Cheap Shot (•): Your character isn’t afraid to hit
below the belt, or jab an eye, or pull an ear. Strength +
Brawl rolls made to damage an opponent your character
has immobilized have a +1 modifier.

Take Down (••): A successful grapple attack immediately
renders both your character and his opponent
prone. The fight continues as normal, from the ground.
See Grappling, p. 144


Grappling and Wriggling
If a character wants to grab another character, the
player rolls Strength + Brawl, minus the opponent’s Defense.
If the player gets at least one success, the character
gets hold of his target.
NameJoey Russo
Age11
AssetHonest
FaultDull

Attributes
MentalPhysicalSocial
Intelligence1Strength3Presence3
Wits2Dexterity3Manipulation1
Resolve3Stamina2Resolve3
Skills
MentalPhysicalSocial
Computer0Athletics3Animal Ken0
Crafts0Brawl3Empathy0
Investigation0Firearms0Expression0
Medicine0Larceny1Intimidation 3
Occult0Stealth2Persuasion0
Politics3Survival0Socialize2
Study0Weaponry 0Streetwise2
</b>0b>0Subterfuge0

Size 4
Speed 10





Getting Free: The character being held has the
chance to try to wriggle free when he next gets to act. If
he hasn’t acted yet that turn, he can try to get free when
it’s his turn to do something. If he has, he has to wait until
the next turn. For the character to get free, the player
needs to roll Strength + Brawl, minus the opponent’s
Strength. If the player gets one success, the character goes
free.

Turning the Tables: A character caught in a hold
by another character can try to turn the tables on his opponent,
getting the upper hand. The player rolls Strength
+ Brawl, minus the opponent’s Strength. If the player gets
a success, the character can try a maneuver next turn.
Maneuvers

All of the maneuvers require a roll of Strength +
Brawl, minus the opponent’s Strength.

Rendering an Opponent Prone: The character bears
his opponent to the ground (and gets a +2 bonus on any further
attack rolls). Either side must get free to stand up. Getting
up to your feet after this counts as your action in a turn.

Harming an Opponent: Your character squeezes,
kicks, butts, scratches or bites his opponent. Every suc-
SIZE AND GRAPPLING

Being small is something of a help, and something
of a hindrance. When escaping a grapple
from a larger opponent, a child’s player adds
one die for every point of difference between the
character’s Size trait and the opponent’s.
On the other hand, a kid trying to hold on to
someone bigger than he is loses one die from his
pool for every point of difference between their
Size ratings. Also, a larger character holding a
smaller one gets a +1 to dice pools on maneuvers
(see below) for every point of Size difference.

If a smaller person (a child) is grappled by a
larger person (an adult), the kid can try to break
free, but isn’t allowed to turn the tables. A smaller
person who grabs a larger one can’t cause damage
to that person, except by biting. To turn the
tables, a character has to be the same Size or
larger than his opponent.

cess on the roll counts as one point of bashing damage
infl icted on the character’s opponent.

• Immobilizing an Opponent: The character grabs
his opponent, pinning his arms down, sitting on him,
or twisting his arm, making it more or less impossible to
move.

Even one success stops the other character from doing
anything other than trying to wriggle free. More than
that, the opponent’s Defense doesn’t apply against any
attacks from people other than the person holding him.
The character keeping hold doesn’t have to roll again in
subsequent turns, until the other character breaks free,
but he can’t do anything other than maintain the hold.

A player whose character tries to wriggle free from being
immobilized rolls Strength + Brawl, minus the opponent’s
Strength, and has to get more successes than the character
keeping hold did when he immobilized the character.

Pile On (•••): Your character throws his body into the
middle of a fight already in progress, squashing the unfortunate
combatant at the bottom of the pile. If an opponent is
immobilized in a grapple, your character may join the grapple
with a Strength + Brawl roll (the opponent’s Defense
does not apply). Extra successes beyond the first to establish
a hold are immediately applied as bashing damage.