Unarmed combat (no ontology)

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<div class="infobox">
 
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{|
 
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| '''Weapon name'''
 
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| colspan="2" | Fists
 
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|-
 
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| '''Hit type'''
 
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| colspan="2" | Blunt
 
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|-
 
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| '''Weapon class'''
 
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| colspan="2" | Handgear
 
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|}
 
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</div>
 
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'''Unarmed combat''', referred to, by default, as the standard '''fists''', is considered a weapon due to the existence of extra [[List of Handgear|handgear]] to improve damage done with fists. When fighting unarmed, a [[Contestant|contestant]] is capable of performing '''combos''', which consists in hitting multiple times on a single dice roll. There are a few combos, ranging from simple punches and kicks to more complex combinations of those.
'''Unarmed combat''', referred to, by default, as the standard '''fists''', is considered a weapon due to the existence of extra [[List of Handgear|handgear]] to improve damage done with fists. When fighting unarmed, a [[Contestant|contestant]] is capable of performing '''combos''', which consists in hitting multiple times on a single dice roll. There are a few combos, ranging from simple punches and kicks to more complex combinations of those.
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A [[martial artist]] is an expert in martial arts who can teach the contestant the techniques available. At first, the Contestant may only perform the basic punches and kicks, but by purchasing the martial artist's services, he/she can learn new techniques. It is also possible to learn martial arts techniques through other ways, such as [[wish|wishing]] for them.
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A [[martial artist]] is an expert in martial arts who can teach the contestant the techniques available. At first, the Contestant may only perform the basic punches and kicks, but by purchasing the martial artist's services, he/she can learn new techniques.
Unarmed combat has both advantages and disadvantages. The most obvious advantage is that, as the name implies, it does not require a weapon to perform, and may be an effective 'weapon' by itself when well-used. However, the more interesting combos are harder to perform and are subject to FT increases.
Unarmed combat has both advantages and disadvantages. The most obvious advantage is that, as the name implies, it does not require a weapon to perform, and may be an effective 'weapon' by itself when well-used. However, the more interesting combos are harder to perform and are subject to FT increases.
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=== Punches and kicks ===
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=== Basic attacks ===
When fighting unarmed, there are two distinct kinds of blows a [[Contestant|contestant]] can do: punches and kicks.
When fighting unarmed, there are two distinct kinds of blows a [[Contestant|contestant]] can do: punches and kicks.
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*'''Punches:''' The term 'Fists' refers to the unarmed, unprotected hands of the contestant, and considered a 'weapon' in the Handgear Class of weapons. Proper handgear, such as [[fingerless gloves]], may increase the power of those punches.
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*'''Punches:''' The term 'Fists' refers to the unarmed, unprotected hands of the contestant, and considered a 'weapon' in the Handgear Class of weapons. Proper handgear, such as [[List of handgear|fingerless gloves]], may increase the power of those punches. Punches deal Blunt-type damage, unless the [[Augmentations#Weapon augs|deployed Ripperclaws]], in which case they may deal Sharp-type damage. 
 +
** NOTE: Although some creatures may have real, actual claws and the ability to use martial arts, claw attacks are considered distinct from punch attacks and thus are not interchangeable within the context of unarmed combat techniques. The Ripperclaws allow a Contestant, through the special design of that aug, to simply add sharpness to their punches - they effectively are Sharp-type punches and not actual clawings and can thus allow the use of the Ripperclaws when deployed while performing martial arts techniques.
*'''Kicks:''' A contestant is also able to perform kicks. Unlike with fists, kicks tend to do the same amount of damage regardless of what the contestant wears (as feet don't have their own 'weapon class'). However they may be useful as a standard kick deals more damage than a standard, unprotected fist.
*'''Kicks:''' A contestant is also able to perform kicks. Unlike with fists, kicks tend to do the same amount of damage regardless of what the contestant wears (as feet don't have their own 'weapon class'). However they may be useful as a standard kick deals more damage than a standard, unprotected fist.
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=== Techniques ===
 
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Techniques are '''chains of moves performed by a fighter''' in a single turn. A correctly executed technique may have additional devastating effects. However, the more complex the technique, the harder it is for a fighter to successfully complete it.<br />
 
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Each move, or step of a technique requires a dice roll (a standard 2d6, as with normal attacks). A technique with 3 steps requires three 2d6 rolls in a row. The difficulty lies in completing it successfully; if ANY of the roll results is a failed hit, the technique is said to be '''botched''' and only the previous successful rolls, if any, may cause any damage, without extra effects.<br />
 
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Example:
 
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*In a typical situation with FT 6, the fighter tries a 3-step technique. He rolls '''8''', '''7''', '''9''' ; all three hits land.
 
