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rules:unarmed_combat [2025/06/19 00:21] – 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, horns, claws, or whatever else nature gave you. Unarmed combat is straightforward, but can be enhanced through Domains, Species traits, or special features.+Sometimes the only weapons you have are your fists, feet, claws, horns—or whatever nature (or magic) gave you.  Â 
 +**Unarmed combat** is straightforward, but can be enhanced through Domains, Species traits, or special features.
  
-===== Basic Unarmed Strike =====+---
  
-If you attack without a weapon, you are making an **Unarmed Strike**.+## 👊 Basic Unarmed Strike
  
-  * You roll number of **d4s equal to the Aspect used minus your //Action Load//** +If you attack without wielding weapon, you are making an **Unarmed Strike**.
-  * **No weapon die is added** +
-  * The total is compared to the target’s Evasion, and damage is resolved normally+
  
-Unarmed Strikes always deal **bludgeoning** damage unless otherwise noted.+- 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)
  
-===== Grappling =====+Unarmed strikes deal **bludgeoning damage** unless otherwise specified.
  
-Grappling is a special unarmed action where you try to grab and restrain a target.+--- 
 + 
 +## 🤼 Grappling 
 + 
 +A **grapple** is an attempt to restrain or hold foe.
  
 To grapple: To grapple:
-  * Perform an Aspect Check using **Control**, **Finesse**, or **Discipline** (GM's call, or based on Domain) 
-  * Target makes a contested Aspect Check (usually **Reflex** or **Might**) 
-  * If you win, the target is **Grappled** – they can't move and have disadvantage on attacks and some checks 
  
-Maintaining a grapple requires a quick check at the start of each round, but does **not** increase your //Action Load//.+- 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>
  
-===== Shoves and Throws =====+</WRAP>
  
-You may attempt to knock creature back, down, or off balance.+These still follow unarmed rules but include damage die in the roll.
  
-  * Make an Aspect Check using **Finesse**, **Control**, or **Might** +---
-  * Target makes a contested Aspect Check (usually **Reflex** or **Discipline**) +
-  * If successful: +
-    You may push the target 5–10 feet +
-    Knock them prone (lowers Evasion) +
-    Force them into a hazard (GM's discretion)+
  
-===== Natural Weapons =====+## 🪨 Improvised Weapons
  
-Some characters have clawsfangs, or tails that count as unarmed but **do** include a damage die.+Using a mugchair, bone, or similar object counts as an **Improvised Weapon**.
  
-Example: A lizardfolk's bite might be 1d6 piercing, or a satyr’s hoof kick could be 1d8 bludgeoning. These count as unarmed, but still add a damage die.+- Usually deals **1d4 or 1d6** damage 
 +- May **break** after one or two uses 
 +- GM may apply **disadvantage** or impose quirks
  
-===== Improvised Weapons =====+Creativity is encouraged—surroundings are part of your arsenal!
  
-If you pick up a rock, chair, tankard, or skull and swing it, you’re using an **Improvised Weapon**.+---
  
-  * Treated like a weak weapon (typically 1d4 or 1d6) +## 🧘 Martial Arts Features
-  * Might break after use +
-  * Some GMs may impose disadvantage or other narrative effects+
  
-===== Martial Arts Features =====+Some feature cards or Domains enhance unarmed combat. They may:
  
-Some Domains may grant bonuses to unarmed attacks, like:+- 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
  
-  * Adding a small weapon die (e.g., 1d4 or 1d6) +Check feature cards for full details.
-  * Treating unarmed strikes as magical +
-  * Increasing range (e.g., long limbs or whip-like attacks) +
-  * Taking additional unarmed strikes as a minor action+
  
-These would be detailed on feature cards.+---
  
-===== Notes =====+## 📌 Notes
  
-  * Unarmed attacks are always an option, even when disarmed or restrained +Unarmed attacks are **always available**, even when disarmed or restrained 
-  Grappling and shoving require some GM discretion but follow clear mechanics +- **Grapples** and **shoves** use contested rolls, grounded in Aspect logic 
-  A clever player may combine unarmed maneuvers with teamwork or terrain for greater effect+- Combining unarmed tactics with **Team Actions** or clever positioning adds strategic depth