Difference between revisions of "Grab"

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Many types of martial fighters revel in wrestling an opponent.  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 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.
  
At attacker must roll:
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Attempting a hold takes 4 AP, and an attacker must roll their normal Hand-to-hand [[Attack Roll]].
  
{{Roll
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Defenders must roll a [[Defense Roll]] as they normally would.
|caption=Hold Attack
 
|bonus1=[[Cunning]]
 
|bonus2=Hand-to-Hand
 
|bonus3=[[Muscle]]
 
|bonus4=[[Hold]]
 
}}
 
  
A defender must roll one of the following:
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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.
  
{{Roll
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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.
|caption=Defense as Parry
 
|bonus1=[[Cunning]]
 
|bonus2=Hand-to-Hand
 
|bonus3=[[Muscle]]
 
|bonus4=[[Hold]]
 
}}
 
  
{{Roll
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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.
|caption=Defense as Dodge
 
|bonus1=[[Agility]]
 
|bonus2=[[Dodge]]
 
|bonus3=[[Muscle]]
 
|bonus4=[[Hold]]
 
}}
 
  
If the attacker wins the Hold check, the two are locked in a grasp.  On the attacker's next turn, he or she can do any of the following:
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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 defender (break ribs, choke out, etc.) - Attacker's Hand-to-Hand damage + Muscle opposed by defender's Armor and Endurance.
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* Squeeze – 2 AP.  The attacker tightens the hold and deals crushing damage (as noted above, the defender doesn't add Agility nor Dodge).
* Pry item from defender’s hand - Opposed Hold checks
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* 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.
* Attack defender with his own weapon*
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* Move – You can pick up the defender and drag or carry him or her along with you.  The AP cost is normal for moving.
* Attack defender with weapon* you carry
 
* Cast a spell/enact a special ability - Only possible if no gestures are required
 
  
Note*: Weapons for these actions must take 3 or less Action Points to use, and be of piercing or slashing typeOne cannot use ranged weapons or polearms for this purpose.
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If the defender doesn't required the use of gestures to cast spells (say, the character has [[Focus Casting]] and the item is in hand), he or she can cast normallyPersonal-area damage spells such as [[Full Metal Jacket]] or [[Immolate]] work nicely in this situation.
  
On each turn, the defender can try to break out of the grasp with a Hold or an Escape check opposed by the attacker's Hold check.
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[[Category:Combat]]
 
 
Combatants in a Hold cannot add Agility+Dodge or make a parry against attacks.  This is true for any attack against them.
 

Revision as of 02:21, 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 (as noted above, the defender doesn't add Agility nor Dodge).
  • 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 required 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.