Escape Moves: Roll with Punch/Fall/Impact. Basic Defense Moves: Dodge, Parry, Automatic Parry. Advanced Defenses: Automatic Roll, Breakfall. Hand Attacks: Strike (Punch), Power Punch. Basic Foot Attacks: Kick Attack.
Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Elbow Lock.
Special Attacks: Crush/Squeeze, Body Flip/Throw, Body Block/Tackle, Neck Hold/Choke, Choke, Head-Butt (Slams forehead into the opponent's face, preferably the nose. Inflicts 1D4 damage + bonus, and has a damage x5% chance to stun the opponent into losing one action and initiative), Hip Punch (Must be in Grappling range. The wrestler delivers a powerful punch to the opponent's hip. This attack requires a Natural 11 or better to hit, and uses two actions. If it is successful, the damage is 1D6 + bonus, and a damage x2% chance that the victim will suffer a penalty of -1 Attack per Melee and -10% Spd. for 1D4 days. Additional hits can reduce Spd. by -10% each, and each additional three hit reduce Attacks per Melee by -1. If the victim's Spd. is reduced to 0, the hip is broken) Special Big People Attacks: Knee Punch ( This is identical to the Hip Punch described above, but the chance of reducing the victim's abilities is damage x3% ), Groin Punch ( This is pretty much a hit to the groin. It requires a Natural 11 or better Strike roll. If successful, it inflicts 1D6 + bonus damage direct to Hit Points, and the victim loses initiative and one action ), Toe Stomp ( The Dwarf brings his foot down violently on the victim's toes. Requires a Natural 10 or better to hit, and inflicts 1D4 +bonus damage, and the victim loses initiative, one attack, and hops around a lot. There is a 50% chance that one or more toes will be broken ). Modifiers to Attacks: Critical Strike, Knock-Out/Stun.
SKILLS INCLUDED IN TRAINING Physical: Body Building.
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