Table 43:
Punching and Wrestling Results
Attack Roll
| Punch
| Damage
| % KO
| Wrestle
|
20+
| Haymaker
| 2
| 10
| Bear hug*
|
19
| Wild swing
| 0
| 1
| Arm twist
|
18
| Rabbit punch
| 1
| 3
| Kick
|
17
| Kidney punch
| 1
| 5
| Trip
|
16
| Glancing blow
| 1
| 2
| Elbow smash
|
15
| Jab
| 2
| 6
| Arm lock*
|
14
| Uppercut
| 1
| 8
| Leg twist
|
13
| Hook
| 2
| 9
| Leg lock
|
12
| Kidney punch
| 1
| 5
| Throw
|
11
| Hook
| 2
| 10
| Gouge
|
10
| Glancing blow
| 1
| 3
| Elbow smash
|
9
| Combination
| 1
| 10
| Leg lock*
|
8
| Uppercut
| 1
| 9
| Headlock*
|
7
| Combination
| 2
| 10
| Throw
|
6
| Jab
| 2
| 8
| Gouge
|
5
| Glancing blow
| 1
| 3
| Kick
|
4
| Rabbit punch
| 2
| 5
| Arm lock*
|
3
| Hook
| 2
| 12
| Gouge
|
2
| Uppercut
| 2
| 15
| Headlock*
|
1
| Wild swing
| 0
| 2
| Leg twist
|
Less than 1
| Haymaker
| 2
| 25
| Bearhug*
|
* A hold can be maintained from round to round until broken.
Punch: This is the type of blow landed. In game terms, the type of blow has little
effect, but using the names adds spice to the battle and makes the DM's job of
describing the action easier.
Damage: Bare-handed attacks cause only 1 or 2 points of damage. Metal gauntlets, brass
knuckles, and the like cause 1d3 points of damage. A character's Strength
bonus, if any, applies to punching attacks.
Punching damage is handled a little differently than normal damage. Only 25%
of the damage caused by a bare-handed attack is lasting damage. The remaining
75% is temporary. For the sake of convenience, record punching damage separately
from other damage and calculate the percentage split at the end of all combat.
If a character reaches 0 hit points due to punching damage (or any combination
of punching and normal attacks), he immediately falls unconscious.
A character can voluntarily pull his punch, not causing any lasting damage,
provided he says so before the damage is applied to his enemy. There is still a
chance of a knockout.
K.O.: Although a punch does very little damage, there is a chance of knocking an
opponent out. This chance is listed on the table as "% K.O." If this number or
less is rolled on percentile dice, the victim is stunned for 1d10 rounds.
Wrestle: This lists the action or type of grip the character managed to get. Wrestling
moves marked with an asterisk (*) are holds maintained from round to round,
unless they are broken. A hold is broken by a throw, a gouge, the assistance of
another person, or the successful use of a weapon. Penalties to the attack roll
apply to weapon attacks by a character who is in a hold.
All wrestling moves inflict 1 point of damage plus Strength bonus, if the
attacker desires, while continued holds cause cumulatively 1 more point of damage
for each round. A head lock held for six rounds would inflict 21 points of
damage total (1 + 2 + 3 + 4 + 5 + 6). Remember, this is the equivalent of pressing
hard on a full-nelson headlock for roughly six minutes.
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