WWE: Know Your Role RPG.Net Netbook Taken from the RPG.net Wiki
Table of Contents WWE: Know Your Role ............................................................................................................................1 Monday Night Raw...............................................................................................................................4 John Cena..........................................................................................................................................4 Edge..................................................................................................................................................5 Shelton Benjamin..............................................................................................................................5 Carlito...............................................................................................................................................6 Kane..................................................................................................................................................6 Johnny Nitro.....................................................................................................................................7 Umaga...............................................................................................................................................7 Chris Masters....................................................................................................................................8 Lance Cade.......................................................................................................................................9 Trevor Murdoch................................................................................................................................9 Rob Conway...................................................................................................................................10 Viscera............................................................................................................................................10 Val Venis.........................................................................................................................................11 Torrie Wilson..................................................................................................................................11 Lita..................................................................................................................................................12 Friday Night Smackdown!..................................................................................................................14 Batista.............................................................................................................................................14 Funaki.............................................................................................................................................14 Chavo Guerrero..............................................................................................................................15 Extreme Championship Wrestling.......................................................................................................16 Rob Van Dam..................................................................................................................................16 Balls Mahoney................................................................................................................................16 Al Snow..........................................................................................................................................17 911..................................................................................................................................................19 Axl Rotten.......................................................................................................................................19 Bam Bam Bigelow..........................................................................................................................20 Beulah McGillcutty........................................................................................................................21 Bill Alfonso.....................................................................................................................................22 Misc Superstars...................................................................................................................................24 Ahmed Johnson..............................................................................................................................24 Bill Goldberg..................................................................................................................................25 Bret “Hitman” Hart.........................................................................................................................25 Brock Lesnar...................................................................................................................................27 The Brooklyn Brawler....................................................................................................................28 Bull Nakano....................................................................................................................................28 Chyna..............................................................................................................................................30 1
Crash Holly.....................................................................................................................................31 “The British Bulldog” Davey Boy Smith.......................................................................................32 Demolition......................................................................................................................................33 Ax ..............................................................................................................................................33 Smash ........................................................................................................................................33 Crush .........................................................................................................................................34 D'Lo Brown....................................................................................................................................35 Faarooq...........................................................................................................................................36 The Iron Shiek................................................................................................................................37 Jake “The Snake” Roberts..............................................................................................................38 Kerry Von Erich..............................................................................................................................39 Lance Storm....................................................................................................................................40 Luna Vachon...................................................................................................................................41 Madusa............................................................................................................................................42 Marty Jannetty................................................................................................................................43 Owen Hart.......................................................................................................................................44 Yokozuna........................................................................................................................................45 Match Types........................................................................................................................................47 Boiler Room Brawl ........................................................................................................................47 Buried Alive Match ........................................................................................................................47 Casket Match .................................................................................................................................47 ECW Rules Match .........................................................................................................................48 Elimination Chamber Match ..........................................................................................................48 Hell in a Cell Match .......................................................................................................................49 Iron Man Match .............................................................................................................................50 Money in the Bank Ladder Match .................................................................................................51 The Royal Rumble .........................................................................................................................51 Maneuvers...........................................................................................................................................54 # .....................................................................................................................................................54 A .....................................................................................................................................................54 B .....................................................................................................................................................54 C .....................................................................................................................................................56 D ....................................................................................................................................................58 E .....................................................................................................................................................60 F .....................................................................................................................................................61 G ....................................................................................................................................................63 H ....................................................................................................................................................64 I ......................................................................................................................................................65 J ......................................................................................................................................................66 K ....................................................................................................................................................66 L .....................................................................................................................................................66 M ....................................................................................................................................................67 N ....................................................................................................................................................68 O ....................................................................................................................................................68 P .....................................................................................................................................................68 R .....................................................................................................................................................69 S .....................................................................................................................................................70 2
T .....................................................................................................................................................75 U ....................................................................................................................................................78 V ....................................................................................................................................................78 W ....................................................................................................................................................78 X ....................................................................................................................................................78 Creative Commons License – Attribution Share-Alike 3.0 Unported.....................................................79
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Monday Night Raw John Cena Savvy 4/Rough 2/Power 4 Alignment: Face Height & Weight: 6’1”, 250 Lift DC: 12 Reputation: +5 Abilities: Str 14 (+2), Dex 14 (+2), Con 15 (+2), Int 13 (+1), Wis 14 (+2), Cha 16 (+3) Endurance: 150 Trauma: 15 Base Attack Bonus: +8 Save: Fort +8, Ref +5, Will +5 Training Background: Mat Wrestling Skills: Bluff +10, Climb +5, Escape Artist +8, Hide +6, Intimidate +10, Knowledge Knowledge (roster) +8, Perform (promo) +10, Perform (vignette) +10, Profession (Hip-Hop Artist) +5, Sense Motive +5, Sleight of Hand +6, Spot +5. Feats: Chain Wrestling (power maneuvers), Entertaining, Fearless, Gut Check, You’re your Enemy, Maneuver Focus (power maneuvers), Popular Appeal, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Savvy Maneuvers Proficiency, Signature Move: Five-Knuckle Shuffle, Simple Maneuvers Proficiency, Spectacular Entrance, Technical Maneuvers Proficiency. Talents: Badass, Brute Force, Ring Smart, Stomping a Mudhole, You Can’t See Me. Signature Move: Five-Knuckle Shuffle (savvy maneuver, 2d6 damage, prone target, stun self if missed, Signature Move bonus, 2/show) Finishing Maneuver: FU (power maneuver, 2d6 damage, requires lift check, -1 to maneuver check)
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Edge Technical 3/Savvy 3/Rough 3/Aerial 2 Attitude: Heel; Height & Weight: 6'06" 240; Weight Class: Heavyweight; Lift DC: 12; Reputation: +5; Abilities: Str 14 (+x), Dex 14 (+2), Con 16 (+3), Int 14 (+3), Wis 11 (+0), Cha 15 (+2); Endurance: 176; Trauma: 16; Base Attack Bonus: +7; Saves: Fort +8, Ref +10; Will +12; Training Background: Mat wrestling (Knowledge Savvy & Perform Promo) Skills: Balance +5 Bluff +12 Climb +7 Concentrate +7 Diplomacy +11 Intimidate +9 Jump +5 Know Power +7 Know Savvy +8 Know Simple +7 Know Technical +6 Know Ladder +12 Perform Vig +5 Perform Promo +10 Sense Motive +7 Sleight of Hand +15 Know Rough +7 Feats: Maneuver Proficiency (Simple, Technical, Savvy, Rough, Aerial, Power); Extra Finisher; Hardcore; Iron Will; Moveset; Opportunist; Signature Move; Skill Mastery (Sleight of Hand); Spectacular Entrance; Tag Team Specialist Talents: Dirty Player; Hardcore; Instinct; Really Dirty Player; Ring Tactician; Trigger Reflexes; Missing 1 Rough Moveset: Missile dropkick, half-nelson facebuster, Edgecator (Indian Deathlock) Signature Moves: Edgecution/Impaler DDT (Power, 2d6, lift) (+1) Finishing Maneuver: Spear (Arial/Power, 2d6, knockdown, possibly stun self if missed, 3 Endurance, Possible Stun) (-1)
Shelton Benjamin Technical 4/Aerial 3 Attitude: Heel; Height & Weight: 6’2”, 245 lbs; Weight Class: Heavyweight; Lift DC: 12; Reputation: +2; Abilities: Str 14 (+2), Dex 17 (+3), Con 15 (+2), Int 16 (+3), Wis 12 (+1), Cha 11 (+0); Endurance: 105; Trauma: 15; Base Attack Bonus: +6; Saves: Fort +4, Ref +11; Will +6; Training Background: Mat wrestling (Concentrate & Knowledge Technical) Skills: Balance +10 Climb +7 Concentrate +10 Diplomacy +2 Jump +12 Know Aerial +8 Know Power +8 Know Simple +8 Know Technical +14 Sense Motive +6 Sleight of Hand +8 Tumble +5 Feats: Maneuver Proficiency (Simple, Technical, Aerial, Power); Chain Wrestling (Technical); High Flying; Lightning Reflexes; Maneuver Focus (Technical); Maneuver Specialization (Technical); Moveset; Tag Team Specialist 5
Talents: 10,000 Holds; 10,000 More Holds; Close Call; Trigger Reflexes Finishing Maneuver: T-Bone Suplex (Power, 2d6, lift check, 1 Endurance cost, immediate pin) (-1)
Carlito Savvy 6/Technical 2 Attitude: Face; Height & Weight: 5'10" 235 lbs; Weight Class: Heavyweight; Lift DC: 11; Reputation: +8; Abilities: Str 12 (+1), Dex 15 (+2), Con 12 (+1), Int 14 (+2), Wis 15 (+2), Cha 16 (+3); Endurance: 102; Trauma: 12; Base Attack Bonus: +5; Saves: Fort +3, Ref +7; Will +6; Training Background: Legacy (Perform Promo & Vignette) Skills: Bluff +15 Concentrate +4 Diplomacy +17 Disguise +5 Intimidate +10 Know Savvy +7 Know Hardcore +7 Perform Promo +17 Perform Vignette +12 Sense Motive +9 Sleight of Hand +15 Feats: Maneuver Proficiency (Simple, Savvy, Technical); Cagey; Cheap Shot Artist; Entertaining; Heat Machine; Maneuver Focus (Savvy); Opportunist; Savant; Vigor Talents: Dirty Player; Really Dirty Player; Ring Smarts; Ring Tactician Finishing Maneuver: Cool Breaker (Technical, 2d6, prone self) (-1)
Kane Power 7/Rough 3 Attitude: Neutral; Height & Weight: 7'00" 326 lbs; Weight Class: Heavyweight; Lift DC: 15; Reputation: +6; Abilities: Str 20 (+5), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 12 (+1); Endurance: 170; Trauma: 20; Base Attack Bonus: +6; Saves: Fort +15, Ref +4; Will +9; Training Background: Street fighting (Concentrate & Intimidate) Skills: Balance +2 Concentrate +7 Intimidate +15 Know Power +10 Know Rough +11 Know Simple +2 Perform Promo +5 Feats: Maneuver Proficiency (Simple, Power, Rough); Extra Finisher; Fearless; Great Fortitude; High Pain Threshold; Impervious; Imposing; Iron Will; Resilient; Spectacular Entrance; Toughness
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Talents: Badass; Big Badass; ; Juggernaut; Tough Enough; Ultimate Badass Moveset:Kane's Massive Chair Shot: (Rough) 4d8 damage (-7), automatic DQ (+1), knockdown check (-1), stun check (-2), costs 3 Endurance (+3), Maneuver Check (-6) Finishing Maneuver: Chokeslam (Rough, 2d6, illegal, lift check, possible stun opponent) (-2) Tombstone (Power, 3d6, lift check, 2 Endurance cost, possibly stun opponent) (-3)
