|
Punching
& Wrestling
| Roll |
Wrestle damage |
Punch %KO |
Colourful
description wrestle/punch |
| 20+ |
3* |
10 |
Headlock/Haymaker |
| 19 |
0 |
1 |
Wild grab/Wild swing |
| 18 |
1 |
3 |
Kick/Rabbit punch |
| 17 |
1 |
5 |
Trip/Groin jab |
| 16 |
1 |
2 |
Elbow smash/elbow hit |
| 15 |
3* |
6 |
Arm lock/Kidney
punch |
| 14 |
1 |
8 |
Leg twist/Bottom spank |
| 13 |
2 |
9 |
Sole bludgeon/Whack |
| 12 |
1 |
5 |
Glace cherry/Almond |
| 11 |
2 |
10 |
Hang nail/Knee trembler |
| 10 |
1 |
3 |
Testes twist/Porcine lick |
| 9 |
2* |
10 |
Finger lock/Nostril
flick |
| 8 |
2* |
9 |
Wrist lock/Breast chop |
| 7 |
2 |
10 |
Herpes/Facial eczema |
| 6 |
2 |
8 |
Buttock clench/Lip balm |
| 5 |
1 |
3 |
Blow job/Sodomite
slip |
| 4 |
3* |
5 |
Tassel grab/Ankle tickle |
| 3 |
2 |
12 |
Boob grope/Ear nibble |
| 2 |
3* |
15 |
Leg lock/Bugger jab |
| 1 |
0 |
2 |
Nipple tweak/Face
slap |
| <1 |
4* |
25 |
Body lock/Tit slinger |
The attacker decides
whether to punch or wrestle. The to hit roll is as per normal,
but should a hit be scored, consult this table and use the actual
modified dice roll to determine the result.
Punching:
Damage from punching:
Bare fists: D2 (+STR bonus), Gauntlets or brass knuckles: D3 (+STR).
- For each punch
that hits, roll for knock-out.
- Successful
KOs last for D10 rounds.
Wrestling:
- Wrestling is
made more difficult by wearing armour. Studded leather gives you
-1 to hit. Chain, ring & scale:-2. Splint, banded and
plate:-5.
- Successful
wrestlers will do the damage specified (plus STR bonus)
- If you get
a hold marked with an "*", the fight has turned
into an overbear. Your opponent will now be in the "Struggling
State" under the Overbear rules below. Continue the fight using
the Overbear rules.
- Both punching
and wrestling damage is ¼ real and ¾ temporary. The temporary damage
is recovered at 1 hp per round, but only on rounds where the victim
is not hit.
back
to top . . .
Overbearing
Overbearing is
used when a large number of creatures want to drag a single creature
to the ground. It is always a many-to-one situation.
- Victim swipes
first. If an overbearer is hit, he cannot take part that round.
- All the overbearers
combine their attacks into a single to-hit roll. Take the worst
OV of the lot and then add 1 to the to-hit roll for each overbearer
in addition to first. Add/subtract 4 for each difference in size
category (S, M, L & VL) target is compared to overbearers. Use
best overbearer's size.
- If they hit,
the victim is on the ground and in Struggling State, otherwise
back to start. The round ends.
- Struggling
State. Victim makes Break roll (see below).
- If victim fails,
overbearers make another single to-hit roll, as step 2, but victim
is now DV 0 (or @–4).
- If they hit
then now, then victim is in Overborne State. If they miss
go back to StrugglingState. Round ends.
- Overborne
State. Victim attempts another Break roll (see below).
If victim succeeds, round ends and go back to Struggling State.
- If victim fails,
now Got the Bastard! One overbearer may do one of the following:
Make a DEX roll to bind a limb, auto-hit on punch table, inflict
max damage with S weapon (ignore armour), or someone outside the
flight can inflict max damage with any weapon (ignore armour).
Round ends and go back to Overborne state (each bound limb halves
victim’s STR). Continue until victim bound, unconscious or does
get away.
Break roll:
- Target throws
a STR roll. Note how many points under. If over STR, Break roll
will automatically fail.
- All overbearers
make STR rolls. Sum the amount of points under the STR for each
roll. Ignore rolls over the STR.
- If Target's
value is higher, s/he has broken free
Size vs. size limit
chart:
This
table determines how many overbearers you can have attacking a target
at once. They cannot initially exceed this size limit. However, when
attacking targets that are in the Struggling or Overborne state, the
size limit can be doubled.
|
|
S |
M |
L |
| S |
6 |
4 |
2 |
| M |
8 |
6 |
4 |
| L |
12 |
8 |
6 |
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