NEW
SKILL: Wrestling (DEX)
How
it works
1.
Declare actions (all the same so far)
2.
Roll BRAWL to hit as normal.
3.
Now roll the desired skills for the move performed
(eg. Choke-Slam requires a Moderate Lifting
difficulty)
4.
Apply damage as normal. (a failed move roll
results in the attack being parried)
Bonus's
of Wrestling moves
- more entertaining, easier to visualise, cause
more damage
Disadvantages
- move than one difficulty number to be met, more
dice rolling,
This
section is not an in-depth on wrestling moves so
you'll have to have some knowledge of Wrestling
moves to use this system.
There
are way too many Wrestling moves to list (I found
one site listing over 1000 moves!) Instead the GM
should use common sense and judgement. Let
the player describe what he or she wishes to do
then apply a difficulty and damage modifier as
appropriate.
As
a rule most moves only inflict +1D damage.
Any
Piledriver moves, dropping opponent on their head,
inflict +2D damage with armour giving no
protection.
Most
difficulty numbers should be 10 or Opposed
Wrestling.
Chokeslam
would be Lifting and not Wrestling, whereas a
moves such as the Tombstone Piledriver should
require both a Wrestling and Lifting roll.
Power
moves such as Super-Kick, Jack-knife Powerbomb or
F5 should be a higher difficulty move eg. 20 or
Opposed Wrestling +5 inflicting +3D damage.
The
Stone Cold Stunner should be a
difficult move but is an automatic Stun for 1D
rounds.
Moves
dropping opponents though tables, crates etc.
should inflict an extra +1D damage.
Feel
free to apply damage to the character performing
the move too, especially moves like a Super-plex
or high Swanton Bomb.
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