Johnny Nitro Class & Level Savvy 4, Arial 4 Attitude: Heel; Height & Weight: 6’01” 219; Weight Class: Cruiserweight; Lift DC: 10; Reputation: +10; Abilities: Str 13 (+1), Dex 16 (+3), Con 13 (+1), Int 12 (+1), Wis 10 (+0), Cha 15 (+2); Endurance: 104; Trauma: 13; Base Attack Bonus: +6; Saves: Fort +3, Ref +11; Will +2; Training Background: Entertainment Skills: Balance: +10, Bluff: +8, Perform Vignette: +4, Knowledge: Savvy: +6, Arial: +11, Simple: +6, Technical: +6, Hide: +8, Escape Artist: +10, Jump: +6, Sleight of Hand: +10, Tumble: +7, Climb: +4, Sense Motive: +2, Spot: +3 Feats: Renown, Signature Move, Maneuver Focus: Arial, Simple, Technical, Opportunist, Maneuver proficiencies: Simple, Arial, Savvy, Technical, Coordinated, Tag Team Specialist Talents: Trigger Reflexes, Educated Feet, Ring Smart, You Can’t See Me Signature Moves: Stylin’ Leg-Drop: (Signature Move Bonus, Arial Maneuver, 2d6, Prone Target, 2 Endurance Cost, Possible Stun, Immediate Pin attempt, 2/Show) Maneuver Check: +1 Finishing Maneuver: The Snapshot: (Tag-Team Finisher, Technical Maneuver, 2d8, Requires Lift Check, 1 Endurance Cost, Prone Self) Maneuver Check: +0
Umaga Power 4/Rough 5 Attitude: Heel; Height & Weight: 6'04" 350 lbs; Weight Class: Heavyweight; Lift DC: 16; Reputation: +2; Abilities: Str 18 (+4), Dex 13 (+1), Con 18 (+4), Int 10 (+0), Wis 10 (+0), Cha 12 (+1); Endurance: 162; Trauma: 21; Base Attack Bonus: +6; Saves: Fort +12, Ref +3; Will +9; Training Background: x Skills: Concentrate +13 Intimidate +17 Know Power +11 Know Rough +11 Feats: Maneuver Proficiency (Simple, Rough, Power); Toughness, Fearless; Imposing; Impervious; Maneuver Focus (Rough, Power); Signature Move x2; Ability Focus (Intimidate); Tenacious 7
Talents: Immovable Object; Smack Into a Brick Wall; Space Mountain; Iron Man; Go All Night Signature Moves:Samoan Bulldozer (Rough, 3d8, 3 Endurance, Possible stun of self if missed, Possible stun, Requires Lift check, Signature move) (0) Samoan Gorilla Press Drop (Power, 2d8, 3 Endurance, Possible stun, Requires Lift Check, Prone Self, Signature move) (+2) Finishing Maneuver: Samoan Spike (Rough, 4d6, 3 Endurance) (-3)
Chris Masters Power 3/Rough 2/Savvy 1/Technical 1 Attitude: Heel; Height & Weight: 6'04" 280 lbs; Weight Class: Heavyweight; Lift DC: 13; Reputation: +7; Abilities: Str 18 (+4), Dex 11 (+0), Con 14 (+2), Int 12 (+1), Wis 13 (+1), Cha 13 (+1); Endurance: 105; Trauma: 17; Base Attack Bonus: +7; Saves: Fort +8, Ref +3; Will +7; Training Background: Fitness (Concentrate & Intimidate) Skills: Bluff +7 Concentrate +6 Diplomacy +8 Intimidate +14 Know Power +8 Know Rough +6 Know Savvy +6 Know Technical +4 Perform Promo +9 Sleight of Hand +9 Feats: Maneuver Proficiency (Simple, Power, Rough, Savvy, Technical); Cheap Shot Artist; Imposing; Maneuver Focus (Power); Renown; Spectacular Entrance; Toughness; Vigor Talents: Badass; Brute Force; Cerebral Assassin; Mat Technician; Stomping a Mudhole Finishing Maneuver: Masterlock (Power, 2d6, 1 Endurance cost, submission) (-2)
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Lance Cade Savvy 3/Technical 2/Aerial 1 Attitude: Hell; Height & Weight: 6'05", 261 lbs; Weight Class: Heavyweight; Lift DC: 12; Reputation: +3; Abilities: Str 13 (+1), Dex 15 (+2), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 14 (+2); Endurance: 72; Trauma: 12; Base Attack Bonus: +4; Saves: Fort +4, Ref +7; Will +5; Training Background: Mat wrestling (Knowledge Savvy & Perform Promo) Skills: Bluff +11 Concentrate +6 Diplomacy +6 Intimidate +4 Know Savvy +11 Know Simple +6 Know Technical +8 Perform Promo +8 Perform Vignette +5 Sense Motive +6 Sleight of Hand +9 Feats: Maneuver Proficiency (Simple, Technical, Aerial, Savvy, Power); Chain Wrestling (Technical); Cheap Shot Artist; Great Fortitude; Maneuver Focus (Savvy); Opportunist; Tag Team Specialist Talents: Cerebral Assassin; Ring Smarts; Ring Tactician; Trigger Reflexes Finishing Maneuver: Flying Elbow Drop (Aerial, 2d6, 1 Endurance cost, possibly stun self if missed, prone self, prone target) (+2)
Trevor Murdoch Rough 4/Power 1/Savvy 1 Attitude: Heel; Height & Weight: 6'04" 240 lbs; Weight Class: Heavyweight; Lift DC: 12; Reputation: +4; Abilities: Str 16 (+3), Dex 10 (+0), Con 15 (+2), Int 12 (+1), Wis 13 (+2), Cha 13 (+1); Endurance: 90; Trauma: 18; Base Attack Bonus: +4; Saves: Fort +12, Ref +3; Will +5; Training Background: Street Fighting (Concentrate & Intimidate) Skills: Bluff +10 Concentrate +6 Diplomacy +3 Intimidate +13 Know Power +10 Know Rough +10 Know Savvy +7 Sense Motive +3 Feats: Maneuver Proficiency (Simple, Power, Rough, Savvy); Can of Whupass; Cheap Shot Artist; Great Fortitude; Low Center of Gravity; Opportunist; Tag Team Specialist; Toughness Talents: Badass; Dirty Player; Slobber-Knocker; Stomping a Mudhole; Finishing Maneuver: Elevated DDT (Power, 2d6, lift) (-1)
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Rob Conway Technical 3/Savvy 2/Aerial 1 Attitude: Heel; Height & Weight: 6'02" 230 lbs; Weight Class: Heavyweight; Lift DC: 11; Reputation: +4; Abilities: Str 12 (+1), Dex 13 (+1), Con 14 (+2), Int 15 (+2), Wis 13 (+1), Cha 15 (+2); Endurance: 84; Trauma: 14; Base Attack Bonus: +4; Saves: Fort +7, Ref +7; Will +4; Training Background: Mat wrestling (Concentrate & Perform Promo) Skills: Balance +4 Bluff +9 Concentrate +8 Diplomacy +11 Intimidate +9 Jump +4 Know Savvy +7 Perform Promo +9 Perform Vignette +5 Sense Motive +6 Sleight of Hand +8 Feats: Maneuver Proficiency (Simple, Technical, Savvy, Aerial, Power); Cheap Shot Artist; Chain Wrestling (Technical); Great Fortitude; Heat Machine; Maneuver Focus (Technical); Tag Team Specialist Talents: Mat Technician; The Mood’s About to Change; Ring Smarts; Trigger Reflexes Finishing Maneuver: Ego Trip (Technical, 2d6, 1 Endurance cost, prone self, immediate pin) (0)
Viscera Power 3/Rough 1 Attitude: Face; Height & Weight: 6'09" 500 lbs; Weight Class: Ultra Heavyweight; Lift DC: 22; Reputation: +4; Abilities: Str 18 (+4), Dex 6 (-2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 14 (+2); Endurance: 56; Trauma: 20; Base Attack Bonus: +3; Saves: Fort +5, Ref +1; Will +1; Training Background: Street fighting (Intimidate & Knowledge Power) Skills: Diplomacy +4 Intimidate +12 Know Power +6 Know Rough +5 Perform Promo +7 Sleight of Hand -1 Feats: Maneuver Proficiency (Simple, Rough, Power); Impervious; Imposing; Low Center of Gravity; Toughness x2 Talents: Tough Enough; Immovable Object; Smack Into a Brick Wall Finishing Maneuver: Viscera Drop (Power, 2d6, 1 Endurance Cost, prone self, prone target, immediate pin) (0)
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Val Venis Aerial 1/Rough 1/Savvy 1/Technical 1 Attitude: Face; Height & Weight: 6'03" 260; Weight Class: Heavyweight; Lift DC: 12; Reputation: +2; Abilities: Str 11 (+0), Dex 14 (+2), Con 13 (+1), Int 13 (+1), Wis 11 (+0), Cha 13 (+1); Endurance: 52; Trauma: 13; Base Attack Bonus: +1; Saves: Fort +3, Ref +6; Will +4; Training Background: Mat wrestling (Knowledge Technical & Perform Promo) Skills: Bluff +6 Concentration +5 Diplomacy +8 Intimidate +3 Jump +5 Know Technical +7 Perform Promo +8 Sense Motive +4 Sleight of Hand +9 Tumble +4 Feats: Maneuver Proficiency (Simple, Savvy, Aerial, Rough, Power, Technical); Improved Recovery; Maneuver Focus (Technical, Arial) Talents: Ring Smarts; Ring Tactician; Stomping a Mudhole; Trigger Reflexes Finishing Maneuver: Money Shot (Aerial, 2d6, 1 Endurance Cost, prone self, prone target, immediate pin) (0)
Torrie Wilson Manager 2, Savvy 2 Attitude: Face; Height & Weight: 5'9", 132; Weight Class: Light Cruiserweight; Lift DC: 7; Reputation: +10; Abilities: Str 9 (-1), Dex 14 (+2), Con 11 (+0), Int 13 (+1), Wis 12 (+1), Cha 18 (+4); Endurance: 49; Trauma: 11; Base Attack Bonus: +1; Saves: Fort +0, Ref +5; Will +1; Training Background: Fitness Skills: Bluff +7, Diplomacy +9, Hide +5, Knowledge (roster) +6, Knowledge (savvy maneuvers) +4, Knowledge (simple maneuvers) +6, Knowledge (technical maneuvers) +6, Perform (dance) +5, Perfom (promo) +5, Perform (vignette) +5, Profession (model) +12, Profession (ring announcer) +4, Sence Motive +6, Spot +4 Feats: Aerial Maneuvers Proficiency, Heat Machine, Moonlighting (model & ring announcer), Renown, Savvy Maneuvers Proficiency, Signature Move (DDT), Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Vigor
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Talents: Lucky, Mouthpiece (6 characters), Stroke Signature Moves: DDT - Technical, 2d6 damage, requires lift check, possible stun, Signature Move bonus; -1 on maneuver check, 1/show Finishing Maneuver: Neckbreaker - Technical, 2d6 damage x2, requires lift check, prone self; +0 on maneuver check
Lita Aerial Superstar 4, Manager 3, Technical Superstar 2 Attitude: Heel; Height & Weight: 5’7”, 135 pounds; Weight Class: Light Cruiserweight; Lift DC: 8; Reputation: +4; Abilities: Str 10 (+0), Dex 17 (+3), Con 11 (+0), Int 11 (+0), Wis 15 (+2), Cha 16 (+3); Endurance: 99; Trauma: 11; Base Attack Bonus: +6; Saves: Fort +2, Ref +8, Will +7; Training Background: Acrobatics Skills: Balance +11 [Ranks: +6, Dex Mod: +3, Synergy: +2] Climb +10 [Ranks: +8, Str Mod: +0, Synergy: +0, High Flying: +2] Escape Artist +9 [Ranks: +6, Dex Mod: +3, Synergy: +0] Jump +11 [Ranks: +6, Str Mod: +0, Synergy: +2, High Flying: +2, Training Background Skill: +1] Perform (Dance) +7 [Ranks: +4, Cha Mod: +3, Synergy: +0] Perform (Promo) +8 [Ranks: +5, Cha Mod: +3, Synergy: +0] Perform (Vignette) +6 [Ranks: +3, Cha Mod: +3, Synergy: +0] Profession (Actress) +7 [Ranks: +3, Wis Mod: +2, Synergy: +0, Moonlighting: +2] Profession (Color Commentator) +7 [Ranks: +3, Wis Mod: +2, Synergy: +0, Moonlighting: +2] Sense Motive +5 [Ranks: +3, Wis Mod: +2, Synergy: +0] Speak Language (Spanish) Treat Injury +7 [Ranks: +5, Wis Mod: +2, Synergy: +0] Tumble +14 [Ranks: +8, Ability Mod: +3, Synergy: +2, Training Background Skill: +1] Feats: Aerial Maneuvers Proficiency, Chain Wrestling (Aerial Maneuvers), Extra Finisher (DDT), High Flying, Maneuvers Focus (Aerial Maneuvers), Moonlighting (Actress, Color Commentator), Moveset, Rough Maneuvers Proficiency, Signature Maneuver (Twist of Fate), Signature Maneuver (Reverse Twist of Fate), Savvy Maneuvers Proficiency, Simple maneuvers Proficiency, Technical Maneuvers Proficiency Talents: Instinct, Interference, Daredevil, Lucky, Mouthpiece (6 characters), Risk Taker 12
Moveset: Headscissors Takedown (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, Moveset bonus, +1 on maneuver check) Litacanrana [Hurricarana] (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, Moveset bonus, +1 on maneuver check) Rear Naked Choke (technical maneuver, 2d6 damage, submission, requires lift check, prone target, prone self, Moveset bonus, +1 on maneuver check) Signature Move: Twist of Fate (aerial/rough maneuver, 2d6 damage, requires lift check, possible stun, Signature Move bonus, -1 on maneuver check, 3/show) Reverse Twist of Fate (aerial/rough maneuver, 2d6 damage, requires lift check, possible stun, Signature Move bonus, -1 on maneuver check, 3/show) Finishing Maneuver: DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Moonsault (aerial maneuver, 2d6 damage, immediate pin attempt, prone self, prone target, possible stun on self is missed, +0 on maneuver check)
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Friday Night Smackdown! Batista Class & Level Power Wrestler 6/Savvy Wrestler 3 Attitude: Face Height & Weight: 6’6”, 317 Lift DC: 16 Reputation: +5 Abilities: Str 19, Dex 10, Con 17, Int 12, Wis 14, Cha 14 Endurance: 153 Trauma: 17 Base Attack Bonus: +8 Save: Fort +6, Ref +5, Will +3 Training Background: Fitness Skills: Climb +3, Diplomacy +1, Intimidate +12, Knowledge (power maneuvers) +5, Perform (promo) +6, Perform (vignette) +6, Profession (bodybuilder) +5, Sense Motive +6. Feats: Can of Whupass, Extra Finisher: Spinebuster, High Pain Threshold, Imposing, Low Center of Gravity, Popular Appeal, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move: Clothesline, Savvy Maneuvers Proficiency, Simple Maneuvers Proficiency, Smelled a Fish. Talents: Brute Force, Cerebral Assassin, Force of Nature, Irresistible Force, Stroke. Signature Move: Clothesline (power maneuver, 3d6 damage, knockdown check, does stun, Signature Move bonus, -3 to maneuver check, 3/show). Finishing Maneuvers: Spinebuster (power maneuver, 3d6 damage, requires lift check, -3 to maneuver check) Batista Bomb (power maneuver, 3d6 damage, requires lift check, immediate pin attempt, -4 to maneuver check)
Funaki Class & Level Aerial 4/Manager 2 Attitude: Face Height & Weight: 5 foot 7, 180 pounds Lift DC: 10 Reputation: +4 Abilities: Str 10, Dex 16, Con 12, Int 12 , Wis 15, Cha 14 Endurance: 72 Trauma: 12 Base Attack Bonus: 3 Save: Fort +1, Ref +4, Will +1 Training Background: Acrobatics Skills: Jump 3, Spot 2, Balance 7, Hide 2, Maneuvers Aerial 5, Maneuvers Technical 5, Tumble 7, Speak Language (English), Perform (promo) 1, Manuevers Technical 5, Concentration 3, Climb 1, Knowledge Roster 3, Profession Interviewer 4 Feats: Simple, Aerial and Technical maneuvers Proficiency, Popular Appeal, Renown, Aerial maneuvers Focus, Coordinated, Lightning Reflexes, Quicker than a Hiccup 14
Talents: Trigger Reflexes, Close Call, Mouthpiece, Lucky Finishing Maneuvers: Rising Sun. Aerial, 2d6 (doubled), knockdown, immediate pin check, possible stun on self if missed, prone self , Costs 2 END +0
Chavo Guerrero Savvy 3/Aerial 2/Technical 1 Attitude: Heel; Height & Weight: 5'08" 213 lbs; Weight Class: Cruiserweight; Lift DC: 10; Reputation: +6; Abilities: Str 12 (+1), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 13 (+1), Cha 15 (+2); Endurance: 78; Trauma: 13; Base Attack Bonus: +3; Saves: Fort +2, Ref +13; Will +4; Training Background: Legacy (Knowledge Technical & Perform Promo) Skills: Balance +9 Bluff +11 Diplomacy +15 Escape Artist +5 Intimidate +4 Jump +6 Know Aerial +8 Know Savvy +8 Know Technical +9 Perform Promo +12 Sense Motive +6 Sleight of Hand +13 Tumble +4 Feats: Maneuver Proficiency (Simple, Savvy, Technical, Aerial); Cheap Shot Artist; Lightning Reflexes; Maneuver Focus (Technical); Opportunist; Quicker Than a Hiccup; Savant; Tag Team Specialist Talents: 10,000 Holds; Dirty Player; Ring Smarts; Risk Taker Finishing Maneuver: Gory Bomb (Technical, 2d6, prone target, submission) (-2) Frog Splash (Arial, 2d6, Prone target, prone self, possible stun of self if missed, possible stu on target, Immidiate pin attempt) (-2)
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Extreme Championship Wrestling Rob Van Dam Aerial 5/Rough 2/Savvy 1/Technical 1 Attitude: Face; Height & Weight: 6'00" 237 lbs; Weight Class: Heavyweight; Lift DC: 11; Reputation: +5; Abilities: Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 13 (+1), Cha 14 (+2); Endurance: 126; Trauma: 14; Base Attack Bonus: +6; Saves: Fort +10, Ref +14; Will +7; Training Background: Acrobatics (Climb & Jump) Skills: Balance +16 Climb +10 Concentrate +5 Escape Artist +9 Intimidate +6 Jump +20 Know Aerial +15 Know Hardcore +15 Perform Promo +6 Tumble +6 Feats: Maneuver Proficiency (Simple, Aerial, Rough, Savvy, Technical); Great Fortitude; High Flying; High Pain Threshold; Learned; Lightning Reflexes; Renown; Signature Maneuver x2; Skill Mastery (Jump); Opportunist Talents: 2 Xtreme; Daredevil; Hardcore; Instinct; Ring Smarts; Risk Taker Signature Moves:Rolling Thunder (2d6, 1 Endurance cost, possibly stun self if missed, prone self, prone target) (+4) Van Terminator (3d8, automatic disqualification, possibly stun self on miss, possible stun opponent, prone self, 1 endurance cost) (0) Finishing Maneuver: Five Star Frog Splash (Aerial, 3d6, 3 Endurance cost, prone self, prone target, immediate pin) (0)
Balls Mahoney Aerial Superstar 4, Rough Superstar 5 Attitude: Face; Height & Weight: 6'2", 250 pounds; Weight Class: Heavyweight; Lift DC: 12; Reputation: +3; Abilities: Str 15 (+2), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 14 (+2); Endurance: 144; Trauma: 19; Base Attack Bonus: +5; Saves: Fort +8, Ref +7; Will +5; Training Background: Streetfighting Skills: Balance +7 [Ranks +5, Dex Mod +2] Bluff +7 [Ranks +5, Cha Mod +2] Climb +7 [Ranks +5, Str Mod +2] Concentration +8 [Ranks +5, Con Mod +3] Diplomacy +4 [Ranks +0, Cha Mod +2, Synergy +2] Intimidate +6 [Ranks +2, Cha Mod +2, Synergy +2] Jump +7 [Ranks +5, Str Mod +2] 16
Knowledge (Flaming Tables Match) +5 [Ranks +5, Int Mod +0] Perform (Promo) +7 [Ranks +5, Cha Mod +2] Perform (Vignette) +7 [Ranks +5, Cha Mod +2] Sleight of Hand +4 [Ranks +0, Dex Mod +2, Synergy +2] Spot +5 [Ranks +5, Wis Mod +0, Training Background Skill +0] Treat Injury +6 [Ranks +5, Wis Mod +0, Training Background Skill +1] Feats: Aerial Maneuvers Proficiency, High Pain Threshold, Impervious (3/segment), Improved Recovery, Moveset, Power Maneuvers Proficiency, Resilient, Rough Maneuvers Proficiency, Signature Move (Ballbreaker), Signature Move (New Jersey Jam), Simple Maneuvers Proficiency, Tag Team Spec., Toughness Talents: Daredevil, Glutton for Punishment, Hardcore, Nailz, Risk Taker Moveset: Balls Combo Punches [A series of short jabs followed by a Haymaker] (power/rough maneuver, 2d6 damage, knockdown check, possible stun, Moveset bonus, -3 on maneuver check) Chairshot (rough maneuver, 3d8 damage, knockdown check, possible stun, 3 Endurance cost, Moveset bonus, -4 on maneuver check) Frog Splash (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, 1 Endurance cost, Moveset bonus, +1 on maneuver check) Signature Moves: Ballbreaker [Sitout Spinebuster] (power maneuver, 2d6 damage, immediate pin attempt, requires lift check, Signature Move bonus, -2 on maneuver check, 3/show) New Jersey Jam [Top Rope Legdrop] (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, Signature Move bonus, +1 on maneuver check, 3/show) Finishing Maneuver: Nutcracker Suite [Emerald Fusion] (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check)
Al Snow Aerial Superstar 3, Rough Superstar 3, Technical Superstar 3 Attitude: Neutral; Height & Weight: 6'1", 232 pounds; Weight Class: Heavyweight; Lift DC: 11; Reputation: +3; Abilities: Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 13 (+1); Endurance: 126; Trauma: 14; Base Attack Bonus: +6; Saves: Fort +7, Ref +8; Will +7; Training Background: Martial Arts Skills: Balance +13 [Ranks +8, Dex Mod +3, Synergy +2] Bluff +6 [Ranks +5, Cha Mod +1] Climb +6 [Ranks +5, Str Mod +1] 17
