  town.  This option provides the greatest possibility to develop a 
  supporting cast, but can wear out over time.  Of course, the GM can 
  incorporate elements of any or all of the models above into a single 
  campaign.
  Experienced gamers (as opposed to experienced characters) 
  may have difficulty adjusting to Luchador: Way of the Mask due to 
  the absence of some traditional RPG conventions.  Most notably, 
  characters in our game do not rely on equipment and subsequently 
  don’t accumulate a constantly expanding arsenal of weapons and 
  tools.  There’s not even a space on the character sheet for gear.  This 
  can be a hard transition to make.  Some players will be looking to 
  loot the bad guy as soon as the body hits the floor.  It might take a 
  session or two for them to get past this instinct.  
  The other major departure is the lack of clear roles within the 
  team.  Players used to the classic fantasy model might think a PC 
  group needs a bruiser, a gimicko, a technico, and an aerialist to be 
  successful.  While this pattern works fine, a group can consist of 
  nothing but aerialists and get along just as well.  The area of the 
  game that will be most vexing to this mindset is the confrontation 
  with strangeness.  Most games have a character type that under-
  stands the unknown and meets it on more even terms.  In Luchador: 
  Way of the Mask, this is not the case.
  The opposition that the PCs will encounter ranges from 
  gangbangers and petty thugs to aliens and Aztec mummies.  All 
  supernatural forces and science fiction super-science falls under the 
  category of strangeness.  The GM should make encounters with 
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  strangeness uncommon at first.  The less frequently the PCs en-
  counter strangeness, the longer it will remain unfamiliar and thusly 
  retain its impact.  The PCs should have at least one session dealing 
  with more conventional threats for every session confronting the 
  unknown.  Even as the brushes with strangeness build up, the player 
  characters should never acquire a real understanding of what’s out 
  there.  Under no circumstance should the PCs maintain direct ac-
  cess to strangeness.  The players will probably fight the GM on this, 
  but it must not happen!  Strangeness must remain in the shadows 
  just beyond our understanding or the genre shifts to open science 
  fiction, and the pulp feel is lost.  It should go without saying at this 
  point that the public never fully accepts the existence of strangeness 
  despite the amount of evidence presented.  Conspiracy theorists and 
  true believers constantly carry the label of crackpot, and even they 
  only accept the single splinter of strangeness that they specialize in 
  as legitimate. 
  14 STRANGENESS
  As you probably just read, all supernatural forces and science 
  fiction super-science falls under the category of strangeness.  The 
  pulp fiction stories that inspired this game are riddled with occur-
  rences that defy conventional logic.  Lone scientists make break-
  throughs that bestow invisibility or allow the construction of giant 
  deathrays.  Radiation from strange meteorites transforms everyday 
  pets into rampaging killers.  Mysterious societies lost to myth hide 
  in magnificent cities in inaccessible mountain ranges.  Despite it 
  all, the world never really changes.  That’s how strangeness needs to 
  work in Luchador: Way of the Mask.
  So, how does it work?  How do the bizarre abilities of super-
  natural creatures interact with the player characters?  You might be 
  expecting a long and detailed description of all the types of strange-
  ness that you can work into your campaign.  Sorry to disappoint, 
  but I’m going to abandon my love of lists for a far more frustrating 
  answer.  Strangeness works the way you need it to for your cam-
  paign.  I told you it would be frustrating.  
  The bottom-line is you can incorporate whatever strangeness 
  you want into your campaign.  It will probably only appear in one 
  or two sessions, then vanish back into the shadows.  If your original 
  assessment of how powerful a strangeness ability would be turns out 
  to be off, you can end its involvement in the story early.  
  There are however some general guidelines to creating strange-
  ness abilities.  While the players should never know exactly how 
  things work, the GM should have a clear vision of how an ability 
  works before introducing it to the campaign.  The first step is to 
  define exactly what effect you are trying to duplicate.  Look to fic-
  tion for inspiration, keeping in mind the pulp mindset of the game.  
  Once you know what you want the ability to do, break it down in 
  game terms. 
  14.1 Offensive Strangeness
  All strangeness abilities that effect other characters should have 
  a rating.  Use the rating to determine if the user is successful in ap-
  plying the ability.  The level of difficulty depends on what the ability 
  does.  
  Abilities that cause damage use the target’s agility level for 
  difficulty, like most combat actions.  Consult the sample weapon list 
  in Section 6.6.5 to set a damage value to the ability.  Does the attack 
  follow the rules of close combat or ranged?  Is it sharp?  Burning 
  attacks often apply the sharp rules.  The important thing is to make 
  the new attack fall in line with the other attacks in the game.  
  Abilities that have an effect on characters other than wounding 
  take their difficulty from the statistic level that the GM deems most 
  appropriate for resisting the ability.  In some cases, the GM may 
  allow the targeted character to choose to make an opposed check to 
  try and resist the ability.  
  Abilities that affect an area or are additional effects of a stan-
  dard attack should give the target free checks to resist.
  Strength resists attempts to move or hold a character.  
  Agility resists attempts to hit the character.
  Conditioning resists most physically debilitating effects, includ-
  ing toxins and disease.
  Presence resists few abilities, but can oppose psionic attacks at 
  the GM’s option.
  Wits resist attempts to confuse, disorient, or otherwise deceive 
  the character.
  Determination resists attempts to intimidate, or control the will 
  of the character.
  The effect of a successful use should be clearly defined by the 
  GM, as should all degrees of success and failure.  The use of any 
  ability that affects others should require the use of fatigue like any 
  other combat action.  Maintaining the ability continues to use 
  fatigue.  The GM also needs to determine if the ability can be used 
  as a counter-attack reaction. 
  The GM wants a bad guy to have the ability to mesmerize 
  victims into entranced minions.  This is a very potent ability requir-
  ing extra attention.  The GM decides that the villain needs to be in 
  comfortable speaking range to use the ability, and that eye contact 
  is needed because the character should have an evil hypnotist feel.  
  The eye contact restriction could require A-level difficulty, but the 
  GM rules that the dominant factor to resist the power is determina-
  tion.  Characters that try not to look at the hypnotist are safe from 
  the power, but cannot fight effectively.  The strange ability ends up 
  with a rating of 16 (based off the massive presence of the villain), 
  uses D-level for difficulty, and the target can make an opposed D-
  check at the cost of an action if the scene merits.  MOS determines 
  the number of turns that the target obeys.  An exceptional success 
  allows the villain to place a command that the character obeys later 
  when a triggering event occurs.  At this point, the ability is very 
  powerful, so the GM decides that a failed check stuns the hypnotist, 
  and a disastrous failure means that the power can never affect the 
  intended target.  Invoking the ability costs 2 fatigue, and it cannot 
  be used as a reaction.
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  14.2 Strange Movement
  Abilities that grant the character unusual means 
  of movement only need to be defined as well as our 
  normal movement rules (which is to say hardly at all).  
  Decide how the character gets around and how that 
  should compare to conventional movement.  Once 
  again, the most important thing to keep in mind is 
  how the ability impacts the story.  A monster that 
  can fly away is a hard thing to deal with, particularly 
  in a game that bends over backwards to keep ranged 
  combat out of player hands.  If you have a good story 
  for a gargoyle terrorizing a construction sight, and are 
  ready to make the hard decisions about the acrobatics 
  needed to leap from high steel to flying stone, then go 
  for it!  
  14.3 Strange Immunity
  Defensive abilities are some of the hardest to 
  define and balance.  Consult Section 15 for some 
  examples, and use them as a guide.  Generally speak-
  ing, defensive abilities should be rare.  Enemies with 
  strange offense can still be dealt with, but enemies 
  that are immune to your best move are another matter 
  entirely.
  Increase the C-level of extra durable monsters for 
  resisting damage.  Increase the A-level of tiny crea-
  tures for avoiding attacks.  Opponents that don’t feel 
  pain (undead and animated armor) ignore vitality loss.  
  See the example below.
  Undead and other monsters that are immune to 
  pain don’t suffer vitality loss.  They don’t even have 
  vitality.  They also cannot be stunned.  These abomina-
  tions only track injury points from combat situations.  
  Once the creature takes more injury points than it has 
  conditioning rating, it is damaged to the point of be-
  ing inert.  It may not be dead, but it cannot function.
  14.4 Strangeness Summary
  The final guideline on strangeness hearkens back 
  to the opening comments of this section.  Strange 
  events in pulp fiction are rarely overpowering to the 
  intrepid hero.  Strangeness exists in the game to add 
  atmosphere and excitement, not to overwhelm the 
  player characters.  If the abilities of the strange are 
  potent enough to dominate the campaign, then the 
  players will grow increasingly frustrated by their lack 
  of such powers.  Remember, mood is more important 
  then effectiveness.
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  Despite the section title, not every character listed here is a bad 
  guy.  A quick glance will reveal that many of them are poor com-
  petition for the mighty luchadors.  Even the tougher types may not 
  always be bad guys.  These characters are sample NPCs for GMs 
  to populate their campaigns.  When a player asks, ‘does the ref look 
  strong enough to catch this guy?’ the GM now has a place to look.  
  Use these characters as guidelines when you need an NPC, cus-
  tomizing to fit your campaign.  Statistics shouldn’t fluctuate more 
  than a few points for most NPCS.  It is usually easier to substitute 
  a different sample NPC than it is to adjust several statistics and the 
  corresponding figured statistics.  If you want a referee to be beefier, 
  use novice luchador statistics instead.  When adjusting skills, don’t 
  be too free with expertise.  Basic proficiency is sufficient for most 
  practitioners.  A level or two of expertise represents serious commit-
  ment to the skill.  Three levels or higher is the mark of professionals 
  in the field.  Also remember that D-level limits levels of expertise.  
  Some listing include weapons common to the character type.  The 
  damage listed is the total base damage including S-level.  These are 
  just suggestions for generic characters, and the GM should custom-
  ize as needed to fit the campaign needs. 
  15 IN THIS CORNER: OPPONENTS FOR YOUR CAMPAIGN
  Citizen
  This is your average, everyday working man that makes up 
  the bulk of the crowd in the arenas and everywhere else.  Most 
  citizens have half a dozen extracurricular skills to help them work 
  and play.  
  S9/3 A9/3 C9/3 P9/3 W9/3 D9/3   I16 F6 R6 V30   
  Strike 14/0
  Grab 14/0
  Fan, Rabid
  Similar to your average citizen, the rabid fan has an intense 
  interest in luche libre.  Whether that is a good thing or a bad thing 
  depends on the fan.  The rabid fan knows, or thinks he knows, how 
  to throw a few moves.  Pick one additional wrestling or combat skill 
  to have basic proficiency.  Use these stats for weekend warriors and 
  tough guys.
  S10/3 A9/3 C10/3 P9/3 W8/2 D9/3   I15 F6 R6 V30   
  Strike 15/1   Armed 14/0
  Grab 14/0
  Fan, Cute
  These adorable little tikes cheer luchadors on to victory, and tear 
  up when their hero takes a beating.  They hold signs with the player 
  character’s name, and may one day buy merchandise to support you, 
  assuming you get immortalized in plastic.  They have few combat 
  options other than dodging and a surprising knack at beg.  Use these 
  stats for any children still in the cute stage.
  S6/2 A10/3 C8/2 P8/2 W7/2 D7/2   I15 F4 R4 V20   
  Strike 15/0
  Beg 16/2
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  Referee
  Burdened with the duty of trying to maintain order in the ring, 
  the referee has a thankless and frustrating profession.  Classically, 
  referees have backgrounds in amateur sports and coaching, making 
  them slightly more formidable than the average citizen.  A few are 
  hopeful wrestlers that can surprise a rule-breaker with a few moves 
  (Use rookie luchador stats).
  S9/3 A9/3 C10/3 P9/3 W9/3 D9/3   I16 F6 R6 V30   
  Strike 14/0   
  Grab 14/0
  Valet
  Many luchadors employ personal ring attendants to enhance 
  their image.  Valets escort luchadors to the ring, hold robes, and cheer 
  for their meal ticket.  Some valets manage the luchador’s career.  For 
  those luchadors that have not yet mastered mike skills, a valet can 
  help handle interviews.  Occasionally valets are fledgling gimicos in 
  training.
  S8/2 A9/3 C9/3 P11/3 W10/3 D10/3   I16 F6 R5 V25   
  Strike 14/0
  Grab 14/0
  Promo 15/0   Beg 15/0   Trick 15/0
  Suit
  Bound to an office job by the ritual tie, the suit is an average 
  citizen in a higher tax bracket.  The higher salary offers no greater 
  reward as all the money goes to maintaining appearances and strug-
  gling to climb the corporate ladder.  Use these stats for most bureau-
  crats and businessmen.  
  S8/2 A9/3 C8/2 P9/3 W10/3D8/2   I16 F4 R4 V20   
  Strike 14/0
  Beg 16/1
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  Suit, Evil
  The ruthless aggression of a predator lurks just beneath the ve-
  neer of civility and style of these smug villains.  The evil suit exploits 
  his position to get what he wants at the expense of everyone else.  
  When some desire falls beyond the scope of his privilege, he breaks 
  any rules to get what he wants.  Use these stats for any slick bad guy 
  that has others do his heavy work.  
  S9/3 A9/3 C9/3 P12/4 W13/3 D11/3   I17 F6 R6 V30   
  Strike 14/0   Armed 14/0
  Promo 16/0   Intimidate 16/0   Trick 17/1
  Reporter
  Reporters run the gamut from exploitive vultures to intrepid 
  champions of truth.  They often have useful information or are on 
  their way to getting it.  Use these stats for any resourceful types that 
  believe the pen is mightier than the dropkick.  
  S9/3 A8/2 C9/3 P12/4 W13/4 D11/3   I16 F6 R6 V30   
  Strike 14/0
  Promo 17/1   Trick 16/0   Beg 16/0
  Ganger, Impressionable
  Not all youngsters have the benefit of luchadors to look up to.  
  Some fall under the sway of the ruthless gangs that terrorize the 
  streets.  Mistaking violence for courage, the young ganger is always 
  trying to prove himself to the gang.  These kids are not beyond re-
  demption, but they are not easy to reach.  The impressionable ganger 
  is rarely well armed, unless given a test by the gang.  These stats are 
  for teenage gangers.  Use cute fan stats for younger gangers.
  S9/3 A9/3 C9/3 P9/3 W8/2 D8/2    I15 F5 R6 V30   
  Strike 14/0   Armed 14/0
  Grab 14/0   
  Weapons
  Knife    LOD 0    Damage 5 Sharp
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  39
  Ganger, Hardened
  Traveling in packs of 3 or more, the hardened gang members 
  mark territory for the gang.  These are the street soldiers that fight 
  on the frontline.  Hardened gangers are always armed and ready for 
  trouble.
  S10/3 A10/3 C10/3 P10/3 W9/3 D9/3   I16 F6 R6 V30   
  Strike 16/1   Tackle 15/0    Armed16/1
  Grab 15/0   Hold15/0
  Intimidate 15/0   Trick 14/0
  Weapons
  Pistol    LOD 0   Damage 8 Sharp   Range 45
  Ganger, Enforcer
  The gang enforcer is an imposing figure called in to take care 
  of serious problems.  The enforcer keeps the rest of the gang in line 
  and imposes their collective will on enemies not swayed by lesser 
  members.  The gang enforcer may be the leader of the gang, or just 
  a dependable source of violence and intimidation.  Most gangs only 
  have one enforcer in a given area.  The gang enforcer is always armed 
  with the best weaponry the gang can access.  
  S14/4 A11/3 C12/4 P11/3 W10/3 D10/3   I16 F7 R8 V40   
  Strike 17/2   Throw15/0   Tackle16/1   Armed17/2
  Grab 14/0   Hold17/0
  Promo 15/0   Intimidate 17/2    Trick 15/0
  Weapons
  Machete LOD 1   Damage 8 Sharp
  Pistol    LOD 0   Damage 8 Sharp   Range 45
  Shotgun   LOD 0   Damage 10 Sharp   Range 25
  Mike Ursu (order #19677083)
  