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*Same situation, the fighter tries a 3-step technique. He rolls '''7''', <span style="color: red">3</span>, '''8'''. Despite two of the rolls are successful, the second one is a failure; he could land his first hit, but not his second, thus he can't chain with the third hit because the technique was botched.
 
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Note that when performing any martial arts technique other than single punches and kicks, [[Gameplay mechanics#Combat|Inaccuracy]] does not apply, as such the associated 0.8x damage multiplier also doesn't apply.
 
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'''During gameplay, the player MUST announce he/she wants his/her contestant to attempt a technique, as well as which one, exactly as if describing an attack by telling the name of the weapon. This is important for clarification and proper resolution of effects!'''
 
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=== Base techniques ===
 
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| '''Technique'''
| '''Technique'''
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<span style="font-size:80%;">[[Damage chart|How to read this?]]</span>
<span style="font-size:80%;">[[Damage chart|How to read this?]]</span>
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== Techniques ==
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==== Skill level and basic attacks ====
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* '''WARNING NOTE:''' Certain techniques may require aiming at certain body parts such as the head or the face/neck. THESE '''ARE''' SUBJECT TO THE USUAL FT PENALTIES, unless specifically stated otherwise!
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=== Striking techniques ===
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The amount of basic attacks that can be performed each turn (either punches or kicks, but not a mix of the two) depends on the user's [[Skills|Martial Arts skill]], ranging between 2 (at Unskilled level) and 6 (at Master level), increasing by 1 with each higher skill level.
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Offensive techniques which focus on delivering blows to a target.
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=== Martial arts techniques ===
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Martial arts techniques are '''special moves performed by a fighter''' in a single turn. These special moves distinguish themselves from regular attacks with the special effects they can impart on both the fighter and the enemy.
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Each martial arts technique must be learned (by going to a [[Dojo]] and purchasing the lessons for the relevant technique). Some of them have prerequisites, such as needing a certain level in Martial arts skill.
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== List of techniques ==
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=== Stun kick ===
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A single powerful kicking strike, intended to cause a lot of damage and stun the opponent.
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* Code: B1
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* Cost: 500 P$
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* Skill level required: '''Basic''' or higher
 +
* Effects: Max 1 attack per turn, attack is based on a Kick; if successful, deals '''2.0x''' [[Pain]] and [[Limb damage]] + [[Secondary effect|stuns]] the target for 1 turn.
 +
** Performing this technique will cost the user '''1.0%''' [[Fatigue]].
 +
 
 +
=== Power fist ===
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A single powerful punching strike, intended to cause a lot of damage and break bones.
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 +
* Code: B2
 +
* Cost: 500 P$
 +
* Skill level required: '''Basic''' or higher
 +
* Effects: Max 1 attack per turn, attack is based on a Punch; if successful, deals '''2.0x''' [[Pain]] and [[Limb damage]] + causes a [[Broken limb|fracture]] on the targeted body part, if applicable.
 +
** Performing this technique will cost the user '''1.0%''' [[Fatigue]].
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 +
=== One-two burst punch ===
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Mastering the basic one-two punching technique allows the user to deliver twice more attacks, but each individual hit has reduced power.
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===== '''Sweep kick''' =====
 
* Code: S1
* Code: S1
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* Price: 200 P$
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* Cost: 750 P$
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* Requirements: None (can be learned by a beginner)
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* Skill level required: '''Skilled''' or higher
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* Length: 2 steps - Kick (upper body), Kick (leg)
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* Effects: The maximum amount of hits per turn is doubled for 1 turn only, and only for Punches, but each hit will deal 0.6x [[Pain]] and [[Limb damage]].
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* [[Secondary effects|Effects]] (when successful): Victim stunned, 1 turn.
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** At Expert skill level, each punch will deal '''0.7x''' Pain/Limb damage instead of 0.6x.
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* Description: A medium kick to the torso followed by a low sweep, which is intended to put the opponent on the floor quickly.
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** At Master skill level, each punch will deal '''0.8x''' Pain/Limb damage instead of 0.6x.
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 +
=== Wind strike ===
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A technique which allows the user to make efficient use of their strength for the purpose of pushing an opponent far and away from the user.
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===== '''Charge knee stun''' =====
 