Concentration +7 [Ranks +5, Con Mod +2] Diplomacy +3 [Ranks +0, Cha Mod +1, Synergy +2] Escape Artist +8 [Ranks +5, Dex Mod +3] Intimidate +3 [Ranks +0, Cha Mod +1, Synergy +2] Jump +8 [Ranks +5, Str Mod +1, Synergy +2] Knowledge (Aerial Maneuvers) +8 [Ranks +5, Int Mod +2, Training Background Skill +1] Knowledge (Technical Maneuvers) +7 [Ranks +5, Int Mod +2] Perform (Promo) +9 [Ranks +8, Cha Mod +1] Perform (Vignette) +7 [Ranks +6, Cha Mod +1] Sleight of Hand +5 [Ranks +0, Dex Mod +3, Synergy +2] Speak Language (Japanese) Spot +7 [Ranks +7, Wis Mod +0] Treat Injury +5 [Ranks +5, Wis Mod +0] Tumble +11 [Ranks +5, Dex Mod +3, Synergy +2, Training Background Skill +1] Feats: Aerial Maneuvers Proficiency, Extra Finisher (Snowplow), Martial Arts Weapons Proficiency, Moveset, Opportunist, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Simple Maneuvers Proficiency, Signature Move (Snowplex), Spectacular Entrance, Tag Team Spec., Technical Maneuvers Proficiency Talents: 10000 Holds, Educated Feet, Hardcore, Ring Tactician, Space Mountain, Trigger Reflexes Moveset: Asai Moonsault (aerial maneuver, 2d8 damage, knockdown check, prone self, possible stun, possible stun on self, Moveset bonus, -2 on maneuver check) Sit-Out Spinebuster (power maneuver, 1d6 damage, immediate pin attempt, requires lift check, Moveset bonus, -1 on maneuver check) Trapping Headbutts (rough maneuver, 2d6 damage, possible stun, 1 Endurance cost, Moveset bonus, -2 on maneuver check) Signature Move: Snowplex [Wheelbarrow Suplex] (power maneuver, 2d6 damage, requires lift check, prone self, Signature Move bonus, +2 on maneuver check 2/show) Finishing Maneuvers: Moonsault (aerial maneuver, 2d6 damage, immediate pin attempt, prone self, prone target, possible stun on self is missed, +0 on maneuver check) Snowplow [Scoop Brainbuster] (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)
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911 Power Superstar 3, Rough Superstar 3 Attitude: Heel; Height & Weight: 6'6", 310 pounds; Weight Class: Heavyweight; Lift DC: 14; Reputation: +2; Abilities: Str 18 (+4), Dex 11 (+0), Con 15 (+2), Int 11 (+0), Wis 11 (+0), Cha 11 (+0); Endurance: 90; Trauma: 18; Base Attack Bonus: +3; Saves: Fort +10, Ref +2; Will +4; Training Background: Mat Wrestling Skills: Diplomacy +7 [Ranks +5, Cha Mod +0, Imposing +2] Intimidate +10 [Ranks +8, Cha Mod +0, Imposing +2] Knowledge (Power Maneuvers) +5 [Ranks +5, Int Mod +0] Knowledge (Rough Maneuvers) +5 [Ranks +5, Int Mod +0] Knowledge (Simple Maneuvers) +6 [Ranks +5, Int Mod +0, Training Background Skill +1] Treat Injury +3 [Ranks +2, Wis Mod +0, Training Background Skill +1] Feats: Can of Whupass, Great Fortitude, High Pain Threshold, Imposing, Overpowering Strike, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Toughness Talents: Badass, Brute Force, Tough Enough, Tough S.O.B. Finishing Maneuver: Chokeslam (power/rough maneuver, 2d6 damage, possible stun, requires lift check, -3 on maneuver check)
Axl Rotten Rough Superstar 4, Technical Superstar 2 Attitude: Face; Height & Weight: 6'2", 302 pounds; Weight Class: Heavyweight; Lift DC: 14; Reputation: +2; Abilities: Str 15 (+2), Dex 10 (+0), Con 16 (+3), Int 13 (+1), Wis 10 (+1), Cha 14 (+2); Endurance: 106; Trauma: 16; Base Attack Bonus: +4; Saves: Fort +7, Ref +1; Will +7; Training Background: Streetfighting Skills: Concentration +8 [Ranks +5, Con Mod +3] Intimidate +7 [Ranks +5, Cha Mod +2] Knowledge (Rough Maneuvers) +10 [Ranks +8, Int Mod +1, Training Background Skill +1] 19
Knowledge (Roster) +6 [Ranks +5, Int Mod +1] Perform (Vignette) +7 [Ranks +5, Cha Mod +2] Sleight of Hand +5 [Ranks +5, Dex Mod +0] Spot +5 [Ranks +5, Wis Mod +0] Treat Injury +8 [Ranks +7, Wis Mod +0, Training Background Skill +1] Feats: Cheap Shot Artist, Improved Recovery, Moveset, Popular Appeal, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Savvy Maneuvers Proficiency, Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency, Vigor Talents: Instinct, Hardcore, Stomping a Mudhole Moveset: T-bone Suplex (technical maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) "This Is Gonna Hurt" Chair Shot (rough maneuver, 3d8 damage, knockdown check, possible stun, 3 Endurance cost, Moveset bonus, -4 on maneuver check) Finishing Maneuver: Severe Skull Trauma [Inverted Brainbuster Suplex] (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)
Bam Bam Bigelow Power Superstar 7, Rough Superstar 5 Attitude: Heel; Height & Weight: 6'3", 360 pounds; Weight Class: Super Heavyweight; Lift DC: 16; Reputation: +3; Abilities: Str 18 (+4), Dex 13 (+1), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 12 (+1); Endurance: 200; Trauma: 19; Base Attack Bonus: +9; Saves: Fort +14, Ref +4; Will +6; Training Background: Mat Wrestling Skills: Balance +10 [Ranks +5, Dex Mod +1, Synergy +2, Coordinated +2, Natural] Bluff +5 [Ranks +4, Cha Mod +1] Climb +9 [Ranks +5, Str Mod +4] Concentration +9 [Ranks +5, Con Mod +3, Training Background Skill +1] Escape Artist +5 [Ranks +2, Dex Mod +1, Coordinated +2] Intimidate +6 [Ranks +5, Cha Mod +1] Jump +6 [Ranks +0, Str Mod +4, Synergy +2] Perform (Promo) +3 [Ranks +2, Cha Mod +1] Perform (Vignette) +4 [Ranks +3, Cha Mod +1] Profession (Actor) +5 [Ranks +5, Wis Mod +0] 20
Treat Injury +6 [Ranks +5, Wis Mod +0, Training Background Skill +1] Tumble +8 [Ranks +5, Dex Mod +1, Coordinated +2, Natural] Feats: Aerial Maneuvers Proficiency, Coordinated, Extra Finisher (Wham, Bam, Thank You Ma.am), Great Fortitude, High Pain Threshold, Impervious (3/segment), Moveset, Natural (Balance and Tumble), Overpowering Strike, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Bigelowsault), Simple Maneuvers Proficiency, Toughness, Vigor Talents: Badass, Brute Force, Hardcore, Immovable Object, Irresistible Force, Slobber-Knocker, Stomping a Mudhole, Tough Enough Moveset: Clothesline (power/rough maneuver, 2d6 damage, knockdown check, Moveset bonus, -1 on maneuver check) Cobra Clutch Bulldog (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, Moveset bonus, -2 on maneuver check) Double Underhook Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) Gorilla Press Slam (power/rough maneuver, 2d6 damage, requires lift check, possible stun, Moveset bonus, -2 on maneuver check) Signature Move: Bigelowsault [Moonsault] (aerial maneuver, 2d6 damage, immediate pin attempt, prone self, prone target, possible stun on self is missed, Signature Move bonus, +2 on maneuver check, 4/show) Finishing Maneuver: Greetings From Asbury Park [Emerald Fusion] (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Wham, Bam, Thank You Ma.am [Diving Headbutt] (aerial/rough maneuver: 2d6 damage, prone target, prone self, possible stun, possible stun on self, -1 on maneuver check)
Beulah McGillcutty Aerial Superstar 2, Manager 4 Attitude: Face; Height & Weight: 5'5", 115 pounds; Weight Class: Light Cruiserweight; Lift DC: 7; Reputation: +7; Abilities: Str 9 (-1), Dex 16 (+3), Con 8 (-1), Int 14 (+2), Wis 12 (+1), Cha 17 (+3); Endurance: 52; Trauma: 8; Base Attack Bonus: +2; Saves: Fort +0, Ref +7; Will +2; Training Background: Entertainment Skills: Balance +10 [Ranks +5, Dex Mod +3, Synergy +2] Bluff +8 [Ranks +5, Cha Mod +3] Diplomacy +9 [Ranks +4, Cha Mod +3, Synergy +2] Intimidate +5 [Ranks +0, Cha Mod +3, Synergy +2] Jump +1 [Ranks +0, Str Mod .1, Synergy +2] Perform (Dance) +13 [Ranks +9, Cha Mod +3, Training Background Skill +1] Perform (Promo) +12 [Ranks +9, Cha Mod +3] 21
Perform (Vignette) +13 [Ranks +9, Cha Mod +3, Training Background Skill +1] Profession (Porn Model) +10 [Ranks +9, Wis Mod +1] Sleight of Hand +10 [Ranks +5, Dex Mod +3, Synergy +2] Spot +6 [Ranks +5, Wis Mod +1] Treat Injury +6 [Ranks +5, Wis Mod +1] Tumble +8 [Ranks +5, AbilityMod +3] Feats: Aerial Maneuvers Proficiency, Cheap Shot Artist, Moveset, Popular Appeal, Renown, Rough Maneuvers Proficiency, Savvy Maneuvers Proficiency, Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Vigor Talents: Interference, Lucky, Mouthpiece (7 characters), Risk Taker Moveset: Beulahcanrana [Hurricarana] (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, Moveset bonus, +1 on maneuver check) Moonsault (aerial maneuver, 2d6 damage, immediate pin attempt, prone self, prone target, possible stun on self is missed, Moveset bonus, +1 on maneuver check) Finishing Maneuver: Dreamer DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)
Bill Alfonso Manager 8 Attitude: Heel; Height & Weight: 5’10”, 161 pounds; Weight Class: Cruiserweight; Lift DC: 9; Reputation: +7; Abilities: Str 9 (-1), Dex 10 (+0), Con 11 (+0), Int 14 (+2), Wis 15 (+2), Cha 17 (+3); Endurance: 93; Trauma: 11; Base Attack Bonus: +2; Saves: Fort +2, Ref +2; Will +4; Training Background: Sports Skills: Bluff +10 [Ranks +5, Cha Mod +3, Cagey +2] Concentration +7 [Ranks +5, Con Mod +0, Determined +2, Training Background Skill +0] Diplomacy +7 [Ranks +2, Cha Mod +3, Synergy +2] Disguise +10 [Ranks +5, Cha Mod +3, Cagey +2] Hide +7 [Ranks +5, Dex Mod +0, Crafty +2] Intimidate +5 [Ranks +0, Cha Mod +3, Synergy +2] Knowledge (Simple Maneuvers) +5 [Ranks +3, Int Mod +2, Training Background Skill +0] Knowledge (Roster) +8 [Ranks +6, Int Mod +2] Perform (Promo) +10 [Ranks +5, Cha Mod +3, Entertaining +2] 22
Perform (Vignette) +10 [Ranks +5, Cha Mod +3, Entertaining +2] Profession (Referee) +13 [Ranks +11, Wis Mod +2] Sense Motive +7 [Ranks +5, Wis Mod +2] Sleight of Hand +9 [Ranks +5, Dex Mod +0, Synergy +2, Crafty +2] Spot +7 [Ranks +5, Wis Mod +2] Treat Injury +15 [Ranks +11, Wis Mod +2, Determined +2] Feats: Bat Out of Hell, Cagey, Cheap Shot Artist, Crafty, Determined, Entertaining (Promo, Vignette), Popular Appeal, Rough Maneuvers Proficiency, Simple Maneuvers Proficiency, Vigor Talents: Entering the Stratosphere, Interference, Lucky, Motormouth, Mouthpiece (11 Characters) Finishing Maneuver: None
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Misc Superstars Ahmed Johnson Power Superstar 8 Attitude: Face; Height & Weight: 6’4”, 275 pounds; Weight Class: Heavyweight; Lift DC: 13; Reputation: +3; Abilities: Str 17 (+3), Dex 10 (+0), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 13 (+1); Endurance: 136; Trauma: 19; Base Attack Bonus: +8; Saves: Fort +9, Ref +2; Will +3; Training Background: Streetfighting Skills: Concentration +8 [Ranks +5, Con Mod +3, Training Background Skill +0] Intimidate +7 [Ranks +5, Cha Mod +1, Training Background Skill +1] Knowledge (Power Maneuvers) +5 [Ranks +5, Int Mod +0] Knowledge (Rough Maneuvers) +5 [Ranks +5, Int Mod +0] Perform (Promo) +3 [Ranks +2, Cha Mod +1] Profession (Actor) +4 [Ranks +3, Wis Mod +1] Treat Injury +4 [Ranks +3, Wis Mod +1] Feats: Can of Whupass, Fearless, Impervious, Maneuvers Focus (Power Maneuvers), Overpowering Strike, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Spinebuster), Simple Maneuvers Proficiency, Toughness, Vigor Talents: Badass, Big Badass, Brute Force, Juggernaut Signature Move: Spinebuster (power maneuver, 2d6 damage, immediate pin attempt, requires lift check, Signature Move bonus, -2 on maneuver check, 2/show) Finishing Maneuver: Pearl River Plunge [Double Underhook Powerbomb] (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check)
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Bill Goldberg Power Superstar 8, Rough Superstar 6 Attitude: Face; Height & Weight: 6’3”, 285 pounds; Weight Class: Heavyweight; Lift DC: 13; Reputation: +8; Abilities: Str 18 (+4), Dex 14 (+2), Con 15 (+2), Int 11 (+0), Wis 10 (+0), Cha 14 (+2); Endurance: 210; Trauma: 15; Base Attack Bonus: +11; Saves: Fort +15, Ref +8; Will +5; Training Background: Sports Skills: Intimidate +21, Knowledge (Power Maneuvers) +11, Knowledge (Rough Maneuvers) +13, Perform (Promo) +5, Perform (Vignette) +7, Profession (Actor) +8 Feats: Chain Wrestling (Power Maneuvers), Fearless, Great Fortitude, Heat Machine, High Pain Threshold, Impervious, Improved Recovery, Lightning Reflexes, Maneuvers Focus (Power Maneuvers), Maneuvers Specialization (Power Maneuvers), Power Maneuvers Proficiency, Renown, Rough Maneuvers Proficiency, Signature Move (Spear), Simple Maneuvers Proficiency, Spectacular Entrance Talents: Badass, Big Badass, Juggernaut, Stomping a Mudhole, Slobber-Knocker, Tough Enough, Ultimate Badass Signature Moves: Spear Aerial/power maneuver: 3d6 damage (-4), knockdown check (-1), possible stun on self if missed (+1), 1 Endurance cost (+1), Signature Move bonus (+2). Maneuver modifier: -1, 4/show. Finishing Maneuver: Jackhammer Power/technical maneuver: 3d6 damage (-4), requires lift check (+1), immediate pin attempt (-1), 2 Endurance cost (+2) Maneuver modifier: -2
Bret “Hitman” Hart Technical Superstar 18 Attitude: Heel; Height & Weight: 6’0”, 234 pounds; Weight Class: Heavyweight; Lift DC: 11; Reputation: +9; Abilities: Str 14 (+2), Dex 13 (+1), Con 11 (+0), Int 18 (+4), Wis 12 (+1), Cha 13 (+1); Endurance: 203; Trauma: 11; Base Attack Bonus: +18; Saves: Fort +6, Ref +7, Will +15; Training Background: Legacy Skills: Concentration +14 [Ranks +12, Con Mod +0, Determined +2] Diplomacy +8 [Ranks +5, Cha Mod +1, Synergy +2] Escape Artist +14 [Ranks +12, Dex Mod +1, Training Background 25
Skill +1] Knowledge (Aerial Maneuvers) +11 [Ranks +5, Ability Mod +4, Learned +2] Knowledge (Technical Maneuvers) +23 [Ranks +16, Int Mod +4, Learned +2, Training Background Skill +1] Knowledge (Roster) +14 [Ranks +10, Int Mod +4] Perform (Promo) +11 [Ranks +10, Cha Mod +1] Perform (Vignette) +11 [Ranks +10, Int Mod +1] Profession (Actor) +6 [Ranks +5, Wis Mod +1] Sense Motive +11 [Ranks +10, Wis Mod +1] Spot +12 [Ranks +11, Wis Mod +1] Treat Injury +14 [Ranks +11, Ability Mod +1, Determined: +2] Feats: Aerial Maneuvers Proficiency, Chain Wrestling (Technical Maneuvers), Determined, Gut Check (2/segment), Heat Machine, Intestinal Fortitude, Iron Will, Learned (Aerial Maneuvers, Technical Maneuvers), Leverage, Maneuvers Focus (Technical Maneuvers), Maneuvers Mastery (Technical Maneuvers), Master of the Hold (Sharpshooter), Moveset, Savant, Signature Move (Ringpost Figure Four Leglock), Simple Maneuvers Proficiency, Student of the Game (Technical Maneuvers), Tag Team Spec., Technical Maneuvers Proficiency, Vigor Talents: 10000 Holds, Can You Dig It Sucka, Intensity-Integrity-Intelligence, Instinct, Mat Technician, Now We Go To School, Ring Tactician, Textbook, The Mood’s About to Change Moveset: Inverted Atomic Drop (power/technical maneuver, 1d6 damage, requires lift check, Moveset bonus, +2 on maneuver check) Russian Legsweep (technical maneuver, 2d6 damage, requires lift check, prone self, Moveset bonus, +1 on maneuver check) Second Rope Elbowdrop (aerial/rough maneuver, 2d6 damage, prone target, prone self, possible stun on self if missed, Moveset bonus, +2 on maneuver check) Side Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) Snap Suplex (technical maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) Superplex (aerial/power maneuver, 2d6 damage, requires lift check, prone self, possible stun, possible stun on self if missed, Moveset bonus, +0 on maneuver check) Signature Move: Ringpost Figure Four Leglock (technical maneuver, 3d6 damage, illegal, submission, prone target, prone self, Signature Move bonus, +0 on maneuver check, 6/show) Finishing Maneuver: Sharpshooter (technical maneuver, 2d6 damage, prone target, submission, -2 on maneuver check)
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Brock Lesnar Power Superstar 6, Technical Superstar 6 Attitude: Heel; Height & Weight: 6’4”, 295 pounds; Weight Class: Heavyweight; Lift DC: 13; Reputation: +4; Abilities: Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 10 (+0); Endurance: 144; Trauma: 12; Base Attack Bonus: +12; Saves: Fort +9, Ref +5; Will +7; Training Background: Mat Wrestling Skills: Climb +9 [Ranks +5, Str Mod +4] Concentration +13 [Ranks +10, Con Mod +2, Training Background Skill +1] Diplomacy +4 [Ranks +2, Cha Mod +0, Imposing +2] Escape Artist +12 [Ranks +10, Dex Mod +1, Training Background Skill +1] Intimidate +12 [Ranks +10, Cha Mod +0, Imposing +2] Jump +11 [Ranks +7, Str Mod +4] Perform (Promo) +5 [Ranks +5, Cha Mod +0] Perform (Vignette) +5 [Ranks +5, Cha Mod +0] Spot +5 [Ranks +5, Wis Mod +0] Treat Injury +5 [Ranks +5, Wis Mod +0] Feats: Aerial Maneuvers Proficiency, Chain Wrestling (Technical Maneuvers), Dedicated Training, Imposing, Improved Recovery, Leverage, Moveset, Maneuvers Focus (Technical Maneuvers), Popular Appeal (x2), Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Shooting Star Press), Simple Maneuvers Proficiency, Superior Conditioning, Technical Maneuvers Proficiency Talents: Badass, Brute Force, Instinct, Irresistible Force, Mat Technician, Ring Tactician Moveset: Brock Lock 1 [Side Bearhug] (power maneuver, 2d6 damage, submission, 1 Endurance cost, Moveset bonus, -1 on maneuver check) Brock Lock 2 [Argentine Leglock] (power/technical maneuver, 1d6 damage, requires lift check, submission, Moveset bonus, +1 on maneuver check) Overhead Belly-to-Belly Suplex (power maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) Double Powerbomb (power/rough maneuver, 5d6 damage, requires lift check, 3 Endurance cost, Moveset bonus, -3 on maneuver check) Signature Move: Shooting Star Press (aerial maneuver, 2d6 damage, immediate pin attempt, prone target, prone self, possible stun on self if missed, Signature Move bonus, +2 on maneuver check, 4/show) Finishing Maneuver: F-5 [Tornado Slam] (power maneuver, 3d6 damage, requires lift check, -3 on maneuver check)
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The Brooklyn Brawler Rough Superstar 2, Technical Superstar 2 Attitude: Neutral; Height & Weight: 6’0”, 240 pounds; Weight Class: Heavyweight; Lift DC: 11; Reputation: +3; Abilities: Str 14 (+2), Dex 13 (+1), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 14 (+2); Endurance: 64; Trauma: 14; Base Attack Bonus: +3; Saves: Fort +5, Ref +1, Will +7; Training Background: Mat Wrestling Skills: Knowledge (Roster) +6 [Ranks: +5, Int Mod: +1, Synergy: +0] Perform (Promo) +7 [Ranks: +5, Cha Mod: +2, Synergy: +0, Training Background Skill: +0] Perform (Vignette) +7 [Ranks: +5, Cha Mod: +2, Synergy: +0] Profession (Road Agent) +6 [Ranks: +5, Wis Mod: +1, Synergy: +0] Sense Motive +6 [Ranks: +5, Wis Mod: +1, Synergy: +0] Spot +6 [Ranks: +5, Wis Mod: +1, Synergy: +0] Treat Injury +7 [Ranks: +5, Wis Mod: +1, Synergy: +0, Training Background Skill: +1] Feats: Cheap Shot Artist, Opportunist, Power Maneuvers Proficiency, Renown, Rough Maneuvers Proficiency, Signature Move (Hangman’s Neckbreaker), Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Vigor Talents: Ring Tactician, Tough Enough Signature Move: Hangman’s Neckbreaker (technical maneuver: 2d6 damage, requires lift check, prone self, Signature Move bonus, +2 on maneuver check, 1/show) Finishing Maneuver: Swinging Neckbreaker (technical maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check)
