Entrance Requirements: None, but high P.S., P.P., and P.E. are recommended.
CHARACTER BONUSES
COMBAT SKILLS
SKILLS INCLUDED IN TRAINING
LEVEL ADVANCEMENT BONUSES
Why Study DWARVEN WRESTLING?
Skill Cost: 4 years ( 9 years for a Big Person if they happen to find a teacher
).
Stance: Feet are spread shoulders-width apart. The wrestler is hunched over
slightly, with his elbows tucked close to his body, and his hands out, with
fingers spread wide.
Costume: In Basic matches, the wrestlers wear a loin cloth. In Standard matches,
they wear loincloths, and they are allowed to wear thick, reinforcing leather
bands on their heads, knees, and hands ( +1 damage ). In Advanced matches, they
wear loincloths, and often wear spiked gloves, knee and shin guards, elbow
guards, and studded headbands.
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact.
Basic Defense Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch), Power Punch.
Basic Foot Attacks: Kick Attack.
Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Elbow Lock.
Special Attacks: Crush/Squeeze, Body Flip/Throw, Body Block/Tackle, Neck
Hold/Choke, Choke, Head-Butt (Slams forehead into the opponent's face,
preferably the nose. Inflicts 1D4 damage + bonus, and has a damage x5% chance to
stun the opponent into losing one action and initiative), Hip Punch (Must be in
Grappling range. The wrestler delivers a powerful punch to the opponent's hip.
This attack requires a Natural 11 or better to hit, and uses two actions. If it
is successful, the damage is 1D6 + bonus, and a damage x2% chance that the victim
will suffer a penalty of -1 Attack per Melee and -10% Spd. for 1D4 days.
Additional hits can reduce Spd. by -10% each, and each additional three hit
reduce Attacks per Melee by -1. If the victim's Spd. is reduced to 0, the hip is
broken)
Special Big People Attacks: Knee Punch ( This is identical to the Hip Punch
described above, but the chance of reducing the victim's abilities is damage x3%
), Groin Punch ( This is pretty much a hit to the groin. It requires a Natural
11 or better Strike roll. If successful, it inflicts 1D6 + bonus damage direct
to Hit Points, and the victim loses initiative and one action ), Toe Stomp ( The
Dwarf brings his foot down violently on the victim's toes. Requires a Natural 10
or better to hit, and inflicts 1D4 +bonus damage, and the victim loses
initiative, one attack, and hops around a lot. There is a 50% chance that one or
more toes will be broken ).
Modifiers to Attacks: Critical Strike, Knock-Out/Stun.
Physical: Body Building.
Level 1: +2 Roll with Punch/Fall/Impact, +2 Parry.
Level 2: Knock-Out/Stun on Natural 20, +1 Strike.
Level 3: +1 Attack per Melee, +3 Maintain Balance.
Level 4: +2 Body Flip ( inflicts 2D6 damage ), +1 Dodge.
Level 5: +1 Strike, +1 Roll with Punch/Fall/Impact.
Level 6: Critical Strike on Natural 19-20, +2 Maintain Balance.
Level 7: Knock-Out/Stun on Natural 19-20, +2 to Holds/Locks.
Level 8: +1 Attack per Melee, +2 Parry.
Level 9: +2 Damage, +2 Breakfall.
Level 10: Critical Strike on Natural 18-20, +1 Dodge.
Level 11: +1 to P.S., P.E.
Level 12: Knock-Out/Stun on Natural 18-20, +1 Strike.
Level 13: +2 Parry/Dodge.
Level 14: +2 Body Flip ( 3D6 damage ), +1 Maintain Balance.
Level 15: +2 Strike, +3 Damage.