[P14] Professional Wrestling


Each professional wrestling style costs 1 kit slot or 4 nonweapon proficiencies. You must also have "Ability to take Professional Wrestling" which is itself 1 kit slot. All powers are psionic in nature (of frequency -0 [negative zero]), and are resisted using aWR (anti-Weapon Resistance). Normally you must have a style before you can pick maneuvers, however, some classes give maneuvers without a style.
 
Open-hand attacks use both hands, not just one. Exception: you may use a shield in one of the hands. If you are somehow forced to attack open-handed with only 1 hand, #Att = 1/1 and you cannot use any special maneuvers. Natural Fighting still uses one hand, so you can use a weapon in the off-hand.
 
Professional Wrestling To Hit, Damage, and # Attacks bonuses do not combine with Weapon Specialization. If you somehow have both, use only set of bonuses at a time.
 
How to read the [P14.1] Professional Wrestling Styles table:
 
Att: Lists the number of attacks in unarmed combat. It may be applied to weapons only if the "Foreign Object Attack" power is gained. This is done by taking the "Att" number on the table, subtracting 1, and applying it as a bonus; e.g. a rate of "3/2" above would give +1/2 on number of attacks for weapons.
 
dmg: Lists the die type adjustment in unarmed combat or when using a grafted weapon. It may be applied to other weapons (including missile weapons) only if the "Increase Weapon Damage" power is gained.
 
AT: The character's new base AT. If the character already has another source of AT better than +0, take the best
of all sources and add 1 for each additional source; i.e. having ACs of +7, +6, and +3 yields an AT of +9.
 
Type: Lists "F" for "fast", "F/S" for "fast/slow", and "S" for "slow". Number of professional wrestling maneuver slots (weapon slots) to learn a maneuver is as follows:
 
Maneuver's
Type
Style's Type
F F/S S ALL
F 1 1
F/S 1 1
S 1 1
 
Requirements: How many powers of each method you must learn before being able to take additional maneuvers. You may
break this rule by 1 power per level by spending double cost on it (in terms of proficiencies).
 
*: This style requires 2 kit slots instead of 1 to learn.
**: This style requires 3 kit slots and "Ability to take Professional Wrestling" 4 times.

[P14.1] Professional Wrestling Styles

Requirements
Style Att dmg AT Type Blunt Kick Lock M/P Move Push Slash Strike Throw Vital Wpn
Brawler 3/2 d+6 +4 F/S 1 1 1 1 3 1 1
Dirty Heel 3/2 d+4 +5 F/S 1 1 1 1 2 3
Diva 1/1 d-2 +10 F/S 1 1 1 1 2 1 1 1
Extreme (Risk-taker) 3/2 "d" -> "e" +0 F 1 3 2 1 2
Greco-Roman ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Hardcore / Garbage * 2/1 d+10 +0 F/S 1 1 1 2 4
High Flier 2/1 d+0 +2 F 1 4 1 1 1 1
Hoss 1/1 d+8 +4 S 2 2 3 2
Kendo (* = also a Martial Arts style) 2/1 d+3 +2 S (h) 1 2 2 1 3
Lucha Libre * 5/2 d+2 +2 F 1 1 3 1 1 1 1
Shoot Fighting (UFC) * 2/1 d+7 +4 S 2 2 1 1 3 1
Stiff Worker 1/1 d+6 +6 S 1 1 1 1 1 1 1 1 1
Sumo (* = also a Martial Arts style) 3/2 d+5 +2 F/S (h/s) 2 1 1 2
Technical Wrestler * 3/2 d+4 +4 F/S 1 3 1 1 1 2

