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The Ultimate Professional Wrestler
by David West, with help from Cliff Christiansen
Ultimate Martial Artist creates dozens of
new styles of martial arts for Hero System players. However, with any
sort of compilation of martial arts styles, items get lost in the translation
and for the need of space. Such is the case with professional wrestling.
Comic books have focused on wrestlers as well. A major comic book company
had a long running story on a professional wrestling circuit, which just
happened to be made of characters who could lift over 25 tons. The story
lasted over two years, through three different titles by this company,
and turned into one of the most popular story lines outside of that company's
major titles.
Many people dislike professional wrestling because of the 'fake' nature.
Yet, those who participate in wrestling are really learning a martial
art, just not applying it in a fashion which would make it look realistic.
In the author's opinion, professional wrestling is the closest martial
art actually demonstrating what a "superpowered" combat would look like.
Justification of the actual, rather deadly, abilities of professional
wrestling have been demonstrated numerous times. Many years ago, two wrestlers
critically injured two police officers who were trying to arrest them
for disorderly conduct. Approximately four years ago, a famous professional
wrestler knocked out an equally famous talk show host using a sleeper
hold. Two years ago, one of the major federations was sued by a "jobber"
(wrestler whose job it is to lose matches to big name stars) for an incident
in the wrestling ring. A wrestler performed a scissors piledriver on the
"jobber" and snapped his neck, permanently paralyzing him.
A number of Hero System players have told the authors they wished to
see a fully-expanded chart, and maneuver explanations, for a professional
wrestling martial art. Thus, the authors designed the following chart
and the explanations of the moves afterward. In order to support the flavor
of professional wrestling, the list is very long. The authors hope it
will aid game masters and players in designing wrestler characters in
their campaigns.
Wrestling Martial Arts Maneuvers Table
Maneuver Phs Pts OCV DCV Damage/Effect
Clotheslines:
Clothesline 1/2 0 -2 -2 STR/2 + v/5
Drop Kick 1/2 4 +1 -1 STR/2 + v/5, you
fall, they fall
Short-arm 1/2 4 +1 -2 Grab, STR +2d6
Dodges:
Dive to the Mat 1/2 3 --- +4 Dodge, Affects
All Attacks,
Abort, You Fall
Leapfrog 1/2 4 --- +5 Dodge, Affects
All Attacks,
Abort
Ear Box 1/2 3 +2 +1 1d6 NND, No
STR (D=Ear
Covering, etc.)
Escapes:
Break Hold var 4 +0 +0 +15 STR to
Escape
Exert Escape xtra 4 +0 -2 +20 STR to
Escape,
Extra Time,
Target
Falls
Reverse Hold var 4 -1 -2 STR +15 to
Escape,
Grab
Hold #1: 1/2 4 -2 -2 Must Follow
Grab, +10
STR
to hold, +3d6
damage
Abdominal Stretch
Arm Bar
Bear Hug
Full Nelson
Head Lock
Torture Rack
Wrist/Hammer Lock
Hold #2: 1/2 5 -1 -2 Must Follow
Grab, +15
STR
to hold, +1d6
damage,
Only vs. Prone
Figure Four
Scorpion
Step-Over Toe Hold
Scissors
Leverage Grip
Boston Crab
Camel Clutch
Maneuver Phs Pts OCV DCV Damage/Effect
Illegal Maneuvers:
Back Scratching
/Biting 1/2 4 -1 -1 1/2d6 HKA
Choke 1/2 5 -1 +0 Grab, +5 STR to
hold, 1d6 NND
Eye Gouge/Poke
/Rake/Burn 1 3 +1 +0 1d6 Flash vs.
Normal
Sight
Foreign Object --- --- --- --- (Damage as per
weapon)
Contest of STR 1/2 5 +1 -1 Grab, +10 STR
to
hold
Leg Sweep,
Leg Takedown 1/2 3 +2 -1 STR +1d6 strike,
Target Falls
Miscellaneous 1/2 4 +0 +0 STR +4d6, Must
Follow
Grab, You Fall,
Target Falls
Atomic Drop
Back Breaker
Bulldog
Head Drop (DDT)
Monkey Flip
Neck Breaker
Pile Driver
Spine Buster
Nerve Clamp, Sleeper 1/2 4 -1 +1 Must Follow
Grab, 2d6
NND
(D=Hard Armor
or
Lack of
Weakness)
Pinning Maneuvers:
Cover 1/2 Grab, Only vs.