* Code: S2
* Code: S2
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* Price: 300 P$
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* Cost: 1000 P$
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* Requirements: None (can be learned by a beginner)
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* Skill level required: '''Skilled''' or higher
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* Length: 3 steps - Punch (head), Punch (head), Kick (upper body)
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* Effects: Max 1 attack per turn, attack is based on a Punch; if successful, deals '''1.5x''' [[Pain]] and [[Limb damage]] + the user is prompted to select a Battlespace side other than the user's (and enemy's) current location; the enemy is forcibly blown away into the selected Side.
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* [[Secondary effects|Effects]] (when successful): Victim stunned, 2 turns.
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** '''Note:''' Enemies sent flying into another Side this way will trigger primed Pressure Mines, and any primed Directional Mines aimed at the Side from which the enemy (and by definition, the technique user) came from.
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* Description: Two quick punches followed by a hard knee hit to the gut, or equivalent body part.
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 +
=== Avalanche technique ===
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 +
A technique which requires the user to focus and send as many hits as possible into the target; the idea being that the more the user is skilled, the easier it is to maintain that focus.
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===== '''Double jump kick''' =====
 
* Code: S3
* Code: S3
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* Price: 300 P$
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* Cost: 1500 P$
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* Requirements: None (can be learned by a beginner)
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* Skill level required: '''Skilled''' or higher
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* Length: 3 steps - Special (jump), Kick (head), Kick (head).
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* Effects: Player is asked to play the '''Avalanche minigame''' (detailed in the section below) to determine how many hits and how much damage is dealt to the target.
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* [[Secondary effects|Effects]] (when successful): Victim stunned (1 turn), target suffers from FT+2 (3 turns)
+
** Performing this technique costs '''1.0%''' [[Fatigue]] multiplied by the amount of Strike points gained (see below).
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* Description: A spectacular and flashy move consisting of a jump kick, followed by a spinning kick, both aimed at the victim's head. Cliché kung-fu fare which is more impressive than it is practical; though it could be useful in a pinch.
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 +
=== Power surge ===
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 +
A technique which allows the user to channel their inner energy and, for a brief moment, strike with enormous power. The Contestant may then strike with either basic punches or kicks, as many times as skill level allows.
 +
 
 +
* Code: E1
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* Cost: 1500 P$
 +
* Skill level required: '''Expert''' or higher
 +
* Effects: For a single turn, all successful hits are treated as critical hits.
 +
** Performing this technique costs '''2.0%''' [[Fatigue]] multiplied by the amount of attacks attempted.
 +
 
