WRESTLING
by
Lee Casebolt

Entrance Requirements: None
Skill Cost: 8 years (6 as a Secondary form)

Though often forgotten or ignored in martial arts discussion, wrestling is actually the world's oldest martial art. Organized wrestling was known to the ancient Greeks, Egyptians, Jews, and Indians, among others. Paintings on the interiors of Egyptian pyramids depict wrestlers using holds and other techniques still practiced to this day.

Wrestling as commonly seen today has devolved to either sport with limited combat application (amatuer freestyle, collegiate, and Greco-Roman), or so-called "sports entertainment" (professional wrestling). Both styles sprang from the professional wrestling contests frequently sponsored by traveling carnivals in the late 19th and early 20th centuries. The carnival would frequently have a "champion" who would offer prize money for those who could defeat him, or simply last a given period of time. These champions frequently developed a number of dangerous (now illegal) techniques for dispatching local challengers who threatened to go the distance.

Up until very recently, some of the most formidable martial artists in the world could be found working as "professional wrestlers"; either former carnival "hookers", as they were called, or men who had trained with such. Currently, training in this method of wrestling is available in only a few schools, located in Florida, southern California, and Missouri in the US, Alberta in Canada, and Tokyo, Japan. The wrestler seeks to immediately close with his opponent, controlling his body and/or limbs to immobilize, then throw or lock them into helplessness.

CHARACTER BONUSES
Add 2 to PS
Add 1 to PP
Add 2 to PE
Add 15 to SDC

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: None
Hand Attacks: Palm Strike
Basic Foot Attacks: Tripping/Leg Hooks
Special Attacks: Body Block/Tackle, Body Flip/Throw, Critical Flip/Throw, Elbow, Knee, Forearm, Choke, Neck Hold/Choke, Crush/Squeeze, Headbutt (SPECIAL! Can be performed only when in grappling range. Does 1d4 damage.)
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Wrist Lock, Elbow Lock, Ankle Lock (SPECIAL! Performed like a Leg Hold, but treated as a Wrist Lock for escape purposes), Knee Lock (SPECIAL! Performed as a Leg Hold, but treated as an Elbow Lock for escape purposes)

SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Receives the Kansetsu-Waza, Grasping Hand Atemi Ability automatically. In addition, select one Body Hardening Exercise.
Languages: None

LEVEL ADVANCEMENT BONUSES
1 - +2 to Maintain Balance, +3 to Roll with Punch/Fall/Impact, Critical Strike from Behind
2 - +2 to Hold/Lock*, +1 to Body Flip/Throw
3 - +1 to Damage, +1 to Dodge
4 - +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact
5 - +2 to Body Flip/Throw (Does 2d6 damage, instead of the usual 1d6), Critical Strike/Throw on Natural 18, 19, or 20
6 - Select one additional Martial Arts Power from Body Hardening Exercises
7 - +1 to Hold/Lock*, +2 to Maintain Balance
8 - +1 to Strike, +1 to Parry/Dodge
9 - +1 Attack per Melee
10 - +2 to Roll with Punch/Fall/Impact, +1 to Damage
11 - +1 to Body Flip/Throw, +1 to Maintain Balance
12 - +1 Attack per Melee
13 - +2 to Dodge, +1 to Hold/Lock
14 - +2 to Maintain Balance, +1 to Roll with Punch/Fall/Impact
15 - Select one additional Martial Arts Power from Body Hardening Exercises or Martial Arts Techniques.

* - Bonus to Hold/Lock is added to the character's initial atempt, as well as his/her attempt to maintain or break holds. "Holds" for this purpose include not only those techniques listed under "Holds/Locks" but also Chokes, Neck Hold/Chokes, and Crush/Squeezes.

WHY STUDY WRESTLING? Most martial artists are lost in a grappling situation; the wrestler lives there. Provides excellent physical training as well. Weaknesses are a difficulty with multiple attackers and a lack of "internal" training.

Lee Casebolt
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