202 lines
7.4 KiB
Plaintext
202 lines
7.4 KiB
Plaintext
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THE NEW AND IMPROVED
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ALTERNATIVE WRESTLING SYSTEM
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INTRODUCTION
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Wrestling is the most basic of combat skills, unknowingly
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practiced by almost all children as they rough and tumble with each
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other. However, there exists a fine art of wrestling that only
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professional wrestlers use. Thus, the Alternative Wrestling System
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exists for those characters who are willing to spend a weapon
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proficiency slot to learn and master the AWS.
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COMBAT
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Before the player makes an attack roll, he should roll the
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percentile dice (1d100) and consult Tables B-G for the results. If the
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die result is on table B, C, D, E, or F then the player is attempting
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to do a standard, lifting, strength, agility, or illegal hold. If the
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character meets the appropriate requirements given for the hold that
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was rolled, then the player can make a normal attack roll to see if the
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hold is successful.
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Table G contains special items that require additional rolls on
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the tables or no attack rolls whatsoever.
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TABLE B: Standard Holds
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Roll Move Damage Requirements
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01-02 Arm Bar 1 Str > 9
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03-04 Chinlock 1 Str > 9
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05-08 Chop 1 Str > 9
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09-10 Elbow Smash 1 Str > 9
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11-12 Headlock 1 Str > 9
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13-16 Knee Lift 1 Str > 9
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17-18 Stomach Kick 1 Str > 9
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TABLE C: Lifting Holds
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Roll Move Damage Requirements
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19-20 Backbreaker 2 MP => Oppt's
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21-24 Weight Bodyslam W MP => Oppt's Weight
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25-28 Piledriver W MP => Oppt's Weight; Dex > 9; Int > 9
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29-30 Reverse Atomic Drop W MP => Oppt's Weight
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31-32 Suplex W MP => Oppt's Weight; Dex > 9; Int > 9
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TABLE D: Strength Holds
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Roll Move Damage Requirements
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33-34 Bear Hug 1/rd Str > Oppt's Str; MP => Oppt's Weight
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35-36 Boston Crab 1/rd Str > Oppt's Str; Dex > 9; Int > 12
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37-38 Head to Hard Object 1 Str > Oppt's Str
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39-40 Shoulder Block 1 Str > Oppt's Str; Dex > 9
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41-42 Takedown 1 Str > Oppt's Str
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43-44 Test of Strength 1 Str > Oppt's Str
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45-48 Whip to Hard Object 1 Str > Oppt's Str
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TABLE E: Agility Holds
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Roll Move Damage Requirements
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49-50 Clothesline 1 Str > 9; Dex > 9;
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51-52 Flip 1 Str > 9; Dex > 9; Int > 9
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53-54 Flying Mare 1 Str > 9; Dex > 9; Int > 9
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55-56 Hammer Lock 1 Str > 9; Dex > 9
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57-58 Hip Toss 1 Str > 9; Dex > 9; Int > 12
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59-62 Drop Kick 2 Str > 9; Dex > 12; Int > 12
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63-64 Flying Head Scissors 2 Str > 9; Dex > 12; Int > 12
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65-66 Leg Takedown 1 Str > 9; Dex > 12; Int > 9
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TABLE F: Illegal Holds
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Roll Move Damage Requirements
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67-68 Gouging 2 Str > 9
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69-70 Head Stomp 2 Str > 9
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71-72 Choke 1 Str > 9
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73-78 Closed Fist 1 Str > 9
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79-80 Hair Pull 1 Str > 9
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81-82 Genital Buster 3 Str > 9
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TABLE G: Special
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Roll Effect
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83-84 Blocks opponent's next melee attack.
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85-86 Power Surge (PS) of +1 to Str for move, Roll again ignoring PS.
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87-88 Power Surge (PS) of +2 to Str for move, Roll again ignoring PS.
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89-90 Power Surge (PS) of +3 to Str for move, Roll again ignoring PS.
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91-92 Power Surge (PS) of +4 to Str for move, Roll again ignoring PS.
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93-94 Combination. Roll twice for two moves ignoring rolls over 82.
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95 Recover 1 lost hit point, if any.
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96 Recover 2 lost lit points, if any.
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97 Wild. Player may choose.
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98-00 Specialty
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Notes for Requirement Section of Tables
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MP refers to the maximum press of the character as defined by his
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strength. W refers to the opponent's weight. Oppt's is an abbreviation
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for Opponent's.
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Damage
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Damage for the holds are given as hit points loss. Thus, a person
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who receives a chop suffers 1 hit point of damage.
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In the case of a few lifting holds where damage is listed as W,
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the victim of the hold suffers an amount of damage equal to his weight
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divided by 20. For example, a man who weighs 200 pounds gets body
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slammed. He suffers 10 (200/20) points of damage from the devastating
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move.
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In the case of a few strength holds where damage is listed as
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1/rd, the hold is a continuous hold. Until broken, the victim suffers 1
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hit point of damage per round. To continue the hold, the character
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cannot do other moves or actions. Of course, the character may opt to
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voluntarily break the hold. The hold can be broken if the character is
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successfully attacked by an outside force.
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Modifiers
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If a character is attempting to wrestle in armor, the modifiers on
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Table A are used (these are penalties to the attacker's attack roll).
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Normal modifiers to the attack roll are also applied.
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TABLE A: ARMOR MODIFIERS FOR WRESTLING
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Armor Modifiers
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Studded leather -1
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Chain, ring, scale mail -2
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Banded, splint, and plate mail -5
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Field plate armor -8
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Full plate armor -10
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Penalties for being held or attacking a held opponent do not apply
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to wrestlers. Wrestling involves a lot of holding and twisting as it
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is, and the damage resolution system for wrestling takes this into
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account.
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BEING PROFICIENT
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Upon spending the 1 weapon proficiency slot for AWS, the character
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must create a specialty hold that would be used in the case of a roll
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of 98-100 on the tables. The specialty hold can be almost any type of
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hold within reason. The only requirement is that damage done by the
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hold doesn't exceed 4 points with the exception of a Lifting Hold that
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does damage depnding on the oppenent's weight. Players are encouraged
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to make an exciting and imaginative hold. GM's should make sure that
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the hold has reasonable requirements.
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WRESTLING SPECIALIZATION
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A player can spend another weapon proficiency slot to specializing
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in the AWS. Any character of any class can specialize in wrestling.
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Although other rules may state otherwise, any character of any class
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can specialize in wrestling in connection with a specialization in
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punching or martial arts.
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When a character specializes in wrestling, he gains the following
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benefits:
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- He gains a +1 bonus to all his attack rolls with wrestling.
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- He gains a +1 bonus to all damage rolls for a successful high
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impact maneuver.
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- He gains a +1 chart bonus with all wrestling attacks. The chart
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bonus is a reflection of the character's superior accuracy with
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wrestling. As already known, when the character successfully hits, the
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roll itself determines which maneuver was used. But the specialist can
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modify the result. With the +1 chart bonus, he can choose the maneuver
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one higher or one lower on the chart.
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- He gets to choose a strike, hold, and high impact maneuver that
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becomes his own personal attacks. When his personal attacks are rolled,
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double damage occurs.
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CONTINUING SPECIALIZATION
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Although other rules may state otherwise, any character of any
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class may continue to devote slots to wrestling. For every additional
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slot devoted, the wrestler gets the following benefits:
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- He gains an additional +1 bonus to all his attack rolls with
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wrestling.
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- He gains an additional +1 bonus to all damage rolls for a
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successful high impact maneuver.
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- He gains an additional +1 chart bonus with all wrestling
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attacks.
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