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| rules:unarmed_combat [2025/06/18 19:43] – created 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 |
| + | Â | ||
| + | Sometimes the only weapons you have are your fists, feet, claws, horns—or whatever nature (or magic) gave you.  | ||
| + | **Unarmed combat** is straightforward, | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## 👊 Basic Unarmed Strike | ||
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| + | If you attack without wielding a weapon, you are making an **Unarmed Strike**. | ||
| + | Â | ||
| + | - 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) | ||
| + | Â | ||
| + | Unarmed strikes deal **bludgeoning damage** unless otherwise specified. | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## 🤼 Grappling | ||
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| + | A **grapple** is an attempt to restrain or hold a foe. | ||
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| + | To grapple:Â | ||
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| + | - Make an **Aspect Check** using **Control**, | ||
| + | *(GM or Domain feature may specify which)*Â | ||
| + | - Target makes a **contested check** using **Reflex**, **Ingenuity**, | ||
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| + | 📘 **If successful** the Target is **Restrained**. | ||
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| + | Maintaining a grapple requires a **contested check** at the start of each round, but does **not** increase your Action Load. | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## 🌀 Shoves and Throws | ||
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| + | To knock a creature down or push them away:Â | ||
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| + | - 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 | ||
| + | </ | ||
| + | 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 | ||
| + | </ | ||
| + | Â | ||
| + | </ | ||
| + | Â | ||
| + | These still follow unarmed rules but include a damage die in the roll. | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## 🪨 Improvised Weapons | ||
| + | Â | ||
| + | Using a mug, chair, bone, or similar object counts as an **Improvised Weapon**. | ||
| + | Â | ||
| + | - Usually deals **1d4 or 1d6** damage | ||
| + | - May **break** after one or two uses | ||
| + | - GM may apply **disadvantage** or impose quirks | ||
| + | Â | ||
| + | Creativity is encouraged—surroundings are part of your arsenal! | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## 🧘 Martial Arts Features | ||
| + | Â | ||
| + | Some feature cards or Domains enhance unarmed combat. They may:Â | ||
| + | Â | ||
| + | - Add a **damage die** (1d4 or 1d6)Â | ||
| + | - Make unarmed attacks **magical**Â | ||
| + | - Reduce **Action Load** for follow-up strikes | ||
| + | - Increase **reach** (e.g., psionic limbs, vines)Â | ||
| + | - Grant **reaction counters** or combo effects | ||
| + | Â | ||
| + | Check feature cards for full details. | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## 📌 Notes | ||
| + | Â | ||
| + | - Unarmed attacks are **always available**, | ||
| + | - **Grapples** and **shoves** use contested rolls, grounded in Aspect logic | ||
| + | - Combining unarmed tactics with **Team Actions** or clever positioning adds strategic depth | ||
