Difference between revisions of "Grip"

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Use:  Plummet to your death or awe your onlookers with your fearsome scaling abilities?  These are the kind of questions presented to characters with an exceptional Climb skill.  It can be used to effectively ascend or descend vertical distances, ranging from trees and rope ladders to cliffs and glaciers.
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Typically used with: '''Muscle'''.
Climbing characters move at one-quarter speed.  Characters trying to climb quickly move at half of their normal speed (with the DL penalty listed below).
 
If a party member climbing above you falls, you can attempt to catch him or her with a successful Hold check of 5 + 1/every 10 lbs. of the character.  If you fail, the character continues falling.  If you slip the roll, you follow suit in proper arm-flailing fashion.  This check requires no Action Points, but you must succeed at a Reaction check against a DL of 10.
 
Characters cannot defend themselves adequately while climbing, and take a -10 to their dodge and parry rolls to attackers in such circumstances.  A character cannot use a two-handed weapon while climbing (unless, say, the character has more than one set of arms).
 
Difficulty: The difficulty for a climb check depends on the conditions of the surface.  Detailed below are a few examples of common climbing difficulties.
 
  
Example
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In short: hang on. Awe your onlookers with your fearsome wall-scaling abilities.  Clutch onto a bucking bronco.  Catch a wet bar of soap.  Any great feat of strength using your hands and fingers only (or feet and toes, for that matter) is what the Grip skill is all about. Grip can be used to effectively ascend or descend vertical distances as well as maintain solid holds on objects or creatures.
DL
 
A ladder, a very steep hill
 
0
 
A knotted rope, monkey bars
 
5
 
A tree with few branches
 
10
 
A flat rocky cliff, a pole, an unknotted rope
 
15
 
An uneven wall with small handholds
 
20
 
A wall with a very rough surface (cave wall, brick wall)
 
25
 
A rough wall with an inverse slant
 
30
 
A nearly smooth wall with incredibly tiny handholds
 
35
 
The surface is slippery (ice, grease, slime)
 
+5
 
  
The following table lists situational bonuses and penalties to the Climb check.
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{{Section|Climbing|}}
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You can roll a Grip check to climb out of a pit, up a tree, down a cliff, over the city walls, or across a ledge. The tougher the surface is to climb, the higher the DL.
  
Situation
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The ladder into a tree house should be DL 5, and a sheer cliff face should be DL 30. A smooth, flat surface is basically impossible for mortals to Climb short of using magic [[spells]]. If you use climbing equipment, you gain a +4 bonus to the Grip check. A device such as magnetic boots, while not magical, allow for climbing of flat, metal surfaces at a DL of 10.
Check
 
The character is trying to move quickly (see above)
 
-10
 
The character can brace him or herself against a parallel surface
 
+10
 
The character uses climbing equipment
 
+5
 
  
A smooth, flat surface is impossible to climb short of using magic spells. Magnetic boots, while not magical, allow for climbing of flat, metal surfaces at a DL of 15.
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If you fail the check, you fall from your starting point. Not so bad at the bottom, but deadly from the top. See the [[Guard]] skill about falling damage.
Characters who employ the use of a grappling hook with attached rope during their climb and can brace their feet against a wall assume a difficulty of 10. If the rope is knotted, assume a difficulty of 5.  
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A character that cannot meet the DL for a climb check is resultantly unable to begin scaling a surface. If he or she is already climbing and fails a check, the character is unable to continue without another check.  A botch usually signifies falling.
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Depending on how far you're climbing, your GM may ask you for [[Stamina]] checks or risk falling. If you're trying to go especially fast (or at least faster than someone else), you'll also want to roll a [[Dash]] check. If you're carrying something or someone, you also want to roll a [[Might]] check.
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Once you start climbing, you gain the ''grabbed'' condition (in this case you're wrestling the wall). It's really hard to climb and fight at the same time. A character cannot perform any action that requires the use of two hands (e.g. swing a greatsword) unless, say, the character has more than one set of arms.
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{{section|Catching|}}
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If you want to snatch something out of the air as it zooms past, you can roll a Grip check. The tougher the object is to grab, like being slippery or heavy, the higher the DL. The object needs to be within arm's reach, otherwise you have to roll a [[Gymnastics]] or [[Dash]] check to get near it first.
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If you're climbing, you can try to catch an object or creature that falls from above you. If you fail, whatever it was continues falling. If you roll a [[Critical Failure]], you follow suit in proper arm-flailing fashion.
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{{Section|Grabbing|}}
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You can roll a Grip check to grab onto another creature ("Get over here!"). Any time you try to grab a creature, combat begins and the GM should make everyone roll [[Reaction]]. See the "[[Grab]]bing" entry in the ''Tactics'' section of ''Chapter 10: Combat''. Your opponent can prevent or escape your Grab by surpassing your Grip check with a Might check (if they're strong) or a Thievery check (if they're agile). As long as you have a hold on them, you both gain the ''grabbed'' condition.
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Contests of strength between creatures of different Size favor the larger creature. In these opposed combat rolls, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a kulgeri attempts to Grab a firnoy, the kulgeri receives a +8 bonus to his Grip check.
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{{Section|Disarming|}}
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You and another combatant can vie for the same held object ("It's ''my'' locknar"). If you make a successful [[Called Shot]] attack to the defender's held object, you make opposed Grip checks. Whoever has the strongest grasp gets to keep it. See the "[[Disarm]]ing" entry in the ''Tactics'' section of ''Chapter 10: Combat''.
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If a larger creature attempts to disarm a smaller one, the larger one receives a +4 bonus to this check for each point of Size difference.
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{{Section|Resisting Disarms|}}
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When someone tries to disarm you in combat, you roll a Grip check and they roll either a [[Thievery]] check (if they use a weapon) or a Grip check (if they use hand-to-hand). See the "[[Disarm]]ing" entry in the ''Tactics'' section of ''Chapter 10: Combat''. Certain types of weapons, especially those that require two hands to use, grant a +2 bonus to the Grip check. If you meet or exceed the opponent, you keep your weapon.
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If a smaller creature attempts to disarm a larger one, the larger one receives a +4 bonus to this check for each point of Size difference.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 23:26, 19 January 2020

