1. Make an attack. You may initiate a grapple, improve a grip, break a grapple, or perform a special attack.
- Initiate a grapple by making an attack with DX, Wrestling, Judo, or the Armed Grappled Technique if using a weapon, or the Disarming Technique if attacking a weapon.
- Improve a grip by making an attack with DX, Wrestling, Judo, or the Armed Grappled Technique if using a weapon, or the Disarming Technique if attacking a weapon.
- Break a grip by making an attack with DX, Wrestling, Judo, or the Retain Weapon Technique if breaking a foe's grip on your weapon.
- Special Attacks have a variety of rules.
- Add a Limb or Shift Grip
- Bear Hug
- Force Posture Change
- Joint Lock
- Judo Throw
- Neck Snap
- Pass Limb
- Shove Your Foe Around
- Change Postion
- Pickup
- Sit on Your Foe
- Throw From a Lock
2. If you succeed, your foe defends, if applicable. Your foe may not defend if she All-Out Attacked on her last maneuver or if she cannot sense your attack. Normally, your foe can either Dodge or Parry.
- Your foe may Retreat unless you have at least a 0CP grapple on her.
3. If your foe's defense fails, your action succeed. Generally you roll and apply CP at this point.
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Special Notes
Disengaging a Limb is a free action that removes a limb from grappling a foe's location and removes 1/2 the limb's grip CP. If you remove all limbs from a foe's location, you let go of the grapple. You may Disengage a Limb as a free action at the start of your turn, or as a free action as part of active defense attempt.