Push:
This attack uses the attacker's STR vs the opponenet's DEX to push the opponent away from the attacker, usually into something or over something. The attack suffers a +20 penalty and success allows the attacker to make an opposing roll of STR Vs DEX. Should the winner get the greatest difference of roll to STR then the opponent is grabbed and push in a direction chosen by the attacker, within a 135 degree arc of the facing of the attack at the start of the attack. The opponent is pushed a number of feet equal to the attacker's STR ÷ 3 (round off). Any objects connected count as being charged by the opponent. If this attack is used after a Hold attack then the opponent suffers a penalty of -20 to their DEX. Should the opponent win the combat, then they manage to avoid being pushed and slip free of the attacker.

If the attack attempt fails then the attacker does not get a firm grip of the opponent and they are free to respond.

Critical success means the opponent either moves an extra STR = 10 feet, OR takes double damage from any obstacle struck. The attacker must declare before the opponent is moved.

Critical fails mean the attacker makes such a hash of grabbing the opponent that the opponent may take advantage of their fumble and gains a -10 to their next attack roll on that attacker this round.