  40
  Dog
  Normally dogs are man’s best friend.  However, if another man 
  trained them to rip intruders limb from limb, then dogs can be your 
  worst enemy.  These stats are for aggressive guard dogs or fighting 
  dogs.  
  S8/2 A12/4 C10/3 P11/3 W9/3 D9/3   I17 F6 R5 V25   
  Strike16/0
  special Rules
  Bite
  Dogs make a single bite check that is treated as both a strike and 
  a grab.  The attack does stirke damage on the first turn using MOS to 
  increase damage.  On subsequent turns the bite continues to damage 
  with half MOS until the grab is broken.  The dog can make a new 
  bite check to do more damage or get a better grab.  Dogs cannot use 
  other wrestling skills, but will attempt S-checks to pull prey down.
  Fast 
  Dogs have a base speed of 20 feet per turn.
  Mercenary
  Mercenaries are former soldiers that have decided to sell their 
  talents to the highest bidder.  Despite their general lack of honor, 
  mercenaries can be formidable adversaries.  They execute their as-
  signments with a strong sense of teamwork and at least one escape 
  plan.  Due to their greed, they rarely bring more forces than they 
  think they absolutely need.  Mercenaries are well armed, usually 
  with automatic weapons.
  S10/3 A12/4 C12/4 P11/3 W10/3 D11/3   I17 F7 R7 V35   
  Strike 18/2   Throw16/0   Tackle16/0   Armed18/2
  Grab 16/0   Hold15/0
  Weapons
  Assault Rifle   LOD 0   Damage 12 Sharp   Range 120   5shots
  Pistol    LOD 0   Damage 8 Sharp   Range 45
  Trench knife   LOD 0   Damage 5 Sharp   
  Mike Ursu (order #19677083)
  
  41
  Rubber Faced Ghost
  Haunting old amusement parks and dilapidated manors, the 
  rubber-faced ghosts are always a front for some bizarre criminal 
  undertaking.  While the rest of the gang runs the operation, the 
  rubber-faced ghost scares away curious locals and unlucky pass-
  ers by.  In addition to spooky costumes, the ‘ghost’ will have the 
  haunting ground well prepared with secret passages, trap doors, and 
  eerie effects.  Most rubber-faced ghosts don’t want to seriously hurt 
  anyone and will try to avoid direct violence.  
  S9/3 A9/3 C9/3 P12/4 W11/3 D10/3   I16 F6 R6 V30   
  Strike 14/0   Armed15/1
  Grab 15/1   Hold 14/0
  Intimidate 18/2   Trick 18/3    Beg 16/0
  Femme Fatale
  Dropping jaws and turning heads, the femme fatale is a plot de-
  vise that cannot be overlooked.  Whether she’s a foreign spy, a secret 
  agent, or a wily mobster, the femme fatale is a mysterious figure who  
  sets things in motion.  She is an expert at getting people to do her 
  bidding, and will usually be juggling multiple parties at once.  The 
  femme fatale’s best weapons are her keen mind and beguiling charm, 
  but she usually carries a stylish pistol as a back up.  More exotic 
  weapons are possible depending on her background.  See the Umbral 
  Accord entry for ideas on spy gear. 
  S8/2 A12/4 C11/3 P16/5 W15/5 D13/4   I19 F7 R5 V25   
  Strike 17/1   Throw17/1   Armed17/1
  Grab 16/0   
  Promo 20/2   Intimidate18/0   Trick 19/2   Beg 20/2
  Weapons
  Sleek Pistol   LOD 0   Damage 7 Sharp   Range 45
  Mike Ursu (order #19677083)
  
  42
  Mad Scientist
  There’s a reason they call these guys mad.  Living in isolation 
  from the world that fails to see their genius, the mad scientist 
  pursues forbidden knowledge with reckless abandon.  The closer 
  the scientist gets to unlocking the secret of his obsession, the 
  more dangerous the experiments become.  It is at this point that 
  the PCs usually cross his path.  
  Each individual mad scientist is worth the extra effort by the 
  GM to bring to life.  These characters are great plot devices that 
  can easily become reoccurring villains in your campaign.  Their 
  most unifying traits are intellectual elitism and the belief that 
  the world has wronged them in some way.  Some mad scientists 
  simply want to prove their theory correct and are willing to go to 
  any lengths to succeed.  Others are bitter and vindictive, seeking 
  to unleash their work on a world that spurned them. 
  S8/2 A9/3 C8/2 P13/4 W19/6 D13/4   I19 F6 R4 V20   
  Strike 14/0   Armed 14/0
  Promo 16/0   Intimidate16/0   Trick 19/0
  stRangeness
  The mad scientist is always pursuing or creating some form 
  of strangeness.  The GM should use these characters to introduce 
  strangeness to the campaign.  The diabolical duplicator listed 
  below is only an example of the ingenuity of a mad scientist.
  Diabolical Duplicator
  The scientist has perfected the science of RNA cloning, allowing the creation of clones that are not only exact physical duplicates, but 
  also have the memories and skills of the original.  The process requires a mere 24 hours and a suitable sample of the subject’s blood or tis-
  sue.  Due to the advanced growth rate, the clones only live for a few weeks.  The clone has physical statistics equal to the original.   
  Mental stats are 1 lower.  Skills all lose 1 level of expertise due to lack of actual use.  Proficiency remains even if the original had no  
  levels of expertise.  
  At first the clone may believe that it is the original. The mad scientist must make successful trick checks to lead the clone along.  A 
  tricked clone will become violent when the truth finally comes out.  Alternatively, the scientist can use promo to appeal to the clone.  This 
  approach makes the scientist into a father figure or god-like creator to the clone.  A clone that adopts a subservient role to its creator 
  loses an additional point of determination.  Obedient clones are less prone to turn on their creator, at least until it starts to wither from 
  advanced aging.
  Rue Morgue Monster
  Inspired by the writings of Poe, an unknown madman taught 
  a number of simple primates the human art of murder.  Ranging 
  from the classic orangutan to the sly spider monkey, these ador-
  able little assassins were sent to dispatch enemies of nature as the 
  ultimate eco-terrorists.  Some were captured after completing their 
  mission.  Others escaped into the wild.  Over time, the Rue Morgue 
  Monsters have fallen into other hands and are sent out to complete 
  contracts by employers with a taste for the strange and a fondness 
  for murderers who cannot betray them.
  Monkey
  S5/2 A16/7 C8/2 P9/3 W9/3 D8/2   I18 F4 R4 V20   
  Strike 18/0   Armed 18/0
  Grab 18/0
  Weapons
  Knife   LOD 0   Damage 4 Sharp
  Orangutan
  S16/5 A12/4 C11/3 P12/4 W9/3 D9/3   I17 F6 R8 V40   
  Strike 16/0
  Grab 16/0   Hold 18/0
  Mike Ursu (order #19677083)
  
