"Oldest fightin' style in the fuckin' WORLD!"
Rarity: Low
Note: All grappling attacks can be done "mid-air."
Specials
Power Shoot - Can cover up to 15 feet as a free action, goes into an immediate grapple. Doesn't provoke attacks of opportunity (unless a co-target has the combined attack feat, any of 'em).
Minesweeper - After Shooting in, target can give up 50 points of energy and perform 1d20 rolling damage attacks to the target for 1d20 times. Must make a successful grapple check in order to perform this, and it must be higher than the target's grapple check.
Single Leg Takedown - from Power Shoot, grabs a leg and take 'em down! Puts the target into grappled, then prone status. A reflex roll of DC 30 can save the target from a serious put down.
Augment: Double Leg Takedown. Same exact stats as Single Leg, only double leg takes away their reflex save. User must pass a Dex DC30 check for it to work though.
*Flip/Bounce - The incredibly strange ability for a Wrestler to simply flip and/or bounce off of ANYTHING and become airborne. Counts as a special movement, and takes up an action. Overhead attacks gain a +5 bonus to attack roll and grapple check.
*Trip - From grapple, reaches down for a trip-up, dropping enemy into a prone position. A free action upon successful grapple.
*Elbow Drop - From Trip, spins and slams an elbow splash into their gut once they're down, doing an additional 1d10 points damage. Ignores AC. Takes up one action to do this and get back up again.
Arm Bar/Legal Headlock - Upon successful grapple, can randomly get enemy into either the Arm Bar or Legal Headlock.
DDT - From Legal Headlock, busts out a hard, swing-around DDT. 4d20 damage for 50 energy points.
Rolling Thunder - from either Mount, Mount Tackle, or Raging Mount, curls around the enemy and rolls around on the ground, doing a good amount of damage. 1d10 attacks of 1d6 damage.
Thunder Fire Power Bomb - from Arm Bar, lifts them up and shake the ground with an earth-quake generating power bomb! Does 1d20 + Str Mod + Grapple Damage to target. 50 energy points.
Note: the earth-quaking effect is merely an effect, NOT actual earthquake damage.
German Suplex - from grapple, busts out a sweet German Suplex. 25 energy points to do 1d20 damage + prone. Getting up afterwards is a free action (target remains prone).
*Hit the Wall - Upon successful grapple, you can send the enemy staggering behind you for either chain attack, to show their back to you or an ally/enemy, or simply to control their movement for a moment. Perfect for setups.
Mount Tackle - tackle opponent to the ground and mount 'em. Close-range instant grapple (+5 versus counter-grapple/ enemy suffers -5 to their reflex save), otherwise can be done while moving.
Note: Mount Tackle can be Canceled into, or chain attacked into/from, the Power Shoot or from grapple.
*Mount - Gets onto a downed or prone opponent to execute grappling attacks. +5 attack roll and +10 grapple against downed/prone opponents.
Note: unlike Mount Tackle, Mount is a static specialized movement and grapple maneuver at the same time: i.e., it must be made as a grapple, and is NOT an instant grapple.
Napalm Stretch - counters overhead and/or jumping attacks with an immediate mid-air grapple that ALSO interrupts the initial attack. Can chain attack/cancel into any grappling attack afterwards. 25 energy points.
*Chopping Crossblock - leaping forwards, the wrestler delivers a powerfully stunning flying double-chop attack at the target's eyes or throat. Can move up to 20 feet in such a manner, counts as an air attack, and does 1d8 damage. If called shot eyes or throat, then it can blind them/stun them for 1d6 rounds depending on what was declared. 50 energy points, Jump DC30 check.
*Flying Clothesline - leaping forwards, the wrestler delivers a powerful clothesline attack for 2d6 damage plus knockdown (30%-75% chance depending on size of target). Can be canceled AFTER the damage is declared in order to switch to a grappling attack. 50 energy points, Jump DC30 check.
*Cancel - Can, at any point in time, switch from one technique to another as a free action during attacks. Counts as a feint, and gives -2 to target attempting to counter or interrupt.
*Suplex - Upon successful grapple, grabs the opponent and bridges backwards to deliver an amazing blow to the head and/or back of the neck. 50 damage, ignores AC. 50 energy points.
*Iron Palm - Steps forward and delivers a powerful blow to the face. Can be done once per day, stun + 1d10. Can be taken multiple times to increase amount of times done per day.
Neutral Stance - Starter, natural stance. Improves grapple by +5. Free action.
Shooter Stance - Stance that improves the Shot. Improves attack roll for all shooting style movements by +5, blonus of loss of dex bonus. Free action.
