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Pilz

Anima: Grabban' and Throwan'

Jul 7th, 2015
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  1. ANIMA GRAPPLING RULES
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  3. [Houserules are in square brackets next to RAW text they apply to. Throwing rules are 100% houseruled.]
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  5. RELEVANT PENALTIES
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  7. | Penalty | Attack | Block | Dodge | Initiative | Other Physical Action |
  8. | Partial Immobilized | -20 | -20 | -40 | -20 | -40 |
  9. | Mostly Immobilized | -80 | -80 | -80 | -30 | -60 |
  10. | Fully Immobilized | -200 | -200 | -200 | -100 | -200 |
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  13. MANEUVERS
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  15. Take Down: The character attempting the Take Down makes an attack at a -30 penalty (-60 if they are holding a weapon). If the character gets a hit (minimum 10% damage, enemy is assumed to have AT0 against this attack), they may test Str or Dex against the opponent's choice of Str or Agi [Using Core Exxet rules, 1d10 + Characteristic]. If the attacker did not achieve 100% damage or more, they subtracts 3 from his Characteristic. If the attacker achieved 200% or more damage, they may add 3 to their Characteristic. Four-legged creatures have a natural bonus of +3 for these purposes [I'm saying that's to attack, not to defend. Clarification more than houserule, maybe]. If the attacker wishes, this maneuver can cause damage, though the base is reduced to half and the defender's impact AT value is taken into account.
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  17. Trapping (Press, sometimes Hold in the GM's toolkit) [Grappling]: This maneuver can only be carried out unarmed or with a weapon possessing the 'trapping' quality. A character attempting the Trapping maneuver suffers a -40 penalty to their Attack. On a hit (minimum 10% damage, enemy is assumed to have AT0), they may test Str or Dex against their opponent's choice of Str or Agi [Core Exxet is 1d10 + Characteristic]. If the attacker did not achieve 100% damage or more, they subtracts 3 from his Characteristic. If the attacker achieved 200% or more damage, they may add 3 to their Characteristic. On a difference of less than three which favours the attacker, the defender is Partially Immobilized. If the difference is between 3 and 10, the defender is Mostly Immobilized. If the difference is greater than 10, the defender is Fully Immobilized and unable to attempt to free themselves. The attacker is always considered Partially Immobilized for the duration of the grapple. The defender can attempt to free themselves by attempting a new Opposed Characteristic Test when they have the initiative, but they suffer a -3 to their Characteristic. Trapping attacks may do damage if the attacker wishes, but the base damage is halved and the defender's impact AT value is taken into account. Trapping attacks can be strung into additional Maneuvers, see below.
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  20. TRAPPING OPTIONS
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  22. Attacking or Defending: A character holding another character in a Trap (Press/Hold) [Grapple] may attack the character they are holding, but do so at an additional -20 penalty to their Attack and each attempt grants the held character an attempt to free themselves.
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  24. Full Attacking: A character holding another character in a Trap (Press/Hold) [Grapple] may attack the character they are holding without penalty for being Partially Immobilized or the above -20 if they immediately release the held character after the attack is carried out.
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  26. Crush: A character holding another character in a Trap (Press/Hold) [Grapple] that has Mostly or Fully Immobilized them may attempt to physically crush the held character. The characters involved test Strength, with the defender gaining a +1 to their characteristic for every level of impact AT they possess. The character being crushed takes 10 damage for every point by which the attacker surpasses the value of the defender's check. If the difference is greater than 6 points, the defender instead takes 20 damage for every point. A character may attempt to Crush maneuver while taking other actions, but suffers a -3 to their Characteristic during the check.
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  28. Strangulation: A character holding another character in a Trap (Press/Hold) [Grapple] may attempt to strangle their opponent by testing Strength against the opponent's choice of Strength or Constitution. If the attacker's value is higher, the defender begins to suffer the effects of a lack of air and must roll a PhR ( rules for which are detailed in chapter 14 of Core and included below because I'm a cool guy).
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  30. Lack of Air: A character being Strangled must test PhR every 3 turns, starting on the turn which their strangulation begins at a base difficulty of 80. A -5 cumulative penalty is applied to the character's PhR for every time they attempt the check. Should they become able to breathe again, this penalty fades at a rate of 10 points per round. Should the character fail a check, they immediately fall unconscious. If an unconscious character fails the check, they die from a lack of air. (my interpretation of these rules is that your character is assumed to be in desperate need of air from the initial struggle, and the second they are unable to breathe they start suffocating.)
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  33. HOUSERULED MANEUVERS
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  35. Throws: A character holding another character in a Trap (Press/Hold) [Grapple] that has Mostly or Fully Immobilized them may attempt to throw them. To throw a held character, the attacker makes an attack as if using the Full Attacking maneuver against the defender's Dodge ability (to which modifiers for things like additional defenses and grapples are applied.) On a success, the attacker tests Strength against the defender's Constitution. The attacker's base strength and the amount by which he surpasses the defender's constitution are used on Table 2 and 3 of Dominus Exxet (page 10, 11 of the PDF) to calculate damage and distance. If the character hits a relatively solid object (like a person or wall) before they hit the ground, a bonus between +10 and +30 is added to the base damage. If another character is targeted by the throw (By trying to throw the guy you're holding at them), they may Dodge or Block the attack as normal (if they block, the GM should take into consideration whether that causes additional damage.) If the attacker attempts to target two or more additional people with the throw, they must apply the penalty for making area attacks. A person counts as a medium weapon for this purpose, larger creatures count as larger weapons. Throws test against Impact AT.
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  37. Defending Using a Held Character: A character holding another character in a Trap (Press/Hold) [Grapple] that has Mostly or Fully Immobilized them may attempt to interpose the held character between themselves and an incoming source of damage. Doing so counts as a Dodge, and applies an additional -30 (Same penalty as a Push Aside) to the character's dodge (-70 total). A character may opt to release the held character as part of this maneuver, meaning they take neither the -30 penalty nor the -40 penalty from being Partially Immobilized. Any damage caused which is beyond that necessary to kill the interposed character is halved and applied to the Defender.
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  39. Grandstanding: A character attempting a Take Down, Trapping (Press/Hold) [Grapple], or related Maneuver may first test style against a difficulty of Hard (120). A success adds 10 to the base damage the attack can do (after all other modifications). An additional +10 damage is applied for every additional degree of success (thus, a character that tests style at Very Hard (140) is granted +20 damage rather than +10).
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