Grapple

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Revision as of 12:57, 1 June 2010 by Drizztmainsword (Talk | contribs) (Continuing a 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. This is made at the beginning of the round. 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, also at the beginning of the round. If this is successful, the defender is now pinned.

Actions while Grappling

Attack Opponent - 4 AP A character can make an attack with an unarmed strike, natural weapon, or light weapon against another character he is grappling. The attacker take a -4 penalty on such attacks.

Characters can’t attack with two weapons while grappling, even if both are light weapons.

Crush - 6 AP In a grapple a character may attempt to crush his opponent. If he wins an opposed grapple check, he deals Sublethal Damage equal to his Strength + how much his Grapple check beat the defender. Unlike normal, the defender's constitution does not apply as DR against this sublethal damage.

Draw a Light Weapon - 2 AP A character can draw a light weapon with a successful grapple check.

Move - 2 AP A character can move half his speed (bringing all others engaged in the grapple along) by winning an opposed grapple check. The attacker must beat all the other individual check results to move the grapple. If the attacker is moving a pinned opponent (see below), he gets a +4 on this check.

Use Opponent’s Weapon - 6 AP If an opponent is holding a light weapon, a character can use it to attack him. Make an opposed grapple check (in place of an attack). If the attacker wins, make an attack roll with the weapon with a -4 penalty (doing this doesn’t require another action).

The attacker doesn't gain possession of the weapon by performing this action.

Cast a Spell' ??????

Pinned

Much like a grapple, each round opposed grapple checks must be made to hold or break the pin. This is also at the beginning of the round. 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. If wished, the pinner may stop the defender from speaking as a free action.


Group Grapple

If two or more characters are already grappling, you may join them at any time by making a grab attack at any of them (which leaves you open, but not to them). If you succeed you have joined the grapple.

In a group grapple, everything is relative. You are considered an attacker to all those with lower grapple checks and a defender to all those with lower checks. As normal, grapple checks for all in the group are made at the beginning of the round. This serves as a sort of initiative order for pin attempts.