<Cybercore>

Grabbing someone and not letting go. Grappling is a contest of mass and muscle; two creatures locked together, each trying to control where the other ends up.

The Grappled Condition

When two creatures are grappling, both gain the Grappled condition. Grappled is not the same as Restrained; Restrained means shackled, cable-tied, or otherwise physically locked down with Speed 0. Grappled means someone has hold of you and you're fighting to control the situation.

While Grappled:

  • You cannot move independently; your movement is determined by whoever has control (see below)
  • You can still take Actions normally (attack, use abilities, use items)
  • You are Hindered(1) on all actions that require full-body movement

Initiating a Grapple

1 Action. You must be adjacent to the target. Roll Movement - Athletics vs the target's TL.

  • Success: Both you and the target are now Grappled. You are the controller.
  • Failure: The grab fails. Your Action is spent. The target is aware you tried.

Players always roll. If a player initiates a grapple, they roll Athletics vs the creature's TL. If a creature initiates a grapple on a player, the player rolls Athletics or Acrobatics vs the creature's TL to resist; success means the grab fails, failure means the creature has control.

Control and Movement

Who moves whom depends on Might + Mass:

  • Your Might + Mass > target's Might + Mass: You have full control. You can move at half Speed and drag the target with you. The target moves with you involuntarily.
  • Your Might + Mass = target's Might + Mass: Neither can move, unless the other allows it. You're locked in place, wrestling for advantage.
  • Your Might + Mass < target's Might + Mass: The target has leverage. They move at half Speed and drag you with them; even though you're technically the controller. You can hold on, or let go, otherwise you're going where they go.

Grappling a creature that outweighs you is legal. Controlling it is another matter. A Rodi can grab a Slater; the Rodi just goes wherever the Slater decides to walk.

Controller wins (M+M >)

Controller drags target at half-Speed
M1 has the higher Might+Mass. Drags T at half Speed in any direction.

Locked (M+M =)

Neither party can move
Equal Might+Mass. Both locked; neither moves unless the other allows it.

Target leverages (M+M <)

Target drags the would-be controller
T outmatches M1. T moves at half Speed and drags M1 along. M1 can hold on or let go.

Maintaining a Grapple

At the start of each of your turns while grappling, you must spend 1 Action to maintain the hold. No roll required; you're just holding on.

If you choose not to spend the Action (or can't; because you're Staggered or Stunned), the grapple ends and both creatures are free.

Escaping a Grapple

On your turn, you can spend 1 Action to attempt to break free. Roll Movement - Athletics, Movement - Acrobatics, or Might (as a raw attribute check) vs the controller's TL.

  • Success: You break free. The grapple ends. You can use remaining Actions normally.
  • Failure: You're still Grappled. The controller maintains the hold.

Grapple Summary

SituationWho RollsTargetResult
Player initiates grapplePlayer (Athletics)Creature's TLSuccess = both Grappled, player controls
Creature initiates grapplePlayer (Athletics)Creature's TLSuccess = resist, Failure = both Grappled, creature controls
Player escapesPlayer (Athletics or Might)Controller's TLSuccess = free, Failure = still Grappled
MaintainingNo roll;Costs 1 Action/turn. Skip = grapple ends

Specialist Grapple Abilities

The base grapple is simple; grab, hold, drag. Specialist classes build on it:

  • Enforcer Grapple Shield; use a grappled target as cover
  • Enforcer Submission Hold / Full Lockdown; upgrade to full Restrained condition
  • Mutant Tentacle / Lock Jaw; natural grapple weapons
  • Merc Hookshot; ranged grapple initiation