Bull Nakano Aerial Superstar 3, Rough Superstar 3, Technical Superstar 3 Attitude: Heel; Height & Weight: 5’7”, 209 pounds; Weight Class: Cruiserweight; Lift DC: 12; Reputation: +3; Abilities: Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 12 (+1); Endurance: 126; Trauma: 14; Base Attack Bonus: +6; Saves: Fort +7, Ref +7, Will +8; Training Background: Mat Wrestling Skills: Balance +8 [Ranks: +4, Dex Mod: +2, Synergy: +2]
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Climb +7 [Ranks: +5, Str Mod: +2, Synergy: +0] Concentration +13 [Ranks: +10, Con Mod: +2, Synergy: +0, Training Background Skill: +1] Diplomacy +7 [Ranks: +4, Cha Mod: +1, Synergy: +0, Imposing: +2] Intimidate +8 [Ranks: +5, Cha Mod: +1, Synergy: +0, Imposing: +2] Jump +4 [Ranks: +0, Str Mod: +2, Synergy: +2] Knowledge (Aerial Maneuvers) +6 [Ranks: +5, Int Mod: +1, Synergy: +0] Knowledge (Rough Maneuvers) +6 [Ranks: +5, Int Mod: +1, Synergy: +0] Perform (Promo) +6 [Ranks: +5, Cha Mod: +1, Synergy: +0] Speak Language (English) Speak Language (Spanish) Spot +5 [Ranks: +4, Wis Mod: +1, Synergy: +0] Treat Injury +12 [Ranks: +10, Wis Mod: +1, Synergy: +0, Training Background Skill: +1] Tumble +7 [Ranks: +5, Ability Mod: +2, Synergy: +0] Feats: Aerial Maneuvers Proficiency, Fearless, Imposing, Improved Recovery, Low Center of Gravity, Moveset, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Moonsault Press), Savant, Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency Talents: 10000 Holds, Educated Feet, Frequent Flyer, Instinct, Slobber-Knocker, Stomping a Mudhole Moveset: Lariat (power/rough maneuver, 2d6 damage, knockdown check, Moveset bonus, -2 on maneuver check) Flying Somersault Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, Moveset bonus, +0 on maneuver check) German Suplex (power/technical maneuver, 1d6 damage, possible stun, requires lift check, Moveset bonus, +0 on maneuver check) Signature Move: Moonsault Press (aerial maneuver, 2d6 damage, knockdown check, immediate pin attempt, prone self, possible stun on self is missed, Signature Move bonus, +0 on maneuver check, 3/show) Finishing Maneuver: Guillotine Legdrop [Diving Legdrop] (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check)
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Chyna Aerial Superstar 2, Power Superstar 3, Rough Superstar 3 Attitude: Heel; Height & Weight: 5’10”, 165 pounds; Weight Class: Cruiserweight; Lift DC: 9; Reputation: +3; Abilities: Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 11 (+0), Wis 11 (+0), Cha 12 (+1); Endurance: 127; Trauma: 15; Base Attack Bonus: +5; Saves: Fort +8, Ref +7, Will +4; Training Background: Fitness Skills: Concentration +8 [Ranks: +5, Con Mod: +2, Synergy: +0, Training Background Skill: +1] Intimidate +6 [Ranks: +5, Cha Mod: +1, Synergy: +0] Knowledge (Power Maneuvers) +5 [Ranks: +5, Int Mod: +0, Synergy: +0] Perform (Promo) +6 [Ranks: +5, Cha Mod: +1, Synergy: +0] Perform (Vignette) +8 [Ranks: +6, Cha Mod: +1, Synergy: +0, Training Background Skill: +1] Profession (Actress) + 7 [Ranks: +5, Wis Mod: +0, Synergy: +0, Moonlighting: +2] Profession (Playboy Model) +5 [Ranks: +3, Wis Mod: +0, Synergy: +0, Moonlighting: +2] Treat Injury +6 [Ranks: +6, Wis Mod: +0, Synergy: +0] Feats: Aerial Maneuvers Proficiency, Cheap Shot Artist, Extra Finisher (Jackknife Powerbomb), Fearless, Moonlighting (Actress, Playboy Model), Moveset, Popular Appeal, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Sleeper Slam), Simple Maneuvers Proficiency, Vigor Talents: Badass, Brute Force, Stomping a Mudhole, Slobber-Knocker, Trigger Reflexes Moveset: DDT (power/technical maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) Handspring Back Elbow (aerial/rough maneuver, 1d6 damage, knockdown check, Moveset bonus, +0 on maneuver check) Signature Move: Sleeper Slam (aerial/technical maneuver, 2d6 damage, possible stun, prone self, requires lift check, Signature Move bonus, +0 on maneuver check, 2/show) Finishing Maneuvers: Jackknife Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check) Pedigree (technical maneuver, 2d6 damage, possible stun, requires lift check, -3 on maneuver modifier) Other Maneuvers: Gorilla Press Slam (power/rough maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Kneeling Low Blow (rough/savvy maneuver, 2d6 damage, possible stun, knockdown check, automatic disqualification, -3 on maneuver check) 30
Crash Holly Aerial Superstar 4, Rough Superstar 2, Technical Superstar 2 Attitude: Neutral; Height & Weight: 5’9”, 225 pounds; Weight Class: Heavyweight; Lift DC: 11; Reputation: +1; Abilities: Str 12 (+1), Dex 15 (+2), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 14 (+2); Endurance: 127; Trauma: 15; Base Attack Bonus: +6; Saves: Fort +6, Ref +9; Will +8; Training Background: Mat Wrestling Skills: Balance +10 [Ranks +5, Dex Mod +3, Synergy +2] Climb +6 [Ranks +5, Str Mod +1] Escape Artist +9 [Ranks +5, Dex Mod +3, Training Background Skill +1] Hide +8 [Ranks +5, Dex Mod +3] Jump +3 [Ranks +0, Str Mod +1, Synergy +2] Knowledge (Roster) +3 [Ranks +3, Int Mod +0] Knowledge (Falls Count Anywhere Match) +9 [Ranks +8, Int Mod +0, Training Background Skill +1] Perform (Promo) +7 [Ranks +5, Cha Mod +2] Perform (Vignette) +7 [Ranks +5, Cha Mod +2] Spot +6 [Ranks +5, Wis Mod +1] Tumble +8 [Ranks +5, Dex Mod +3] Feats: Aerial Maneuvers Proficiency, Bat Out of Hell, Lightning Reflexes, Moveset, Opportunist, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Crash Course), Signature Move (The Hop Splash), Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency, Vigor Talents: Blazing Speed, Instinct, Space Mountain, Trigger Reflexes Moveset: Crash Landing [Belly-to-Back Inverted Mat Slam] (power/technical maneuver, 2d6 damage, requires lift check, possible stun, Moveset bonus, -2 on maneuver check) Hurricarana (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, Moveset bonus, +1 on maneuver check) Signature Move: Crash Course [Kryptonite Krunch] (power/technical maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, Signature Move bonus, -1 on maneuver check, 2/show) The Hop Splash [Top Rope Splash] (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, 1 Endurance cost, possible stun on self if missed, Signature Move bonus, +3 on maneuver check, 2/show) Finishing Maneuver: The Crash DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)
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Other Maneuvers: Bulldog (aerial maneuver, 1d6 damage, requires lift check, possible stun, -1 on maneuver check) Dropkick (aerial maneuver, 1d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 1 Endurance cost, +0 on maneuver check) Schoolboy (technical maneuver: Ability modifier damage, requires lift check, prone self, immediate pin attempt, +4 on maneuver check) Small Package (technical maneuver, Ability modifier damage, requires lift check, prone self, immediate pin attempt, +4 on maneuver check) Tornado DDT (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, possible stun on self if missed, -2 on maneuver check) Victory Roll (aerial/technical maneuver, Ability modifier damage, requires lift check, +2 stagger, prone self, immediate pin attempt, +3 on maneuver check)
“The British Bulldog” Davey Boy Smith Power Superstar 9 Attitude: Heel; Height & Weight: 5’11”, 255 pounds; Weight Class: Heavyweight; Lift DC: 12; Reputation: +3; Abilities: Str 18 (+4), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 14 (+2); Endurance: 133; Trauma: 14; Base Attack Bonus: +9; Saves: Fort +8, Ref +4; Will +6; Training Background: Mat Wrestling Skills: Concentration +7 [Ranks +5, Con Mod +2, Training Background Skill +0] Knowledge (Roster) +3 [Ranks +3, Int Mod +0] Perform (Promo) +7 [Ranks +5, Cha Mod +2] Perform (Vignette) +7 [Ranks +5, Cha Mod +2] Treat Injury +5 [Ranks +5, Wis Mod +0, Training Background Skill +0] Feats: Dedicated Training, Iron Will, Intestinal Fortitude, Maneuvers Focus, Power Maneuvers, Moveset, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Delayed Vertical Suplex), Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency, Vigor Talents: Immovable Object, Irresistible Force, Juggernaut, Rest in Peace, Smack into a Brick Wall Moveset: Body Slam (power/rough maneuver, 1d6 damage, requires lift check, Moveset bonus, +2 on maneuver check) Clothesline (power/rough maneuver, 2d6 damage, knockdown check, Moveset bonus, -2 on maneuver check) Gorilla Press Slam (power/rough maneuver, 2d6 damage, requires lift check, possible stun, Moveset bonus, -2 on maneuver check) Signature Move: Delayed Vertical Suplex (power maneuver, 2d6 damage, requires lift check, prone 32
self, Signature Move bonus, +2 on maneuver check, 3/show) Finishing Maneuver: Running Powerslam (power maneuver, 2d6 damage, requires lift check, 1 Endurance cost, possible stun, immediate pin attempt, -3 on maneuver check)
Demolition
Ax
Rough Superstar 8 Attitude: Heel; Height & Weight: 6’2”, 301 pounds; Weight Class: Heavyweight; Lift DC: 14; Reputation: +2; Abilities: Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 13 (+1); Endurance: 128; Trauma: 16; Base Attack Bonus: +4; Saves: Fort +9, Ref +3, Will +7; Training Background: Mat Wrestling Skills: Bluff +6 [Ranks: +5, Cha Mod: +1, Synergy: +x] Diplomacy +3 [Ranks: +0, Cha Mod: +1, Synergy: +2] Hide +3 [Ranks: +0, Dex Mod: +1, Synergy: +0, Crafty: +2] Intimidate +11 [Ranks: +8, Cha Mod: +1, Synergy: +2] Knowledge (Rough Maneuvers) +8 [Ranks: +8, Int Mod: +0, Synergy: +0] Perform (Promo) +6 [Ranks: +5, Cha Mod: +1, Synergy: +0, Training Background Skill: +0] Perform (Vignette) +6 [Ranks: +5, Cha Mod: +1, Synergy: +0] Sleight of Hand +10 [Ranks: +5, Dex Mod: +1, Synergy: +2, Crafty: +2] Treat Injury +10 [Ranks: +8, Wis Mod: +1, Synergy: +0, Training Background Skill: +1] Feats: Aerial Maneuvers Proficiency, Crafty, Fearless, High Pain Threshold, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Double Team Punches), Simple Maneuvers, Tag Team Spec., Technical Maneuvers Proficiency Talents: Hardcore, Slobber-Knocker, Stomping a Mudhole, Tough Enough Signature Move: Double Team Punches [Two members of the team would beat the opponent down to the mat] (tag team Signature Move, rough maneuver, 2d6 damage, prone opponent, illegal, Signature Move bonus, +2 on maneuver check, 2/show) Finishing Maneuver: Demolition Decapitation [Backbreaker/Flying Elbow Combination] (tag team finisher, aerial/power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Smash
Rough Superstar 8 Attitude: Heel; Height & Weight: 6’3”, 292 pounds; Weight Class: Heavyweight; Lift DC: 13; 33
Reputation: +2; Abilities: Str 15 (+2), Dex 14 (+2), Con 15 (+2), Int 10 (+0), Wis 12 (+1), Cha 13 (+1); Endurance: 120; Trauma: 15; Base Attack Bonus: +4; Saves: Fort +8, Ref +4, Will +7; Training Background: Mat Wrestling Skills: Bluff +6 [Ranks: +5, Cha Mod: +1, Synergy: +x] Diplomacy +3 [Ranks: +0, Cha Mod: +1, Synergy: +2] Hide +4 [Ranks: +0, Dex Mod: +2, Synergy: +0, Crafty: +2] Intimidate +11 [Ranks: +8, Cha Mod: +1, Synergy: +2] Knowledge (Rough Maneuvers) +8 [Ranks: +8, Int Mod: +0, Synergy: +0] Perform (Promo) +6 [Ranks: +5, Cha Mod: +1, Synergy: +0, Training Background Skill: +0] Perform (Vignette) +6 [Ranks: +5, Cha Mod: +1, Synergy: +0] Sleight of Hand +11 [Ranks: +5, Dex Mod: +2, Synergy: +2, Crafty: +2] Treat Injury +10 [Ranks: +8, Wis Mod: +1, Synergy: +0, Training Background Skill: +1] Feats: Aerial Maneuvers Proficiency, Crafty, Fearless, High Pain Threshold, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Double Team Punches), Simple Maneuvers, Tag Team Spec., Technical Maneuvers Proficiency Talents: Hardcore, Slobber-Knocker, Stomping a Mudhole, Tough Enough Signature Move: Double Team Punches [Two members of the team would beat the opponent down to the mat] (tag team Signature Move, rough maneuver, 2d6 damage, prone opponent, illegal, Signature Move bonus, +2 on maneuver check, 2/show) Finishing Maneuver: Demolition Decapitation [Backbreaker/Flying Elbow Combination] (tag team finisher, aerial/power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Crush
Power Superstar 4, Rough Superstar 4 Attitude: Heel; Height & Weight: 6’6”, 310 pounds; Weight Class: Heavyweight; Lift DC: 14; Reputation: +2; Abilities: Str 17 (+3), Dex 11 (+0), Con 16 (+2), Int 10 (+0), Wis 11 (+0), Cha 13 (+0); Endurance: 128; Trauma: 19; Base Attack Bonus: +6; Saves: Fort +10, Ref +2, Will +5; Training Background: Mat Wrestling Skills: Intimidate +11 [Ranks: +10, Cha Mod: +1, Synergy: +0] Perform (Promo) +6 [Ranks: +5, Cha Mod: +1, Synergy: +0, Training Background Skill: +0] Perform (Vignette) +7 [Ranks: +6, Cha Mod: +1, Synergy: +0] Treat Injury +7 [Ranks: +6, Wis Mod: +0, Synergy: +0, Training Background Skill: +1] Feats: Aerial Maneuvers Proficiency, Fearless, High Pain Threshold, Impervious (2/segment), Moveset, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (Double team Punches), Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency, Toughness
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Talents: Badass, Brute Force, Stomping a Mudhole, Tough Enough Moveset: Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, Moveset bonus, -2 on maneuver check) Tilt-a-Whirl Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, Moveset bonus, +0on maneuver check) Signature Move: Double Team Punches [Two members of the team would beat the opponent down to the mat] (tag team Signature Move, rough maneuver, 2d6 damage, prone opponent, illegal, Signature Move bonus, +2 on maneuver check, 2/show) Finishing Maneuver: Demolition Decapitation [Backbreaker/Flying Elbow Combination] (tag team finisher, aerial/power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check)
D'Lo Brown Aerial Superstar 3, Technical Superstar 4 Attitude: Heel; Height & Weight: 6’3”, 264 pounds; Weight Class: Heavyweight; Lift DC: 12; Reputation: +2; Abilities: Str 14 (+2), Dex 14 (+2), Con 13 (+1), Int 12 (+1), Wis 12 (+1), Cha 14 (+2); Endurance: 97; Trauma: 13; Base Attack Bonus: +6; Saves: Fort +3, Ref +8; Will +6; Training Background: Mat Wrestling Skills: Balance +7 [Ranks +5, Dex Mod +2] Bluff +5 [Ranks +3, Cha Mod +2] Concentration +3 [Ranks +2, Con Mod +1] Jump +7 [Ranks +5, Str Mod +2] Perform (Promo) +7 [Ranks +4, Cha Mod +2, Training Background Skill +1] Perform (Vignette) +6 [Ranks +4, Cha Mod +2] Sleight of Hand +6 [Ranks +4, Dex Mod +2] Spot +7 [Ranks +6, Wis Mod +1] Treat Injury +7 [Ranks +5, Wis Mod +1, Training Background Skill +1] Tumble +8 [Ranks +2, Dex Mod +2, Synergy +2] Feats: Aerial Maneuvers Proficiency, Extra Finisher (Sky High), Lightning Reflexes, Moveset, Power Maneuvers Proficiency, Signature Move (Shaky Shaky Legdrop), Signature Move (Shining Impact), Signature Move (Sudden Impact), Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency, Vigor Talents: 10000 Holds, Educated Feet, Frequent Flyer, Mat Technician Moveset: Jumping Calf Kick (aerial maneuver, 1d6 damage, +2 stagger, knockdown check, possible stun if missed, 1 Endurance cost, Moveset bonus, +1 on maneuver modifier)
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Running Sitout Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, immediate pin attempt, Moveset bonus, -1 on maneuver check) Signature Move: Shaky Shaky Leg Drop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, Signature Move bonus, +1 on maneuver check, 2/show) Shining Impact [Shining Wizard chest kick] (aerial/rough maneuver, 1d6 damage, knockdown check, 1 Endurance cost, Signature Move bonus, +2 on maneuver check, 2/show) Sudden Impact [Swinging Side Slam] (power maneuver, 2d6 damage, requires lift check, possible stun, immediate pin attempt, Signature Move bonus, -2 on maneuver check, 2/show) Finishing Maneuver: Lo Down [Frog Splash] (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, 1 Endurance cost, +0 on maneuver check) [Note: If he’s using his chest protector, the move does 2d8 damage, -1 on maneuver check.] Sky High [Spinning Sitout Spinebuster] (power maneuver, 2d6 damage, immediate pin attempt, requires lift check, 2 Endurance cost, -2 on maneuver check) Other Maneuvers: Texas Cloverleaf (technical maneuver: 2d6 damage, prone target, submission, -2 on maneuver check)
Faarooq Power Superstar 9 Attitude: Face; Height & Weight: 6’2”, 275 pounds; Weight Class: Heavyweight; Lift DC: 13; Reputation: +7; Abilities: Str 17 (+3), Dex 10 (+0), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 14 (+2); Endurance: 152; Trauma: 19; Base Attack Bonus: +9; Saves: Fort +9, Ref +3; Will +6; Training Background: Sports Skills: Concentration +9 [Ranks +6, Con Mod +3, Training Background Skill +0] Intimidate +8 [Ranks +6, Cha Mod +2] Knowledge (Power Maneuvers) +5 [Ranks +5, Int Mod +0] Knowledge (Rough Maneuvers) +6 [Ranks +5, Int Mod +0, Training Background Skill +1] Knowledge (Roster) +3 [Ranks +3, Int Mod +0] Perform (Promo) +7 [Ranks +5, Cha Mod +2] Perform (Vignette) +7 [Ranks +5, Cha Mod +2] Feats: Can of Whupass, Improved Recovery, Iron Will, Moveset, Popular Appeal, Power Maneuvers Proficiency, Renown, Rough Maneuvers Proficiency, Signature Move (Football Tackle), Simple Maneuvers Proficiency, Tag Team Spec., Toughness, Vigor Talents: Badass, Big Badass, Brute Force, Immovable Object, Irresistible Force, Ultimate Badass
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Moveset: Clothesline (power/rough maneuver, 2d6 damage, knockdown check, Moveset bonus, -2 on maneuver check) Powerslam Pin (power maneuver, 2d6 damage, requires lift check, 1 Endurance cost, possible stun, immediate pin attempt, Moveset bonus, -2 on maneuver check) Spinebuster (power maneuver, 1d6 damage, immediate pin attempt, requires lift check, Moveset bonus, -1 on maneuver check) Signature Move: Football Tackle (power/rough maneuver, 3d6 damage, knockdown check, 1 Endurance cost, Signature Move bonus, -2 on maneuver check, 3/show) Finishing Maneuver: The Dominator [Inverted Powerbomb] (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check)
The Iron Shiek Manager 1, Technical Superstar 9 Attitude: Heel; Height & Weight: 6’0”, 262 pounds; Weight Class: Heavyweight; Lift DC: 14; Reputation: +8; Abilities: Str 16 (+3), Dex 10 (+0), Con 14 (+2), Int 16 (+3), Wis 11 (+0), Cha 14 (+2); Endurance: 140; Trauma: 14; Base Attack Bonus: +9; Saves: Fort +5, Ref +3, Will +8; Training Background: Mat Wrestling Skills: Concentration +12 [Ranks: +10, Con Mod: +2, Synergy: +0] Knowledge (Power Maneuvers) +13 [Ranks: +8, Int Mod: +3, Synergy: +0, Learned: +2] Knowledge (Technical Maneuvers) +18 [Ranks: +12, Int Mod: +3, Synergy: +0, Learned +2, Training Background Skill: +1] Knowledge (Roster) +8 [Ranks: +5, Int Mod: +3, Synergy: +0] Perform (Promo) +6 [Ranks: +4, Cha Mod: +2, Synergy: +0] Perform (Vignette) +6 [Ranks: +4, Cha Mod: +2, Synergy: +0] Profession (Greco Wrestling Coach) +8 [Ranks: +8, Wis Mod: +0, Synergy: +0] Sleight of Hand +4 [Ranks: +4, Dex Mod: +0, Synergy: +0] Spot +5 [Ranks: +5, Wis Mod: +0, Synergy: +0] Treat Injury +11 [Ranks: +10, Wis Mod: +0, Synergy: +0, Training Background Skill: +1] Feats: Iron Will, Learned (Power Maneuvers, Technical Maneuvers), Leverage, Low Center of Gravity, Moveset, Maneuvers Focus (Technical Maneuvers), Maneuvers Specialization (Technical Maneuvers), Master of the Hold (Camel Clutch), Power Maneuvers Proficiency, Renown, Simple Maneuvers Proficiency, Technical Maneuvers Proficiency Talents: 10000 Holds, Entering the Stratosphere, Intensity-Integrity-Intelligence, Interference, Instinct, Mat Technician, Textbook Moveset: Belly-to-Back Suplex (technical maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) 37
