Make pain your friend!Unarmed
Combat
Based on rules in PH pages 97&98

Punching and Wrestling
Overbearing

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.

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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.

  1. Victim swipes first. If an overbearer is hit, he cannot take part that round.
  2. 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.
  3. If they hit, the victim is on the ground and in Struggling State, otherwise back to start. The round ends.
  4. Struggling State. Victim makes Break roll (see below).
  5. If victim fails, overbearers make another single to-hit roll, as step 2, but victim is now DV 0 (or @–4).
  6. If they hit then now, then victim is in Overborne State. If they miss go back to StrugglingState. Round ends.
  7. Overborne State. Victim attempts another Break roll (see below). If  victim succeeds, round ends and go back to  Struggling State.
  8. 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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