Prone
Target, You Fall
Cradle 1/2 3 Grab, STR +10,
Only vs.
Prone
Crucifix 1/2 3 Grab, Target
Falls, You
Fall. Only After
Move
Through
Small Package 1/2 3 Grab, STR +15,
Target
Falls, You Fall
Maneuver Phs Pts OCV DCV Damage/Effect
Prone Attacks: 1/2 3 +2 -1 STR +3d6, You
Fall,
Only After
Target
Falls
Elbow Drop
Fist Drop
Head Stomp
Knee Drop
Leg Drop
Shoulder Block 1/2 0 -v/5 -3 STR + v/3
Smashes: 1/2 3 +1 +0 STR + 2d6
Axehandle
Elbow Smash
Forearm Smash
Head Butt
Knee Lift
Spins:
Airplane Spin 1/2 5 +0 -2 Grab, +10 STR
to
hold, 1d6 NND
Giant Swing 1/2 5 +2 -2 STR +3d6
Strike,
Must Follow
Grab,
Target Falls
Suplexes: 1/2 4 +1 +1 STR +3d6
Strike,
Must Follow
Grab, You
Fall, Target Falls
Belly to Belly
Belly to Back
Side
Snap
Tosses: 1/2 3 +0 +2 STR +2d6
Strike,
Target Falls,
Must
Follow Grab
Body Slam
Hip Roll/Toss
Overhead Toss
Power Slam
Maneuver Descriptions
| Abdominal Stretch |
One of the oddest looking maneuvers in professional wrestling, this
maneuver requires being behind the opponent. One leg is wrapped around
an opponent's leg from behind, while the opposite arm holds and pulls
back on the opponent's arm.
This painful hold stretches the thigh, the shoulder, and the stomach
muscles. |
Airplane Spin
Giant Swing |
The two spinning attacks have the same outcome, but different methods
of application. With the airplane spin, the attacker gets his opponent
up on his shoulders and spins around, making the opponent dizzy. In
the giant swing, the attacker only needs to grab his opponents arms
and swing him around so fast, that the opponent gets lifted off of
the ground by momentum. |
| Arm Bar |
This hold has gone down in infamy as being called a 'rest hold'.
It consists of taking an opponent by the forearm and twisting it,
supposedly causing pain. In professional wrestling, it doesn't, and
is used to let the wrestlers in the ring take a breather and talk
to each other to plan the next series of moves. The lower the endurance
of a pair of wrestlers, the more of these holds are used in a match.
|
| Atomic Drop |
The attacker lifts his opponent at the waist and drops him forward,
on top of his knee between his opponents legs. This causes the spine
to compress as the opponent's rear hits the knee. To perform this
move, the opponent can be facing away or towards the attacker. If
facing towards the attacker, the move is called the "inverted" atomic
drop. |
| Axehandle |
The attacker hits his opponents with both hands clasped together,
usually in the back. |
| Back Breaker |
The wrestler lifts his opponent, so the opponent's back is parallel
to the ground, then drops his opponent across his knee. |
| Back Scratching |
Illegal in wrestling, running the nails down the back of an opponent
does not do all that much damage, but it is an irritant. |
| Bear Hug |
With this maneuver, a wrestler grabs an opponent right underneath
the ribcage, and lifts him upwards, squeezing as he lifts. This puts
pressure on the ribs and lungs, hopefully to cause the opponent to
fall unconscious. The arms are not grabbed, so the opponent can fight
back somewhat if the pain is not too much. |
| Biting |
Another illegal action, biting is rather self-explanatory. Frequent
targets of the bite are the legs, the arms, the ears and the nose.
|
| Body Slam |
The attacker places one hand on the opponent's shoulder, and one
between the opponent's legs. He then lifts upwards and slams the opponent
back onto the ground. |
| Boston Crab |
In this hold, the attacker needs an opponent face down on the ground.
The attacker wraps both legs of his opponent around his legs. The
attacker then sits back, causing pressure on the small of the back
of the opponent. Despite holding the legs, the damage is being applied
to the back. |
| Bulldog |
Taking his opponent's head under his arm, the attacker runs forward.
