Here is my overly complicated and not very good attempt to create rules for "cinematic" martial arts grappling. The intention was to let my players do all the cool things they've seen done in martial arts movies. Now they can maintain holds, painfully twist limbs, fling people into traps or over cliffs and use hapless henchman as human shields. And have it all done to them, of course.
GRAPPLING
Skill Category: Martial Arts Sweeps
Required Activity Percentage: 60 – 100%
Exhaustion Point Cost: 1 / round
Description: Grappling is a form of unarmed combat where the objective is to gain control of one or more of your opponent’s limbs. Any attempt to grapple an armed opponent who is aware of the character must follow a successful Closing maneuver.
The character must declare their intention to Grapple in the Action Declaration Phase. The character may use his skill bonus in Martial Arts Sweeps, Wrestling or Locking Holds (use Locking Holds criticals) as his Grappling offensive bonus. If the character possesses none of these skills then he may use his Martial Arts Sweeps category bonus for grappling.
The attacker makes a Grappling attack like any other attack, adding his skill bonus minus the defender’s defensive bonus (excluding material bonuses) and referencing the result on the Martial Arts Sweeps attack table. If this was preceded by a Closing maneuver then all Closing modifiers apply to this attack.
The attack results have the following effects:
• A result of zero has no effect and no chance of grappling.
• A numbered result delivers the indicated hit points but not a successful grab.
• A critical result indicates a chance to gain control of one or more of the opponent’s limbs. A bonus of +5 per critical degree (A = 5, B = 10, etc.) is added to the Grappling attack roll. The critical result has no other effect during grappling maneuvers.
If the grappling attack results in the possibility to control one or more of the opponent’s limbs then the defender makes an opposed roll adding their appropriate Martial Arts Sweeps skills (Wrestling, Locking Holds, and Martial Arts Styles). If a combatant does not possess any skill ranks in a Martial Arts Sweeps skill then they must use their Martial Arts Sweep category bonus.
The opposed maneuvers can have the following results:
• Attacker < Defender = No Grapple
• Attacker = Defender = Advantage Defender, No Grapple
• Attacker > Defender (1 – 25) = One Limb Grasped, Attackers Choice
• Attacker > Defender (26 – 75) = Two Limbs Grasped, Attackers Choice
• Attacker > Defender (76 – or more) = Total Control
Once a grapple has been attained, the defender can attempt to break out of the grapple on any subsequent round. This action requires a 100% activity and automatically initiates new opposing maneuver rolls between attacker and defender. The attacker receives several benefits once he has attained a grapple. The attacker also has a number of options depending upon the level of the hold.
If the attacker controls one limb:
• He can use 60 – 100% activity to maintain the hold.
• He can use 10% activity to inflict his Strength bonus as hits of damage.
• He can use 60 – 100 % activity to automatically fling his opponent up to five feet away (opponent makes a Light maneuver roll to stay on their feet) if he controls an arm, or he can attempt to trip his opponent (opponent makes a Hard maneuver roll to keep his feet) if he controls a leg. In either case, the opponent is no longer grappled after these actions.
• He can try to fling his opponent into another target in range by making an attack on the Ram/Butt/Bash attack table. He uses his Martial Arts Sweep skill with a -50 penalty and the attack result is limited to Small Attacks. The result is applied to both his opponent and the target struck.
• He can initiate a new grapple attack to better his hold.
• He can initiate a new grapple attack and accept the results on the Martial Arts Sweeping attack table. The defender is no longer grappled unless the critical result indicates otherwise.
• Adrenal defense is limited to 50%.
If the attacker controls two limbs:
• He can use 60 – 100% activity to maintain the hold.
• He can use 10% activity to inflict double his Strength bonus as hit points of damage.
• He can use 60 – 100% activity to automatically fling his opponent up to five (plus half Strength bonus) feet away (opponent makes a Medium maneuver roll to stay on their feet) if he controls both arms, or he can attempt to trip his opponent (opponent makes an Extremely Hard maneuver roll to keep his feet) if he controls both legs. In either case, the opponent is no longer grappled after these actions.
