Difference between revisions of "Mano a Mano:Grappling"

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==Grappling==
 
==Grappling==
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When grappling, regardless of weapon attack or defense, a character's grapple attack and grapple defense is used instead for grappling combat rolls.  Striking while grappling uses the normal weapon attack and defense, with the appropriate grappling position modifiers.
  
 
A grappler can be in a dominant, neutral or inferior position relative to an opponent. Either one grappler's position is dominant and the other's is inferior, or they are both neutral. If a character is fully successful with any grappling action, he may choose whether to end up in a hold with the dominant position, or to release the hold.  If a character fails, his opponent gets to decide whether to release the hold (but does not have a dominant position if that opponent did not already have it.)   
 
A grappler can be in a dominant, neutral or inferior position relative to an opponent. Either one grappler's position is dominant and the other's is inferior, or they are both neutral. If a character is fully successful with any grappling action, he may choose whether to end up in a hold with the dominant position, or to release the hold.  If a character fails, his opponent gets to decide whether to release the hold (but does not have a dominant position if that opponent did not already have it.)   
  
* Characters can grapple while standing (clinch fighting) or on the ground (ground fighting.) In a clinch, both grappling characters have a -1 modifier to all combat rolls except that a grappling character with a dominant position has a +0 modifier against his opponent in the inferior position. While ground fighting the grappling characters have the same modifiers except that instead of the -1 modifier they have a +1 defense vs. missile weapons and a -2 vs hand to hand attacks from other characters who are not grappling.
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Characters can grapple while standing (clinch fighting) or on the ground (ground fighting.) In a clinch, both grappling characters have a -5 modifier to all combat rolls except that a grappling character with a dominant position has a +0 modifier against his opponent in the inferior position. While ground fighting the grappling characters have the same modifiers except that instead of the -5 modifier they have a +5 defense vs. missile weapons and a -5 defense vs hand to hand attacks from other characters who are not grappling.
* If one grappling character has more power he controls the direction they move. If they have equal power, they move slowly in the direction the grappling character with the dominant position chooses.  If they have equal power and neither grappling character has the dominant position, they don't move.
 
* Takedowns (push, trip and throw) are very difficult against much larger creatures. If the target of a takedown has more power than the attacker, add each character's power modifier to their rolls.
 
* When a character falls down they he takes damage as if hit by a quick attack, except that the sharpness of the attack is based on the surface he lands on, and he takes at least two points of stun regardless of what armor he is wearing. If a character falls from a height the damage is increased by 1 for each meter he falls. If a character is pushed or thrown into a wall instead of the ground he takes damage as if falling.  
 
  
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In order to for a pair (or other group) of grappling characters to move, one of the characters must successfully move the other using a grappling technique.  Both characters then are moved unless both character's holds on each other are broken.
  
;Push, Pull or Shove: This is a quick grappling action that is often used in a combo with non grappling actions. Successfully pushing, pulling and tripping up a standing opponent forces him to move in the direction the pushing character wants, and puts the pushed character off balance so he must make an roll against a difficulty of -1 using his unarmed or acrobatic ability check or fall down.  If the pushing character is standing when his opponent falls down, the pushing character must choose whether to let go of him or follow him to the ground.
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When a character falls down they he takes damage as if hit by a quick attack, except that the sharpness of the attack is based on the surface he lands on, and he takes at least two points of stun regardless of what armor he is wearing. If a character falls from a height the damage is increased by 1 for each meter he falls. If a character is pushed or thrown into a wall instead of the ground he takes damage as if falling.
 
 
;Trip, Sweep or Attacking the Legs: This is a powerful grappling action that if successful delivers a half power strike. Successfully attacking a standing target's legs puts him off balance so he must make an roll against a difficulty of -1 using his unarmed or acrobatic ability check or fall down. 
 
 
 
;Throw: This is a powerful grappling action.  Successfully throwing an opponent causes him to fall automatically.  He can still make an additional ability roll to avoid damage from falling but he ends up on the ground.  If a throwing character is standing and chooses to fall onto him, the throwing character can cause additional damage as if successfully performing a quick attack, but does not have to roll again.  Even if the thrown opponent successfully avoids falling damage, he cannot avoid the extra damage from the throwing character falling on him.
 
 
 
;Hold: This is a quick grappling action that is often used in a combo with non grappling actions. If successful it gives the holding character a dominant grappling position.
 
 
 
;Wrench: This is a powerful grappling action. A wrench is a more painful and potentially damaging hold which has full power.
 
 
 
;Choke or Strangle: A choke is a powerful grappling attack which has full power but only causes stun.  A choke always causes at least two stun if it is successful, regardless of armor and absorption.
 
 
 
;Disarm: Disarm is a powerful grappling action which forces an opponent to release his weapon or other possession. If a character doing a disarm is successful, he takes the weapon from his opponent. If the character doing the disarm has at least two free hands, he has a -1 to disarm.  If he has one free hand he has a -2 to disarm.  If he is holding something in each hand, he has a -3 to disarm and the opponent drops the weapon if he is successful.
 

Latest revision as of 17:47, 19 January 2009

Grappling[edit]

When grappling, regardless of weapon attack or defense, a character's grapple attack and grapple defense is used instead for grappling combat rolls. Striking while grappling uses the normal weapon attack and defense, with the appropriate grappling position modifiers.

A grappler can be in a dominant, neutral or inferior position relative to an opponent. Either one grappler's position is dominant and the other's is inferior, or they are both neutral. If a character is fully successful with any grappling action, he may choose whether to end up in a hold with the dominant position, or to release the hold. If a character fails, his opponent gets to decide whether to release the hold (but does not have a dominant position if that opponent did not already have it.)

Characters can grapple while standing (clinch fighting) or on the ground (ground fighting.) In a clinch, both grappling characters have a -5 modifier to all combat rolls except that a grappling character with a dominant position has a +0 modifier against his opponent in the inferior position. While ground fighting the grappling characters have the same modifiers except that instead of the -5 modifier they have a +5 defense vs. missile weapons and a -5 defense vs hand to hand attacks from other characters who are not grappling.

In order to for a pair (or other group) of grappling characters to move, one of the characters must successfully move the other using a grappling technique. Both characters then are moved unless both character's holds on each other are broken.

When a character falls down they he takes damage as if hit by a quick attack, except that the sharpness of the attack is based on the surface he lands on, and he takes at least two points of stun regardless of what armor he is wearing. If a character falls from a height the damage is increased by 1 for each meter he falls. If a character is pushed or thrown into a wall instead of the ground he takes damage as if falling.