Maximum Control Points

TG 6 usually ST
==movement==
*references B370 injunction against grappling foes twice your ST but there is no such rule
**likely a misremembering of B371's "cannot take a Move maneuver unless you have at least twice your foe’s ST" from the Actions After Being Grappled box.
***having twice someone's ST means the maximum CP they can inflict on you is 1/2 your ST, which actually means the most they could reduce your ST by is 1/4 since 2 CP nullify 1 ST.
Movement reduction based on grapples could have two approaches:
*CP can reduce DX (1 per 10% ST reduction) so GM could reduce Basic Speed (secondary characteristic) derived from it, and thus Basic Move derived from speed
*grapples can instate Encumbrance which also reduces move. This depends on Weight Advantage. If one foe is "on" the other, they establish encumbrance on them, but not vice versa
**"on" doesn't necessarily mean "above". You could for example, cling to the underside of a horse and it must carry your weight but you don't need to carry the horse's weight.
***this should probably give the horse a bonus to "sit on" you compared to clinging to the topside though
****it should also probably be more exhausting, perhaps using the grappler's own weight as encumbrance instead of the horse's...
==Rumble==
TG5's Ready to Rumble has Cranking It Up which only doubles "inflicted" CP but not maximum. This increments them faster but doesn't increase their potential. It also doesn't help 0 CP rolls.
*more versatile approach: just double trained ST amounts when determining maximum CP and what thrust to look up on the table
Quick and Dirty CP ignores dice. Represents near-max rolls. Doesn't increase max either. Basically sets it so 1 grapple brings you to half-max and 1 improve brings you to full.
If using the 'double' approach, this would be "trained ST per attack" still needing 2 attacks to get to "double trained".
A "mixed" approach could be used: a guaranteed 1/2 trained ST plus the usual "thrust", as an alternative to doubling. This doesn't necessarily mean "not zero" though, because if you had trained ST of 2, 2+1d-6 is 1d-4 so it just gives better odds of non-zero grapples.
Fractional damage also gives better odds of slowly incrementing it up.
==Weapons==
leverage increases maximum: 1.5x for flexible, doubled for Rigid Weapons
Category:Rules