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[X]
Type
: Universal, Attack, Defense
Requirements
: Must have limbs.
Maneuver
: Attack or Defense at HA Reach with X dice at Clinch TN 8, targeting Opponent’s body part.
Success
: You and your Opponent are now Grappling. You regain [BS] CP. You are now Trapping the
targeted body part, as per the Trap maneuver. Immediately upon entering the Grapple, you must switch to
(or Default to) your Wrestling Proficiency. If that would change your total CP from the Proficiency you
had been using, add or subtract the difference from your current total. After this, gain [Half
STR
+Miscellaneous bonuses] CP. This bonus recurs each Refresh and is lost when the Clinch ends.
Maneuvers with “Grapple” in their type can only be used after you are actually in a Grapple.
During the Grapple, the Range of combat is locked at HA. Nongrapple Maneuvers can still be
performed, but can be hindered by Traps or Pins. Any weapon longer than S reach incur an activation cost
to
all
maneuvers equal to 1 per step of range past S the weapon’s reach is. Weapons of S reach or lower
during a Grapple may be used without incurring a penalty.
You may drop your weapon for free at the beginning of any Action during a Grapple. Instantly apply any
effects of doing so.
In Grapple, no Maneuver that change the range of combat, exit combat, or render grapple illegal do so.
If at any time both characters in a Grapple become Prone, the Grapple becomes a Ground Fight. The
Character with initiative does not suffer the +1 TN Penalty for being Prone, all other penalties still apply.
If one character in a Grapple becomes Prone, the other character may become Prone as well, resulting in
a Ground Fight (both characters are prone). If the Prone character has any body parts of the standing
character Trapped or Pinned, then the standing character is automatically rendered Prone. Otherwise, the
standing character may choose to either go Prone, or exit the Grapple, remaining at HA Range.
While in a Grapple, ALL Maneuvers with an X value are both Offensive and Defensive. This applies to
both Grappling and nonGrappling maneuvers (Punch, Melee Shoot, Strike, etc.). The two Maneuvers
always cancel each others' Bonus Successes, and only the Maneuver with more BS resolves. A tie causes
both Maneuvers to resolve simultaneously at 0 BS, and the character with Initiative keeps it. Only one
Maneuver per action can be declared in a Grapple unless using the Rapid Rise Maneuver.
If, at the end of a Round, neither character is Trapping nor Pinning body part, the Grapple ends. By
default, when the Grapple ends, the two characters remain at HA Reach.
Failure
: If Parried or Blocked, you suffer a Swing, Thrust, or Shield Bash (depending on the
Parrying/Blocking device, at the GM's discretion) to your arms (left 13, right 46), chest (78), or head
(910) with 0 BS.
Superior
: Clinch resolves at Clinch TN 7.
SHOOT TAKEDOWN [X]
Type
: Universal, Attack
Requirements
: Be at least Medium Range or longer
Maneuver
: Grapple Attack at HA Reach at Takedown TN 8 with X dice, targeting Opponent’s leg.
Success
: Immediately enter a Clinch Trapping the Opponent’s leg. Opponent must roll a
Stability
check
at [BS]
RS
or be rendered Prone. You also immediately become Prone if the target fails their
Stability
check.
Failure:
If Parried or Blocked, you either suffer a Swing, Thrust, Shield Bash, or Pommel Strike
(depending on the Parrying/Blocking device, at the GM's discretion) to your Upper Head with 0 BS,
or
you are rendered Prone, the defender chooses which.
Superior:
On a successful Shoot Takedown, you may Trap both of the Opponent’s legs.
GRAPPLING: TRAP [X]
Type
: Universal, Grapple
Requirements
: None.
Maneuver
: Grapple Attack at HA Reach at Trap TN 7 with X dice, targeting head, right arm, left arm,
right leg, left leg, or torso.
Success
: Target body part becomes Trapped. All TNs increase by 1 for the victim until it is released. No
actions can be taken involving the Trapped body part (except for Force to try and free the body part) until
it is released. If a weapon is being held in a Trapped body part, the weapon itself is also considered to be
Trapped. If the body part that is Trapped was being used in a Maneuver, then Trap also inflicts [BS] Stun.
