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Wrestling

Body Drops
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used on a downed opponent to cause damage and leave them unable to act. With a successful skill check, the attacker drops bodily onto a prone opponent, usually leading with an elbow, knee, or shoulder, causing damage equal to the Strength score plus basic hits, and leaves them stunned; the defender is allowed a base Stamina save to resist the stun effect. On a successful skill check, the target is hit and may defend normally, though all prone combat modifiers apply; if the skill check fails or the target makes a successful defend, the attack misses. Regardless of success or failure, both the attacker and defender are prone at the end of this action.
  • Specializations:  None
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Chuck Sperati
Chokehold
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to apply a hold that compresses the carotid artery, inhibiting blood flow to the brain and causing unconsciousness. It may only be used on a target that has been grabbed; with a successful skill check, the hold is applied and the defender must make a Stamina save with a progressive -2 modifier per round; on a failed Stamina save, the defender loses consciousness for a minimum of four rounds, after which a base Stamina save may be made to regain consciousness. One action must be spent each round to maintain the hold and this skill may be used to oppose a break or escape attempt, by spending additional actions. Both the attacker and defender are considered prone during the move and this skill cannot be used to defend against attacks made by the target. If the skill check fails the move has not been applied correctly and the opponent gets a simple (+4) modifier to break the grapple. Regardless of success or failure, if the move is still applied, both the attacker and defender are prone at the end of this action.
  • Specializations:  None
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Chuck Sperati
Escape
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  Characters can use this skill to duck out of or break grabs, holds, moves, etc. With a successful skill check the character is freed from a melee grapple and and related attack actions, disrupting any associated effect. Alternately, it can be used to slip bonds or other restraints, wiggle into tight places, etc, assuming that there is a logical path to freedom; the difficulty is based on the amount of time, quality of bonds, and the subtlety that the action requires. If the skill check fails, damage is taken normally.
  • Example of use:  Break the leverage of a slam and step out of the hold, wiggle free of bound wrists, or slither into duct work to move from room to room.
  • Specializations:  None
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Chuck Sperati
Evade
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used to avoid melee attacks, and can be used in two different ways. A character can try to avoid an attack by spending an action and making a skill check, if the check succeeds the attack fails, if not it hits. When defending against multiple attacks, the character can choose to make a General Evade, wherein they take a defensive posture that is more difficult to hit; it must be announced at the start of the round, requires two actions plus a skill check, and gives all attackers a penalty to hit equal to the number of skill points in Wrestling. Any melee attack (except Surprise) made against the character during that round is subject to this penalty modifier; this modifier is lost if the character takes another defend action in the same round.
  • Specializations:  None
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Chuck Sperati
Fling
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to toss an opponent a short distance. It may only be used on a target that has been grabbed; with a successful skill check, the attacker is able to throw the target a number of yards equal to the number of skill points in Wrestling, causing falling damage and landing prone. The defender can use Tumbling or a related skill to avoid taking damage and/or falling prone. If the skill check fails the character cannot get the leverage to toss the opponent and they get a simple (+4) modifier to break the grapple.
  • Specializations:  None
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Chuck Sperati
Grab
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to move inside the melee swing arc and seize the opponent with both hands, without causing damage. With a successful skill check, the attacker is able to grasp and hold the defender in a single action, usually to setup a followup attack; both the attacker and defender are considered prone during the grab. On their turn, the defender can attempt to break the hold with an attack or escape skill, though the attacker can use an action to maintain the grab with a successful skill check. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None
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Chuck Sperati
Joint-Hold
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to apply a hold that immobilizes an opponent that is grabbed and is standing upright. With a successful skill check, the hold is applied; each hold has potential modifiers to damage, stamina/morale save, escape, and/or applying the hold, based on type. One action must be spent each round to maintain the hold and this skill may be used to oppose a break or escape attempt or to defend against an attack by the target by spending additional actions. Both the attacker and defender are considered prone during the move. If the skill check fails the move has not been applied correctly and the opponent gets a simple (+4) modifier to break the grab. Regardless of success or failure, if the move is still applied, both the attacker and defender are prone at the end of this action.
  • Specializations:  None

