Difference between revisions of "Grapple"
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Frameworker (Talk | contribs) (Created page with "__NOTOC__ 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 [...") |
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{{Wrestling Moves}} | {{Wrestling Moves}} | ||
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==See Also== | ==See Also== | ||
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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
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