Wednesday, September 30, 2015

E Z Grappling

Grappling can be conducted as an opposed task roll and resolved like a tennis match using a deuce-advantage-game scale. Players start at a score of deuce before engaging. An attacker must first obtain a success to upgrade the deuce to advantage, then a second success to convert the advantage to game. Critical results move the score two steps along the scale.

A character with game can either control, damage, or throw an opponent, depending on the player's goal description for his turn. Game is automatically maintained by an attacker until the defender can restore deuce through two consecutive opposed task rolls, the first to drive the condition back to advantage then the second to once again bring the condition back to deuce. Until deuce is obtained by the defender, attacker automatically applies damage or maintains control.

Control can be a pin, joint lock, or any other tactical immobilization. Control is subject to other mass, strength, and scale rules.

Damage inflicted is 2d6 (6) per round.  Throw damage is also 2d6 (6), but if the opponent is moving quickly, this number is multiplied by the number of action moves made in the previous round. When total damage applied exceeds the PHYS of the opponent, the limb is incapacitated, 2x the PHYS means the limb is broken, 3x means the limb is irreparably damaged.  Naturally, these same rules apply to an opponent's head as well. 

Average characters have 10 points of PHYS. Firing at grappling opponents is handled the same as firing into melee.There are no other penalties applied. Until game is obtained, all actions are standard actions. After game is obtained, all actions between grapplers are involved actions. 

Done.







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