Oil Up - Improves slipperiness, squirminess, and allows access to certain supers. +5 Dex bonus to AC, +10 counter grapple capability, and also improves grapple by +5. Takes up two oil bottles.
*Fake Out - Improved ability to feint during a battle, either melee or grapple. +5 against ungrappled opponent, +10 against grappled opponent.
BURNING GUTS! - Takes up one action, and 1/5 of your current energy totals. By pumping oneself up, the user can become stronger for 1d6 rounds. The energy invested gets translated into HP (temp HP if it goes over), and the user gains 10 dmr/attack until BURNING GUTS! is done.
*Thundering Storm - enables the user to chain together locks, submission holds, and grapple-based attacks against any kind of target close enough to be hit by it, up to their base attack bonus. This affects prone, standing, or jumping targets, or targets who are already grappled.
Supers
*Giant Swing - 500 energy points, takes up an entire round, must be declared at the beginning of the round. Upon successful grapple, enemy is dropped and user grabs their feet and begins swinging around with violent, turbulent force before tossing them away up to 50 feet. Does 250 points damage.
Augment: give up your entire energy pool (must be greater than 500) to do 500 points damage and toss them up to 100 feet away, doing an additional 1d20 damage.
Guillotine - from Single Leg Takedown. Hampers enemy movement, hampers their ability to jump, completely takes away their dex bonus, and can even stun them after they get up. Disables their ability to use weapons, spells, and/or special abilities for 1d6 rounds after successfully applied. Guillotine is a continuous action, costing the same amount for each action, and user must dice shoot (add grapple bonus to 1d20 roll) in order to ensure that the Guillotine remains on the target. 100 energy points (1/4 of your current energy pool if Super Cancelled)
Ankle Breaker - from Single Leg Takedown, this technique quite literally breaks the target's ankle. Forces them into flat-footed status, slows enemy to a crawl, destroys their ability to jump, disables the ability to use Dex-based or kicking attacks, stuns them after they get up for 1d6 rounds. 100 energy points (1/4 of your current energy pool if Super Cancelled)
Leg Lock - from Double Leg Takedown, keeps enemy on the ground for 1d4 rounds afterwards. Forces enemy into flat-footed status, disables the ability to use attacks, staggers them for 1d4 rounds after they get up. 100 energy points (1/4 of your current energy pool if Super Cancelled)
Sharpshooter - from Double Leg Takedown, hampers enemy ability to get up for 1d10 rounds. Devours their ability to jump (they, literally, lose the ability to jump and YOU absorb their jump score to your own as a temporary bonus), disables the ability to use special attacks or magic, stuns them once they DO get up for 1d6 rounds, disables the ability to guard completely (they, literally, lose the ability to use defense roll). 100 energy points (1/4 of your current energy pool if Super Cancelled)
*Super Cancel - allows the user to Super Cancel from one super into another. Follows the same rules as Cancel, but for Supers. Takes up one action to use.
Note: If you do not have Cancel, you can still take Super Cancel…but you cannot Cancel into a Super Cancel, only from one Super to another. If you want to move from a normal move into a Super, or vice-versa, then you MUST have both Cancel and Super Cancel.
*Cobra Clutch - from Grapple, allows the user to wrap target up and begin to do incredible damage to their body with this specialized lock. Targets all pressure points within the body. Does 2d20 damage, with 1d6 rounds of paralysis, as well as an extra 1d10 damage for as long as that paralysis is in. 100 energy points (1/4 of your current energy pool if Super Cancelled)
*Rock Hard - while wrestling (starting a attack string while in a declared stance), the user can launch touch-based attacks while ignoring AC…nor does armor/spiked damage stop them from launching a grapple. They still take damage, but can continue with the grapple as if they were not stopped by sharp, pointy things.
BURNING GUTS!! - must have BURNING GUTS! in order to get this. BURNING GUTS!! doubles the duration of BURNING GUTS!, and transforms it from 1d6 rounds to 1d12 rounds.
Jefferson Airplane - 250 energy points. Must be Oiled Up to use this. Specialized attack that squirms and spins the opponent around user's slimy, oiled-up body before redirecting their increasingly faster velocity alongside one's shoulders and towards another target. If it hits another enemy, then both take 2d20+Str Mod damage. If the target hits a solid object, then the target will take 4d20+Str Mod damage.
