Difference between revisions of "Grapple"

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==Default Mastery Options==
 
==Default Mastery Options==
{{Hook Clutch}}
+
{{Joint Breaking}}
 
{{Punishing Holds}}
 
{{Punishing Holds}}
 
{{Wrestling Moves}}
 
{{Wrestling Moves}}
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{{Dragon Step}}
 
{{Dragon Step}}
 
{{Catching Grasp}}
 
{{Catching Grasp}}
{{Joint Breaking}}
+
{{Hook Clutch}}
  
 
==See Also==
 
==See Also==

Revision as of 03:46, 23 May 2015

You are an expert at locks and close quarters combat. Normally you use an action and roll against fight to lock a target within reach. Grappling is elaborate, which means you suffer a penalty if you do not have two free hands to devote to it. If you are in a lock you suffer a penalty on any check against someone outside the lock. You may use an action and roll a fight check to escape. If you are locking an opponent you may use a defense to parry any check your opponent attempts, including the attempt to escape.

  • 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.

Default Mastery Options

    • 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.

Other Mastery Options

    • 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.

Template:Hook Clutch

See Also


Version 2.5.1
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