This was rattling around in my head, thought I'd throw it out onto (virtual) paper.
I'm aware this might intersect with the ongoing physical skills system, but thought it'd be useful as a concept exercise anyway. So. Grappling.
Grapple
During combat, in place of a regular attack, a character may opt to make a grapple attempt. They roll a !clophyatk with no weapon modifiers, but don't roll for damage. They can opt to use up to 15 stamina to augment the roll, as if using spell slots, with one 'point' for every two slots, rounding up at 15 to a maximum of +8. If successful, they roll 1d6. On a 1, critical fail, nothing happens. 2 or 3, they've grabbed a lower limb, 4 or 5, they've grabbed a hand, 6, attacker's choice.
On the next turn, they can repeat their action - and again a 1d6.
Once they have two upper or lower limbs, they can roll to bind, same again, !clophyatk vs !clophydef, then !1d20. 15+ to bind the limbs they have captured. On 14 or lower they fail to bind their target, but don't lose the grapple. On a 1, their target escapes the grapple.
For victims, the following rules apply.
Any success against any grapple roll, at any point = all limbs free, unless bound.
Once at least one limb is grappled, they can no longer use ranged attacks, magical or physical.
They can attempt to escape the grapple with a !clophyatk each round, using up to 15 stamina to augment the roll. Defenders get a 'slot' for every point of stamina invested , OR
They can attempt a normal, damaging attack, either !clophy or !clomag using usual modifiers - weapons, spell slots. However, this follows the restrictions table (race page) if one arm/leg is restricted. I.E a restrained arm is 25% off clophy and 50% off clomag.
If bound and no longer grappled, they can undo the bindings using their action for the turn.
Thoughts very welcome!