Post by sentinel on May 25, 2006 8:50:22 GMT -5
Had some ideas for grappling in Palladium.
While I draw heavily upon N&SS for structure, I also try to maintain scale to HUII, Nightbane, AtB-2, and the rest of the Palladium Megaverse.
Wrestling Maneuvers
The damages in parenthesis are for Standard N&SS campaign usage.
Suplex: Any of the standard suplexes as seen in pro-wrestling. All involve a modified body flip/throw. All can pulled (reduced damage). Suffering a suplex will cost the victim one action, loss of initiative and the damage described for each individual attack.
In the case that the attacker possesses Supernatural PS, use the listed damage for a Restrained Punch.
Standard- also called an Overhead. Opponent is grabbed by the neck, lifted vertically, and slammed onto their back. Attacker falls as well, but takes no damage. Damage is 3D6 (2d6).
Fishermans'-Opponent must first be secured in a leg hold. Following a successful leg hold, the attacker can then lift the victim up vertically, and slam him backwards. Damage is 3D6 (2d6). The hold is released at the conclusion of the throw.
Northern Lights- Opponent is first tackled or grabbed about the waist, then lifted vertically with their head facing behind the attacker. When they are slammed to the ground, the attacker will be above them directly, with the hold around the waist still secured. Damage is 3D6 (2d6).
Belly-to-Belly: sidelong- The opponent is grappled while facing the attacker, lifted off their feet, while the attacker turns to either the left or right, and dropped or slammed onto their back. This attack is not as damaging but the opponent will be immediately disadvantaged by the attackers full body weight. The attacker is +2 to secure any hold or joint lock to the upper body region. Damage is 2D6 (1d6).
Belly-to-Belly: Overhead- A more powerful version of the sidelong. The opponent is vaulted vertically over the attackers' head. The attacker may or may not fall as well, but must roll Maintain Balance to remain upright. Damage is 3D6 (2d6).
German, or Belly-to-Back- Standing behind the opponent, the attacker secures a hold around the waist and lifts the opponent, bending backwards as he does so (this is also known as 'bridging'). The opponent will be slammed head and neck first onto the ground. This type of attack will Knockout/Stun on a roll of natural 19 or 20, for 1d4 rounds. The damage is 3D6 (2d6). The waist hold can be held or released at the option of the attacker. On any roll of 12 or less, the attacker will suffer damage of 1d6 as well, from failing to move his head properly.
Joint Locks
A separate group of holding maneuvers, Joint Locks are intended to do actual damage by violating the natural range of motion of a joint or joints.
There are two main groups: Simple, and Compound.
Simple joint locks involve twisting or torqueing a joint beyond or outside its’ natural range.
These include:
· Finger Locks: 2 Points of damage.
· Elbow Locks: 1D6 S.D.C. damage.
· Shoulder Locks: 1D6 S.D.C. damage.
· Wrist Locks: 1D4 S.D.C. damage.
· Neck Locks: 1D4 damage. Attacker may also simultaneously perform a Choke while the neck is held. A declared Death Blow means the neck has been broken, and the victim should immediately roll to Save vs. Coma/Death.
· Knee Locks: 1D6 S.D.C. damage.
· Ankle Locks: 1D4 S.D.C. damage.
Compound Joint Locks involve two or more joints manipulated in a single attack. Compound Joint Locks require both hands to perform, although some can be assisted with wrapping a leg or both legs around the opponents’ limb as well.
· Compound Arm Lock: this attack can involve placing the wrist and elbow into a twisted position, or can involve the shoulder as well.
· Compound Leg Lock: this attack usually involves controlling and twisting the ankle while simultaneously placing pressure on the knee.
Joint Lock damage does ½ to S.D.C., and ½ to Hit Points.
Should the attacker inflict one-fourth of the defenders’ S.D.C. in damage, the victim has a broken limb, and all the usual penalties of a broken limb now apply.
The victim of a Joint Lock has his attacks per melee reduced by half.
Holds
Holds are a means of immobilizing an opponent, and doing damage by means of compression. In this they are different from joint locks.
