.: Help for grapple The grapple command attempts to lock your opponent in a grappling hold. Grappled foes are restrained: they cannot flee, their attacks and defenses are penalised, and your knee special becomes available. ━━━ Grapple Positions ━━━ A grapple isn't a single state — it develops through positions as the struggle shifts. Standing grapples (Clinch, BackStanding) are closer quarters than a normal fight. Ground grapples (Mount, Guard, Side Control, etc.) are tighter still. Each round of a grapple resolves to one of five outcomes: Hold Neither side gains ground; both fighters drain stamina trading effort for nothing. Advance You move to a more dominant position — closer to the top, or taking the back. Degrade You slip to a less dominant position; your opponent has gained ground on you. Reversal Your opponent takes over the controlling position entirely. Escape The grapple breaks; both fighters return to standing. Dominant positions like the Mount are striking apexes — the longer you hold one, the harder you can work your opponent. Taking the back (BackMount) requires a decisive advance. Submission attempts fire independently when you're decisively winning a round, from whatever position you currently hold. ━━━ What Decides Each Round ━━━ A grapple round resolves through an opposed contest of fitness and technique. Several things tilt the contest: Unarmed Combat skill: the biggest single factor. Trained grapplers reliably beat untrained ones of similar build. Strength: the primary stat for controlling and holding positions. Dexterity: a secondary stat for setups, framing, and scrambling. Initiative: the side that started the grapple has a small edge that round — they picked the moment. Stamina: a gassed grappler is dramatically worse. Long grapples favor whoever paces themselves. Encumbrance: carrying too much weight hurts both sides of a grapple. Heavy armor doesn't directly help you escape — it just costs you more stamina to fight while wearing it. ━━━ Weapon Reach in Grapples ━━━ Long weapons become a liability when you're grappling. In a clinch or mount, a sword or spear can't be swung freely — the haft catches your own body. The weapon's pommel or hilt still lands for reduced damage, and your combat narration shifts to reflect it. - Short weapons (daggers, fists, claws): Remain fully effective in any grapple. - Medium weapons (swords, axes): Penalised in ground grapples; partial penalty in clinch. - Long weapons (spears, polearms, staves): Severely penalised in all grapple positions. Carrying a dagger in your offhand is a sound counter to grapplers — it will swing at full damage while a main-hand sword is hampered. ━━━ Fighting From Position ━━━ Position dominates the math of in-grapple combat: Striking down: attacking from a dominant position (mount, side control, back mount) is substantially easier than swinging from standing. Striking back: trying to hit your opponent while pinned is much harder. The worst positions — crucifix, back mount, full mount — leave you barely able to swing. Outside the fight: a third party attacking either grappler finds them easier to hit. Two grapplers locked together pay less attention to their surroundings. Outside hits disrupt: if a third party damages a grappler who's holding position, that grappler's grip loosens. Enough outside damage will eventually break a hold. Submissions are fragile: a hard hit from outside the grapple while you're applying a submission will break the attempt and leave you worse off than when you started. ━━━ What You Can't Do While Grappled ━━━ Both hands are committed when you're grappling: - Eating and drinking are unavailable until you're free. - Spellcasting and other concentration-heavy actions become harder when you're on the ground or pinned in a grapple. Your Willpower decides how often your concentration holds — a strong-willed caster can sometimes finish a spell from underneath, while a distracted one rarely manages it. - You cannot move from the room until the grapple ends. Usage: grappleAttempt to grapple a target in combat. Success is an opposed roll of Strength vs. the target's Strength and Dexterity. Grapple-immune creatures (e.g. elementals, oozes) cannot be grappled. When you decisively win a grapple round from a dominant position, the engine may fire a submission attempt automatically — no command needed. See help submission. See also: help attack, help kick, help trip, help submission, help surrender, help reach