Difference between revisions of "Mano a Mano:Grappling"

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(Grappling)
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==Grappling==
 
==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.)
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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.)  If a character is half successful, the only change is that his opponent loses the dominant position if that opponent had it (i.e. both characters 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.
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* Characters can grapple while standing (clinch fighting) or on the ground (ground fighting.) In a clinch, both grapplering characters have a -1 modifier to all combat rolls except that a grappling character with a dominant position has a +1 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.
* 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
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* 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 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. 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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* 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. If a character falls from a height the damage is increased by 1 for each meter they fall. 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.
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;Push, Pull or Shove: 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 additional 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. 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.
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;Trip, Sweep or Attacking the Legs: Successfully attacking a standing opponent's legs with enough power puts him off balance so he 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.
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;Throw: 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: 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.
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;Hold: A quick grappling hold is like a normal attack except that it also is a grappling move and can improve a holding character's grappling position.
  
 
;Wrench: A wrench is a more painful and potentially damaging hold which does double damage.
 
;Wrench: A wrench is a more painful and potentially damaging hold which does double damage.
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;Choke or Strangle: A choke is a grappling attack which does double damage but only causes stun.  A choke always causes at least two stun if it is successful, regardless of armor and absorption.
 
;Choke or Strangle: A choke is a grappling attack which does double damage 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 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.
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;Disarm: Disarm is a 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 he is half successful, the opponent drops the weapon.  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 fully successful.

Revision as of 15:54, 27 July 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 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.) If a character is half successful, the only change is that his opponent loses the dominant position if that opponent had it (i.e. both characters would then be in a neutral hold.)

  • Characters can grapple while standing (clinch fighting) or on the ground (ground fighting.) In a clinch, both grapplering characters have a -1 modifier to all combat rolls except that a grappling character with a dominant position has a +1 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.
  • 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 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. If a character falls from a height the damage is increased by 1 for each meter they fall. 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 him to move in the direction the pushing character wants, and puts the pushed character off balance so he must make an additional 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. This is a grappling action.
Trip, Sweep or Attacking the Legs
Successfully attacking a standing opponent's legs with enough power puts him off balance so he must make an additional ability check or fall down. This is a grappling attack.
Throw
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
A quick grappling hold is like a normal attack except that it also is a grappling move and can improve a holding character's grappling position.
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. 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 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 he is half successful, the opponent drops the weapon. 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 fully successful.