Unarmed combat (no ontology)

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(Base techniques)
 
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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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| '''Weapon class'''
 
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| colspan="2" | Handgear
 
-
|-
 
-
| '''Price'''
 
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| colspan="2" | 0 [[Parallar|P$]]
 
-
|-
 
-
| '''Weight'''
 
-
| colspan="2" | '''None'''
 
-
|}
 
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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.
-
A [[martial artist]] is an expert in martial arts who can teach the contestant the techniques available. At first, the contestant may only do 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.
+
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.
-
=== Punches and kicks ===
+
=== 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.
-
*'''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:''' 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.
-
=== Combos ===
 
-
Combos are '''chains of moves performed by a single fighter''', in a single turn. The more complex the combo, the lower the chances of successfully completing it.<br />
 
-
'''Dice roll''' are proportional to the amount of hits in the full combo, but ceases at the first failure.<br />
 
-
For example, '''in a combo requiring three hits, the dice must be rolled three times'''. If all three times are above the fighter's FT , all three hits land. However, at the first failed hit, the rest of the combo ceases and is failed.
 
-
 
-
*In a typical situation with FT 3-5, the fighter tries a 3-hit combo. He rolls '''7''', '''6''', '''9''' ; all three hits land.
 
-
*Same situation, the fighter tries a 3-hit combo. He rolls '''6''', <span style="color: red">3</span>, '''8'''. Despite he has two numbers above his FT, the second one is a failure; he could land his first hit, but not his second. He can't chain the third hit, so the combo ceases.
 
-
 
-
Completing the full combo '''nets extra damage''', or may have '''other interesting effects'''. It is advised to make sure the FT is low enough before attempting one.
 
