Clinch

Those rules are for the situations when the characters proceed to fight in a **Clinch**.

## Starting a Clinch

**Grapple** is the most usual reason for a **Clinch**. It is an unarmed attack using unmodified **Precision** and **Reach** of a character and the only defence from it is **Dodge**. **Grapple** can be initiated regardless of availability of free extremeties and such - it only requires the character being able to move.

## Being in a Clinch

If the **Grapple** succeeds, the characters is now put into **Clinch**, which has following properties:

* As the wrestling characters present an easier target, attacks on the participants of the **Clinch** get a **Skill Check** bonus of +10 per each participant. This takes in consideration the different sides of a **Clinch** - for example, if a character is in the **Clinch** with two enemies, their side will recieve +20 to **Skill Check**, while the allies will only get +10.
* If the **Skill Check** to attack one of the characters in the **Clinch** fails, the attack is considered to hit the other participant of the **Clinch**. If there are more than two participants, the attack hits the one with the lowest **Knack**.
* **Skill Checks** to attack the other participant of the **Clinch** are subject to the following modifiers depending on the weapon size:
	+ **Small** weapons get +20 bonus.
	+ **Medium** weapons get -20 penalty.
	+ **Large** weapons get 1/2 penalty.
* Using **Active Defence** while being in **Clinch** require a successful **Opposed Brawn or** **Knack Check**.

## Clinch-specific Actions

While being in a **Clinch**, the characters gain ability to use following actions:

### Escape

**Escape** is an attempt to forcefully escape the **Clinch**. It requires passing an **Opposed Brawn Check**. If it's succesful, character leaves the **Clinch** and, if possible, moves one step away from the opponents. It is considered a **Movement action**.

### Evade

**Evade** is an attempt to gracefully escape the **Clinch**. It requires passing an **Opposed Knack Check**. If it's succesful, character leaves the **Clinch** and, if possible, moves one step away from the opponents. It is considered a **Movement action**.

### Break

**Break** is a **Clinch**-specific attack, representing choking, pinching, crushing and other ways of trying to destroy the target. It requires passing a **Brawn Check** opposed by the target's **Grit**. If successful, target suffers damage equal to the character's **Strength**. This damage is unmitigated by the **Armor** of the target (though **Natural Armor** still protects)

### Throw

**Throw** is an attempt to launch the target away. It requires passing an **Opposed Brawn Check**. If successful, target is launched for a distance equal to 1/2 of the character's **Strength**, going **Prone** when it lands. This action, if successful, will break the **Clinch**.

### Drag

**Drag** is an attempt to move the target. It requires passing an **Opposed Brawn Check**. If successful, the target can be moved for a distance equal to the character's **Strength**, while the character moves with it. It deplets the **Speed** of both the character and the target.

### Shield

**Shield** is an attempt to use the target as a cover. It requires passing an **Opposed Knack Check**. If successful, the attacks poised to hit the character - excluding possible attacks of the target in question - will hit the target instead. It also can be used the other way around if necessary, with character shielding the target from outside attacks.