Hand to Hand: Wrestling
By Brett Hegr

This is a common skill among gladiators, bar brawlers, professional wrestlers, bounty hunters, borgs, and street punks. It is the sport of wrestling transformed into a fighting style.

Combat wrestlers fight close-in, where they can use their skills to deliver heavy blows and restrain enemies. Their skills are best suited to taking on one or two attackers at a time with no weapons involved. Kicks are taught, but not emphasized. The character has an arsenal of holds and throws that allow him to subdue, rather than kill.

Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or Commando. It costs one more "other" skill than Hand to Hand: Martial Arts.
Skill Requirements: Must know the Physical: Wrestling skill.
Attribute Requirements: P.S. of 10 or more.
Techniques Known at First Level: Automatic parry, dodge, roll with punch/fall/impact, pull punch, grapple, and maintain balance. Attacks include punch (1d4 damage), elbow or forearm smash (1d6 damage), backhand (1d6 damage), knee (1d6 damage), body flip/throw (1d6 damage plus knockdown), body block/tackle (1d4 damage plus knockdown, replaces the Wrestling ability of the same name) and body hold (no damage). Don't forget to include the abilities from the Wrestling skill, but note that those special skills may be replaced by more effective moves.

Bonuses: +1d6+4 S.D.C., +2 to P.S., and +1 to P.E.

LEVEL ADVANCEMENT BONUSES
Level 1: Two attacks per melee, +2 to grapple, +2 to pull punch, and +2 to roll with punch/fall/impact.
Level 2: Leg hold, +2 to parry, and +2 to dodge.
Level 3: Head butt (1d6 damage), +2 to strike, and +2 to damage.
Level 4: Arm hold, +1 attack per melee, and +1 to maintain balance.
Level 5: Kick attack (1d6 damage), bear hug (1d6 damage per melee attack, replaces the crush/squeeze attack), and neck hold.
Level 6: Critical strike on an unmodified roll of 19 or 20.
Level 7: Automatic body flip/throw (defensive move), choke attack, and +2 to grapple.
Level 8: +1 to strike, +2 to parry, and +2 to dodge.
Level 9: Power attack (any hand or leg strike can do double damage plus P.S. bonuses at the cost of two attacks), +1 attack per melee, and +1 to maintain balance.
Level 10: +2 to pull punch and +2 to roll with punch/fall/impact.
Level 11: Knockout/stun on an unmodified roll of 17 to 20.
Level 12: Critical body throw/slam (2d6 damage plus P.S. bonus, victim loses initiative and two attacks, and uses two attacks).
Level 13: +2 to grapple.
Level 14: +1 attack per melee.
Level 15: Leap attack.

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