 +
=== Spinning kick ===
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===== '''Spinning kick''' =====
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A technique which allows the user to channel their inner energy and, for a brief moment, concentrate all strength into a kick so strong, the opponent will be sent flying and spinning into another Side of the Battlespace.
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* Code: S4
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* Price: 500 P$
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* Requirements: None (can be learned by a beginner)
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* Length: 3 steps - Punch (upper body), Punch (upper body), Kick (head).
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* [[Secondary effects|Effects]] (when successful): Victim stunned (2 turns), target suffers from FT+2 (4 turns)
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* Description: Another flashy move, which can be potentially devastating nonetheless. An aggressive one-two punch combo to the torso followed by a spinning high kick, which sends the victims out of the way; either reeling, or spinning.
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===== '''Vibrating palm''' =====
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* Code: E2
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* Code: S5
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* Cost: 2000 P$
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* Price: 1000 P$
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* Skill level required: '''Expert''' or higher
-
* Requirements: None (can be learned by a beginner)
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* Effects: Max 1 attack per turn, attack is based on a Kick; if successful, deals '''2.5x''' [[Pain]] and [[Limb damage]] + the user is prompted to select a Battlespace side other than the user's (and enemy's) current location; the enemy is forcibly blown away into the selected Side.
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* Length: 3 steps - Punch (head), Punch (upper body), Punch (upper body)
+
** '''Note:''' Enemies sent flying into another Side this way will trigger primed Pressure Mines, and any primed Directional Mines aimed at the Side from which the enemy (and by definition, the technique user) came from.
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* [[Secondary effects|Effects]] (when successful): Victim stunned (2 turns), target suffers from FT+2 (4 turns)
+
** Performing this technique will cost the user '''4.0%''' [[Fatigue]].
-
* Description: Originally intended as a counter-attack, the vibrating palm can also be used offensively. It consists of an initial strike to the head, then four very quick jabs (so quick, they count as one) at specific points of the stomach, before ending with a devastating open palm strike which pushes the opponents on the floor.
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=== Grappling techniques ===
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=== Touch of Death ===
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Techniques which focus on grabbing, restraining, or otherwise holding an opponent in place in order to deliver blows or cause injuries.
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===== '''Slam''' =====
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Known as the ''Kyuusho-jutsu'' (急所術, lit. "Pressure points technique") in Youkai language, this is the ultimate martial arts technique, which allows the user to channel all of their inner energy into a series of precise, powerful strikes, designed to kill an opponent in a gruesome manner, or at the very least severely disable them. It is, however, difficult to execute properly, and failure may result in self damage instead; namely, limb damage and fractures to the hands.
-
* Code: G1
+
-
* Price: 200 P$
+
-
* Requirements: None (can be learned by a beginner)
+
-
* Length: 2 steps - Grab (torso), Special (slamming)
+
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* [[Secondary effects|Effects]] (when successful): Victim stunned, 1 turn.
+
-
* Condition: Target must be within melee range
+
-
* Description: The victim is grabbed, then simply thrown on the floor, which results in a stunned victim. The slam causes only minimal damage (equivalent to a kick to the torso) and is only meant to be a simple, incapacitating move.
+
-
===== '''Tackle''' =====
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* Code: M1
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* Code: G2
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* Cost: 4000 P$
-
* Price: 200 P$
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* Skill level required: '''Master'''
-
* Requirements: None (can be learned by a beginner)
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* Effects: Player is asked to play the '''Death Touch minigame''' (detailed in the section below) to determine how many hits and how much damage is dealt to the target.
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* Length: 2 steps - Special (charge), Grab (torso).
+
** Performing this technique costs '''1.0%''' [[Fatigue]] multiplied by the amount of Strike points gained (see below).
-
* [[Secondary effects|Effects]] (when successful): Victim stunned, 1 turn.
+
-
* Condition: Target must '''NOT''' be within melee range
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-
* Description: The victim is charged, grabbed, then slammed on the floor by the attacker. If the tackle is successful, the victim is stunned.
+
-
** In order to successfully perform a tackle, some distance must exist between attacker and victim in order to perform the charge. It will NOT work if the victim is in melee range.
+
-
** If the attacker wishes to, they can strike (punch, to the head OR to upper body) the victim if the technique is successful. This punch doesn't require a roll; it always succeeds if so desired.
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-
** If Melee disarm (G6) was learned, then it can be performed after tackling. Like the Strike, it doesn't require rolling; it is automatically successful if so desired.
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-
===== '''Chokehold''' =====
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== Minigames ==
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* Code: G3
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-
* Price: 250 P$
+
-
* Requirements: None (can be learned by a beginner)
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-
* Length: 2 steps - Grab (torso), Grab (face/head).
+
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* [[Secondary effects|Effects]] (when successful): Victim stunned, 1 turn.
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-
* Condition: Target must be within melee range, target must be '''valid''' (see "Valid targets")
