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