Difference between revisions of "Grapple"

From AF wiki
Jump to: navigation, search
 
(6 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
You are an expert at [[lock]]s and close quarters combat. Normally you use an action and roll against combat to grapple with a target within [[reach]]. A lock is [[elaborate]], so you suffer a penalty if you do not have two free hands. If you are in a lock you suffer a penalty on any check against someone outside the lock. A lock action may also be used to escape. If you are locking an opponent you may use a [[defense]] to parry any snap or action your opponent attempts.
 
 
{{Grapple}}
 
{{Grapple}}
  
 
----
 
----
*Default Mastery Options
+
*Related Distinctions
 
{{Joint Breaking}}
 
{{Joint Breaking}}
 
{{Punishing Holds}}
 
{{Punishing Holds}}
 
{{Wrestling Moves}}
 
{{Wrestling Moves}}
 
----
 
*Other Mastery Options
 
 
{{Binding Sleeve}}
 
{{Binding Sleeve}}
 
{{Dragon Step}}
 
{{Dragon Step}}
 
{{Catching Grasp}}
 
{{Catching Grasp}}
{{Hook Clutch}}
+
{{Hook Clinch}}
 +
{{Wily Monkey}}
 +
{{Stone Roots}}
  
 
==See Also==
 
==See Also==
 
*[[Combat]]
 
*[[Combat]]
*[[Bash]]
 
*[[Brawl]]
 
*[[Hurl]]
 
*[[Slash]]
 
*[[Whirl]]
 
  
{{V251}}
+
{{V300}}
  
[[Category:Ability]]
+
[[Category:Ability Use]]

Latest revision as of 20:43, 28 January 2023

  • 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
©2023 Frameworks Games