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* Description: One of the most useful grappling techniques and one of the simplest. The victim is simply grabbed by the torso first, in order to restrain their movement, before moving on to a face or head grapple; the actual choke move (beware for the FT+2 penalty). If successful, the victim is held in a chokehold by the attacker and is at their complete mercy for one turn.
+
-
** If the victim has been successfully held in chokehold, the victim is stunned. The chokehold lasts one turn only, and must be repeated if the attacker wants to hold it, or followed by another technique.
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===== '''Naked choke''' =====
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=== Avalanche minigame ===
-
* Code: G4
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-
* Price: 500 P$
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-
* Requirements: ''Chokehold'' learned beforehand
+
-
* Length: 3 steps - [Chokehold steps], Special (head)
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* [[Secondary effects|Effects]] (when successful):
+
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** '''Subdue''': Target passes out (forced sleep for 10 turns)
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** '''Lethal''': Instant kill
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* Condition: Target must be within melee range, target must be '''valid''' (see "Valid targets")
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* Description: A natural follow-up to a chokehold is holding it for long enough in order to subdue, or kill an opponent. The attacker wraps their arm around the opponent's neck, tightly pressing on the jugular to cut off the head's blood supply. If successful, even the strongest of opponents will be unable to wriggle themselves out of it, and will pass out.
+
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** Once the opponent passes out, the attacker has two solutions: either they "tap out", and releases their hold as soon as the target passes out; this induces a forced sleep effect for 10 turns and is a non-lethal takedown ('''subdue''').
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** Otherwise, the attacker can simply continue holding down until the target ceases breathing; which leads to an instant kill by suffocation ('''lethal'''), similar to using a piano wire.
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===== '''Neck snap''' =====
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The objective of the minigame is to score as many Strike points as possible before losing all Focus points.
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* Code: G5
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* Price: 600 P$
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* Requirements: ''Chokehold'' learned beforehand
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* Length: 3 steps - [Chokehold steps], Special (head)
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* [[Secondary effects|Effects]] (when successful): Instant kill
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-
* Condition: Target must be within melee range, target must be '''valid''' (see "Valid targets")
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* Description: If the attacker successfully holds an opponent in chokehold, they also have the possibility to go one more step and try to snap their neck in order to transform a subduing technique into a lethal one. If successful (no FT penalty on this), the victim is instantly killed.
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===== '''Melee disarm''' =====
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* The player is asked to toss combat dice (2d6) in groups of three.
-
* Code: G6
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* Any dice score that is '''7 or higher''' results in '''gaining 1 Strike point'''. Any dice score that is '''6 or lower''' results in '''losing 1 Focus points'''.
-
* Price: 500 P$
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** '''Any 2 (critical failure)''' results in losing 2 Focus points, whereas '''any 12 (critical success)''' results in gaining 2 Strike points.
-
* Requirements: None (can be learned by a beginner)
+
-
* Length: 2 steps - Grab (arm), Kick (stomach)
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* The starting amount of Focus depends on Martial Arts skill level.
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* [[Secondary effects|Effects]] (when successful): Victim disarmed and stunned (1 turn).
+
** Skilled or lower: 1 Focus
-
* Condition: Target must be within melee range.
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** Expert: 2 Focus
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* Description: If the victim is holding a weapon of any kind, the attacker grapples them by the arm, delivers a stunning kick to the stomach, then liberates their victim of their weapon. If the technique steps are successfully performed, disarming automatically occurs as a result - it is not a step of the technique but a success effect.
+
** Master: 3 Focus
-
** If the weapon is not valid, or too heavy to be carried, it is simply dropped immediately.
+
-
** If it is valid and can be used by the attacker, it ends up in their hands as a temporarily equipped weapon, which can be dropped immediately (this action takes no turns and can be done after completing the technique) or kept in hands for use during next turn. Do note that unless the corresponding slot is open, the weapon cannot be equipped. (See [[Weapon]] for more details)
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===== '''Leg breaker''' =====
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The minigame ends when Focus reaches 0.
-
* Code: G7
+
-
* Price: 600 P$
+
-
* Requirements: None (can be learned by a beginner)
+
-
* Length: 2 steps - Grab (torso), Kick (leg)
+
-
* [[Secondary effects|Effects]] (when successful): Victim stunned (1 turn), Broken limb (leg)
+
-
* Condition: Target must be within melee range
+
-
* Description: A grapple, forcing the victim into position; the victim's knee is then stomped from the back, which has the devastating effect of breaking the victim's leg no matter how strong or armored. If the victim doesn't have legs in the humanoid sense, a rear limb is instead aimed at.
+
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===== '''Arm breaker''' =====
+
When the minigame ends, the Contestant's chosen target will sustain as many punches as Strike points were earned; each hit is based on a Punch (affected by handgear) and will deal '''0.5x''' [[Pain]] and [[Limb damage]]
-
* Code: G8
+
-
* Price: 600 P$
+
-
* Requirements: None (can be learned by a beginner), but in order to perform the 3rd step, ''Slam'' must have been learned beforehand
+
-
* Length: 2 steps - Grab (torso), Kick (leg) + optional 3rd step: Special (slamming)
+
-
* [[Secondary effects|Effects]] (when successful): Victim stunned (1 turn), Broken limb (leg)
+
-
* Condition: Target must be within melee range
+
-
