The Ultimate Professional Wrestler

by David West, with help from Cliff Christiansen

Ultimate Martial Artist creates dozens of new styles of martial arts for Hero System players. However, with any sort of compilation of martial arts styles, items get lost in the translation and for the need of space. Such is the case with professional wrestling.
Comic books have focused on wrestlers as well. A major comic book company had a long running story on a professional wrestling circuit, which just happened to be made of characters who could lift over 25 tons. The story lasted over two years, through three different titles by this company, and turned into one of the most popular story lines outside of that company's major titles.
Many people dislike professional wrestling because of the 'fake' nature. Yet, those who participate in wrestling are really learning a martial art, just not applying it in a fashion which would make it look realistic. In the author's opinion, professional wrestling is the closest martial art actually demonstrating what a "superpowered" combat would look like.
Justification of the actual, rather deadly, abilities of professional wrestling have been demonstrated numerous times. Many years ago, two wrestlers critically injured two police officers who were trying to arrest them for disorderly conduct. Approximately two years ago, a famous professional wrestler knocked out an equally famous talk show host using a sleeper hold. This year, one of the major federations is being sued by a "jobber" (wrestler whose job it is to lose matches to big name stars) for an incident in the wrestling ring. A wrestler performed a scissors piledriver on the "jobber" and snapped his neck, permanently paralyzing him.
A number of Hero System players have told the authors they wished to see a fully-expanded chart, and maneuver explanations, for a professional wrestling martial art. Thus, the authors designed the following chart and the explanations of the moves afterward. In order to support the flavor of professional wrestling, the list is very long. The authors hope it will aid game masters and players in designing wrestler characters in their campaigns.

Wrestling Martial Arts Maneuvers Table

Maneuver                        Phs     Pts     OCV     DCV     Damage/Effect
Clotheslines:
        Clothesline             1/2     0       -2      -2      STR/2 + v/5
        Drop Kick               1/2     4       +1      -1      STR/2 + v/5, you
                                                                fall, they fall
        Short-arm               1/2     4       +1      -2      Grab, STR +2d6
Dodges:
        Dive to the Mat 1/2     3       ---     +4      Dodge, Affects
                                                                 All Attacks,
                                                                Abort, You Fall
        Leapfrog                1/2     4       ---     +5      Dodge, Affects
                                                                 All Attacks,
                                                                Abort
Ear Box                         1/2     3       +2      +1      1d6 NND, No
                                                                STR (D=Ear
                                                                Covering, etc.)
Escapes:
        Break Hold              var     4       +0      +0      +15 STR to
                                                                Escape
        Exert Escape            xtra    4       +0      -2      +20 STR to
                                                                Escape,
                                                                Extra Time,
                                                                Target
                                                                Falls
        Reverse Hold            var     4       -1      -2      STR +15 to
                                                                Escape,
                                                                Grab
Hold #1:                        1/2     4       -2      -2      Must Follow
                                                                Grab, +10
                                                                STR
                                                                to hold, +3d6
                                                                damage
        Abdominal Stretch
        Arm Bar
        Bear Hug
        Full Nelson
        Head Lock
        Torture Rack
        Wrist/Hammer Lock
Hold #2:                        1/2     5       -1      -2      Must Follow
                                                                Grab, +15
                                                                STR
                                                                to hold, +1d6
                                                                damage,
                                                                Only vs. Prone
        Figure Four
        Scorpion
        Step-Over Toe Hold
        Scissors
        Leverage Grip
                Boston Crab
                Camel Clutch