Squirt 'Em Out - 250 energy points. Must be Oiled Up to use this. Counter only. Specialized attack that allows the user to immediately place enemy in grappled status, "dust clouding" them (though it's actually oil) and allowing all other adjacent allies an AoO. After AoO is settled (during the "oily cloud" sequence), the oil cloud settles down with target crouching over opponent with arms and legs wrapped around target, and target face-down on oily ground with their head between user's feet. User MUST yell out "HERE I COME!" in real life in order to squirt them out towards a target (doing 100 points damage to both) or towards a solid object (doing 200 points damage to the target). Afterwards, user MUST yell out "TURKISH WRESTLING RULES!" or all damage done during this specialized counter-round is negated.
*Called Fake Out - by calling out your attacks, then doing some other attack, all targets gain a -5 to their attack roll. Free action, but requires that it be an actual specialized attack or Art from the martial arts tables: this cannot be used with normal attacks.
*Tag Team - unlike the "combined attack" feats, Tag Team offers a whole plethora of bonuses for two or more (up to three) who acquire it. First and foremost, it allows the two to immediately "switch out" with one another on the chain of initiative. Secondly, it grants a +10 bonus to all attack rolls during ANY combined attacks or finishers. Thirdly, it allows them to immediately use "cover" as if they had the requisites for the feat while within a 20 foot radius of one another. Finally, any time damage is dealt and a call for a modifier of some sort is needed, the partner can give up an action in order to add their modifiers on TOP of their partner's. Last but certainly not least, should one partner take damage equal to 50% of their hp total, then the other partner can give up their round to absorb half of that damage (ensuring their partner never goes into system shock.) and, naturally, vice versa.
Note: Tag Team stacks with all other combined attack/combined finisher feats.
Raging Mount - transforms both the Mount and Mount Tackle as free actions upon successful grapple.
*Finishing Move - allows for a completely customizable finishing move. Follows all rules for Special Attacks (from B.E.S.M. Special Attacks special), save that dice are set at d20 and, if used at the end of a combo string or while the enemy is at 50% hp, can do x5 damage. 100 energy points (1/4 of your current energy pool if Super Cancelled). Can be taken multiple times for multiple finishing moves.
Cat's Cradle Suplex - from either Arm Bar or Legal Headlock, wrap up the enemy and slam them in an uber-powered Cat's Cradle Suplex! 100 damage + Str Modifier, crits 18-20 x4. 100 energy points (1/4 of your current energy pool if Super Cancelled)
*Wild Breathing - By learning a specific technique, the user is able to breathe in a way that revitalizes them even in the middle of extreme combat. User gains refresh and regen 10/round.
Note: breathing techniques can only be used one at a time. Keep that in mind if you're already using Dangerous Breathing.
*Sweet Science - allows the user to add an ability modifier to all grapple and grappling attack checks and vice-versa. Anytime a call for an ability modifier (Str, Dex, Con, etc.) or a grapple check is made, they may add it then. Declare which modifier upon taking this feat.
Ultimate Arts
Rolling Izuna Drop - 1000 energy points to use. This attack does 2d10 + Str Mod + Grapple Mod + Jump Score to end damage. Wraps target up in a bear hug to perform a falling, spinning attack that slams them head-first into the ground. You need to learn Flip/Bounce and Rock Hard before you can learn this. Can only be done after Flip/Bouncing off of a target and done as a "mid-air grapple attack."
Rolling Thunder - 1000 energy points to use. 500 points if Super Cancelled into from a successful grapple or grappling attack. Upgraded version of Minesweeper, allows the user to perform 1d20 grappling attacks (each must be different) in one turn. Counts as a full round action, and must be called out at the beginning of the round. Can only be done if you already know each attack called out, and you MUST have Minesweeper learned in order to do this.
7th Heaven - 1000 energy points to use. 500 points if Super Cancelled into from a successful grapple or grappling attack. Grabs the opponent and, spinning, tent-spikes 'em into the ground. Can only be done while Trancing or in BURNING GUTS! mode. Does 1000 damage to the target. Must know at least one BURNING GUTS ability, Crush 'Em, and Wrestle Anything.
Battle Analysis - Allows the user to take a action and scan the current battle in it's entirety. All attack rolls and grapple checks gain a +5 bonus until end of combat.
BURNING GUTS!!! - Must have BURNING GUTS! ability activated to use this. Upon activating BURNING GUTS!, BURNING GUTS!!! also occurs. User must pass a fort save DC30 or suffer paralysis from ruptured, pissed-off veins. All damage totals are doubled for as long as Burning Guts! is active.