You may voluntarily release a Trap or Pin at any time.
Special
: If you fail any Stability test, you release all Trapped body parts before falling Prone.
You may only have two body parts Trapped or Pinned at any time.
Only one Trap or Pin can increase an Opponent’s TN’s at any time
Superior:
If you have Initiative, you resolve Trap at 1
TN
.
GRAPPLING: PIN [X+2]
Type
: Universal, Grapple
Requirements
: At least one of Opponent's body parts is Trapped.
Maneuver
: Grapple Attack at HA Reach on Trapped body part at Pin TN 7 with X dice.
Success
: Target body part becomes Pinned. This is identical in effect to being Trapped, except that TNs
increase by 2, instead of 1. Some Maneuvers have a special bonus if used against a Pinned body part.
Special
: If you fail any Stability test, you release all Pinned body parts before falling prone.
You may only have two body parts Trapped or Pinned at any time.
Only one Trap or Pin can increase an opponent’s TN’s at any time.
GRAPPLING: SUBDUE [X+½ Opponent’s STR]
Type: Universal, Grapple
Requirements: Have initiative. Be Trapping or Pinning a body part
Maneuver: Roll Subdue TN 8 with X dice.
Success: Opponent immediately suffers [1+Half BS] Stun and must pay an additional [1] activation cost
to
all
maneuvers. You may choose to maintain this Maneuver each action instead of performing another
maneuver, rolling at TN 7 instead of 8. While maintained, the Stun is increased to [1+BS] Stun. You do
not need to pay the additional activation cost to maintain this maneuver.
Special: If the Grapple is a Ground Fight and you have initiative, resolve this maneuver at 1 TN.
You may choose to pay [½ the Opponent’s STR] CP
each action you maintain this maneuver to inflict
Pain instead of Stun while maintaining this Maneuver.
If you have Trapped or Pinned more than one body part, increase the Stun/Pain inflicted by 1 and the
opponent’s activation cost penalty by 1.
If you have Pinned one of the Opponent’s body parts, reduce all STR based activation costs by 1 for this
maneuver. This effect is doubled if you are Pinning two body parts..
You may pay 2 CP to change this Subdue into a Submission Hold after dice have been declared. You
immediately inflict 1 strain on the Subdued body part for each action Subdue has been maintained.
Superior: You may perform a LimbBreak on the subdued body part at 1 TN, LimbBreak ends the
subdue.
GRAPPLING: SUBMISSION HOLD [X+1]
Type: Universal, Grapple, Initiative
Requirements: Have initiative. Be Trapping or Pinning a body part.
Maneuver: Roll Submission hold at TN 7 with [X ]
dice targeting one Trapped or Pinned body part.
Success: Target Trapped body parts Strain increases by your BS. If Strain is higher than target
STR ,
inflict [Straintarget
STR] unarmed damage to one of the following hit locations, selecting from the
appropriate body part’s list. This damage is not resisted by TOU or armor.
Head: Neck, Upper Back, Shoulder
Arm: Elbow, Shoulder, Lower Arm
Torso: Lower Back, Upper Back, Belly
Leg: Hip, Knee, Shin, Foot
Special: If the Grapple is a Ground Fight and you have initiative, resolve this maneuver at 1 TN.
You may pay [½ the Opponent’s STR] CP
each action you maintain this maneuver to inflict [ BS] Stun
If you have Trapped or Pinned more than one body part, increase the Stun inflicted by 1
If you have Pinned the target body part, treat the opponent’s STR as 1 lower for all purposes associated
with this maneuver. If you have two body parts pinned, including the target body part, treat their STR as
half it’s normal score.
Superior: You may now inflict Pain rather than Stun using the Special section of Submission Hold. This
Pain is cumulative, and is removed once the Submission Hold is released.
GRAPPLING: LIMBBREAK [X]
Type
: Universal, Grapple
Requirements
: Have initiative. At least one of Opponent's body parts is Trapped.
Maneuver
: Grapple Attack at HA Reach at Hit Location on Trapped body part at Break TN with X dice.