  43
  Chupacabra
  Chupacabra are small, viscous creatures that lurk in the outskirts 
  of civilization throughout Central and South America.  They are 
  swift and elusive creatures that are rarely spotted by humans.  The 
  clearest sign of their presence is the violently mutilated remains of 
  farm animals, especially goats, that they feed upon.  The creatures ap-
  pear to be intelligent, but have no desire to communicate.  
  S8/2 A15/ 6 C12/4 P13/4 W11/3 D11/3    I18 F7 R6 V30   
  Strike 17/0
  stRangeness
  FluRRy oF claWs
  The chupacabra attacks with hooked claws that have a base dam-
  age of 5 (including strength level) and the sharp trait.  It can choose 
  to strike up to 4 times in a single activation, but all checks become 
  hasty. 
  Fast
  The chupacabra has a base speed of 30 feet.
  Aztec Warrior
  The ancient culture of the Aztecs is not lost, it is hidden.  
  Shrouded in powerful magic, the secret cities of the Aztecs remain 
  safe from the march of time.  The Aztec warriors protect the hidden 
  secrets, ensuring that no outsider looks upon them and lives.  Many 
  of these warriors are devoted to protecting the resting places of the 
  Aztec Mummies.  The warriors carry blades akin to machetes.
  S12/4 A12/4 C12/4 P11/3 W9/3 D12/4   I17 F8 R8 V40   
  Strike 18/2   Throw 16/0   Tackle 16/0    Armed 20/4
  Grab 18/2   Hold 16/0   
  Promo 15/0   Intimidate15/0 
  Weapons
  Ritual Blade   LOD 1   Damage 8 Sharp
  special Rules
   An Aztec warrior can employ blades against a luchador with-
  out a D-check.
  Mike Ursu (order #19677083)
  
  44
  Aztec Mummy
  The undying priests of the lost Aztec cities continue to hold 
  sway over throngs of zealous warriors.  These potent undead slumber 
  for centuries in specially prepared tombs, awakening when the 
  celestial spheres align properly.  The purpose of the arcane rights 
  observed by the priests at these times are lost to lesser beings, but 
  are carried out with fanatical zeal by all followers.  Occasionally, a 
  foolish interloper penetrates the defenses of the tomb, awakening 
  the mummy ahead of schedule with unspeakable consequences.  
  The mummy is a desiccated, shambling corpse similar to a zom-
  bie when it first awakens.  The priest’s spirit cannot fully connect 
  to the dead flesh without first observing the proper blood rituals.  
  These gruesome rights allow the priest to harvest the essence of 
  the victims and revitalize his long dead corpse. The sacrificial ritual 
  requires a helpless victim and can only be performed once per night.  
  Followers of the mummy gather sacrifices when the time of awak-
  ening draws near.  The search for spirited (high presence) victims 
  is often the first portent of the mummy’s awakening.  A mummy 
  disturbed from its sleep must fend for itself.  
  In addition to the observation of celestial forces, the mummy 
  often has more selfish interests of a terrestrial nature.  Recovering 
  stolen treasures, abducting a reincarnated lost love, settling blood 
  feuds with descendants of old enemies, and restoring dead empires 
  are just a few possibilities for mummy adventures.  
  Awakened 
  Restored
  S20/8 A7/2 C15/5 P18/6 W9/3 D16/5   I15 F10 R12 V- 
  S15/5 A12/4 C15/5 P18/6 W15/5 D16/5   I19 F10 R10 V -
  Strike 15/2    
  Strike18/2   Throw 16/0   Armed18/2
  Grab 15/2   Hold16/1   Slam 20/0 
  Grab 18/2   Hold 18/1   Slam17/0
  Intimidate 21/2 
  Promo 21/2   Intimidate 21/2   Trick 18/1 
  Weapons
  Ritual Blade   LOD 1   Damage 9 Sharp
  stRangeness
  undead
  The undead do not have vitality and only track injury points from combat situations.  Once the creature takes more injury points than 
  it has conditioning rating, it is damaged to the point of being inert.  It may not be dead, but it cannot function.  It does not need to breathe, 
  and is immune to toxins and disease.
  lumBeRing
  The creature cannot react to attacks.  It also cannot exert for strength or sprinting. 
  The Aztec Mummy only suffers from lumbering in its awakened form.  In restored form it can react as if unharmed. 
  immune to pain
  The creature does not feel pain.  It cannot be stunned or forced to submit to a hold.
  FlammaBle
  The oils and wrappings that preserve the mummy also make it vulnerable to fire.  If exposed to any open flame, the mummy starts to 
  burn taking 1injury point every turn until the flames are doused.  Larger quantities of fire can be more damaging.  If more than half the 
  mummy’s body is exposed to fire, the mummy is engulfed in flame and takes 2 injury points per turn.  Putting out the flame requires falling 
  prone and an agility check for a normal burn, and an A-check with difficulty 4 for an engulfing flame.  Full immersion in water or various 
  modern fire suppression systems automatically extinguish fire.
  teRRiFying 
  The creature can make one free intimidation check per turn. 
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  45
  Voice oF the masteR
  The mummy can speak telepathically to its followers.  Distance is not a factor.  Communication is one way.  Using this ability costs 1 
  fatigue.
  essence pool
  The mummy maintains its undead immortality through the power of its essence pool.  A mummy awakens with 1 point in the pool 
  from the remnants of its own spirit.  Once per night, the mummy may perform a blood ritual to refill the essence pool.  The ritual requires 
  a helpless victim and the removal of vital organs.  Victims add a number of points to the essence pool equal to their presence level.  Once 
  the essence pool reaches 5 the mummy can take its restored form and pass for one of the living.  Most mummies only take enough lives to 
  restore them, but some go further.  A mummy cannot fill the essence pool higher than its presence rating.  Should the essence pool drop 
  below 5, the priest reverts to awakened form.  If the pool empties entirely, then the body slips back into timeless slumber until the stars 
  align again.
  A mummy can expend essence from the pool to perform a variety of strange abilities.  Spending essence requires a wits check with dif-
  ficulty based upon the number of points spent.  A failed check still uses essence.  A disastrous failure spends one extra essence.  
  The GM can add other abilities to fit the story.  Additional abilities often require the acquisition of an ancient talisman or other relic.
  RestoRe the Flesh
  The Aztec mummy can restore 1 injury point for every point of essence spent. 
  call out the dead
  The mummy can impart its essence to other corpses, granting them the semblance of life.  The corpses to be animated must be within 
  line of sight of the mummy, or within a number of feet equal to the mummy’s presence rating and the margin of success of its check to 
  invoke the ability.  The ability can animate a number of corpses equal to the creature’s P-level and MOS.  The newly animated dead are 
  shambling zombies under the control of their creator.  Invoking this ability costs 2 essence.
  shiFt the Winds
  The mummy can manipulate the weather patterns in the area it inhabits.  Normally, this ability simply justifies the GM creating 
  weather appropriate for the mood of the scene.  However, the mummy can spend 1 essence to call upon a sudden atmospheric change such 
  as rain of strong winds to vex its enemies.  The weather must still be appropriate for the area and season (no blizzards in the tropics).  This 
  ability does not allow the mummy to call down lightning onto an enemy, but can have less direct effects.  Grounding light aircraft, hinder-
  ing commercial aircraft, flooding out low-lying roads are all well within the mummy’s power.
  sWaRm oF death
  The mummy can call upon a swarm of crawling of flying insects to attack enemies.  The swarm arrives in 5 turns minus the MOS 
  of the check.  A crawling swarm moves at 15 feet per turn after the target, and fills an area of roughly 15 feet by 15 feet.  Any character 
  touched by the swarm loses 1vitality and takes 1 injury point, ignoring all defenses.  Creatures with C-level of 7 or higher are unaffected.  
  Damage continues for every turn of contact.  
  The flying swarm is faster but less lethal.  It fills an are 15 feet in diameter and moves 25 feet per turn.  Characters in the area of a fly-
  ing swarm lose vitality as above, but only suffer injury points for every 2 turns in the swarm.  
      The swarm lasts for a number of turns equal to the summoner’s P-level plus the MOS of the check.  Flames and smoke disperse a 
  swarm.  Drawing the swarm costs the mummy 3 essence. 
  Rotting cuRse
  The mummy can cause an enemy within 50 feet to wither and rot away.  The creature makes a wits check using the target’s C-level as 
  difficulty.  The MOS reduces the target’s conditioning rating!  If conditioning reaches 0, then the character dies.  Lost points heal as injury 
  points.  The use of this ability costs the mummy 5 essence.
  Mike Ursu (order #19677083)
  
