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Like other sport wrestling, Indian Wrestling emphasizes<br />
pins and holds. Its trademark tactic is the steady, patient<br />
application of technique and pressure to force the opponent<br />
to submit. Otherwise, it largely resembles Greco-Roman<br />
Wrestling (p. 205) in execution.<br />
Wrestlers traditionally work out with the gada, or twohanded<br />
mace. They often pose for pictures holding it but<br />
rarely learn to fight with it. In a historical or cinematic game,<br />
it might see more use as a weapon.<br />
Cinematic Indian wrestlers should be incredibly strong.<br />
Like Hindu yogi, they might be capable of feats of body control.<br />
Their self-denial in terms of sex, food, and luxuries is<br />
seen as instrumental in developing internal energy to project<br />
during bouts.<br />
Skills: Savoir-Faire (Dojo); Wrestling; Wrestling Sport.<br />
Techniques: Arm Lock; Ground Fighting (Wrestling); Low<br />
Fighting (Wrestling).<br />
Cinematic Skills: Body Control; Immovable Stance; Light<br />
Walk; Mental Strength; Pressure Points.<br />
Perks: Special Exercises (FP can exceed HT by 50%);<br />
Special Exercises (Lifting ST +1).<br />
Optional Traits<br />
Secondary Characteristics: Improved FP.<br />
Advantages: Cultural Familiarity (India); Fit or Very Fit;<br />
Inner Balance.<br />
Disadvantages: Overconfidence; Sense of Duty (India);<br />
Vows (Celibacy, Vegetarianism).<br />
Skills: Two-Handed Axe/Mace; Two-Handed Axe/Mace Art.<br />
Professional Wrestling<br />
4 points<br />
Professional Wrestling, or “entertainment wrestling,” has a<br />
worldwide following – from the U.S. to Japan, from Europe to<br />
South America. It encompasses everything from amateur<br />
“backyard” wrestling to the show-biz world of the professional<br />
federations. It’s the style of television wrestlers, masked<br />
Mexican luchadors . . . and super-powered bricks.<br />
Professional Wrestling revolves around spectacular or<br />
painful-looking techniques. It’s an aggressive style, with competitors<br />
using grapples, takedowns, and hard strikes to send<br />
their opponent to the floor. Committed Attack (Strong) and<br />
All-Out Attack (Strong) are exceedingly common for strikes<br />
and takedowns!<br />
There’s some debate about the real-world effectiveness of<br />
Professional Wrestling. It is a performance, but many competitors<br />
are fit and strong. The techniques they exhibit – if performed<br />
“for real” – could do tremendous damage. However,<br />
“rivals” in the ring are really more like skilled accomplices<br />
who practice going along with each other’s moves in order to<br />
increase the performance value and reduce the odds of injury.<br />
It’s safe to assume that if a wrestler successfully pulled off one<br />
of these techniques in earnest, it would hurt – a lot.<br />
Cinematic wrestlers can perform the art’s many stunts outside<br />
the ring, on unwilling and uncooperative opponents.<br />
They’re terrifically strong and capable of absorbing massive<br />
punishment without flinching (but not without dramatic<br />
superficial bleeding!). They should have high ST and HT, and<br />
advantages such as Hard to Subdue. Special skills – notably<br />
Power Blow, used for massive roundhouse punches and<br />
206 STYLES<br />
hoisting foes for Backbreakers and Piledrivers – rely not on<br />
chi but on “adrenaline surges” or theatrical effort. A high FP<br />
score is useful for fueling these skills and for extra effort.<br />
Cinematic techniques often look quite different from the way<br />
they do in other arts; for instance, Springing Attack involves<br />
leaning back against the cage or ropes enclosing the ring.<br />
Would-be career wrestlers attend schools that cater to<br />
aspiring pros. Some of these gyms also teach actual combat<br />
skills, but the potential pro studies the artistic techniques necessary<br />
for crowd-pleasing wrestling. In addition to the skills<br />
required below, wrestlers often learn Stage Combat and<br />
Performance to look better in and out of the ring.<br />
The GM decides how “realistic” Professional Wrestling is<br />
in his campaign. If he wants wrestlers to be more martial<br />
artists than performers, he should replace Combat Art skills<br />
with combat skills. The techniques below are also merely<br />
suggestions.<br />
Pros – cinematic or otherwise – often have named signature<br />
moves. These range from useless techniques (p. 95) to<br />
everyday ones, even basic kicks and punches, with colorful<br />
names. The GM may allow Skill Adaptation perks that let any<br />
technique default to Wrestling Art; e.g., a “suplex” would be<br />
Skill Adaptation (Sacrifice Throw defaults to Wrestling Art).<br />
Each move requires its own perk, and because the default is<br />
to Wrestling Art, combat use is at -3. Most wrestlers use these<br />
as fight-ending “finishing moves.”<br />
Skills: Brawling Art; Wrestling Art; Wrestling Sport.<br />
Techniques: Breakfall; Choke Hold; Drop Kick; Elbow<br />
Drop; Head Butt; Stamp Kick; Wrench (Limb).<br />
Cinematic Skills: Breaking Blow; Power Blow.<br />
Cinematic Techniques: Backbreaker; Hand Catch;<br />
Piledriver; Roll with Blow; Springing Attack (Brawling Art).<br />
Perks: Shtick (Varies); Skill Adaptation (Varies); Special<br />
Exercises (DR 1 with Tough Skin); Unusual Training (Roll<br />
with Blow, Only on the spring-loaded ring floor or against the<br />
ropes).<br />
Optional Traits<br />
Secondary Characteristics: Improved FP and HP.<br />
Advantages: Ally (Tag-team partner); Charisma; Hard to<br />
Subdue; High Pain Threshold; Patron (Wrestling organization);<br />
Reputation (Good Guy, from fans).<br />
Disadvantages: Fat; Gigantism; Reputation (Bad Guy,<br />
from fans); Reputation (Signature move).<br />
Skills: Acrobatics; Brawling; Games (Professional<br />
Wrestling); Hobby Skill (Feats of Strength); Performance;<br />
Stage Combat; Two-Handed Axe/Mace (for chairs!);<br />
Wrestling.<br />
Techniques: Arm Lock; Exotic Hand Strike; Hammer Fist;<br />
Head Lock; Neck Snap.<br />
WUSHU<br />
6 points<br />
Wushu is the state-sponsored martial art of the People’s<br />
Republic of China (PRC). In the 1950s, the PRC officially<br />
adopted the term “wushu” in place of “kung fu” to refer to all<br />
armed and unarmed fighting arts. These notes describe a specific<br />
style – also called “Wushu” – which the central sports<br />
committee created from Northern (“long”) kung fu, Southern<br />
kung fu, T’ai Chi, and weapons training.