Grapples, Grabs, Disarms, and Carrying

Note that whenever it says "(usually for 9's)" this means that most items are a 9 difficulty to hit when held by people. Particularly small items, schtick items, or attached items (helmets, etc.) may have higher difficulties.

Note that when skills are listed, they are, as always, not an exhaustive list. Feel free to buy skill in Stealing Plasma Weapons if you want.

Grappling

Initial--Attacker makes a PreBod attack, which defender may dodge. Nonzero successes (after dodge) indicates a successful grapple.
Note: Defense is not a free die pool, you need to use a real dodge to do it.

Breaking Out--Grappled person may use his StrBod dice to try to break out. The victim needs as many StrBod successes as successes in the grab. Attacker may resist this with his StrBod roll (as if he were dodging), but needs to use a die pool (action) to do it.

If the victim gets enough successes, he is free, but has used his action. If he gets 2x successes or more, then he is free and has a Body die pool left. (The escape attempt didn't count as an action in the trivial case.) If the victim gets any successes, but not enough to get out, then that amount is subtracted from the successes of the hold.

Attacker Can-- While a victim is grabbed, attacker may, 1) use actions to increase his hold, by rolling more successes. The grab is equal to the max of the original grab or the successes rolled. 2) attempt to damage opponent, make StrBod attack with x1 damage multiplier (no dodge possible).

Skills:

Grabbing Things

Attacker makes a PreBod attack, targeting the thing (usually for 9's), which defender may dodge (as per a normal dodge). Nonzero successes indicates that the attacker has successfully touched the object; this results in an immediate free StrBod roll by the defender. If the defender equals or beats the attacker's touch, they keep the object. Otherwise, the attacker gets the object.
Skills:

Destroying things

Attacker makes a PreBod attack, targeting the thing (usually for 9's), which defender may dodge. Nonzero successes do damage to the object in question as normal.
Skills: Like a normal attack/dodge...

Disarm

Disarm is different from Grabbing things in that one can use a weapon to do it. Rules are as "Grabbing Things" above except that the attacker never ends up with the item in question. It goes flying in an apropriate direction/distance.
Skills:

Throws

The attacker makes a PreBod attack, which defender may dodge. Nonzero successes (after dodge) indicates a successful throw attempt.
Note: Defense is not a free die pool, you need to use a real dodge to do it.

Defender and attacker get free StrBod rolls for the throw attempt. If the thrower gets more successes, defender gets thrown and ends up on the ground a number of hexes equal to the difference on the str rolls in a direction chosen by the thrower.

If the defender gets more successes, he doesn't go anywhere.

The attacker may make the initial roll for 9s to do damage equal to StrBod +1/hex thrown, to defender.

Carrying People

To pick someone up who is not resisting, sufficiently strongly as to carry them, you must get at least 3 successes on a Str of Body roll (2 to pick up people with health of 2 or less). While carrying them, you must hold down at least those three (or two) successes necessary to pick them up; both the initial roll and the later holding-down decrease your available Str of Body dice, and also decrease your move.

To carry someone who is resisting, hold down as many strength dice as are being used to maintain the grab.

When you are being carried voluntarily, all actions you take are at +1 difficulty.

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