From time to time characters may judge
that, instead of hitting an opponent, it may be more appropriate to grapple with them. All
actions involving grabbing and subduing an opponent fall under the heading of wrestling
and are a function of the skill of the same name.Wrestling is
handled basically the same way as normal combat except that the effects of hitting are not
measured in terms of hit points but rather a specific effect upon the defender.
Wrestling takes both hands and thus, a character cannot use
wrestling while he is holding a weapon.
While it is possible to wrestle with creatures that bear no
resemblance to humans at all, it should be remembered that the charts below assume two
humans wrestling each other for the given results. It is not possible to gain an arm hold
on a giant snake, and it is easier to trip an ostrich than an alligator.
When a character attempts to wrestle an opponent, the normal rules
of initiative and combat are carried out until the wrestling character hits. The wrestler,
of course, uses the speed class of wrestling (IV) and his wrestling percentage. His chance
of success is his wrestling percentage modified by the difficulty of the type of hold he
is attempting to achieve.
A wrestler may be parried. In this case, since the weapon being
parried is actually the wrestler's body, the parry is the same as an attack except that it
has the additional effect of foiling the grapple attempt.
Any wrestler may parry a weapon (actually, the wrist of the weapon
arm) with his bare hand. However, he suffers a penalty of the attacking weapon's weapon
bonus. A critical parry in this case means that the wrestler has achieved a hold on the
attacker's weapon arm.
A wrestler may attempt several types of holds. Each has it's own
adjustments on different types of effects. Some holds may only be attempted once another
hold has been established as listed in the prerequisite column.
Wrestling
"Subdual %" is the amount
that the held character's actions are restricted. Subtract this number from that
character's attacks while in that hold. Add to this amount the difference in the strength
bonus of the holder and the person being held.
"Suffocate %" is a measure of how much the
wrestler can impede his opponent's respiratory functions. This is the number of
"suffocation points" (explained later) that the character will take for every 3
segments in this hold.
"Trip" is the wrestler's chance to throw his
opponent to the ground. If he wishes to remain on his feet he must make another wrestling
roll to do so.
"Fracture" indicates the chance a character
has of breaking the body part held. This applies to the spine where a body hold is
concerned which causes paralysis. A head lock or choke hold break applies to the neck
which causes instant death. Breaking an arm means that that arm is completely immobilized.
Breaking a leg means that is is immobilized and the character falls. Multiply the number
shown by the difference in the strength bonus's of the two characters. Thus you cannot
break a body part of an opponent unless you are stronger.
Each of the above effects represent an action on the part of the
wrestler. Thus Breaking an arm or tripping someone is a class IV action just like any
other wrestling maneuver.
"Prerequisite" is the abbreviation of the
hold which must be established before that hold can be attempted. Where there are more
than one abbreviation, either hold will suffice.
The rear attack bonus is, of course, applicable to achieving a hold
in wrestling. However, the wrestler may opt to forfeit it and in exchange he may ignore a
prerequisite hold. He could immediately try for an arm lock but not a double arm lock.
Once a hold has been achieved, the holding character need do nothing
until he wishes to try for another hold or perform another action except as outlined
below.
Anytime a character takes damage while maintaining a hold, he must
make a will roll at a penalty of the number of hit points taken to maintain the hold.
A held character may attempt to break a hold by rolling his
wrestling percentage. The skill roll difference should be adjusted by 10 times difference
of the two character's strength bonus's and the break modifier of the hold. If this roll
is made then the hold is broken.
A character may attempt to change a hold by simply rolling his skill
roll percentage. If the roll is successful the new hold goes into effect. A miss means
only that the character could not change the hold. A fumble means that the character loses
any existing hold.