The attacker then leaps into the air and falls to the ground, slamming
the opponent's face into the ground. |
| Camel Clutch |
Similar to the Boston Crab, the attacker does pretty much the same
routine as above, but uses the arms rather than the legs of the opponent
to provide the leverage on the back. Usually, the attacker locks his
hands underneath the opponent's chin to apply more pressure. |
| Choke |
Choking can be performed in a number of ways in wrestling. The easiest
is just wrapping hands around the throat, but other methods exist.
A headlock can turn into a choke just by moving the arm down across
the throat. Another method of choking involves using the ropes around
the ring as a choking device, using hands or legs to apply the pressure
against the rope. |
| Clothesline |
This maneuver is performed by running past an opponent and sticking
out an arm. The arm catches the opponent around the neck, and the
momentum is supposed to knock the person to the ground, and be slightly
out of breath, due to the arm hitting the trachea. |
| Clothesline, Short-arm |
A short-arm clothesline is similar to the regular clothesline, with
the arm hitting the opponent across the neck and knocking him to the
ground. Unlike the regular clothesline, however, the opponent is first
grabbed, then hit with the clothesline, instead of using the momentum
of the wrestler to do the damage. This maneuver is usually performed
blazingly fast, making it look even deadlier. |
| Contest of STR |
Both wrestlers attempt to use their strength to overpower and position
their opponent for another move in this list. |
| Cover |
This is the standard "pinning" maneuver performed in professional
wrestling. It consists of holding down an opponent's shoulders to
the ground for a count of three. Sometimes, one leg is hooked with
the crook of the arm, but this honestly does nothing more to the ability
of holding an opponent immobile. This move is also called a lateral
press. |
| Cradle |
Another "pinning" maneuver, this move consists of catching an opponent
in a position where their shoulders are down to the ground, and curved
backwards with their back. The person performing the cradle can either
be vertical, holding the opponent down, or be locked with the opponent
and arching the back above the ground in what is called a "bridge".
|
| Crucifix |
The Crucifix maneuver is one of the hardest to apply. It is another
"pinning" maneuver, consisting of the attacker running at his opponent.
When he nears, the attacker leaps into the air, wrapping his arms
around one arm of the opponent, while wrapping his legs around the
opposite arm. The momentum of the leap carries the opponent to the
mat, where the opponent's shoulders are against the ground. |
| Dive to the Mat |
A way to avoid an onrushing opponent, a wrestler can dive flat to
the mat, forcing his opponent to hop over his prone body and carry
his momentum into the ropes on the other side of the ring. Otherwise,
the opponent will trip and fall hard onto his face. |
| Drop Kick |
The drop kick is executed one of two ways. The first method calls
upon the wrestler to leap up into the air vertically, and extend his
body horizontally, catching his opponent in the chest with his feet.
The second version of this maneuver requires the wrestler to bounce
off one of the sides of the ring first, giving himself more momentum
to hit his opponent. |
| Ear Box |
This move consists of reaching out with both arms and slapping them
behind the head of the opponent, making sure the arms are directly
opposite the opponent's ears. The sudden rush of air caused disorientation
and dizziness, allowing a wrestler to escape holds being applied against
himself. |
Elbow Drop
Fist Drop
Stomp
Knee Drop
Leg Drop |
Every one of these moves are theoretically the same, just using
different parts of the body. It is an attack against a prone opponent
using fist, elbow, foot, knee, or backside of the leg. Usually, the
attack targets the chest or neck, though they can be used against
the leg, arm or stomach just as easily. A famous wrestler, the one
mentioned above putting asleep the talk show host, uses a leg drop
as a final maneuver before pinning his opponent. |
Elbow Smash
Forearm Smash |
Two similar attacks again, the attacker hits the opponent with either
the elbow or the forearm. |
| Exert Escape |
This type of escape is used when attempting to use muscle power
to escape an opponent's grasp. It consists of using all the leverage
possible to push an opponent's arms and hands away from the wrestler's
body. If not successful, the opponent is able to continue the previous
hold, usually with even more pressure, as the muscles of the wrestler
are weakened by the use of this maneuver. |
| Eye Gouge/Poke/Rake |
All three of these methods do the same thing, temporarily blind
the opponent. All three are illegal. |
| Figure Four |
Another attack applied to a prone target, the attacker wraps one
of the opponent's legs around his, then lies back on the ground, hooking
the ankle of the wrapped with the attacker's other leg. The attacker
then applies pressure to the knee. This, if applied correctly, can
be a very painful hold, as the pressure on the knee can easily pop
it. |
| Foreign Object |
Foreign objects are blatantly illegal in professional wrestling.
