Maneuver

Maneuvers are an alternate form of Melee Attack requiring at least one free hand that do not do Damage directly, but may impose conditions or other effects on the target. Whenever using a Maneuver, determine success with a Maneuver Roll by rolling Maneuver vs the target's Maneuver Defense.

Grapple
A Combatant that tries to grab, grapple, or hold an opponent is attempting a Grapple Maneuver. A Grapple Maneuver may only be attempted against opposing Combatants up to one size category larger than the Combatant. If the Maneuver Roll is successful, the opponent becomes Grappled and the Combatant becomes Grappling. Grappling Combatants must use at least one hand for each Grappled opponent. A Grappling Combatant may freely and without action replace the Grappled Combatant's Maneuver Defense with their own so long as the Grapple is maintained.

Moving with a Grappled Opponent
A Grappling Combatant may move with their Grappled Combatants, but this movement costs twice as much.

Maintaining a Grapple
Starting the next round after a Combatant successfully Grapples an opponent, for each Grappled Opponent they must spend an Interaction each turn to Maintain the Grapple. If they do not, the Grapple ends at the end of the Combatant's turn.

Escaping a Grapple
A Grappled Combatant may attempt to escape a grapple by using a Standard Action to make Maneuver Roll vs the Grappling Opponent's Maneuver Defense. On a success the Combatant is no longer Grappled. A Grappled Combatant may also escape using a Spell or Ability which grants teleportation or some other form of extra-planar travel.

Forced External Movement
Some Spells and Abilities can force a Combatant to be moved on the Battlefield. If a Spell or Ability affects either a Grappling or Grappled Combatant and is capable of effecting both, then both are moved by the Spell or Ability the same way. If either would be immune or incapable of being affected by a Spell or Ability, then neither moves. In either case the Grapple is maintained. Forced movement that uses extra-planar travel such as teleportation ignores these rules and breaks the Grapple if the Grappled Combatant is moved out of the Reach of the Grappling Combatant.

Intervention
An external Combatant may attempt to break the Grapple with a Grapple Maneuver of their own against the Grappling Opponent's Maneuver Defense. Such a Maneuver can target either the Grappling or Grappled Combatant, but the Maneuver roll is always against the Grappling Opponent's Maneuver Defense if they so choose.

Ending a Grapple
A Grappling Combatant may end a Grapple on their turn as a Free Action. In addition, a Grapple is also ended if the Grappling Combatant becomes Unconscious or Paralyzed.

Restrain
A Combatant that attempts to pin or restrain an opponent uses a Restrain Maneuver. A Restrain Maneuver may only be attempted by a Grappling Combatant against one of their Grappled Opponents. If the Maneuver Roll is successful, the target becomes Restrained in addition to being Grappled. A Grappling Combatant requires the use of two hands to maintain the Grapple of a Restrained Combatant. The Restrained condition persists as long as the Grapple is maintained.

Note that Grappling requires the use of a hand and Maneuvers require a free hand, so the Grappling Combatant will require a free hand in addition to the one being used for the Grapple to attempt the Restrain Maneuver.

Subdue
A Grappling Combatant may attempt to knock-out a Restrained opposing Combatant using a Standard Action to Subdue. The Combatant makes a Maneuver Roll against the Restrained Combatant's Maneuver Defense. With a successful roll, the target becomes Unconscious for 1 minute.

Shove
A Shove Maneuver may only be attempted against an opposing Combatant up to one size larger than the Combatant. If the Maneuver Roll is successful, the target is moved 5 feet directly away from the Combatant. Alternatively the Combatant may choose to force the target to the ground and the target becomes Prone.

Disarm
A Combatant that attempts to force an opponent to drop something uses the Disarm Maneuver. A Combatant must specify which object they wish the opposing combatant to drop. If the object is held in two hands, the Combatant gains -6 maneuver on the roll. If the Disarm Maneuver is successful, the opposing combatant drops the object immediately.