Success
: Inflict [STR1+Half BS] bludgeoning damage (not unarmedbludgeoning!) to Hit Location
chosen from list. This attack ignores all AV on the chosen Hit Location, but see below.
Arms TN 6: Shoulder, Upper Arm, Elbow, Forearm
Head TN 7: Neck, Lower Head
Legs TN 7: Hip, Thigh, Knee, Shin, Foot
Torso TN 9: Shoulder, Chest, Sides, Belly, Hip, Upper Back, Lower Back
Special:
If the Hit Location is covered by nonweakpoint(ϕ) Plate, then apply half of that armor’s AV.
If the body part being targeted is Pinned or Subdued, LimbBreak inflicts [STR1+BS] instead of its
original amount. Additionally, if the Opponent is Subdued, resolve this maneuver at 1 TN.
Superior
: LimbBreak damage is increased by 2.
GRAPPLING: THROTTLE [X]
Type
: Universal, Grapple
Requirements
: Opponent's head is Trapped or Pinned.
Maneuver
: Grapple Attack at HA Reach at Throttle TN 7 with X dice.
Success
: Opponent suffers [BS] Stun, and begins to suffocate.
Each Action after the first, Throttle can be ‘maintained’ in place of performing another Maneuver.
Maintaining a Throttle is the same as performing the Throttle Maneuver, but at TN 6. The Opponent takes
[1+½ BS] Pain every Action that Throttle is maintained (not the Action it is initiated) along with [BS]
Stun.
When a character's Pain from Throttle equals or exceeds their
MOB
score, they must make a
WIL
test at
the end of each Action (at 1 RS per point of Pain over the character's
MOB
score) or lose consciousness
for 1d10 minutes. If a character is Throttled into unconsciousness, they must make a
HLT
test at RS 2 or
die from a crushed windpipe. Each Throttle action after unconsciousness forces an additional test at +1
RS.
If a character breaks the Throttle and manages to get free, they lose 1 Pain for every 2 Rounds they have
to breathe without exertion (but only to a maximum of the Pain inflicted by Throttle).
Special
: If a garrote, like a wire or cord, is used instead of bare hands or arms, the TN for Throttle is 6,
maintaining it is done at TN 5, and the Pain inflicted every Action that it is maintained is [1+BS]. If a
character is garroted into unconsciousness, they must make a
HLT
test at RS 4 or die after going
unconscious, from a crushed glottis/windpipe. Each Throttle action after unconsciousness forces an
additional test at +1 RS.
If the neck is protected by plate armor like a gorget or bevor, the TN of Throttle increases to TN 9, and
maintaining it increases to TN 8. Garrotes cannot be used over characters with such protection.
GRAPPLING: COUP DE GRACE [X+2]
Type
: Universal, Grapple, Thrusting
Requirements
: Have initiative. Be wielding a weapon with an arm that is not Trapped, Pinned or
Subdued. This weapon must inflict piercing damage on the Thrust. Must have only one of Opponent’s
body parts Trapped or Pinned.
Maneuver
: Thrusting Weapon Attack at Weapon Reach with X dice, rolled at Thrust TN+1, aimed at a
Hit Location in Trapped or Pinned Body Part’s area.
Success chosen
: Inflicts [Weapon Thrust Damage+STR+BS] piercing damage to Hit Location. Do not
roll on table. The damage from this attack is not reduced by AV from any armor which has a Weak Spot
for the Hit Location that was targeted by this attack. All other AV protecting that area applies.
Special
: If the weapon being used is longer than S, increase Thrust TN by 1 per step longer the weapon is.
Longer weapons shortened through the use of HalfSwording or the Grappling at the Sword Talent are
exempt from these penalties if this would bring them to S Reach or lower.
If the weapon being used has Thin Blade, make this Attack at 1 TN.
Superior:
If the Grapple is currently a Ground Fight, resolve this maneuver at an additional 1 TN
GRAPPLING: REAP TAKEDOWN [X]
Type
: Universal, Grapple
Requirements
: Have initiative, both you and Opponent are Standing. Be Trapping an arm, head, or torso,
and have at least one of your legs not Trapped or Pinned.
