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rules:unarmed_combat [2025/06/22 20:45] – 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.   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. **Unarmed combat** is straightforward, but can be enhanced through Domains, Species traits, or special features.
  
-## Basic Unarmed Strike+--- 
 + 
 +## ðŸ‘Š Basic Unarmed Strike
  
 If you attack without wielding a weapon, you are making an **Unarmed Strike**. If you attack without wielding a weapon, you are making an **Unarmed Strike**.
  
-- Roll **d4s equal to your Aspect value minus your Action Load** +- Roll **d4s Aspect âˆ’ Action Load + Net Advantage** 
-- **No damage die** is added unless specified by a feature card +- **No damage die** is added unless granted by a feature card 
-- Compare the total to the target’s **Evasion**; resolve damage normally +- Compare total to the target’s **Evasion** 
-- Increase your **Action Load** as normal, according to the feature card. If no feature card is used (plain unarmed attackit costs one point.+- 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** Â 
 + 
 +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:
  
-Unarmed strikes deal **bludgeoning damage** by defaultunless a feature card (such as one describing claws that do slashing damage) says differently.+- Make an **Aspect Check** using **Agility**, **Control**, or **Fortitude** 
 +- Target contests with **Reflex** or **Discipline** 
 +- On successchoose an effect:
  
-## Grappling+<WRAP notice> 
 +🟡 **Options:**   
 +- Push the target **5–10 feet**   
 +- **Knock them prone** (lowers Evasion)   
 +- Force them into a **hazard** or dangerous space (GM discretion)
  
-Grappling is a special unarmed action to restrain or hold a foe.+</WRAP>
  
-**To grapple a target:**+These are especially effective with terrain or teamwork.
  
-Make an Aspect Check using **Control**, **Finesse**, or **Discipline**   +---
-  *(as determined by the GM or a Domain Card ability)* +
-The target makes a contested check using **Reflex**, **Ingenuity**, or **Fortitude** +
-If you succeed, the target is **Grappled**: +
-  - They **can’t move** +
-  - They have **disadvantage** on attack rolls and some checks+
  
-Maintaining a grapple requires a quick contested check at the **start of each round**, but **does not increase your Action Load**.+## 🦷 Natural Weapons
  
-## Shoves and Throws+Some characters have **natural weapons** that function as **unarmed attacks** but include a **damage die**.
  
-To knock a creature back, down, or off balance:+<WRAP notice> 
 +🧬 **Examples:**   
 +- Lizardfolk **bite** – 1d6 piercing   
 +- Satyr **hoof kick** – 1d8 bludgeoning   
 +- Dragonborn **tail slap** – 1d6 bludgeoning
  
-- Make an Aspect Check using **Agility**, **Control**, or **Fortitude** +<WRAP todo> 
-- Target resists with **Reflex** or **Discipline** +Rewrite these to refer to Species Features 
-- If successful, you may: +</WRAP>
-  - Push the target **5–10 feet** +
-  - **Knock them prone** (lowers Evasion) +
-  - **Force them into a hazard** (GM discretion)+
  
-These can be combined with movement, positioning, or teamwork.+</WRAP>
  
-## Natural Weapons+These still follow unarmed rules but include a damage die in the roll.
  
-Some characters have **natural weapons** that count as unarmed but include a **damage die**.+---
  
-> Examples:   +## 🪨 Improvised Weapons
-> - A lizardfolk’s **bite** (1d6 piercing)   +
-> - A satyr’s **hoof kick** (1d8 bludgeoning)   +
-> - A dragonborn’s **tail slap** (1d6 bludgeoning)+
  
-These attacks still use the Unarmed rulesbut add their damage die to the roll.+Using a mugchair, bone, or similar object counts as an **Improvised Weapon**.
  
-## Improvised Weapons+- Usually deals **1d4 or 1d6** damage 
 +- May **break** after one or two uses 
 +- GM may apply **disadvantage** or impose quirks
  
-Swinging a rock, mug, table leg, or skull? That’s an **Improvised Weapon**.+Creativity is encouraged—surroundings are part of your arsenal!
  
-Typically deals **1d4 or 1d6** damage +---
-May break after use +
-GM may assign **disadvantage** or other side effects+
  
-Improvised attacks can be creative and cinematic—especially in tavern brawls.+## 🧘 Martial Arts Features
  
-## Martial Arts Features+Some feature cards or Domains enhance unarmed combat. They may:
  
-Some Domains or feature cards may enhance unarmed combat:+- 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
  
-- Add a weapon die (1d4 or 1d6) to your strikes, as stated on the feature card +Check feature cards for full details.
-- Allow **multiple unarmed strikes** per turn at a reduced **Action Load** cost +
-- Treat unarmed strikes as **magical** +
-- Extend your reach (e.g., long limbs, psionic lashes) +
-- Grant **reaction-based counters** or parries+
  
-These features will be clearly stated on the relevant cards.+---
  
-## Notes+## ðŸ“Œ Notes
  
-- Unarmed attacks are always available—even when **disarmed**, **bound**, or **out of spells** +- Unarmed attacks are **always available**, even when disarmed or restrained 
-- Grappling and shoving rely on **opposed rolls**, but follow consistent logic +**Grapples** and **shoves** use contested rollsgrounded in Aspect logic 
-Clever players can combine unarmed techniques with terrain or **Team Actions** to great effect+Combining unarmed tactics with **Team Actions** or clever positioning adds strategic depth