Hand To Hand Holds
For hand-to-hand combatants that beat defenders by 10, there can
be an interesting twist in the rules. This allows them to gain manipulation
of the victim's body without causing harm. This can be in one of several
forms: disarm, hold, joint lock, and make prone. The make prone and holds
require that the hand-to-hand attacker be of comparable strength (or greater)
than their victim; disarming and joint locks require no great strength.
Disarm
This allows the attacker to pick one of the defenders arms, and rip
that sucker right off. Just kidding. What it actually means is that the
attacker may pick one weapon of their victim and do one of three things;
forcibly remove the weapon from their grasp (if possible), destroy the
weapon (if enough damage can be inflicted), or use a pressure point to
make them drop it.
Hold
By this means, the victim is physically restrained. If the strength
of the attacker is more than double that of the victim (exertable force,
measured in Newtons) then the victim is automatically held. If the strength
of the attacker is less than half of the defender, then the attempt is
futile. If the strength of the opponents is similar, then the victim may
struggle out of the hold on their turn; they are held for one turn at least.
To struggle, the opponents test their strength: each rolls 2 dice
and adds their strength, ties going to the one with greater force. While
held, a victim cannot effectively attack, and they duck at -10. If the
being that is being held attacks their holder with hand-to-hand, and beats
them by 5, then they succeed and inflict damage. Force is cumulative,
so multiple beings may join in the attempt to hold one victim.
Joint Lock
By this means, the attacker makes use of limb geometry, pressure points
and nerve clusters to inflict pain on their victim. This incapacitates
the victim, unless they muster the willpower to overcome the pain. The
attacker adds 2 dice to the damage they normally inflict with hand-to-hand
(they do not actually inflict this damage) and this is compared to the
victim's willpower plus 2 dice. As with the regular hold, the victim
cannot effectively attack, other than hand-to-hand against their holder
at -5, and are at -10 to duck. Unlike hold, the victim is not automatically
restrained for one turn, and the test must be checked as soon as the joint
lock is attempted. For multiple beings to join in a joint lock attempt,
they must all beat the victim by 10 with hand-to-hand. Of course,
once the victim is already in a successful joint lock, it is somewhat easier
to beat them by 10.
Make Prone
This is simply when the attacker forsakes inflicting damage, and instead
makes the victim sprawl. While prone, the victim cannot travel, and defends
at -10. Also, the victim must spend 1 die to get up, and become un-prone.
They may attack while prone, but
will still be prone when it comes time for them to defend. The attacker
must be capable of lifting the defender in order to be able to use this
ability.