-
 
-
'''During gameplay, the player MUST announce he/she wants his/her contestant to attempt a combo, 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'''
| '''Technique'''
| '''Type'''
| '''Type'''
| [[Limb damage|LDV]]
| [[Limb damage|LDV]]
-
| Unarm
+
| <span style="color: white">C1</span>
-
| Light
+
| <span style="color: #AAAAAA">C2</span>
-
| Hardskin
+
| <span style="color: #666666">C3</span>
-
| Kevlar-2
+
| <span style="color: cyan">A1</span>
-
| Kevlar-3
+
| <span style="color: #00FF00">A2</span>
-
| Kevlar-4
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| <span style="color: yellow">A3</span>
-
| HEV
+
| <span style="color: orange">A4</span>
 +
| <span style="color: red">A5</span>
|-
|-
| Punch
| Punch
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| '''-3'''
| '''-3'''
| 12%
| 12%
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| 10%
+
| 12%
-
| 8%
+
| 11%
-
| 7%
+
| 9%
-
| <span style="color: white">3%</span>
+
| 6%
-
| <span style="color: white">2%</span>
+
| 3%
-
| <span style="color: white">0%</span>
+
| 2%
 +
| 0%
|-
|-
| Kick
| Kick
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| '''-1'''
| '''-1'''
| 25%
| 25%
-
| 22%
+
| 24%
-
| 19%
+
| 23%
-
| 17%
+
| 18%
-
| 13%
+
| 12%
-
| 7%
+
| 6%
-
| <span style="color: white">2%</span>
+
| 1%
 +
| 0%
|}
|}
 +
<span style="font-size:80%;">[[Damage chart|How to read this?]]</span>
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<span style="font-size:80%;">[[Damage chart|How to read this?]]</span>
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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 [[Skills|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.
-
Single punches and kicks deal low damage. Because they do, the use of other weapons is, of course, advised. The following is the list of martial arts techniques. All creatures listed as having a &quot;knowledge of martial arts&quot; can perform any of them. The [[Contestant|contestant]] needs to learn each technique individually in order to be able to perform them.
+
== List of techniques ==
-
=== '''Length 2 combos''' ===
+
=== Stun kick ===
-
Length 2 combos are two hits in succession. They are generally simple techniques which deal little to no extra damage, relying on the individual punches' and kicks' power instead.
+
-
==== One-two combo ====
+
A single powerful kicking strike, intended to cause a lot of damage and stun the opponent.
-
A basic succession of left and right fists.
+
-
*Execution: Punch, Punch
+
* Code: B1
-
*'''Each blow deals normal damage'''
+
* Cost: 500 P$
-
*Combo success bonus: None
+
* Skill level required: '''Basic''' or higher
-
*Cost: '''300 P$'''
+
* Effects: Max 1 attack per turn, attack is based on a Kick; if successful, deals '''2.0x''' [[Pain]] and [[Limb damage]] + [[Secondary effect|stuns]] the target for 1 turn.
 +
** Performing this technique will cost the user '''1.0%''' [[Fatigue]].
-
One of the easiest combos to perform. It may be a devastating technique when wearing high-grade handgear such as [[Sap gloves]] or [[Medieval gauntlets]], due to the harshness of each individual blow.
+
=== Power fist ===
-
==== Punch to Front Kick ====
+
A single powerful punching strike, intended to cause a lot of damage and break bones.
-
A punch followed by a front kick, meant to sweep away the opponent.
+
-
*Execution: Punch, Kick
+
* Code: B2
-
*'''Each blow deals normal damage'''
+
* Cost: 500 P$
-
*Combo success bonus: None
+
* Skill level required: '''Basic''' or higher
-
*Cost: '''400 P$'''
+
* Effects: Max 1 attack per turn, attack is based on a Punch; if successful, deals '''2.0x''' [[Pain]] and [[Limb damage]] + causes a [[Broken limb|fracture]] on the targeted body part, if applicable.
 +
** Performing this technique will cost the user '''1.0%''' [[Fatigue]].
-
Another easy combo to perform. Relies less on the fists' power and more on the kick's. Nevertheless, with high-grade handgear, this combo may become quite damaging.
+
=== One-two burst punch ===
-
==== Low to Middle Roundhouse ====
+
Mastering the basic one-two punching technique allows the user to deliver twice more attacks, but each individual hit has reduced power.
-
A first low kick meant to trip, immediately chained by a middle kick to immediately push away the opponent.
+
-
*Execution: Kick, Kick
+
* Code: S1
-
*'''Only the last kick deals damage'''
+
* Cost: 750 P$
-
*Combo success bonus: +20% Pain dealt
+
* Skill level required: '''Skilled''' or higher
-
*Cost: '''400 P$'''
+
* Effects: The maximum amount of hits per turn is doubled for 1 turn only, and only for Punches, but each hit will deal 0.6x [[Pain]] and [[Limb damage]].
 +
** At Expert skill level, each punch will deal '''0.7x''' Pain/Limb damage instead of 0.6x.
 +
** At Master skill level, each punch will deal '''0.8x''' Pain/Limb damage instead of 0.6x.
-
A relatively easy but potentially devastating technique. The first kick does not deal damage - completing the combo is essential to put this combo to full effect.
+
=== Wind strike ===
-
=== '''Length 3 combos''' ===
+
A technique which allows the user to make efficient use of their strength for the purpose of pushing an opponent far and away from the user.
-
Length 3 combos require 3 hits in succession to be successful. They are harder to perform, but are more diverse and have more interesting end effects.
+
-
==== Hell Axle ====
+
* Code: S2
-
A jump, followed by two mid-air kicks.
+
* Cost: 1000 P$
 +
* 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.
-
*Execution: Punch, Kick, Kick
+
=== Avalanche technique ===
-
*'''First punch deals no damage''' (It only serves for the jump)
+
-
*Combo success bonus: +15% Pain dealt
+
-
*Cost: '''600 P$'''
+
-
A technique demonstrating that the execution of a combo does not necessarily reflect the technique. Here, the &quot;Punch&quot; is a placeholder for a jump, which is then followed by two mid-air kicks. Relatively devastating.
+
A technique which requires the user to focus and send as many hits as possible into the target; the idea being that the more the user is skilled, the easier it is to maintain that focus.
-
==== Savage Sword ====
+
* Code: S3
-
Two chops, followed by a hard knee blow.
+
* Cost: 1500 P$
 +
* 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).
-
*Execution: Punch, Punch, Kick
+
=== Power surge ===
-
*'''Individual blows deal half damage'''
+
-
*Combo success bonus: +20% Pain dealt
+
-
*Cost: '''750 P$'''
+
-
A simple technique but it truly efficient only when completely successful, due to the halved damage of individual blows.
+
