Unarmed combat (no ontology)

From Mazeworld

(Difference between revisions)
(Base techniques)
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| '''Technique'''
| '''Technique'''
| '''Type'''
| '''Type'''
 +
| [[Limb damage|LDV]]
| Unarm
| Unarm
| Light
| Light
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| Punch
| Punch
| '''Blunt'''
| '''Blunt'''
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| '''-3'''
| 12%
| 12%
| 10%
| 10%
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| Kick
| Kick
| '''Blunt'''
| '''Blunt'''
 +
| '''-1'''
| 25%
| 25%
| 22%
| 22%

Revision as of 16:26, 10 July 2013

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 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 wishing for them.

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.

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.
Dice roll are proportional to the amount of hits in the full combo, but ceases at the first failure.
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, 3, 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 Type LDV Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
Punch Blunt -3 12% 10% 8% 7% 3% 2% 0%
Kick Blunt -1 25% 22% 19% 17% 13% 7% 2%

How to read this?

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 "knowledge of martial arts" can perform any of them. The contestant needs to learn each technique individually in order to be able to perform them.

Length 2 combos

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 basic succession of left and right fists.

  • Execution: Punch, Punch
  • Each blow deals normal damage
  • Combo success bonus: None
  • Cost: 300 P$

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.

Punch to Front Kick

A punch followed by a front kick, meant to sweep away the opponent.

  • Execution: Punch, Kick
  • Each blow deals normal damage
  • Combo success bonus: None
  • Cost: 400 P$

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.

Low to Middle Roundhouse

A first low kick meant to trip, immediately chained by a middle kick to immediately push away the opponent.

  • Execution: Kick, Kick
  • Only the last kick deals damage
  • Combo success bonus: +20% Pain dealt
  • Cost: 400 P$

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.

Length 3 combos

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

A jump, followed by two mid-air kicks.

  • Execution: Punch, Kick, Kick
  • 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 "Punch" is a placeholder for a jump, which is then followed by two mid-air kicks. Relatively devastating.

Savage Sword

Two chops, followed by a hard knee blow.

  • Execution: Punch, Punch, Kick
  • 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.

Snake Rocket

Two low spinning kicks followed by a high spinning kick meant to sent the opponent flying.

  • Execution: Kick, Kick, 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!

Double Lift Kick to Paw

Two quick kicks meant to send the opponent upwards, followed by a hard punch meant to sweep away.

  • Execution: Kick, Kick, Punch
  • 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.

Length 4 combos

Substantially longer combos which are hard to complete, but are much more devastating. Certain techniques here may, with the proper equipment, become OTK techniques.

Tengu Punch, Oni Kick

A quick one-two followed by an axe kick, then a nasty stomp.

  • Execution: Punch, Punch, Kick, Kick
  • 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.

Double Lift Kick to Double Tap

A longer variant of Double Lift Kick to Paw, which ends in two punches in succession instead of a single one.

  • Execution: Kick, Kick, Punch, Punch
  • 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.

Roundhouse to Triple Spin Kick

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
  • 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.

Sadist's Blast

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.

  • Execution: Kick, Punch, Punch, Kick
  • 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.

See also