Difference between revisions of "Grab"

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Sometimes you just gotta put someone on hold.  Those trained in the wrestling arts or those skilled at hand-to-hand fighting are very good at these maneuvers.  It can be beneficial to incapacitate an enemy or pry something from their fingers.
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Sometimes you just gotta put someone on hold.  Those skilled at hand-to-hand fighting are predisposed to the wrestling arts.  It can be beneficial to incapacitate an enemy or pry something from their fingers.
  
 
{{section|Starting a Grab|}}
 
{{section|Starting a Grab|}}
  
Attempting a Grab takes 3 AP, and an attacker must roll their normal Hand-to-hand [[Attack Roll]]. Defenders must roll an [[Evasion Roll]] as they normally would.  If the attacker is successful, instead of rolling Damage, he instead rolls a [[Grip]] check. The defender must roll either a [[Might]] check (to shove his way out) or a [[Thievery]] check (to wriggle his way out) at his option. If the attacker's Grip is higher than the Defender's Might or Thievery, the defender is considered ''grabbed''. A grabbed creature cannot use its movement speed, but can otherwise act normally. An attacker must have a free hand to start a Grab. If you have two hands, you can have up two opponents grabbed at once. Keep in mind that unless you have more than two arms, you can't perform any actions which require two hands while you're in a Grab.
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A Grab Attempt takes 3 AP, and an attacker must roll their normal Hand-to-hand [[Attack Roll]]. Defenders must roll an [[Evasion Roll]] as they normally would.  If the attacker is successful, instead of rolling Damage, he rolls a [[Grip]] check. The defender must roll either a [[Might]] check (to shove his way out) or a [[Thievery]] check (to wriggle his way out) at his option. If the attacker's Grip is higher than the Defender's Might or Thievery, both combatants are considered ''grabbed''. A grabbed creature cannot use its movement Speed and takes −4 on Evasion Rolls. An attacker must have a free hand to start a Grab. If you have two hands, you can have up to two opponents grabbed at once.
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Grab Attempts between creatures of different Size favor the larger creature. In a Grab Attempt, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a human attempts to Grab a juren, the juren receives a +20 bonus to his Might or Thievery check to resist the Grab. If a juren attempts to Grab a human, the juren receives a +20 bonus to his Grip check.
  
 
{{ExamplePlay
 
{{ExamplePlay
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|action4=Skorna is stronger than she is agile, so she makes a Might check, but only rolls a 12.
 
|action4=Skorna is stronger than she is agile, so she makes a Might check, but only rolls a 12.
 
|result=Drinnin grabs Skorna. "You're goin' nowhere!"}}
 
|result=Drinnin grabs Skorna. "You're goin' nowhere!"}}
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While you're participating in a Grab, you can do pretty much anything that doesn't require you to move around or use both hands. You're free to make Attack Rolls against the other participant (or against any other combatant), as well as any tactics like a Disarm, Slam, or Trip. You can even cast spells.
  
 
After the Grab has been established, the attacker can perform any of the following special actions (either on the same turn if there's enough AP left, or on later turns).
 
After the Grab has been established, the attacker can perform any of the following special actions (either on the same turn if there's enough AP left, or on later turns).
  
 
* Release – 0 AP. The attacker is free to release the Grab at any time.
 