[P14] Professional Wrestling


[P14.2] Professional Wrestling Maneuvers

1st Tier Maneuver Type Method #Act Notes
Clothesline F/S Blunt 1 att / V Do 1 punch attack at +4/+0, target makes Str-10 check or prone
Frog Splash F/S Blunt 1P / 1V Do 1 body attack at +0/x2
Suicide Dive F/S Blunt 1P / 1V Do 1 body attack at -4/x3, you take 1/2 of the damage as well
Big Boot S Kick N att Do 1 kick attack at +0/xN
Dropkick F Kick 1 att / V Do 1 kick attack at +2/+2
Guillotine Legdrop (Diving Leg drop) F/S Kick 1P / 1V Do 1 kick attack at +8/x2
Kick Out S Kick 1bV Escape a Overbear or Bear Hug type attack
Missile Dropkick F Kick 1 att / 1V Do 1 kick attack at +4/+4
Somersault Legdrop F/S Kick 1P / 1V Do 1 kick attack at +2/x2
Arm Twist Ropewalk Chop (Old School) S Lock 1P / V Do 1 punch attack at +6/x2
Blatant Choke Hold F/S Lock 1P Do 1 punch attack at +0/+0, if it hits, target is unconscious for as long as you hold the choke (Fort save)
Chinlock S Lock 2 att
Figure Four Leglock Lock
Rest Hold S Lock 1 att You are holding target; both you and held target get double regeneration rate
**** (Four Star) Match F/S M/P Tr. -1 1F, 1/d If current fight lasts for at least 1 r, +10% XP for all defeated enemies
Bump F/S M/P Tr. -1 1M / 1 att LVL% chance you can do 1 attack which ignores all defenses/immunities (you may even attack a familiar with this)
Busted Open S M/P Tr. -1 1 att Target gains Wounding LVL hp/s (stacks with itself)
Catchphrase F/S M/P Tr. -1 (talking), 0, 1/t Command (as spell)
Cheap Heat (Run Your Stinking Mouth) F/S M/P Tr. -1 (talking), 0, 1/t Taunt (as spell)
Cheap Pop F/S M/P Tr. -1 (talking), 0, 1/t Friends (as spell)
Clean Finish F/S M/P Tr. -1 1 att Target at below -10 hp is slain
Clusterf*ck S M/P Tr. -1 1M, 1V Two groups (one of which you're in) are merged
Cutting a Promo F/S M/P Tr. -1 (talking), 1M, 1/t Capital E Explain
Hot Tag F M/P Tr. -1 1M You and a willing party member switch places
Jobber F/S M/P Tr. -1 1M Target creature (in a group with at least one other monster like it) or target summon gets Psi2 Double Pain (no save)
No Sale S M/P Tr. -1 bV Take no damage from a physical attack
Signature (Trademark) Move (as move) M/P Tr. -1 add a 0 action You can have only LVL/9+1 Signature Moves. Each Signature Move is a maneuver with an attached X4 Minor power to it (x1.5)
Squash S M/P Tr. -1 (none) If you do more than half of the target's hp in one attack, he will be automatically slain when below -10 hp.
Flying Crossbody F Move 1 att / 1V The rest of your attacks this P action are at +4/+0, target makes Str-10 check or prone
Kip-up F Move 0 Stand up
Reverse Flying Crossbody F Move 2 att / 1V The rest of your attacks this P action are at +6/+0, target makes Str-10 check or prone
Run-in F Move V Move into a group
Sandbag S Move 1bV Take no damage from a Throw maneuver (Professional Wrestling or Martial Arts)
Skin the Cat F Move bV Immune to a normal (non-special) throw, telekinesis, gust of wind effect
Springboard F Move 1 att / V Jump LVL*3', next maneuver is at +4/+4
