Professional Wrestling HTH Combat Training
By George the Green M&M (Stephen P. Dragoo)

Professional Wrestling is a time-honored tradition, known for bringing entertainment to the masses for many years. Although often accused of being "staged" or "orchestrated," most wrestlers will still reply "We still have all of our equipment." In modern times, though, there has been an increasing amount of wrestlers from Japan making their way to the US, as well as a number of American wrestlers integrating martial art knowledge into the sport. With a number of wrestling leagues providing TV exposure, wrestling is stronger than ever.

Entrance Requirements: P.E. 10, P.S. 10. P.B. and M.A. should either be less than 8 or higher than 13. This represents the fact that a wrestler must either command fan adulation or incur vitriolic hatred from the fans (the "faces" versus the "heels"). While it is possible for a wrestler to have P.B. and M.A. scores of 9 to 12, they will have to gain attention from the fans by either winning most of their matches, or by losing in interesting ways.

There are no alignment restrictions, but the wrestler must choose 2 alignments. The first alignment, of course, is his or her actual alignment. The second alignment represents the kind of persona the wrestler will present to the fans. Obviously, the farther to the extreme the alignment is, the more noticeable the wrestler becomes. This second alignment can be changed by the wrestler at any time, and represents the "reversal" or "betrayal". However, it is normally reserved for dramatic points in a wrestler's career, when a career begins to show signs of decline, or if the organization decides that a dramatic event needs to occur to increase ticket sales.

Skill Cost: varies. It's fairly easy to learn, since walk-ons and other athletes have had no trouble entering wrestling. This applies to athletes who are already well-known, however. Other people ("no-names") will have to spend some time in wrestling training (minimum of 4D6 months), as well as time in "minor league" wrestling promotions. These smaller promotions are typically "starter" groups for the larger leagues, or are regional entities that do not enjoy a national or international appeal (Note that most regional leagues only exist in the Midwest, Northeast, and Southern portions of the country. This is due to the higher concentrations of rural and farm communities, which have always been fans of "rasslin'". While wrestling events do take place towards the West Coast -- as well as always selling out the stadiums and arenas -- they are almost exclusively run by the big 2: WCW and WWF). Typically, a wrestler must spend 4D6 months in his first promotion before s/he can move on to a larger organization, and another 6D6 months before s/he can move to one of the "premier" leagues (in modern times, 2 well-known examples are WCW and the WWF). Exceptions are sometimes made, however, for "exceptional" wrestlers. This is determined somewhat by the athlete's attributes (very high/low P.B. and M.A., high P.S., P.E., or P.P., etc.), but is more dependant on a wrestler's ability to elicit crowd response. Ultimately, the wrestling promoters are the ones who determine when an offer for advancement should be made to a wrestler.

Costume: There is no required costume. "Standard" wrestling attire, of course, includes wresting trunks and/or tights and/or wrestling singlet (with 1 or 2 shoulder straps), with boot being optional. However, wrestlers have also been known to wear modified tuxedoes and business suits, as well as mortician's apparel or blue jeans and cowboy boots, while in the ring. Generally, their are four rules to choose from for attire:

1. Use black as either a main color, the only color, or an accessory.
2. Wear bright, clashing colors (reds, greens, yellows, etc.).
3. Dress in "normal" clothes.
4. Or, wear a mask.

Note: spikes must be removed from clothing before wrestling, or the spiked portion of the outfit must be removed (a la the Road Warriors). However, they can still be used later as foreign objects during the match.

Stance: Slightly crouched, knees bent, facing your opponent. Hands are held open between waist and head level, and extended towards the opponent.

CHARACTER BONUSES

Add +1 to P.E.
Add +1 to P.P.
Add +2 to M.A.
Add +1D4 to P.S.
Add +1D4 to Spd
Add +6D6 to S.D.C.

COMBAT SKILLS 

Notes: Wrestling moves can be used with other HTH types; however, only PP bonuses will apply unless the character spends time (1D6 months of game time) practicing the move(s) with his normal HTH skill. Note on using other martial arts: moves from other martial arts can be used with and combined with wrestling moves. However, the only wrestling bonuses that can be combined with them are the bonuses for "fake" moves.

