Grapple

Agility
Strength
Empathy

Short Description

Grapple is the close-quarters skill of grabbing, locking, and physically restraining an opponent. It is a foundational technique for controlling targets without relying on weapons, often leading into throws, holds, or takedowns.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

On success, the target becomes restrained, reducing their movement to 0 and they lose 1 Action Point each round as they struggle to get free.

They suffer -10 to offensive rolls while grappled at DR 100 and -10 penalty for each +20 success rate.

You must reroll and spend 1 AP each round to maintain the hold; moving while grappling reduces your speed to half.

Long Description

Use Grapple to initiate chain techniques like Choke Hold, Bear Hug, or Martial Arts - Throws. If the target is unarmed or surprised, you gain bonuses. Combining with Escape Artist (for counters) or Unarmed Fighting (for advantage in weaponless brawls) creates effective melee control strategies.
Pairings

  • Bear Hug – to restrict movement and silence the target.
  • Choke Hold – to render the opponent unconscious.
  • Touch Spell – use Grapple to hold enemies still during touch-based casting.
  • Spot Weakness – identify how best to grab or destabilize armored foes.
  • Dirty Tricks – disorient before locking them down.

Sequencing

Potential Counters

How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.