1. Notes

Combat: Grapple

You wrestle with your opponent. As part of a close combat attack, you can choose to place both yourself and your opponent in a grapple (see above). While grappling, you are normally limited to grappling Stunts in physical combat unless you Break Free before using some other maneuver. The person who initiates the grapple starts with control of the grapple. The grapple action is only taken when you are already in a grapple. To initiate a grapple, you must use a close combat attack. While in a grapple you can only use weapons with the “grapple” tag. While in a grapple and not in control of it, you cannot use the Withdraw Defense action.

Range: Close

Skill: Athletics + Might

Hit: Overcome the opponent’s Defense


STUNTS

Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
Break Free (1s): You break out of the grapple. If you are in control, this requires no successes. If you are not in control, this requires you to spend success equal to the number of successes your opponent spent establishing the grapple.
Critical Hit (4s): Deal an additional Injury Condition to your target.
Gain Control (Variable): You maneuver yourself to be in control of a grapple. The cost of this Stunt is equal to the number of successes your opponent spent establishing the grapple. This Stunt can only be purchased when you are not in control.
Pin (2s): Deny opponent their Defense against all other attacks. Must be in control to initiate.
Position (per success; Difficulty equal to Opponent’s Dodge): You generate an Enhancement bonus that applies on your next grappling attack against the target equal to the number of successes spent on this Stunt.
Takedown (1s): You render both yourself and your opponent prone. You maintain the grapple. You may also employ Inflict Damage or Throw in conjunction with this, representing a body slam or sacrifice throw. Must be in control to use.
Throw (Variable successes): You hurl your opponent a number of meters equal to your Might in any direction you desire. Each success spent after the first increases the distance of the throw by a meter. Throwing counts as breaking free, thus ending the grapple. You must be in control to throw.

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