User:Nullaurelian/Grab-Fu ErisEN Draft

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Grab-Fu is the nickname to the unarmed combat system. Grabbing a target opens up a whole range of hostile options, albeit from a mere one-tile range.

Passive and Aggressive Grabs

The GRAB intent by default grabs with a passive intent - that is to say with no intention of causing harm. This is good for transporting injured characters without causing additional wounds (as opposed to pulling them). Grabbing a player this way also occupies the hand used, meaning that it cannot be used to wield weapons.

A passive grab can be upgraded to an aggressive grab by activating the grabbing hand (default key: Z). Aggressive grabs can be chained into hostile actions such as throwing or choking out a target. Activating an aggressive grab again chains it into a neck grab after a short windup period. Neck grabs may be upgraded to a stranglehold, however strangleholds downgrade to neck grabs if any movement is taken.

Grabbed entities take additional damage from melee attacks.

Grab Effects
Passive Grab Aggressive Grab Neck Grab
Enables diagnostic check Enables throwing and restraining moves Enables lethal moves
Prevents victim's wounds from opening while moving Victim may be spun Victim may be used to block bullets

Special Moves

Certain combinations of attacks can have additional utility besides causing damage. Nearly all of these can be started from a successful aggressive grab on a target.

Lethal Grab-Fu Combos
Starting Grab Type Move Name Trigger Targeting Effects
Neck Grab Joint Lock Click on victim with GRAB intent Limbs Causes victim severe pain
Neck Grab Joint Break Click on victim with HARM intent Limbs Dislocates victim's limb, reducing effectiveness
Neck Grab Eye Squish Click on victim with HARM intent Eyes Damages victim's eyes, potentially causing permanent blindness
Neck Grab Knifing Click on victim with edged weapon Head Slices the victims throat, causing BRUTE and OXYLOSS damage
Neck Grab Suplex Click on victim with HARM intent Upper Torso Suplexes the target, generating slickness and stunning the victim
Neck Grab Dropkick Click on victim with HARM intent Lower Torso Drop kicks the target, generating slickness and pushing them 1 tile in the same direction as the attacker
Non-lethal Grab-Fu Combos
Starting Grab Type Move Name Trigger Targeting Effects
Aggressive Grab Headbutt Click on victim with HARM intent Head Causes moderate BRUTE damage to victim and minor BRUTE damage to attacker
Aggressive Grab Pin Click on victim with DISARM intent Non-head area Pins victim to the ground
Aggressive Grab Blind Target eyes Eyes Blinds victim
Aggressive Grab Gag Target mouth Mouth Prevents victim from speaking

Hostile Architecture

In addition to the above listed combos, grabbed victims be placed on certain types of furniture and ship architecture for more special moves.

Contextual Grab-Fu Combos
Starting Grab Type Move Name Trigger Targeting Effects
Aggressive Grab Window Mash Click on window with grabbing hand Any Smashes the victim into the window, dealing BRUTE based on the window material
Aggressive Grab Tabling Click on table with grabbing hand Any Generates slickness, pins the victim to the table
Aggressive Grab Rail Drop Click on guard rail with grabbing hand Any Throws the victim over a rail, potentially into open space.

Defending

Being grabbed is the absolute WORST situation for a player to be in - if someone is initiating a grab against you they probably know what they are doing. Still, there are things the victim can do to prevent things from getting worse. The best defense however is always going to be keeping distance from other players. Under normal circumstances, grabs can only be initiated when both parties are directly adjacent to each other.

Resist

The most basic defense, the RESIST action can be used to break free of a grab IF the victim's ROBUSTNESS stat is high enough. The amount of ROBUSTNESS the victim needs to break out of a grab is relative to the attacker's ROBUSTNESS stat; if the attacker's ROBUSTNESS is higher than the victim's then the victim will have a hard time escaping the grab.

Counter-grabbing

A grab cannot be upgraded to a neck grab if the victim is also aggressively grabbing the attacker. Upgrading a grab from passive to aggressive is near-instant, while a neck grab requires time to complete. A quick-minded victim may limit the amount of damage their assailant can do by grabbing aggressively before the attacker can complete the neck grab. This will at least place both parties on even footing.

After counter-grabbing either side can break ALL active grabs by spinning (spin-held-item verb).