  46
  Unstoppable Killer
  The unstoppable killer is a deranged instrument of social mores 
  distorted to their most disturbing level.  These social outcasts have 
  an uncontrollable rage that they can only justify unleashing upon 
  teenagers that act upon the desires that the killer has been forced 
  to suppress.  The killer stalks the teens in question with voyeuristic 
  obsession until they act out his fantasies, then he punishes them for 
  his sins.  Even when not physically deformed, unstoppable killers 
  hide their faces behind some form of mask out of self-loathing.
  S16/5 A8/2 C16/5 P14/3 W8/2 D12/4   I14 F9 R10 V50   
  Strike16/2   Armed 16/2
  Grab 16/2   Hold 18/0   Slam 18/0
  Intimidate 18/1
  Weapons
  Axe   LOD 2   Damage 10 Sharp
  Machete   LOD 1   Damage 9 Sharp
  stRangeness
  immune to pain
  The creature does not feel pain.  It cannot be stunned or forced 
  to submit to a hold.
  teRRiFying 
  The creature can make one free intimidation check per turn. 
  not dead yet
  The unstoppable killer’s can shake off damage to kill again.  When the unstoppable killer loses all vitality, it can make a free D-check to 
  recover.  It regains vitality equal to the MOS of the check.  Each attempt to recover costs the killer a point of determination.  Lost determi-
  nation recovers at the same rate as injury points. 
  Zombie, Shambling
  The shambling zombie is the classic lumbering zombie of legend 
  and film.  It has no will of its own and only obeys the commands of 
  whatever forces brought it back to life.  Without orders to the con-
  trary, it will attempt to strangle any creature that comes within arms 
  length.
  S13/4 A6/2 C10/3 P12/4 W6/2 D6/2   I14 F5 R7 V-
  Strike 13/0
  Grab 13/0
  stRangeness
  undead
  The undead do not have vitality and only track injury points 
  from combat situations.  Once the creature takes more injury points 
  than it has conditioning rating, it is damaged to the point of being 
  inert.  It may not be dead, but it cannot function.  It does not need to 
  breathe, and is immune to toxins and disease.
  lumBeRing
  The creature cannot react to attacks.  It also cannot exert for 
  strength or sprinting. 
  immune to pain
  The creature does not feel pain.  It cannot be stunned or forced 
  to submit to a hold.
  Mike Ursu (order #19677083)
  
  47
  Zombie, Brain Eater
  Unlike their shambling counterparts, brain-eating zombies are self-
  motivated.  Unfortunately, their only motivation is to eat the brains of 
  the living.  They will occasionally be distracted to eat the brains of the 
  dead, but then its right back to hunting for warm brains. 
  The origins of brain eating zombies vary, but their appearance is al-
  ways a threat to humanity as anyone bitten by a brain-eating zombie is 
  in danger of becoming one.  An outbreak of brain eaters should be rare 
  in campaigns that aren’t looking to move into a more apocalyptic genre.  
  S13/4 A8/2 C10/3 P12/4 W7/2 D8/2   I14 F5 R7 V-
  Strike 14/0
  Grab 14/0
  stRangeness
  inFection
  Any character bitten by a brain-eating zombie could become 
  infected. The character makes a conditioning check with difficulty equal 
  to the injury points from the attack.  Success means the character is 
  safe.  A failed check infects the character, requiring another check every 
  hour with the same COS.  Each failure costs the character another in-
  jury point.  When injury points overwhelm conditioning, the character 
  dies and rises as a brain-eating zombie.  An exceptional success on the 
  C-check ends the infection.
  undead
  The undead do not have vitality and only track injury points from combat situations.  Once the creature takes more injury points than it has 
  conditioning rating, it is damaged to the point of being inert.  It may not be dead, but it cannot function.  It does not need to breathe, and is im-
  mune to toxins and disease.
  lumBeRing
  The creature cannot react to attacks.  It also cannot exert for strength or sprinting. 
  immune to pain
  The creature does not feel pain.  It cannot be stunned or forced to submit to a hold.
  Zombie, Voodoo
  The most dangerous of the zombies is the voodoo zombie.  Created 
  through powerful rituals, these zombies have souls bound within them to 
  provide a degree of cunning lacking in the other zombies.  The binding 
  rituals keep the trapped soul subservient to their creator.  The result is an 
  obedient minion that is clever enough to carry out involved commands.  
  The voodoo zombie can navigate across town almost as well as an average 
  person and tries to avoid causing a scene along the way.  
  S14/4 A8/2 C12/4 P14/4 W8/2 D10/3   I14 F5 R8 V-
  Strike 15/1   Armed 15/1
  Grab 14/0   Hold 17/0
  Intimidate 17/0
  stRangeness
  undead
  The undead do not have vitality and only track injury points from 
  combat situations.  Once the creature takes more injury points than it 
  has conditioning rating, it is damaged to the point of being inert.  It may 
  not be dead, but it cannot function.  It does not need to breathe, and is 
  immune to toxins and disease.
  immune to pain
  The creature does not feel pain.  It cannot be stunned or forced to 
  submit to a hold.
  teRRiFying 
  The creature can make one free intimidation check per turn. 
  Mike Ursu (order #19677083)
  
  48
  The Masked Demon
  The path of the luchador is not an easy one.  Many 
  strain under the weight of their calling.  The low road 
  of treachery and ruthlessness often carry others forward 
  faster than the way of honor.  The siren calls of greed and 
  envy beckon the luchador to abandon his beliefs.  When 
  a luchador loses his way, he may find himself face to face 
  with the masked demon.  
  The masked demon is an unholy embodiment of the 
  evils that threaten to consume man.  It is drawn to those 
  who stumble on the path of greatness, seeking to drag 
  them down into despair.  It is a spiteful and pitiless thing 
  that exists only to spread suffering and bring ruin.  In 
  other times it may have tested other callings, but now it 
  only stalks the luchadors.  
  When it senses a luchador straying from the path, it 
  begins to haunt its prey in reflections and in the shad-
  ows of seemingly empty rooms.  Only the intended prey 
  can see the demon at this stage, and it can take no direct 
  action. The demon rarely speaks, although its prey often 
  hears the hiss of countless whispering voices while in its 
  presence.  Visitations increase over time, growing more 
  potent with each appearance.  The luchador will see the 
  demon in dreams, and awakens to smell the scent of blood 
  and sweat lingering in the air.  A haunted luchador cannot 
  gain heat until the demon is confronted.  
  The haunting ends as soon as the luchador chal-
  lenges the masked demon.  Once called out, it awaits the 
  luchador in any desolate area near the prey.  Abandoned buildings, lonely stretches of road, and empty deserts all fit the demon’s need.  As soon as 
  the luchador enters an appropriate are, the masked demon reveals itself in the flesh.
  The Masked Demon is a lingering threat to luchadors that show no reverence for their calling. 
  S18/6 A18/6 C18/6 P20/6 W10/3 D13/4   I19 F10 R12 V60   
  Strike 20/1   Throw 20/1   Tackle 20/1   Armed 20/1
  Grab 20/1   Hold 20/1   Slam 20/1   Drop 20/1
  Intimidate 20/0   
  stRangeness
  puRgatoRy cage match
  The demon can invoke the purgatory cage match for its duel with the intended prey.  A wrestling ring surrounded by a barbed cage rises out 
  of the ground (or is already present when the luchador arrives).  The cage must be entered willingly, so the demon cannot use it to trap prey.  Its 
  intention is to fight the prey alone to deny any encouragement from onlookers.  If others show up, it will try to entice them to interfere directly.  
  Anyone entering the cage is fair game for the demon’s violence.  If the prey can escape the cage, pin the demon, or force it to submit, then the 
  battle ends and the demon (and cage) vanishes.  Escaping the cage requires a 15 ft. climb over the barbed cage.  Each 5 feet of climbing inflicts 
  4 + S-level of the climber in sharp damage.  To pin the demon requires a prone grab for 3 turns.  If the luchador forces the demon to submit, it’s 
  smoldering mask remains.  
  If the demon wins, it leaves whatever is left of its opponent lying where the battle took place.  The demon and the cage vanish amongst hor-
  rible screams of laughter.  The demon is unlikely to visit the luchador again
  honoR theFt
  The masked demon prevents its prey from gaining heat during the haunting phase of its trial.  The demon hoards all the heat that the prey 
  should attain until the luchador confronts it.  If the luchador bests the demon in a purgatory cage match, then all of the heat returns to the 
  luchador.  If the demon triumphs, then it strips away fame from its vanquished foe by spending the stolen heat, and any heat it generated in the 
  battle, to buy off the victim’s fame.  
  unholy heat
  The masked demon enters the duel with heat equal to the fame level of its prey.  Anytime the opponent takes an action that prevents him 
  from gaining heat (using a weapon first, begging, etc.) the demon gains heat.  It also gains heat for every injury point inflicted, and every turn it 
  stuns an enemy.  The masked demon does not gain heat for risk or daring deeds.  
  The demon spends unholy heat exactly like a luchador with a fame level equal to the level of its prey.  It cannot spend heat stolen from the 
  luchador in the haunting stage.
  Mike Ursu (order #19677083)
  
  49
  Vampire Women
  Clad in black with milk-white skin and crimson lips, these 
  dreadful ladies take men’s breath away in a very literal way.  Vampire 
  women are the most alluring of the undead, in part because of how 
  lively they appear.  They love the nightlife, dancing in clubs until close 
  then partying with dangerous looking types until the sun threatens 
  to rise.  Along the way, they pick off lone victims to feed their lust for 
  life.  
  S15/5 A14/4 C13/4 P15/5 W12/4 D12/4   I18 F8 R8 V-   
  Strike 17/0   Throw 17/0   Tackle17/0   Armed 17/0
  Grab 18/1   Hold 17/0   Slam 17/0   
  Promo 17/0   Intimidate 18/1   Trick 17/1
  stRangeness
  undead
  The undead do not have vitality and only track injury points 
  from combat situations.  Once the creature takes more injury points 
  than it has conditioning rating, it is damaged to the point of being 
  inert.  It may not be dead, but it cannot function.  It does not need to 
  breathe, and is immune to toxins and disease.
  alluRing gaze
  A vampire can charm a mortal with her stare.  She makes a presence check with the victim’s determination level as difficulty.  A success 
  causes the victim to follow the vampire for a number of turns equal to the MOS.  An exceptional success causes the victim to meekly accept 
  the vampire’s kiss without resistance.  The ability costs 1 fatigue.
  VampiRe’s Kiss
  A vampire can feed off the blood of a victim to restore her cold, white flesh.  The kiss drains 1 point of conditioning from the victim 
  for each turn of feeding.  Each point stolen restores 1 injury point for the vampire.  If the victim resists, the vampire must grab the target to 
  maintain the vampire’s kiss.
  A victim reduced to 0 conditioning dies, and rises as a vampire if the vampire woman so desires.
  Beast FoRm
  The vampire can assume the form of a bat or wolf.  The transformation takes 1 turn.  The bat form flies at a base speed of 20 feet.  The 
  wolf runs with a base speed of 20 feet.
  FoRBidden
  Vampires cannot enter a person’s home without being invited.  They cannot enter a church or walk on consecrated ground. 
  The presence of holy items causes the vampire to recoil.  Any character brandishing a holy symbol towards a vampire may make a 
  presence check to drive the vampire back.  The difficulty is the P-level of the vampire, and 0-3 points for the lack of piety in the character.  
  The vampire may attempt to oppose with a determination check.  Direct contact with any consecrated item causes the vampire to suffer an 
  injury point. 
  cReatuRe oF the night
  Sunlight causes the vampire to burn, taking 2 injury point per turn of exposure.  The vampire must pass a free D-check to remain in 
  the sunlight with the difficulty being the amount of injury points taken.  During daylight hours, the vampire sleeps in her coffin.  If forced 
  to act in the day, the vampire suffers the lumbering flaw (see zombies)
  heaRt oF daRKness
  A stake to the heart paralyzes the vampire.  It takes an exceptional success to hit the heart, and the blow must inflict 3 injury points to 
  penetrate.  Treat the damage of a stake as a knife.
  Mike Ursu (order #19677083)
  