Attacks per Melee: 3.
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Impact Sponge (Special: identical to the Chao Ta Kung Fu ability, the wrestler will fold up around the blow, falling to the ground, and appearing as though he is gravely injured. It looks like maximum damage is inflicted; if successful, no damage is taken, otherwise the wrestler takes half damage. At least 1 AT must be used, more if the wrestler wants to appear more injured).
Basic Defensive Moves: Dodge, Parry, Automatic Parry, Reversal (Special Combination Parry/Strike where a wrestler can reverse his opponent's attack. Takes at least 2 AT's: 1 or more to parry the opponent's attack, and 1 to perform the reversal. Also gives the wrestler the initiative).
Hand Attacks: Strike (punch), Power Punch, Forearm Strike, Elbow Strike, Double Fist Strike, Palm Slap/Chop (1D4, done with the flat of the palm or the side of the hand, either normal or backhanded, to the upper chest area; if a critical strike is rolled, the opponent must maintain balance or roll with punch to avoid knockdown).
Basic Foot Attacks: Snap Kick, Knee, Drop Kick.
Jumping Foot Attacks: Jumping Drop Kick (also known as a "Missile" or "Suicide" Drop Kick; critical strike, must be performed from a higher elevation than an opponent, such as from the top turnbuckle).
Special Attacks: Pin/Incapacitate, Leap Attack, Clothesline/Lariat (1D6, done with the forearm to the throat area; on a critical strike, must roll with punch or maintain balance to avoid knockdown), Body Flip/Throw and Arm Drag Takedown (wrestler hooks the opponent in the armpit and flips them onto the mat while spinning back onto the mat; can be a normal Body Flip/Throw, or can be used to go immediately into an Arm Hold), Hip Toss (hooks his arm into the opponent's armpit, then turns slightly to throw them over his hip; Body Flip/Throw), Body Block/Tackle (includes the Body Slam - wrestler picks opponent up by grabbing them by the shoulder and crotch area, lifting them up, and throwing them down onto their back), Leg Drop (wrestler jumps up into the air and lands with his leg over the chest/neck area of his opponent while they are on the mat; 1D6), Irish Whip (wrestler pulls opponent's arm, causing them to run in a certain direction; no damage unless they run into something, but opponent loses 1 AT), Head Butt (wrestler smashes forehead into opponent's; Grab attack plus Head Bash, 2D6, uses 1 AT), Sleeper Hold (wrestler gets behind opponent, wraps 1 forearm around their neck and grabs other forearm, while the other hand holds the opponent's forehead. Modified Paralysis attack; wrestler rolls against knockout chance for every AT used. For every success, the opponent is at -1 to all HTH rolls, until all are at +0 or less, at which time the victim will also not be able to strike, except for reversals, for 1D4 AT's [other actions allowed]. Victim can try to break the hold by rolling a PS check against the wrestler), Suplex (Wrestler has opponent bent over in front of him, reaches around and grabs the chin, throws the victim's other arm over his own head, grabs the tights at the hip, lifts the victim over his head, and then falls backward; Combination Grab with Body Flip, does 2D4 S.D.C; one way to make the move impressive is to hold your opponent over your head for 5 or more seconds before falling backwards, although the opponent can reverse the hold from here into a normal Body Block attack), Snap Suplex (similar to the Suplex, but the wrestler doesn't hold the victim above his head; 1D6 S.D.C, cannot have the Body Block reversal applied), Neck Hold/Choke (1-handed choke attack), Choke (standard 2-hand choke attack).
Holds: Arm Hold, Leg Hold, Neck Hold, Body Hold, Boston Crab (Victim is lying on the mat; wrestler grabs both the ankles, turns the victim onto his back, bends the knees back, and then "sits" down over the victim's lower back while holding the calves; 1D4 per melee, plus a save vs. pain per AT used to apply the move, requires a Grab and a Strike roll and uses 2 AT's). Note: all normal Holds can also be used to inflict pain (save vs. pain required [+4 bonus] per AT).
Locks: Head Lock (similar to the hold used to inflict Dutch Rubs and Noogies, can also be applied where the wrestler stands facing the opponent. Does 1 S.D.C, or can cause a save vs. pain at +6).
Weapon Katas: Choice of W.P. Foreign Object or W.P. Folding Chair. Choosing both costs 1 extra skill.
Modifiers to Attack: Pull Punch, Fake Attack (Special: similar to the Chao Ta ability, wrestlers applies effort to make the attack look like it did maximum damage. Opponents who use Impact sponge automatically take no damage; everyone else takes half damage as standard, 1/4 if they roll with punch).

Special Wrestling Katas: same as for Chao Ta Kung Fu.
Greased Lightning: can do all melee AT during the first attack sequence, but are at half damage and -4 strike.
Kung Sao: holding back during the melee to deliver a spectacular-looking attack, allowing double normal leap distances and a +4 strike bonus, but damage is normal.
Ni Huei: Composed of 2 parts: making the attack look like it was really life-threatening and devastating, and also looking like nothing will allow you to be defeated. Confers a HF of 12 for purposes of awe/horror to the audience and opponent(s), plus a +4 to roll with punch or impact. This is also used for the infamous "hulking up" by Hulk Hogan.

