Grapple

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AP Cost: 4

To initiate a grapple, you must first Grab your opponent (which Presents an Opening). Despite the name, you do not have to have a hand free to initiate a grab for grappling, though you do take a -4 if you have no hands free. If you already have a grab, ignore this step.

Assuming the grab is successful, you and your opponent make opposed grapple checks. Your attack bonus on a grapple check is:

Base attack bonus + Strength modifier + special size modifier

Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16.

If the grapple is successful, you and your opponent now share a hex and you are now grappling. If you fail, you may maintain your grab as usual. Both of you are now Open and denied your Dexterity to defense, except against each other.

Continuing a Grapple

If a grapple is in progress, each round a new grapple check may be made. If the defender wins, they may either leave the grapple or become the grappler themselves and force their opponent into defender position.

If the attacker wins, they may make a second grapple check to pin their opponent. If this is successful, the defender is now pinned.

Pinned

Much like a grapple, each round opposed grapple checks must be made to hold or break the pin. If the defender wins, the pin is broken and the two are grappling as normal. if the pinner wins, the pin is maintained.

While pinned, the defender becomes open and is denied Dexterity to defense. They cannot take any actions until they break the pin.

The attacker is open and denied dexterity to all others, but may choose to negate this by breaking the pin and leaving the grapple at any time. While pinning, the attacker may make attacks with an unarmed strike or light weapon as normal. Any other attacks may be attempted but take at least a -4 penalty, and the GM may rule that they are impossible.