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Post by wildknight on May 26, 2014 10:37:30 GMT -5
The Honkin' Huge Maneuvers List Yes, the list is huge, but at least it's alphabetical. It is not, however, entirely comprehensive. There are plenty of things you might want to do that are not on the list. ASK. I will help you to put the move you want to use together. Just about anything you've ever seen in professional wrestling is possible with this system.
Abdominal Stretch (Technical) Move behind your opponent, wrap your leg around his body and hook it between his legs. Then bend him sideways to hyperextend the abdominal region. Modifiers: 1d6 damage (-1), Submission (-1) Total Modifier: -2
Airplane Spin (Power/Technical) Lift the opponent up across your shoulders, then spin around in numerous circles to make the foe dizzy and dump him to the mat. Modifiers: 2d6 damage (–3); exertion: 2 Fatigue (+1), requires lifting (+1), stunning (-2) Total Modifier: –3
Ankle Lock (Technical) Grab a prone opponent by one leg and twist the ankle. Occasionally, you can grapevine or scissor-lock the held leg to exert more pressure. Modifiers: 1d6 damage (-1), requires prone target (+1), submission (-1) Total Modifier: -1
Armbar (Technical) Grab the opponent’s outstretched arm at the wrist and twist. Modifiers: 1d4 damage (+0). Total Modifier: +0
Armdrag (Technical) Hook your arm under one of the opponent’s arms, drop to the mat while pulling him down with you. A flying armdrag would make this an athletic maneuver. Modifiers: 1d4 damage (+0), prone self (+1), requires lifting (+1) Total Modifier: +2
Atomic Drop (Power/Technical) Lift your opponent at the waist from behind, you then kneel on one knee while bending the other and drop him forward rear end or backside first onto the extended knee. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), requires lifting (+1), stunning (-2) Total Modifier: -1
Axe Kick (Athletic/Brawling) Extend a leg straight up in the air and drop it down on the head or neck of a bent opponent like an axe. Modifiers: 1d6 damage (-1), knockdown (–1) Total Modifier: –2
Backbreaker (Brawling/Power) Lift the opponent at the waist, lean forward with one knee bent outward and slam his lower back across the knee. Modifiers: 2d6 damage (–3), requires lifting (+1). Total Modifier: –2
Backdrop (Athletic/Technical) You bend over at the waist, put both hands on a charging or standing opponent’s thighs, straighten your back and catapult him/her up and over. This is a common counter against piledrivers and powerbombs. Modifiers: 1d6 damage (-1), reduction: Athleticism roll for half damage (+1), requires lifting (+1) Total Modifier: +1
Backslide (Athletic/Flair/Technical) A good pinning move that starts with you standing back-to-back with your opponent and hooking both of his arms, you then drop to both knees, lean forward and slide him over your shoulders to the mat. Modifiers: Attribute only damage (+1), exertion: 2 Fatigue (+1), immediate pin attempt upon lift (-1), requires lifting (+1) Total Modifier: +2
Baseball Slide (Athletic) You run and slide feet-first at the opponent and kick like you’re sliding into a base. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), knockdown (–1), prone self (+1), stunning: self if missed (+1) Total Modifier: +1
Bearhug (Power) Wrap your arms around the opponent’s rib cage or waist and squeeze. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), submission (–1) Total Modifier: –3
Belly-to-Back Suplex (Technical) Grab the opponent from behind, then hoist him all the way over in an arc and drive him backward into the mat. Modifiers: 2d6 damage (–3), prone self (+1), requires lifting (+1) Total Modifier: –1
Belly-to-Belly Suplex (Power/Technical) Standing face-to-face with the opponent, lock your arms around his waist, lift, pivot on one foot 180 degrees and slam his back to the mat while landing on top. Modifiers: 1d6 damage (-1), add Weight Mod to damage (-1), immediate pin attempt (-1), prone self (+1), requires lifting (+1) Total Modifier: -1
Big Boot (Brawling/Power) Lift one of your legs, extending outward fully parallel to the ground, and plant it on a charging opponent’s face. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), knockdown (–1) Total Modifier: –3
