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rules:unarmed_combat [2025/06/18 19:43] – created Ron Helwigrules:unarmed_combat [2025/07/11 00:03] (current) – Ron Helwig
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 << rules:armor ^ rules:start ^ rules:team_actions >> << rules:armor ^ rules:start ^ rules:team_actions >>
  
-====== Unarmed Combat ======+# 🥊 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: 
 + 
 +<WRAP notice> 
 +🟡 **Options:**   
 +- Push the target **5–10 feet**   
 +- **Knock them prone** (lowers Evasion)   
 +- Force them into a **hazard** or dangerous space (GM discretion) 
 + 
 +</WRAP> 
 + 
 +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**. 
 + 
 +<WRAP notice> 
 +🧬 **Examples:**   
 +- Lizardfolk **bite** – 1d6 piercing   
 +- Satyr **hoof kick** – 1d8 bludgeoning   
 +- Dragonborn **tail slap** – 1d6 bludgeoning 
 + 
 +<WRAP todo> 
 +Rewrite these to refer to Species Features 
 +</WRAP> 
 + 
 +</WRAP> 
 + 
 +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 depthÂ