A technique which allows the user to channel their inner energy and, for a brief moment, strike with enormous power. The Contestant may then strike with either basic punches or kicks, as many times as skill level allows.
-
==== Snake Rocket ====
+
* Code: E1
-
Two low spinning kicks followed by a high spinning kick meant to sent the opponent flying.
+
* Cost: 1500 P$
 +
* 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.
-
*Execution: Kick, Kick, Kick
+
=== Spinning kick ===
-
*'''First two kicks deal no damage, last kick deals double damage'''
+
-
*Combo success bonus: +25% Pain dealt
+
-
*Cost: '''650 P$'''
+
-
Another simple technique which needs to be completed successfully. Against a Naked AC opponent, the total damage dealt will be 25x2 + 25 = 75% Pain, a rewarding result if the combo is completed!
+
A technique which allows the user to channel their inner energy and, for a brief moment, concentrate all strength into a kick so strong, the opponent will be sent flying and spinning into another Side of the Battlespace.
-
==== Double Lift Kick to Paw ====
+
* Code: E2
-
Two quick kicks meant to send the opponent upwards, followed by a hard punch meant to sweep away.
+
* Cost: 2000 P$
 +
* 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]].
-
*Execution: Kick, Kick, Punch
+
=== Touch of Death ===
-
*'''First two kicks deal half damage, last punch deals double damage'''
+
-
*Combo success bonus: None
+
-
*Cost: '''800 P$'''
+
-
A potentially devastating technique, depending on the quality of the handgear worn. It gives no combo success bonus, inciting to perform this technique with high-grade handgear.
+
Known as the ''Kyuusho-jutsu'' (急所術, lit. "Pressure points technique") in Youkai language, this is the ultimate martial arts technique, which allows the user to channel all of their inner energy into a series of precise, powerful strikes, designed to kill an opponent in a gruesome manner, or at the very least severely disable them. It is, however, difficult to execute properly, and failure may result in self damage instead; namely, limb damage and fractures to the hands.
-
=== '''Length 4 combos''' ===
+
* Code: M1
-
Substantially longer combos which are hard to complete, but are much more devastating. Certain techniques here may, with the proper equipment, become OTK techniques.
+
* Cost: 4000 P$
 +
* 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).
-
==== Tengu Punch, Oni Kick ====
+
== Minigames ==
-
A quick one-two followed by an axe kick, then a nasty stomp.
+
-
*Execution: Punch, Punch, Kick, Kick
+
=== Avalanche minigame ===
-
*'''Individual blows deal half damage'''
+
-
*Combo success bonus: +15% Pain + Opponent FT+1 for its next turn
+
-
*Cost: '''1100 P$'''
+
-
The main point of interest lies in the special FT+1 effect more than the raw power delivered by the full combo, though completing it does deal interesting damage, especially when equipped with good handgear. The final stomp hurts and disorients the opponent.
+
The objective of the minigame is to score as many Strike points as possible before losing all Focus points.
-
==== Double Lift Kick to Double Tap ====
+
* The player is asked to toss combat dice (2d6) in groups of three.
-
A longer variant of Double Lift Kick to Paw, which ends in two punches in succession instead of a single one.
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* Any dice score that is '''7 or higher''' results in '''gaining 1 Strike point'''. Any dice score that is '''6 or lower''' results in '''losing 1 Focus points'''.
 +
** '''Any 2 (critical failure)''' results in losing 2 Focus points, whereas '''any 12 (critical success)''' results in gaining 2 Strike points.
 +
 +
* The starting amount of Focus depends on Martial Arts skill level.
 +
** Skilled or lower: 1 Focus
 +
** Expert: 2 Focus
 +
** Master: 3 Focus
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*Execution: Kick, Kick, Punch, Punch
+
The minigame ends when Focus reaches 0.
-
*'''First two kicks deal half damage'''
+
-
*Combo success bonus: None
+
-
*Cost: '''1300 P$'''
+
-
A raw power-oriented technique which, with the right handgear, may completely destroy the opponent.
+
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]]
-
==== Roundhouse to Triple Spin Kick ====
+
=== Death Touch minigame ===
-
A succession of four spinning kicks - It begins by a jump, then a first, midair kick, then two low roundhouse kicks, and finally a powerful middle kick.
+
-
*Execution: Kick, Kick, Kick, Kick
+
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.
-
*'''All blows deal half damage'''
+
-
*Combo success bonus: Opponent disarmed
+
-
*Cost: '''1100 P$'''
+
-
Not oriented towards power, this technique's goal is disorienting the opponent by spamming it with blows. When successfully completed, the final kick delivered disarms the opponent if it has a weapon. Although hard to complete, it may be very effective against particularly well-armed opponents.
+
If the Contestant...
 +
* '''Wins''' a round: '''+1 Touch point'''
 +
* '''Draws''': Nothing happens.
 +
* '''Loses''' a round: '''+1 Break point'''
-
==== Sadist's Blast ====
+
At the end of the RPS rounds, the total amount of Break points is checked first.
-
A complex technique which begins by a sweep kick to stun the opponent. The fighter then grabs its opponent, spins around, throws it and delivers a final, powerful kick, akin to striking with a baseball bat.
+
* If '''Break points < Half of the total rounds played''': Nothing happens, proceed with the next part
 +
* If '''Break points > Half of the total rounds played''': The Contestant sustains '''1dX [[limb damage]] to each hand''' (X is equal to the amount of Break points accumulated). If the amount of damage sustained is 3 or more, '''the hands are also [[Broken limb|fractured]]'''. In either case, no damage is dealt to the enemy and the minigame ends.
 +
 +
If the Contestant passed the Break check without damage...
 +
 +
* The Contestant successfully delivers 3, 5 or 7 punches to the enemy (depending on rounds played).
-
*Execution: Kick, Punch, Punch, Kick
+
Additional damage depends on the amount of Touch points accumulated:
-
*'''First three blows deal no damage, last kick deals double damage.'''
+
-
*Combo success bonus: Opponent FT+1 for next turn, and disarmed.
+
-
*Cost: '''1700 P$'''
+
-
A complex technique which does not deal damage until completely successful. If it is, the fighter delivers a very strong kick, disarming, disorienting and sending flying its opponent. A sadistic technique that is for the most confident of fighters only.
+
* '''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)

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%

How to read this?

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