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rules:unarmed_combat [2025/06/18 19:43] – created Ron Helwig | rules:unarmed_combat [2025/07/11 00:03] (current) – Ron Helwig | ||
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<< rules:armor ^ rules:start ^ rules: | << rules:armor ^ rules:start ^ rules: | ||
- | ====== | + | # 🥊 Unarmed Combat |
+ | Â | ||
+ | Sometimes the only weapons you have are your fists, feet, claws, horns—or whatever nature (or magic) gave you.  | ||
+ | **Unarmed combat** is straightforward, | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 👊 Basic Unarmed Strike | ||
+ | Â | ||
+ | If you attack without wielding a weapon, you are making an **Unarmed Strike**. | ||
+ | Â | ||
+ | - 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) | ||
+ | Â | ||
+ | Unarmed strikes deal **bludgeoning damage** unless otherwise specified. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 🤼 Grappling | ||
+ | Â | ||
+ | A **grapple** is an attempt to restrain or hold a foe. | ||
+ | Â | ||
+ | To grapple:Â | ||
+ | Â | ||
+ | - Make an **Aspect Check** using **Control**, | ||
+ | *(GM or Domain feature may specify which)*Â | ||
+ | - Target makes a **contested check** using **Reflex**, **Ingenuity**, | ||
+ | Â | ||
+ | 📘 **If successful** the Target is **Restrained**. | ||
+ | Â | ||
+ | Maintaining a grapple requires a **contested check** at the start of each round, but does **not** increase your Action Load. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 🌀 Shoves and Throws | ||
+ | Â | ||
+ | To knock a creature down or push them away:Â | ||
+ | Â | ||
+ | - Make an **Aspect Check** using **Agility**, | ||
+ | - Target contests with **Reflex** or **Discipline**Â | ||
+ | - On success, choose an effect:Â | ||
+ | Â | ||
+ | <WRAP notice> | ||
+ | 🟡 **Options: | ||
+ | - Push the target **5–10 feet** | ||
+ | - **Knock them prone** (lowers Evasion) | ||
+ | - Force them into a **hazard** or dangerous space (GM discretion)Â | ||
+ | Â | ||
+ | </ | ||
+ | Â | ||
+ | These are especially effective with terrain or teamwork. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 🦷 Natural Weapons | ||
+ | Â | ||
+ | Some characters have **natural weapons** that function as **unarmed attacks** but include a **damage die**. | ||
+ | Â | ||
+ | <WRAP notice> | ||
+ | 🧬 **Examples: | ||
+ | - Lizardfolk **bite** – 1d6 piercing | ||
+ | - Satyr **hoof kick** – 1d8 bludgeoning | ||
+ | - Dragonborn **tail slap** – 1d6 bludgeoning | ||
+ | Â | ||
+ | <WRAP todo>Â | ||
+ | Rewrite these to refer to Species Features | ||
+ | </ | ||
+ | Â | ||
+ | </ | ||
+ | Â | ||
+ | These still follow unarmed rules but include a damage die in the roll. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 🪨 Improvised Weapons | ||
+ | Â | ||
+ | Using a mug, chair, bone, or similar object counts as an **Improvised Weapon**. | ||
+ | Â | ||
+ | - Usually deals **1d4 or 1d6** damage | ||
+ | - May **break** after one or two uses | ||
+ | - GM may apply **disadvantage** or impose quirks | ||
+ | Â | ||
+ | Creativity is encouraged—surroundings are part of your arsenal! | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 🧘 Martial Arts Features | ||
+ | Â | ||
+ | Some feature cards or Domains enhance unarmed combat. They may:Â | ||
+ | Â | ||
+ | - Add a **damage die** (1d4 or 1d6)Â | ||
+ | - Make unarmed attacks **magical**Â | ||
+ | - Reduce **Action Load** for follow-up strikes | ||
+ | - Increase **reach** (e.g., psionic limbs, vines)Â | ||
+ | - Grant **reaction counters** or combo effects | ||
+ | Â | ||
+ | Check feature cards for full details. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 📌 Notes | ||
+ | Â | ||
+ | - Unarmed attacks are **always available**, | ||
+ | - **Grapples** and **shoves** use contested rolls, grounded in Aspect logic | ||
+ | - Combining unarmed tactics with **Team Actions** or clever positioning adds strategic depth |