Special Optional Moves: These are moves in wrestling that the wrestler may choose to learn (as is detailed later).
Basic Attacks: Tripping/Leg Hooks (aka "Spinning Toe Hold" or "Drop Toe Hold"; can also be used to go into a Leg Hold), Backwards Sweep, Claw Hand.
Special Attacks: Entangle, Combination Grab/Kick, Crush/Squeeze, Critical Flip/Throw, Automatic Flip/Throw, Automatic Hold, Somersault, Neckbreaker (2 types. Swinging -- start as for the Suplex, then swings his body around, causing the victim's head to do a 180, body following after, and landing on the back of the neck on the mat. Standard -- wrestler and victim are back to back, holding victim's head and forehead, then the wrestler drops down on his butt to the mat. Does 2D4, chance for KO/Stun as normal for the wrestler, but does not need to be called), Belly-to-Belly Suplex (suplex where victim is grabbed in a bear hug, then tossed over the wrester's back onto the victim's back. Does 2D4), Belly-to-Back Suplex (wrestler stands behind the wrestler, all else as for Belly-to-Belly), Double Underhook Suplex (instead of grabbing the head, the wrestler hooks both of the victim's arms. 2D4, all else as a Standard Suplex), Gutwrench Suplex (wrestler grabs victim around the waist, picks them up, turns them over, and slams them onto their back; 2D4), German Suplex (same as Belly-to-Back, but wrestler holds onto the victim; 2D4 plus check vs. Pin/Incapacitate), Reverse Suplex (opponent is slammed onto their stomach instead of their back; 2D6, all else as for standard suplex), Perfect Plex (similar to Snap Suplex, but wrestler grabs and holds onto the opponent's knee instead of the hip area; 1D6 plus Leg Hold and check vs. Pin/Incapacitate), DDT (Wrestler grabs victim in a front Head Lock, then falls back, driving the head into the mat; Grab plus 1D6, critical strike, check vs. KO/Stun, 2 AT), Bulldog (standard head lock on victim, wrestler runs forward, jumps up, and drives the victim's face into the mat; Grab plus 1D6, critical strike, check vs. KO/Stun, 2 AT), Pile Driver (victim's head is held between the wrestler's knees, then the wrestler drops to his knees, driving the victim's head into the mat; Grab plus 1D6, critical strike, check vs. KO/Stun), Figure-4 Leg Lock (victim's legs are tied up on the mat into a Figure 4; 1D6 per melee, plus save vs. pain per AT/action used on the lock. If reversed, the wrestler takes the damage instead. 2 AT to apply), Texas Cloverleaf (standing version of the Figure-4), Scorpion Death Lock (aka Sharpshooter; victim lies on his back, wrestler stands at feet, steps through and to the side with 1 leg, crosses victim's legs over his, then turns over like doing the Boston Crab. Same damage and effect as for the Figure Four Leg Lock, but cannot be reversed the same way), European Uppercut (1D8, check vs. KO/Stun if called first), Choke Slam (first apply the Neck Hold/Choke, then pick opponent up in the air and slam them down on their back; 1D4 from choke, then Critical Flip/Throw, check vs. KO/Stun, 2 AT), Iron Claw (Combination Grab and Claw Hand attack - Claw Hand required - to inflict Claw Hand damage and a save vs. pain at +3 per AT/action used), Heart Punch (modified Death Blow attack to the heart area; Grab plus Power Punch, critical strike, check vs. KO/Stun, 2 AT), Diamond Cutter (basically a Bulldog maneuver without the running start, this special move can also be started from a suplex position, as well as being a reversal move against a leap attack; Grab/neck hold plus 1D6, critical strike, check vs. KO/Stun), Frankensteiner (Victim is grabbed at the neck with the wrestler's legs, then flipped over to land on the top of their head; Grab/Neck Hold plus Critical Flip, check vs. KO/Stun), Power Bomb (similar to a gutwrench suplex, but victim is pulled up to the wrestler's shoulder or higher, then slammed on his back into the mat. Normally reserved for extremely strong or tall characters - must be able to lift opponent that high - Grab/Body Hold plus Body Throw, critical strike, check vs. KO/Stun). Any other martial art moves (including specialized moves) can also be chosen.

SKILLS INCLUDED IN TRAINING

Martial Art Abilities and Powers: Select 1 Pro Wrestling Specialty Kata from the 3 mentioned above (no other specialty katas or Chi katas allowed). Select 1 Body Hardening or Demon Hunter Body Hardening Exercise (except Demon Wrestling). Any basic skill program (including Physical) can be chosen in place of a power.
Language Skills: in addition to the wrestler's native tongue, he will also know the official language of the country in which his wrestling league is based. Currently, major federations are based in the US, Japan, Western Europe, and Latin America.
Training Skills: Screen Acting (25% + 5% per level; includes a knowledge of where the arena cameras are), Feign Injury (30%+4% per level, plus any MA bonus, to be successful), Conceal Illegal Move (20% plus any MA bonus), Body Building (concerned somewhat more with toning and shaping the body).
Philosophical Training: none (unless you count worshipping the Almighty Dollar).
Weapons: W.P. Foreign Object (new: same advancement as W.P. Improvised Weapon; wrestler chooses whether the strike bonus or the damage bonus is used. Strike bonus only counts towards KO/stun attempts, however), W.P. Folding Chair (new: same as for W.P. Foreign Object).

