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'''GRAPPLING'''<br>
 
'''GRAPPLING'''<br>
 
A character wanting to initiate a grapple makes an Unarmed vs. Dodge* roll to initiate a grapple.  
 
A character wanting to initiate a grapple makes an Unarmed vs. Dodge* roll to initiate a grapple.  
*Defender may use Unarmed or Melee Combat to resist an attempt to grapple (if they are armed and use Melee Combat they get +1 step skill Bonus to resist the grapple, and if successful they do damage to the grappler as if an attack) An Exceptional success initiating a grapple give the attacker a +1 step to the next grapple roll.
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*Defender may use Unarmed or Melee Combat to resist an attempt to grapple (if they are armed and use Melee Combat they get +1 step skill Bonus to resist the grapple, and if successful they do damage to the grappler as if an attack)
 
Once a grapple attempt is initiated successfully, then both combatants are now grappling and must roll (unarmed vs. unarmed), each turn including that one (at the highest initiative). Both grapplers take stun, whoever wins takes 1 stun, whoever loses takes 2 stun. They remain grappled and this continues until either one grappler scores an exceptional success or is rendered unconscious.<br>
 
Once a grapple attempt is initiated successfully, then both combatants are now grappling and must roll (unarmed vs. unarmed), each turn including that one (at the highest initiative). Both grapplers take stun, whoever wins takes 1 stun, whoever loses takes 2 stun. They remain grappled and this continues until either one grappler scores an exceptional success or is rendered unconscious.<br>
 
*Exceptional Success indicates a win (pin, headlock, grab-for-cover, or escape, etc) and the normal additional action (attack, move, etc), and no stun loss to the winner.<br>
 
*Exceptional Success indicates a win (pin, headlock, grab-for-cover, or escape, etc) and the normal additional action (attack, move, etc), and no stun loss to the winner.<br>

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