Maneuver
: Grapple Attack at HA Reach at Takedown TN 7 with X dice.
Success
: Opponent rendered Prone and suffers [BS] Stun
.
If you are not being Trapped, you may remain
Standing.
Failure:
Make a Stability check at [Opponent
BS]
RS or be rendered Prone.
GRAPPLING: SUPLEX [X+3]
Type
: Universal, Grapple
Requirements
:Have initiative, both you and Opponent are Standing. Be Trapping the torso and one other
body part.
Maneuver
: Grapple Attack at HA Reach at Suplex TN 7 with X dice.
Success
: Both characters are rendered Prone. Opponent suffers [BS*2] Stun and takes falling damage to
the Upper Back as if they fell [ +
STRBS
] feet.
Failure:
Opponent’s torso is no longer trapped.
Special
: If you have Trapped one of the Opponent's legs and successfully Suplex them, your opponent
uses only half their
TOU
to reduce the distance fallen, and the distance fallen is multiplied by 2.
The activation cost of this maneuver is reduced by 1 if you have Pinned the opponent’s Torso.
Superior
: You may choose to remain standing after performing a Suplex.
GRAPPLING: TOSS [X+2]
Type
: Universal, Grapple
Requirements
:Have initiative, be Trapping a body part, both you and target are Standing.
Maneuver
: Grapple Attack at HA Reach at Arm Toss TN 7 with X dice.
Success
: Target is rendered Prone, and takes falling damage to the Upper Back as if they fell
[(STR+BS)*Y] Y
feet. is 1 by default.
:
Special Slam:
When declaring this maneuver, you may spend 2 CP to increase Y by 1. Y can only be
increased this way up to a maximum of ½
STR
.
Superior
: You may render yourself Prone to increase the
distance fallen
for your opponent’s Falling
Damage by your
TOU
+ half your Weight not counting what's in your hands (Sheathed Polearms only
count half their weight).
GRAPPLING: SLIP [X]
Type
: Universal, Grapple
Requirements
: Grappling.
Maneuver
: Grapple Defense at Slip TN 6 with X dice.
Success
: Opponent Maneuver negated, you gain Initiative.
Special
: If the Grapple is currently a Ground Fight when performing a successful Slip, you may spend 2
CP after success to attempt to stand. Roll a
MOB
test at terrain difficulty. The Opponent can oppose this
test with their own MOB by spending 2 CP. Success on this test moves the Clinch to standing position
and ends Ground Fight. If the opponent paid the 2 CP to oppose, they stand up as well.
If you succeed with 2 or more BS, you may pay 2 CP to break free of a Trap or Pin.
GRAPPLING: TWIST [X]
Type
: Universal, Grapple
Requirements
: Grappling.
Maneuver
: Grapple Defense at Twist TN 7 with X dice.
Success
: Opponent's Maneuver negated, you gain Initiative, and you gain [BS] CP for your next
Maneuver if you continue the Grapple.
Special
: If fight is a Ground Fight when performing a successful Twist, you may automatically move
yourself to standing position.
If successful, you may end Clinch, and return both characters to regular combat at HA Reach. If the fight
is a Ground Fight, both characters are Prone.
GRAPPLING: BITE [X+1]
Type
: Universal, Grapple, Unarmed
Requirements
: Must have teeth. Cannot have a visor or other armor covering the face. No hands
required.
Maneuver
: Unarmed Attack at HA Reach with X dice at Bite TN 8 at Target Zone on the Thrusting
Attack Table (must aim for face, neck, lower arm, upper arm, or any Trapped body part).
Success
: Inflicts [Half STR+Half BS] cutting damage to Hit Location.
Special
: Wounds inflicted by Bite have +3 Infection Chance.
If Hit Location is protected by Hard armor, you suffer [Half Total Damage] Shock, inflict Unarmed
Damage instead of Cutting, do not inflict the increased Infection Chance, and cannot inflict higher than a
Level 1 Wound.