Maneuver                        Phs     Pts     OCV     DCV     Damage/Effect
Illegal Maneuvers:
        Back Scratching
          /Biting               1/2     4       -1      -1      1/2d6 HKA
        Choke                   1/2     5       -1      +0      Grab, +5 STR to
                                                                hold, 1d6 NND
        Eye Gouge/Poke
          /Rake/Burn            1       3       +1      +0      1d6 Flash vs.
                                                                Normal
                                                                Sight
        Foreign Object  ---     ---     ---     ---     (Damage as per
                                                                weapon)
Contest of STR                  1/2     5       +1      -1      Grab, +10 STR
                                                                to hold
Leg Sweep,
Leg Takedown                    1/2     3       +2      -1      STR +1d6 strike,
                                                                Target Falls
Miscellaneous                   1/2     4       +0      +0      STR +4d6, Must
                                                                Follow Grab, 
                                                                You Fall,
                                                                Target Falls
        Atomic Drop
        Back Breaker
        Bulldog
        Head Drop (DDT)
        Monkey Flip
        Neck Breaker
        Pile Driver
        Spine Buster
Nerve Clamp, Sleeper            1/2     4       -1      +1      Must Follow
                                                                Grab, 2d6
                                                                NND
                                                                (D=Hard Armor
                                                                or
                                                                Lack of
                                                                Weakness)
Pinning Maneuvers:
        Cover                   1/2                             Grab, Only vs.
                                                                Prone
                                                                Target, You Fall
        Cradle                  1/2     3                       Grab, STR +10,
                                                                Only vs.
                                                                Prone
        Crucifix                1/2     3                       Grab, Target
                                                                Falls, You
                                                                Fall. Only After
                                                                Move
                                                                Through
        Small Package           1/2     3                       Grab, STR +15,
                                                                Target
                                                                Falls, You Fall

Maneuver                        Phs     Pts     OCV     DCV     Damage/Effect
Prone Attacks:                  1/2     3       +2      -1      STR +3d6, You
                                                                Fall,
                                                                Only After
                                                                Target
                                                                Falls
        Elbow Drop
        Fist Drop
        Head Stomp
        Knee Drop
        Leg Drop
Shoulder Block                  1/2     0       -v/5    -3      STR + v/3
Smashes:                        1/2     3       +1      +0      STR + 2d6
        Axehandle
        Elbow Smash
        Forearm Smash
        Head Butt
        Knee Lift
Spins:
        Airplane Spin           1/2     5       +0      -2      Grab, +10 STR
                                                                to
                                                                hold, 1d6 NND
        Giant Swing             1/2     5       +2      -2      STR +3d6
                                                                Strike,
                                                                Must Follow
                                                                Grab,
                                                                Target Falls
Suplexes:                       1/2     4       +1      +1      STR +3d6
Strike,
                                                                Must Follow
                                                                Grab, You
                                                                Fall, Target Falls
        Belly to Belly
        Belly to Back
        Side
        Snap
Tosses:                         1/2     3       +0      +2      STR +2d6
                                                                Strike,
                                                                Target Falls,
                                                                Must
                                                                Follow Grab
        Body Slam
        Hip Roll/Toss
        Overhead Toss
        Power Slam

Maneuver Descriptions

Abdominal Stretch
One of the oddest looking maneuvers in professional wrestling, this maneuver requires being behind the opponent. One leg is wrapped around an opponent's leg from behind, while the opposite arm holds and pulls back on the opponent's arm.

This painful hold stretches the thigh, the shoulder, and the stomach muscles.

Airplane Spin
Giant Swing
The two spinning attacks have the same outcome, but different methods of application. With the airplane spin, the attacker gets his opponent up on his shoulders and spins around, making the opponent dizzy.

In the giant swing, the attacker only needs to grab his opponents arms and swing him around so fast, that the opponent gets lifted off of the ground by momentum.

Arm Bar
This hold has gone down in infamy as being called a 'rest hold'. It consists of taking an opponent by the forearm and twisting it, supposedly causing pain.

In professional wrestling, it doesn't, and is used to let the wrestlers in the ring take a breather and talk to each other to plan the next series of moves. The lower the endurance of a pair of wrestlers, the more of these holds are used in a match.

Atomic Drop
The attacker lifts his opponent at the waist and drops him forward, on top of his knee between his opponents legs. This causes the spine to compress as the opponent's rear hits the knee.

To perform this move, the opponent can be facing away or towards the attacker. If facing towards the attacker, the move is called the "inverted" atomic drop.

Axehandle
The attacker hits his opponents with both hands clasped together, usually in the back.

Back Breaker
The wrestler lifts his opponent, so the opponent's back is parallel to the ground, then drops his opponent across his knee.

Back Scratching
Illegal in wrestling, running the nails down the back of an opponent does not do all that much damage, but it is an irritant.

