Manipulation - The attacker gets his size as a bonus to manipulate, plus 1 for every hit point he uses to manipulate. The total bonus is then compared to the target's size. The difference in favor of the attacker is subtracted from the target's next combat roll in either this round or the next. In addition a successful manipulation attack can be used to disarm, hold, choke, wrench or throw an opponent.
Manipulation with Missile Weapons - Most missile weapons (such as thrown weapons, slings, bows and guns) cannot be used to hold, choke, wrench or throw. When using a missile weapon to manipulate, use the weapon's attack power minus 5 - instead of the attacker's size and hit points used to manipulate - to determine the attacker's manipulation bonus.
Disarm - disarms an opponent if the opponent is armed with a weapon not attached to its body.
Hold - A hold attack can hold an opponent. The attacker must use as many hit points to maintain the hold each round as it originally used to manipulate the attacked character at the beginning of the hold, and each round the hold is maintained the character being held gets the manipulation minus from all of their combat rolls. If a holding attack is half successful, the attacker must use the same amount of hit points to maintain the hold, but the hold only gives half of the manipulation minus.
Choke/Wrench - like a hold, except the manipulation minus is halved. This special attack does stun damage equal to the attack power of the attack and the normal amount of lasting damage.
Throw - The thrown character ends up in a lying down or "prone" position (or crouching "semi-prone" position if half-succesful) The thrown character takes the appropriate type of damage from any weapons or other objects they are thrown into. Most objects and surfaces are considered blunt weapons. The thrown character can also be considered a blunt hand to hand weapon in the hands of the attacker while being thrown. The thrown character's size is the power bonus of this weapon. The total reach of this weapon is 3/4 of the thrown character's height (or length or wingspan, whichever is longest,) plus the thrower's reach, plus the thrower's stride times the number of hit points the thrower used to move during the throw.