Difference between revisions of "Grab"

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{{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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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 to two opponents grabbed at once.
  
 
{{ExamplePlay
 
{{ExamplePlay

Revision as of 15:47, 27 August 2018

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

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 to two opponents grabbed at once.

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!"

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.
  • 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.
  • 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.
  • 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, he takes the item.
  • 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. An immobilized creature is still considered grabbed and takes −4 on Attack Rolls, Casting Rolls, and Evasion Rolls. The attacker does not take these penalties against the defender.

Once a defender is immobilized, the attacker 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/Dodge is necessary.
  • Choke – 3 AP. The attacker constricts the defender's airway, 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. 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 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.