In most cases, getting caught using one will cause a disqualification.
Any object can qualify as a foreign object, but most frequent items
used are garrotes, chairs, and tables around ringside. A foreign object
uses the same rules as picking up a weapon or an object in Champions.
It does damage in dice equal to the DEF and BODY of the object combined.
|
| Full Nelson |
This maneuver is applied by being behind an opponent, reaching around
underneath the opponent's arms, and circling the wrestler's arms behind
the opponent's head and neck. If the wrestler is able to lock his
fingers, this is one of the toughest holds to escape from, as the
opponent has little to no leverage with his arms to unlock the fingers.
Pressure is applied to the upper shoulders and back of the neck, causing
extreme pain. This maneuver has been known to have snapped necks.
|
| Head Butt |
The attacker uses his forehead against his opponent. |
| Head Drop (DDT) |
Very similar to the bulldog, the attacker puts his opponent's head
under his arm and quickly drops to the ground, smashing his opponent's
face into the mat and snapping the neck rather violently. A new variant
of this maneuver has been introduced, where the chin of the opponent
is dropped onto the shoulder/arm of the attacker by the attacker dropping
down to the ground as above. It is the current rage, as three major
wrestlers now use this maneuver as a finishing move. |
| Head Lock |
The second hold that is known to be a 'rest hold'. A wrestler cocks
his arm around the temples of his opponent and applies pressure, supposedly
to knock out his opponent. Usually, however, this hold is applied
lower than the temples and has the same use as an arm bar. |
| Knee Lift |
While the opponent is doubled over, the attacker quickly lifts his
knee underneath the opponent. |
| Leapfrog |
Another way to avoid an onrushing opponent, instead of moving down
and flat to the mat. This maneuver is similar to the children's game
of leapfrog, where a wrestler leaps over his onrushing opponent, placing
his hands on his opponent's back as he moves. The momentum of the
opponent will carry into the ropes on the other side of the ring.
|
| Leg Sweep |
The wrestler crouches down and swings his leg across the path of
his opponent, trying to trip his opponent. |
| Leg Takedown |
The wrestler grabs the leg of his opponent and lifts, causing his
opponent to lose his balance and fall to the ground. |
| Monkey Flip |
With this suplex, the opponent needs to be running towards the attacker.
The attacker falls to the ground and plants his feet into the stomach
of the running opponent. Using the momentum of the run, the attacker
flips his opponent over him. |
| Neck Breaker |
While the opponent is doubled over, the attacker grabs the neck
and swings around. This turns the opponent over and wrenches the neck.
It is called a swinging neckbreaker if the attacker swings to one
side first, then swings back and performs the maneuver. |
| Nerve Clamp |
This is the famous pinch on the shoulder nerve seen in a science
fiction television show. It does not cause instant unconsciousness,
but it applied correctly, it is very painful. It can also be used
to immobilize an opponent with paralysis if applied correctly. A variant
of this move requires the attacker to put his fingers into his opponent's
mouth and press on the pressure point underneath the tongue. |
| Overhead Toss |
A move bricks of all genres would love. This is the classic lifting
of the opponent over the attacker's head before slamming them to the
ground. This move takes a lot of strength, and in true professional
wrestling, watch the opponent jump slightly to help get up into the
air. |
| Pile Driver |
The attacker places his opponent's head between his legs. He then
lifts his opponent into the air, so his opponent's head is pointing
towards the ground. Then, the attacker sits down quickly, smashing
his opponent's head into the mat. It is a very dangerous move. If
the opponent ends up facing the attacker while vertical, the piledriver
is referred to as "reversed" or "tombstone". |
| Power Slam |
Similar to the body slam, the attacker sets it up in the same way.
Instead of letting go of the opponent, however, the attacker lands
on top of the opponent for extra momentum. |
| Rope Burn |
Running the opponent's face across the ropes, and possible across
the eyes, is illegal. The burn does not do all that much damage, but
it is an irritant to a greater extent than back scratching. |
| Scissors |
This attack is performed by the attacker wrapping his legs around
the torso of his opponent then squeezing them together tightly. Usually,
this is applied just below the rib cage, to take the wind out of the
opponent. This attack can also be performed while rolling back and
forth, which supposedly causes more pressure to be applied. |
| Scorpion |
Similar to the Figure Four, the attacker wraps both legs of his
opponent around one of his legs. The attacker then forces the opponent
to turn over, as he sits back. This applies pressure to both of his
opponent's knees, and is another very painful hold. |
| Shoulder Block |
The opponent runs at the attacker, who is either running or standing
still. They collide, and the attacker knocks the opponent down with
his shoulder, as like a football blocker. |
| Sleeper |
The attacker grasps the opponent's head from behind by placing one
arm under the chin, and the other across the forehead and squeezes.
