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.
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:
- Unarmed Combat: all rolls above
- Grappling: the initial grabbing rolls and grab-increasing rolls
- Athletics: The Breakout Roll (both sides)
- Dodge: The dodge roll to resist being grabbed.
Skills:
- Unarmed Combat: All rolls above
- Dodge: Avoiding the grab.
- Item skill: Defender can use skill in his weapon/scanner/whatever to add to the resisting StrBod roll.
Skills: Like a normal attack/dodge...
Skills:
- Unarmed Combat, Disarm Skill, Weapons skills, etc: on the attack. (You may use unarmed combat skill if you are attacking unarmed, and weapon skill if you are attacking with a weapon; you can never use both on the same roll.)
- Item skill: Defender can use skill in his weapon/scanner/whatever to add to the resisting StrBod roll.
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.
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.