Sunset Flip F Move V You are behind target (in position to backstab)
Body Slam S Push 1 att / V Target takes 2d6+Str bonus falling damage, target makes Str-12 check or prone
Bulldog F/S Push 1 att Target takes 1d6+Str bonus falling damage, target makes Str-11 check or prone
Fireman's Carry Takeover S Push 1 att / 1V Target takes 4d6+Str bonus falling damage, target makes Str-14 check or prone
Gorilla Press Slam S Push 2 att / 1V Target takes 5d6+2*Str bonus falling damage, target makes Str-16 check or prone
Pumphandle Slam S Push 3 att / V Target takes 4d6+Str bonus falling damage, target makes Str-15 check or prone
Springboard Bullog F Push 2 att / V Target takes 3d6+Str bonus falling damage, target makes Str-13 check or prone
Back Rake F/S Slash 2 att (Must be in position to backstab) Do 1 punch attack, if hit does a stun for 1 s (RSW save)
Axe Handle F/S Strike 1 att / V Do 1 punch attack at +2/+2
Diving Elbow Drop F/S Strike 1P / 1V Do 1 punch attack at +8/x2
Diving Fist Drop F Strike 1P / 1V Do 1 punch attack at +2/x2
Diving Headbutt S Strike 1P / 1V Do 1 headbutt attack at -4/x3
Soupbone S Strike 2 att Do 1 punch at +0/x2.5 dmg
Airplane Spin Toss F Throw 1P / 1V Target takes LVLd6+Str bonus falling damage, target prone
Arm Drag F Throw V Target makes Dex-10 check or prone
Atomic Drop F/S Throw 1P / V (Must be in position to backstab) Do 1 kick attack at +4/+0, if hit does a stun for 1d2 s (Fort save)
Brainbuster S Throw 1P / 1V Target takes 8d6 falling damage, target stunned for 1s (Spell save), target makes Str-20 check or prone
Catapult F/S Throw 1P / 1V Target takes 4d6 falling damage, target is thrown out of group, target makes Str-15 check or prone
Delayed Suplex S Throw 2 att / 1V Target takes 5d6+Str bonus falling damage, target makes Str-17 check or prone
Flapjack F/S Throw 1 att / 1V Target takes 1d6+Str bonus falling damage, target prone
Hurricanrana (Frankensteiner). F Throw 1P Do 1 kick attack at +2/+2, target takes 1d6 falling damage, target makes Dex-11 check or prone
Samoan Drop S Throw 1 att / 1V Target takes 2*Str bonus falling damage, target makes Str-12 check or prone
Snap Suplex F Throw 1 att / 1V Target takes 2d6 falling damage, target makes Str-18 check or prone
Suplex (Vertical Suplex) F/S Throw 1 att / V Target takes 4d6 falling damage, target makes Str-14 check or prone
Drop Toe-Hold F Vital 1 att / V Target prone
Eye Poke (Thumb to the Eye) F Vital 1 att Do 1 punch attack at -4/x0, if hits does blindness 1d2 s (Reflex save)
Eye Rake F Vital 2 att Do 1 punch attack at -0/x0, if hits does blindness 1d3 s (Reflex save)
Low Blow S Vital 2 att Do 1 punch attack at -4/x0, if hits does stun 1d4 s (Fort save)
Mist F Vital Mouth's P Target blinded 1d4 s (BW save)
Neckbreaker F Vital 1P / V Do 1 punch attack at -4/+0, if hit does a stun for 1d3 s (Fort save), target prone
Stinkface S Vital 1V Target nauseated 1d6 s (Fort save)
Foreign Object Attack F Weapon (none) Can use #Att adjustment on weapons
Foreign Object Damage S Weapon (none) Can use die adjustment on weapons
Bear Hug
Five Star Frog Splash
Sleeper Hold