Bite (Brawling/Flair) Open your mouth and chomp down on a part of your opponent’s body. Modifiers: 1d4 damage (+0), illegal (+1) Total Modifier: +1
Body Slam (Brawling/Power) Reach one arm between the legs of a standing opponent facing you and put the other arm over his shoulder, pick him up and slam him down on his back. Modifiers: 1d6 damage (-1), requires lifting (+1) Total Modifier: +0
Boston Crab (Technical) Grab a prone opponent’s legs, turn him over on his belly, hook a foot under each armpit, and lean back to apply pressure on his lower back. Modifiers: 1d6 damage (-1), requires prone target (+1), submission (–1) Total Modifier: -1
Brainbuster (Power/Technical) Facing a standing or doubled-over opponent, you wrap one arm around his head, grabs his tights around the waist, hoist him upside down vertically, then drop him straight down, ramming his head into the mat.Modifiers: 2d6 damage (–3), requires lifting (+1), stunning (–2) Total Modifiers: –4
Bulldog (Athletic) Put the opponent in a side headlock, leap, and drive him down face first. Modifiers: 2d6 damage (–3), requires lifting (+1) Total Modifier: –2
Butt Splash (Athletic/Power) Put a prone opponent in a corner of the ring, climb to the first or second turnbuckle, launch yourself off the ropes and crash down on his chest or belly in a sitting position with all your weight. Modifiers: 1d8 damage (-2), add Weight Mod to damage (-1), prone target (+1), stunning (-2), stunning: self if missed (+1). Total Modifier: -3
Camel Clutch (Technical) Sit on a prone opponent’s back, hook his arm over your knees, reach forward and lock your fingers underneath his chin, then pull your hands back. Modifiers: 1d6 damage (–1), add Weight Mod to damage (-1), prone target (+1), submission (–1) Total Modifier: –2
Chicken Wing (Technical) Grab one of the opponent’s arms and bend it in an “L” shape behind him and hold it there. Modifiers: 1d4 damage (+0), submission (-1) Total Modifier: -1
Chinlock (Power/Flair/Technical) Similar to the camel clutch but much simpler to execute. Stand over a prone or kneeling opponent, put your hands under his chin and pull back. Modifiers: Attribute only damage (+1) Total Modifier: +1
Choke (Brawling/Flair) Put one or both hands around the opponent’s neck and throttle! Modifiers: 1d4 damage (+0), illegal (+1) Total Modifier: +1
Choke Lock (Technical) Standing behind the opponent, snake one arm underneath his right arm, apply a half-nelson and push his head forward. Then, grab his right hand (or outfit) and pull it toward his left shoulder, squeezing the carotid artery to stop oxygen from going to the brain. Modifiers: 2d6 damage (–3), exertion: 4 Fatigue (+2), requires prone target (+1), stunning (-2), submission (-1) Total Modifier: –3
Chokeslam (Brawling/Power) You start with a choke, then hoist the opponent by the throat and throw him down to the mat. Modifiers: 2d6 damage (–3), requires lifting (+1) Total Modifier: –2
Chop (Flair/Technical) Swing the outer edge or heel of your hand across the opponent’s chest. Modifiers: 1d4 damage (+1), knockdown check (–1) Total Modifier: +0
Claw (Technical) Spread all of your fingers apart on one hand, put it on the head, stomach, or thigh of the opponent and apply pressure. Modifiers: 1d6 damage (-1), submission (–1) Total Modifier: -2
Clothesline/Lariat (Brawling/Power) Stick an arm out and hit the opponent across the neck or chest with it. Modifiers: 1d6 damage (-1), knockdown (–1) Total Modifier: –2
Corner Piston Punch (Brawling/Flair) Stand the opponent in a corner, climb to the second rope and start raining punches down on his head. Modifiers: 2d6 damage (-3), exertion: 4 Fatigue (+2) Total Modifier: -1
Corner Splash (Athletic/Power) You charge and crash into an opponent who’s leaning on the corner turnbuckles or the ring post with your full body weight. Modifiers: 1d6 damage (–1), add Weight Mod to damage (-1), knockdown (–1), stunning: self if missed (+1) Total Modifier: –2
Cradle/Rollup/”Schoolboy” (Flair/Technical) Stand behind your opponent, reach between his legs, hook his waist, pull him down and pin his shoulders to the mat. Modifiers: Attribute only damage (+1), immediate pin attempt upon lift (-1), prone self (+1), requires lifting (+1) Total Modifier: +2
