Thread: Feats!
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Old 04-05-2021, 09:08 PM   #10
zot
 
Join Date: May 2018
Default Re: Feats!

This reminds me of a set of unarmed combat skills I made a few years ago for Blades & Black Magic. Here's a quick conversion from that to TFT:

Standing Grapple:
You can attempt a pin roll to "control" your opponent instead of pinning them. This leaves your opponent standing and gives you more options (like Human Shield, below). A controlled opponent can not take any actions except attempting to break control or perform a reversal. Breaking control is one die easier than escaping a pin. A reversal requires the same dice as to escape a pin, but gains control upon success.

Modification to Pinning:
A pin can be converted to "control" at any time, allowing the controller to roll the victim over to function as a human shield, perform a lock, etc.

Special Actions When You Have Control:
Strike: you can attempt to strike your opponent but this gives your opponent +2 DX for reversals or to break control.
Take down: If you are in a standing grapple, you can use a pin roll to attempt to take your opponent down while you remain standing and in control. Success provides you +2 DX.
Stand: If you are both on the ground and you are in control, you can use a pin roll to attempt to stand and remain in control, providing +2 DX.
Disarm: If you are in control, you can use a pin roll to attempt to disarm your opponent.

Talent: Advanced Grappling (requires UC II): +1 DX to grapple and you can use these additional special actions:
Human Shield: if you are in control of your opponent you can attempt to use your opponent to block external strikes, causing them to take damage instead of you.
Lock: if you are in control, you can use a grapple roll to attempt a lock. A locked opponent can break a lock with a 3/ST roll. If your opponent escapes the lock, you are still in control of the grapple.
Break: if you have already locked your opponent, you can use a grapple roll to attempt a break / dislocation which does damage as a punch but ignores armor.
Knockout: if you have locked your opponent, you can use a grapple roll to attempt to knockout (or choke out) your opponent. If you succeed in two consecutive knockout attempts, your opponent loses consciousness, as with the Sleep spell, awakening when shaken or attacked. If you do not use the next action to complete the knockout, the cycle is broken.
Knockout from behind: if you succeed with a grapple from behind, you lock your opponent and also gain one successful knockout attempt.
Sudden knockout: if you succeed with a Shrewd Blow while in control of a grapple, instead of doing a strike, you can decide to lock your opponent and also gain one successful knockout attempt
Advanced Grappling with UC IV: If you are in control, your strikes ignore armor (but not built-in protection like Gargoyle skin or Iron Flesh).

Last edited by zot; 04-05-2021 at 09:13 PM.
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