Grapple

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  • Grapple: Use an Action to grab an opponent within Reach. A Good roll Locks the target. A Lock requires two hands and Effort each Turn to maintain. Alternatively, Grapple may be used to break free of a Lock with a Good roll.

  • Related Distinctions
    • Joint Breaking: You may check combat as a punishment and if you succeed you disable a hit location of your choice. If you choose the head the target suffers grit equal to your success margin.
    • Punishing Holds: Any time you beat a locked opponent in a contest you may deal your slam damage as a punishment for free.
    • Wrestling Moves: Once you have an opponent locked you may contest any checks without using a defense.
    • Binding Sleeve: You may lock an opponent at close range.
    • Dragon Step: Once you are adjacent to an opponent, you may use a dodge to remain adjacent when the opponent moves.
    • Catching Grasp: You may take a penalty on an attempt to parry, and if you succeed (whether you win or not) you also lock your opponent.
    • Hook Clinch: Locking or escaping suffers no penalty if you have items equipped. Using items while in lock still has a penalty.
    • Wily Monkey: You ignore the penalty for being down and may move your climb speed. Any defenses against your reach attacks suffer a penalty.
    • Stone Roots: You can use a snap to ignore stagger and gain +2 armor until your next turn. You can use your guard to ignore all grit from an attack.

See Also


Version 3.0.0
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