Difference between revisions of "Hold"

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<b>Prerequisites:</b> Melee Combat 5 and [[Improved Grapple]]<br />
 
<b>Prerequisites:</b> Melee Combat 5 and [[Improved Grapple]]<br />
  
You are sufficiently skilled at [[Wrestling Moves|wrestling-style martial arts moves]] that you can both immobilise and damage your opponent by forcing one of their limbs into a painful hold. Holds function exactly as [[Grapple]]s but suffer an initial -2 [[AM]] and optionally inflict [[Internal]] damage equal to your [[Stats|Strength]] on the held limb.  
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You are sufficiently skilled at [[Wrestling Moves|wrestling-style martial arts moves]] that you can both immobilise and damage your opponent by forcing one of their limbs into a painful hold. Holds function exactly as [[Grapple]]s but suffer an initial -2 [[AM]] and optionally inflicts [[Internal]] damage equal to your [[Stats|Strength]] on the held limb every turn.
  
 
If you held your opponent in a Grapple or Hold during the preceding turn, you may ignore the -2 AM for a Hold attack (effectively this cancels out the +2 AM granted for continuing an ongoing Grapple however). As with Grapple, a successful Hold attack limits its target's physical actions to Grapple, [[Throw]], [[Escape]], Hold, [[Headbutt]], [[Trip]] or [[Knee]] – but a Hold additionally penalises the AM of Throw by -1, Grapple, Escape, Hold and Trip by -2 and Headbutt and Knee by -3.
 
If you held your opponent in a Grapple or Hold during the preceding turn, you may ignore the -2 AM for a Hold attack (effectively this cancels out the +2 AM granted for continuing an ongoing Grapple however). As with Grapple, a successful Hold attack limits its target's physical actions to Grapple, [[Throw]], [[Escape]], Hold, [[Headbutt]], [[Trip]] or [[Knee]] – but a Hold additionally penalises the AM of Throw by -1, Grapple, Escape, Hold and Trip by -2 and Headbutt and Knee by -3.

Latest revision as of 23:36, 26 April 2009

Cost: 8
Ability Type: Attack
Related Skill: Melee Combat
Prerequisites: Melee Combat 5 and Improved Grapple

You are sufficiently skilled at wrestling-style martial arts moves that you can both immobilise and damage your opponent by forcing one of their limbs into a painful hold. Holds function exactly as Grapples but suffer an initial -2 AM and optionally inflicts Internal damage equal to your Strength on the held limb every turn.

If you held your opponent in a Grapple or Hold during the preceding turn, you may ignore the -2 AM for a Hold attack (effectively this cancels out the +2 AM granted for continuing an ongoing Grapple however). As with Grapple, a successful Hold attack limits its target's physical actions to Grapple, Throw, Escape, Hold, Headbutt, Trip or Knee – but a Hold additionally penalises the AM of Throw by -1, Grapple, Escape, Hold and Trip by -2 and Headbutt and Knee by -3.