Difference between revisions of "Mano a Mano:Grappling"

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(Grappling)
(Grappling)
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* 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 four times each character's power modifier to their rolls (or add four times the difference between their power bonus to the defender's roll.)
 
* 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 four times each character's power modifier to their rolls (or add four times the difference between their power bonus to the defender's roll.)
 
* When a character falls down they take damage as if hit by a normal attack, except that the sharpness of the attack is based on the surface they hit and they take at least two points of stun damage. If a character falls from a height the damage is increased by 1 for each meter they fall. (We may want to change this because of our new health and damage scale.) If a character is pushed or thrown into a wall instead of the ground they take damage as if falling.  
 
* When a character falls down they take damage as if hit by a normal attack, except that the sharpness of the attack is based on the surface they hit and they take at least two points of stun damage. If a character falls from a height the damage is increased by 1 for each meter they fall. (We may want to change this because of our new health and damage scale.) If a character is pushed or thrown into a wall instead of the ground they take damage as if falling.  
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;Push, Pull or Shove: Successfully pushing, pulling and tripping up a standing opponent forces them to move in the direction you want, and puts them off balance so they must make an additional ability check or fall down.  If you are standing when your opponent falls down you must choose whether to let go of them or follow them to the ground. This is a grappling action.
 
;Push, Pull or Shove: Successfully pushing, pulling and tripping up a standing opponent forces them to move in the direction you want, and puts them off balance so they must make an additional ability check or fall down.  If you are standing when your opponent falls down you must choose whether to let go of them or follow them to the ground. This is a grappling action.

Revision as of 11:23, 28 June 2007

Grappling

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 you are (fully) successful with any grappling action, you may choose whether you want to end up in a hold with the dominant position or if you want to release the hold. If you fail your opponent gets to decide whether to release the hold (but does not have a dominant position if they did not already have it.) If you are half successful, the only change is that your opponent loses their dominant position if they had it (i.e. you would then be in a neutral hold.)

  • Characters can grapple while standing (clinch fighting) or on the ground (ground fighting.) In a clinch, both grapplers have a -1 modifier to all combat rolls except that a grappler with a dominant position has a +1 modifier against the grappler in the inferior position. While ground fighting the grapplers 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 non-grapplers.
  • If one grappler has more power he controls the direction they move. If they have equal power, they move slowly in the direction the grappler with the dominant position chooses. If they have equal power and neither grappler 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 four times each character's power modifier to their rolls (or add four times the difference between their power bonus to the defender's roll.)
  • When a character falls down they take damage as if hit by a normal attack, except that the sharpness of the attack is based on the surface they hit and they take at least two points of stun damage. If a character falls from a height the damage is increased by 1 for each meter they fall. (We may want to change this because of our new health and damage scale.) If a character is pushed or thrown into a wall instead of the ground they take damage as if falling.


Push, Pull or Shove
Successfully pushing, pulling and tripping up a standing opponent forces them to move in the direction you want, and puts them off balance so they must make an additional ability check or fall down. If you are standing when your opponent falls down you must choose whether to let go of them or follow them to the ground. This is a grappling action.
Trip, Sweep or Attacking the Legs
Successfully attacking a standing opponent's legs with enough power puts them off balance so they must make an additional ability check or fall down. This is a grappling attack.
Throw
Successfully throwing your opponent causes them to fall automatically. They can still make an additional ability roll to avoid damage from falling but they end up on the ground. If you are standing and choose to fall onto them you can cause additional damage as if successfully striking them, but do not have to roll again. Even if they successfully avoid falling damage, your opponent cannot avoid the extra damage from you falling on them.
Hold
A quick, and usually painful, grappling hold is like a normal attack except that a normal attack is not a grappling move and cannot improve your grappling position, but a hold can.
Wrench
A wrench is a more painful and potentially damaging hold which does double damage.
Choke or Strangle
A choke is a grappling attack which does double damage but only causes stun damage. A choke always causes at least two stun if it is successful, regardless of armor and absorption.
Disarm
Disarm is a grappling action which forces your opponent to release his weapon or other possession. If you are successful, you take the weapon from your opponent. If you are half successful, the opponent drops their weapon. If you have at least two free hands, you have a -1 to disarm. If you have one free hand you have a -2 to disarm. If you are holding something in each hand, you have a -3 to disarm and the opponent drops the weapon if you are fully successful.