Grapple
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You are an expert at locks 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: 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
- 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.
See Also
Version 2.5.1
©2014 Frameworks Games
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