  50
  The Umbral Accord
  Rising out of the darkest reaches of the criminal underworld, the Umbral Accord is a private army of masked men intent upon 
  overthrowing world governments.  To this end, the Umbral Accord supports countless criminal enterprises.  Their influence usually goes 
  undetected, but when law enforcement gets too close to shutting down a revenue stream, the dark armies of the Umbral Accord emerge 
  from the shadows.  
  The Umbral Accord is the hidden power behind most international crime.  They provide manpower and resources to mad scientists de-
  veloping promising technologies.  They investigate strange occurrences, looking for opportunities to advance their agenda.  They blackmail 
  high-ranking officials in any organization that threatens their interests.  They prop up petty dictators and corrupt politicians.  If there is evil 
  to be done, the Umbral Accord has a hand in it.
  Umbral Accord, Soldier
  Agents of the Umbral Accord wear featureless black masks 
  whenever they are in the field.  The black on black motif is the 
  constant signature of all their agents.  Their elite soldiers are armed 
  with the most advanced weaponry available.  In addition to automatic 
  weapons and the omnipresent trench knives, at least one member 
  of each squad will have a selection from the advanced weapon list.  
  Soldiers of the Umbal Accord work in squads of 5.  
  S10/3 A12/4 C11/3 P11/3 W10/3 D11/3    I17 F6 R6 V30   
  Strike 18/2   Throw16/0   Tackle 16/0   Armed 18/2
  Grab16/0   
  Intimidate 15/0   Trick 15/0 
  Weapons
  Assault Rifle   LOD 0   Damage 12 Sharp   Range 120   5shots
  Pistol    LOD 0   Damage 8 Sharp   Range 45
  Trench knife   LOD 0   Damage 5 Sharp   
  special Rules
  elite tRaining
  Agents of the Umbral Accord can re-roll checks with firearms.
  Body aRmoR
  Agents of the Umbral Accord wear light body armor, adding 2 to their C-level for resisting damage and allowing them to apply full 
  resilience against sharp weapons. 
  adVanced Weapons
  The Umbral Accord has a constantly changing arsenal of advanced weapons.  Use this list as an example for your campaign.
  daRt pistols
  These handguns fire small, drugged darts.  The wielder rolls to hit like a normal firearm, but with a range of 25 feet.  The weapon holds 
  5 darts.  The darts do no actual damage.  If the attack hits, the target is immediately fatigued (see Section 4.3.2) and starts to lose 2 vitality 
  every turn (in addition to the fatigued vitality loss)!  The character cannot recover fatigue until the toxin is countered.  The target gets a free 
  conditioning check every turn to shake off the toxin.  LOD is the number of darts that the character has been hit with.  Success ends the 
  toxin’s effect, but the character remains fatigued until he recovers.  An exceptional success stops the toxin and removes the fatigued state.  
  The toxin wears off in 10 turns.  
  shocK Baton
  The shock baton is a nightstick with a built in taser.  Any hit with the weapon threatens to stun the target.  The difficulty for the de-
  termination check to resist stunning is 5 rather than the S-level of the wielder.  If the baton does more than 9 damage on a hit, the taser is 
  damaged and ceases to function until the agent can adjust it.  The weapon has difficulty 1 and 4 base damage.
  VeRtigo geneRatoR
  The strangest weapon in the arsenal of the Umbral Accord is the vertigo generator.  It emits soundwaves that disrupt the inner ear 
  causing intense disorientation in everyone within 30 feet that is not wearing protective ear coverings.  The operator makes a check every 
  turn against the devices rating of 15.  All characters in the area get a free wits check to resist.  The net MOS (up to a maximum of 5) adds 
  to the LOD for all checks!  The devise requires two hands to operate. 
  Mike Ursu (order #19677083)
  
  51
  Umbral Accord, Enforcer
  Enforcers for the Umbral Accord are the best of the worst.  They 
  are highly trained killers who love their work.  Most operations as-
  sign a single enforcer for every 3 squads.  An entire squad of enforc-
  ers can be assigned when the Accord has a serious problem.  
  S12/4 A13/4 C12/4 P11/3 W10/3 D11/3    I17 F7 R8 V40   
  Strike 18/2   Throw 17/1   Tackle 16/0   Armed19/3
  Grab 17/1   Hold 17/1   Slam 16/0
  Intimidate 15/0   Trick 15/0 
  Weapons
  Assault Rifle   LOD 0   Damage 12 Sharp   Range 120   5shots
  Pistol    LOD 0   Damage 8 Sharp   Range 45
  Trench knife   LOD 0   Damage 6 Sharp   
  special Rules
  elite tRaining
  Agents of the Umbral Accord can re-roll checks with firearms.
  Body aRmoR
  Agents of the Umbral Accord wear light body armor, adding 2 
  to their C-level for resisting damage and allowing them to apply full 
  resilience against sharp weapons. 
  Umbral Accord, Leader
  Each cell of the Umbral Accord has a single leader who coor-
  dinates local operations.  Each leader has a codename that plays to 
  the darkness/shadow motif that the organization overuses, such as 
  ‘Nightshade’ or ‘Midnight’.  The leaders are part spy and part show-
  man, projecting the image of the agency and providing a face to the 
  faceless empire.  Failure is dealt with harshly, and even individual 
  leaders must answer to the shadow cabinet that runs the Umbral 
  Accord.  
  S10/3 A12/4 C12/4 P12/4 W14/4 D13/4    I18 F8 R7 V35   
  Strike 19/3   Throw 18/2   Armed 19/3
  Grab 17/1   Hold 16/1   Drop 16/1
  Promo 17/1   Intimidate 17/1   Trick 18/1   Beg 16/0
  Weapons
  Assault Rifle   LOD 0   Damage 12 Sharp   Range 120   5shots
  Pistol    LOD 0   Damage 8 Sharp   Range 45
  Trench knife   LOD 0   Damage 5 Sharp   
  special Rules
  elite tRaining
  Agents of the Umbral Accord can re-roll checks with firearms.
  Body aRmoR
  Agents of the Umbral Accord wear light body armor, adding 2 to their C-level for resisting damage and allowing them to apply full 
  resilience against sharp weapons. 
  Mike Ursu (order #19677083)
  
  Luchadors
  Sometimes the action might take place in the ring.  When it does, the PCs need to know what kind of opposition they are up against.  
  Other luchadors can also fight alongside the PCs or even against them outside the ring.
  Renegade luchadors are former wrestlers who have fallen from grace.  Some have been unmasked either in challenges or through reck-
  lessness.  Others have succumbed to the lure of greed, and now ply their talents for criminal gain.  The Umbral Accord quickly swoops in to 
  recruit luchadors who have fallen on hard times.  
  NPC luchadors are categorized by how much experience they have for the GMs convenience.  
  Rookies are luchadors in training.  Use base stat-lines, and only give them 10 skillpoints.
  Novice luchadors have begun wrestling steadily, but have not yet made a name for themselves.  This is the status of starting player char-
  acters.  Generate characters as PCs.
  Known luchadors have been around for awhile and know what they are doing.  Generate characters with 30 points of XP spent. 
  52
  Mike Ursu (order #19677083)
  
  PRIMARY STATS 
  Rating
  Level
  Strength (S)
  13
  4
  Agility (A)
  14
  4
  Conditioning (C)
  14
  4
  Presence (P)
  10
  3
  Wits (W)
  13
  4
  Determination (D)
  14
  4
  SKILLS: 
  SKILL POINTS / EXPERIENCE ___________
  Combat 
  Skills:
  Rating
  Level  
  Cost
  Wrestling 
  Skills:
  Rating
  Level
  Cost
  Mike 
  Skills:
  Rating
  Level
  Cost
  Strike
  18
  1
  Grab
  20
  3
  Promo
  Throw
  18
  1
  Hold
  19
  3
  Intimidate
  Tackle
  18
  1
  Slam
  17
  1
  Trick
  Armed
  17
  0
  Drop
  19
  2
  Beg
   
  Extracirricular Skills:
  Skill
  Rating
  Level
  Cost
  Name _________________________________
  Class _________________________________
  Class Abilities  ________________________
  Quote __________________________________________________________
  Signature Moves
   
   
  XP
  Name 
  Moves 
  Cost
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  Character Sheet
  Vitality  
  Loss Needed
  Wound 
  Level
  LOD
  Reaction
  Rise
  ________
  1x Resilience
  Unharmed
  0 
  Counterattack 
  No Check
  ________
  2x Resilience
  Bruised
  +1
  Counterattack
  A-check
  ________
  3x Resilience
  Battered
  +2
  Defensive Action
  A-check
  ________
  4x Resilience
  Broken
  +3
  Defensive Action
  Full Action
  ________
  5x Resilience
  Beaten
  +4
  None
  Full Action
  DAMAGE:
   
  __________ __________ __________
   
  Fatigue Loss Vitality Loss Injury Points
  © 2009 Spartacus Publishing.  All Rights Reserved.  Permission is granted to photocopy for personal use only.
  SECONDARY 
  STATS
  Rating
  Level
  Formula 
  based on the 
  stat LEVEL!
  Initiative 
  18
  10 + A + W
  Fatigue
  8
  C + D
  Resilience
  8
  S + C
  Vitality
  40
  5X Resilience
  Heat
   
  None
  Fame
  None
  Skill
  Rating
  Level
  Cost
  Red Scorpion
  Technico
  may re-roll any wrestling skill checks!
  You Talk. I wrestle.
  8
  16
  24
  32
  40
  Mike Ursu (order #19677083)
  