Bear Hug
With this maneuver, a wrestler grabs an opponent right underneath the ribcage, and lifts him upwards, squeezing as he lifts. This puts pressure on the ribs and lungs, hopefully to cause the opponent to fall unconscious. The arms are not grabbed, so the opponent can fight back somewhat if the pain is not too much.

Biting
Another illegal action, biting is rather self- explanatory. Frequent targets of the bite are the legs, the arms, the ears and the nose.

Body Slam
The attacker places one hand on the opponent's shoulder, and one between the opponent's legs. He then lifts upwards and slams the opponent back onto the ground.

Boston Crab
In this hold, the attacker needs an opponent face down on the ground. The attacker wraps both legs of his opponent around his legs. The attacker then sits back, causing pressure on the small of the back of the opponent. Despite holding the legs, the damage is being applied to the back.

Bulldog
Taking his opponent's head under his arm, the attacker runs forward. The attacker then leaps into the air and falls to the ground, slamming the opponent's face into the ground.

Camel Clutch
Similar to the Boston Crab, the attacker does pretty much the same routine as above, but uses the arms rather than the legs of the opponent to provide the leverage on the back. Usually, the attacker locks his hands underneath the opponent's chin to apply more pressure.

Choke
Choking can be performed in a number of ways in wrestling. The easiest is just wrapping hands around the throat, but other methods exist. A headlock can turn into a choke just by moving the arm down across the throat. Another method of choking involves using the ropes around the ring as a choking device, using hands or legs to apply the pressure against the rope.

Clothesline
This maneuver is performed by running past an opponent and sticking out an arm. The arm catches the opponent around the neck, and the momentum is supposed to knock the person to the ground, and be slightly out of breath, due to the arm hitting the trachea.

Clothesline, Short-arm
A short-arm clothesline is similar to the regular clothesline, with the arm hitting the opponent across the neck and knocking him to the ground. Unlike the regular clothesline, however, the opponent is first grabbed, then hit with the clothesline, instead of using the momentum of the wrestler to do the damage. This maneuver is usually performed blazingly fast, making it look even deadlier.

Contest of STR
Both wrestlers attempt to use their strength to overpower and position their opponent for another move in this list.

Cover
This is the standard "pinning" maneuver performed in professional wrestling. It consists of holding down an opponent's shoulders to the ground for a count of three. Sometimes, one leg is hooked with the crook of the arm, but this honestly does nothing more to the ability of holding an opponent immobile.

Cradle
Another "pinning" maneuver, this move consists of catching an opponent in a position where their shoulders are down to the ground, and curved backwards with their back. The person performing the cradle can either be vertical, holding the opponent down, or be locked with the opponent and arching the back above the ground in what is called a "bridge".

Crucifix
The Crucifix maneuver is one of the hardest to apply. It is another "pinning" maneuver, consisting of the attacker running at his opponent. When he nears, the attacker leaps into the air, wrapping his arms around one arm of the opponent, while wrapping his legs around the opposite arm. The momentum of the leap carries the opponent to the mat, where the opponent's shoulders are against the ground.

Dive to the Mat
A way to avoid an onrushing opponent, a wrestler can dive flat to the mat, forcing his opponent to hop over his prone body and carry his momentum into the ropes on the other side of the ring. Otherwise, the opponent will trip and fall hard onto his face.

Drop Kick
The drop kick is executed one of two ways. The first method calls upon the wrestler to leap up into the air vertically, and extend his body horizontally, catching his opponent in the chest with his feet. The second version of this maneuver requires the wrestler to bounce off one of the sides of the ring first, giving himself more momentum to hit his opponent.

Ear Box
This move consists of reaching out with both arms and slapping them behind the head of the opponent, making sure the arms are directly opposite the opponent's ears. The sudden rush of air caused disorientation and dizziness, allowing a wrestler to escape holds being applied against himself.

Elbow Drop
Fist Drop
Stomp
Knee Drop
Leg Drop

Every one of these moves are theoretically the same, just using different parts of the body. It is an attack against a prone opponent using fist, elbow, foot, knee, or backside of the leg. Usually, the attack targets the chest or neck, though they can be used against the leg, arm or stomach just as easily. A famous wrestler, the one mentioned above putting asleep the talk show host, uses a leg drop as a final maneuver before pinning his opponent.

