Difference between revisions of "Grapples, Grabs, Disarms, and Carrying"

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Latest revision as of 13:26, 16 July 2010

Note that whenever it says "(usually for 9's)" this means that most items are a 9 difficulty to hit when held by people. Particularly small items, shtick items, or attached items (helmets, etc.) may have higher difficulties.

Note that when skills are listed, they are, as always, not an exhaustive list. Feel free to buy skill in Stealing Katanas if you want.

Note, finally, that these rules are for the basic grappling and grabbing that anyone can attempt. Shticks in grabbing/disarming/entangling/whatever will generally trump these rules.

Contents

Grappling

Initial--Attacker makes an Accuracy attack, which defender may dodge (usually with Dexterity). Nonzero successes (after dodge) indicates a successful grapple.

Note: Defense is not a free die pool; you need to use a real dodge to do it.

Breaking Out--Grappled person may use his Strength dice to try to break out. The victim needs as many Strength successes as successes in the grab. The attacker may resist this with a Strength roll (as if he were "dodging" the escape with Strength dice), but needs to use a die pool (action) to do it.

If the victim gets enough successes, he is free, but has used his action. If he gets 2x successes or more, then he is free and has a die pool left. (The escape attempt didn't count as an action in the trivial case.) If the victim gets any successes, but not enough to get out, then that amount is subtracted from the successes of the hold.

Attacker Can-- While a victim is grabbed, attacker may, 1) use actions to increase his hold, by rolling more successes. The grab is equal to the max of the original grab or the successes rolled. 2) attempt to damage opponent, make a Strength attack (not Accuracy) with x1 damage multiplier (no dodge possible).

Applicable Skills:

  • Unarmed Combat: all rolls above
  • Grappling: the initial grabbing rolls and grab-increasing rolls
  • Athletics and Feats of Strength: the Breakout Roll (both sides)
  • Dodge: The dodge roll to resist being grabbed.

Grabbing Things

Attacker makes an Accuracy attack, targeting the thing (usually for 9's), which defender may dodge (as per a normal dodge). Nonzero successes indicates that the attacker has successfully touched the object; this results in an immediate free Strength roll by the defender. If the defender equals or beats the attacker's touch, they keep the object. Otherwise, the attacker gets the object.

Applicable Skills:

  • Unarmed Combat: All rolls above
  • Dodge: Avoiding the grab.
  • Item skill: Defender can use skill in his weapon/magic item/whatever to add to the resisting Strength roll.

Destroying things

Attacker makes an (Accuracy) attack, targeting the thing (usually for 9's), which defender may dodge. Nonzero successes do damage to the object in question as normal.

Skills: Like a normal attack/dodge...

Disarm

Disarm is different from Grabbing things in that one can use a weapon to do it. Rules are as "Grabbing Things" above except that the attacker never ends up with the item in question. It goes flying in an appropriate direction/distance.

Applicable Skills:

  • Unarmed Combat, Disarm Skill, Weapons skills, etc: on the attack. (You may use unarmed combat skill if you are attacking unarmed, and weapon skill if you are attacking with a weapon; you can never use both on the same roll.)
  • Item skill: Defender can use skill in his weapon/magic item/whatever to add to the resisting Strength roll.

Carrying People

To pick someone up who is not resisting, sufficiently strongly as to carry them, you must get at least 3 successes on a Strength roll (2 to pick up particularly frail or small people). While carrying them, you must "hold down" at least those three (or two) successes necessary to pick them up; both the initial roll and the later holding-down decrease your available Strength dice, and also decrease your move.

To carry someone who is resisting, hold down as many strength dice as are being used to maintain the grab. (Minimum 3 or you can't carry them anywhere, due to their struggling.)

When you are being carried voluntarily, all actions you take are at +1 difficulty.