* Description: First, a simple torso grapple. Then, the victim's arm is then grabbed, brought over the shoulder, then forcefully twisted and slammed over this shoulder. The attacker finishes by shoving the opponent away. No matter how strong or armored, the victim's arm will end up broken. If the victim doesn't have arms in the humanoid sense, a front limb is instead aimed at.
+
-
** If Slam was learned, the attacker can instead slam them on the ground for extra damage; but counts as an extra step, which can fail.
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=== Armed grappling techniques ===
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=== Death Touch minigame ===
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Specialized techniques which involve the use of weapons - which are naturally required to have in order to perform.
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===== '''Neck slash / Forced injection''' =====
+
The objective of the minigame is to win as many rounds of rock-paper-scissors as possible, and lose as little as possible. After the user has determined a target, the Contestant will be asked whether he/she wants to attempt 3, 5, or 7 hits. As many rounds of RPS as there are attempted hits will then be played.
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* Code: W1
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-
* Price: 500 P$
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-
* Requirements: ''Chokehold'' learned beforehand
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-
* Length: 3 steps - [Chokehold steps], Special (attack or syringe, head)
+
-
* [[Secondary effects|Effects]] (when successful): Weapon damage applied to the face, or successful injection if a syringe is used.
+
-
* Condition: Target must be within melee range, attacker must use a valid weapon (see below), Target must be '''valid''' (see "Valid targets")
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-
* Description: If the attacker successfully holds an opponent in chokehold with a Sharp-type, Piercing-type weapon, or a syringe, a ''Neck Slash'' becomes possible. It is instead called a ''Forced injection'' if a syringe is used.
+
-
** The last step of this technique has a fixed FT 5 - NOT influencable by FT modifiers, including mental training, instead of a FT+2 penalty.
+
-
** If successful, the victim's neck is sliced. Apply damage as though the weapon successfully hit the victim's face (5x Pain dmg, limb damage to the head).
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** If a Syringe is used in lieu of a weapon, and if successful, then the contents of the syringe are successfully injected in the victim's systems.
+
-
===== '''Chokehold execution''' =====
+
If the Contestant...
-
* Code: W2
+
* '''Wins''' a round: '''+1 Touch point'''
-
* Price: 500 P$
+
* '''Draws''': Nothing happens.
-
* Requirements: ''Chokehold'' learned beforehand
+
* '''Loses''' a round: '''+1 Break point'''
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* Length: 3 steps - [Chokehold steps], Special (attack, head)
+
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* [[Secondary effects|Effects]] (when successful): Weapon damage applied to the face.
+
-
* Condition: Target must be within melee range, attacker must use a valid weapon (see below), Target must be '''valid''' (see "Valid targets")
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* Description: If the attacker successfully holds an opponent in chokehold and has a Class 3 weapon equipped, the attacker can draw it and perform an execution with it. This is a technique which very simply involves shoving the firearm against the victim's head and firing.
+
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** The shot still has a chance to fail (Fixed FT 5 - NOT influencable by FT modifiers; neither from mental training or from usual accuracy reducers) as the victim will still be wriggling (in order to prevent the situation of a guaranteed kill). Does not benefit from bonuses from Optics or Front Mounts.
+
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** If the handgun used is select-fire, then the amount of shots or bursts can be chosen, each must be rolled as usual, and each roll is subjected to the same fixed FT 5 rules as described above.
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=== Valid targets ===
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At the end of the RPS rounds, the total amount of Break points is checked first.
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In order for certain techniques to be successful, they can only be attempted on certain targets; namely, creatures with a neck which can be strangled. These creatures are:
+
* If '''Break points < Half of the total rounds played''': Nothing happens, proceed with the next part
 +
* If '''Break points > Half of the total rounds played''': The Contestant sustains '''1dX [[limb damage]] to each hand''' (X is equal to the amount of Break points accumulated). If the amount of damage sustained is 3 or more, '''the hands are also [[Broken limb|fractured]]'''. In either case, no damage is dealt to the enemy and the minigame ends.
 +
 +
If the Contestant passed the Break check without damage...
 +
 +
* The Contestant successfully delivers 3, 5 or 7 punches to the enemy (depending on rounds played).
-
* All humans
+
Additional damage depends on the amount of Touch points accumulated:
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* Dwarf, goblin, gremlin, orc, shaman orc, Uruk-Hai, angel, chimpanzee, gorilla, horned devil, naga, canaima, gorgon, any type of wizard or magician, bes, draugr
+
-
* Amanojaku, amanozako, bakeneko (human form only), binbougami, datsue-ba, doji, goryou, hakutaku, hone-onna, fuujin, jorougumo, kappa, kasha, kitsune, kyonshi, nure-onna, oni, onibaba, satori, tanuki, taimatsumaru, tengu, tsuchinoko, yousei, ushi-oni
+
-
* Succubus, incubus, werewolf, wererat, werejackal, satyrs
+
-
Any unlisted creature cannot be affected by the technique and even a successful roll will result in a failure and will botch the technique.
+
* '''0 Touch points''': No additional effects.
 +
* '''1-2 Touch points''': Enemy is '''stunned for 2 turns'''.
 +
* '''3-4 Touch points''': '''Total damage dealt (Pain & Limb damage) is doubled''', and the enemy is '''stunned for 2 turns'''.
 +
* '''5-6 Touch points''': Enemy sustains 2.0x Pain & Limb damage, then must pass a '''crushing hit check''' if it hasn't been killed.
 +
** '''''Crushing hit check''''': Roll 1d100 - If the result is equal or superior to the enemy's current amount of Pain, Enemy is '''stunned for 4 turns'''. If the result is inferior, '''Enemy's Pain level is immediately set to their Pain Blackout Threshold + 8%''', effectively blacking them out for 4 turns.
 +
* '''7 Touch points''': '''Enemy sustains 44x Pain & Limb damage''', which represents brutal, instant death for the vast majority of targets.
== See also ==
== See also ==
*[[List of Handgear|Handgear]]
*[[List of Handgear|Handgear]]
*[[Encounters]] (for reference on the valid targets)
*[[Encounters]] (for reference on the valid targets)