Belly-to-Belly Suplex (power maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) Vertical Suplex (power maneuver, 1d6 damage, requires lift check, prone self, Moveset bonus, +3 on maneuver check) Finishing Maneuver: Camel Clutch (power/technical maneuver, 2d6 damage, submission, prone target, -2 on maneuver check)
Jake “The Snake” Roberts Savvy Superstar 4, Technical Superstar 4 Attitude: Neutral; Height & Weight: 6’4”, 260 pounds; Weight Class: Heavyweight; Lift DC: 12; Reputation: +8; Abilities: Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 11 (+0), Cha 16 (+3); Endurance: 119; Trauma: 14; Base Attack Bonus: +7; Saves: Fort +4, Ref +6; Will +5; Training Background: Legacy Skills: Bluff +13 [Ranks +8, Cha Mod +3, Cagey +2] Concentration +10 [Ranks +5, Con Mod +2, Determined +2, Training Background Skill +1] Diplomacy +5 [Ranks +0, Cha Mod +3, Synergy +2] Disguise +10 [Ranks +5, Cha Mod +3, Cagey +2] Hide +8 [Ranks +5, Dex Mod +1, Crafty +2] Intimidate +13 [Ranks +8, Cha Mod +3, Synergy +2] Knowledge (Technical Maneuvers) +13 [Ranks +10, Int Mod +3] Knowledge (Roster) +8 [Ranks +5, Int Mod +3] Perform (Promo) +11 [Ranks +5, Cha Mod +3, Entertaining +2, Training Background Skill +1] Perform (Vignette) +10 [Ranks +5, Cha Mod +3, Entertaining +2] Sense Motive +5 [Ranks +5, Wis Mod +0] Sleight of Hand +10 [Ranks +5, Dex Mod +1, Synergy +2, Crafty +2] Spot +10 [Ranks +10, Wis Mod +0] Treat Injury +10 [Ranks +8, Wis Mod +0, Determined +2] Feats: Cagey, Crafty, Determined, Entertaining (Promo, Vignette), Know Your Enemy, Master of the Hold (DDT), Rough Maneuvers Proficiency, Savvy Maneuvers Proficiency, Signature Move (ShortArm Clothesline), Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Vigor Talents: 10000 Holds, Cerebral Assassin, Instinct, Ring Smarts Signature Move: Short Arm Clothesline (power/rough maneuver, 2d6 damage, knockdown check, 38
Signature Move bonus, -1 on maneuver check, 2/show) Finishing Maneuver: DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)
Kerry Von Erich Rough Superstar 3, Technical Superstar 6 Attitude: Face; Height & Weight: 6’2”, 254 pounds; Weight Class: Heavyweight; Lift DC: 12; Reputation: +6; Abilities: Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Cha 12 (+1); Endurance: 133; Trauma: 14; Base Attack Bonus: +7; Saves: Fort +7, Ref +6; Will +11; Training Background: Legacy Skills: Concentration +13 [Ranks +9, Con Mod +2, Determined +2] Diplomacy +3 [Ranks +0, Cha Mod +1, Synergy +2] Escape Artist +12 [Ranks +10, Dex Mod +1, Training Background Skill +1] Knowledge (Technical Maneuvers) +13 [Ranks +10, Int Mod +2, Training Background Skill +1] Perform (Promo) +7 [Ranks +6, Cha Mod +1] Perform (Vignette) +7 [Ranks +6, Cha Mod +1] Sense Motive +9 [Ranks +8, Wis Mod +1] Spot +9 [Ranks +8, Wis Mod +1] Treat Injury +12 [Ranks +9, Wis Mod +1, Determined +2] Feats: Aerial Maneuvers Proficiency, Determined, Iron Will, Lightning Reflexes, Master of the Hold (Iron Claw), Moveset, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Savant, Signature Move (Discus Punch), Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Vigor Talents: 10000 Holds, Instinct, Iron Man, Mat Technician, Space Mountain Moveset: Atomic Drop (power/technical maneuver, 1d6 damage, requires lift check, Moveset bonus, +2 on maneuver check) Dropkick (aerial maneuver, 1d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 1 Endurance cost, Moveset bonus, +1 on maneuver check) Haymaker (power/rough maneuver, 1d6 damage, knockdown check, possible stun, illegal, Moveset bonus, -1 on maneuver check) Signature Move: Discus Punch (power/rough maneuver, 2d6 damage, illegal, knockdown check, Signature Move bonus, +0 on maneuver check, 3/show) Finishing Maneuver: Iron Claw (technical maneuver, 1d6 damage, submission, -1 on maneuver check) Other Maneuvers: Hip Toss (aerial/technical maneuver, 1d4 damage, requires lift check, +2 on 39
maneuver check) Side Headlock (simple maneuver, 1d3 damage, +2 on maneuver check)
Lance Storm Technical Superstar 12 Attitude: Heel; Height & Weight: 6’0”, 228 pounds; Weight Class: Heavyweight; Lift DC: 11; Reputation: +4; Abilities: Str 14 (+2), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 14 (+2), Cha 10 (+0); Endurance: 156; Trauma: 13; Base Attack Bonus: +12; Saves: Fort +5, Ref +6; Will +10; Training Background: Mat Wrestling Skills: Climb +9 [Ranks +5, Str Mod +2, High Flying +2] Concentration +9 [Ranks +5, Con Mod +1, Determined +2, Training Background Skill +1] Escape Artist +13 [Ranks +10, Dex Mod +2, Training Background Skill +1] Jump +9 [Ranks +5, Str Mod +2, High Flying +2] Knowledge (Aerial Maneuvers) +15 [Ranks +10, Int Mod +3, Learned +2] Knowledge (Technical Maneuvers) +15 [Ranks +10, Int Mod +3, Learned +2] Knowledge (Roster) +11 [Ranks +8, Int Mod +3] Profession (Wrestling Trainer) +7 [Ranks +5, Wis Mod +2] Sleight of Hand +6 [Ranks +4, Dex Mod +2] Treat Injury +14 [Ranks +10, Wis Mod +2, Determined +2] Tumble +8 [Ranks +4, Dex Mod +2, Synergy +2] Feats: Aerial Maneuvers Proficiency, Chain Wrestling (Technical Maneuvers), Determined, Improved Recovery, Extra Finisher (Canadian Maple Leaf), Extra Finisher (Powerplex), High Flying, Learned (Aerial Maneuvers, Technical Maneuvers), Maneuvers Focus (Technical Maneuvers), Moveset, Power Maneuvers Proficiency, Signature Move (Straight Shooter), Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency Talents: 10000 Holds, 10000 More Holds, Instinct, Mat Technician, Ring Tactician, Textbook Moveset: Leaping Sidekick [Superkick] (aerial maneuver, 2d6 damage, +4 stagger, knockdown check, 2 Endurance cost, Moveset bonus, -2 on maneuver check) Springboard Dropkick (aerial maneuver, 1d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 1 Endurance cost, Moveset bonus, +1 on maneuver check) Star Kick [Dropsault] (aerial maneuver, 2d6 damage, knockdown check, prone self, possible stun on self is missed, Moveset bonus, +0 on maneuver check) 40
Top Rope Flying Wheel Kick (aerial maneuver, 2d6 damage, +2 stagger, knockdown check, possible stun if missed, 1 Endurance cost, Moveset bonus, -1 on maneuver modifier) Signature Move: Sharpshooter (technical maneuver, 2d6 damage, prone target, submission, Signature Move bonus, +0 on maneuver check, 2/show) Finishing Maneuver: Canadian Maple Leaf [Rolling Single Leg Boston Crab] (technical maneuver, 1d6 damage, submission, prone target, -1 on maneuver check) Deep Impact [Spike Piledriver] (aerial/power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Powerplex [Suplex Powerslam] (power/technical maneuver, 2d6 damage, requires lift check, 1 Endurance cost, possible stun, immediate pin attempt, -3 on maneuver check)
Luna Vachon Aerial Superstar 2, Manager 2, Rough Superstar 3 Attitude: Heel; Height & Weight: 5’6”, 140 pounds; Weight Class: Light Cruiserweight; Lift DC: 8; Reputation: +6; Abilities: Str 10 (+0), Dex 17 (+3), Con 13 (+1), Int 10 (+0), Wis 13 (+1), Cha 15 (+2); Endurance: 84; Trauma: 13; Base Attack Bonus: +2; Saves: Fort +4, Ref +6; Will +4; Training Background: Legacy Skills: Bluff +10 [Ranks +6, Cha Mod +2, Cagey +2] Diplomacy +4 [Ranks +0, Cha Mod +2, Synergy +2] Disguise +10 [Ranks +6, Cha Mod +2, Cagey +2] Hide +10 [Ranks +5, Dex Mod +3, Crafty +2] Intimidate +9 [Ranks +5, Cha Mod +2, Synergy +2] Perform (Promo) +8 [Ranks +5, Cha Mod +2, Training Background Skill +1] Perform (Vignette) +8 [Ranks +5, Cha Mod +2, Training Background Skill +1] Sleight of Hand +12 [Ranks +5, Dex Mod +3, Synergy +2, Crafty +2] Treat Injury +6 [Ranks +5, Wis Mod +1] Feats: Aerial Maneuvers Proficiency, Cagey, Crafty, Opportunist, Popular Appeal, Resilient, Rough Maneuvers Proficiency, Savvy Maneuvers Proficiency, Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Vigor Talents: Interference, Lucky, Stomping a Mudhole, Trigger Reflexes Finishing Maneuver: Lunar Eclipse [Top Rope Splash] (aerial maneuver, 2d6 damage, prone target, 41
prone self, immediate pin attempt, 1 Endurance cost, possible stun on self if missed, +1 on maneuver check)
Madusa Aerial Superstar 3, Manager 3, Technical Superstar 3 Attitude: Face; Height & Weight: 5’10”, 136 pounds; Weight Class: Light Cruiserweight; Lift DC: 8; Reputation: +5; Abilities: Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 15 (+2), Wis 13 (+1), Cha 14 (+2); Endurance: 114; Trauma: 12; Base Attack Bonus: +6; Saves: Fort +4, Ref +8, Will +8; Training Background: Mat Wrestling Skills: Balance +13 [Ranks: +10, Dex Mod: +3, Synergy: +2, Coordinated: +2] Concentration +11 [Ranks: +8, Con Mod: +1, Synergy: +0, Determined: +2] Diplomacy +6 [Ranks: +2, Cha Mod: +2, Synergy: +2] Disguise +8 [Ranks: +6, Cha Mod: +2, Synergy: +0] Escape Artist +12 [Ranks: +6, Dex Mod: +3, Synergy: +0, Coordinated: +2, Training Background Skill: +1] Knowledge (Aerial Maneuvers) +7 [Ranks: +5, Int Mod: +2, Synergy: +0] Knowledge (Technical Maneuvers) +8 [Ranks: +6, Int Mod: +2, Synergy: +0] Perform (Promo) +7 [Ranks: +5, Cha Mod: +2, Synergy: +0] Perform (Vignette) +7 [Ranks: +5, Cha Mod: +2, Synergy: +0] Sense Motive +6 [Ranks: +5, Wis Mod: +1, Synergy: +0] Sleight of Hand +11 [Ranks: +8, Dex Mod: +3, Synergy: +0] Speak Language (Japanese) Spot +4 [Ranks: +3, Ability Wis: +1, Synergy: +0] Treat Injury +9 [Ranks: +5, Wis Mod: +1, Synergy: +0, Determined: +2, Training Background Skill: +1] Tumble +11 [Ranks: +6, Dex Mod: +3, Synergy: +0, Coordinated: +2] Feats: Aerial Maneuvers Proficiency, Cheap Shot Artist, Coordinated, Determined, Giant Killer, Iron Will, Power Maneuvers Proficiency, Signature Move (Snap Suplex), Signature Move (Spinning Heel Kick), Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Vigor Talents: Blazing Speed, Educated Feet, Entering the Stratosphere, Instinct, Interference, Mat Technician, The Weasel 42
Signature Moves: Snap Suplex (technical maneuver: 2d6 damage, requires lift check, Signature Move bonus, +1 on maneuver check, 3/show) Spinning Heel Kick (aerial maneuver, 1d6 damage, +2 stagger, knockdown check, possible stun if missed, 1 Endurance cost, Signature Move bonus, +2 on maneuver modifier, 3/show) Finishing Maneuver: Bridging German Suplex (technical maneuver, 2d6 damage, requires lift check, immediate pin attempt, -2 on maneuver check)
Marty Jannetty Aerial Superstar 8 Attitude: Face; Height & Weight: 5’10”, 230 pounds; Weight Class: Heavyweight; Lift DC: 11; Reputation: +2; Abilities: Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 13 (+1); Endurance: 112; Trauma: 14; Base Attack Bonus: +6; Saves: Fort +4, Ref +9, Will +2; Training Background: Mat Wrestling Skills: Balance +13 [Ranks: +6, Dex Mod: +3, Synergy: +2, Coordinated: +2] Climb +9 [Ranks: +6, Str Mod: +1, Synergy: +0, High Flying: +2] Disguise +5 [Ranks: +4, Cha Mod: +1, Synergy: +0] Escape Artist +12 [Ranks: +6, Dex Mod: +3, Synergy: +0, Coordinated: +2, Training Background Skill: +1] Jump +11 [Ranks: +6, Str Mod: +1, Synergy: +2, High Flying: +2] Knowledge (Aerial Maneuvers) +5 [Ranks: +5, Int Mod: +0, Synergy: +0] Perform (Promo) +6 [Ranks: +5, Cha Mod: +1, Synergy: +0] Perform (Vignette) +5 [Ranks: +4, Cha Mod: +1, Synergy: +0] Treat Injury +7 [Ranks: +6, Wis Mod: +1, Synergy: +0, Training Background Skill: +0] Tumble +14 [Ranks: +7, Dex Mod: +3, Synergy: +2, Coordinated: +2] Feats: Aerial Maneuvers Proficiency, Chain Wrestling (Aerial Maneuvers), Coordinated, High Flying, Maneuvers Focus (Aerial Maneuvers), Moveset, Savvy Maneuvers Proficiency, Signature Move (Superkick), Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency Talents: Educated Feet, Frequent Flyer, Showstopper, Trigger Reflexes Moveset: Flying Crossbody Block (aerial maneuver, 1d6 damage, knockdown check, immediate pin attempt, possible stun on self if missed, prone self, 1 Endurance cost, Moveset bonus, +2 on maneuver 43
check) Flying Fistdrop (aerial/rough maneuver, 1d6 damage, prone target, possible stun on self if missed, Moveset bonus, +2 on maneuver check) Signature Move: Superkick (aerial maneuver, 2d6 damage, +4 stagger, knockdown check, 2 Endurance cost, Signature Move bonus, -1 on maneuver check, 2/show) Finishing Maneuver: Rock Dropper/Showstopper [Wristlock Famouser] (aerial/rough maneuver, 2d6 damage, requires lift check, possible stun, 1 Endurance cost, -2 on maneuver check) Other Maneuvers: Missile Dropkick (aerial maneuver, 2d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 2 Endurance cost, -1 on maneuver check) Top Rope Powerbomb (aerial/ power maneuver, 4d6 damage, requires lift check, 3 Endurance cost, possible stun, -2 on maneuver check)
Owen Hart Aerial Superstar 3, Technical Superstar 9 Attitude: Heel; Height & Weight: 5’10”, 220 pounds; Weight Class: Cruiserweight; Lift DC: 10; Reputation: +7; Abilities: Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 12 (+1), Cha 13 (+1); Endurance: 150; Trauma: 12; Base Attack Bonus: +11; Saves: Fort +5, Ref +8; Will +8; Training Background: Legacy Skills: Climb +8 [Ranks +5, Str Mod +1, High Flying +2] Concentration +13 [Ranks +10, Con Mod +1, Determined +2] Escape Artist +12 [Ranks +9, Dex Mod +2, Training Background Skill +1] Hide +9 [Ranks +5, Dex Mod +2, Crafty +2] Jump +10 [Ranks +5, Str Mod +1, Synergy +2, High Flying +2] Knowledge (Aerial Maneuvers) +13 [Ranks +10, Int Mod +3] Knowledge (Technical Maneuvers) +14 [Ranks +10, Int Mod +3, Training Background Skill +1] Knowledge (Roster) +13 [Ranks +10, Int Mod +3] Perform (Promo) +8 [Ranks +5, Cha Mod +1, Entertaining +2] Perform (Vignette) +8 [Ranks +5, Cha Mod +1, Entertaining +2] Sleight of Hand +9 [Ranks +5, Dex Mod +2, Crafty +2] Spot +6 [Ranks +5, Wis Mod +1] Treat Injury +11 [Ranks +8, Wis Mod +1, Determined +2] Tumble +9 [Ranks +5, Dex Mod +2, Synergy +2] Feats: Aerial Maneuvers Proficiency, Cheap Shot Artist, Crafty, Determined, Entertaining (Promo, Vignette), Extra Finisher (Owen Driver), High Flying, Master of the Hold (Sharpshooter), Moveset, 44
Power Maneuvers Proficiency, Signature Move (Enzuigiri), Simple Maneuvers Proficiency, Tag Team Spec., Technical Maneuvers Proficiency, Vigor Talents: 10000 Holds, Educated Feet, Instinct, Mat Technician, Ring Tactician, Textbook, Trigger Reflexes Moveset: Belly-to-Belly Suplex (power maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) Crescent Kick [Superkick] (aerial maneuver, 2d6 damage, +4 stagger, knockdown check, 2 Endurance cost, Moveset bonus, -2 on maneuver check) Gutwrench Suplex (power/technical maneuver, 1d6 damage, requires lift check, Moveset bonus, +2 on maneuver check) Spinning Heel Kick (aerial maneuver, 1d6 damage, +2 stagger, knockdown check, possible stun if missed, 1 Endurance cost, Moveset bonus, +1 on maneuver modifier) Signature Move: Enzuigiri (aerial maneuver, 1d6 damage, possible stun, knockdown check, prone self, 1 Endurance cost, Signature Move bonus, +1 on maneuver check, 4/show) Finishing Maneuver: Owen Driver [Piledriver] (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Sharpshooter (technical maneuver, 2d6 damage, prone target, submission, -2 on maneuver check)
Yokozuna Power Superstar 6, Rough Superstar 6 Attitude: Heel; Height & Weight: 6’4”, 600 pounds; Weight Class: Super Heavyweight; Lift DC: 26; Reputation: +7; Abilities: Str 18 (+4), Dex 11 (+0), Con 18 (+4), Int 10 (+0), Wis 12 (+1), Cha 11 (+0); Endurance: 216; Trauma: 21; Base Attack Bonus: +9; Saves: Fort +14, Ref +4; Will +8; Training Background: Legacy Skills: Climb +7 [Ranks +3, Str Mod +4] Concentration +13 [Ranks +8, Con Mod +4, Training Background Skill +1] Diplomacy +2 [Ranks +0, Cha Mod +0, Imposing +2] Intimidate +10 [Ranks +8, Cha Mod +0, Imposing +2] Knowledge (Power Maneuvers) +6 [Ranks +6, Int Mod +0] Knowledge (Rough Maneuvers) +5 [Ranks +5, Int Mod +0] Perform (Promo) +6 [Ranks +6, Cha Mod +0, Training Background Skill +0] Perform (Vignette) +6 [Ranks +6, Cha Mod +0] Sleight of Hand +6 [Ranks +6, Dex Mod +0]
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Speak Language (English) Speak Language (Japanese) Speak Language (Spanish) Feats: Aerial Maneuvers Proficiency, Cheap Shot Artist, High Pain Threshold, Impervious (4/segment), Imposing, Improved Recovery, Leverage, Moveset, Opportunist, Overpowering Strike, Power Maneuvers Proficiency, Rough Maneuvers Proficiency, Signature Move (“Hulkbuster” Legdrop), Simple Maneuvers Proficiency, Technical Maneuvers Proficiency, Toughness Talents: Biggest Show on Earth, Immovable Object, Smack into a Brick Wall, Stomping a Mudhole, Tough Enough, Tough S.O.B. Moveset: Belly-to-Belly Suplex (power maneuver, 2d6 damage, requires lift check, Moveset bonus, +0 on maneuver check) Reverse Corner Avalanche (power/rough maneuver, 2d6 damage, knockdown check, Moveset bonus, 2 on maneuver check) Sidekick (aerial maneuver, 2d6 damage, +4 stagger, knockdown check, 2 Endurance cost, Moveset bonus, -2 on maneuver check) Throat Thrust (rough maneuver, 2d4 damage, illegal, Moveset bonus, +1 on maneuver check) Signature Move: “Hulkbuster” Leg Drop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, Signature Move bonus, +1 on maneuver check, 4/show) Finishing Maneuver: Banzai Drop (aerial/power maneuver, 2d8 damage, prone target, possible stun on self if missed, possible stun, -3 on maneuver check)
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Match Types Boiler Room Brawl Quote: A Boiler Room Brawl is a professional wrestling match type. It is known as being one of the signature matches of Mick Foley. The first Boiler Room Brawl occurred at Summerslam 1996 and was held between Foley (using his Mankind persona) and The Undertaker. The rules of this particular match stated that the match would begin in the boiler room of the arena and the first competitor to make their way to the ring and take possesion of an urn, which was being held by The Undertaker's then-manager Paul Bearer. However, in future Boiler Room Brawl matches, the first person to exit the room was declared the winner. Text quoted from http://en.wikipedia.org/wiki/Boiler_Room_Brawl KYR Rules This is a no disqualification match. First man to exit the boiler room is the winner. To exit the boiler room, you must succeed in an opposed Climb check.