  Action
  Rating 1
  LOD 2
  Base Damage
  Stuns
  Special 
  Section
  Strike
  Strike
  A-level
  2+S-level
  Yes
  5.1.1
  Throw
  Throw
  A-level
  S-level
  Yes
  Free opposed S-check.  Target prone.
  5.1.2 
  Tackle
  Tackle
  A-level
  3+S-level
  Yes
  Must attach risk.  Overcome ½ S to knockdown
  5.1.3
  Armed
  Armed
  A-level
  Varies
  Yes
  LOD and damage by weapon
  5.1.4
  Grab
  Grab
  A-level
  None
  No
  Add half MOS to target’s LOD
  5.2.1
  Hold
  Hold
  S-level
  S-level
  No
  Injure at half Resilience.  Force Submit. Base damage 
  adds 1 every turn
  5.2.2
  Slam
  Slam
  S-level
  4+ S-level
  Yes
  Requires grab and lift
  5.2.3
  Drop
  Drop
  S-level
  3+S-level
  Yes
  Requires grab.  Attacker prone
  5.2.4
  Lift
  S
  S-level
  None
  No
  Requires grab
  5.2.3
  Exert 
  C
  0
  None
  No
  Free check.  Add MOS to S for 1 check Costs Fatigue
  7.5
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Defend
  Rating 1
  LOD 2
  Special
  Section
  Dodge 
  A
  Expert
  Opposes combat or grab attacks 
  6.3.1
  Block 
  Strike
  Expert
  Opposes strike or armed (at +2 LOD)
  6.3.2
  Block 
  Armed 
  Expert
  Opposes strike or armed
  6.3.2
  Escape
  Grab
  Expert
  Opposes grab
  6.3.3
  Shove
  S
  S-level 
  Faces additional LOD from opponent’s grab
  6.3.3
  Brace
  S
  S-level + Risk
  Add MOS to C-level.  Costs 1 Fatigue
  6.3.4
  Evade
  A
  Number of enemy
  Add half MOS to A-level
  6.3.6
  Resist stunning
  S-level 
  +Risk
  D-check
  S-level +Risk
  6.2.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Combat Mike Use
  Action
  Rating 1
  LOD 2
  Special
  Section
  Work Crowd
  Promo
  Varies
  Requires crowd.  Add half MOS to fatigue
  5.3.1
  Intimidate
  Intimidate
  D-level
  Add P-level to target’s Initiative LOD
  5.3.2
  Distract
  Trick
  W-level
  Target cannot use A-level 
  5.3.3
  Play Possum
  Trick
  W-level
  Feign weakness
  5.3.3
  Beg
  Beg
  D-level
  User prone.  Stops attacks.
  5.3.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  LOD
  Suggestion
  0
  Getting characters to take ac-
  tions they were probably going 
  to do anyway.
  +1
  Suggesting a reasonable and (ap-
  parently) beneficial action
  +2
  Suggesting a reasonable action 
  with a potential drawback
  +3
  Suggesting a reasonable action 
  that goes against the character’s 
  current intent
  +4
  Suggesting a risky action that 
  goes against the character’s cur-
  rent intent
  +5
  Suggesting actions contrary to 
  the character’s general interests
  Heat Use Chart
  Use
  Burns
  Shake Off Damage
  1
  Regroup
  1
  Save Face 
  1
  Excel
  1
  Focus
  2
  Punctuate Attack
  2
  No Sell
  2
  Ignore Pain
  3
  Beat the Odds
  3
  Do the Impossible
  5
  Mike Ursu (order #19677083)
  
  PRIMARY STATS 
  Rating
  Level
  Strength (S)
  11
  3
  Agility (A)
  13
  4
  Conditioning (C)
  15
  5
  Presence (P)
  18
  6
  Wits (W)
  14
  4
  Determination (D)
  13
  4
  SKILLS: 
  SKILL POINTS / EXPERIENCE ___________
  Combat 
  Skills:
  Rating
  Level  
  Cost
  Wrestling 
  Skills:
  Rating
  Level
  Cost
  Mike 
  Skills:
  Rating
  Level
  Cost
  Strike
  17
  1
  Grab
  17
  1
  Promo
  19
  0
  Throw
  14
  0
  Hold
  17
  0
  Intimidate
  21
  1
  Tackle
  14
  0
  Slam
  19
  2
  Trick
  Armed
  17
  1
  Drop
  16
  0
  Beg
   
  Extracirricular Skills:
  Skill
  Rating
  Level
  Cost
  Catholicism
  17
  0
  Name _________________________________
  Class _________________________________
  Class Abilities  ________________________
  Quote __________________________________________________________
  Signature Moves
   
   
  XP
  Name 
  Moves 
  Cost
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  Character Sheet
  Vitality  
  Loss Needed
  Wound 
  Level
  LOD
  Reaction
  Rise
  ________
  1x Resilience
  Unharmed
  0 
  Counterattack 
  No Check
  ________
  2x Resilience
  Bruised
  +1
  Counterattack
  A-check
  ________
  3x Resilience
  Battered
  +2
  Defensive Action
  A-check
  ________
  4x Resilience
  Broken
  +3
  Defensive Action
  Full Action
  ________
  5x Resilience
  Beaten
  +4
  None
  Full Action
  DAMAGE:
   
  __________ __________ __________
   
  Fatigue Loss Vitality Loss Injury Points
  © 2009 Spartacus Publishing.  All Rights Reserved.  Permission is granted to photocopy for personal use only.
  SECONDARY 
  STATS
  Rating
  Level
  Formula 
  based on the 
  stat LEVEL!
  Initiative 
  18
  10 + A + W
  Fatigue
  9
  C + D
  Resilience
  8
  S + C
  Vitality
  40
  5X Resilience
  Heat
   
  None
  Fame
  None
  Skill
  Rating
  Level
  Cost
  Mother Mercy
  Gimmico
  You Didn’t Say ‘Mother May I?’
  re-roll any Presence CHECKS!
  8
  16
  24
  32
  40
  Mike Ursu (order #19677083)
  
  Action
  Rating 1
  LOD 2
  Base Damage
  Stuns
  Special 
  Section
  Strike
  Strike
  A-level
  2+S-level
  Yes
  5.1.1
  Throw
  Throw
  A-level
  S-level
  Yes
  Free opposed S-check.  Target prone.
  5.1.2 
  Tackle
  Tackle
  A-level
  3+S-level
  Yes
  Must attach risk.  Overcome ½ S to knockdown
  5.1.3
  Armed
  Armed
  A-level
  Varies
  Yes
  LOD and damage by weapon
  5.1.4
  Grab
  Grab
  A-level
  None
  No
  Add half MOS to target’s LOD
  5.2.1
  Hold
  Hold
  S-level
  S-level
  No
  Injure at half Resilience.  Force Submit. Base damage 
  adds 1 every turn
  5.2.2
  Slam
  Slam
  S-level
  4+ S-level
  Yes
  Requires grab and lift
  5.2.3
  Drop
  Drop
  S-level
  3+S-level
  Yes
  Requires grab.  Attacker prone
  5.2.4
  Lift
  S
  S-level
  None
  No
  Requires grab
  5.2.3
  Exert 
  C
  0
  None
  No
  Free check.  Add MOS to S for 1 check Costs Fatigue
  7.5
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Defend
  Rating 1
  LOD 2
  Special
  Section
  Dodge 
  A
  Expert
  Opposes combat or grab attacks 
  6.3.1
  Block 
  Strike
  Expert
  Opposes strike or armed (at +2 LOD)
  6.3.2
  Block 
  Armed 
  Expert
  Opposes strike or armed
  6.3.2
  Escape
  Grab
  Expert
  Opposes grab
  6.3.3
  Shove
  S
  S-level 
  Faces additional LOD from opponent’s grab
  6.3.3
  Brace
  S
  S-level + Risk
  Add MOS to C-level.  Costs 1 Fatigue
  6.3.4
  Evade
  A
  Number of enemy
  Add half MOS to A-level
  6.3.6
  Resist stunning
  S-level 
  +Risk
  D-check
  S-level +Risk
  6.2.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Combat Mike Use
  Action
  Rating 1
  LOD 2
  Special
  Section
  Work Crowd
  Promo
  Varies
  Requires crowd.  Add half MOS to fatigue
  5.3.1
  Intimidate
  Intimidate
  D-level
  Add P-level to target’s Initiative LOD
  5.3.2
  Distract
  Trick
  W-level
  Target cannot use A-level 
  5.3.3
  Play Possum
  Trick
  W-level
  Feign weakness
  5.3.3
  Beg
  Beg
  D-level
  User prone.  Stops attacks.
  5.3.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  LOD
  Suggestion
  0
  Getting characters to take ac-
  tions they were probably going 
  to do anyway.
  +1
  Suggesting a reasonable and (ap-
  parently) beneficial action
  +2
  Suggesting a reasonable action 
  with a potential drawback
  +3
  Suggesting a reasonable action 
  that goes against the character’s 
  current intent
  +4
  Suggesting a risky action that 
  goes against the character’s cur-
  rent intent
  +5
  Suggesting actions contrary to 
  the character’s general interests
  Heat Use Chart
  Use
  Burns
  Shake Off Damage
  1
  Regroup
  1
  Save Face 
  1
  Excel
  1
  Focus
  2
  Punctuate Attack
  2
  No Sell
  2
  Ignore Pain
  3
  Beat the Odds
  3
  Do the Impossible
  5
  Mike Ursu (order #19677083)
  
  PRIMARY STATS 
  Rating
  Level
  Strength (S)
  9
  3
  Agility (A)
  14
  4
  Conditioning (C)
  14
  4
  Presence (P)
  16
  5
  Wits (W)
  11
  3
  Determination (D)
  13
  4
  SKILLS: 
  SKILL POINTS / EXPERIENCE ___________
  Combat 
  Skills:
  Rating
  Level  
  Cost
  Wrestling 
  Skills:
  Rating
  Level
  Cost
  Mike 
  Skills:
  Rating
  Level
  Cost
  Strike
  18
  1
  Grab
  17
  0
  Promo
  20
  2
  Throw
  17
  0
  Hold
  19
  2
  Intimidate
  17
  0
  Tackle
  19
  2
  Slam
  14
  0
  Trick
  Armed
  17
  0
  Drop
  17
  0
  Beg
   
  Extracirricular Skills:
  Skill
  Rating
  Level
  Cost
  Japanese
  15
  0
  Name _________________________________
  Class _________________________________
  Class Abilities  ________________________
  Quote __________________________________________________________
  Signature Moves
   
   
  XP
  Name 
  Moves 
  Cost
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  Character Sheet
  Vitality  
  Loss Needed
  Wound 
  Level
  LOD
  Reaction
  Rise
  ________
  1x Resilience
  Unharmed
  0 
  Counterattack 
  No Check
  ________
  2x Resilience
  Bruised
  +1
  Counterattack
  A-check
  ________
  3x Resilience
  Battered
  +2
  Defensive Action
  A-check
  ________
  4x Resilience
  Broken
  +3
  Defensive Action
  Full Action
  ________
  5x Resilience
  Beaten
  +4
  None
  Full Action
  DAMAGE:
   