If you successfully performed a Bite Maneuver in the previous Action, you may choose to have it
automatically hit the same location, this time rolling at TN 6, to represent the biter latching on and
savaging with his teeth.
GRAPPLING: FORCE [X+2]
Type:
Universal, Grapple
Requirements:
Grappling, have one body part currently Trapped or Pinned.
Maneuver:
Select one of your body parts that is currently Trapped or Pinned. Grappling Attack at Force
TN 7 (if Trapped) or Force TN 8 (if Pinned) with X dice.
Success:
Body part is no longer Trapped or Pinned.
Special:
This Maneuver does not increase its TN for Traps or Pins. Use the TN listed.
In the event of a tie, neither Maneuver resolves. Instead, the opponent must roll an
[END+1/2 STR]
check at
RS equal to 1/2 your STR
or no longer be trapping that body part.
GRAPPLING: PICK UP [X+ 1/2 Opponent’s TOU]
Type:
Universal, Grapple
Requirements:
Be Trapping or Pinning two body parts, your Opponent is prone.
Maneuver:
Roll X at TN 7
Success:
Both you and your Opponent are now standing.
Failure:
If you were standing, you are now Prone.
Falling Damage
When a character falls, they roll on the first table below to determine what body part they land with. They
then take bludgeoning damage based on the ground type and distance fallen as listed in Table 8.5, with
distance fallen reduced by the TOU (up to the Toughness limit) and 1/2 the armor of the limb being hit.
This damage is not resisted by TOU or armor. Adjacent areas also take half the damage the main area
took.
Side Note: When using armor to reduce the distance fallen, by default use AVB unless falling onto a
surface that would inflict a different damage type (AVC for sharp corner, AVP for precarious bed of nails,
etc.)
Table 8.4 Falling Damage
d10 Area Hit Toughness Adjacent Areas
limits
1 Upper Head 0 Neck and Shoulder
2 Neck 2 Shoulder and Lower head
3 Upper Back 8 Lower Back and Upper Head
4 Chest 6 Upper Abdomen and Face
5 Right Foot 4 Thigh and Lower Leg (Right)
6 Left Foot 4 Thigh and Lower Leg (Left)
7 R. Side 4 Upper Arm and Thigh
8 L. Side 4 Upper Arm and Thigh
9 R. Forearm 3 Hand and Upper Arm
Hard (Cement, Stone, Packed Dirt, 1 per 2’ fallen
Cobblestones, Hardwood floor, a
thoughtlessly placed pile of bricks)
Solid (Earth, carpeted floor, collapsible 1 per 4’ fallen
structure (falling through a cart, wagon,
canopy, an armored man)
Soft (Straw, trampled battlefield earth, 1 per 8’ fallen
mud, Sand, a Person, a pile of dead
people)
Rough Slope (Rocky Hill, Flight of 1 per 10’ tumbled
Stairs, Shingled Rooftop)
Deadly Slope (Cliffside, Jagged 1 per 6’ tumbled
Mountain Slope, Castle Ramparts)
Hard Angle (Corner of a Table, Edge of 1 per 1’ fallen, may inflict Cutting or
a bin, street curb, etc) Piercing damage.
Water (clumsily fallen) 1 per 30’ fallen
Water (controlled dive) 1 per 60’ fallen
Falling onto Slopes
When falling down a slope, a character sustains damage at a different rate than when falling from the air
into a surface, and each step of the fall should be calculated separately.
For example: An assassin (TOU 4) is flung off a balcony after a failed attempt on the life of a
King, and then falls fifty feet onto a hard rooftop, where he then rolls another fifty feet before falling off
this second roof, down another twenty feet onto the cobblestone street, he would sustain three separate
Falls. Let’s run through an example of what happens:
● First Fall: 50’ onto a Hard surface.Reducing the feet falling by 3 TOU (mind the limits) The
assassin sustains 23 damage to his Right Arm, and 11 Damage to his Hand and Upper Arm. This
results in 3 Level 5 Wounds.
● Second: 50’ on Rough Slope (5 damage) The assassin rolls down the slope, and suffers 5 damage
to his neck, and 2 damage to his shoulder and head. At this moment, the assassin dies.