Elbow Smash
Forearm Smash

Two similar attacks again, the attacker hits the opponent with either the elbow or the forearm.

Exert Escape
This type of escape is used when attempting to use muscle power to escape an opponent's grasp. It consists of using all the leverage possible to push an opponent's arms and hands away from the wrestler's body. If not successful, the opponent is able to continue the previous hold, usually with even more pressure, as the muscles of the wrestler are weakened by the use of this maneuver.

Eye Gouge/Poke/Rake
All three of these methods do the same thing, temporarily blind the opponent. All three are illegal.

Figure Four
Another attack applied to a prone target, the attacker wraps one of the opponent's legs around his, then lies back on the ground, hooking the ankle of the wrapped with the attacker's other leg. The attacker then applies pressure to the knee. This, if applied correctly, can be a very painful hold, as the pressure on the knee can easily pop it.

Foreign Object
Foreign objects are blatantly illegal in professional wrestling. In most cases, getting caught using one will cause a disqualification. Any object can qualify as a foreign object, but most frequent items used are garrotes, chairs, and tables around ringside. A foreign object uses the same rules as picking up a weapon or an object in Champions. It does damage in dice equal to the DEF and BODY of the object combined.

Full Nelson
This maneuver is applied by being behind an opponent, reaching around underneath the opponent's arms, and circling the wrestler's arms behind the opponent's head and neck. If the wrestler is able to lock his fingers, this is one of the toughest holds to escape from, as the opponent has little to no leverage with his arms to unlock the fingers. Pressure is applied to the upper shoulders and back of the neck, causing extreme pain. This maneuver has been known to have snapped necks.

Head Butt
The attacker uses his forehead against his opponent.

Head Drop (DDT)
Very similar to the bulldog, the attacker puts his opponent's head under his arm and quickly drops to the ground, smashing his opponent's face into the mat and snapping the neck rather violently.

Head Lock
The second hold that is known to be a 'rest hold'. A wrestler cocks his arm around the temples of his opponent and applies pressure, supposedly to knock out his opponent. Usually, however, this hold is applied lower than the temples and has the same use as an arm bar.

Knee Lift
While the opponent is doubled over, the attacker quickly lifts his knee underneath the opponent.

Leapfrog
Another way to avoid an onrushing opponent, instead of moving down and flat to the mat. This maneuver is similar to the children's game of leapfrog, where a wrestler leaps over his onrushing opponent, placing his hands on his opponent's back as he moves. The momentum of the opponent will carry into the ropes on the other side of the ring.

Leg Sweep
The wrestler crouches down and swings his leg across the path of his opponent, trying to trip his opponent.

Leg Takedown
The wrestler grabs the leg of his opponent and lifts, causing his opponent to lose his balance and fall to the ground.

Monkey Flip
With this suplex, the opponent needs to be running towards the attacker. The attacker falls to the ground and plants his feet into the stomach of the running opponent. Using the momentum of the run, the attacker flips his opponent over him.

Neck Breaker
While the opponent is doubled over, the attacker grabs the neck and swings around. This turns the opponent over and wrenches the neck.

Nerve Clamp
This is the famous pinch on the shoulder nerve seen in a science fiction television show. It does not cause instant unconsciousness, but it applied correctly, it is very painful.

Overhead Toss
A move bricks of all genres would love. This is the classic lifting of the opponent over the attacker's head before slamming them to the ground. This move takes a lot of strength, and in true professional wrestling, watch the opponent jump slightly to help get up into the air.

Pile Driver
The attacker places his opponent's head between his legs. He then lifts his opponent into the air, so his opponent's head is pointing towards the ground. Then, the attacker sits down quickly, smashing his opponent's head into the mat. It is a very dangerous move. If the opponent ends up facing the attacker while vertical, the piledriver is referred to as "reversed" or "tombstone".

Power Slam
Similar to the body slam, the attacker sets it up in the same way. Instead of letting go of the opponent, however, the attacker lands on top of the opponent for extra momentum.

Rope Burn
Running the opponent's face across the ropes, and possible across the eyes, is illegal. The burn does not do all that much damage, but it is an irritant to a greater extent than back scratching.