In wrestling circles, three different variations exist on this move,
but the one which actually will cause unconsciousness makes sure the
arm under the chin presses against both veins in the neck, while the
forehead squeeze presses the temples. |
| Small Package |
This is another "pinning" maneuver. The attacker grabs the opponent
and tries to make him into a small ball, or "package" with the opponent's
shoulders to the ground. This hold is frequently reversed, as if the
opponent can get enough momentum, he can roll over, causing the attacker
to have his shoulders to the ground. |
| Step-Over Toe Hold |
With this hold, the attacker wraps one leg of his opponents around
his own and holds it with his hand. Then, most usually, the attacker
wraps his free arm around the neck of his opponent and pulls back,
causing the opponents back to arch backwards. Again, another painful
hold to be subjected to by an attacker. |
Suplex, Belly to Belly
Suplex, Belly to Back
Suplex, Side
Suplex, Snap |
These four moves all are similar, only depending on the location
of the opponent and attacker to one another. The suplex move is performed
by the attacker lifting his opponent up off of the ground and falling
backwards. To cause damage, the opponent must hit the ground before
the attacker. With the Belly-to-Belly, the two wrestlers face the
same direction at the start. Belly to Back, or the classic suplex,
starts similar to the DDT, with the opponent head underneath the attacker's
arm. Side suplex is performed with both wrestlers standing next to
each other. The snap suplex is the same as the Belly to Back, just
much faster. If the opponent starts by sitting on a turnbuckle in
the corner, the suplex is called a Superplex. |
| Torture Rack |
The torture rack requires the wrestler to pick up his opponent,
and take him across the shoulders and arms, so the opponent's back
is to the ground. The wrestler bends over slightly, and uses his hands
on the opponent's knees and neck to stretch him backwards, using the
wrestler's shoulders as a fulcrum. This maneuver is painful, and can
result in the snapping of an opponent's spinal cord. |
| Wrestling Dodge |
This is a simple ducking maneuver, used to avoid a swinging opponent.
It is most effective against onrushing opponents, but can be used
in other circumstances as well. Usually, after this maneuver is performed
in a non-onrushing circumstance, the wrestler who performed this maneuver
plays to the crowd a bit, to irritate his opponent. |
| Wrist/Hammer Lock |
The third of the 'rest holds', this maneuver starts out as an arm
bar, but one of two things happen. Either the wrestler applies the
arm bar to the wrist, changing it to a wrist lock, or the wrestler
twists it around behind the opponent, so the opponent's hand is flat
against the small of the back, which is the hammer lock. Again, these
holds in professional wrestling do absolutely nothing but gain time
to rest up for the wrestlers, although if applied correctly, they
can be very painful. |
The Ring
The actual ring used in professional wrestling is 12 x 12. It has four
posts, one in each corner, to which is tied three ropes, equally spaced
apart. The ropes attach to the posts with what is called a turnbuckle,
a buckle which is padded which is used by wrestlers for throwing opponents
into and climbing up on top of the ropes.
The rules the authors use for climbing on the ropes consist of adding
+1d6 normal damage to any attack per level of rope or turnbuckle they
are up on. Thus, a clothesline from the top rope would cause normal damage
plus 3d6 extra. The turnbuckles are rather hard, and will add +2d6 to
any attack against them. If the protective covering is removed, the turnbuckles
do +4d6, instead of +2d6. The posts, which can be used in similar fashion
if outside of the ring, do an extra +4d6 damage. Objects found around
the arena cause damage equal to their DEF and BODY combined.
Glossary of Wrestling Terms
To understand professional wrestling, one must understand the terminology
used within the business. Getting familiar with these terms will make
adventure design with the wrestlers created using this martial art much
more 'realistic' and enjoyable.
"Babyface" (or just "Face") - A good guy.
"Blade" - When a wrestler cuts himself with a razor blade to bleed during
a match.