Crossface (Technical) Reach an arm around a prone opponent’s head and across his face, then lock your hands together and yank back, hyperextending his neck and shoulder. Modifiers: 2d6 damage (–3), prone self (+1), requires prone target (+1), submission (–1) Total Modifier: –2
Crucifix Pin (Athletic) Leap at a standing opponent from behind, wrap both arms around one of his arms and both legs around his other arm, then shift your weight backward and roll him into a pin position. Modifiers: 1d4 damage (+0), immediate pin attempt upon lift (-1), prone self (+1), requires lifting (+1) Total Modifier: +1
Crucifix Slam (Flair/Power) Lift the opponent onto your back with his backside to yours, hold both his arms outstretched like a crucifix, then fall forward, driving his head and neck down. Modifiers: 2d6 damage (-3), prone self (+1), requires lifting (+1) Total Modifier: -1
Cutter/Three-Quarter Facelock Bulldog (Athletic/Technical) Stand with your back to the opponent, wrap an arm around his head, then either sit straight down and drive his chin into your shoulder, or fall on your back and jamming his face with your shoulder or the mat itself. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), prone self (+1), requires lifting (+1), stunning (-2) Total Modifier: –2
DDT (Flair/Technical) Tuck a doubled-over opponent’s head under your arm, lock his head under the chin, then drop yourself straight down or backward and drive his head into the mat. Modifier: 1d6 damage (–1), requires lifting (+1) Total Modifier: +0
Death Valley Driver/DVD (Power/Technical) Lift the opponent up and across your shoulders in a fireman’s carry, then fall sideways and drop him on his head. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), requires lifting (+1), stunning (-2) Total Modifier: –3
Discus Punch (Flair) Spin 360 degrees in a circle and punch the opponent with a closed fist. Modifiers: 1d8 damage (-2), exertion: 2 Fatigue (+1), knockdown (-1) Total Modifier: -2
Double Axehandle Smash (Brawling) You strike the opponent with locked hands in an axe-like swing. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), knockdown (–1) Total Modifier: +0.
Dragon Screw/Leg Drag (Athletic/Flair/Technical) Grab the opponent’s leg, spin and drop down while twisting the leg, then drag him over your shoulder to the canvas. Modifiers: 1d6 damage (-1), prone self (+1), requires lifting (+1) Total Modifier: +1
Drop Toehold (Athletic/Technical) Hook one of the opponent’s ankles with one foot and trip him by pushing on the back of his calf with your other foot. Modifiers: 1d4 damage (+0), prone self (+1), requires lifting (+1) Total Modifier: +2
Dropkick (Athletic) Leap in the air and kick the opponent in the head, face, torso, back, or leg with both feet extended. Modifiers: 1d6 damage (+0), exertion: 2 Fatigue (+1), knockdown (–1), prone self (+1), stunning: self if missed (+1) Total Modifier: +2
Elbow Smash (Brawling/Power) Strike the opponent with the point of your elbow. Modifiers: 1d4 damage (+0), knockdown (–1) Total Modifier: -1
Elbowdrop (Athletic/Brawling) Bend your arm 90 degrees at the elbow and drive the point onto your opponent. Modifiers: 2d4 damage (–2), prone self (+1), requires prone target (+1), stunning: self if missed (+1). Total Modifier: +1
Enzuigiri (Athletic) Leap and strike the back of the opponent’s skull with a swift kick. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), knockdown (-1) Total Modifier: -1
Eye Gouge (Brawling/Flair) Poke or rake the opponent’s eye (or eyes) with your fingers. Modifiers: 1d4 (+0), illegal (+1) Total Modifier: +1
Facebuster (Brawling/Flair) Grab the opponent’s head, jump slightly, extend one of your knees upon landing and smash his face on it. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), knockdown (-1) Total Modifier: –1
Facedriver (Flair/Power) Tuck the opponent’s head between your legs, double-underhook his arms behind his back, then drop to your knees to drive him face-first to the mat. Modifiers: 2d6 damage (–3), add Weight Mod to damage (-1), exertion: 4 Fatigue (+2), requires lifting (+1), stunning (-2) Total Modifier: –3
Fallaway Slam (Power) Lift the opponent up across your chest, then fall backward while throwing him over your head. Modifiers: 2d6 damage (–3), requires lifting (+1) Total Modifier: -2