● Third: 20’ on Hard (8 damage) The assassin, who is already dead, finally lands on his back,
suffering 8 damage to his upper back, and 4 damage to his head and lower back. This results in
one more level 5 wound and two level 4 wounds to the head and lower back .
Every bone in his right arm is shattered, his neck is broken, his spine is broken is two places, and his head
is smashed upon. He is dead. BUT, what if, like a smart Assassin, he had aimed for the conspicuous pile
of straw instead of the rooftop?
Well, assuming the slope of the roof was fairly steep and actually covered about 30 feet of
vertical space, that’d mean that the total distance fallen would’ve been 100 feet exactly.
Now let’s say that the the Assassin leaps into the pile of straw from the same total height (about
100 feet) instead. He instead suffers 12 damage to one body part, and 6 damage to two others. If he’s
lucky, he might only shatter one of his legs or arms, but he’s just as likely to break his neck, spine, or
rupture all of his organs.
Falling onto certain materials or hazards might justify changing the damage type inflicted from
Bludgeoning to Cutting or Piercing damage. Use your judgment, GM.
Talents:
Novice:
Lucha Slam
Requirements: Wrestling, STR 5
Description: My name, is el Tiburón
Effect: Reduce the activation cost for Suplex by 1.
Once more with feeling
Requirements: Wrestling, STR 4
Description: You’ve run through the motions of breaking limbs tirelessly, doing so comes as natural as
breathing to you.
Effect: Select a body part (arms, head, torso, etc.). When performing a LimbBreak on the selected part,
add 1 CP to that roll.
Journeyman:
Grappling at the Sword
Requirements: 1H/2H Sword or Blunt proficiency
Description: You know how to use a weapon in the grapple, using the weapon to gain leverage and lock
joints, and also how to avoid the weapon getting in your way during a struggle on the ground.
Effect: You may use your weapon to Clinch at weapon range instead of HA. When paying range costs
during a grapple, treat your weapon as if it is one stage of Reach shorter.
Ground Wrestler
Requirements: Wrestling
Description: You’re more practiced in grappling on the ground than standing. Many fighters fear this
kind of fight for how quickly it can go disastrously wrong, but you revel in it.
Effect: When in a Clinch, and the fight has become a Ground Fight, you do not suffer the TN penalty for
not having initiative, and you add 1.0 times your Strength instead of 1/2 to your CP.
(ex: You have 10 CP and 4 STR, making for a total of 12 CP in a grapple. The fight goes to the ground,
increasing your CP by 2 to 14, and then cutting it in half to 7 for being prone.)
Iron Grip
Requirements: Wrestling, Have hands, STR 6
Description: We won’t ask where you learned this, but your hands have a natural affinity for necks
Effect:
Treat the Throttle maneuver as if you are using a garrote even if you are barehanded.
Master Talents
Leverage
Requirements: Wrestling, Ground Wrestler
Description: Fighting on the ground is brutal, but you know how to use your own weight to gain an edge.
Effect:
If performing a LimbBreak or Subdue while ground fighting, you may add ½ TOU additional CP
to the maneuver. You must still be able to pay activation costs before adding this additional CP.
Vice Grip
Requirements: Wrestling, Iron Grip, STR 6
Description: Your hands have the oppressive force of four Soviet Dictators and the Gulag system.
Effect:
During a Grapple, if you fail a Stability check, you may choose to keep 1 limb Trapped or Pinned.
Opponents attempting to Force their way out of a Trap roll TN 8 as if it were Pinned.
Wrestling
Grappling, wrestling, and throwing, both in unarmed and armed situations. Very useful in and out of
armor, wrestling is one of the few ways to defeat a foe in armor without a heavy armor penetrating
weapon.
Wrestling has access to a great number of superior grappling Maneuvers.
Core Maneuvers
Tier 1 Maneuvers
Clinch [Superior]
Upgrade two Grapple Maneuvers to Superior
Disarm [Superior]
Tier 2 Maneuvers
Upgrade one Grapple Maneuver to Superior
Mastery Maneuvers
All Grapple Maneuvers gain their Superior forms