Grappling¶
Grappling represents sustained physical control through holds, clinches, leverage, and body weight.
It is a method of denying movement, actions, and positioning rather than dealing damage.
Grappling always involves Engagement.
When You Can Grapple¶
You may attempt to grapple a target when: - You are Engaged or at Close range. - You have physical access to the target. - The fiction supports sustained contact.
You cannot grapple from Reach unless a rule explicitly allows it.
Initiating a Grapple¶
To initiate a grapple, make a contested roll using: - Athletics or Unarmed + Vigor for the acting character. - Athletics, Endurance, or Evasion for the resisting character, depending on positioning.
On success, the target gains the Restrained condition at its lowest level.
The acting character and the target are Engaged.
Grappling does not deal damage by default.
Restrained¶
Restrained represents loss of freedom of movement rather than total immobility.
While Restrained: - Movement between distance bands is not possible without breaking free. - Attacks and actions are limited by fiction. - Disengaging is not possible without first escaping the grapple.
Restrained may escalate through continued grappling.
Maintaining and Escalating a Grapple¶
On subsequent turns, a grappling character may spend an action to: - Maintain the grapple. - Escalate control. - Reposition bodies. - Apply pressure.
Each successful action generates Impact, which may be spent immediately to: - Escalate the Restrained condition. - Force a target Prone. - Move the grapple one distance band. - Deny the target a specific type of action on their next turn. - Inflict 1 damage (maximum once per turn).
Impact must be spent immediately.
Multiple Grapplers¶
Multiple characters may grapple the same target.
- Each additional grappler increases fictional leverage.
- Impact generated by coordinated grappling may be spent across multiple effects.
- A grappled target may be Restrained by several opponents simultaneously.
This is how numbers overwhelm skill.
Breaking Free¶
A grappled character may attempt to break free by: - Spending an action to contest the grapple. - Spending Effort to improve their position. - Using terrain, allies, or weapons where fiction allows.
Breaking free removes the Restrained condition but does not automatically end Engagement.
Grappling and Weapons¶
Weapons can be used in a grapple if fiction allows: - Short weapons may still be used at Close or Engaged. - Long or Reach weapons are awkward or unusable. - Shields may be used to control space or deny movement.
Weapon use while grappling is risky and situational.
Grappling and Shoving¶
A shove may be used during a grapple to: - Break holds. - Force one party Prone. - Reposition the grapple. - Transition from grappling to separation.
Shoves during grapples follow the normal shove rules.
Design Intent¶
Grappling is slow, exhausting, and dangerous.
It rewards coordination and commitment over brute force.
Grappling ends fights by control, not by numbers.