Figure-Four Leglock (Technical) Take one of the downed opponent’s legs and wrap it around one of yours and put it over his other leg to form a “4,” then secure his bent leg by placing your free leg over the ankle. Hold the straight leg and rock back to exert pressure. Modifiers: 2d6 damage (–3), prone self (+1), requires prone target (+1), submission (–1) Total Modifier: –2
Fisherman Suplex (Technical) Lock your arm around the opponent’s head, toss one of his arms across your shoulders, and cradle a leg. Now lift him and fall backward, keeping the leg hooked while bridging upon landing to hold his shoulders to the mat for a pin. Modifiers: 1d6 damage (-1), immediate pin attempt upon lift (-1), prone self (+1) requires lifting (+1) Total Modifier: +0
Fistdrop (Brawling/Flair) Clench a hand and drive the fist onto a prone opponent. Modifiers: 1d6 damage (-1), requires prone target (+1), stunning: self if missed (+1) Total Modifier: +1
Flying Bodypress/Plancha (Athletic) Leap and turn yourself horizontally and impact your opponent with your upper body, sending both of you to the mat with him under you in a pinning situation. Modifiers: 1d6 damage (-1), add Weight Mod to damage (-1), exertion: 2 Fatigue (+1), immediate pin attempt upon lift (-1), prone self (+1), requires lifting (+1), stunning: self if missed (+1) Total Modifier: +1
Flying Splash (Athletic) Leap and crash onto a prone opponent abdomen-first. Modifiers: 1d6 damage (–1), add Weight Mod to damage (-1), exertion: 2 Fatigue (+1), immediate pin attempt (-1), prone self (+1), requires prone target (+1) Total Modifier: +1
Forearm Smash (Brawling/Power) Hit your opponent with your forearm, either as an overhand club or upward blast (the “European uppercut”). Modifiers: 1d6 damage (-1), knockdown (–1) Total Modifier: –2
Foreign Object Shot (Improvised Weapons) Take a foreign object (chair, championship belt, pipe, timekeeper’s bell, etc.) and swing for the fences! Modifiers: 3d8 damage (–6), exertion: 4 Fatigue (+2), illegal: automatic DQ (+2), knockdown (–1), stunning (-2) Total Modifier: -5
Frog Splash (Athletic) Jump, pump your arms and legs in midair for extra impact, and land belly-first on a prone opponent. Modifiers: 2d6 damage (–3), add Weight Mod to damage (-1), exertion: 4 Fatigue (+2), immediate pin attempt (-1), prone self (+1), requires prone target (+1), stunning: self if missed (+1) Total Modifier: +0
Full Nelson (Power/Technical) Stand behind the opponent, slip both arms under his arms and lock hands behind his neck, then press down hard on the neck. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), submission (–1) Total Modifier: -1
German Suplex (Power/Technical) Lock your arms around the opponent’s waist from behind, then lift him up and fall backward, dropping him on his neck and upper back. Modifiers: 1d6 damage (-1), requires lifting (+1) Total Modifier: +0
German Suplex-and-Bridge (Power/Technical) Identical to a regular German suplex, but you retain the waistlock and arc your back in a bridge position for a pin at the end. Modifiers: 1d6 damage (–1), immediate pin attempt (-1), requires lifting (+1) Maneuver Modifier: –1
Gutbuster (Power) Grab the opponent by one leg and across his chest, lift him and drop his belly across an extended knee. Modifiers: 1d6 damage (–1), requires lifting (+1), stunning (-2) Total Modifier: –2
Hair Swing (Brawling/Flair) Grab a handful of the opponent’s hair (or hook his mask) and swing him through the air and down to the ground. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), illegal (+1), requires lifting (+1) Total Modifier: +2
Haymaker (Brawling/Power) A wound-up punch that has more force and follow-through than a normal punch. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), knockdown (–1), illegal (+1) Total Modifier: +0
Head Scissors (Athletic/Technical) Wrap both your legs around a prone opponent’s head and squeeze. Modifiers: 1d6 damage (-1), prone self (+1), requires prone target (+1), submission (-1) Total Modifier: +0
Headbutt (Brawling/Power) Bash your opponent’s forehead with the top of your skull. Modifiers: 1d6 damage (-1), knockdown (–1), stunning: self if missed (+1) Total Modifier: -1
Headlock (Flair/Technical) Stand next to the opponent, wrap one arm around his head, clasp your hands and squeeze. Modifiers: Attribute damage only (+1) Total Modifier: +1
