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rules:unarmed_combat [2025/06/22 20:48] – 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 | + | # 🥊 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, | **Unarmed combat** is straightforward, | ||
- | ## Basic Unarmed Strike | + | ---Â |
+ | Â | ||
+ | ## 👊 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 | + | - Roll **d4s = Aspect |
- | - **No damage die** is added unless | + | - **No damage die** is added unless |
- | - Compare | + | - Compare total to the target’s **Evasion** |
- | - Increase your **Action Load** | + | - Apply damage normally |
- | If no feature card modifies | + | - Increase your **Action Load** |
- | Unarmed strikes deal **bludgeoning damage** unless | + | Unarmed strikes deal **bludgeoning damage** unless otherwise |
- | ## Grappling | + | --- |
- | Grappling | + | ## 🤼 Grappling |
- | **To grapple | + | A **grapple** |
- | - Make an Aspect Check using **Control**, | + | To grapple: |
- | *(GM or Domain ability determines the Aspect used)*Â | + | |
- | - Target rolls a contested check using **Reflex**, **Ingenuity**, | + | |
- | - If you succeed, the target is **Grappled**:Â | + | |
- | - They **can’t move** | + | |
- | - They have **disadvantage** on attacks and certain checks | + | |
- | Maintaining | + | - Make an **Aspect Check** using **Control**, |
+ | *(GM or Domain feature may specify which)*Â | ||
+ | - Target makes a **contested check** | ||
- | ## Shoves and Throws | + | 📘 **If successful** the Target is **Restrained**. |
- | To knock a creature back, down, or off balance: | + | Maintaining |
- | - Make an Aspect Check using **Agility**, | + | ---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** | - Target contests with **Reflex** or **Discipline** | ||
- | - On success, | + | - On success, |
- | - Push the target **5–10 feet** | + |  |
- | - **Knock them prone** (lowers Evasion)Â | + | <WRAP notice> |
- | - Force them into a hazard (GM discretion) | + | 🟡 **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 | ||
+ | </ | ||
- | These actions are ideal when combined with terrain or Team Actions. | + | </ |
- | ## 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 | + | - Add a **damage die** (1d4 or 1d6)Â |
+ | - Make unarmed | ||
+ | - Reduce **Action Load** for follow-up strikes | ||
+ | - Increase **reach** (e.g., psionic limbs, vines)Â | ||
+ | - Grant **reaction counters** or combo effects | ||
- | - Add a small damage die (e.g. 1d4 or 1d6)Â | + | Check feature cards for full details. |
- | - Treat unarmed strikes as **magical**Â | + | |
- | - Reduce Action Load for repeated unarmed strikes | + | |
- | - Extend reach (e.g. whips, psionics, long limbs)Â | + | |
- | - Add **reaction counters** or ripostes | + | |
- | Effects will be clearly defined on feature cards. | + | --- |
- | ## Notes | + | ## 📌 Notes |
- | - Unarmed attacks are always available—even when **disarmed**, **restrained**, or **out of spells** | + | - Unarmed attacks are **always available**, even when disarmed |
- | - Grapples and shoves | + | - **Grapples** and **shoves** use contested |
- | - Clever use of terrain and **Team Actions** | + | - Combining unarmed tactics with **Team Actions** |