Holds bring strength to bear to a greater degree than joint locks, and require a combination of strength and leverage to maintain.
Individual limbs can be held, or combinations of limbs. In addition, the torso can be held, although the immobilization of the body requires greater effort than single limbs.
The attacker applying the hold is in full control of the damage inflicted, or whether damage is inflicted at all. Holds themselves do no damage, but the attacker may choose to use his P.S. Damage bonus, in any increment they choose.
Victims of a hold have their attacks per melee reduced to Two.
Arm Hold: Using both arms, the attacker immobilizes an arm, preventing movement, and reducing the opponents’ balance (-2 to maintain Balance). This hold may be applied while standing, or fighting from the ground. If on the ground, the victim must escape the hold before getting to his feet again. The victim of the hold is –4 to Parry if standing, and –8 to Parry if on the ground.
Leg Hold: Using both arms, the attacker immobilizes a leg. While the hold is applied, the victim is –4 to Maintain Balance, and can only Parry (with a penalty of –2), or attempt a Jump Kick (if they possess that maneuver) at a penalty of –6 to Strike. Dodging is not possible. The attacker can Knockdown the victim with any maneuver they possess to do so (Tripping/Leg Hook, Body Flip/Throw, etc).
Neck Hold: Using either one or two hands, the attacker entraps the victims’ neck, and controls the direction of the victims’ head. The victim is –6 to Maintain Balance, and can Parry with the same penalties as being Blinded (-8). Dodging is not possible. Hand Strikes can be attempted by the victim at a penalty of –4 to Strike, and Knee and Elbow Strikes as well, but other kicks are not possible, nor is Power Punching.
The attacker may choose to Choke, or Neck Lock and Choke with no penalty.
The attacker may apply this hold while standing or fighting from the ground.
Body Hold: There are several methods to holding and immobilizing the body.
The most common is the Waist Lock (not a true Joint Lock), which encircles both the attackers’ arms around the victims’ torso, and compresses the waist, making breathing difficult and uncomfortable. The victim may attempt to stomp the attackers’ feet (Kick Attack, Karate Kick), or use Elbow Strikes in an attempt to escape. Other types of attacks are not possible. The attacker may apply this hold while standing or fighting from the ground. The attacker may choose to Knockdown using any maneuver he may possess to do so at a bonus of +3 to Strike.
Compound Hold: The attacker may combine different individual holds to immobilize the victim. Examples include the Full Nelson, which incorporates the Arm Hold, with a Neck Hold, and forces the victim to attempt to Maintain Balance at a penalty of –4.
The Boston Crab incorporates the Neck Hold and Leg Hold in such a manner as to also immobilize the body.
Victims of the Compound Holds cannot Parry or Dodge.
Escaping and Reversals
Holds can be escaped by the Defender rolling a D20, and adding his PS attribute to the roll. The Attacker rolls a D20, adding his PS attribute number in order to maintain the hold. Highest roll wins, although in this case, TIE GOES TO THE ATTACKER.
Characters with EXT PS add +2 to their rolls. Characters with Superhuman PS add +4 to their rolls. Characters with Supernatural PS add +8 to their rolls.
It is possible to Reverse a hold, so that the (former) victim becomes the one securing the hold. The Defender rolls a D20, adding their PP attribute number against the initial Strike roll of the attacker. Characters who possess EXT PP add +4 to their rolls. Characters who possess any sort of exceptional PP (certain Super-Soldiers, Juicers, Quick-Flex Aliens, etc) add +2.
Escaping a Joint Lock is much more dangerous. While it is possible to escape, there is a possibility of taking damage while doing so.
To escape, the defender rolls a D20, adding their PP attribute number. They must roll higher than the Strike Roll of the attacker. The same bonuses for Reversing a hold apply to escaping a Joint Lock. Failure to escape indicates the defender suffers the full damage of the hold in addition to the damage inflicted initially.
Joint Locks cannot be reversed. Once the defender successfully escapes, he may choose to attempt to secure his opponent with a Lock or Hold of his own as per usual.
