GRIP ADVANTAGES V1.1
Copyright April 11, 1997, by Emily
"Tenacious Girl" Smirle
Mundane Advantage: Death Grip 15 pts (Prereqisite: Strong Will +1)
When you grab something, you do not willingly let go, even when knocked unconcious.
You gain the following benifits: +3 to freehand climbing rolls, +2 to all ranged or non ranged skills when resisting attacks with intent to Disarm, and +1 to ST when Grappling, choking, when Breaking Stuff by squeezing with your hands, and to resist prying something out of your grip.
When stunned, knocked unconsious, or killed, your grip does not relax. To pry something out of your cold, dead hands, the thief must win a Contest of ST against you. You still get the Death Grip bonus after death.
This advantage may be combined with Extra Arms without any conflicts: unless a limitation is applied, all arms have a Death Grip.
Special Limitation: Not all arms have the Death Grip. The cost of the limitation is (1-(Arms affected/total arms)*-100)%
Example: Lopsided Lou has two arms, but Death Grip only on one. Cost=1-(1/2)*-100%, or -50%.
Example: Horace the Huk has four arms, and Death Grip on three. Cost = 1-(3/4)*-100%, or -25%.
Racial and Super Advantage: Bulldog Bite 10 pts. (Prerequisite: Sharp Teeth, or Fangs)
Like bulldogs, some cats and most weasels, when you bite your opponant, you just _don't_ let go. On a successful bite attack, not only does it do the normal damage, but the Bite is maintained into the next round as a Grapple. The bite does not do extra damage, but you may now execute any maneuver that a standard grappler can; a Take-Down, a Pin, or even a Choke or Strangle if the attack landed on the neck.
If you did not target the neck, and wish to change bite location, on the next round, you may make an other attack roll. The victim may not make a defence roll, and it does normal damage. With two more such rolls, your bite has shifted to the new location. A victim who chooses the Wait maneuver may step back out of the hex when you let go to change your grip. To do so, he must win a quick contest of DX, otherwise you bite before he can escape. Every time you are wounded on the head, you must make a will roll to maintain your grip. If you have a phobia, and are threatened by it, you loose your grip (litterally) if you fail your fright check.
If you have Death Grip and Bulldog Bite, the bonuses from Death Grip apply, and you maintain your grip after death. Otherwise, your grip relaxes if you are stunned, knocked unconsious, or killed. If your victim has a close combat weapon *in hand* when you attack, then he may attack you while still in your hex. Unfortunately, you get no active defence against any attack he may choose to launch.