* Release – 0 AP. The attacker is free to release the Grab at any time.
* Throw – 4 AP.  The attacker and defender roll opposed [[Might]] checks.  If the defender wins, she stays put.  If the attacker wins, the defender is thrown by that many feet and lands prone.
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* Move – You can pick up the defender and drag or carry her along with you.  Make opposed Might checks. If the attacker wins, he picks up the defender and carries her along at his full [[Speed]].
* Move – You can pick up the defender and drag or carry her along with you.  The attack and defender roll opposed Might checks. The AP cost is normal for moving.
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* Immobilize – 3 AP. The attacker can use both hands to further restrain the defender. Make another Grab attempt (the attacker rolls [[Grip]], the defender rolls either [[Might]] or [[Thievery]]). If the defender wins, the Grab is broken. If the attacker wins, the defender gains the ''immobilized'' condition. An ''immobilized'' creature cannot use its movement Speed. It automatically fails [[Attack Roll]]s and [[Evasion Roll]]s. An immobilized spellcaster cannot perform gestures (see the [[Book:Magic|Magic]] chapter).
* Pry – 2 AP. You can try to pry something out of the defender's hands or equipment.  Make opposed Grip checks.  If the defender wins, she keeps the item.  If the attacker wins, the item is taken from the defender.
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* Immobilize – 3 AP. The attacker can further restrain the defender. Make another Grab attempt (the attacker rolls [[Grip]], the defender rolls either [[Might]] or [[Thievery]]). If the defender wins, the Grab is broken. If the attacker wins, both combatants are now considered ''immobilized''.
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Once a defender is ''immobilized'', the attacker can't use either hand, but they ''can'' perform any of the following special actions in addition to those listed above.
  
Once a defender is ''immobilized'', the attacker can perform any of the following special actions in addition to those listed above.
 
* Hush – 0 AP. The attacker can cover the defender's mouth and keep them from speaking.
 
* Squeeze – 3 AP. The attacker deals crushing damage using a normal hand-to-hand [[Damage Roll]] opposed by the target's [[Guard Roll]]. No Attack/Dodge is necessary.
 
* Choke – 3 AP.  The attacker constricts the defender's airways, making it impossible to breathe.  The attacker makes a normal hand-to-hand Damage Roll opposed by the target's Guard Roll.  If the attack is successful, no damage is applied, but the defender is considered to be suffocating, and will slide one step down the [[Knockout Track]].  Unlike some other forces which push a character down the Knockout Track, if the defender breaks free of the Grab before falling unconscious, the penalties accrued from being choked immediately vanish.  If the defender falls unconscious from a choke attack, the attacker has two options: let the character drop prone and remain unconscious, or deliver a coup de grâce at the next opportunity.
 
 
* Human Shield – 0 AP. The attacker uses the defender as Cover and receives +4 to [[Dodge]].
 
* Human Shield – 0 AP. The attacker uses the defender as Cover and receives +4 to [[Dodge]].
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* Hush – 0 AP. The attacker can cover the defender's mouth and keep them from speaking. The defender is considered ''muted'' as long as the attacker wishes.
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* Squeeze – 3 AP. The attacker deals crushing damage using a normal hand-to-hand [[Damage Roll]] opposed by the target's [[Guard Roll]]. No Attack/Evasion is necessary.
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* Choke – 3 AP.  The attacker constricts the defender's airway, making it impossible to breathe.  Make opposed Might checks. If the attacker wins, the defender gains the ''suffocating'' condition. If the defender breaks free of the Grab before falling unconscious, the penalties accrued from being choked immediately vanish.  If the defender falls unconscious, the attacker has two options: let the defender drop prone or finish strangling them.
  
 
{{section|Escaping a Grab|}}
 
{{section|Escaping a Grab|}}
  
For 3 AP on her turn, a defender can try to break out of the Grab.  Either a [[Might]] check or a [[Thievery]] check can be used for this purpose, rolled against the attacker's [[Grip]].  If the defending character inflicts damage against the attacker while in the Grab, she can add the amount of damage done to her next Might or Thievery check. Personal-area damage spells such as [[Dangerous Body]] work very nicely in this situation.
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For 3 AP on her turn, a defender who is grabbed or immobilized can try to break free.  Either a [[Might]] check or a [[Thievery]] check can be used for this purpose, rolled against the attacker's [[Grip]].  If the defending character inflicts damage against the attacker while in the Grab, she can add the amount of damage done to her next Might or Thievery check. Personal-area damage spells such as [[Dangerous Body]] work very nicely in this situation.  
  
If the defender is grabbed or immobilized while casting a spell, it's interrupted. The spell is lost but the [[Magic Points]] are kept.  
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Any tactic that moves the attacker away from you breaks the Grab as well. For instance, you could Slam or Trip the attacker if you're not immobilized.
  