Hip Toss (Athletic/Technical) Hook one arm under an armpit of the opponent and leverage him over your hip, flipping him to the mat. Modifiers: 1d4 damage (+0), requires lifting (+1) Total Modifier: +1
Hurricarana (Athletic) Leap at your opponent and clamp both legs around his head or neck, then swing yourself upside down and backward to take him down head-over-heels with the momentum. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue, prone self (+1), requires lifting (+1), stunning: self if missed (+1) Total Modifier: +0
Irish Whip into Turnbuckle (Brawling/Power) Grab the opponent’s arm, swing and whip him into a turnbuckle chest- or back-first. If the turnbuckle is exposed, add the “Illegal” modifier and raise the damage die to d8. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), requires lifting (+1) Total Modifier: +1
Jawbreaker (Brawling/Flair) Put your head under the opponent’s chin, hold his head, then sit down abruptly and drive his jaw into the top of your skull. Modifiers: 1d6 damage (-1), knockdown (–1) Total Modifier: –2
Jumping Spin Kick (Athletic) Leap, twist in a circle and kick or swipe with your foot at the opponent. Modifiers: 1d6 damage (-1), knockdown (-1) Total Modifier: -2
Kick (Brawling/Flair) Strike the opponent with your foot. Modifier: 1d4 damage (+0) Total Modifier: +0
Knee Clip (Brawling/Flair/Power) Dive at the opponent from behind and bash the back of a knee. Modifiers: 1d4 damage (+0), exertion: 2 Fatigue (+1), knockdown (–1) Total Modifier: +0
Knee Spike (Brawling/Flair) Grab one of a prone opponent’s legs, lift it up and drive it down kneecap-first. Modifiers: 1d6 damage (-1), requires prone target (+1) Total Modifier: +0
Kneebreaker (Flair/Power) Bend your opponent’s knee, hoist him up by that leg, then drive the bent knee across your own extended knee. Modifiers: 1d6 damage (-1), requires lifting (+1), stunning (–2) Total Modifier: –2
Kneedrop (Athletic/Brawling) Drop the point of your knee on a prone opponent’s head, throat, arm, chest, belly, or thigh. Modifiers: 1d6 damage (-1), requires prone target (+1), stunning: self if missed (+1) Total Modifier: +1
Kneelift (Athletic/Brawling/Power) Raise your knee at a doubled-over opponent, uppercut his head or chest. Modifiers: 1d6 damage (-1), knockdown (–1) Total Modifier: –2
Kneesmash (Athletic/Brawling) Charge an opponent who’s regaining his feet and smack his temple with your knee. Modifiers: 1d6 damage (-1), add Weight Mod to damage (-1), knockdown (–1), stunning (-2) Total Modifier: –5
Leg Lariat (Athletic) Like a clothesline, except done withj umping and an extended leg. Modifiers: 1d6 damage (-1), knockdown (-1) Total Modifier: -2
Legdrop (Athletic) Jump, extend a leg parallel to the ground, and drop it on a prone opponent. Modifiers: 1d6 damage (–1), add Weight Mod to damage (-1), prone self (+1), requires prone target (+1), stunning: self if missed (+1) Total Modifier: +1
Low Blow (Brawling/Flair) A deliberate strike to the opponent’s crotch. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), illegal: automatic DQ (+2), knockdown (-1), stunning (-2) Total Modifier: -3
Martial Kick (Athletic/Technical) A powerful snap kick striking the opponent with the heel or edge of foot. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), knockdown (–1) Total Modifier: –3
Martial Punch (Flair/Technical) A snap punch with added force from pulling back the other hand. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), knockdown (-1) Total Modifier: -1
Monkey Flip (Athletic) Leap at a standing opponent, plant both feet in the pit of his stomach, then grab the back of his neck, and flip him over as you fall back. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), requires lifting (+1), stunning: self if missed (+1) Total Modifier: +2
Moonsault (Athletic) From the top rope, leap and perform a backward somersault that impacts belly to belly on the opponent. Modifiers: 2d6 damage (–3), add Weight Mod to damage (-1), exertion: 2 Fatigue (+1), immediate pin attempt (-1) knockdown (–1), prone self (+1), stunning: self if missed (+1) Total Modifier: -3
Piledriver (Power) Clamp your legs around a kneeling opponent’s head, lock hands around his waist, lift him upside down, then either drop to your knees or sit down, ramming his head onto the mat. Modifiers: 3d6 damage (–5), add Weight Mod to damage (-1), exertion: 4 Fatigue (+2), requires lifting (+1), stunning (-2) Total Modifier: –5