• He can try to fling his opponent into another target in range by making an attack on the Ram/Butt/Bash attack table. He uses his Martial Arts Sweep skill with a -30 penalty and the attack result is limited to Small Attacks. The result is applied to both his opponent and the target struck.
• He can initiate a new grapple attack to better his hold.
• He can initiate a new grapple attack and accept the results on the Martial Arts Sweeping attack table. The defender is no longer grappled unless the critical result indicates otherwise.
• He cannot use Adrenal Defense.
If the attacker has achieved “total control”:
• He can use 40% activity to maintain the hold.
• He can use 10% activity to inflict triple his Strength bonus as hit points of damage.
• He can use 60 – 100% activity to automatically fling his opponent up to five (plus Strength bonus) feet away (opponent makes a Very Hard maneuver roll to stay on their feet) or he can attempt to trip his opponent (opponent makes an Absurd maneuver roll to keep his feet). In either case, the opponent is no longer grappled after these actions.
• He can use 60 – 100% activity to throw the opponent into an adjacent object (another foe, wall of spikes, edge of cliff, etc.) inflicting hits equal to triple his strength bonus, and possible other collateral damage, all while still maintaining the hold. The attacker could also throw his opponent prone to the ground, inflicting hits equal to triple his strength bonus, all while still maintaining the hold.
• He can try to fling his opponent into another target in range by making an attack on the Ram/Butt/Bash attack table. He uses his Martial Arts Sweep skill with a -10 penalty and the attack result is limited to Small Attacks. The result is applied to both his opponent and the target struck.
• He can use his opponent as a human shield, gaining the attacker a cover bonus against incoming melee or missile attacks.
• He can initiate a new grapple attack and accept the results on the Martial Arts Sweeping attack table. The defender is no longer grappled unless the critical result indicates otherwise.
• He cannot use Adrenal Defense.
The defender suffers several restrictions while grappled:
• He cannot use a shield and weapon use is restricted (see below), but can use an appropriate Martial Arts skill.
• Weapons over 2 feet long are useless.
• Weapons over 1 foot long - 30% OB (assumes the weapon arm is free).
• Defender may use any Weapon Brawling attack with no penalty (assumes the weapon arm is free).
• All spell casters gain an additional ESF modification of +50.
If the defender has one limb grappled:
• He can attempt to breakout of the grapple using 100% of his activity. If the breakout roll is successful by 51 or more then the defender can elect to reverse the hold, i.e. now they control one of their opponent’s limbs. If the breakout roll is successful by 76 or more two limbs can be controlled. A breakout roll in excess of 101 or more will result in total control.
• He suffers a – 4 Initiative penalty.
• Can make unarmed attacks with his free limbs at a –30 penalty.
• Adrenal Defense is limited to 50%.
If the defender has two limbs grappled:
• He can attempt to breakout of the grapple using 100% of his activity. If the breakout roll is successful by 51 or more then the defender can elect to reverse the hold, i.e. now they control one of their opponent’s limbs. If the breakout roll is successful by 76 or more two limbs can be controlled. A breakout roll in excess of 101 or more will result in total control.
• He suffers a – 6 Initiative penalty.
• He can make melee or unarmed attacks with his free limbs at a – 50 penalty.
• He cannot use Adrenal Defense.
If the defender is under “total control”:
• He can attempt to breakout of the grapple using 100% of his activity. The maneuver roll is made at a –20 penalty. If the breakout roll is successful by 51 or more then the defender can elect to reverse the hold, i.e. now they control one of their opponent’s limbs. If the breakout roll is successful by 76 or more two limbs can be controlled. A breakout roll in excess of 101 or more will result in total control.
• He suffers a – 8 Initiative penalty.
• He cannot use Adrenal Defense.