[[Category:Combat]]
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[[Category:Combat Tactics]]

Latest revision as of 03:25, 12 March 2022

Sometimes you just gotta put someone on hold. Those skilled at hand-to-hand fighting are predisposed to the wrestling arts. It can be beneficial to incapacitate an enemy or pry something from their fingers.

Starting a Grab

A Grab Attempt takes 3 AP, and an attacker must roll their normal Hand-to-hand Attack Roll. Defenders must roll an Evasion Roll as they normally would. If the attacker is successful, instead of rolling Damage, he rolls a Grip check. The defender must roll either a Might check (to shove his way out) or a Thievery check (to wriggle his way out) at his option. If the attacker's Grip is higher than the Defender's Might or Thievery, both combatants are considered grabbed. A grabbed creature cannot use its movement Speed and takes −4 on Evasion Rolls. An attacker must have a free hand to start a Grab. If you have two hands, you can have up to two opponents grabbed at once.

Grab Attempts between creatures of different Size favor the larger creature. In a Grab Attempt, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a human attempts to Grab a juren, the juren receives a +20 bonus to his Might or Thievery check to resist the Grab. If a juren attempts to Grab a human, the juren receives a +20 bonus to his Grip check.

Example
Tim's character Drinnin tries to get a hold of Michelle's character Skorna
  • Drinnin's Hand-to-hand Attack Roll is a 19.
  • Skorna's Evasion Roll is a 14.
  • Drinnin's Grip check is 17.
  • Skorna is stronger than she is agile, so she makes a Might check, but only rolls a 12.
Drinnin grabs Skorna. "You're goin' nowhere!"

While you're participating in a Grab, you can do pretty much anything that doesn't require you to move around or use both hands. You're free to make Attack Rolls against the other participant (or against any other combatant), as well as any tactics like a Disarm, Slam, or Trip. You can even cast spells.

After the Grab has been established, the attacker can perform any of the following special actions (either on the same turn if there's enough AP left, or on later turns).

  • Release – 0 AP. The attacker is free to release the Grab at any time.
  • Move – You can pick up the defender and drag or carry her along with you. Make opposed Might checks. If the attacker wins, he picks up the defender and carries her along at his full Speed.
  • Immobilize – 3 AP. The attacker can use both hands to further restrain the defender. Make another Grab attempt (the attacker rolls Grip, the defender rolls either Might or Thievery). If the defender wins, the Grab is broken. If the attacker wins, the defender gains the immobilized condition. An immobilized creature cannot use its movement Speed. It automatically fails Attack Rolls and Evasion Rolls. An immobilized spellcaster cannot perform gestures (see the Magic chapter).

Once a defender is immobilized, the attacker can't use either hand, but they can perform any of the following special actions in addition to those listed above.

  • Human Shield – 0 AP. The attacker uses the defender as Cover and receives +4 to Dodge.
  • Hush – 0 AP. The attacker can cover the defender's mouth and keep them from speaking. The defender is considered muted as long as the attacker wishes.
  • Squeeze – 3 AP. The attacker deals crushing damage using a normal hand-to-hand Damage Roll opposed by the target's Guard Roll. No Attack/Evasion is necessary.
  • Choke – 3 AP. The attacker constricts the defender's airway, making it impossible to breathe. Make opposed Might checks. If the attacker wins, the defender gains the suffocating condition. If the defender breaks free of the Grab before falling unconscious, the penalties accrued from being choked immediately vanish. If the defender falls unconscious, the attacker has two options: let the defender drop prone or finish strangling them.

Escaping a Grab

For 3 AP on her turn, a defender who is grabbed or immobilized can try to break free. Either a Might check or a Thievery check can be used for this purpose, rolled against the attacker's Grip. If the defending character inflicts damage against the attacker while in the Grab, she can add the amount of damage done to her next Might or Thievery check. Personal-area damage spells such as Dangerous Body work very nicely in this situation.

Any tactic that moves the attacker away from you breaks the Grab as well. For instance, you could Slam or Trip the attacker if you're not immobilized.