  __________ __________ __________
   
  Fatigue Loss Vitality Loss Injury Points
  © 2009 Spartacus Publishing.  All Rights Reserved.  Permission is granted to photocopy for personal use only.
  SECONDARY 
  STATS
  Rating
  Level
  Formula 
  based on the 
  stat LEVEL!
  Initiative 
  17
  10 + A + W
  Fatigue
  8
  C + D
  Resilience
  7
  S + C
  Vitality
  35
  5X Resilience
  Heat
   
  None
  Fame
  None
  Skill
  Rating
  Level
  Cost
  King Phoenix
  Aerialist
  may re-roll any agility checks!
  Behold my Glory!
  7
  14
  21
  28
  35
  Mike Ursu (order #19677083)
  
  Action
  Rating 1
  LOD 2
  Base Damage
  Stuns
  Special 
  Section
  Strike
  Strike
  A-level
  2+S-level
  Yes
  5.1.1
  Throw
  Throw
  A-level
  S-level
  Yes
  Free opposed S-check.  Target prone.
  5.1.2 
  Tackle
  Tackle
  A-level
  3+S-level
  Yes
  Must attach risk.  Overcome ½ S to knockdown
  5.1.3
  Armed
  Armed
  A-level
  Varies
  Yes
  LOD and damage by weapon
  5.1.4
  Grab
  Grab
  A-level
  None
  No
  Add half MOS to target’s LOD
  5.2.1
  Hold
  Hold
  S-level
  S-level
  No
  Injure at half Resilience.  Force Submit. Base damage 
  adds 1 every turn
  5.2.2
  Slam
  Slam
  S-level
  4+ S-level
  Yes
  Requires grab and lift
  5.2.3
  Drop
  Drop
  S-level
  3+S-level
  Yes
  Requires grab.  Attacker prone
  5.2.4
  Lift
  S
  S-level
  None
  No
  Requires grab
  5.2.3
  Exert 
  C
  0
  None
  No
  Free check.  Add MOS to S for 1 check Costs Fatigue
  7.5
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Defend
  Rating 1
  LOD 2
  Special
  Section
  Dodge 
  A
  Expert
  Opposes combat or grab attacks 
  6.3.1
  Block 
  Strike
  Expert
  Opposes strike or armed (at +2 LOD)
  6.3.2
  Block 
  Armed 
  Expert
  Opposes strike or armed
  6.3.2
  Escape
  Grab
  Expert
  Opposes grab
  6.3.3
  Shove
  S
  S-level 
  Faces additional LOD from opponent’s grab
  6.3.3
  Brace
  S
  S-level + Risk
  Add MOS to C-level.  Costs 1 Fatigue
  6.3.4
  Evade
  A
  Number of enemy
  Add half MOS to A-level
  6.3.6
  Resist stunning
  S-level 
  +Risk
  D-check
  S-level +Risk
  6.2.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Combat Mike Use
  Action
  Rating 1
  LOD 2
  Special
  Section
  Work Crowd
  Promo
  Varies
  Requires crowd.  Add half MOS to fatigue
  5.3.1
  Intimidate
  Intimidate
  D-level
  Add P-level to target’s Initiative LOD
  5.3.2
  Distract
  Trick
  W-level
  Target cannot use A-level 
  5.3.3
  Play Possum
  Trick
  W-level
  Feign weakness
  5.3.3
  Beg
  Beg
  D-level
  User prone.  Stops attacks.
  5.3.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  LOD
  Suggestion
  0
  Getting characters to take ac-
  tions they were probably going 
  to do anyway.
  +1
  Suggesting a reasonable and (ap-
  parently) beneficial action
  +2
  Suggesting a reasonable action 
  with a potential drawback
  +3
  Suggesting a reasonable action 
  that goes against the character’s 
  current intent
  +4
  Suggesting a risky action that 
  goes against the character’s cur-
  rent intent
  +5
  Suggesting actions contrary to 
  the character’s general interests
  Heat Use Chart
  Use
  Burns
  Shake Off Damage
  1
  Regroup
  1
  Save Face 
  1
  Excel
  1
  Focus
  2
  Punctuate Attack
  2
  No Sell
  2
  Ignore Pain
  3
  Beat the Odds
  3
  Do the Impossible
  5
  Mike Ursu (order #19677083)
  
  PRIMARY STATS 
  Rating
  Level
  Strength (S)
  15
  5
  Agility (A)
  9
  3
  Conditioning (C)
  14
  4
  Presence (P)
  13
  4
  Wits (W)
  10
  3
  Determination (D)
  11
  3
  SKILLS: 
  SKILL POINTS / EXPERIENCE ___________
  Combat 
  Skills:
  Rating
  Level  
  Cost
  Wrestling 
  Skills:
  Rating
  Level
  Cost
  Mike 
  Skills:
  Rating
  Level
  Cost
  Strike
  16
  2
  Grab
  16
  2
  Promo
  16
  0
  Throw
  14
  0
  Hold
  17
  0
  Intimidate
  17
  1
  Tackle
  14
  0
  Slam
  19
  2
  Trick
  Armed
  15
  1
  Drop
  15
  1
  Beg
   
  Extracirricular Skills:
  Skill
  Rating
  Level
  Cost
  Name _________________________________
  Class _________________________________
  Class Abilities  ________________________
  Quote __________________________________________________________
  Signature Moves
   
   
  XP
  Name 
  Moves 
  Cost
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  Character Sheet
  Vitality  
  Loss Needed
  Wound 
  Level
  LOD
  Reaction
  Rise
  ________
  1x Resilience
  Unharmed
  0 
  Counterattack 
  No Check
  ________
  2x Resilience
  Bruised
  +1
  Counterattack
  A-check
  ________
  3x Resilience
  Battered
  +2
  Defensive Action
  A-check
  ________
  4x Resilience
  Broken
  +3
  Defensive Action
  Full Action
  ________
  5x Resilience
  Beaten
  +4
  None
  Full Action
  DAMAGE:
   
  __________ __________ __________
   
  Fatigue Loss Vitality Loss Injury Points
  © 2009 Spartacus Publishing.  All Rights Reserved.  Permission is granted to photocopy for personal use only.
  SECONDARY 
  STATS
  Rating
  Level
  Formula
  based on the 
  stat LEVEL!
  Initiative 
  16
  10 + A + W
  Fatigue
  7
  C + D
  Resilience
  9
  S + C
  Vitality
  45
  5X Resilience
  Heat
   
  None
  Fame
  None
  Skill
  Rating
  Level
  Cost
  Eviscerator I AND II
  Bruiser
  may re-roll any Strength checks!
  We are Horrible People. You have been warned!
  9
  18
  27
  36
  45
  Mike Ursu (order #19677083)
  
  Action
  Rating 1
  LOD 2
  Base Damage
  Stuns
  Special 
  Section
  Strike
  Strike
  A-level
  2+S-level
  Yes
  5.1.1
  Throw
  Throw
  A-level
  S-level
  Yes
  Free opposed S-check.  Target prone.
  5.1.2 
  Tackle
  Tackle
  A-level
  3+S-level
  Yes
  Must attach risk.  Overcome ½ S to knockdown
  5.1.3
  Armed
  Armed
  A-level
  Varies
  Yes
  LOD and damage by weapon
  5.1.4
  Grab
  Grab
  A-level
  None
  No
  Add half MOS to target’s LOD
  5.2.1
  Hold
  Hold
  S-level
  S-level
  No
  Injure at half Resilience.  Force Submit. Base damage 
  adds 1 every turn
  5.2.2
  Slam
  Slam
  S-level
  4+ S-level
  Yes
  Requires grab and lift
  5.2.3
  Drop
  Drop
  S-level
  3+S-level
  Yes
  Requires grab.  Attacker prone
  5.2.4
  Lift
  S
  S-level
  None
  No
  Requires grab
  5.2.3
  Exert 
  C
  0
  None
  No
  Free check.  Add MOS to S for 1 check Costs Fatigue
  7.5
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Defend
  Rating 1
  LOD 2
  Special
  Section
  Dodge 
  A
  Expert
  Opposes combat or grab attacks 
  6.3.1
  Block 
  Strike
  Expert
  Opposes strike or armed (at +2 LOD)
  6.3.2
  Block 
  Armed 
  Expert
  Opposes strike or armed
  6.3.2
  Escape
  Grab
  Expert
  Opposes grab
  6.3.3
  Shove
  S
  S-level 
  Faces additional LOD from opponent’s grab
  6.3.3
  Brace
  S
  S-level + Risk
  Add MOS to C-level.  Costs 1 Fatigue
  6.3.4
  Evade
  A
  Number of enemy
  Add half MOS to A-level
  6.3.6
  Resist stunning
  S-level 
  +Risk
  D-check
  S-level +Risk
  6.2.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Combat Mike Use
  Action
  Rating 1
  LOD 2
  Special
  Section
  Work Crowd
  Promo
  Varies
  Requires crowd.  Add half MOS to fatigue
  5.3.1
  Intimidate
  Intimidate
  D-level
  Add P-level to target’s Initiative LOD
  5.3.2
  Distract
  Trick
  W-level
  Target cannot use A-level 
  5.3.3
  Play Possum
  Trick
  W-level
  Feign weakness
  5.3.3
  Beg
  Beg
  D-level
  User prone.  Stops attacks.
  5.3.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  LOD
  Suggestion
  0
  Getting characters to take ac-
  tions they were probably going 
  to do anyway.
  +1
  Suggesting a reasonable and (ap-
  parently) beneficial action
  +2
  Suggesting a reasonable action 
  with a potential drawback
  +3
  Suggesting a reasonable action 
  that goes against the character’s 
  current intent
  +4
  Suggesting a risky action that 
  goes against the character’s cur-
  rent intent
  +5
  Suggesting actions contrary to 
  the character’s general interests
  Heat Use Chart
  Use
  Burns
  Shake Off Damage
  1
  Regroup
  1
  Save Face 
  1
  Excel
  1
  Focus
  2
  Punctuate Attack
  2
  No Sell
  2
  Ignore Pain
  3
  Beat the Odds
  3
  Do the Impossible
  5
  Mike Ursu (order #19677083)
  
  PRIMARY STATS 
  Rating
  Level
  Strength (S)
  Agility (A)
  Conditioning (C)
  Presence (P)
  Wits (W)
  Determination (D)
  SKILLS: 
  SKILL POINTS / EXPERIENCE ___________
  Combat 
  Skills:
  Rating
  Level  
  Cost
  Wrestling 
  Skills:
  Rating
  Level
  Cost
  Mike 
  Skills:
  Rating
  Level
  Cost
  Strike
  Grab
  Promo
  Throw
  Hold
  Intimidate
  Tackle
  Slam
  Trick
  Armed
  Drop
  Beg
   
