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rules:unarmed_combat [2025/06/19 00:21] – 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 |
- | Sometimes the only weapons you have are your fists, feet, horns, claws, or whatever | + | Sometimes the only weapons you have are your fists, feet, claws, |
+ | **Unarmed combat** is straightforward, | ||
- | ===== Basic Unarmed Strike ===== | + | --- |
- | If you attack without a weapon, you are making an **Unarmed Strike**. | + | ## 👊 Basic Unarmed Strike |
- | * You roll a number of **d4s equal to the Aspect used minus your //Action Load//**Â | + | If you attack without wielding |
- | * **No weapon die is added**Â | + | |
- | * The total is compared to the target’s Evasion, and damage is resolved normally | + | |
- | Unarmed Strikes always deal **bludgeoning** damage unless | + | - Roll **d4s = Aspect − Action Load + Net Advantage** |
+ | - **No damage | ||
+ | - 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. | + | ---Â |
+ | Â | ||
+ | ## 🤼 Grappling | ||
+ | Â | ||
+ | A **grapple** | ||
To grapple: | To grapple: | ||
- | * Perform an Aspect Check using **Control**, | ||
- | * 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**, |
+ | *(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 | ||
+ | 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 | ||
+ | </WRAP>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 | ||
+ | </ | ||
- | ===== Shoves and Throws ===== | + | </ |
- | You may attempt to knock a creature back, down, or off balance. | + | These still follow unarmed rules but include |
- | * Make an Aspect Check using **Finesse**, | + | --- |
- | * Target makes a contested Aspect Check (usually **Reflex** or **Discipline**)Â | + | |
- | * If successful: | + | |
- | | + | |
- | | + | |
- | | + | |
- | ===== Natural | + | ## 🪨 Improvised |
- | Some characters have claws, fangs, or tails that count as unarmed but **do** include a damage die. | + | Using a mug, chair, bone, or similar object counts |
- | Example: A lizardfolk' | + | - 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, | + | - Add a **damage die** (1d4 or 1d6)Â |
+ | - Make unarmed attacks | ||
+ | - Reduce **Action Load** for follow-up strikes | ||
+ | - Increase **reach** (e.g., psionic limbs, vines)Â | ||
+ | - Grant **reaction counters** or combo effects | ||
- | * Adding a small weapon die (e.g., 1d4 or 1d6)Â | + | Check feature cards for full details. |
- | * Treating unarmed strikes as magical | + | |
- | * Increasing range (e.g., long limbs or whip-like attacks)Â | + | |
- | * Taking additional unarmed strikes as a minor action | + | |
- | These would be detailed on feature cards. | + | --- |
- | ===== Notes ===== | + | ## 📌 Notes |
- | * Unarmed attacks are always | + | - Unarmed attacks are **always |
- | * Grappling | + | - **Grapples** and **shoves** use contested rolls, grounded in Aspect logic |
- | | + | - Combining |