rules:armor ^ rules:start ^ rules:team_actions >>
# 🥊 Unarmed Combat
Sometimes the only weapons you have are your fists, feet, claws, horns—or whatever nature (or magic) gave you.
**Unarmed combat** is straightforward, but can be enhanced through Domains, Species traits, or special features.
---
## 👊 Basic Unarmed Strike
If you attack without wielding a weapon, you are making an **Unarmed Strike**.
- Roll **d4s = Aspect − Action Load + Net Advantage**
- **No damage die** is added unless granted by a feature card
- Compare total to the target’s **Evasion**
- Apply damage normally based on thresholds
- Increase your **Action Load** by the strike’s **Cost** (**1** or as specified on the Feature card)
Unarmed strikes deal **bludgeoning damage** unless otherwise specified.
---
## 🤼 Grappling
A **grapple** is an attempt to restrain or hold a foe.
To grapple:
- Make an **Aspect Check** using **Control**, **Finesse**, or **Discipline**
*(GM or Domain feature may specify which)*
- Target makes a **contested check** using **Reflex**, **Ingenuity**, or **Fortitude**
📘 **If successful** the Target is **Restrained**.
Maintaining a grapple requires a **contested check** at the start of each round, but does **not** increase your Action Load.
---
## 🌀 Shoves and Throws
To knock a creature down or push them away:
- Make an **Aspect Check** using **Agility**, **Control**, or **Fortitude**
- Target contests with **Reflex** or **Discipline**
- On success, choose an effect:
🟡 **Options:**
- Push the target **5–10 feet**
- **Knock them prone** (lowers Evasion)
- Force them into a **hazard** or dangerous space (GM discretion)
These are especially effective with terrain or teamwork.
---
## 🦷 Natural Weapons
Some characters have **natural weapons** that function as **unarmed attacks** but include a **damage die**.
🧬 **Examples:**
- Lizardfolk **bite** – 1d6 piercing
- Satyr **hoof kick** – 1d8 bludgeoning
- Dragonborn **tail slap** – 1d6 bludgeoning
Rewrite these to refer to Species Features
These still follow unarmed rules but include a damage die in the roll.
---
## 🪨 Improvised Weapons
Using a mug, chair, bone, or similar object counts as an **Improvised Weapon**.
- Usually deals **1d4 or 1d6** damage
- May **break** after one or two uses
- GM may apply **disadvantage** or impose quirks
Creativity is encouraged—surroundings are part of your arsenal!
---
## 🧘 Martial Arts Features
Some feature cards or Domains enhance unarmed combat. They may:
- Add a **damage die** (1d4 or 1d6)
- Make unarmed attacks **magical**
- Reduce **Action Load** for follow-up strikes
- Increase **reach** (e.g., psionic limbs, vines)
- Grant **reaction counters** or combo effects
Check feature cards for full details.
---
## 📌 Notes
- Unarmed attacks are **always available**, even when disarmed or restrained
- **Grapples** and **shoves** use contested rolls, grounded in Aspect logic
- Combining unarmed tactics with **Team Actions** or clever positioning adds strategic depth