Latest revision as of 17:21, 8 December 2018

Unarmed combat, referred to, by default, as the standard fists, is considered a weapon due to the existence of extra handgear to improve damage done with fists. When fighting unarmed, a contestant is capable of performing combos, which consists in hitting multiple times on a single dice roll. There are a few combos, ranging from simple punches and kicks to more complex combinations of those.

A martial artist is an expert in martial arts who can teach the contestant the techniques available. At first, the Contestant may only perform the basic punches and kicks, but by purchasing the martial artist's services, he/she can learn new techniques.

Unarmed combat has both advantages and disadvantages. The most obvious advantage is that, as the name implies, it does not require a weapon to perform, and may be an effective 'weapon' by itself when well-used. However, the more interesting combos are harder to perform and are subject to FT increases.

Basic attacks

When fighting unarmed, there are two distinct kinds of blows a contestant can do: punches and kicks.

  • Punches: The term 'Fists' refers to the unarmed, unprotected hands of the contestant, and considered a 'weapon' in the Handgear Class of weapons. Proper handgear, such as fingerless gloves, may increase the power of those punches. Punches deal Blunt-type damage, unless the deployed Ripperclaws, in which case they may deal Sharp-type damage.
    • NOTE: Although some creatures may have real, actual claws and the ability to use martial arts, claw attacks are considered distinct from punch attacks and thus are not interchangeable within the context of unarmed combat techniques. The Ripperclaws allow a Contestant, through the special design of that aug, to simply add sharpness to their punches - they effectively are Sharp-type punches and not actual clawings and can thus allow the use of the Ripperclaws when deployed while performing martial arts techniques.
  • Kicks: A contestant is also able to perform kicks. Unlike with fists, kicks tend to do the same amount of damage regardless of what the contestant wears (as feet don't have their own 'weapon class'). However they may be useful as a standard kick deals more damage than a standard, unprotected fist.
Technique Type LDV C1 C2 C3 A1 A2 A3 A4 A5
Punch Blunt -3 12% 12% 11% 9% 6% 3% 2% 0%
Kick Blunt -1 25% 24% 23% 18% 12% 6% 1% 0%

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Skill level and basic attacks

The amount of basic attacks that can be performed each turn (either punches or kicks, but not a mix of the two) depends on the user's Martial Arts skill, ranging between 2 (at Unskilled level) and 6 (at Master level), increasing by 1 with each higher skill level.

Martial arts techniques

Martial arts techniques are special moves performed by a fighter in a single turn. These special moves distinguish themselves from regular attacks with the special effects they can impart on both the fighter and the enemy.

Each martial arts technique must be learned (by going to a Dojo and purchasing the lessons for the relevant technique). Some of them have prerequisites, such as needing a certain level in Martial arts skill.

List of techniques

Stun kick

A single powerful kicking strike, intended to cause a lot of damage and stun the opponent.

  • Code: B1
  • Cost: 500 P$
  • Skill level required: Basic or higher
  • Effects: Max 1 attack per turn, attack is based on a Kick; if successful, deals 2.0x Pain and Limb damage + stuns the target for 1 turn.
    • Performing this technique will cost the user 1.0% Fatigue.

Power fist

A single powerful punching strike, intended to cause a lot of damage and break bones.

  • Code: B2
  • Cost: 500 P$
  • Skill level required: Basic or higher
  • Effects: Max 1 attack per turn, attack is based on a Punch; if successful, deals 2.0x Pain and Limb damage + causes a fracture on the targeted body part, if applicable.
    • Performing this technique will cost the user 1.0% Fatigue.

One-two burst punch

Mastering the basic one-two punching technique allows the user to deliver twice more attacks, but each individual hit has reduced power.

  • Code: S1
  • Cost: 750 P$
  • Skill level required: Skilled or higher
  • Effects: The maximum amount of hits per turn is doubled for 1 turn only, and only for Punches, but each hit will deal 0.6x Pain and Limb damage.
    • At Expert skill level, each punch will deal 0.7x Pain/Limb damage instead of 0.6x.
    • At Master skill level, each punch will deal 0.8x Pain/Limb damage instead of 0.6x.

Wind strike

A technique which allows the user to make efficient use of their strength for the purpose of pushing an opponent far and away from the user.

  • Code: S2
  • Cost: 1000 P$
  • Skill level required: Skilled or higher
  • Effects: Max 1 attack per turn, attack is based on a Punch; if successful, deals 1.5x Pain and Limb damage + the user is prompted to select a Battlespace side other than the user's (and enemy's) current location; the enemy is forcibly blown away into the selected Side.
    • Note: Enemies sent flying into another Side this way will trigger primed Pressure Mines, and any primed Directional Mines aimed at the Side from which the enemy (and by definition, the technique user) came from.

Avalanche technique

A technique which requires the user to focus and send as many hits as possible into the target; the idea being that the more the user is skilled, the easier it is to maintain that focus.

  • Code: S3
  • Cost: 1500 P$
  • Skill level required: Skilled or higher
  • Effects: Player is asked to play the Avalanche minigame (detailed in the section below) to determine how many hits and how much damage is dealt to the target.
    • Performing this technique costs 1.0% Fatigue multiplied by the amount of Strike points gained (see below).

