Super Wrestling (Exclusive)
By: Mike Best ( with help from Giffin Mills )

Counts as Two (2) Martial Arts.

This is the wrestling made popular by the WWF and WCW. The wrestlers try to beat their opponents into submission with various chocks, slams, punches, kicks, high risk maneuvers, submission holds, and pinning combos. They are famous for their ability to turn chairs, 2X4's and other common Items into weapons.
Special Note: Rolling height for Super Wrestlers is special: for height 5'10" then roll 3D6 and add it to height and 2D6X10 added to 180lbs for weight.

Entrance Requirements: P.S. 14 and P.E. 13
Skill Cost: 8 years
Costume: Anything they wish, tend to wear tight flashy clothing.
Stance: Standing tall and trying to look intimidating.

CHARACTER BONUSES:

Add 5 to P.S.
Add 3 to P.E.
Add 1 to P.P.
Add 40 to S.D.C.

COMBAT SKILLS:
Attacks per Melee: 3
Escape Moves: Roll with punch,/fall/Impact, Maintain Balance
Attack Moves: Leap, Roll,
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defensive Moves: Power Block/Parry (does damage), Automatic Roll, Breakfall.
Hand Attacks: Punch, Power Punch, Backhand, Slap
Basic Foot Attacks: Front Kick, Side Kick Trip Kick
Jumping Foot Attacks: Jump Kick, Double Leg Jump Kick (does double damage counts as 2 melee attacks)
Special Attacks: Body Block/Tackle, Throw, Crush/Squeeze, Pin/Incapacitate, Choke(Does 1D4 to hit points no P.S. bonus), Combination Choke/Slam (does 1D4 to hit points then if first roll passes 1D8 Plus P.S. bonus to SDC. Can only be used as first attack.), Body Slam (1D8), DDT (1D10)
Holds/Locks: Automatic Arm Hold, Body Hold, Neck Hold, Bear Hug (1D4)
Weapons Katas: Blunt, Chair (1D8),
Modifiers to attacks: Critical strike from rear, Knock-out/stun, Pull Punch.

SKILLS INCLUDED IN TRAINING:
Martial Art Powers: Select 3 power from Body Hardening Exercises
Languages: English
Cultural Skills: Sports
Philosophical: None

LEVEL ADVANCEMENT BONUSES:
Level 1: +2 to Maintain Balance, +2 to dodge, +2 to roll with punch/fall/impact
Level 2: +2 to parry, +2 to body flip/throw (does 2D6 Damage instead of usual 1D6), Critical Strike on 19 or 20
Level 3: +1 to damage, Knock-out/Stun on 15-20
Level 4: +1 to Attacks per Melee, +1 to strike
Level 5: +2 to damage, +2 to parry, +1 to body flip/throw
Level 6: +2 to Roll with punch/fall/impact, +1 to disarm
Level 7: +1 to Maintain Balance, +2 to dodge
Level 8: +1 damage, +1 to parry, +1 to Roll with punch/fall/impact
Level 9: +1 to dodge/parry, select one power from Body Hardening or Martial Arts Techniques
Level 10: +1 attack per Melee, +1 to strike, +1 to Disarm
Level 11: +1 to body flip/throw, Critical Strike on 17-20
Level 12: +1 to parry/dodge, +1 maintain balance, +2 to strike
Level 13: +2 Dodge/Parry, +1 to strike
Level 14: +2 to roll with punch/fall/impact,+1 Attack per Melee
Level 15: Select 1 Martial art Power from Body Hardening, +1 to dodge/parry, +1 to Maintain Balance, +1 to body flip/throw (does critical double damage 4D6)

Why Study Super Wrestling?

It often gives the impression to most opponents that the S.wrestler is ignorant of the finer points of Martial Arts. The thing is he knows them but chose to incorporate the power holds and sure damage of trading hits and taking down his opponent locking them in a hold until they submit, go unconscious or die. Offers great bonuses on the physical side and doesn't have many restrictions on who can learn it.

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