  Extracirricular Skills:
  Skill
  Rating
  Level
  Cost
  Name _________________________________
  Class _________________________________
  Class Abilities  ________________________
  Quote __________________________________________________________
  Signature Moves
   
   
  XP
  Name 
  Moves 
  Cost
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  Character Sheet
  Vitality  
  Loss Needed
  Wound 
  Level
  LOD
  Reaction
  Rise
  ________
  1x Resilience
  Unharmed
  0 
  Counterattack 
  No Check
  ________
  2x Resilience
  Bruised
  +1
  Counterattack
  A-check
  ________
  3x Resilience
  Battered
  +2
  Defensive Action
  A-check
  ________
  4x Resilience
  Broken
  +3
  Defensive Action
  Full Action
  ________
  5x Resilience
  Beaten
  +4
  None
  Full Action
  DAMAGE:
   
  __________ __________ __________
   
  Fatigue Loss Vitality Loss Injury Points
  © 2009 Spartacus Publishing.  All Rights Reserved.  Permission is granted to photocopy for personal use only.
  SECONDARY 
  STATS
  Rating
  Level
  Formula
  based on the 
  stat LEVEL!
  Initiative 
  10 + A + W
  Fatigue
  C + D
  Resilience
  S + C
  Vitality
  5X Resilience
  Heat
  None
  Fame
  None
  Skill
  Rating
  Level
  Cost
  Mike Ursu (order #19677083)
  
  Action
  Rating 1
  LOD 2
  Base Damage
  Stuns
  Special 
  Section
  Strike
  Strike
  A-level
  2+S-level
  Yes
  5.1.1
  Throw
  Throw
  A-level
  S-level
  Yes
  Free opposed S-check.  Target prone.
  5.1.2 
  Tackle
  Tackle
  A-level
  3+S-level
  Yes
  Must attach risk.  Overcome ½ S to knockdown
  5.1.3
  Armed
  Armed
  A-level
  Varies
  Yes
  LOD and damage by weapon
  5.1.4
  Grab
  Grab
  A-level
  None
  No
  Add half MOS to target’s LOD
  5.2.1
  Hold
  Hold
  S-level
  S-level
  No
  Injure at half Resilience.  Force Submit. Base damage 
  adds 1 every turn
  5.2.2
  Slam
  Slam
  S-level
  4+ S-level
  Yes
  Requires grab and lift
  5.2.3
  Drop
  Drop
  S-level
  3+S-level
  Yes
  Requires grab.  Attacker prone
  5.2.4
  Lift
  S
  S-level
  None
  No
  Requires grab
  5.2.3
  Exert 
  C
  0
  None
  No
  Free check.  Add MOS to S for 1 check Costs Fatigue
  7.5
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Defend
  Rating 1
  LOD 2
  Special
  Section
  Dodge 
  A
  Expert
  Opposes combat or grab attacks 
  6.3.1
  Block 
  Strike
  Expert
  Opposes strike or armed (at +2 LOD)
  6.3.2
  Block 
  Armed 
  Expert
  Opposes strike or armed
  6.3.2
  Escape
  Grab
  Expert
  Opposes grab
  6.3.3
  Shove
  S
  S-level 
  Faces additional LOD from opponent’s grab
  6.3.3
  Brace
  S
  S-level + Risk
  Add MOS to C-level.  Costs 1 Fatigue
  6.3.4
  Evade
  A
  Number of enemy
  Add half MOS to A-level
  6.3.6
  Resist stunning
  S-level 
  +Risk
  D-check
  S-level +Risk
  6.2.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Combat Mike Use
  Action
  Rating 1
  LOD 2
  Special
  Section
  Work Crowd
  Promo
  Varies
  Requires crowd.  Add half MOS to fatigue
  5.3.1
  Intimidate
  Intimidate
  D-level
  Add P-level to target’s Initiative LOD
  5.3.2
  Distract
  Trick
  W-level
  Target cannot use A-level 
  5.3.3
  Play Possum
  Trick
  W-level
  Feign weakness
  5.3.3
  Beg
  Beg
  D-level
  User prone.  Stops attacks.
  5.3.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  LOD
  Suggestion
  0
  Getting characters to take ac-
  tions they were probably going 
  to do anyway.
  +1
  Suggesting a reasonable and (ap-
  parently) beneficial action
  +2
  Suggesting a reasonable action 
  with a potential drawback
  +3
  Suggesting a reasonable action 
  that goes against the character’s 
  current intent
  +4
  Suggesting a risky action that 
  goes against the character’s cur-
  rent intent
  +5
  Suggesting actions contrary to 
  the character’s general interests
  Heat Use Chart
  Use
  Burns
  Shake Off Damage
  1
  Regroup
  1
  Save Face 
  1
  Excel
  1
  Focus
  2
  Punctuate Attack
  2
  No Sell
  2
  Ignore Pain
  3
  Beat the Odds
  3
  Do the Impossible
  5
  Mike Ursu (order #19677083)
  
  PRIMARY STATS 
  Rating
  Level
  Strength (S)
  Agility (A)
  Conditioning (C)
  Presence (P)
  Wits (W)
  Determination (D)
  SKILLS: 
  SKILL POINTS / EXPERIENCE ___________
  Combat 
  Skills:
  Rating
  Level  
  Cost
  Wrestling 
  Skills:
  Rating
  Level
  Cost
  Mike 
  Skills:
  Rating
  Level
  Cost
  Strike
  Grab
  Promo
  Throw
  Hold
  Intimidate
  Tackle
  Slam
  Trick
  Armed
  Drop
  Beg
   
  Extracirricular Skills:
  Skill
  Rating
  Level
  Cost
  Name _________________________________
  Class _________________________________
  Class Abilities  ________________________
  Quote __________________________________________________________
  Signature Moves
   
   
  XP
  Name 
  Moves 
  Cost
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  __________ _______________________________ _____
  Character Sheet
  Vitality  
  Loss Needed
  Wound 
  Level
  LOD
  Reaction
  Rise
  ________
  1x Resilience
  Unharmed
  0 
  Counterattack 
  No Check
  ________
  2x Resilience
  Bruised
  +1
  Counterattack
  A-check
  ________
  3x Resilience
  Battered
  +2
  Defensive Action
  A-check
  ________
  4x Resilience
  Broken
  +3
  Defensive Action
  Full Action
  ________
  5x Resilience
  Beaten
  +4
  None
  Full Action
  DAMAGE:
   
  __________ __________ __________
   
  Fatigue Loss Vitality Loss Injury Points
  © 2009 Spartacus Publishing.  All Rights Reserved.  Permission is granted to photocopy for personal use only.
  SECONDARY 
  STATS
  Rating
  Level
  Formula
  based on the 
  stat LEVEL!
  Initiative 
  10 + A + W
  Fatigue
  C + D
  Resilience
  S + C
  Vitality
  5X Resilience
  Heat
  None
  Fame
  None
  Skill
  Rating
  Level
  Cost
  Mike Ursu (order #19677083)
  
  Action
  Rating 1
  LOD 2
  Base Damage
  Stuns
  Special 
  Section
  Strike
  Strike
  A-level
  2+S-level
  Yes
  5.1.1
  Throw
  Throw
  A-level
  S-level
  Yes
  Free opposed S-check.  Target prone.
  5.1.2 
  Tackle
  Tackle
  A-level
  3+S-level
  Yes
  Must attach risk.  Overcome ½ S to knockdown
  5.1.3
  Armed
  Armed
  A-level
  Varies
  Yes
  LOD and damage by weapon
  5.1.4
  Grab
  Grab
  A-level
  None
  No
  Add half MOS to target’s LOD
  5.2.1
  Hold
  Hold
  S-level
  S-level
  No
  Injure at half Resilience.  Force Submit. Base damage 
  adds 1 every turn
  5.2.2
  Slam
  Slam
  S-level
  4+ S-level
  Yes
  Requires grab and lift
  5.2.3
  Drop
  Drop
  S-level
  3+S-level
  Yes
  Requires grab.  Attacker prone
  5.2.4
  Lift
  S
  S-level
  None
  No
  Requires grab
  5.2.3
  Exert 
  C
  0
  None
  No
  Free check.  Add MOS to S for 1 check Costs Fatigue
  7.5
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Defend
  Rating 1
  LOD 2
  Special
  Section
  Dodge 
  A
  Expert
  Opposes combat or grab attacks 
  6.3.1
  Block 
  Strike
  Expert
  Opposes strike or armed (at +2 LOD)
  6.3.2
  Block 
  Armed 
  Expert
  Opposes strike or armed
  6.3.2
  Escape
  Grab
  Expert
  Opposes grab
  6.3.3
  Shove
  S
  S-level 
  Faces additional LOD from opponent’s grab
  6.3.3
  Brace
  S
  S-level + Risk
  Add MOS to C-level.  Costs 1 Fatigue
  6.3.4
  Evade
  A
  Number of enemy
  Add half MOS to A-level
  6.3.6
  Resist stunning
  S-level 
  +Risk
  D-check
  S-level +Risk
  6.2.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  Combat Mike Use
  Action
  Rating 1
  LOD 2
  Special
  Section
  Work Crowd
  Promo
  Varies
  Requires crowd.  Add half MOS to fatigue
  5.3.1
  Intimidate
  Intimidate
  D-level
  Add P-level to target’s Initiative LOD
  5.3.2
  Distract
  Trick
  W-level
  Target cannot use A-level 
  5.3.3
  Play Possum
  Trick
  W-level
  Feign weakness
  5.3.3
  Beg
  Beg
  D-level
  User prone.  Stops attacks.
  5.3.4
  1 Rating uses your character’s rating     2 LOD uses opponent’s levels
  LOD
  Suggestion
  0
  Getting characters to take ac-
  tions they were probably going 
  to do anyway.
  +1
  Suggesting a reasonable and (ap-
  parently) beneficial action
  +2
  Suggesting a reasonable action 
  with a potential drawback
  +3
  Suggesting a reasonable action 
  that goes against the character’s 
  current intent
  +4
  Suggesting a risky action that 
  goes against the character’s cur-
  rent intent
  +5
  Suggesting actions contrary to 
  the character’s general interests
  Heat Use Chart
  Use
  Burns
  Shake Off Damage
  1
  Regroup
  1
  Save Face 
  1
  Excel
  1
  Focus
  2
  Punctuate Attack
  2
  No Sell
  2
  Ignore Pain
  3
  Beat the Odds
  3
  Do the Impossible
  5
  Mike Ursu (order #19677083)
  
SOURCE: textdata/thevault/Luchador Way of the Mask/Net Books/Luchador Way of the Mask.pdf