Difference between revisions of "Grapple"

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(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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__NOTOC__
 
__NOTOC__
You are an expert at [[lock]]s 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 (-2) if you do not have two free hands to devote to it. If you are in a lock you may not dodge, and may not parry anyone but your [[overlap]]ping opponent. If you are locked you may not block, and may only target your opponent and fight. If you succeed you may either escape the lock or or damage your opponent normally. When you have a target locked you may use an action to roll your slam effects without an attack check (called a punishment).
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{{Grapple}}
*'''Requires''': [[Fight]]
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{{Grapple1}}
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{{Grapple2}}
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{{Grapple3}}
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==Momentum Stunts==
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----
{{Catching Grasp}}
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*Related Distinctions
 
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==Default Mastery Options==
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{{Hook Clutch}}
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{{Joint Breaking}}
 
{{Joint Breaking}}
 
{{Punishing Holds}}
 
{{Punishing Holds}}
 
{{Wrestling Moves}}
 
{{Wrestling Moves}}
 
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{{Binding Sleeve}}
==Other Mastery Options==
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{{Dragon Step}}
{{Dragon Stance}}
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{{Catching Grasp}}
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{{Hook Clinch}}
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{{Wily Monkey}}
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{{Stone Roots}}
  
 
==See Also==
 
==See Also==
*[[Fight]]
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*[[Combat]]
*[[Bash]]
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*[[Brawl]]
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*[[Hurl]]
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*[[Slash]]
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*[[Whirl]]
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{{V250}}
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{{V300}}
  
[[Category:Abilities]]
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[[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


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