Power surge

A technique which allows the user to channel their inner energy and, for a brief moment, strike with enormous power. The Contestant may then strike with either basic punches or kicks, as many times as skill level allows.

  • Code: E1
  • Cost: 1500 P$
  • Skill level required: Expert or higher
  • Effects: For a single turn, all successful hits are treated as critical hits.
    • Performing this technique costs 2.0% Fatigue multiplied by the amount of attacks attempted.

Spinning kick

A technique which allows the user to channel their inner energy and, for a brief moment, concentrate all strength into a kick so strong, the opponent will be sent flying and spinning into another Side of the Battlespace.

  • Code: E2
  • Cost: 2000 P$
  • Skill level required: Expert or higher
  • Effects: Max 1 attack per turn, attack is based on a Kick; if successful, deals 2.5x Pain and Limb damage + the user is prompted to select a Battlespace side other than the user's (and enemy's) current location; the enemy is forcibly blown away into the selected Side.
    • Note: Enemies sent flying into another Side this way will trigger primed Pressure Mines, and any primed Directional Mines aimed at the Side from which the enemy (and by definition, the technique user) came from.
    • Performing this technique will cost the user 4.0% Fatigue.

Touch of Death

Known as the Kyuusho-jutsu (急所術, lit. "Pressure points technique") in Youkai language, this is the ultimate martial arts technique, which allows the user to channel all of their inner energy into a series of precise, powerful strikes, designed to kill an opponent in a gruesome manner, or at the very least severely disable them. It is, however, difficult to execute properly, and failure may result in self damage instead; namely, limb damage and fractures to the hands.

  • Code: M1
  • Cost: 4000 P$
  • Skill level required: Master
  • Effects: Player is asked to play the Death Touch minigame (detailed in the section below) to determine how many hits and how much damage is dealt to the target.
    • Performing this technique costs 1.0% Fatigue multiplied by the amount of Strike points gained (see below).

Minigames

Avalanche minigame

The objective of the minigame is to score as many Strike points as possible before losing all Focus points.

  • The player is asked to toss combat dice (2d6) in groups of three.
  • Any dice score that is 7 or higher results in gaining 1 Strike point. Any dice score that is 6 or lower results in losing 1 Focus points.
    • Any 2 (critical failure) results in losing 2 Focus points, whereas any 12 (critical success) results in gaining 2 Strike points.
  • The starting amount of Focus depends on Martial Arts skill level.
    • Skilled or lower: 1 Focus
    • Expert: 2 Focus
    • Master: 3 Focus

The minigame ends when Focus reaches 0.

When the minigame ends, the Contestant's chosen target will sustain as many punches as Strike points were earned; each hit is based on a Punch (affected by handgear) and will deal 0.5x Pain and Limb damage

Death Touch minigame

The objective of the minigame is to win as many rounds of rock-paper-scissors as possible, and lose as little as possible. After the user has determined a target, the Contestant will be asked whether he/she wants to attempt 3, 5, or 7 hits. As many rounds of RPS as there are attempted hits will then be played.

If the Contestant...

  • Wins a round: +1 Touch point
  • Draws: Nothing happens.
  • Loses a round: +1 Break point

At the end of the RPS rounds, the total amount of Break points is checked first.

  • If Break points < Half of the total rounds played: Nothing happens, proceed with the next part
  • If Break points > Half of the total rounds played: The Contestant sustains 1dX limb damage to each hand (X is equal to the amount of Break points accumulated). If the amount of damage sustained is 3 or more, the hands are also fractured. In either case, no damage is dealt to the enemy and the minigame ends.

If the Contestant passed the Break check without damage...

  • The Contestant successfully delivers 3, 5 or 7 punches to the enemy (depending on rounds played).

Additional damage depends on the amount of Touch points accumulated:

  • 0 Touch points: No additional effects.
  • 1-2 Touch points: Enemy is stunned for 2 turns.
  • 3-4 Touch points: Total damage dealt (Pain & Limb damage) is doubled, and the enemy is stunned for 2 turns.
  • 5-6 Touch points: Enemy sustains 2.0x Pain & Limb damage, then must pass a crushing hit check if it hasn't been killed.
    • Crushing hit check: Roll 1d100 - If the result is equal or superior to the enemy's current amount of Pain, Enemy is stunned for 4 turns. If the result is inferior, Enemy's Pain level is immediately set to their Pain Blackout Threshold + 8%, effectively blacking them out for 4 turns.
  • 7 Touch points: Enemy sustains 44x Pain & Limb damage, which represents brutal, instant death for the vast majority of targets.

See also