While I draw heavily upon N&SS for structure, I also try to maintain scale to HUII, Nightbane, AtB-2, and the rest of the Palladium Megaverse.
Wrestling Maneuvers
The damages in parenthesis are for Standard N&SS campaign usage.
Suplex: Any of the standard suplexes as seen in pro-wrestling. All involve a modified body flip/throw. All can pulled (reduced damage). Suffering a suplex will cost the victim one action, loss of initiative and the damage described for each individual attack.
In the case that the attacker possesses Supernatural PS, use the listed damage for a Restrained Punch.
Standard- also called an Overhead. Opponent is grabbed by the neck, lifted vertically, and slammed onto their back. Attacker falls as well, but takes no damage. Damage is 3D6 (2d6).
Fishermans'-Opponent must first be secured in a leg hold. Following a successful leg hold, the attacker can then lift the victim up vertically, and slam him backwards. Damage is 3D6 (2d6). The hold is released at the conclusion of the throw.
Northern Lights- Opponent is first tackled or grabbed about the waist, then lifted vertically with their head facing behind the attacker. When they are slammed to the ground, the attacker will be above them directly, with the hold around the waist still secured. Damage is 3D6 (2d6).
Belly-to-Belly: sidelong- The opponent is grappled while facing the attacker, lifted off their feet, while the attacker turns to either the left or right, and dropped or slammed onto their back. This attack is not as damaging but the opponent will be immediately disadvantaged by the attackers full body weight. The attacker is +2 to secure any hold or joint lock to the upper body region. Damage is 2D6 (1d6).
Belly-to-Belly: Overhead- A more powerful version of the sidelong. The opponent is vaulted vertically over the attackers' head. The attacker may or may not fall as well, but must roll Maintain Balance to remain upright. Damage is 3D6 (2d6).
German, or Belly-to-Back- Standing behind the opponent, the attacker secures a hold around the waist and lifts the opponent, bending backwards as he does so (this is also known as 'bridging'). The opponent will be slammed head and neck first onto the ground. This type of attack will Knockout/Stun on a roll of natural 19 or 20, for 1d4 rounds. The damage is 3D6 (2d6). The waist hold can be held or released at the option of the attacker. On any roll of 12 or less, the attacker will suffer damage of 1d6 as well, from failing to move his head properly.
Joint Locks
A separate group of holding maneuvers, Joint Locks are intended to do actual damage by violating the natural range of motion of a joint or joints.
There are two main groups: Simple, and Compound.
Simple joint locks involve twisting or torqueing a joint beyond or outside its’ natural range.
These include:
· Finger Locks: 2 Points of damage.
· Elbow Locks: 1D6 S.D.C. damage.
· Shoulder Locks: 1D6 S.D.C. damage.
· Wrist Locks: 1D4 S.D.C. damage.
· Neck Locks: 1D4 damage. Attacker may also simultaneously perform a Choke while the neck is held. A declared Death Blow means the neck has been broken, and the victim should immediately roll to Save vs. Coma/Death.
· Knee Locks: 1D6 S.D.C. damage.
· Ankle Locks: 1D4 S.D.C. damage.
Compound Joint Locks involve two or more joints manipulated in a single attack. Compound Joint Locks require both hands to perform, although some can be assisted with wrapping a leg or both legs around the opponents’ limb as well.
· Compound Arm Lock: this attack can involve placing the wrist and elbow into a twisted position, or can involve the shoulder as well.
· Compound Leg Lock: this attack usually involves controlling and twisting the ankle while simultaneously placing pressure on the knee.
Joint Lock damage does ½ to S.D.C., and ½ to Hit Points.
Should the attacker inflict one-fourth of the defenders’ S.D.C. in damage, the victim has a broken limb, and all the usual penalties of a broken limb now apply.
The victim of a Joint Lock has his attacks per melee reduced by half.
Holds
Holds are a means of immobilizing an opponent, and doing damage by means of compression. In this they are different from joint locks.
