<< 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