Difference between revisions of "Grab"
m |
|||
Line 13: | Line 13: | ||
After the pin has been established, the attacker can do any of the following (either on the same turn if there's enough AP left, or on later turns) | After the pin has been established, the attacker can do any of the following (either on the same turn if there's enough AP left, or on later turns) | ||
− | * Squeeze – 2 AP. The attacker tightens the hold and deals crushing damage (as noted above, the defender | + | * Squeeze – 2 AP. The attacker tightens the hold and deals crushing damage using a normal attack roll (as noted above, the defender adds neither Agility nor Dodge on the defense). |
* Throw – 4 AP. The attack and defender roll opposed Hold checks (the defender can optionally roll an Escape check). If the defender wins, he or she breaks out of the hold. If the attacker wins, the defender is thrown by that many feet. | * Throw – 4 AP. The attack and defender roll opposed Hold checks (the defender can optionally roll an Escape check). If the defender wins, he or she breaks out of the hold. If the attacker wins, the defender is thrown by that many feet. | ||
* Move – You can pick up the defender and drag or carry him or her along with you. The AP cost is normal for moving. | * Move – You can pick up the defender and drag or carry him or her along with you. The AP cost is normal for moving. | ||
− | If the defender doesn't | + | If the defender doesn't require the use of gestures to cast spells (say, the character has [[Focus Casting]] and the item is in hand), he or she can cast normally. Personal-area damage spells such as [[Full Metal Jacket]] or [[Immolate]] work nicely in this situation. |
[[Category:Combat]] | [[Category:Combat]] |
Revision as of 02:27, 27 February 2009
Sometimes you just gotta put someone on hold. Those trained in the wrestling arts or those skilled at hand-to-hand are very good at these maneuvers. It can be beneficial to incapacitate an enemy or pry something from their fingers.
Attempting a hold takes 4 AP, and an attacker must roll their normal Hand-to-hand Attack Roll.
Defenders must roll a Defense Roll as they normally would.
If the attacker is successful, he or she can opt to forgo damage, but either way, the defender is considered pinned. When pinned, you are basically immobile. On his or her turn, for 2 AP, a defender can try to break out of the pin. Either a Hold check or an Escape check can be used for this purpose.
Note that while in an opposed hold, the attacker and the defender cannot add Agility nor Dodge to their defense rolls, nor can they parry.
If the defender was casting a spell that required the use of their arms at the time of the pin, the spell is lost but the Magic Points are kept.
After the pin has been established, the attacker can do any of the following (either on the same turn if there's enough AP left, or on later turns)
- Squeeze – 2 AP. The attacker tightens the hold and deals crushing damage using a normal attack roll (as noted above, the defender adds neither Agility nor Dodge on the defense).
- Throw – 4 AP. The attack and defender roll opposed Hold checks (the defender can optionally roll an Escape check). If the defender wins, he or she breaks out of the hold. If the attacker wins, the defender is thrown by that many feet.
- Move – You can pick up the defender and drag or carry him or her along with you. The AP cost is normal for moving.
If the defender doesn't require the use of gestures to cast spells (say, the character has Focus Casting and the item is in hand), he or she can cast normally. Personal-area damage spells such as Full Metal Jacket or Immolate work nicely in this situation.