Random Word
Three Thousand Club
Attempting a decisive attack (Dex + Brawl ) 5 + 3 + excellency + 2 stunt if a fail goes to 3 inactive, still higher than goddess 11 Dice, 6 success!
Leaping into melee combat, unarmed. Rush combat action? (Dex + Athletic) 5 + 3 + excellency + Lightning speed charm (1 auto pass and rerolling 5's and 6's until failure to appear ) 9 Dice 5 success!
Grappling to possibly grab the "core" or center of the Goddess? (Strength + Brawl) 3 + 3 + excellency + 2 stunt 9 Dice 4 success!
Pretty close again. You're at Close Range already, so no need for a Rush. You only need to Rush when you're chasing down an opponent who is trying to keep their distance.
Grapple gambits are definitely a thing, so let's go through them step by step:
- All gambits start with a Decisive Attack, and 6 successes definitely beats the Goddess' DV, so you hit.
- Next you roll your initiative, and if you get at least 2 hits you pass that little hurdle (and you lose 2i).
- Then you roll opposed Brawl + Strength against the enemy, and your net successes is the number of rounds you can keep the enemy clinched for. Even if you lose this roll you get to grapple them for this turn, so you still go on to step 4.
- Then you get to make an attack (withering or decisive, your choice) that hits automatically because you have them grappled.