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rules:unarmed_combat [2025/06/22 20:48] – 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.   +- Apply damage normally based on thresholds 
-  If no feature card modifies the cost, a basic unarmed strike costs **1 point**+- Increase your **Action Load** by the strike’s **Cost** (**1** or as specified on the Feature card)
  
-Unarmed strikes deal **bludgeoning damage** unless a feature card says otherwise (e.g., claws that deal slashing).+Unarmed strikes deal **bludgeoning damage** unless otherwise specified.
  
-## Grappling+---
  
-Grappling is a special unarmed action to restrain or hold a foe.+## 🤼 Grappling
  
-**To grapple a target:**+**grapple** is an attempt to restrain or hold a foe.
  
-- Make an Aspect Check using **Control**, **Finesse**, or **Discipline**   +To grapple:
-  *(GM or Domain ability determines the Aspect used)* +
-- Target rolls a contested check using **Reflex**, **Ingenuity**, or **Fortitude** +
-- If you succeed, the target is **Grappled**: +
-  - They **can’t move** +
-  - They have **disadvantage** on attacks and certain checks+
  
-Maintaining grapple requires a quick contested 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 **contested check** using **Reflex**, **Ingenuity**, or **Fortitude**
  
-## Shoves and Throws+📘 **If successful** the Target is **Restrained**.  
  
-To knock creature back, downor off balance:+Maintaining grapple requires a **contested check** at the start of each roundbut does **not** increase your Action Load.
  
-- Make an Aspect Check using **Agility**, **Control**, or **Fortitude**+--- 
 + 
 +## 🌀 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** - Target contests with **Reflex** or **Discipline**
-- On success, you may: +- On success, choose an effect: 
-  - Push the target **5–10 feet** + 
-  - **Knock them prone** (lowers Evasion) +<WRAP notice> 
-  - Force them into a hazard (GM discretion)+🟡 **Options:**  Â 
 +- Push the target **5–10 feet**  Â 
 +- **Knock them prone** (lowers Evasion)  Â 
 +- 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>
  
-These actions are ideal when combined with terrain or Team Actions.+</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 still follow unarmed strike rules but add their damage die to the roll.+Using a mug, chair, 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, stool, 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 apply **disadvantage** or narrative penalties+
  
-Creative players are encouraged to use the environment.+## 🧘 Martial Arts Features
  
-## Martial Arts Features+Some feature cards or Domains enhance unarmed combat. They may:
  
-Some Domains or feature cards may improve 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 small damage die (e.g. 1d4 or 1d6) +Check feature cards for full details.
-- Treat unarmed strikes as **magical** +
-- Reduce Action Load for repeated unarmed strikes +
-- Extend reach (e.gwhips, psionics, long limbs) +
-- Add **reaction counters** or ripostes+
  
-Effects will be clearly defined on feature cards.+---
  
-## Notes+## ðŸ“Œ Notes
  
-- Unarmed attacks are always available—even when **disarmed****restrained**, or **out of spells** +- Unarmed attacks are **always available**, even when disarmed or restrained 
-- Grapples and shoves use opposed rolls but are grounded in Aspect logic +**Grapples** and **shoves** use contested rollsgrounded in Aspect logic 
-Clever use of terrain and **Team Actions** can elevate unarmed combat+Combining unarmed tactics with **Team Actions** or clever positioning adds strategic depth