"Booker" - The person who writes the angles and determines who wins
each match. Sometimes, there is a "booking committee" who decides these
things.
"Calling the spot" - When wrestlers talk to each other in the ring to
decide what move they'll do next.
"Dark match" - Match at a TV taping where the match is taped, but usually
only with the long shot. The hand held cameras aren't used. They are often
used as "main events" for TV taping cards, and "tryout" matches.
"Do a Job" - To lose to. For example, "Sumo did a job for Massacre at
the Devastator Series."
"Draw heat" - Evoke lots of crowd response.
"Go over" - To be popular. For example, "Sumo is going over" means he
is popular.
"Good worker" - A wrestler who performs wrestling holds and maneuver
well. For example, "Strike Eagle and 'Rapid' Ron are two of the best workers
in the business."
"Heat" - Lots of vocal crowd response.
"Heel" - A bad guy.
"House show" - A wrestling show put on in a local arena which is not
going to be televised.
"Jobber" - One of those wrestlers who always lose. They're the guys
who wrestle the big name stars on the TV shows and always lose. There
are fewer of these guys these days, because of the increase in the number
of wrestlers.
"Juice" - To bleed, usually from blading.
"Mark" - A wrestling fan who doesn't know the truth behind angles and
stories, and especially believes all of the stories.
"On the Juice" - Using steroids. In addition, when used as a noun, "juice"
often times refers to steroids.
"Put over" - To make another wrestler look good. For example, "PWA wrestlers
have been trying to put Unknown Warrior over" means all the wrestlers
Unknown Warrior has been wrestling are trying their best to make Unknown
Warrior look better than he is.
"Run in" - When a manager or other third party (not a tag-team partner
during a tag match) enters the ring to help a wrestler.
"Screw job" - When there is interference or other blatant cheating not
caught by the referee, such as a wrestler throwing salt in an opponent's
eyes or Robby the Lame hitting a wrestler with his cane, that helps decide
the outcome of a match. Also used to describe any non-pinfall finish.
"Sell" - To make it look like a move really, really hurts.
"Sheets" - Pro Wrestling newsletters.
"Shoot" - It really happened, it wasn't a fake. For example, "The snake
bite on Mr. Barbarian was a shoot" means the snake really bit him. Contrast
with "Work."
"Turn" - To change from face to heel or vice versa. Sometimes qualified
with "Face turn" or "Heel turn" to specify which way the wrestler is going.
"Work" - Part of the script, it didn't really happen. For example, "Mayhem's
injury which kept him out of Devastator Series was a work" means that
he wasn't really injured, but rather the "injury" was part of the story
line. Contrast with "Shoot ."
"Work rate" - How the wrestlers performed, in terms of technical wrestling.
For example, "The work rate in the Bob 'The Mule' Kane/Sumo match was
poor" means that there were few wrestling maneuver executed, and those
that were tried were poorly done.
Creating a League
The authors have created their own respective leagues, and most game
master can do so as well. A league needs about a dozen well known wrestlers,
evenly split between "face" and "heel", and another dozen "jobbers". Each
wrestler should have different moves selected from the list above, so
no two wrestlers perform the same moves.
Such an organization can be the pawns of a larger organization, or of
a master criminal. It can also function as a source for new superheroes
and villains, if wrestlers begin to take their roles a little too seriously.
A battle in a wrestling arena, during a series of wrestling matches, would
put a number of people in danger, while providing numerous wrestlers who
would love to get into a brawl, no matter what side they are fighting.
Example Character
The following character was created using the wrestling charts above.
He can be used in any league, or as a superheroic ally to player characters.
SUMO
Val Stat Cost Combat Values
30/40 STR 20 OCV: 6
17 DEX 21 DCV: 6
23 CON 26 ECV: 3
20 BODY 20 Pha: 3, 6, 9, 12
10 INT ---
10 EGO ---
25 PRE 15 Characteristics 124 Base 100
10 COM --- + +
10/12 PD 4 Powers 132 Disads156
10/12 ED 5 = =
4 SPD 13 Total 256 256
11 REC ---
46 END ---
47 STUN ---
Cost Powers and Skills E
15 Density Increase, 2 levels, 0 END, Persistent, Always On 0
60 Density Increase, 6 levels, 0 END, Invisible Power Effects 0
13 Knockback Resistance, 10", Extra Phase ---
20 Armor 10pd/10ed, OIF - Costume ---
24 Wrestling Maneuvers
Maneuver Pha Pts OCV DCV Damage
Ear Box 1/2 3 +2 +1 1d6 NND, No
STR
(D=Ear
Covering,
etc.)