Pin Attempt (Flair/Technical) Cover your opponent with your body and press his shoulders to the mat. Modifiers: No damage (+2), prone self (+1), requires prone target (+1) Total Modifier: +4
Powerbomb (Brawling/Power) Clamp your legs around a bent opponent facing you in a waistlock, lift him over your head and slam him neck- and back-first on the canvas (or a turnbuckle). Modifiers: 3d6 damage (–5), exertion: 4 Fatigue (+2), requires lifting (+1) Total Modifier: -2
Powerslam (Power) Lift the opponent, run or spin, then slam him to the mat with all your weight and momentum on top of him. Modifiers: 2d6 damage (–3), add Weight Mod to damage (-1), exertion: 2 Fatigue (+1), requires lifting (+1) Total Modifier: –2
Punch (Brawling/Flair) Quick strike to the opponent with closed fist. Modifiers: Attribute damage only (+1), illegal (+1) Total Modifier: +2
Russian Legsweep (Athletic/Technical) Stand next to the opponent, wrap one arm around his neck while hooking one leg around his leg, then fall backward to sweep his legs out and wrench his neck simultaneously. Modifiers: 2d6 damage (–3), prone self (+1), requires lifting (+1) Total Modifier: –1
Scratch (Brawling/Flair) Rake your fingernails across the opponent’s face or back. Modifiers: 1d4 (+0), illegal (+1) Total Modifier: +1
Sharpshooter (Technical) Hold the prone opponent’s legs and step in between them, crossing his legs around your leg in a grapevine and clasping them together with your hands, then turn him over on his belly and crouch to pressure his spine. Modifiers: 2d6 damage (–3), requires prone target (+1), submission (–1) Total Modifier: –3
Shoulderblock (Athletic/Power) Charge the opponent and hit him with your shoulder. Modifiers: 1d4 damage (+0), knockdown (–1) Total Modifier: -1
Shoulderbreaker (Power/Technical) Lift the opponent like you’re doing a bodyslam, but instead kneel and drive his inverted shoulder into your knee. Modifiers: 1d6 damage (-1), requires lifting (+1) Total Modifier: +0
Shove (Brawling/Power) A push to the opponent’s chest, back, or shoulders. Modifier: Attribute damage only (+1), knockdown (-1) Total Modifier: +0
Side Suplex (Power/Technical) Lift the opponent at the waist, shift his weight so his back is parallel to the ground and drive him down backward on his back. Modifiers: 1d4 damage (+0), prone self (+1), requires lifting (+1) Total Modifier: +2
Sidewalk Slam (Brawling/Power) Coral the opponent across the chest and under the arms, lift and slam him backward onto his back. Modifiers: 2d6 damage (–3), requires lifting (+1) Total Modifier: –2
Slap (Brawling/Flair) An open-hand slap across the face that’s more insulting than anything else. Modifiers: Attribute damage only (+1) Total Modifier: +1
Sleeper Hold (Technical) Grab the opponent from behind, wrap one arm across his forehead and the other arm underneath the chin, then apply pressure. Modifiers: 1d6 damage (–1), exertion: 2 Fatigue (+1), stunning (-2), submission (-1) Total Modifier: –4
Small Package (Athletic/Flair/Technical) Facing the opponent, hook his head under one of your armpits and a leg with the other arm, fall to your side and pull him down to pin his shoulders to the mat. Modifiers: Attribute damage only (+1), immediate pin attempt (-1), prone self (+1), requires lifting (+1), prone self (+1) Total Modifier: +3
Snap Suplex (Power/Technical) Grab a bowed opponent by the head and waist, quickly elevate and flip him over your head in one snappy motion. Modifiers: 1d6 damage (–1), prone self (+1), requires lifting (+1) Total Modifier: +1
Snapmare (Flair/Technical) Grab the opponent’s head or hair, drop to one knee and quickly flip him over onto the canvas. Modifiers: 1d4 (+0), requires lifting (+1) Total Modifier: +1
Spear (Athletic/Power) Charge and dive at a standing opponent, tackling him off his feet and to the ground Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), knockdown (–1), prone self (+1), stunning: self if missed (+1) Total Modifier: –1
Spinebuster (Power) Facing the opponent, lock your arms around his waist, lift, pivot 180 degrees on one foot and slam him spine-first onto the canvas. Modifiers: 2d6 damage (-3), immediate pin attempt (–1), prone self (+1), requires lifting (+1) Total Modifier: -2