Buried Alive Match Quote: A Buried Alive Match is a type of professional wrestling match occasionally seen in World Wrestling Entertainment. The objective is for one wrestler to completely cover his incapacitated opponent in a designated area of the arena, set up as a "grave." A winner is declared when, in the judgement of the referee, the opponent has been "buried alive." Generally, these matches are no-disqualification affairs; outside interference, illegal manueuvers and use of objects are allowed, and countouts are disregarded. Text quoted from http://en.wikipedia.org/wiki/Buried_Alive_match KYR Rules There are no disqualifications. The match takes place in the entire arena, as opposed to inside the ring. You may throw your opponent into the grave with a successful maneuver check, though your opponent gets a Reflex save vs. DC = Damage +5 to crawl back out of the grave. Using machinery such as a bulldozer or backhoe to fill in the grave requires a successful Wisdom check (unless you have a Profession skill that allows for use of that equipment. In which case, use that instead). This roll will be opposed by the Reflex save. Winner is the wrestler who buries his opponent alive.
Casket Match In this match, a casket is placed at ringside. In order to win the match, you must roll your opponent into 47
the casket and close the lid. KYR Rules The only way to win is by placing your opponent in the casket and closing the lid. There are no pinfalls or submissions, though you can lose by DQ. To place your opponent in the casket, your opponent must be Stunned. However, your opponent does get one saving throw of his choice vs. a DC set by your Strength check.
ECW Rules Match This match is designed to emulate the feel of matches that took place in the old ECW promotion. KYR Rules This is a no disqualification match. There are no countouts and weapons are legal. Pinfalls must still take place in the ring (unless a "falls count anywhere" stipulation is added). As Paul Heyman once said, "ECW Rules means anything goes."
Elimination Chamber Match Quote: The Elimination Chamber is a match type in professional wrestling (seen in World Wrestling Entertainment), which is a variation of the steel cage and Hell in a Cell matches, in that the ring is surrounded by a steel structure of chain and girders, but is circular allowing for four inner chambers to be placed on the apron with platforms keeping the wrestlers from the floor. The metal is black and the chambers are made of 'bulletproof' glass. The match is contested by six wrestlers, two beginning the match and the other four in the glass chambers. After a predetermined amount of time (three, four or five minutes) a chamber opens at random and a wrestler is added to the two already competing, and this continues until all men are released. Wrestlers are eliminated by pinfall or submission, often leading to some being eliminated before every wrestler is released into the match, and the winner is the final man left after all others have been eliminated. So far, there is no provision as to what may happen if a competitor escapes the cage without being eliminated, although noncompetitors and recently eliminated competitors have interfered on behalf of one of the remaining competitors. Because of the logistics of the chamber's design, no other enclosurebased match is typically scheduled on the same card as the Elimination Chamber, and the Elimination Chamber itself has not been used for any match other than the one prescribed above. Former RAW general manager Eric Bischoff was given on-screen credit for creating the match in the fall of 2002, stating it combines elements of WWE's Royal Rumble, Survivor Series and WCW War Games matches, in that the countdown timer comes from the Rumble and War Games, the enclosed 48
cage format from War Games, and the elimination process from the Rumble and Series. To date only four Chamber matches have been held, the first two having moments where the bulletproof Chamber glass was shattered during an attack, and the order of entry to the ring matches the random release of the wrestlers into the match in those first two as well. Triple H entered the first two matches as reigning World Heavyweight Champion and was involved in the final pinfall of the first three, losing the first and winning the second and third. The fourth match on January 8, 2006 was the first to be held with the WWE Championship on the line. Text quoted from http://en.wikipedia.org/wiki/Elimination_Chamber KYR Rules Every round, the GM rolls 1d4 to determine how many minutes have passed. Two wrestlers start off in the ring, with four wrestlers waiting in the bulletproof glass cages. One wrestler is released from his cage every three, four, or five minutes, as determined by the GM. This continues until all wrestlers are out of their cages. The only way to win is by pinfall or submission. Wrestlers who are pinned or submit are eliminated and must leave the cage. Last wrestler left in the cage is the winner.
Hell in a Cell Match Quote: The Hell in a Cell is a type of professional wrestling match sometimes seen in World Wrestling Entertainment (WWE) in which the ring and ringside area are surrounded by a roofed steel cage. The cell differs from the cage used in a normal Steel Cage Match, having a roof (cages in traditional cage matches have no roof) and a wide space between the ring apron and the cell (cage match cages hug the ring closely). Hell in a Cell matches are rare; there have been only fourteen such matches in WWE since the first in 1997. Due to the logistical difficulty in setting them up, their dangerous nature, and their perception as a special attraction, Hell in a Cell matches are generally seen only at pay-per-view events. It is extremely popular among fans and is the structural successor to the Thundercage match type seen in WCW, which was virtually identical in basic construction; however, thundercage was rarely used by World Championship Wrestling (WCW) and thus fans had little to no knowledge of its existence. Hell in a Cell is the 'older brother' in terms of cage style bouts, to the Elimination Chamber. Also said to have been the most gruesome match possible by current SmackDown! commentators Michael Cole and former ECW wrestler Tazz. In fact, former RAW commentator Jim Ross was the one who coined the nickname for the cell, the "demonic structure". WCW referred to the Hell in a Cell match as a Caged Heat match originally, but later used the name Thundercage. Thundercage actually precedes Hell in a Cell by roughly five years, as the Thundercage was used in the match between Ric Flair and Big Van Vader for the WCW World Heavyweight 49
Championship in February 1994 at SuperBrawl IV. It was also used in matches between Sting and The Great Muta. Text quoted from http://en.wikipedia.org/wiki/Hell_in_a_Cell KYR Rules The only way to win is by pinfall or submission. There are no disqualifications. Breaking down the cage door while locked requires a Strength check vs. DC 20. Maneuvers that happen on top of the cage involving lifting your opponent which beat a DC of 25 may send the opponent through the top of the cage through the ring below. The wrestler suffering from such an occurance may make a Reflex save vs. DC = maneuver check result. Success means the cage stays intact. Wrestlers who fail the Reflex save goes through the top of the cage to the ring below, and must check for Stun, DC = Damage rolled +10.
Iron Man Match Quote: An Iron Man match (originally known as a "WWF Ironman Match") is a professional wrestling match that originated in the now-renamed World Wrestling Federation in 1996 when acting WWF president "Rowdy" Roddy Piper made the WWF championship match at WrestleMania XII between Bret Hart and Shawn Michaels into such a match. The man with the most pinfalls, submissions, count out and disqualification victories at the end of a given time limit is declared the winner. Should the match result in a tie, sudden death overtime may be requested by either wrestler as a plot device, and it is accepted or rejected by either an opponent or a higher (on-screen) wrestling authority. Because of the fixed time limit, Iron Man matches have a tendency to lose their audience in the middle of a match, with a quick flurry of action near the end. Often, an Iron Man match will have the wrestlers tied or holding a one-point advantage going into the final minutes, with one wrestler attempting to make a tying or winning pin. The Iron Man match was done as a throwback to the days of classic wrestling in the 1940s and 1950s where wrestlers would usually wrestle for an hour before an outcome would be determined. At the time of the first Iron Man match in the WWE, this type of wrestling was hardly seen in the United States due to strict television time limits. However, this type of wrestling has been a staple of the Japanese puroresu scene for years. Recently, Iron Man Matches have frequently been reduced to 30 minutes in length, rather than the established 60 minutes. Text quoted from http://en.wikipedia.org/wiki/Iron_Man_match KYR Rules Winner of this match is the one with the most pinfalls and submissions, count out victories, and DQ victories in a set time limit. The time limit is determined by the GM (usually 30 minutes or 60 minutes). Each round, the GM rolls 1d4 to determine how many minutes have passed. If tied at the end of the time limit, a Sudden Death round may be declared with the next wrestler to gain a pinfall or submission being declared the winner. This is at the GM’s discretion.
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Money in the Bank Ladder Match Quote: The Money in the Bank Ladder Match is, usually, a standard six man ladder match exclusive to World Wrestling Entertainment with the premise of the winner receiving a contract for a WWE or World Heavyweight Championship match anytime and anyplace within one year of winning the match. These matches are usually held at Wrestlemania. In the same way that championships are represented by title belts, the Money in the Bank is represented by a briefcase carried by the winner and cashed in for a title match. The contract (if it hasn't yet been cashed in) can also be defended in matches (ladder or not) the same way a championship is. Text quoted from http://en.wikipedia.org/wiki/Money_in_the_Bank_ladder_match KYR Rules Use the Ladder Match rules from page 80 and the Free For All rules from page 81 of the WWE Know Your Role! rule book. Winner gets to carry a briefcase, which he may turn in at any time he chooses for one favor from the GM, such as a title shot. The briefcase may be defended just as a championship. The holder of the briefcase gets a +2 bonus to Reputation.
The Royal Rumble Quote: The Royal Rumble is an annual professional wrestling pay-per-view event, produced every January by World Wrestling Entertainment. The main event in this pay-per-view is also titled the Royal Rumble, and is held only in this event. Some fans of the WWE call it one of the 'Big Four', as it was one of the original four annual WWE pay per views, and one of the four that bring together both the Raw and Smackdown! brands onto the same card, something that hasn't been true of the remaining pay per views of the year since 2003. The Rumble is comprised of 30 men; beginning with two men in the ring, and at regular timed intervals (usually, but not always, every two minutes), one of the remaining 28 wrestlers enters the ring. A wrestler is eliminated when leaving the ring over the top rope, and then having both feet touch the floor. An egress between the second and third rope or under the bottom rope is not a valid elimination. The winner of the event is the last wrestler remaining after all others have been eliminated. An elimination can also occur when a wrestler is thrown off the top rope by a non-competing opponent, or by one who had already been eliminated, or when the participant deliberately jumps outside the ring, for instance to hit someone who is ringside. Other wrestlers can be de facto eliminated due to interference preventing the wrestler from entering the ring, or due to a prolonged absence from the ring (although the latter is often a booking error). 51
Although the order of entry is supposed to be random, it is common to have storylines where wrestlers compete for the right to enter last, or ask for a low number in order to prove their stamina by outlasting all others. A wrestler may also be assigned a high or low number by a figure of authority as a reward or a punishment. In reality, the order of entrance and elimination is carefully planned by the booker in order to put on an entertaining match, with many booked by Pat Patterson. For example, once a wrestler has quickly eliminated several other wrestlers, the next wrestler to approach the ring will often be an enemy of theirs. Also, current tag teams usually face off in the Rumble, due to the Every Man for Himself factor. A rule also states that anyone who participates in a World Championship match that night, whether it be defending the title or challenging, may not participate in the Royal Rumble. There were few people who broke the rule, one being Kurt Angle who lost his WWE Championship match to John "Bradshaw" Layfield and stole Nunzio's number to get into the Rumble. Since the 1991 event, every winner (other than in 1992, 1997, 1999) has gone on to challenge the WWE Champion or the World Heavyweight Champion at WrestleMania, but this was not made an official stipulation of the match until 1993. This stems from 1992, when the Royal Rumble decided who would win the then-vacant WWF Championship (Ric Flair won the match). This championship match is often the last event on the WrestleMania card according to principles in the WWE that states "Royal Rumble winner gets first class ticket to WrestleMania", which means that the Royal Rumble winner gets to be in the 'first class' top spot in the main event at WrestleMania. The Royal Rumble winner usually gets booked to win at WrestleMania and carry on the burden of a world champion, rising to the top level of the business. Therefore, the Royal Rumble winner is someone who is deserving, which is why the WWE fans were outraged when WWE's own promoter and non-wrestler Mr. McMahon won it. An example of popular 'deserving winners' include Chris Benoit, Rey Mysterio and "Stone Cold" Steve Austin. As WWE also has a February pay-per-view event, the winner may have this privilege put on the line on that pay-per-view card. In 1996 Shawn Michaels retained his by defeating Owen Hart. In 1997 "Stone Cold" Steve Austin had been eliminated by Bret Hart but officials missed it due to an altercation between Terry Funk and Mick Foley. Seeing this, Austin came back in the ring and eliminated The Undertaker, Vader, and Bret Hart to win the Rumble. At the February Final Four pay-per-view, all four men were to face against each other in a match to determine a new challenger, but a week prior then-WWF Champion Shawn Michaels vacated the title, and the match instead declared a new champion, which was Hart. Undertaker was named the new challenger the day after due to his performance at Final Four and his being the match's runner-up. In 1999, Mr. McMahon, 52
that year's Rumble winner, stated he would give up his title shot as he is not a regular competitor, leading to then-WWF Commissioner Shawn Michaels declaring that the WWF rulebook states the Rumble runner-up would get the shot in his absence, who was Stone Cold Steve Austin. As McMahon and Austin were feuding at the time, Michaels set a match for the February's St. Valentine's Day Massacre pay-per-view between the two with the shot on the line, with Austin victorious. In 2000 The Rock won but it was shown afterwards that he had actually been eliminated by The Big Show, leading to a singles match at the February No Way Out pay-per-view for the title shot, which Big Show won. Rock and later Mick Foley were added to the championship match. A similar situation occurred in 2006 when Rey Mysterio put his shot on the line at No Way Out against Randy Orton, who won the match. Mysterio would be added later on as well. With the brand extension in mid-2002, the 30 entrants consist of 15 wrestlers from the RAW brand and 15 from the SmackDown! brand. This is, therefore, one of the few pay-per-view events (and certain combined non-televised shows held around WrestleMania time) with inter-brand competition on a regular basis. The official declaration for the first post-brand extension event in 2003, the Rumble winner faced their brand's champion at WrestleMania, but starting in 2004, due to a supposed "loophole" in the Rumble's stipulations, the Rumble winner has the option of challenging either brand's champion. Chris Benoit switched brands in 2004 and won the World Heavyweight Championship. Batista remained with RAW in 2005, though Triple H initially lobbied heavily for him to jump to SmackDown! so he wouldn't have to face him. To date, there is no relative entry order between participants from different brands, and there has been no storyline to date that has brands facing each other for the right to name the first or last entry. The first Royal Rumble took place on January 24, 1988 in Hamilton, Ontario. Hacksaw Jim Duggan won, and the first pay-per-view Rumble occurred a year later. Text quoted from http://en.wikipedia.org/wiki/Royal_Rumble KYR Rules This match involves 30 wrestlers. Two wrestlers start out in the ring. Every round, the GM rolls 1d4 to determine how many minutes have passed. At a certain time interval, a new wrestler joins the match. (Usually, a new wrestler hits the ring every two minutes, but this is at the GM’s discretion.) This continues until all 30 participants have come to the ring. Order of entry is determined at random. Edit: Use the rules for the Battle Royal match on page 78 of the WWE Know Your Role! rpg for elimination rules. Last wrestler left in the ring is the winner.