Exert Escape xtra 4 +0 -2 +20 STR to
Escape,
Extra Time,
Target
Falls
Bear Hug 1/2 4 -2 -2 Grab, +10 STR
to
hold, +3d6
damage
Leg Drop 1/2 3 +2 -1 STR +3d6, You
Fall,
Only After
Target
Falls
Axehandle 1/2 3 +1 +0 STR + 2d6
Belly to Belly 1/2 4 +1 +1 STR +3d6
Strike,
Must
Suplex Follow Grab,
You
Fall, Target Falls
Body Slam 1/2 3 +0 +2 STR +2d6
Strike,
Target Falls,
Must
Follow Grab
100+ Disadvantages
15 Enraged when children are hurt, 14-, 8-
20 Honorable (V.Com, Strong)
15 Greedy (Com, Strong)
15 Loves Children (Com, Strong)
10 Public ID (Tsuji Fokuyama)
30 Hunted by Yakuza, 14- (More Pow, NCI)
10 Watched by the Press, 14- (Less Pow, NCI)
10 Watched by the Japanese Government, 8- (More Pow, NCI)
20 Reputation (Merchandiser), 14- (Extreme)
14 Wrestler Bonus
Background: Sumo was always a large boy. His size
was at least twice most of his classmates. All of his family, friends,
and acquaintances told him that he would make a fine sumo wrestler and
bring much honor and monetary reinbursements to his poor family.
When Sumo was six, he was practicing being a sumo wrestler on the sidewalk
near his home. Around the corner, a truck came careening, which jumped
the curb and hit Sumo. Not only was Sumo not hurt, he wasn't even moved!
Sumo pushed the car over to a light pole and kept his secret hidden from
everyone, including his family.
Sumo's best friend, Hiroshima Nagasaki, encouraged Sumo to join the
sumotori. Within a year, Sumo was nearing the coveted title of Yokozuna.
It was at this time that the powers behind the sumo wrestling federation,
the Yakuza, also known as the Japanese Mafia, instituted the genetic test
to make sure sumo wrestling would remain 'pure'. The first paranormal
they found was Sumo, who was dismissed from the federation in disgrace.
Sumo was at a loss, and almost considered seppukku, until his best friend,
Hiroshima, came to the rescue. Hiroshima had seen a new paranormal wrestling
league on satellite television, and had cooked up a scheme for Sumo and
himself to bring back honor to Sumo, as well as make lots of money.
Sumo traveled to the United States, applied to the wrestling league,
and quickly became one of its most popular wrestlers. Hiroshima immediately
began licensing Sumo's likeness out to various businesses, and split the
profits from these enterprises with Sumo, making both fairly wealthy.
Detractors of wrestling point now to Sumo's massive marketing campaign
as one of the low points of paranormal wrestling.
Powers/Tactics: Sumo uses his massive body and strength to crush
his opponents. His body is extremely dense, and he cannot be knocked back
easily. Sumo's costume is made of extremely tough ballistic cloth, able
to withstand the bullets of a .357 magnum pistol, thus perpetuating Sumo's
tendency for becoming a superhero one of these days.
Quote: I am going to squash you like the cockroach you are.
Personality: Sumo can best be described as a giant teddy bear.
He is very friendly to children, despite his marketing excesses, and has
become very popular for it. When in public, he is constantly mobbed by
children, who are impressed with his great size. He is also a bit of a
comedian, telling jokes about his size whenever the opportunity presents
itself. He also cares for his family a great deal, sending some of his
profits back to Japan, which has helped his family to reach the middle
class, as well as restoring his honor with the Japanese people.
Appearance: Sumo is a large...no, huge, man. He stands around
6'3" in height, and probably has about as much in girth it seems sometimes.
He breaks all scales he has stood on to check his weight, but is rather
agile for someone so large. It is estimated that he weighs around 2 tons,
but this is speculation.
Sumo wears the standard sumotori loincloth into the ring. For the sake
of the more conservative American audience, underneath his loincloth he
wears wrestling tights, one leg of which is colored that of the flag of
the USA, the other colored with the flag of Japan.
Content Copyright 2005, David West
David West/lightfinger@cox.net
Last modified on: Thursday, January 20, 2005. |