 

 

Wristlock - bending or twisting the hand to put extreme pressure on the wrist joint; this move may be used as a disabling attack (Stamina save), but is more often used for pain compliance (Morale save).
Modifiers:   Apply: +2     Damage: --     Save: -2     Escape: +2

Elbowlock - with one hand on the opponent's wrist place the other above the elbow and push for hypertension; this move is used as either a disabling attack (Stamina save) or for pain compliance (Morale save).
Modifiers:   Apply: --     Damage: +2     Save: -2     Escape: +2

Shoulderlock - holding the wrist, bend the elbow and flex the arm away from the body; this move is used primarily as a disabling attack (Stamina save), but is effective for pain compliance (Morale save).
Modifiers:   Apply: -2     Damage: +4     Save: --     Escape: --

Armbar - holding the wrist and rotating the arm to put pressure on the wrist, elbow, and shoulder joints; this move is primarily used for pain compliance (Morale save), but is also very effective as a disabling attack (Stamina save).
Modifiers:   Apply: -2     Damage: +2     Save: -4     Escape: +2

 

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Chuck Sperati
Kick-Up
  • Attribute:  Agility
  • Type:  Attack
  • Time:  Free action
  • Description:  A character with this skill is able to quickly regain their feet from a prone position. With a successful skill check, the character is able to kick their feet out to gain momentum and spring up into a standing position, requiring only a free action to stand from prone. This skill does not negate an opponent's ability to keep the character prone. A free action must be available, and if the skill check fails the character remains prone.
  • Specializations:  None
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Chuck Sperati
Pin
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to immobilize a character on the ground, without causing damage. This hold may only be used on prone targets; with a successful skill check, the attacker leverages their body against the defender to hold them in a prone position; any attempt to break or escape the hold has a -1 modifier per skill point in Wrestling. One action must be spent each round to maintain the hold and this skill may be used to oppose a break or escape attempt by spending additional actions. Both the attacker and defender are considered prone during the move and this skill cannot be used to defend against attacks made by the target. If the skill check fails the move has not been applied correctly and the opponent gets a simple (+4) modifier to break the grapple. Regardless of success or failure, if the move is still applied, both the attacker and defender are prone at the end of this action.
  • Specializations:  None
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Chuck Sperati
Rush Moves

Attribute:  Constitution

  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used with a rush attack to make several moves that cause damage and knock an opponent prone. After spending an action to move, the attack does damage equal to the Strength score plus the distance of the move in yards (to a maximum of six); normal rush rules still apply to the attacker and defender. The defender gets a Reaction save to avoid being knocked down; each move has potential modifiers to attack and/or save, based on type. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None

 

Clothesline - driving an extended arm into the defender's torso; the defender is left prone at the end of this move.
Modifiers:    Attack: +2     Save:  --

Crossbody Block - leaping into and landing horizontally across the defender's torso; both the attacker and defender are left prone at the end of this move.
Modifiers:    Attack: -2     Save:  -4

Forearm Smash - strike to the chest with the forearm; the defender is left prone at the end of this move.
Modifiers:    Attack: +1     Save: -1

Shoulder Block - lower the shoulder and slam bodily into the target; the defender is left prone at the end of this move.
Modifiers:    Attack: --     Save: -2

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Chuck Sperati
Slam
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  A characters with this skill is able to pick up their opponent and drive them bodily onto a surface. It may only be used on a target that has been grabbed; with a successful skill check, the attacker is able to pick up and drive the target onto an immediately adjacent surface, i.e. the ground, a table, a wall, etc, causing damage equal to the Strength score plus the opponents basic hits, and leaves them prone. The defender gets a Reaction save for half damage. If the skill check fails the character cannot get the leverage to pick up the opponent and they get a simple (+4) modifier to break the grab.
  • Specializations:  None
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Chuck Sperati
Smash Moves
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill can make a number of violent attacks designed to cause damage and leave the opponent unable to act. With a successful skill check, the attack does damage equal to the strength score, plus any modifiers, and leaves them stunned; the defender is allowed a (modified) Stamina save to resist the stun effect. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None