LEVEL ADVANCEMENT BONUSES
Level 1: +1 pull/roll with punch, +1 save vs. pain, +1 to perform "fake" and "illegal" moves; KO/stun on natural 20.
Level 2: +1 to parry/dodge, +1 strike; choose 2d6 optional moves from the list above.
Level 3: +1 to save vs. pain, KO/Stun from Behind, +1 AT/melee, +1 to maintain balance.
Level 4: KO/stun on a natural 19 or 20, Critical Strike from behind, Pin/Incapacitate on a natural 17-20.
Level 5: +1 to pull/roll with punch, + 1 to parry/dodge; Choose 1 additional Pro Wrestling Kata or additional Pro Wrestling Weapon Kata, or 1 Body Hardening Exercise (except Demon Wrestling).
Level 6: +1 to perform "fake" moves, +1 to maintain balance; choose 2d6 more optional moves.
Level 7: +1 to roll with punch, +1 strike; Critical Strike on a natural 19 or 20.
Level 8: +1 to parry/dodge, +1 to save vs. pain, KO/Stun on a natural 18-20.
Level 9: +1 AT/melee, +1 to perform "fake" and "illegal" moves, Pin/Incapacitate on a natural 16-20.
Level 10: +1 roll with punch, +1 to maintain balance; choose 2d6 more optional moves.
Level 11: Critical Strike on a natural 18-20; choose 1 additional Pro Wrestling or Pro Wrestling Weapon Kata, or 1 Body Hardening Exercise (except Demon Wrestling).
Level 12: +1 to parry/dodge, +1 to save vs. pain; Death Blow on a natural 20.
Level 13: Pin/Incapacitate on a natural 15-20; choose 2d6 more optional moves.
Level 14: +1 AT/melee, +1 to perform "fake" moves, +1 to parry/dodge.
Level 15: +1 to strike, +1 to roll with punch, +1 to maintain balance.

Max out at level 15: 6 AT/melee, +3 strike, +5 parry/dodge, +2 pull punch, +5 roll with punch, +4 maintain balance, +4 save vs. pain, +4 to "fake" moves, +2 to "illegal" moves, Pin/incapacitate on a natural 15-20, KO/Stun from behind or on a natural 18-20, Critical Strike on a natural 18-20 or from behind, Death Blow on a natural 20.

Note on "fake" and "illegal" moves: "fake" moves are moves that use Impact Sponge, Fake Attack, the special katas, or are simply faked moves for a wrestling match. They get added to the normal bonus to strike, parry, dodge, etc. "Illegal" moves are moves that are "against the rules" during a match, but may or may not result in the wrestler being disqualified (DQ'ed). Generally, "good" wrestlers will only use illegal moves against really "evil" opponents, while "evil" wrestlers will use them against anybody.

Note on KO/Stun: When using a "fake" move, a successful KO/Stun has a duration of 1D6 attacks (*not* melees). Bonuses for "fake" or "illegal" moves (as well as Weapon Kata bonuses) are added to the attack role, and count as part of the "natural" roll. When using a "real" move, however, the KO/stun lasts for the normal duration, and depends on the natural strike roll (plus any WP bonuses).

Why study Professional Wrestling?
It's fun! It teaches a lot of different techniques, it can generate a lot of crowd response for the matches, it can inflict pain, and it's harder to defend against in close. It has some drawbacks, however:

* It's best at grappling range, and pretty good at combat range and "long range" combat. But, it is not meant for use against ranged weapons.
* It only teaches the use of "weapons" that are rather unwieldy and cumbersome.

Note for Rifts: Juicers and Crazies will probably love this MA, since it involves getting close and personal with your opponents. Pretty much all they would need to learn the basics is access to a collection of old wrestling videos. Generally, though, the "fake" stuff will only be used for these reasons: Titan Juicers, Mega-Juicers, Maxi-Killer Juicers, Dragon Juicers, supernatural M.D.C. creatures in matches, and fighting against squishies. For straight regular Juicer vs. Juicer combat, though, they will most likely stick to using real attacks doing real damage. Although Weapon Katas are still not allowed, though, they will probably find ways to combine different moves with using a weapon (i.e. the promo commercial for Van Damme and Rodman's movie showed Van Damme doing some sort of cartwheel/dodge/roll move to avoid some bullets, then firing his gun at the bad guys as he rolls back to his feet).





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