Unarmed combat (no ontology)

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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.
* 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.
** If the weapon is not valid, or too heavy to be carried, it is simply dropped immediately.
** If the weapon is not valid, or too heavy to be carried, it is simply dropped immediately.
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** 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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** 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 a corresponding slot is open, the weapon cannot be equipped. (See [[Weapon]] for more details)
===== '''Leg breaker''' =====
===== '''Leg breaker''' =====

Revision as of 05:16, 28 May 2016

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.

Punches and kicks

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.
  • 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.

Techniques

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.
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.

Example:

  • In a typical situation with FT 6, the fighter tries a 3-step technique. He rolls 8, 7, 9 ; all three hits land.
  • Same situation, the fighter tries a 3-step technique. He rolls 7, 3, 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.

Note that when performing any martial arts technique other than single punches and kicks, Inaccuracy does not apply, as such the associated 0.8x damage multiplier also doesn't apply.

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!

Base techniques

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%

How to read this?

List of techniques

  • WARNING NOTES: 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!
  • In addition, if the technique requires hitting a body part that the opponent creature does not have, it is treated as a miss!

Striking techniques

Offensive techniques which focus on delivering blows to a target.

Sweep kick
  • Code: S1
  • Price: 200 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 2 steps - Kick (upper body), Kick (leg)
  • Effects (when successful): Victim stunned, 1 turn.
  • Description: A medium kick to the torso followed by a low sweep, which is intended to put the opponent on the floor quickly.
Charging knee
  • Code: S2
  • Price: 300 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 3 steps - Punch (head), Punch (head), Kick (upper body)
  • Effects (when successful): Victim stunned, 2 turns.
  • Description: Two quick punches followed by a hard knee hit to the gut, or equivalent body part.
Double jump kick
  • Code: S3
  • Price: 300 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 3 steps - Special (jump), Kick (head), Kick (head).
  • Effects (when successful): Victim stunned (1 turn), target suffers from FT+2 (3 turns)
  • 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.
Spinning kick
  • Code: S4
  • Price: 500 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 3 steps - Punch (upper body), Punch (upper body), Kick (head).
  • Effects (when successful): Victim stunned (2 turns), target suffers from FT+2 (4 turns)
  • 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.
Vibrating palm
  • Code: S5
  • Price: 1000 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 3 steps - Punch (head), Punch (upper body), Punch (upper body)
  • Effects (when successful): Victim stunned (2 turns), target suffers from FT+2 (4 turns)
  • 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.

Grappling techniques

Techniques which focus on grabbing, restraining, or otherwise holding an opponent in place in order to deliver blows or cause injuries.

Slam
  • Code: G1
  • Price: 200 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 2 steps - Grab (torso), Special (slamming)
  • 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
  • Code: G2
  • Price: 200 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 2 steps - Special (charge), Grab (torso).
  • Effects (when successful): Victim stunned, 1 turn.
  • Condition: Target must NOT be within melee range
  • 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.
    • 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.
Chokehold
  • Code: G3
  • Price: 250 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 2 steps - Grab (torso), Grab (face/head).
  • Effects (when successful): Victim stunned, 1 turn.
  • Condition: Target must be within melee range, target must be valid (see "Valid targets")
  • 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.
Naked choke
  • Code: G4
  • Price: 500 P$
  • Requirements: Chokehold learned beforehand
  • Length: 3 steps - [Chokehold steps], Special (head)
  • Effects (when successful):
    • Subdue: Target passes out (forced sleep for 10 turns)
    • Lethal: Instant kill
  • Condition: Target must be within melee range, target must be valid (see "Valid targets")
  • 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.
    • 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).
    • Otherwise, the attacker can simply continue holding down until the target ceases breathing; which leads to an instant kill by suffocation (lethal).
Neck snap
  • Code: G5
  • Price: 600 P$
  • Requirements: Chokehold learned beforehand
  • Length: 3 steps - [Chokehold steps], Special (head)
  • Effects (when successful): Instant kill
  • Condition: Target must be within melee range, target must be valid (see "Valid targets")
  • 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.
Melee disarm
  • Code: G6
  • Price: 500 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 2 steps - Grab (arm), Kick (stomach)
  • Effects (when successful): Victim disarmed and stunned (1 turn).
  • Condition: Target must be within melee range.
  • 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.
    • 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 a corresponding slot is open, the weapon cannot be equipped. (See Weapon for more details)
Leg breaker
  • Code: G7
  • Price: 600 P$
  • Requirements: None (can be learned by a beginner)
  • Length: 2 steps - Grab (torso), Kick (leg)
  • 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.
Arm breaker
  • 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)
  • 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.

Armed grappling techniques

Specialized techniques which involve the use of weapons - which are naturally required to have in order to perform.

Neck slash / Forced injection
  • Code: W1
  • Price: 500 P$
  • Requirements: Chokehold learned beforehand
  • Length: 3 steps - [Chokehold steps], Special (attack or syringe, head)
  • 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")
  • Description: If the attacker successfully holds an opponent in chokehold with a Sharp-type or Piercing-type weapon, 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; neither from mental training or from usual accuracy reducers.
    • 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).
    • 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
  • Code: W2
  • Price: 500 P$
  • Requirements: Chokehold learned beforehand
  • Length: 3 steps - [Chokehold steps], Special (attack, head)
  • 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")
  • Description: If the attacker successfully holds an opponent in chokehold and has a Class 3 weapon equipped or immediately accessible, 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.
    • 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). In addition, the weapon does not benefit from bonuses from Optics or Front Mounts.

Valid targets

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:

  • All humans
  • 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.

See also