CBW rules

This page describes the **rules** used for the City British Wrestling series and its one-shots. It uses a simplified system based upon Nathan D. Paoletta's *World Wide Wrestling* roleplaying game. This guide is primarily for viewers rather than those who want to play a version of CBW.

## The general gist

The players's characters are booked into promos, matches and segments by the DM (or Head of Creative in Tom Burgess' case). Every time they do something that requires skill or luck, they roll two D6 dice to determine the result, which is modified by their individual stats. That's basically it! Now for some more detail.

## Dice rolling

The level of success of a particular move or action depends on the dice roll. These rolls can be grouped like so:

 10< | Hard success

However, if the player were to roll two sixes (disregarding gimmick stats), this would be a critical success! This may lead to dealing extra damage to a opponent and weakening their stats, or something else! At the same time, rolling two ones will result in a critical fail, and the wrestler's own stats may be effected.

### Rerolls

If a player fails a roll, they may use one of their two rerolls which they get once per episode, to roll again. These must be justified by their gimmick for one of the rerolls, and by fulfilling their role in the other. A player cannot do more than one reroll on a single move.

## Stats

### Gimmick stats

Each wrestler has four different stats, which are determined by their gimmick and chosen based on the type of action the wrestler is doing at any given moment;

* Look - for actions relating to the wrestler's gimmick and charisma,
* Power - for actions based on how powerful and strong the wrestler is,
* Real - for how good the wrestler is at working stiff and actually injuring their opponent,
* Work - for the wrestler's proficiency and technical ability.

Each of these stats can range in value from -2 to +2. For example:

> *Kid Flippz has a Work stat of +2 because of his High Flier gimmick. If he were to attempt a move requiring him to be technical, he would add 2 to his dice roll. However, if he were to attempt to actually harm another wrestler, his Real stat is -1 and so 1 would be taken away from the dice roll.*
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There are many more different gimmicks, such as the Golden Boy, the Iconoclast, the Veteran and the Gatekeeper, all of which have their own stats.

### Heat

Heat is another stat that can be rolled on, that works between wrestlers. If two wrestlers have an argument or fight, or anything that negatively impacts their relationship with each other, their shared Heat stat between them may be added to which then leads to more damage being dealt when they wrestle. It represents bad blood between them and the crowd reaction to it.

## Exceptions

The Head of Creative can at any point change how these rules work for significant events and other narrative purposes. If a wrestler is particularly badly wounded, for example, the player may have to roll with only one die. In another instance, a player may have to roll a predetermined number of successes before an event happens.

## Battle Royales

For Battle Royale matches, particularly the Colossal Russell Memorial Battle Royale that takes place in Colossal Tussle episodes, the rules are slightly different. Stats do not exist in these matches. Instead, players roll dice to do a move on their opponent, who rolls to try and stop them. If the attacker rolls higher, the move succeeds. At any point a player can spend one of their 3 Interruptions to take control of the action, which includes saving themselves from elimination!