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