Here's My quick idea for a pretty decent Skill/Move mechanic. This is pretty simple beer and pretzel stuff.
Pick 4 Skills ranked 1-4
Power
Technique
Quickness
High-Flying
Cheat
Brawl
Then you pick 5 moves ranked 1-5 for each Stat which have a 2 different defenses (Stat derived)
So power could look like this:
Power (3)
Power Bomb (5)[Quickness/HighFlying]
Gorilla press (4) [Quickness/Cheat]
Vertical Suplex (3) [Quickness/Technique]
Scoop Slam (2) [Technique/Brawl]
Test of Strength (1) [Power/Cheat]
Now... to the rules:
Whoever cuts the best in-character promo before the match gets the first move.
The attacker get to roll [skill+move+d6], the defender gets to roll [counter skill+d6]. If the attacker wins he gets +1 to his Pop (or Heat for heels) and gets to try another move. The Pop/Heat is a modifier for the finisher (which comes later). If the defender wins he counters, takes control and gets to attempt his own move.
You can only do a successful move once.
Finishers get no Skill/Move Modifiers, only pop/heat. So if you heat is 8 you have +8 on you Finisher. However, the person gets to try to counter with another move (including his own finisher), not just a counter. So the counter move is either skill+move or his pop/heat mofier.
If you do your finisher succesfully, you win the match.
I would apply a positioning move as a repeatable standard move +6 that doesn't raise heat, it can be countered with any skill of the defenders choosing (ie his top skill @ +4 unless he chooses another). These apply a small positive and negative modifier to certain skill types.
Center of the ring (+1 to technique/-1 to cheat)
On the Mat (+1 to high flying/-1 to Brawl)
In the Turnbuckle (+1 to Brawl/-1 to Quickness)
To the Floor (+1 to Cheat/-1 to technique)
On the Ramp (+1 to Power/-1 to High Flying)
Just an idea. I'm trying to keep things simple. What do you guys think?