53
Maneuvers # 450° Splash (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, 1 Endurance cost, +0 on maneuver check) 630° Senton (aerial maneuver, 2d6 damage, possible stun on self if missed, prone target, prone self, 1 Endurance cost, +0 on maneuver check)
A Abdominal Stretch (technical maneuver, 1d6 damage, submission, -2 on maneuver check) Airplane Spin (technical maneuver, 2d6 damage, +2 stagger, possible stun, requires lift check, 2 Endurance cost, -2 on maneuver check) Ankle Lock (technical maneuver, 1d6 damage, prone target, submission, -1 on maneuver check) Argentine DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Argentine Leglock [Stretch Muffler] (power/technical maneuver, 1d6 damage, requires lift check, submission, +0 on maneuver check) Argentine Neckbreaker (technical/rough maneuver, 2d6 damage, possible stun, requires lift check, -3 on maneuver check) Argentine Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check) Armbar (technical maneuver, 1d4 damage, +1 on maneuver check) Armtwist Ropewalk Chop (aerial maneuver, 2d6 damage, knockdown check, possible stun on self if missed, -2 on maneuver check) Asai Moonsault (aerial maneuver, 2d8 damage, knockdown check, prone self, possible stun, possible stun on self, -3 on maneuver check) Atomic Drop (power/technical maneuver, 1d6 damage, requires lift check, +1 on maneuver check)
B Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Backbreaker Drop (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Backbreaker Submission Hold (power/rough maneuver, 2d6 damage, requires lift check, submission, -2 on maneuver check) Backslide (aerial/technical maneuver, Ability modifier damage, requires lift check, immediate pin attempt, 1 Endurance cost, +4 on maneuver check)
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Backdrop (aerial/technical maneuver, 1d6 damage, requires lift check, Reflex save for half damage, possible stun, +0 on maneuver check) Backflip Kick (aerial/rough maneuver, 1d6 damage, knockdown check, possible stun, -3 on maneuver check) Banzai Drop (aerial/power maneuver, 1d8 damage, prone target, possible stun on self if missed, possible stun, -1 on maneuver check) Baseball Slide (aerial maneuver, 1d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 1 Endurance cost, +0 on maneuver check) Battering Ram (rough maneuver, 1d6 damage, knockdown check, possible stun, -3 on maneuver check) Bearhug (power maneuver, 2d6 damage, submission, 1 Endurance cost, -2 on maneuver check) Beast Choker (technical maneuver, 2d6 damage, submission, -3 on maneuver check) Bell Clap (rough maneuver, 1d6 damage, illegal, possible stun, +2 stagger, -2 on maneuver check) Belly-to-Back Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Belly-to-Back Inverted Mat Slam (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Belly-to-Back Suplex (technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Belly to Back Sitout Piledriver [Kryptonite Krunch] (power/technical maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Belly-to-Belly Suplex (power maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Bicycle Kick (aerial maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Big Boot [Mafia Kick] (power/rough maneuver, 2d6 damage, knockdown check, 1 Endurance cost, -2 on maneuver check) Big Splash (aerial maneuver, 2d6 damage, immediate pin attempt, -3 on maneuver check) Bionic Elbow (rough maneuver, 1d6 damage, possible stun, knockdown check, -3 on maneuver check) Body Slam (power/rough maneuver, 1d6 damage, requires lift check, +1 on maneuver check) Boston Crab (technical maneuver, 1d6 damage, submission, prone target, +0 on maneuver check) Brainbuster (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Brainbuster DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on 55
maneuver check) Bridging Leg Hook Belly-to-Back Suplex (technical maneuver, 2d6 damage, requires lift check, immediate pin attempt, -2 on maneuver check) Bronco Buster (aerial/rough maneuver, 2d4 damage, prone target, possible stun on self if missed, +1 on maneuver check) Bulldog (aerial maneuver, 1d6 damage, requires lift check, possible stun, -1 on maneuver check) Butterfly Suplex [Double Underhook Suplex] (power maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check)
C Calf Branding (aerial/rough maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Camel Clutch (power/technical maneuver, 2d6 damage, submission, prone target, -2 on maneuver check) Capture Suplex (technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Catapult Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Chair Shot (rough maneuver, 3d8 damage, automatic disqualification, knockdown check, possible stun, 3 Endurance cost, -3 on maneuver check) Chickenwing (technical maneuver, 1d6 damage, submission, -1 on maneuver check) Chinlock (simple maneuver, 1d3 damage, +2 on maneuver check) Choke (rough maneuver, 1d4 damage, illegal, +2 on maneuver check) Chokebomb (power maneuver, 2d6 damage, possible stun, requires lift check, illegal, 2 Endurance Cost, immediate pin attempt, -1 on maneuver check) Chokelock (technical maneuver, 2d6 damage, submission, prone target, prone self, possible stun, -3 on maneuver check) Chokeslam (power/rough maneuver, 2d6 damage, illegal, possible stun, requires lift check, -2 on maneuver check) Chokeslam Backbreaker (power/rough maneuver, 2d6 damage, illegal, requires lift check, +0 on maneuver check) 56
Chop (rough/technical maneuver, 1d4 damage, knockdown check, +0 on maneuver check) Chop Block (rough maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Christo (aerial/technical maneuver, 1d6 damage, submission, -1 on maneuver check) Claw Hold (technical maneuver, 1d6 damage, submission, -1 on maneuver check) Clothesline/Lariat (power/rough maneuver, 2d6 damage, knockdown check, -3 on maneuver check) Cobra Clutch (technical maneuver, 2d6 damage, submission, -3 on maneuver check) Cobra Clutch Bulldog (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Cobra Clutch Suplex (technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Complete Shot (technical maneuver, 2d6 damage, possible stun, requires lift check, -3 on maneuver check) Corkscrew 450° Splash (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, 1 Endurance cost, +0 on maneuver check) Corkscrew Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check) Corkscrew Moonsault (aerial maneuver, 2d6 damage, immediate pin attempt, prone self, prone target, possible stun on self is missed, +0 on maneuver check) Corkscrew Plancha (aerial maneuver, 1d6 damage, knockdown check, immediate pin attempt, possible stun on self if missed, prone self, 1 Endurance cost, +1 on maneuver check) Corkscrew Somersault Legdrop (aerial maneuver, 2d6 damage, 1 Endurance cost, possible stun on self if missed, prone self, prone target, +2 on maneuver check) Corkscrew Senton (aerial maneuver, 2d6 damage, 1 Endurance cost, prone opponent, prone self, possible stun on self if missed, +2 on maneuver check) Corner Avalanche Splash (power/rough maneuver, 2d6, knockdown check, possible stun on self if missed, -2 on maneuver check) Corner Backflip Kick (aerial/rough maneuver, 2d6 damage, knockdown check, possible stun, 2 Endurance Cost, -3 on maneuver check) Corner Sitout Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, immediate pin attempt, -2 on maneuver check) 57
Corner-to-Corner Missile Dropkick (aerial maneuver, 2d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 2 Endurance cost, -1 on maneuver check) Cradle Brainbuster (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Cradle Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Crooked-Arm Lariat (power/rough maneuver, 2d6 damage, knockdown check, -3 on maneuver check) Crossbody (aerial maneuver, 1d6 damage, knockdown check, immediate pin attempt, possible stun on self if missed, prone self, 1 Endurance cost, +1 on maneuver check) Crossface Armbreaker (technical maneuver, 2d6 damage, requires lift check, prone self, submission, 1 on maneuver check) Crossface Chickenwing (technical maneuver, 2d6 damage, submission, -3 on maneuver check) Crossface Chickenwing Suplex (technical maneuver, 2d6 damage, requires lift check, possible stun, 3 on maneuver check) Cross-legged Fisherman Brainbuster (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Crucifix Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check) Cutter/Stunner (technical maneuver, 2d6 damage, requires lift check, possible stun, 1 Endurance cost, -2 on maneuver check)
D Death Valley Driver (technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Delayed Vertical Suplex (power maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check) Diamond Dust (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, possible stun on self if missed, 1 Endurance cost, -2 on maneuver check) Discus Elbow Smash (rough/simple maneuver, 2d6 damage, knockdown check, possible stun, -5 on maneuver check) Discus Punch (rough maneuver, 1d6 damage, illegal, knockdown check, +0 on maneuver check) Masato Tanaka hits the Diamond Dust check) 58
Discus Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver
Diving Bulldog (aerial maneuver, 2d6 damage, requires lift check, possible stun, possible stun on self if missed, -2 on maneuver check) Diving Double Foot Stomp (aerial/rough maneuver, 2d6 damage, prone target, -1 on maneuver check) Diving Elbow Drop (aerial/rough maneuver, 2d6 damage, prone target, prone self, possible stun on self if missed, +1 on maneuver check) Diving Headbutt (aerial/rough maneuver: 2d6 damage, prone target, prone self, possible stun, possible stun on self, -1 on maneuver check) Diving Famouser (aerial/rough maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Diving Hurricarana (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, +0 on maneuver check) Diving Knee Drop Chris Benoit hits a Diving Headbutt (aerial/rough, 2d6 damage, prone target, possible stun on self if missed, +0 on maneuver check) Diving Reverse DDT (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Diving Spear (aerial/power maneuver, 3d6 damage, knockdown check, possible stun on self if missed, 1 Endurance cost, -3 on maneuver check) Double Arm DDT (power/technical maneuver, 3d6 damage, requires lift check, -3 on maneuver check) Double Axe Handle Smash (rough maneuver, 1d6 damage, knockdown check, 1 Endurance cost, +0 on maneuver modifier) Double Knee Backbreaker (aerial/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Double Mule Kick (rough maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Double Underhook Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Double Underhook Backbreaker Drop (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Double Underhook Piledriver (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Double Underhook Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 59
Endurance cost, -1 on maneuver check) Double Underhook Suplex (technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Dragonrana (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, +0 on maneuver check) Dragon Screw/Leg Drag [Dragon Whip] (technical maneuver, 1d6 damage, requires lift check, possible stun, -1 on maneuver check) Dragon Sleeper (technical maneuver, 1d6 damage, submission, -1 on maneuver check) Dragon Suplex (technical maneuver, 2d6 damage, immediate pin attempt, requires lift check, -2 on maneuver check) Dropkick (aerial maneuver, 1d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 1 Endurance cost, +0 on maneuver check) Dropsault (aerial maneuver, 2d6 damage, knockdown check, prone self, possible stun on self is missed, -1 on maneuver check)
Justin Lee hitting a drop kick
Drop Toe Hold (technical maneuver, 1d6 damage, +2 stagger, requires lift check, prone self, +1 on maneuver check)
E Elevated Cradle Neckbreaker (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Elevated Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, possible stun, -3 on maneuver check) Elevated Single Leg Crab (technical maneuver, 1d6 damage, submission, prone target, +0 on maneuver check) Elbowdrop (rough maneuver, 2d4 damage, prone target, prone self, possible stun on self if missed, +2 on maneuver check) Elbow Smash (simple maneuver, 1d4 damage, knockdown check, +0 on maneuver modifier) Elevated DDT (power/technical maneuver, 3d6 damage, requires lift check, possible stun, 1 Endurance cost, -4 on maneuver check) El Kabong [Guitarshot] (rough maneuver, 3d8 damage, automatic disqualification, knockdown check, possible stun, 3 Endurance cost, -3 on maneuver check) Enzuigiri (aerial maneuver, 1d6 damage, possible stun, knockdown check, prone self, 1 Endurance cost, -1 on maneuver check) 60
European Uppercut (rough/technical maneuver, 1d4 damage, knockdown check, +0 on maneuver check) Eye Gouge/Face Rake (rough maneuver, 1d3 damage, illegal, +3 on maneuver check)
F Facebuster (rough maneuver, 1d6 damage, possible stun, knockdown check, 1 Endurance cost, -1 on maneuver check) Facedriver [Pedigree] (technical maneuver, 2d6 damage, possible stun, requires lift check, -3 on maneuver modifier) Fallaway Slam (power maneuver, 2d6 damage, requires lift check, -1 on maneuver modifier) Famouser (aerial/rough maneuver, 2d6 damage, requires lift check, possible stun, 1 Endurance cost, -2 on maneuver check) Figure-Four Leglock (technical maneuver, 2d6 damage, submission, prone target, prone self, -1 on maneuver check) Fireball (rough maneuver, 1d8 damage, Automatic Disqualification, possible stun, Save negates damage, +1 on maneuver check) Fireman’s Carry to Inverted DDT (power/technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Fireman’s Carry into Spinning Facebuster (power maneuver, 3d6 damage, Ric Flair applying the Figure Four on Lita requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Fireman’s Carry Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check) Fisherman Brainbuster (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Fisherman DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Fisherman Suplex (technical maneuver, 1d6 damage, requires lift check, immediate pin attempt, prone self, +0 on maneuver check) 61
Fist Drop (rough maneuver, 1d6 damage, prone target, possible stun on self if missed, +2 on maneuver check) Flip Piledriver (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Flip-Over DDT (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Flying Axe Handle (aerial/rough maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Flying Bodypress/Plancha (aerial maneuver, 1d6 damage, knockdown check, immediate pin attempt, possible stun on self if missed, prone self, 1 Endurance cost, +1 on maneuver check) Flying Clothesline (aerial/rough maneuver, 2d6 damage, knockdown check, possible stun on self if missed, -2 on maneuver check) Flying Fist Drop (aerial/rough maneuver, 1d6 damage, prone target, possible stun on self if missed +2 on maneuver check) Flying Forearm (aerial/rough maneuver, 2d6 damage, knockdown check, +2 stagger, possible stun, possible stun on self if missed, 2 Endurance cost, -3 on maneuver check) Flying Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check)
Plancha to the outside Flying Neckbreaker (aerial/technical maneuver, 2d6 damage, 1 Endurance cost, requires lift check, possible stun, possible stun on self if missed, -1 on maneuver check) Flying Somersault Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check) Flying Spinning Heelkick (aerial maneuver, 2d6 damage, 1 Endurance cost, knockdown check, possible stun, possible stun on self if missed, -3 on maneuver check)
Flying Splash (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, possible stun on self if missed, 1 Endurance cost, +1 on maneuver check) Flying Thrust Kick (aerial maneuver, 2d6 damage, -4 stagger, knockdown check, 2 Endurance cost, possible stun on self if missed, -2 on maneuver check) Football Tackle (power/rough maneuver, 3d6 damage, knockdown check, 1 Endurance cost, -4 on maneuver check) 62
Forearm Smash (power/rough maneuver, 1d6 damage, knockdown check, +2 stagger, -2 on maneuver check) Forearm Drop (rough maneuver, 1d6 damage, prone target, prone self, possible stun on self if missed, +3 on maneuver check) Forward Russian Legsweep (technical maneuver: 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Frog Splash (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, 1 Endurance cost, +0 on maneuver check) Front Dropkick (aerial maneuver, 1d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 1 Endurance cost, +0 on maneuver check) Full Nelson (power/technical, 1d6 damage, submission, 1 Endurance, +0 on maneuver check) Full Nelson Front Russian Legsweep (technical/rough maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Full Nelson Slam (power/technical, 2d6 damage, 1 Endurance, possible stun, -3 on maneuver check) Fujiwara Armbar (technical maneuver, 1d6 damage, prone target, prone self, submission, +0 on maneuver check)
G German Suplex (power/technical maneuver, 1d6 damage, possible stun, requires lift check, -1 on maneuver check) German Suplex and Bridge (technical maneuver, 2d6 damage, requires lift check, immediate pin attempt, -2 on maneuver check) Gorilla Press Slam (power/rough maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) A German Suplex, which is also a variation of the Belly-To-Back lift check, possible stun, -3 on maneuver check)
Gory Neckbreaker (technical maneuver, 2d6 damage, requires
Gory Special (technical maneuver, 2d6 damage, requires lift check, submission, -3 on maneuver check) Guillotine Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, illegal, +0 on maneuver check) 63
Gutbuster (power maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Gutwrench Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, 1 on maneuver check) Gutwrench Suplex (power/technical maneuver, 1d6 damage, requires lift check, +1 on maneuver check)
H Hair Swing (rough/savvy maneuver, 1d6 damage, requires lift check, +2 stagger, 1 Endurance cost, illegal, +1 on maneuver check) Half Nelson Legsweep (technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Half Nelson Suplex (power/rough maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check) Handspring Back Elbow Smash (aerial/rough maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Hangman (rough/savvy maneuver, 1d6 damage, illegal, possible stun, requires lift check, +0 on maneuver modifier) Hangman’s Neckbreaker (technical maneuver: 2d6 damage, requires lift check, prone self, +0 on maneuver check) Haymaker (power/rough maneuver, 1d6 damage, knockdown check, possible stun, illegal, -2 on maneuver check) Headbutt (rough maneuver, 1d6 damage, knockdown check, possible stun, -3 on maneuver check) Headbutt Drop (rough maneuver, 1d6 damage, prone target, prone self, possible stun on self if missed, +3 on maneuver check) Headlock (simple maneuver, 1d3 damage, +2 on maneuver check) High Angle Belly-to-Back Suplex (technical maneuver, 3d6 damage, requires lift check, -3 on maneuver check) Hip Toss (aerial/technical maneuver, 1d4 damage, requires lift check, +2 on maneuver check) Hotshot (rough maneuver, 2d8 damage, possible stun, prone self, prone target, requires lift check, save for half damage, –1 on maneuver check) Hurricanrana (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, +0 on maneuver check)
Mushiking Terry hits a Hurricanrana
Hurricanrana into Pin (aerial maneuver, 2d6 damage, immediate pin attempt -1, requires lift check, +2 stagger, prone self, 1 Endurance cost, -1 on maneuver check) 64
I Iconoclasm (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, 1 Endurance cost, -2 on maneuver check) Implant DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Imploding Senton Bomb (aerial maneuver, 2d6 damage, possible stun on self if missed, prone target, prone self, 1 Endurance cost, +0 on maneuver check) Inverted Boston Crab (technical maneuver, 1d6 damage, submission, prone target, +0 on maneuver check) Inverted Brainbuster (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Inverted DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)
Implant DDT in action
Inverted Facelock into Neckbreaker Slam (technical maneuver, 2d6 damage, possible stun, prone self, requires lift check, +0 on maneuver check)
Inverted Facelock Neckbreaker (technical maneuver, 1d6 damage, submission, -1 on maneuver check) Inverted Headlock Backbreaker (technical maneuver, 1d6 damage, submission, -1 on maneuver check) Inverted Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check) Inverted Sitout Side Powerslam (power/rough maneuver, 2d6 damage, requires lift check, possible stun, 1 Endurance cost, -2 on maneuver check) Inverted Suplex Slam [Gourdbuster] (power maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Inverted Vertical Suplex (power maneuver, 2d6 damage, requires lift check, prone self, possible stun, -2 on maneuver check) Irish Whip into Turnbuckle (rough maneuver, 1d6 damage, requires lift check, 1 Endurance cost, +2 on maneuver check)
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J Jawbreaker (rough/savvy maneuver, 1d6 damage, knockdown check, -2 on maneuver check) Jujigatame [Crucifix Armbar] (technical maneuver, 1d6 damage, prone target, prone self, submission, +0 on maneuver check) Jump Swinging DDT (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)
K Karelin Lift (power/technical maneuver, 2d6 damage, requires lift check, prone target, -1 on maneuver check) Kick (simple maneuver, 1d6 damage, +1 on maneuver check) Kneebreaker (power maneuver, 1d6 damage, requires lift check, possible stun, -1 on maneuver check) Knee Clip (power/rough/savvy maneuver, 1d4 damage, knockdown check, +2 stagger, 1 Endurance cost, +0 on maneuver check) Kneedrop (aerial/rough, 1d6 damage, prone target, possible stun on self if missed, +2 on maneuver check) Kneelift (power/rough maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Knee Smash (aerial/rough maneuver, 1d6 damage, knockdown check, +2 stagger, -2 on maneuver check) Knee Spike (rough maneuver, 1d6 damage, prone target, +1 on maneuver check) K. O. Shot with Foreign Object (rough maneuver, 3d8 damage, automatic disqualification, knockdown check, possible stun, 2 Endurance cost, -4 on maneuver check)
