Grappled

Moderate

Effect: Cannot move. Attacks limited to Light weapons or Unarmed (Tempo 3 max). May attempt to Escape each turn.

Duration Until Escaped, released by the grappler, or the grappler is incapacitated

Inflicted By

  • An enemy succeeds on a Grapple action against you
  • Hollow Man Grab attack on hit
  • Walking Dead Embrace attack on hit
  • Fen-Wraith on successful Cold Touch (initiates Drown)
  • Tar Widow Tar Coating (unarmed attackers automatically Grappled)
  • Brood Mother Tendril Lash on hit
  • Red Mother's Maw Pseudopod on hit (then Swallow)

Cleared By

  • Win an Escape attempt: Opposed IRON + Brawl vs. grappler's IRON + Brawl
  • Grappler releases you voluntarily
  • Grappler is incapacitated (Stunned, Downed, killed)
  • Allies can attempt to break the grapple (GM discretion)

Grappled is positional control: you cannot move from your space, and your weapon options are reduced to Light weapons and Unarmed strikes with a Tempo 3 ceiling. No heavy melee, no rifle work, no Channeling that requires gestures (GM discretion).

Each turn while Grappled, you may attempt an Escape: an opposed IRON + Brawl check against the grappler’s IRON + Brawl. Win and you break free. Lose and you stay locked.

Many Veil-Born grapple attacks (Hollow Man Grab, Walking Dead Embrace, Fen-Wraith Cold Touch) chain into a secondary effect that activates while the target is Grappled: cold drain, drowning, etc. Breaking the grapple ends the secondary effect. This makes Escape attempts existentially urgent in many Veil-Born encounters.