Friday 7 May 2021

Arena: Wrestler versus Lolth-Touched Monstrous Hunting Spider

 Arena: Wrestler versus Lolth-Touched Monstrous Hunting Spider

The wrestler wants another fight! This time against a monster - a Lolth-touched monstrous hunting spider. Again, there's no need for maps this time.

Wrestler
ST 13     HP 16       Basic Speed 5.25
DX 10    Will 10     Basic Move 5
IQ 10      Per 10      Dodge 8
HT 11     FP 11       Parry 10 (-3 against weapons)

Punch (10): thrust 1d-1 crushing, Reach C.
Kick (8): thrust 1d crushing, Reach C-1.

Traits: Fit; Ground Guard; Hard to Subdue 2; Lifting ST 2; Power Grappling; Skill Adaptation (Sacrifice Throw (Wrestling)).
Skills: Acrobatics-9; Climbing-10; Jumping-11; Wrestling-14.
Techniques: Drop Kick-14; Elbow Drop-14; Ground Fighting-14; Sacrifice Throw-14.

Second 1

Spider: The combatants start 7 yards apart (-3 range penalty). The spider spits web at the wrestler, rolling 11 vs. 9.

Wrestler: The wrestler charges in, moving 5 yards.

Second 2

Spider: The spider does a Committed Attack (Determined) with a double step to bite the wrestler. It rolls 11 vs. 13. The wrestler does a feverish parry. He rolls 7 vs. 12. He's safe from the mandibles.

Wrestler: He grapples the spider's torso with both arms. He rolls 10 vs. 14. The spider is at -2 to Dodge due to making a Committed Attack, so it rolls 14 vs. 7, failing miserably. The spider is grappled.

Second 3

Spider: While the spider is grappled, it decides to make a Committed Attack (Strong) to bite the wrestler. It rolls 9 vs. 9. The wrestler tries a grappling parry (yes, it is possible to parry by moving the grappled target away even if you grappling it with both hands). He rolls 12 vs. 10, then takes 1d cutting damage, which results in 5 damage, which in turn results in 7 injury. Then, the wrestler rolls against HT-2 to avoid poisoning. He rolls 10 vs. 10 (+1 bonus from Fit) - he's fine. The spider latches on, opting for a free grapple.

Wrestler: The wrestler tries to escape from the grapple. He rolls 16 vs. 17. The spider rolls 10 vs. 13. The wrestler fails to escape.

Second 4

Spider: The spider worries, automatically dealing 1d cutting damage. It rolls just 1 on this roll though. The wrestler rolls against 10 to avoid poisoning and rolls 14, taking 1d-2 (4) toxic damage. He's at 4/16 HP. He's reeling now.

Wrestler: He tries to break free again. He rolls 9 vs. 17. The spider rolls 14 vs. 13. The wrestler is free from the spider's mandibles, but keeps his hold on the spider's torso.

Second 5

Spider: The spider tries to finish his enemy off, going for a Committed Attack (Strong). It rolls 10 vs. 9. Bad news.

Wrestler: The wrestler does a bold move - a Piledriver from a default. (Using the logarithmic formula to determine HP from mass, we found out that the wrestler's BLx4 of 180 lbs. which serves as a weight cap for the Piledriver technique corresponds to HP 14.7, so the HP 13 spider is within the weight limit). The wrestler rolls 12 vs. 9, failing to perform the move. He ends up in a sitting position and rolls against HT. He rolls 12 vs. 12 (do not forget +1 from Fit!) and does not get stunned.

Second 6

Spider: The piledriver was an All-Out Attack, so there's no defense for the wrestler. The spider goes for an All-Out (Determined) Telegraphic neck bite. It rolls 18 vs. 12. That's a critical miss, that results in an additional -2 to active defenses (doesn't matter, the spider cannot defend at all anyway).

Wrestler: Changes posture from sitting to standing as a step and performs an All-Out Attack (Double) to takedown and pin the spider. He rolls 9 vs. 12 and 10 vs. 12, winning both. Fight's over.

Conclusion

Weight sometimes is important in grappling. Do not all-out attack against wrestlers in one-on-one fights!

1 comment:

  1. Optimization note: if you don't spend points on Drop Kick and shave a point each off of Elbow Drop and Ground Fighting, you can raise Wrestling to 15, leaving you with Drop Kick-14 (default), Elbow Drop-14, Ground Fighting-14, and Sacrifice Throw-15, plus other benefits of higher Wrestling skill. In general, it is rarely useful to pick up four or more Techniques for a single skill (sometimes less than that, depending on the precise mix of Techniques and whether they are Hard or not). It is almost always better to spend four points that would have gone to Techniques to raise the skill a level.

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