Modifier | Effect/Condition | +0 | Damage: 1d4 |
-1 | Damage: 1d6 |
-2 | Damage: 1d8 |
-3 | Damage: 1d10 |
-2 | Damage: +1 Die |
-1 | Damage: Add Weight Mod |
+1 | Damage: Attribute Only |
+2 | Damage: None |
+1 to +3 | Exertion |
+1 | Illegal |
+2 | Illegal: Automatic DQ |
-1 | Immediate Pin Attempt upon Knockdown/Lift |
-1 | Knockdown |
+1 | Prone Self |
+1 | Reduction: Attribute Roll for Half Damage |
+2 | Reduction: Attribute Roll for No Damage |
+1 | Requires Lifting |
+1 | Requires Prone Target |
-2 | Stunning |
+2 | Stunning: Self |
+1 | Stunning: Self if Missed |
-1 | Submission |
Damage: 1d4/1d6/1d8/1d10
Nearly all moves have a base die type for damage. Pick one that you feel best represents the maneuver (as suggested in parentheses). This gives you one damage die of that type when you hit the move.
Damage: +1 Die
Every damage die you want to add beyond the first incurs a -2 penalty to the move; increasing a maneuver’s damage by two dice (to three dice total) is -4, for instance. You can increase the amount of dice rolled to reflect the additional impact or leverage you put behind it, such as Irish-whipping your opponent, leaping off the top turnbuckle, charging full-speed at someone, etc. The maximum amount of dice you can add to a move with this modifier is equal to your key attribute for the maneuver (minimum 1) or 1/2 your Maneuver Training bonus (round down), whichever is higher.
Damage: Add Weight Mod
You can add your Weight Mod to the damage. (Obviously, you want this only if you have a positive WM!) However, if you miss the move (i.e., the target has a higher Action Count), you take your own WM in damage immediately (but no stun effect unless you added the “Stunning: Self” or “Stunning: Self if Missed” modifier). You take Weight Mod damage only once per move, so don’t count it again for you falling prone from the maneuver.
Damage: Key Attribute Only
You don’t roll any die but use only your key attribute for damage.
Damage: None
This move doesn’t do any damage at all, though you still gain the initiative if it’s successful.
Exertion
This move costs extra energy to perform, at the rate of 2 Fatigue per +1 bonus, up to 6 Fatigue for +3. You exert the Fatigue whether you hit or not.
Illegal
This move is illegal, meaning on an automatic hit or if it does 10 or more points of damage while the ref is not distracted, you get a warning and must roll against DQ. It is not always necessary to include this modifier for an illegal move; for example, a choke without “Illegal” means you will release it before the five-count, thus no warning or chance of disqualification (though you also lose the bonus that comes with the risk).
Illegal: Automatic DQ
A move with this modifier causes you to be disqualified automatically if you hit it and the ref is not distracted. You can include this modifier for foreign objects and related moves for all no-DQ, no-holds-barred matches. Such essentially-free +2 bonus can be kept, converted to extra damage, or offset other modifiers to encourage the appropriate kind of violence!
Immediate Pin Attempt Upon Knockdown/Lift
You don’t have to wait till next round to try the Pin Attempt maneuver, but begin it right after you’ve lifted or knocked down the opponent, rolled damage, and resolved all other effects. In short, you can initiate pin counts against the target in the same round on a successful hit with this modifier. You cannot use the “Bridging” or “Hooking the Leg” option because it’s a part of the maneuver, but it does confer the same automatic one-count benefit. (And you can still try to pull tights or put your feet on the ropes to steal the second count.) Also, you get to use the maneuver’s key attribute for the opposed pinfall rolls. For instance, a successful sunset flip lets you use Athleticism instead of Power in the pin attempt.
Knockdown
If your Maneuver Roll is better than your target’s by at least the deficit between your key attribute and his/her Weight Mod, you knock him/her down.
Prone Self
You become prone whether you hit the move or not, thus opening yourself to pin attempts and maneuvers that require a prone target. You’ll also take your own Weight Mod in damage (if positive) when performing a move with this modifier.
Reduction: Attribute Roll for Half Damage
Unless a move with this modifier is a critical hit, a successful attribute roll by the target using the appropriate attribute (at the ref or Promoter’s discretion) reduces the damage by half. The Difficulty is the attacker’s Maneuver Roll, and the target may also add a +1 bonus for every +5 in a skill appropriate to the roll (such as Athletics for over-the-top-rope toss).
Reduction: Attribute Roll for No Damage
Identical to “Reduction: Attribute Roll for Half Damage” above, but damage is reduced to 0 with no other effects on a successful attribute roll.
Requires Prone Target
The opponent must be prone for you to attempt this move.
Requires Lifting
In order to inflict damage, your Maneuver Roll must be better than your target’s by at least the deficit between your key attribute and his/her Weight Mod. If so, the opponent also becomes prone. (Don’t take the name too literally… It covers all moves used to push, pull, drag, trip, and otherwise force an opponent down from standing.)
Stunning
The target must make a Brawn roll against Df = damage dealt or be stunned for at least 1 round. No roll is necessary if the damage is completely negated.
Stunning: Self
Hit or miss, you must make a Brawn roll to avoid stunning yourself. On a hit, make a Brawn roll against Df = damage caused by the maneuver or be stunned for 1 round. On a miss, roll for damage anyway as if you had hit, but use the result solely as the Difficulty for the Brawn roll against stun.
Stunning: Self if Missed
Similar to “Stunning: Self,” except you make a Brawn roll only if you missed the move (i.e., the intended target has a higher Action Count).
Submission
The move is a submission hold. If the damage exceeds the target’s Submission Threshold of 10 + Brawn, he/she must roll according to the Submission rule to avoid passing out or tapping. This modifier is not necessary if the hold is meant to only wear down the opponent without any chance of submission.
Defining Maneuver Types
Let’s say you’re looking to create a move or duplicate an amazing one you saw another wrestler perform. Here are some guidelines for determining what skill the maneuver would fall under!
Athletic Maneuver
Just about any maneuver relying on agility and balance, that requires you to jump, fly, flip, spin, and get your feet considerably off the mat is an athletic move. An elbow smash off the top rope, for instance, turns the normally brawling move into an athletic one.
Brawling Maneuver
Most brawling moves can be summed up in two words: hardcore and illegal. Any roughhouse tactic you would utilize in a bar fight or street rumble, from eye gouge to curb stomp, gets this label.
Flair Maneuver
A move that features cunning, finesse, maybe a dab of underhandedness and, most of all, FLASHY SHOWMANSHIP to execute should be a flair maneuver. For example, making a major production out of a mandible claw — complete with a sock puppet — changes it from technical to flair.
Power Maneuver
Strength, strength, and more strength. If it presses, crushes, rams, or blasts an opponent with pure brute force, it’s surely a power move.
Technical Maneuver
Punishing holds and locks that twist a body into a pretzel. If it resembles something out of an Olympic or amateur wrestling match and needs skills to apply, it’s a technical move.
Unsurprisingly, a move that attempts to vore your opponent in some way could fall under any one of these to be perfectly honest about it. These are all different means to get to the same goal after all, whither you're leaping off the top rope to get the momentum to down your opponent in a single gulp, distracting or tricking them in some manner, or using brute force to stuff them down your gullet.