 

Dropkick - jumping up and kikcing the opponent with the soles of both feet; the attacker is left prone at the end of this move.
Modifiers:    Attack: --     Damage: +2     Save:  --

Elbow Smash - if the defender is in front, it is a punching motion, tucking the hand towards the chest so that the elbow makes contact; if the defender is behind, pivot and pull the elbow back.
Modifiers:    Attack: +1     Damage: --     Save:  -1

Headbutt - striking the opponent with the forehead (front) or occiptal bone (back), typically in the face.
Modifiers:    Attack: --     Damage: --     Save:  -2

Stomp - used on a prone target, stamping the foot down on the opponent; the defender is left prone at the end of this move.
Modifiers:    Attack: --     Damage: +1     Crit:  -1

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Chuck Sperati
Takedown
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to effectively put the defender on the ground, without causing damage. With a successful skill check, the attacker uses a combination of balance and leverage to take the defender down, leaving them prone for follow up attacks, while remaining standing. If the defender fails to avoid the attack, the move is successful, with no chance to break it. While it is not damaging attack in itself, it can be used strategically to force a modifier to defend skill checks, deplete a defender's actions, break their tactics, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None
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Chuck Sperati
(E) Breakers
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to make damaging moves to specific parts of the body for devastating effects, on targets that have been grabbed. With a successful skill check, the move is completed and the target is left prone; each move has potential modifiers to attack, damage, and/or crit range, based on type. If the skill check fails the move was not completed and the opponent can attempt to break the grab.
  • Prerequisites:  The Slam skill and four skill points in Wrestling

 

Backbreaker - lifting the defender at the shoulders and hip or knee into a horizontal position, face up, and driving the middle back down onto the attackers knee or other solid object; the defender is left prone at the end of this move.
Modifiers:    Attack: +2     Damage: +4     Crit:  --

Neckbreaker - lifting the target at the waist and then turning them in air to drive the head into the ground or other solid object; the defender is left prone at the end of this move, and the move results in a potential stun.
Modifiers:    Attack: --     Damage: +2     Crit: +4

Gutbuster - lift the opponent at the waist and drive downward onto the back, landing on top of them with a knee or shoulder to the stomach; both the attacker and defender are prone at the end of this move, and the move results in a potential stun.
Modifiers:    Attack: +2     Damage: +2     Crit: +2

Spinebuster - from behind, lift the opponent at the waist and drive downward face first, landing on top of them with a shoulder in their back; both the attacker and defender are prone at the end of this move.
Modifiers:    Attack: --     Damage: +3     Crit: +3

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Chuck Sperati
(E) Body Locks
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill can be used to apply one of four advanced holds that immobilize targets that have been grabbed. With a successful skill check, the hold is applied; each hold has potential modifiers to applying/maintaining the hold, damage, stamina/morale save, and/or escape, based on type. One action must be spent each round to maintain the hold and this skill may be used to oppose a break or escape attempt. Both the attacker and defender are considered prone during the move. If the skill check fails the move has not been applied correctly and the opponent can attempt to break the grab. Regardless of success or failure, if the move is still applied, both the attacker and defender are prone at the end of this action.
  • Prerequisites:  The Joint-Hold skill and four skill points in Wrestling

 

Headlock - circling the opponents head with the arm, typically from the side; this move may be used as a disabling attack (Stamina save), but more often to control the target as it negates the ability to attack until it is released or broken.
Modifiers:   Apply: +3     Damage:  --     Save: --     Escape: -3

Hammerlock - pulling an opponents arms behind and bending up the back; this move is used as either a disabling attack (Stamina save) or for pain compliance (Morale save).
Modifiers:   Apply: --     Damage: +2     Save: -2     Escape: -2

Leglock - twisting or hyperextending and opponents knee or hip, while using the legs for leverage; this move is used as either a disabling attack (Stamina save) or for pain compliance (Morale save).
Modifiers:   Apply: -2     Damage: +4     Save: -2     Escape: -2

