Clinching: (Basic)
When a character makes a grapple, she rolls a Speed 5 (Strength/Dexterity + Martial Arts) attack against her opponent's DV. If she succeeds her target becomes unable to attack except to escape the clinch, and suffers an external penalty to their DV equal to her Momentum on all further attacks made towards her. Characters in control of the clinch may take movement actions (including Dash and Jump) at halved distance (round up), but only if she has the (Strength + Athletics) required to carry her victim normally. Additionally the successful clinch becomes her choice of Action which immediately occurs in Step 7, replacing its former Speed and DV penalty:
Break Hold/Throw (Speed 4/ DV -0)
Hefting her victim from their feet, the grappling character hurls her opponent to the floor or into nearby objects. The thrown opponent flies (Strength + Momentum) yards, soaking 1 damage for each yard they would have continued to travel upon impacting an object, and immediately rolls against knockdown to avoid being rendered prone. Flinging a grappled opponent to the ground either deals no damage but automatically renders them prone, or causes Falling damage depending on the distance. Alternately, the character may simply release her target without inflicting injury, throwing or dropping them the same distances at her discretion.
Crush (Speed 6/ DV -1)
The clinching character inflicts (Strength + Momentum) Piercing damage to her foe. If she has a weapon with the Clinch tag, she uses its listed Speed and Damage for her Crush attacks.
Hold Person (Speed Varies/ DV -1)
This is treated as a form of Guard Action, during which the character in control of the clinch simply keeps her victim immobilized and unable to attack. In all other ways it is a Guard Action, including the option to abort at a later tick into another grappling Action listed here.
Tackle/Slam (Speed 5/ DV -2)
If the grappling character flurried a Jump or Dash as part of her clinch, she adds half her total distance to her Crush damage before soak. This is a form of Crush attack for the purpose of Charms, though it lacks the Piercing tag. Total damage applied by this form of attack cannot be more than 25 Bashing or Lethal.
A clinched victim is not without options, however. If she has a chance to act before the next action to reestablish the clinch, she may take a Speed 3 Miscellaneous Action to slip free from her attacker. The clinching attacker cannot contest this roll, though the victim rolls her (Strength/Dexterity + Martial Arts) with a penalty equal to the Momentum from the original clinch. If she exceeds the Momentum gained for the clinch, she frees herself but can take no other Actions until her DV refreshes.