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Chapter 8: Skills<br />

Wrestling<br />

Whenever 2 or more characters grapple with<br />

each other in close quarters, not to exchange blows<br />

but to force a submission, this is Wrestling.<br />

Check: Roll 3d10 and apply the average of<br />

the modifiers from the Strength and Agility subabilities.<br />

All characters involved in an immediate<br />

fray must roll a Wrestling skill check. If the results<br />

are within 3 of each other among foes, then they<br />

are gridlocked, unable to enact any effective maneuver<br />

for the round. If 2 or more attempt to wrestle<br />

a foe, then the only result is overbearing. Otherwise,<br />

the character with the highest roll (and exceeding<br />

by 3) wins, must now roll 1d20, and consult the<br />

following table:<br />

1. Head-butt - d2 subdual damage<br />

2. Bear-hug - The foe has their arms trapped<br />

at their sides while you squeeze their torso with your<br />

arms for everything you have. The foe may attempt<br />

escape with a Wrestling check with a TH of 14, assuming<br />

your Strength scores are equal. Otherwise,<br />

apply the difference between these scores to the TH<br />

in the appropriate direction. If the check fails, then<br />

the foe loses 10% of their Strength each round until<br />

they pass out. If freed, then Strength returns at<br />

the same rate taken.<br />

4. Headlock - Foe’s head is trapped between<br />

arms or legs and the foe may attempt escape with a<br />

successful Wrestling check with a TH of 20. If failed,<br />

you may snap their little neck, reducing their LP to<br />

0, and their eyes will bulge. Otherwise, you may<br />

continue your submission hold and administer 2d8<br />

subdual damage per round, unless they escape the<br />

lock, though the TH increases by 3 per round.<br />

5. Ankle lock - Foe’s ankle is trapped between<br />

arms or legs and the foe may attempt escape with a<br />

successful Wrestling check with a TH of 18. If failed,<br />

you may break their ankle, reducing their Sprint and<br />

Agility to 15%, as well as administering 2d10 damage.<br />

Otherwise, you may continue your submission<br />

hold and administer 2d8 subdual damage per round,<br />

unless they escape the lock, though the TH increases<br />

by 3 per round.<br />

6. Wrist lock - Foe’s wrist is trapped in an awkward<br />

position and the foe may attempt escape with<br />

a successful Wrestling check with a TH of 13. If<br />

failed, you may break their wrist, reducing their<br />

Hand-Eye Coordination to 30%, as well as administering<br />

2d6 damage. Otherwise, you may continue<br />

your submission hold and administer 2d4 subdual<br />

damage per round, unless they escape the lock,<br />

though the TH increases by 3 per round.<br />

3. Hammerlock - 1 of the foe’s arms is braced<br />

behind their middle back against their will and they<br />

are helpless from behind while standing (01-30%)<br />

or preferably braced on the ground or against something<br />

solid (31-100%). Foe may attempt escape by<br />

making a successful Wrestling check with a TH of<br />

14. If failed, you may break their arm, administering<br />

2d8 damage and reducing their Agility to 70%.<br />

Otherwise, you may continue your submission hold<br />

and administer 2d6 subdual damage per round, unless<br />

they escape the lock, though the TH increases<br />

by 2 if standing up and 5 if braced.<br />

7. Suplex (released) - Foe is grabbed around<br />

the waist, whether arms are trapped or not and<br />

whether grabbed from behind or the front, hoisted<br />

into the air and hurled backwards (winner’s Dead<br />

Lift for Strength must exceed the foe’s weight by<br />

20%), and dropped on their head (01-20%), stomach<br />

(21-50%), or back (51-100%). This maneuver<br />

administers 1d20 damage if on the head, or 1d20<br />

subdual to the body.<br />

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