Ab-Lock - linking the arms from behind and bending over to stretch and expose the midsection; this move may be used for pain compliance (Morale save), but is more often used to control the target as it holds the target prone and negates the ability to attack or defend until it is released or broken.
Modifiers:   Apply: -2     Damage: +2     Save: -2     Escape: -4

 

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Chuck Sperati
(E) Power Slams
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to use momentum to increase the damage of a slam, on targets that have been grabbed. With a successful skill check, the move is completed and the target is is driven bodily onto a surface, taking damage equal to the Strength score plus the opponents basic hits in addition to the effect of the move. In addition, targets can be driven onto spikes or other sharp objects, causing additional damage based on the object and increasing the threat range by one per two skill points in Wrestling. If the skill check fails the character cannot get the leverage to pick up the opponent and they can attempt to break the grab.
  • Prerequisites:  The Slam skill and four skill points in Wrestling

 

Spinslam - facing the opponent, hook one arm between the legs and reach around the back with the other, lifting them horizontal and then spinning around on the ball of the foot to gain momentum before slamming them onto a surface, increasing the damage sustained by one per skill point in Wrestling; the defender is prone after this move.

Powerbomb - facing the opponent, hook one arm between the legs and reach around the back with the other, lifting them horizontal and jumping forward, holding onto them as they are slammed onto a surface, increasing the damage sustained by the attackers basic hit score plus one per skill point in Wrestling; the defender and attacker are prone after this move.

Suplex - apply a side headlock to the the oppoent with one arm and lift with the other, pulling them across a vertical arc to slam onto a surface, increasing the damage sustained by one per skill point in Wrestling, and the move results in a potential stun; both the attacker and defender are prone after this move.

Chokeslam - grasp the opponents neck, lift to the full extension of the arms, and slam onto a surface, increasing the damage sustained by one per point in Wrestling, and requiring a Stamina save at a -2 modifier to remain conscious; both the attacker and defender are prone at the end of this move and the choke can be maintained with a successful Chokehold skill check (assuming the character has the skill).

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Chuck Sperati
(E) Reversal
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  A character with this skill is able to break a hold and reapply it to the attacker. With a successful skill check, the defender breaks the hold and immediately applies the same hold to the attacker, during their action. The defender must have an action available and be able to apply the same hold, with all existing modifiers and requirements. If the skill check fails, the move is applies normally, with all existing modifiers and requirements.
  • Prerequisites:  The Escape skill and four skill points in Wrestling
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Chuck Sperati
(E) Rolling Strike
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill can move and attack in the same action. This is a disciplined move, not a rush type attack; it includes moving into, through, and/or out of a foe's threat area, without any penalty modifiers or drawing an attack of opportunity. All movement rules apply and it may be countered by a readied action which will force the attacker to stop and defend or suffer an attack of opportunity. It may be used with any attack skill that does not have a hold requirement, i.e. clothesline, grab, headbutt, etc, with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses and leaves the character open to an attack of opportunity, unless they stop to take a defend action.
  • Example of use:  Make an attack and escape a flanked position, run past a foe while performing a clothesline, move through a threat area performing a takedown to interrupt a flank, etc.
  • Prerequisites:  The Running skill and four skill points in Wrestling
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Chuck Sperati
(M) Aerial Moves
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to make several moves from an elevated position to increase the damage from the attack. This is a controlled fall of up to a number of yards equal to the number of skill points in Wrestling, that carries a difficult (-4) modifier to hit, and causes falling damage in addition to the normal move damage without any penalty modifiers or drawing an attack of opportunity. All movement rules apply and it may be countered with a readied action that will allow the defender to act on the same action as the attacker, with neither getting defend actions. It may be used with any attack skill that does not have a hold requirement, i.e. clothesline, grab, headbutt, etc, with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses and may result in the character taking falling damage (Reaction save to negate). Regardless of success or failure, both the attacker and defender are prone at the end of this action.
  • Example of use:  Make a dropkick attack from a boulder, dive off a wall to clothesline a target, launch from a moving vehicle to land a shoulder block, etc.
  • Prerequisites:  The (E) Rolling Strike skill and eight skill points in Wrestling
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Chuck Sperati