Wrestling
By Mephisto

(NOTE: Does not provide any extra attacks per melee!)

NOTE #2: This is a modification of the material in Rifter 3, page 41. I completely ignore the Wrestling skill as presented officially by Palladium (my personal hatred for Pin/Incapacitate knows no bounds). Note that these abilities can be combined with martial art styles that allow them into their systems.

NOTE #3: The grapple bonus applies to all holds, locks, body block/tackles, body flip/throws, crush/squeezes, automatic grabs and grab attacks. Strike bonuses do not apply to these moves, only to hand and foot attack. The Automatic Grab is a defensive move in place of a parry (it gets to use the Grapple bonus) and if it fails then the character can not use any escape move such as Roll with Punch/Fall/Impact or Maintain Balance to affect the damage taken.

Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills can not be used to acquire Wrestling.
Character Bonuses: +2 to P.S., +2 to P.E., +3D6 to S.D.C.
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Sense of Strength (********), Body Flip/Throw (1D6), Body Block/Tackle (1D4), Body Hold, Grab Attack, Automatic Grab, Crush/Squeeze.

Level Advancement Bonuses:
1st: +1 Grapple.
2nd: +1 Damage.
3rd: +1 Sense of Strength, +1 Roll with Punch/Fall/Impact.
4th: +1D6 to S.D.C., add Arm Hold.
5th: +1 Maintain Balance, add Neck Hold.
6th: +1 Grapple.
7th: +1 Roll with Punch/Fall/Impact, add Leg Hold.
8th: +1 Body Flip/Throw.
9th: +1 Grapple.
10th: +1 Sense of Strength, +1D6 to S.D.C.
11th: +1 Roll with Punch/Fall/Impact, +1 Maintain Balance.
12th: +1 to P.S.
13th: +1 Grapple.
14th: +1 Body Block/Tackle.
15th: +1 Body Flip/Throw.

(*******) Sense of Balance: This ability is much more inclusive than what is provided in either Heroes Unlimited Second Edition or Revised Ninjas and Superspies. Basically the character must roll a Sense of Balance for any situation that he or she will find him or her self in where balance is important. This includes being on top of a building in a windy area, walking a tightrope between buildings, walking on an edge of a building, and many other environments. P.P. Strike bonuses apply to this roll along with Sense of Balance bonuses. The roll is based on the degree of difficulty set by the GM. The Sense of Balance roll must beat the degree of difficulty roll assigned by the GM: Easy (Beat a roll of 4), Moderate (Beat a roll of 8), Challenging (Beat a roll of 14), and Difficult (Beat a roll of 17). Note that a roll should be made every melee round and making a roll does not use up any melee actions.

(********) Sense of Strength: This ability is more useful, at least in my opinion, than "Work Parallel Bars and Rings." What these exercises or skills provide is the strength to endure uncomfortable situations such as maintaining an iron cross, lifting a motorcycle, or holding up the side of a shed. Like the Sense of Balance, the Sense of Strength has to beat a certain difficulty measure. P.S. damage bonuses apply to this roll along with Sense of Strength bonuses. GM's can up this difficulty rating past 17 based on the weight and trajectory/angle of the attempted move or inherent difficulty. The Sense of Strength roll must beat the degree of difficulty roll assigned by the GM: Easy (Beat a roll of 4), Moderate (Beat a roll of 8), Challenging (Beat a roll of 14), and Difficult (Beat a roll of 17). I use this because I'm lazy and don't always want to consult a chart to determine the exact amount of weight a character can carry or lift and for how many minutes it can be sustained. Note that a roll should be made every melee round and making a roll does not use up any melee actions.

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