Holds bring strength to bear to a greater degree than joint locks, and require a combination of strength and leverage to maintain.
Individual limbs can be held, or combinations of limbs. In addition, the torso can be held, although the immobilization of the body requires greater effort than single limbs.
The attacker applying the hold is in full control of the damage inflicted, or whether damage is inflicted at all. Holds themselves do no damage, but the attacker may choose to use his P.S. Damage bonus, in any increment they choose.
Victims of a hold have their attacks per melee reduced to Two.
Arm Hold: Using both arms, the attacker immobilizes an arm, preventing movement, and reducing the opponents’ balance (-2 to maintain Balance). This hold may be applied while standing, or fighting from the ground. If on the ground, the victim must escape the hold before getting to his feet again. The victim of the hold is –4 to Parry if standing, and –8 to Parry if on the ground.
Leg Hold: Using both arms, the attacker immobilizes a leg. While the hold is applied, the victim is –4 to Maintain Balance, and can only Parry (with a penalty of –2), or attempt a Jump Kick (if they possess that maneuver) at a penalty of –6 to Strike. Dodging is not possible. The attacker can Knockdown the victim with any maneuver they possess to do so (Tripping/Leg Hook, Body Flip/Throw, etc).
Neck Hold: Using either one or two hands, the attacker entraps the victims’ neck, and controls the direction of the victims’ head. The victim is –6 to Maintain Balance, and can Parry with the same penalties as being Blinded (-8). Dodging is not possible. Hand Strikes can be attempted by the victim at a penalty of –4 to Strike, and Knee and Elbow Strikes as well, but other kicks are not possible, nor is Power Punching.
The attacker may choose to Choke, or Neck Lock and Choke with no penalty.
The attacker may apply this hold while standing or fighting from the ground.
Body Hold: There are several methods to holding and immobilizing the body.
The most common is the Waist Lock (not a true Joint Lock), which encircles both the attackers’ arms around the victims’ torso, and compresses the waist, making breathing difficult and uncomfortable. The victim may attempt to stomp the attackers’ feet (Kick Attack, Karate Kick), or use Elbow Strikes in an attempt to escape. Other types of attacks are not possible. The attacker may apply this hold while standing or fighting from the ground. The attacker may choose to Knockdown using any maneuver he may possess to do so at a bonus of +3 to Strike.
Compound Hold: The attacker may combine different individual holds to immobilize the victim. Examples include the Full Nelson, which incorporates the Arm Hold, with a Neck Hold, and forces the victim to attempt to Maintain Balance at a penalty of –4.
The Boston Crab incorporates the Neck Hold and Leg Hold in such a manner as to also immobilize the body.
Victims of the Compound Holds cannot Parry or Dodge.
Escaping and Reversals
Holds can be escaped by the Defender rolling a D20, and adding his PS attribute to the roll. The Attacker rolls a D20, adding his PS attribute number in order to maintain the hold. Highest roll wins, although in this case, TIE GOES TO THE ATTACKER.
Characters with EXT PS add +2 to their rolls. Characters with Superhuman PS add +4 to their rolls. Characters with Supernatural PS add +8 to their rolls.
It is possible to Reverse a hold, so that the (former) victim becomes the one securing the hold. The Defender rolls a D20, adding their PP attribute number against the initial Strike roll of the attacker. Characters who possess EXT PP add +4 to their rolls. Characters who possess any sort of exceptional PP (certain Super-Soldiers, Juicers, Quick-Flex Aliens, etc) add +2.
Escaping a Joint Lock is much more dangerous. While it is possible to escape, there is a possibility of taking damage while doing so.
To escape, the defender rolls a D20, adding their PP attribute number. They must roll higher than the Strike Roll of the attacker. The same bonuses for Reversing a hold apply to escaping a Joint Lock. Failure to escape indicates the defender suffers the full damage of the hold in addition to the damage inflicted initially.
Joint Locks cannot be reversed. Once the defender successfully escapes, he may choose to attempt to secure his opponent with a Lock or Hold of his own as per usual.