Crush 'Em. - 1000 energy points, and drops the user's HP to 1. Places target in immediate grapple status, and allows the user to perform one of any other grappling attack at x10 end damage. For the rest of the battle all grapples and grappling attacks are x2 end damage, and Gnosis is ignored in determining if the creature can be grappled or not.
Wrestle Anything - the nefariously strange ability to wrestle non-humanoids, even if they are as strange and un-grapple-able as the Jelly monster or the even stranger Screaming Fungus. Wrestle Anything allows the user to add their grapple ability to dice roll in order to determine whether or not they CAN wrestle the creature (forces normally un-grapple-able creatures to become grapple-able creatures: GM will determine grapple score.), in which case difficulty is determined by GM.
Desperation Arts
Ultimate Breathing - Must already know Wild Breathing before you can learn this. By breathing in a certain way, the user can regain hit points lost for 10 rounds after taking a hit that would normally kill them. Upon taking a hit that would drop them to 0 or less, they are instead counted as hp 1 until the next round, in which case for the next 10 rounds all attacks that land on them heals them instead of hurting them, up to (but not beyond) their maximum hit points. At the end of combat, user needs at least an hour to rest before they can start to heal normally again, otherwise all damage done to them is five times stronger than normal.
Pandering To The Crowd - Upon hitting 10% of the user's EP, they can make a full round action to taunt all enemies within range. Upon successful taunt, the user gains EP back at the rate of (# of enemies taunted) x 25 per round. Taunted enemies remain aggroed to the user until they die or the user dies.
BURNING GUTS!!!! - Upon hitting 10% of HP, the user's EP and HP totals are doubled. Must already have BURNING GUTS! before you can use this.
Secret Arts
Ultimate Muscles - This secret art is a result of incredibly harsh training, one that pushes a wrestler to the brink of death…and beyond. With Ultimate Muscles, one is able to:
Upon taking a hit that damages for at least 30% of their hp total, the user is able to double their stat modifiers until the end of combat.
Upon taking a hit that damages for at least 50% of their hp total, the user is able to double the hp and ep totals until the end of combat.
Upon taking a hit that damages for 90% of their hp total, the user is able to transfer up to their entire energy pool to their hp pool.
Upon taking a hit that damages for 100% of their hp total, the user is able to enter into a "Trance" state with hp and ep completely refilled. This can happen only once in a combat, and can not be used again until the next game session.
On the other hand, if one actually HAS to use Ultimate Muscles as a counter to 100% damage in one hit, then the character will be placed into a comatose state until the very next day (in game) at the end of combat.
Mexican Magma Driver - This costs your entire energy pool, and you won't be able to regenerate energy points OR hit points until the next game day. Can only be done if the user has learned Wrestle Anything. Takes up an entire round, and must be declared at the beginning of the action string. User then can grapple one target and put them through a series of grapples, holds, locks, and breaks that completely obliterates their bone structure. Completely ignores AC, target's Damage Reduction is lost until the end of combat, boneless creatures cannot reform into anything other than a puddle of goo, and this renders all but the strongest of bosses into a quivering pile of "omfg stop hitting me with that table!" Completely drops the target to 1 hp, OR does 1000 points of damage, OR completely takes a target out of combat (depending on strength of target.)
Superior Guillotine - This costs your ENTIRE energy pool and is a one-round action that can only be activated upon performing a certain action string, and should the action be counter-grappled at any point in time the Superior Guillotine will not activate. Must be Super Cancelled into from a Power Shot, and user must have Wrestle Anything, Shooter Stance, Single Leg Takedown, as well as Guillotine. The only action string that can activate Superior Guillotine is Shooter Stance -> Power Shot -> Single Leg Takedown -> Guillotine -> Super Cancel -> Superior Guillotine. Upon performing Superior Guillotine, you do damage to the target equal to your grapple score x100. Completely ignores AC, Damage Reduction, takes away any kind of regen or refresh capabilities the target had, and should the target survive then they are still considered flat-footed and cannot have access to ANY dexterity-based abilities for the next 10 rounds, all without any kind of saves. Once the Superior Guillotine is activated, it's completely unstoppable.
BURNING GUTS!!!!! - You must have every single BURNING GUTS ability and at least one personalized BURNING GUTS ability. Upon gaining these, you can learn the ultimate BURNING GUTS ability: all BURNING GUTS abilities are doubled. Instead of 1d12, you can now determine the number of rounds by rolling 2d20. All grapple attacks are considered free actions upon achieving grapple. You can successfully grapple someone already prone and perform a grapple attack as a free action. All this is ONLY active while a BURNING GUTS ability is active.
Training Level - Learned
1 - Neutral Stance or Shooter Stance
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art