L Leg/ankle Suplex (technical maneuver, 1d6 damage, requires lift check, prone self, submission, +1 on maneuver check) Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check) Leg Hook Belly-to-Back Suplex (technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Leg Hook Saito Suplex (power maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check) Leg Lariat (aerial maneuver, 1d6 damage, knockdown check, possible stun, -3 on maneuver check) Legsweep (technical maneuver, 1d6 damage, knockdown check, -1 on maneuver check)
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Rey Rey does a Leg Drop, on a ladder
Lifting Inverted DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Lou Thesz Press (aerial maneuver, 1d6 damage, knockdown check, 1 Endurance cost, +0 on maneuver check) Low Blow (rough/savvy maneuver, 2d6 damage, possible stun, knockdown check, automatic disqualification, -3 on maneuver check)
M Mandible Claw (rough/technical maneuver, 2d6 damage, submission, -3 on maneuver check) Martial Kick (aerial/technical maneuver, 2d6 damage, knockdown check, -3 on maneuver check) Missile Dropkick (aerial maneuver, 2d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 2 Endurance cost, -1 on maneuver check) Modified Overhead Belly to Belly Suplex (power/technical maneuver: 2d6 damage (-2), requires lift check (+1), -1 on maneuver check) Molly-Go-Round [Flipping Seated Senton] (aerial maneuver, 2d6 damage, 2 Endurance cost, knockdown check, possible stun on self if missed, immediate pin attempt, -1 on maneuver check) Carlito missile dropkicks one of MnM
Mongolian Chop (rough/technical maneuver, 2d4 damage, knockdown check, -2 on maneuver check)
Moonsault (aerial maneuver, 2d6 damage, immediate pin attempt, prone self, prone target, possible stun on self is missed, +0 on maneuver check) Moonsault Legdrop (aerial maneuver, 2d6 damage, 1 Endurance cost, prone self, prone target, possible stun on self is missed, +2 on maneuver check) Moonsault Press (aerial maneuver, 2d6 damage, knockdown check, immediate pin attempt, prone self, possible stun on self is missed, -2 on maneuver check) Mule Kick (rough maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Muscle Buster (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Mushroom Stomp (aerial/rough maneuver, 2d8 damage, possible stun, 2 Endurance cost, -3 on maneuver check)
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N Neckbreaker Drop (aerial/rough maneuver, 1d6 damage, requires lift check, possible stun, -1 on maneuver check) Neckbreaker Slam (aerial/rough maneuver, 1d6 damage, requires lift check, possible stun, -1 on maneuver check) Neck Snap (aerial/rough maneuver, 1d6 damage, prone target, prone self, +2 on maneuver check) Northern Lights Suplex (power/technical maneuver, 1d6 damage, requires lift check, prone self, immediate pin attempt, +1 on maneuver check)
O One Arm Chickenwing Suplex (power maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check) Overdrive (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Overhead Kick (rough/savvy maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Over-the-Shoulder Sitout Piledriver [Emerald Fusion] (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check)
P Palm Strike (rough maneuver, 1d4 damage, +1 on maneuver check) Pendulum Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Powerbomb [Ganso Bomb] (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check) Powerbomb followed by Elbowdrop to Groin (power/rough maneuver: 4d6 damage, illegal, requires lift check, 2 Endurance cost, -2 on maneuver check) Powerbomb into Jackknife Hold (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, immediate pin attempt, -2 on maneuver check) Powerslam (power maneuver, 2d6 damage, requires lift check, 1 Endurance cost, possible stun, -2 on maneuver check) Powerslam Pin (power maneuver, 2d6 damage, requires lift check, 1 Endurance cost, possible stun, immediate pin attempt, -3 on maneuver check) Powerbomb on Fit Finlay Pulling Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, 68
-3 on maneuver check) Pumphandle Slam (power/technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Pumphandle Suplex (power/technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Punch (simple maneuver, 1d3 damage, illegal, +3 on maneuver check)
R Rear Naked Choke (technical maneuver, 2d6 damage, submission, requires lift check, prone target, prone self, +0 on maneuver check) Release Powerbomb [Jackknife] (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, -1 on maneuver check) Reverse Crucifix Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, possible stun, -3 on maneuver check) Reverse Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check)
Rear Naked Choke Reverse Splash (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, 1 Endurance cost, +0 on maneuver check) Reverse Suplex (power maneuver, 1d6 damage, requires lift check, prone self, possible stun, +0 on maneuver check) Reverse Tombstone Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Reverse Tornado DDT (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Reverse Twist of Fate (aerial/rough maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Ringpost Figure Four Leglock (technical maneuver, 3d6 damage, illegal, submission, prone target, prone self, -2 on maneuver check) Rolling Fireman’s Carry Slam (aerial/power maneuver, 2d6 damage, possible stun, requires lift check, -3 on maneuver check) Rolling Release Suplex (power maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check) Rolling Single Leg Boston Crab (technical maneuver, 1d6 damage, submission, prone target, -1 on maneuver check) Rolling Wheel Kick (aerial maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Rope Aided Powerbomb (power/rough maneuver, 2d6 damage, requires lift check, 1 Endurance cost, illegal, +1 on maneuver check) Rope Hung Boston Crab (technical maneuver, 2d6 damage, illegal, submission, prone target, -1 on 69
maneuver check) Rotating Vertical Suplex (power maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check) Running Elbow Drop from apron to concrete floor (rough maneuver, 2d6 damage, prone target, prone self, possible stun on self if missed, +1 on maneuver check) Running DDT (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Running Knee Strike (rough maneuver, 1d6 damage, possible stun, -2 on maneuver check) Russian Legsweep (technical maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check) Rydeen Bomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, immediate pin attempt, -2 on maneuver check)
S Saito Suplex (power maneuver, 1d6 damage, requires lift check, prone self, +2 on maneuver check) Samoan Driver (power/technical maneuver, 2d6 damage, possible stun, requires lift check, -4 on maneuver check) Savate Kick (rough maneuver, 2d6 damage, +4 stagger, knockdown check, 2 Endurance cost, -3 on maneuver check) Second Rope Elbowdrop (aerial rough maneuver, 3d4 damage, prone target, prone self, possible stun on self if missed, +0 on maneuver check) Schoolboy/Cradle (technical maneuver: Ability modifier damage, requires lift check, prone self, immediate pin attempt, +4 on maneuver check) Scissors Kick (aerial/rough maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Scoop Brainbuster (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Scoop Slam Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Seated Senton [Butt Drop] (aerial maneuver, 2d6 Booker T delivering a Scissors Kick to Bobby damage, 2 Endurance cost, knockdown check, Lashley possible stun on self if missed, immediate pin attempt, -1 on maneuver check) Second Rope Elbowdrop (rough maneuver, 2d6 damage, prone target, prone self, possible stun on self if missed, +1 on maneuver check) 70
Senton Bomb (aerial maneuver, 2d6 damage, possible stun on self if missed, prone target, prone self, 1 Endurance cost, +0 on maneuver check) Sharpshooter (technical maneuver, 2d6 damage, prone target, submission, -2 on maneuver check) Shin Grapevine with Achilles Tendon Hold (technical maneuver, 1d6 damage, submission, prone target, -1 on maneuver check) Shining Wizard (aerial/rough maneuver, 1d6 damage, knockdown check, 1 Endurance cost, +0 on maneuver check) Shiranui (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, 1 Endurance cost, -2 on maneuver check) Shooting Star Elbowdrop (aerial/rough maneuver, 2d6 damage, prone target, prone self, possible stun on self if missed, +1 on maneuver check) Shooting Star Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check) Shooting Star Press (aerial maneuver, 2d6 Gregory Wizards pegs Matt Hardy with a Shining Wizard damage, immediate pin attempt, prone target, prone self, possible stun on self if missed, +0 on maneuver check) Shooting Star Piledriver (aerial/rough maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Short-Arm Clothesline (power/rough maneuver, 2d6 damage, knockdown check, -3 on maneuver check) Shoulder Block (power maneuver, 1d4 damage, knockdown check, +0 on maneuver check) Shoulder Breaker (power/technical, 1d6 damage, requires lift check, +1 damage) Shoulder Jawbreaker (rough/savvy maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Sidewalk Slam (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Single Arm DDT (power/technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Single Leg Boston Crab (technical maneuver, 1d6 damage, submission, prone target, +0 on maneuver check) Single Leg Boston Crab with Armlock (technical maneuver, 2d6 damage, submission, prone target, 2 on maneuver check) Single Leg Running Dropkick (aerial maneuver, 1d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 1 Endurance cost, +0 on maneuver check) Sitout Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) 71
Sitout Crucifix Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, immediate pin attempt, -2 on maneuver check) Sitout Facebuster (rough maneuver, 1d6 damage, possible stun, requires lift check, 1 Endurance cost, +0 on maneuver check) Sitout Inverted Suplex Slam (power maneuver, 2d6 damage, requires lift check, prone self, possible stun, -2 on maneuver check) Sitout Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, immediate pin attempt, -2 on maneuver check) Sitout Rear Mat Slam (power/technical maneuver, 2d6 damage, immediate pin attempt, possible stun, prone self, requires lift check, -3 on maneuver check) Sitout Spinebuster (power maneuver, 1d6 damage, immediate pin attempt, requires lift check, -2 on maneuver check) Sitout Suplex Slam [Falcon Arrow] (power maneuver, 1d6 damage, requires lift check, prone self, immediate pin attempt, +1 on maneuver check) Slap (simple maneuver, Ability modifier damage, +3 on maneuver check) Sleeper Hold (technical maneuver, 2d6 damage, submission, -3 on maneuver check) Sleeper Slam (aerial/technical maneuver, 2d6 damage, possible stun, prone self, requires lift check, -2 on maneuver check) Sleeper Suplex (power/technical maneuver, 2d6 damage, possible stun, requires lift check, -3 on maneuver check) Slingshot Suplex (power maneuver, 2d6 damage, requires lift check, prone self, illegal, +1 on maneuver check) Small Package (technical maneuver, Ability modifier damage, requires lift check, prone self, immediate pin attempt, +4 on maneuver check) Snap DDT (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)
Edge spears Goldust
Snap Suplex (technical maneuver: 2d6 damage, requires lift check, -1 on maneuver check) Solo Spanish Fly [Moonsault Uranage Slam] (aerial maneuver, 2d6 damage, immediate pin attempt, prone self, requires lift check, possible stun, possible stun on self is missed, 2 Endurance cost, +0 on maneuver check) Somersault Corkscrew Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check) Spear (aerial/power maneuver, 3d6 damage, knockdown check, possible stun on self if missed, 1 Endurance cost, -3 on maneuver check) 72
Spider German Suplex (aerial/technical maneuver, 2d6 damage, requires lift check, -2 on maneuver check) Spike DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Spike Piledriver (aerial/power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Spinebuster (power maneuver, 1d6 damage, immediate pin attempt, requires lift check, -2 on maneuver check) Spinning DDT (aerial/technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Spinning Headlock Elbowdrop (rough/ technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Spinning Heel Kick (aerial maneuver, 1d6 damage, +2 stagger, knockdown check, possible stun if missed, 1 Endurance cost, +0 on maneuver modifier) This is a spinebuster. This is not a sidewalk slam. check, -3 on maneuver check)
Spinning Lariat (rough/savvy maneuver, 2d6 damage, knockdown
Spinning Leg Hook Belly-to-Back Suplex (technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Spinning Toehold (technical Maneuver, 2d6 damage, prone target, submission, -2 on maneuver check) Spinning Tombstone Piledriver (aerial/power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Spinout Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, immediate pin attempt, -2 on maneuver check) Split-legged Moonsault (aerial maneuver, 2d6 damage, prone self, prone target, possible stun on self is missed, immediate pin attempt, +) on maneuver check) Split-legged Splash (aerial maneuver, 2d6 damage, prone self, prone target, possible stun on self is missed, immediate pin attempt, +0 on maneuver check) Springboard Bulldog (aerial maneuver, 2d6 damage, requires lift check, possible stun, possible stun on self if missed, -2 on maneuver check) Springboard Clothesline (aerial/rough maneuver, 2d6 damage, knockdown check, possible stun on self if missed, 2 Endurance cost, -1 on maneuver check) Springboard Dropkick (aerial maneuver, 1d6 damage, +4 stagger, knockdown check, prone self, 73
possible stun on self if missed, 1 Endurance cost, +0 on maneuver check) Springboard Forearm Smash (aerial maneuver, 2d6 damage, knockdown check, possible stun on self if missed, -2 on maneuver check) Springboard Hurricarana (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, immediate pin attempt, -2 on maneuver check) Springboard Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check) Springboard Moonsault (aerial maneuver, 2d6 damage, prone target, immediate pin attempt, prone self, possible stun on self is missed, +0 on maneuver check) Springboard Seated Senton (aerial maneuver, 2d6 damage, 2 Endurance cost, knockdown check, possible stun on self if missed, immediate pin attempt, -1 on maneuver check) Standing Figure Four Leglock (technical maneuver, 2d6 damage, submission, prone target, -2 on maneuver check) Standing Moonsault (aerial maneuver, 1d6 damage, immediate pin attempt, prone self, prone target, possible stun on self is missed, +2 on maneuver check) Standing Moonsault (aerial maneuver, 1d6 damage, prone target, immediate pin attempt, prone self, possible stun on self is missed, +2 on maneuver check) Standing Shooting Star Press (aerial maneuver, 1d6 damage, immediate pin attempt, prone target, prone self, possible stun on self if missed, +2 on maneuver check) Standing Shiranui (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, 1 Endurance cost, -2 on maneuver check)
Cena wants Edge to, please, STFU self, submission, -1 on maneuver check)
Stepover Toehold Facelock [STF] (technical maneuver, 2d6 damage, prone target, prone
Stinger Splash (aerial maneuver, 2d6 damage, knockdown check, 2 Endurance cost, possible stun on self if missed, +0 on maneuver check) Stinkface (savvy maneuver, Ability modifier damage, +3 on maneuver check) Stomp (rough maneuver, 1d6 damage, prone target, illegal, +2 on maneuver modifier) 74
Sunset Flip (aerial maneuver, 1d4 damage, requires lift check, prone self, immediate pin attempt, +2 on maneuver check) Sunset Flip Powerbomb (aerial/power maneuver: 3d6 damage, requires lift check, 2 Endurance cost, 1 on maneuver check) Super Belly-to-Belly Suplex (aerial/technical maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Superbomb (aerial/ power maneuver, 4d6 damage, requires lift check, 3 Endurance cost, possible stun, -2 on maneuver check) Super Hurricanrana (aerial maneuver, 3d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, -2 on maneuver check) Superkick (aerial maneuver, 2d6 damage, +4 stagger, knockdown check, 2 Endurance cost, -3 on maneuver check) Superplex (aerial/power maneuver, 2d6 damage, requires lift check, prone self, possible stun, possible stun on self if missed, -1 on maneuver check) Suplex (power maneuver, 1d6 damage, requires lift check, prone self, +2 on maneuver check) Suplex Powerslam [Jackhammer] (power/technical maneuver, 2d6 damage, requires lift check, 1 Endurance cost, possible stun, immediate pin attempt, -3 on maneuver check)
HBK's Sweet Chin Music is a variation on a Superkick Suplex Slam (power maneuver, 1d6 damage, requires lift check, +1 on maneuver check) Swinging Fisherman Suplex (technical maneuver, 1d6 damage, requires lift check, immediate pin attempt, prone self, +0 on maneuver check) Swinging Neckbreaker (technical maneuver, 2d6 damage, requires lift check, prone self, +0 on maneuver check) Swinging Side Slam (power maneuver, 2d6 damage, requires lift check, possible stun, immediate pin attempt, -4 on maneuver check)
T Taunt (savvy maneuver, Ability modifier damage, +3 on maneuver check) T-Bone DDT (power/technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) 75
T-Bone Suplex [Exploder Suplex] (technical maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Texas Cloverleaf (technical maneuver: 2d6 damage, prone target, submission, -2 on maneuver check) Throat Thrust (rough maneuver, 2d4 damage, illegal, +0 on maneuver check) Thrust Kick (aerial maneuver, 2d6 damage, -4 stagger, knockdown check, 2 Endurance cost, -3 on maneuver check) Thunder Fire Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, possible stun, -3 on maneuver check) Tiger Driver/Tiger Bomb (power/technical maneuver: 2d6 damage, requires lift check, -1 on maneuver check) Dean Malenko applies the Texas Cloverleaf. It Tiger Feint Kick [619] (aerial maneuver, 2d6 looks a lot like the Sharpshooter but it's different. damage, knockdown check, possible stun, 2 Endurance cost, -3 on maneuver check) Tiger Suplex (power/technical maneuver, 1d6 damage, requires lift check, immediate pin attempt, +0 on maneuver check) Tilt-a-Whirl Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, -1 on maneuver check) Tilt-a-Whirl Headscissors (aerial maneuver, 2d6 damage, requires lift check, +2 stagger, prone self, 1 Endurance cost, +0 on maneuver check) TKO (power/technical maneuver, 2d6 damage, requires lift check, possible stun, 1 Endurance cost, -2 on maneuver check) Tombstone Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Top Rope Flying Wheel Kick (aerial maneuver: 2d6 damage, +4 stagger, knockdown check, prone self, possible stun on self if missed, 1 Endurance cost, -2 on maneuver check) Top Rope Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -3 on maneuver check) Top Rope Powerbomb (aerial/ power maneuver, 4d6 damage, requires lift check, 3 Endurance cost, possible stun, -2 on maneuver check) Top Rope Splash (aerial maneuver, 2d6 damage, prone target, prone self, immediate pin attempt, 1 Endurance cost, possible stun on self if missed, +1 on maneuver check) Tope Rope Springboard Hurricanrana (aerial maneuver, 2d6 damage, immediate pin attempt -1, requires lift check, +2 stagger, prone self, 1 Endurance cost, -1 on maneuver check) Tornado DDT (aerial/technical maneuver, 2d6 damage, requires lift check, possible stun, possible stun 76
on self if missed, -1 on maneuver check) Tornado Slam (power maneuver, 3d6 damage, requires lift check, -3 on maneuver check) Torture Rack Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, submission, -2 on maneuver check) Toss Over Top Rope (power/rough maneuver, 2d10 damage, illegal, requires lift check, reflex save for half damage, -1 maneuver modifier) Toss Through Ropes (savvy maneuver, 1d10, illegal, requires lift check, Reflex save negates damage, +2 on maneuver modifier) Trapping Headbutts (rough maneuver, 2d6 damage, possible stun, 1 Endurance cost, -3 on maneuver check) Trapping Suplex (power maneuver: 2d6 damage, requires lift check, prone self, +0 on maneuver check) Turnbuckle Powerbomb (power/ rough maneuver, 2d8 damage, requires lift check, 2 Endurance cost, possible stun, -2 on maneuver check) Turnbuckle Smash (rough maneuver, 1d6 damage, knockdown check, -1 on maneuver check) Twist of Fate (aerial/rough maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Matt Hardy hits both members of MNM with the Twist of Fate
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U Underhook Suplex (power maneuver, 1d6 damage, requires lift check, prone self, immediate pin attempt, +1 on maneuver check) Uppercut (rough maneuver, 1d4 damage, knockdown check, +0 on maneuver check) Ura-nage (technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check) Ura-nage Backbreaker (power/rough maneuver, 2d6 damage, requires lift check, 1 on maneuver check)
V
The Rock Bottom is a variation of the Ura-Nage
Vertebreaker (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Vertical Suplex Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -3 on maneuver check) Vertical Suplex Powerbomb (power/rough maneuver, 3d6 damage, requires lift check, 2 Endurance cost, immediate pin attempt, -2 on maneuver check) Victory Roll (aerial/technical maneuver, Ability modifier damage, requires lift check, +2 stagger, prone self, immediate pin attempt, +3 on maneuver check)
W Wakigatame [Arm Wrench] (technical maneuver, 1d4 damage, +1 on maneuver check) Wheelbarrow Facebuster (power/rough maneuver, 2d6 damage, possible stun, requires lift check, 1 Endurance cost, -2 on maneuver check) Wheelbarrow Suplex (power/technical maneuver, 2d6 damage, requires lift check, prone target, prone self, +1 on maneuver check) Whiplash (rough/technical maneuver, 2d6 damage, requires lift check, prone self, illegal, +1 on maneuver check)
X X-Plex (power/technical maneuver, 1d6 damage, possible stun, requires lift check, -1 on maneuver check)
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