
Wrestling
Skill, Combat
Skilled grappling: takedowns (including slams), restraining holds and easy escapes from holds.
From the book
Wrestling is skilled grappling. A wrestler is proficient in the restraining and knock-down tactics described under Brawling/Grappling in the combat rules, and also masters three techniques of their own.
The takedown throws an opponent to the ground. It needs both skill and strength, works only on two-legged creatures weighing no more than twice the wrestler's maximum encumbrance, and is made at the standard non-proficiency penalty; a hit puts the victim on the ground under the wrestler's control, counted as restrained. The player may make it a slam, which is illegal in competition, forcing a save vs Constitution against being stunned for 1-2 rounds. The hold, also made at the non-proficiency penalty, fully pins any non-wrestler, who can break free only with a save vs Strength at -1 per level of the wrestler; a hold can also be used to inflict pain, making the victim save vs Will or give up. The escape lets a wrestler get out of any hold or restraint with a save vs Dexterity.
The skill costs 2,000 XP and takes 1-3 months to develop, with a qualified instructor needed outside the professions that teach it.
At a glance
- Skill group
- Combat
- Cost
- 2,000 XP
- How it works
- Takedowns and holds take the non-proficiency penalty; slam: CON save or stunned 1-2 rounds; non-wrestlers escape holds only on a STR save at -1 per wrestler level; wrestlers escape holds with a DEX save
- Takedown limit
- Only against bipeds weighing no more than 2x the wrestler's maximum encumbrance
- Painful hold
- A hold can force the victim to save vs WILL or surrender
- Learning time
- Combat skills take 1-3 months to develop; non-professionals must train with a qualified instructor
- Learned by
- Gladiator (1)
- Successful takedown
- Victim is brought to the ground under the wrestler's control and counts as restrained