These rules govern grappling, thrashing, and throwing creatures. Apply the shared Combat Scaling rules when a maneuver or attack depends on Size.
1. The Unified Grapple Engine (Size-Based Dominance)
When an initiator succeeds on a grapple check, the maintenance requirements and active status effects are governed completely by the Global Size Differential. Once a hold is successfully established, it persists automatically until the victim uses their own turn to break it. The All-In Thrash pathway is the sole exception: its follow-up MAB check is a risk gate specific to that multi-attack action.
Size Comparison Matrix
Size Comparison
Initiator Status
Victim Status
Initiator Movement
Initiator Subsequent Action Options
Victim is Equal or Larger
Grappled (Reduced AC, Immobilized)
Grappled (Reduced AC, Immobilized)
0 ft. (Immobilized)
Must spend a standard action to advance or upgrade the hold (Pin, Toss, etc.).
Initiator is 1 Size Larger
Unhindered (Full AC, Fully Mobile)
Grappled (Reduced AC, Immobilized)
1/2 Base Speed (Can drag victim along)
Full Action Economy. Can utilize standard / iterative attacks or specialized maneuvers.
Full Action Economy. Can treat victim entirely as an improvised projectile or object.
The Turn Rules
The Initiator’s Turn: If the initiator has a size advantage, they do not need to spend an action to maintain the hold. They possess their entire action economy to move, attack the victim, strike secondary nearby targets, or spend an action to advance the hold into a Pin or Toss. Primary weapons are locked unless the initiator possesses the specific Snag feature.
The Victim’s Turn: The victim must spend a Standard Action to attempt an Escape roll (MAB or Escape Artist vs. Initiator’s static MAD). If they fail or choose not to escape, any counter-attacks they attempt suffer heavy system penalties due to being grappled/restrained.
2. Post-Snatch Combat Pathways
Once a target is secured in a grapple, an unhindered initiator can resolve their combat turn via two distinct mechanical pathways.
Pathway A: The All-In Thrash (The Multi-Attack Gambler)
Action Cost: Full Attack Action.
The Roll: Multiple iterative attack rolls against the target’s lowered AC using claws, paws, or secondary natural weapons. (The primary grabbing limb cannot target anyone else).
The Risk/Reward Gate:
The initiator must hit with at least one attack in the routine to deal damage.
If at least one attack hits, the initiator MUST roll an MAB vs. MAD check to maintain the grapple.
If all attacks in the routine miss, OR if the follow-up MAB check fails, the hold breaks instantly and the victim slips free into an adjacent square.
Pathway B: The Secured Crush (The Reliable MAB Attack)
Action Cost: Standard Action.
The Roll: A single MAB vs. MAD roll to crush, slam, or squeeze the target.
The Resolution: If the MAB check is successful, it is an automatic hit. The target takes baseline natural weapon damage plus size/strength scaling, and the hold is securely maintained without any further rolls.
3. The Toss / Throw System (Living Projectiles)
An initiator can use a standard action to hurl a grabbed creature as an improvised ranged weapon, processing the action through a strict dual-gated system.
Step 1: The Lift Gate (MAB vs. Victim’s MAD)
The initiator attempts to launch the grabbed entity.
Failure: The throw fails. The action is spent, and the victim remains held.
Success: The victim is successfully launched. The game opens a targeting reticle up to the maximum calculated range.
Step 2: Distance Scaling
A successful lift allows the initiator to choose a landing point anywhere from 0 feet to the maximum range for the size comparison:
Initiator’s Size Compared to Victim
Maximum Range
Victim is larger
10 ft.
Equal size
10 ft.
Initiator is 1 size larger
20 ft.
Initiator is 2 or more sizes larger
40 ft.
Step 3: The Aim Gate (Ranged Attack vs. Secondary Target AC)
Once the creature is airborne, the initiator rolls a Ranged Attack roll against the secondary target’s AC, suffering a -4 Improvised Weapon penalty.
If the Ranged Attack HITS:
The Flying Victim: Takes base blunt damage (scaled to their own size tier) + initiator’s Strength modifier, and is knocked Prone.
The Secondary Target: Takes the exact same damage as the victim and must pass a system physical save or be knocked Prone.
If the Ranged Attack MISSES:
The Secondary Target: Ducks safely, taking 0 damage and remaining unaffected.
The Flying Victim: Still travels to the target location, smashes into the environment, takes full base blunt damage anyway, and lands Prone.
Living Weapon Damage Matrix
Tossed creatures scale as heavy, blunt improvised weapons: