Lock

Some situations allow you to lock weapons with an opponent. You must be fighting hand-to-hand with them, either with weapons or unarmed. Tied to-hit rolls against active defenses can result in locks, or you may attack with the specific intent of locking the opponent’s weapon. This automatically succeeds if they choose a parry as their defense.

As long as a lock is maintained, neither character may take any actions except:

  1. Hold: The waiting game. You spend some time centering your balance, feeling the opponent’s strength, and catching your breath. Gain a +1 bonus to the next roll you make against your opponent.
  2. Push: Initiate a Strength contest. If successful, you may push the other character a number of steps equal to your margin of success.
  3. Off-hand attack: You may use a small, light weapon or unarmed attack with your off hand, but suffer a -2 penalty to the attack and all other rolls against your opponent (including pushes and to-hit rolls) until your next turn due to loss of leverage.
  4. Break: You and your opponent make opposed Initiative checks and may attack each other in an order determined by the result. (Your actual initiative count does not change if you are just one part of a more extensive melee.) These attacks are both always against PAD.
  5. Flee: Move away as if falling back, but up to half your normal move in distance. The opponent gets a free attack as you go.
  6. Saves (at a -2 penalty due to divided concentration).

Lock

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