Post by CJ on Feb 9, 2008 6:39:29 GMT -5
GRAPPLING
Grappling is a wonderful art, great for showing dominance over your opponent, or just humiliating the hell out of them.
Grappling requires a Proficiency to do well. The base level of the prof just lets you do it without taking Nonproficiency Penalty (Halved Power and -20 Accuracy when attempting Grapples). Special Proficiencies can also be taken of course, with various other fun effects, but they must be very specific.
Advanced levels boost either Power or Accuracy when making grapple checks, at the same rate as a Super Specific advanced weapon prof, though "weapon damage" is substituted with Power stat.
A target that is being grappled does not suffer nonproficiency penalty when attempting to break out of it Passively. They do, though, if they try to force out Actively. More on this later.
A base Grapple consists simply of holding onto the target to keep them in one place, and to keep them from moving. From this position, though, one can try submission holds or throws, if they have such abilities on their list.
STARTING A GRAPPLE
To start a grapple, the grappler targets their target with the move. Provided everything works out anatomically, which is somewhat at the GM's discression (You can't really grapple a horse or a tree), then the target chooses to Dodge or Defend.
If they Dodge, you simply roll for it as you would any other attack.
If they Defense, then they get a free Passive Attempt at breaking free, which is a Power VS Power check, with the attacker applying as the 'initiator' (Accuracy) and the Defender as the dodger (Speed).
If the grappler wins the check, the target is considered Grappled. If the grappler loses the check, it's basically just a miss.
Oh well, these things happen.
BEING GRAPPLED
For the Grappler, being grappled is fairly advantagous. You can still Act, as long as the action you're taking leaves your arms free to keep the grapple going. Movement Skills, however, are cut in half, as is Priority. You will, however, take your target with you wherever you happen to go.
For the Grappled...It just plain sucks. The only action you can take is to try and break free of the grip you're in.
For both it's not the safest thing to do in the middle of a melee. The rolling ball of person is considered one target, whether for healing or attack.
If you target a grappled pair with an attack, it is considered an auto-hit with no Crit chance, but each target only takes half of the base stat of the move. Both, however, take full Weapon/Spell Damage.
If you target a grappled pair with a healing move, you calc them both out as normal, then cut the final effect in half for each. Each still effectively attempts a "dodge" with 0 Speed.
BREAKING A GRAPPLE
Once locked in, how do you get out?
You can attempt to power out yourself by spending 1 Act ("Active Break"). Keep in mind that if you do this, proficiency matters for both of you. You'll take Nonproficiency Penalty if you don't have Grapple Prof. Also keep in mind that resisting an Active Break attempt is completely free for the grappler.
OR you can just wait for the grappler to make a move.
If a Grappler with someone grappled uses Act, then the person they are grappling gets a free attempt at breaking free ("Passive Break"). In this case, Nonproficiency Penalty will not apply to the grappled, but it will still apply to the Grappler if they don't have proficiency.
Grappling is a wonderful art, great for showing dominance over your opponent, or just humiliating the hell out of them.
Grappling requires a Proficiency to do well. The base level of the prof just lets you do it without taking Nonproficiency Penalty (Halved Power and -20 Accuracy when attempting Grapples). Special Proficiencies can also be taken of course, with various other fun effects, but they must be very specific.
Advanced levels boost either Power or Accuracy when making grapple checks, at the same rate as a Super Specific advanced weapon prof, though "weapon damage" is substituted with Power stat.
A target that is being grappled does not suffer nonproficiency penalty when attempting to break out of it Passively. They do, though, if they try to force out Actively. More on this later.
A base Grapple consists simply of holding onto the target to keep them in one place, and to keep them from moving. From this position, though, one can try submission holds or throws, if they have such abilities on their list.
STARTING A GRAPPLE
To start a grapple, the grappler targets their target with the move. Provided everything works out anatomically, which is somewhat at the GM's discression (You can't really grapple a horse or a tree), then the target chooses to Dodge or Defend.
If they Dodge, you simply roll for it as you would any other attack.
If they Defense, then they get a free Passive Attempt at breaking free, which is a Power VS Power check, with the attacker applying as the 'initiator' (Accuracy) and the Defender as the dodger (Speed).
If the grappler wins the check, the target is considered Grappled. If the grappler loses the check, it's basically just a miss.
Oh well, these things happen.
BEING GRAPPLED
For the Grappler, being grappled is fairly advantagous. You can still Act, as long as the action you're taking leaves your arms free to keep the grapple going. Movement Skills, however, are cut in half, as is Priority. You will, however, take your target with you wherever you happen to go.
For the Grappled...It just plain sucks. The only action you can take is to try and break free of the grip you're in.
For both it's not the safest thing to do in the middle of a melee. The rolling ball of person is considered one target, whether for healing or attack.
If you target a grappled pair with an attack, it is considered an auto-hit with no Crit chance, but each target only takes half of the base stat of the move. Both, however, take full Weapon/Spell Damage.
If you target a grappled pair with a healing move, you calc them both out as normal, then cut the final effect in half for each. Each still effectively attempts a "dodge" with 0 Speed.
BREAKING A GRAPPLE
Once locked in, how do you get out?
You can attempt to power out yourself by spending 1 Act ("Active Break"). Keep in mind that if you do this, proficiency matters for both of you. You'll take Nonproficiency Penalty if you don't have Grapple Prof. Also keep in mind that resisting an Active Break attempt is completely free for the grappler.
OR you can just wait for the grappler to make a move.
If a Grappler with someone grappled uses Act, then the person they are grappling gets a free attempt at breaking free ("Passive Break"). In this case, Nonproficiency Penalty will not apply to the grappled, but it will still apply to the Grappler if they don't have proficiency.