3.2.2.13 Break Hold [A/R]

This action or reaction allows a phasing or non-phasing character to attempt to break a hold established on the character (e.g. as a result of a successful Leg Grab, Arm Grab, Arm/wrist Lock or Head Lock attack on him/her).
The character can optionally turn 60 degrees at the start of the maneuver. but otherwise does not move on the combat "board".

A break hold action or reaction uses two action points.

To determine whether the character is successful at breaking the hold, both the character and the person with the hold on him/her make opposing dice rolls.

The skill and characteristic used in the dice roll depend on how the character seeks to maintain or escape the hold:
  • Either character may use brute force (in which case he/she uses his/her Combat + ST).
  • Either character may use technique (in which case he/she uses his/her Martial Arts + WP).
  • The person attempting to break the hold may use cortortionism to wriggle out of the hold (in which case he/she uses his/her Athletics + CO).

If the character being held gets a higher result than the person with the hold on him/her, the character breaks free of the hold.

The character attempting to break free gains a bonus of +1 on the attempt to break free for each successive attempt to break out of the same hold.