grappling and proximity detail (Grappling And Proximity)
Grappling and Proximity
Combatants can have meaningful physical proximity.
Grappling creates a persistent physical relationship between
Characters.
Grappling can affect movement, escape and control of objects.
Wresting and disarming use the same persistent hand/equipment
state as the rest of combat.
Skill
Grappling, breaking free of a hold, dragging a grappled
opponent through an exit, disarming, and wresting a held
object away are all close-contact grip, leverage, and control
techniques, and are all resolved with your Unarmed skill --
even when the item being taken or knocked away is a weapon.
These are opposed attempts: your Unarmed against the other
Character's Unarmed. A tie always favors whoever currently
holds the advantage -- the grapple stands, the drag fails,
the weapon stays in hand, the object stays with its holder.
A Character already being grappled resists a wrest attempt
against them at a disadvantage, on top of the normal contest.
Installed commands
grapple
Attempt to grapple, contest, or take over a hold.
escape
Struggle to break free of a hold.
release
Voluntarily let go of whoever you are grappling.
disarm
In combat, attempt to knock a held item from an
opponent's hand.
wrest
Outside combat, attempt to snatch a held item from
another Character's hand.
Use help <command> for exact syntax.
Combat
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Aikijutsu
Armor System
Blades And Melee Weapons
Bows And Crossbows
Called Shots
Combat System
Cross-Room Fire
Dirty Fighting
Firearms
Grappling And Proximity
Krav Maga
Muay Thai
Natural Weapons
Savate
Smart Magazine
Smartlink
Sniping
Suppressors
Tae Kwon Do
Taijitsu
Throwing
Throwing And Explosives
Weapon Handling
Weapon Modifications