Wrestling rules for PCCS ** THESE RULES SHOULD BE CONSIDERED PRELIMINARY ** THEY HAVE NOT BEEN EXTENSIVELY PLAYTESTED Wrestling occurs in three stages; free, grabbed and locked/pinned. Base modifier to skills: Free none Grabbed -4 SL (does not affect attempts to break grab) Locked Can only attempt to break lock, GM may allow HTH attacks against attacker only at -16 SL The attacker can not perform other attacks or hold anything when wrestling. Common sense should be used. All wrestling moves cost 4 AC unless otherwise noted. Grab: WC 0, Partial Parry 4. Use normal to hit rules, including rolling for grabbed location. To grab a specific location, use the HTH aiming system. Grab Parry: WC 0, PP 4, cost 1 CA. Like an offensive parry (HTH 5.5) but the attacker is grabbed if the move is succesful. The grab affects the limb holding the attacking weapon. After a failed grab parry, recovery takes 1 CA. There is no recovery cost for a normal grab. After the opponent has been grabbed, a wrestling move may be attempted, or another grab may be performed, to get a better hold. A second grab has a WC of +2. If a grab has been performed, the opponent must spend the CA to escape grab at the latest in the same impulse the attackers next move takes effect. Otherwise the defender has to start over and attempt to break the new state. Note that at GM's option, a surprised defender can be considered already grabbed and a wrestling move may be attempted immediately. This should be decided based on circumstances and not be taken for granted. Action/Reaction base difficulties The following skill checks are affected by attackers HTH SL, defenders HTH SL and applicaple situational modifiers. It's not recommended that stats affect the skill check as they are already a major factor in available CA. Lock shoulder, arm 13 Lock ankle, leg 13 Lock neck 10 Making a joint lock instead of a lock has a -4 modifier. The following requires the target to be surprised or pinned/locked: Strangle hold 15 Choke hold 10 Garrotte 16 Removing garrotte: automatic, 3 CA (during which target takes damage) Escape strangle 6 Escape garrotte N/A, GM may allow HTH attacks against attacker only at -16 SL, PP 4 Pin 13 Pin one hand free 5 Pin both hands free 2 Throw 13 Damage D30 SP Damaging throw 10 Damage D10 x success PD Escape pin 6 Escape joint lock 7 (escape automatically disables locked joint) Escape grab 8 Biting 8 Damage D12 x success SP Pulling hair 10 Damage D8 x success SP Gouging eyes 9 Damage D10 x success SP -- Version 000120 - Jesper Anderson Thanks to Akos M. Szederjei for feedback and rule changes and additions.