Block is a defensive ability that uses the Strength ability to lessen the damage of physical attacks, which include Grappling, Slugfest, Edged and Blunt Throwing attacks, Force attacks (but not Shooting and Energy attacks) and Wrestling (but not Charging). The Block move is an attempt to meet force with force, and use the individual’s Strength as a form of Body Armor against a specific attack. The character using a block may take no other action, but may shield others behind him/her. Normal Body Armor, but not Force Fields, still apply to defence. The character using the block manoeuvre does not attack but counts the character’s Strength as Body Armor, provided the force can be physically resisted (use common sense here — a fire cannot be blocked, but a pillar of ice can). Roll on the Universal Table against Strength to determine the effects. The notation – #CS indicates the level of Body Armor gained taken from the Strength of the character. Example: A character with an Amazing Strength wishes to block a punch thrown by an opponent with Monstrous Strength (Fighting ability is used to hit, but Block has no effect on this). The character gets a green FEAT, -4 CS, which provides him with equivalent Body Armor of Good. The character takes 65 points damage. If the character had made a red FEAT roll, the character would have totally blocked the attack (Monstrous Body Armor against Monstrous damage attack).
Wrestling combat refers to a form of hand-to-hand combat in which the character attempts to restrain, hold or grapple with an opponent, or forcibly remove an item from that character’s possession. It is less effective than Slugfest combat, but has the advantage of restraining the opponent’s actions. As with Slugfest combat, the opponents in a wrestling attack must be adjacent, or have Powers, weapons, or abilities that allow the attacker to reach the defender. Wrestling combat is resolved on the Universal Table using the attacker’s Strength ability. The result is noted on the Effects Table, and is determined whether the attack is Grappling, Grabbing, or Escaping.
A Grappling Attack is an attack designed to limit the movement abilities of the opponent. A Grappling attack may score a Miss, Partial Hold, or Hold result.
A Grabbing Attack is an attack geared at taking a possession away from an opponent, like a gun, bomb, or Maltese Falcon. A character making a Grabbing attack may score a Miss, Take, Grab, or Break result. These results may have differing effects depending on the relative Strengths of the combatants. Grabbing combat normally does not inflict damage. Body Armor has no effect on the initial hit of a Grappling attack, as no damage is done initially.
Escaping is an action used by individuals placed in a hold to slip free of the opponent and possibly reverse the damage. A character making an escape may Miss, Escape, or Reverse the Hold.
-6 CS (White)
The notation -6CS result for Blocking indicates the level of Body Armor gained taken from the Strength of the character.
A Miss result for Grabbing indicates the item in question is not in your character’s possession. If the item was in another character’s possession, it still is. If the item was in no one’s possession, the item is knocked loose and will be up to one area away in any direction.
A Miss result for Grappling indicates the attacker has failed to hold onto the opponent. The attacker may not make other attacks this round.
A character scoring a Miss result for Escaping may make no other action that turn, and is considered held.
A Take result for Grabbing indicates the attacker has full possession of the item if his/her Strength is equal to or greater than the target’s (use material strength for things that are glued or clamped down). If not, consider as a miss.
The notation -4CS result for Blocking indicates the level of Body Armor gained taken from the Strength of the character.
A Partial Hold result for Grappling indicates the attacker has grabbed onto an arm, leg, or other part in such a way that will limit actions but not reduce them in full. The attacker may choose exactly what he/she has grabbed onto. The target may perform any normal actions, but at a -2 CS penalty, and may not move if the attacker’s Strength is equal to or greater than the target’s. No damage is inflicted in a Partial Hold.
A character scoring an Escape result for Escaping is free of the hold. The character may move at half speed, but may not perform any other actions.
A Grab result for Grabbing indicates the attacker has taken possession of the item, whether or not the Strength of the opponent was higher.
The notation -2 CS result for Blocking indicates the level of Body Armor gained taken from the Strength of the character.
A Full Hold result for Grappling indicates the attacker has placed the target in a position where the target is fully restrained from action, and may damage the target. The target is considered held until the attacker releases the target or the target escapes. The attacker may perform one action in addition to maintaining the hold, and may inflict up to the Strength level of damage to the target (subject to Body Armor).
The notation +1CS result for Blocking indicates the level of Body Armor gained taken from the Strength of the character.
A character scoring a Reverse result for Escaping is free of the hold and in a position to do one of the following: Move up to half distance. attempt to Grapple the former attacker, or perform any other action at a -2 CS.
A Break result for Grabbing indicates the attacker has succeeded, and may either depart with the item immediately or, potentially, set off the item. A second roll is made against the material strength of the item involved. If a color (red, green or yellow) result is made, then the attacker may either use the item or move up to half his or her speed away (round up). If a white result is made, the item is damaged, broken, or goes off. This will vary from item to item — a glass vase drops to the floor, a gun fires in a random direction, a bomb explodes or loses its safety device, etc. This varies from case to case, but the Judge is encouraged to be as creative and upsetting as his players will let him get away with.