Typically used with: Muscle.

In short: hang on. Awe your onlookers with your fearsome wall-scaling abilities. Clutch onto a bucking bronco. Catch a wet bar of soap. Any great feat of strength using your hands and fingers only (or feet and toes, for that matter) is what the Grip skill is all about. Grip can be used to effectively ascend or descend vertical distances as well as maintain solid holds on objects or creatures.

Climbing

You can roll a Grip check to climb out of a pit, up a tree, down a cliff, over the city walls, or across a ledge. The tougher the surface is to climb, the higher the DL.

The ladder into a tree house should be DL 5, and a sheer cliff face should be DL 30. A smooth, flat surface is basically impossible for mortals to Climb short of using magic spells. If you use climbing equipment, you gain a +4 bonus to the Grip check. A device such as magnetic boots, while not magical, allow for climbing of flat, metal surfaces at a DL of 10.

If you fail the check, you fall from your starting point. Not so bad at the bottom, but deadly from the top. See the Guard skill about falling damage.

Depending on how far you're climbing, your GM may ask you for Stamina checks or risk falling. If you're trying to go especially fast (or at least faster than someone else), you'll also want to roll a Dash check. If you're carrying something or someone, you also want to roll a Might check.

Once you start climbing, you gain the grabbed condition (in this case you're wrestling the wall). It's really hard to climb and fight at the same time. A character cannot perform any action that requires the use of two hands (e.g. swing a greatsword) unless, say, the character has more than one set of arms.

Catching

If you want to snatch something out of the air as it zooms past, you can roll a Grip check. The tougher the object is to grab, like being slippery or heavy, the higher the DL. The object needs to be within arm's reach, otherwise you have to roll a Gymnastics or Dash check to get near it first.

If you're climbing, you can try to catch an object or creature that falls from above you. If you fail, whatever it was continues falling. If you roll a Critical Failure, you follow suit in proper arm-flailing fashion.

Grabbing

You can roll a Grip check to grab onto another creature ("Get over here!"). Any time you try to grab a creature, combat begins and the GM should make everyone roll Reaction. See the "Grabbing" entry in the Tactics section of Chapter 10: Combat. Your opponent can prevent or escape your Grab by surpassing your Grip check with a Might check (if they're strong) or a Thievery check (if they're agile). As long as you have a hold on them, you both gain the grabbed condition.

Contests of strength between creatures of different Size favor the larger creature. In these opposed combat rolls, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a kulgeri attempts to Grab a firnoy, the kulgeri receives a +8 bonus to his Grip check.

Disarming

You and another combatant can vie for the same held object ("It's my locknar"). If you make a successful Called Shot attack to the defender's held object, you make opposed Grip checks. Whoever has the strongest grasp gets to keep it. See the "Disarming" entry in the Tactics section of Chapter 10: Combat.

If a larger creature attempts to disarm a smaller one, the larger one receives a +4 bonus to this check for each point of Size difference.

Resisting Disarms

When someone tries to disarm you in combat, you roll a Grip check and they roll either a Thievery check (if they use a weapon) or a Grip check (if they use hand-to-hand). See the "Disarming" entry in the Tactics section of Chapter 10: Combat. Certain types of weapons, especially those that require two hands to use, grant a +2 bonus to the Grip check. If you meet or exceed the opponent, you keep your weapon.

If a smaller creature attempts to disarm a larger one, the larger one receives a +4 bonus to this check for each point of Size difference.