Every wrestler will have the urge to interfere in a match at different points throughout their career. Whether this is to gain or grow HEAT, aid an ally, or any number of other purposes, in Federation X this practice is encouraged! Despite our almost universal support for INTs, there are rules for getting involved in matches that aren’t your own. They are:

  1. Unless expressly approved by the commissioner, you may only INT on 1 match per card.
  2. The match stipulations must allow INTs.
  3. You must post a qualifying roleplay prior to any sim INT.
  4. You must execute any sim INT within 30 minutes of a qualifying roleplay.
  5. INT points are given based on your results.
  6. Absolutely NO reverse INTs.
  7. Stables may not INT more than twice in any single match.

Full explanations below.

1. Unless expressly approved by the commissioner, you may only INT on 1 match per card:  If you secure the approval of the commissioner first, you may INT in multiple matches solely at the commissioner’s discretion. You can also get involved in as many matches as you want without making them formal INT attempts.

2. The match stipulations must allow INTs: Some matches do not allow INTs. Whenever a card is posted by a commissioner, the rules for each match will indicate if INTs are permitted. They might also include rules regarding the nature of the INTs (Superstar Rules for example). The Booker’s stipulations always supersede other considerations.

3. You must post a qualifying roleplay prior to any sim INT: This is a roleplay focused fed, and all INTs must first be played out in a post that creates the situation and outlines the nature of the INT. The post must be a minimum of 350 words, and must begin with “INT for [insert name here]” so that it is clear to all involved who is being assisted by the INT. The roleplay you post should support the nature of the INT (see #7). The roleplay also needs to demonstrate actual intent to interference (distraction, trickery, attack, etc).If the judge deems the post irrelevant as an INT post, any associated sim may be thrown out at the judge’s discretion.

4. You must execute any sim INT within 30 minutes of a qualifying roleplay: Sims must be executed within 30 minutes of the INT post. This gives everyone involved the opportunity to play out the continuation of the interference effectively.

5. INT points are given based on your results: Points are assigned based on the scoring formula, and the match judge has the right to add a bonus +1 to the INT score if they deem the roleplay associated to it to be an exemplary effort. If the INT failed, the sim points go to the opponent of the person that was being helped.

6. Absolutely no reverse INTs: All roleplays must align in nature with the corresponding sim. This means that if your roleplay says you attacked wrestler A, you must then sim wrestler A.

7. Stables may not INT more than twice in any single match: This protects wrestlers from an unfair disadvantage created by large stables.