241 lines
8.4 KiB
Plaintext
241 lines
8.4 KiB
Plaintext
ALTERNATIVE W.W.F. WRESTLING
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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. Thus all characters, regardless of class, are assumed to be
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somewhat proficient in wrestling.
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Wrestling is composed of three basic maneuvers: strikes, holds,
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high impact maneuvers. Strikes are used to cause quick damage to the
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opponent. Holds will wear down an opponent if the hold can be
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maintained. High impact maneuvers are devastating to the opponent if
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successful, but they can backfire doing more harm then good to the
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wrestler.
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COMBAT
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When wrestling, a normal attack roll is made. The normal Armor
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Class of the target is used. If a character is attempting to wrestle in
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armor, the modifiers on Table 1 are used (these are penalties to the
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attacker's attack roll). Normal modifiers to the attack roll are also
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applied.
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TABLE 1: 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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A wrestler has the option of pulling back his attack thus causing
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no damage.
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STRIKES
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A strike is the first maneuver a wrestler must make. The wrestler
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only needs to make a successful attack roll. If the attack roll is
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successful, consult Table 2 to find the resulting strike.
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A wrestler can strike an opponent at anytime during a
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confrontation.
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HOLDS
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Prior to a hold, a successful strike during any previous round
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must be accomplished. If this is the case, then a wrestler may attempt
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a hold.
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A wrestler needs to make a successful attack roll to get the
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opponent in a hold. If the attack roll is successful, consult Table 3
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to find the resulting hold.
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A hold is maintained from round to round, unless broken. An
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opponent can break a holds when his attack turn comes. To break the
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hold, he uses 1d20 and must roll the broken-hold score or below to
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break it.
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Broken-Hold Score = Wrestler's Str. - Defender's Str. + 10
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If the hold is broken, then the victim is allowed his attack. If the
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hold is not broken, then the hold is maintained.
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A hold causes cumulative damage for each round held. For example,
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an Arm Bar held for six rounds would inflict 10.5 points of damage (
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0.5 + 1.0 + 1.5 + 2.0 +2.5 + 3.0). Furthermore, a Bear Hug maintained
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for three rounds would inflict 12 points of damage (2 + 4 + 6).
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As an optional rule for breaking a hold, the GM may allow
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strength-roll rules described in the "grab" maneuver.
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HIGH IMPACT MANEUVERS
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Prior to a high impact maneuver, a successful hold during any
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previous round must be accomplished. If this is the case, then a
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wrestler may attempt a high impact maneuver.
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A wrestler needs to make a successful attack roll to get the
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opponent set up for a high impact maneuver. If the attack roll is
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successful, the wrestler must roll the high impact success score or
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below using percentile dice.
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High Impact = 50 + Wrestler's - Defender's + 1 for every Success
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Score Dexterity Dexterity rd. wrestled
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If successful, roll 1d20 and consult Table 4 for the resulting
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high impact maneuver. The move causes 1d6 + strength bonuses damage.
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For a failed high impact maneuver, the wrestler suffer's 1d2.
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WRESTLING SPECIALIZATION
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Because everyone has a certain knowledge of wrestling, everyone
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can be considered to have a "weapon proficiency". Therefore, a player
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must devote only one weapon proficiency slot to the technique to
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specialize. 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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PUNCHING AND MARTIAL ARTS
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A character has the option of substituting punching or martial
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arts for the wrestling strikes. Furthermore, if the wrestler is
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specialized in punching or martial arts, he has the same option of
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substituting that technique or the wrestling strikes.
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CALLED SHOTS
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A wrestler can take a called shot in order to choose the specific
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wrestler maneuver he wants. He suffers the usual +1 to intuitive. For
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strikes and holds, he suffers a -4 to hit. For high impact maneuvers,
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he suffers a -8 to hit.
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DISARM
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It's possible for a barehanded fighter to disarm an armed
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opponent, but it's dangerous. When so trying, the fighter's AC suffers
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a penalty of 2 (for example, a 5 becomes a 7), and his disarm attempt
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is at an additional -4 to hit. But if it hits, it's just as successful
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as any other disarm.
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TABLE 2: STRIKE RESULTS
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Attack Roll Strike Damage
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20+ Hair Pull 1
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19 Chop 1*
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18 Kick 1*
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17 Arm Drag 1
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16 Hip Toss 1
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15 Arm Twist 1*
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14 Boot-To-Gut 1*
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13 Snap Mare 1
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12 Knee Lift 1*
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11 Fore Arm Smash 1*
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10 Elbow Smash 2*
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9 Head Butt 2
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8 Knee Smash 2*
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7 Double-Axe Handle 2*
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6 Spin Kick 2*
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5 Knee Drop 2
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4 Pole Arm 2*
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3 Eye Gouge 2
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2 Minotaur Charge 2*
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1- Drop Kick 2
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* plus strength bonuses
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TABLE 3: HOLD RESULTS
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Attack Roll Hold Damage
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20+ Finger Lock 0.5
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19 Waist Lock 0.5
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18 Chin Lock 0.5
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17 Head Lock 0.5
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16 Arm Bar 0.5
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15 Arm Stretcher 1.0
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14 Choke Hold 1.0
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13 Body Scissors 1.0
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12 Hammer Lock 1.0
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11 Figure-Four Arm Bar 1.0
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10 Spinning Toe Hold 1.5
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9 Head Scissors 1.5
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8 Nerve Pinch 1.5
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7 Stomach Claw 1.5
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6 Chicken Wing 1.5
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5 Bear Hug 2.0
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4 Brain Claw 2.0
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3 Sleeper Hold 2.0
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2 Full Nelson 2.0
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1- Greyhawk Crab 2.0
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TABLE 4: HIGH IMPACT MANEUVER RESULTS
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Die Roll High Impact Maneuver
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20 Axe Bomber
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19 Back Breaker
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18 Belly-To-Belly Suplex
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17 Body Slam
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16 Brain Buster
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15 Centaur Clutch
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14 Cobra Clutch
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13 D.D.T.
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12 Elemental Spine Crusher
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11 Figure-Four Leg Lock
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10 Flying Elbow Drop
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9 Flying Moon Sault
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8 Frankensteiner
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7 Pow Driver
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6 Power Bomb
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5 Power Slam
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4 Scorpion Death Lock
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3 Spinning Neck Breaker
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2 Suplex
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1 Torcher Rack
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