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SQUEEZING MUlTIPlE

TARGETS

in some situations, a character may want to grab and squeeze two characters. this could simulate, for example, smashing two enemies’ heads together, or simply be a clever combat tactic for a char- acter with large arms. this is a form of Multiple attack (6e2 73). in the first phase the character makes a Multiple attack with grab and squeeze; in later phases he

Multiple attacks with squeeze against any targets he maintains the grab on.

PUllING THE

SQUEEZE

pulling a punch applies to any hth attack. if the character knows before performing the grab that he wants to pull his squeeze, or if the squeeze is one performed in a phase after the grab and so requires an attack roll, then the ocv penalty applies as usual. if the character decides he’d like to pull the squeeze after he makes his grab attack roll, the gM can either decide to let him do it with no penalty, or can require him to make another attack roll not for purposes of hitting but only for purposes of determining if the pull succeeds.

volume 2: combat and adventuring n chapter three 63

GRABBING lARGE TARGETS

Sometimes a character wants to Grab a target that’s signifi- cantly larger than himself, such as a dwarf trying to Grab a giant in a Fantasy game, or an ultra- strong superhero trying to Grab a gargantuan rampaging monster. In many cases the rule about immediately using Casual STR to break free from a Grab (see below) resolves this situation quickly, making it impossible to keep a large, strong target Grabbed. If that’s not the case, the GM should apply some common and dramatic sense when interpreting the rules. Ordinarily a Grabbed character can’t move, but that assumes a relative equality of size between Grabber and Grabee. If a small character tries to Grab a much larger one, what may happen is that the Grabber suffers the CV penalty for a Grab and the target suffers no restrictions or penalties at all. A human-sized character probably isn’t going to be able to immobilize Godzilla by Grabbing him... he’ll just get carried along as Big Scaly smashes through downtown. In other cases, the size difference is so great that the GM might rule that the smaller character simply can’t get any sort of hold on the larger character.

But of course, just because a small character can’t always immobilized a target with a Grab doesn’t mean a Grab is pointless. For example, a superhero might Grab Godzilla to try to trip him, or even to pick him up and Throw him. It’s a ques- tion of what the GM thinks is reasonable under the circumstances.

MUlTIPlE GRABS

In some situations, two or more characters may want to perform Grabs on the same target. For purposes of analyzing this situation, assume three characters: A, B, and C.

Suppose C has Grabbed B. A also wants to Grab B. If C is willing to have A help him hold B, A simply makes a normal Attack Roll against B’s DCV (which is reduced by the Grab, of course). To break free B must defeat the higher of A’s and C’s STRs. Alternately, the GM can add A’s and C’s lifting capacities together to determine their “group STR,” as described on 6E1 41, and B has to break free from that. If B only wants to free the part of his body held by one of his captors, he has to make his STR Roll versus that person’s STR, but if he succeeds he only frees that part of his body.

If C doesn’t want A to Grab B (maybe A is trying to pull B free), A has to make his Attack Roll against the higher of C’s DCV or B’s DCV.

If A succeeds, he can then engage in a STR Versus STR Contest with C to free B (B takes no damage from this, unless the GM feels it would be appro- priate to apply some measure of the STR involved to reflect the tugging on B’s body).

Instead of trying to free B by Grabbing him, A might instead Grab C and then try to pry his arms from around B. He makes a Grab attack against C as normal (keep in mind that C has a reduced DCV from performing a Grab on B). A may then pit his STR against C in a STR Versus STR Contest to pry C’s arms from around B, and if he succeeds, he frees B.

GRABBING A MOVING CHARACTER

Sometimes a character wants to Grab a char- acter who’s moving. When a moving character is Grabbed, he immediately gets a standard Casual STR Roll to break out. If the GM uses the optional rule on 6E2 25 regarding the effect of movement on STR, then the character’s Casual STR is calcu- lated with that in mind. If the Casual STR roll succeeds, the character keeps moving until the end of his declared meters of movement (assuming he wasn’t there already). If the roll fails, the character is reduced to 0m of movement and remains where he was Grabbed. He has to break out in the usual fashion, without gaining any STR benefit from movement.

Typically a Grabbed character cannot use any form of movement to keep moving while Grabbed. He may be able to use his movement to improve his STR to break free (see 6E2 25), but that’s all (though Teleportation lets a character escape from most Grabs easily). Even if the GM allows a Grabbed character to keep moving and drag his Grabber along, the Grabbed character may be subject to Encumbrance rules for carrying so much weight.

MOVING A GRABBED CHARACTER

Unless some other rule (like the weight limit for Teleportation, or Encumbrance) prevents it, typically a character who has the STR to pick up a target he’s Grabbed can move the Grabbed person with him as he moves. With the GM’s permis- sion, he might even be able to move fast enough to smash the Grabbed person into something and add velocity/10m to his Slam or Throw damage (though the victim can only take a maximum number of dice of Normal Damage equal to the PD + BODY of the object he hits). The GM may restrict or forbid this form of attack to preserve game balance, in the interest of dramatic sense, or the like.