[P14] Professional Wrestling


[P14.3] Professional Wrestling Second Tier

In order to take a Second Tier Professional Wrestling maneuver, you must first have fulfilled all the requirements of all of your Professional Wrestling styles. You may then pick Second Tier Professional Wrestling maneuvers in the following order:
1. Pick (from among your styles) maneuvers that have a "16" requirement, if any. (Note: There won't be any of these unless you have a large custom style). Do this until you have 1 or more 2nd tier maneuver for each requirement.
2. Repeat above for "19", "18", "17", "16", and so on all the way down to "1".
3. Now fill your requirements in any order you like.
4. You may now pick any maneuvers anywhere.
 
# of Professional Wresting maneuvers (may use Weapon Proficiencies) for Second Tier maneuvers is below. Note there are new types (Extra Fast and Extra Slow).
 
Maneuver's
Type
Style's Type
F F/S S ALL
xF 6 8 10 6
F 4 6 8 4
F/S 7 4 7 4
S 8 6 4 4
xS 10 8 6 6
 
In the maneuvers, "*" in the actions means you use all actions of that type. "#" means you can borrow from future, but only 1 of each power per segment per time taken.

[P14.4] Professional Wrestling Second Tier Maneuvers

2nd Tier Maneuver Type Method #Act Notes
Stinger Splash xF Blunt 1P / 1V Do 1 body attack at +3/x3
Superfly Splash xF Blunt 1P / 2V Do 1 body attack at +7/x3
Sweet Chin Music F/S Kick
Angle Lock Lock
Camel Clutch Lock
Crippler Crossface Lock
Steiner Recliner Lock
Tazzmission F/S Lock choke
Walls of Jericho Lock
Hulk Up S M/P Tr. -1 1bV No Sale everything for 1 s
***** (Five Star) Match F/S M/P Tr. -2 1F, 1/d If current fight lasts for at least 1 r, +20% XP for all defeated enemies (+25% if both **** and *****, this is a "MOTYC")
Blown Spot (Botch) F/S M/P Tr. -2 1bM Counter or Dispel a Martial Arts or Professional Wrestling ability
Bowling Shoe Ugly xS M/P Tr. -2 1bM Target has 50% failure chance whenever using an action type (Hold actions will counter this effect).
Crimson Mask S M/P Tr. -2 2 att Target (must be already Busted Open) gains Wounding LVL*3 hp/s (stacks with itself)
Flair Flop F/S M/P Tr. -2 1M Target (who taken more than half his max hp in dmg this segment) is stunned and prone for 1 s (no save)
Gimmick F/S M/P Tr. -2 add a 0 action You can have only LVL/9+1 Gimmicks. Each Gimmick is a X4 Minor power (x1.5)
Schmozz F/S M/P Tr. -2 1M Create a x1 Special of Confusion (as spell) on the entire room
Sick Bump F/S M/P Tr. -2 1M / 1P Can do 1 attack which ignores all defenses/immunities (you may even attack a familiar with this)
WrestleCrap xS M/P Tr. -2 1M Create a x1 Special of Bowling Shoe Ugly on the entire room
MaTrish (Matrix Bridge) F Move 1bV +LVL*2 AC for 1 s
Spotfest S Move 1M Create a x1 Special of everyone gets and can use +V per segment on the entire room
Angle Slam F/S Push 4 att / 1V Target takes 10d6+Str bonus falling damage, target prone
Choke Slam S Push 2 att / 1V Target takes 6d6+2*Str bonus falling damage, target stunned 1d6 s (PPD save), target prone
DDT F Push 1P / 1V Target takes 10d6+Str bonus falling damage, target stunned for 1d2 s (Spell save), target prone
Death Valley Driver (DVD) F/S Push 1P / 1V Target takes 6d6+Str bonus falling damage, target stunned for 1d4 s (Spell save), target prone
Diamond Cutter F Push 1P / 1V Target takes 12d6+Str bonus falling damage, target stunned for 1d3 s (Spell save), target prone
Double Choke Slam S Push 3 att / 1V Two targets each take 6d6+Str bonus falling damage, stunned 1d3 s (PPD save), prone
Jackknife Power Bomb / Last Ride S Push 2 att / 1V Target takes 2*Str bonus falling damage, target makes Str-15 check or prone
Power Bomb S Push 1 att / 1V Target takes 2*Str bonus falling damage, target makes Str-14 check or prone
Stratusfaction Push
Stunner F/S Push 1P / 1V Target takes 7d6+2*Str bonus falling damage, target stunned for 1d5 s (Spell save), target prone
Gore! F/S Strike
People's Elbow Strike
Ring That Damn Bell A Hundred Times S Strike (none) An extra xLVL damage versus creatures who are at negative current hp or stunned
Slobberknocker S Strike 1M Create a x1 Special of Psi2 Double Pain (as Psi2 power) on the entire room
Spear F Strike
Dudley Death Drop (3D) Throw
Superplex F/S Throw 1P / 1V Target takes 20d6 falling damage, target makes Str-20 check or prone
Mandible Claw Vital
The Worm Vital throat
Tongan Death Grip Vital vulcan
Con-Chair-To Weapon
International Object F/S Weapon (none) Multiply the #Att column by the dmg column, and divide by 2. Gain this TH with one weapon.
Lion Tamer
Pedigree
Perfect-plex
Pile Driver
Rock Bottom (Book End)
Sharpshooter
Spike Pile Driver
Tombstone Pile Driver
Van Terminator

[P14] Professional Wrestling


[P14.8] Multiple Professional Wrestling Styles

Multiple styles do not have cumulative To Hit / Damage / #Attacks bonuses ; you must switch between them. You can't use more than 1 style per full segment.
The requirements for all your styles add, so if you have a 2 and 3 in MP, you must take 5 before you fulfill that requirement.
You may use maneuvers from any style you have, regardless of what style you're in.

[P14.9] Custom Professional Wrestling Style

Choose the following:
 
A = Base AT. Base ATs better than +10 cost 2 per 1 point above +10; e.g. "AT +12" has A = 14.
D = Die type mod. Mods better than "d+8" cost 2 per 1 point above d+8; e.g. "d+9" has D = 12.
N = Bonus Number of Attacks (beyond the standard 1/1) times 8. For example, "3/2" has N = 4.
 
You cannot choose a base AT worse than AT +0, a negative die type mod, or a number of attacks worse than N=-4.
 
Compute A+D+N. If the total is 12 or less, the style is legal as 1 kit slot.
If A+D+N is from 13 to 20, the style counts as * (2 kit slots to learn).
If A+D+N is from 21 to 28, the style counts as ** (3 kit slots and 4x ability to learn).
If A+D+N is 29 or over, the style is invalid.
 
Pick a type (fast, slow, or fast/slow) for your style. ** styles can be "ALL".
Pick a total of (A+D+N+4)/2 in requirements (round down) for your style.