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House Ruled Physical
Adamantine Arrow Sourcebook.jpg
Adamantine Arrow Sourcebook pp.50-51
Preq's Strength ●●
Dexterity ●●●
Stamina ●●●
Brawl ●●
Level(s) ● (2XP)
●● (6XP)
●●● (12XP)
●●●● (20XP)
Venue All
Possessed By
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Your character has trained to grapple using old school, no holds barred catch wrestling (Olympic style wrestlers learn the first two maneuvers), Brazilian Jiu-Jitsu or Russian sombo. He uses leverage and positioning to outgrapple opponents.


Sprawl ●

Your character knows how to “sprawl” and sink his weight to avoid being overpowered in a grapple. Subtract the higher of Strength +1 or Dexterity +1 from dice pools to overpower him in a grapple. This doesn’t apply to the initial hold, but subsequent attacks from the grip.

Takedown/Throw ●●

Your character knows how to rapidly close with your enemy and take him to the ground. In lieu of securing a grappling hold, he can immediately render the opponent prone (see The World of Darkness, p. 157 and 164).

This is a site-wide House Rule The attack is per the "Knockdown" effect[1]. The defender may make a Reflexive Dexterity + Athletics roll penalized by the successes on the attack to maintain their footing.

Furthermore, if he takes an opponent down this way, he can choose whether or not to go prone with the target. Mixed martial arts fighters take a crouching (but still standing) position from here and deliver vicious beatings with their hands – a technique called “ground and pound.”

Chokehold ●●●

Your character can efficiently choke enemies by cutting off blood flow to their brains. If he overpowers an opponent in a grapple, he can start the choke. The choke inflicts a cumulative –1 die penalty to the opponent’s actions for each turn it’s maintained. The victim falls unconscious if he endures a choking attack for a number of consecutive turns equal to his Stamina. Your character can continue choking an unconscious victim. This inflicts lethal damage equal to the attacker’s Strength + Brawl successes every turn

Submission Hold ●●●●

Opponents caught in your joint locks can’t escape without injuring themselves. If your character scores more successes than his opponent’s Size in an immobilization attempt, the victim can’t attempt any physical action – including breaking free – without suffering a point of lethal damage. This penalty lasts from the moment of immobilization to end of the next turn.

Facts about GrapplingRDF feed
Character TypeAll  +
Merit Dots1  +, 2  +, 3  +, and 4  +
Merit TypePhysical  +
Page has default formThis property is a special property in this wiki.Merit Editor  +
ParentAdamantine Arrow Sourcebook  +, and Fighting Styles  +
PermissionAllowed  +, and House Ruled  +
PoolStrength  +, Dexterity  +, Athletics Skill  +, and Brawl Skill  +
PrerequisiteStrength  +, Dexterity  +, Stamina  +, and Brawl Skill  +
SourceAdamantine Arrow Sourcebook  +
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