Maneuvers

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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)

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)

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)

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 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)

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)

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)

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)

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)

Discus Legdrop (aerial maneuver, 2d6 damage, prone target, prone self, possible stun, possible stun on self if missed, -1 on maneuver check)

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 (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 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)

Drop Toe Hold (technical maneuver, 1d6 damage, +2 stagger, requires lift check, prone self, +1 on maneuver check)

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)

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)

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, 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)

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)

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)

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)

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)

Gory Neckbreaker (technical maneuver, 2d6 damage, requires lift check, possible stun, -3 on maneuver check)

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)

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)

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)

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)

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)

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)

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)

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)

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)

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)

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)

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)

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)

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)

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)

Pulling Piledriver (power maneuver, 3d6 damage, requires lift check, possible stun, 2 Endurance cost, -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)

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)

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 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)

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 damage, 2 Endurance cost, knockdown check, 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)

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 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)

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)

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)

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)

Spinning Lariat (rough/savvy maneuver, 2d6 damage, knockdown check, -3 on maneuver check)

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, 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)

Stepover Toehold Facelock [STF] (technical maneuver, 2d6 damage, prone target, prone self, submission, -1 on maneuver check)

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)

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)

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)

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)

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)

Tiger Feint Kick [619] (aerial maneuver, 2d6 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 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)

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)

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)

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-Plex (power/technical maneuver, 1d6 damage, possible stun, requires lift check, -1 on maneuver check)


Informational Links

Aerial Maneuvers

Shooting Star Press

Attacks

Holds

Boston Crab

Throws

Suplex

Powerbomb

Piledriver

DDT

Backbreaker