Step-over Toehold Facelock/STF (Technical) Take one of a prone opponent’s legs, wrap it around his other one and scissor both legs over your own. Then reach forward, lock both hands under his chin and pull back. Modifiers: 2d6 damage (–3), prone self (+1), requires prone target (+1), submission (–1) Total Modifier: -2
Stomp (Brawling/Flair) Strike a prone opponent with the flat and sole of your foot. Modifiers: 1d6 damage (-1), illegal (+1), requires prone target (+1) Total Modifier: +1
Sunset Flip (Athletic) Flip over a bowed opponent, lock your arms around his waist and as you land on your back and roll to a sitting position, grab his thighs in the tumble to drag him over onto his back, then finish by pinning his arms under your legs. Modifiers: 1d4 damage (+0), immediate pin attempt upon lift (-1), prone self (+1), requires lifting (+1) Total Modifier: +1
Superkick (Athletic/Flair) Take a quick skip toward the opponent and thrust a foot right to his face, chin, or chest. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), knockdown (–1) Total Modifier: -3
Suplex (Power) Facing a bent opponent, put one of his arms around your neck, grab him in a headlock and hook his tights with your other hand, lift him upside down vertically, then fall backward in an arc to send him crashing down back-first. Modifiers: 1d6 damage (-1), prone self (+1), requires lifting (+1) Total Modifier: +1
Swinging Neckbreaker (Athletic/Technical) Grab a doubled-over opponent by the neck, then twist it as you spin and drop for extra torque. Modifiers: 2d6 damage (-3), exertion: 2 Fatigue (+1), prone self (+1), requires lifting (+1) Total Modifier: +0
Tag (Athletic/Technical) Slap your partner’s hand or lightly on the back to tag yourself out of (or into) a match. Modifier: No damage (+2) Total Modifier: +2
Taunt/Beg Off (Flair) You surprise the opponent with a quick cheapshot, then follow with insults, mockeries, or showboating to upset and agitate. Modifier: Attribute damage only (+1) Total Modifier: +1
Tiger Driver/Tiger Bomb (Power/Technical) Facing a bent opponent, hook both of his arms behind his back, then lift him so his back is parallel to the ground before driving him down on his neck and spine. Modifiers: 2d6 damage (–3), requires lifting (+1) Total Modifier: –2
Tornado Slam (Power) Hoist the opponent onto your shoulders in the fireman’s carry position, lock one arm around his head and use the other to throw and spin him the air as you fall backward, driving him head-first into the mat. Modifiers: 3d6 damage (–5), exertion: 2 Fatigue (+1), requires lifting (+1) Total Modifier: –3
Torture Rack Backbreaker (Brawling/Power) Lift opponent up across your shoulders, hook his neck with one hand and his leg with the other, then apply pressure to stretch him across your shoulders and back. Modifiers: 2d6 damage (–3), exertion: 2 Fatigue (+1), requires lifting (+1), submission (–1). Total Modifier: –2
Toss Over Top Rope (Brawling/Power) Grab the opponent by the hair, mask, or tights and fling him over the top rope out of the ring onto the floor below. Modifiers: 2d10 damage (–5), exertion: 2 Fatigue (+1), reduction: Athleticism roll for half damage (+1), requires lifting (+1) Total Modifier: -2
Toss through Ropes (Flair) Instead of over the top rope, you throw him out between the ropes. Modifiers: 1d10 damage (–3), reduction: Athleticism roll for half damage (+1), requires lifting (+1) Total Modifier: -1
Turnbuckle Smash (Brawling/Flair) Grab and ram the opponent’s head into a turnbuckle. If the turnbuckle is exposed, add the “Illegal” modifier, and increase damage die to d8. Modifiers: 1d6 damage (-1), exertion: 2 Fatigue (+1), knockdown (–1) Total Modifier: -1
Uranage (Power) Standing to the side of a facing opponent, throw one arm over his far shoulder across the torso, lift him and drive him down to the mat. Modifiers: 2d6 damage (-3), exertion: 2 Fatigue (+1), requires lifting (+1) Total Modifier: -1
Victory Roll (Athletic) Leap from behind onto the opponent’s shoulders, then tumble forward, hooking his shoulders with your legs while grabbing his ankles, then roll into a sitting position for a pin. Modifiers: Attribute damage only (+1), immediate pin attempt upon lift (-1), prone self (+1), requires lifting (+1) Total Modifier: +2
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