Scissors
This attack is performed by the attacker wrapping his legs around the torso of his opponent then squeezing them together tightly. Usually, this is applied just below the rib cage, to take the wind out of the opponent. This attack can also be performed while rolling back and forth, which supposedly causes more pressure to be applied.

Scorpion
Similar to the Figure Four, the attacker wraps both legs of his opponent around one of his legs. The attacker then forces the opponent to turn over, as he sits back. This applies pressure to both of his opponent's knees, and is another very painful hold.

Shoulder Block
The opponent runs at the attacker, who is either running or standing still. They collide, and the attacker knocks the opponent down with his shoulder, as like a football blocker.

Sleeper
The attacker grasps the opponent's head from behind by placing one arm under the chin, and the other across the forehead and squeezes. In wrestling circles, three different variations exist on this move, but the one which actually will cause unconsciousness makes sure the arm under the chin presses against both veins in the neck, while the forehead squeeze presses the temples.

Small Package
This is another "pinning" maneuver. The attacker grabs the opponent and tries to make him into a small ball, or "package" with the opponent's shoulders to the ground. This hold is frequently reversed, as if the opponent can get enough momentum, he can roll over, causing the attacker to have his shoulders to the ground.

Step-Over Toe Hold
With this hold, the attacker wraps one leg of his opponents around his own and holds it with his hand. Then, most usually, the attacker wraps his free arm around the neck of his opponent and pulls back, causing the opponents back to arch backwards. Again, another painful hold to be subjected to by an attacker.

Suplex, Belly to Belly
Suplex, Belly to Back
Suplex, Side
Suplex, Snap

These four moves all are similar, only depending on the location of the opponent and attacker to one another. The suplex move is performed by the attacker lifting his opponent up off of the ground and falling backwards. To cause damage, the opponent must hit the ground before the attacker. With the Belly-to-Belly, the two wrestlers face the same direction at the start. Belly to Back, or the classic suplex, starts similar to the DDT, with the opponent head underneath the attacker's arm. Side suplex is performed with both wrestlers standing next to each other. The snap suplex is the same as the Belly to Back, just much faster. If the opponent starts by sitting on a turnbuckle in the corner, the suplex is called a Superplex.

Torture Rack
The torture rack requires the wrestler to pick up his opponent, and take him across the shoulders and arms, so the opponent's back is to the ground. The wrestler bends over slightly, and uses his hands on the opponent's knees and neck to stretch him backwards, using the wrestler's shoulders as a fulcrum. This maneuver is painful, and can result in the snapping of an opponent's spinal cord.

Wrestling Dodge
This is a simple ducking maneuver, used to avoid a swinging opponent. It is most effective against onrushing opponents, but can be used in other circumstances as well. Usually, after this maneuver is performed in a non-onrushing circumstance, the wrestler who performed this maneuver plays to the crowd a bit, to irritate his opponent.

Wrist/Hammer Lock
The third of the 'rest holds', this maneuver starts out as an arm bar, but one of two things happen. Either the wrestler applies the arm bar to the wrist, changing it to a wrist lock, or the wrestler twists it around behind the opponent, so the opponent's hand is flat against the small of the back, which is the hammer lock. Again, these holds in professional wrestling do absolutely nothing but gain time to rest up for the wrestlers, although if applied correctly, they can be very painful.


The Ring

The actual ring used in professional wrestling is 12 x 12. It has four posts, one in each corner, to which is tied three ropes, equally spaced apart. The ropes attach to the posts with what is called a turnbuckle, a buckle which is padded which is used by wrestlers for throwing opponents into and climbing up on top of the ropes.
The rules the authors use for climbing on the ropes consist of adding +1d6 normal damage to any attack per level of rope or turnbuckle they are up on. Thus, a clothesline from the top rope would cause normal damage plus 3d6 extra. The turnbuckles are rather hard, and will add +2d6 to any attack against them. If the protective covering is removed, the turnbuckles do +4d6, instead of +2d6. The posts, which can be used in similar fashion if outside of the ring, do an extra +4d6 damage. Objects found around the arena cause damage equal to their DEF and BODY combined.
Glossary of Wrestling Terms

To understand professional wrestling, one must understand the terminology used within the business. Getting familiar with these terms will make adventure design with the wrestlers created using this martial art much more 'realistic' and enjoyable.