RolePlay onLine RPoL Logo

, welcome to Workshop: ( temporarily closed)

04:35, 24th April 2024 (GMT+0)

Unarmed combat rules.

Posted by ChronosFor group 0
Chronos
GM, 104 posts
Thu 29 Mar 2012
at 01:23
  • msg #1

Unarmed combat rules


BASIC UNARMED ATTACKS
these attacks can be executed by any character even without unarmed combat traing. However these attacks will provoke an attack of opurtuity as per normal unarmed combat rule unless the character has ranks in unarmed combat training.

Strike:
the standard kick or punch used for dealing damage balancing offensive power, accuracy and defense. Strikes offer no advantage or disadvantage in combat.

Kick:
a more powerful kick than the standard strike. The kick allows the combatant to deliver mre power with greater range than a standard strike however it costs mobility limiting him to a 5ft free step when delivering a Kick.
 Practitioner add 1.5 times his strength modifier and 1 pt per level of technique to his kicks damage. 5ft move only

Haymaker:
a massive all or nothing attack it is slow, inaccurate but packs an impressive punch. The character educes his initiative 4 pts, and his attack bonus 4 pts to deliver and extra die of damage with his attack. He may spend one action point to double the damage but this reduces his initiative to 1 and imposes and additional -2 to his attack.

This is an attack best suited for easy to hit, dazed or stunned targets. This attack can be combined with a power attack, but the characters attack bonus may become a negative number f he tries to get too much power out of his punch.

Block:
a martial artist may use an attack action if he has one readied or if he has nt attacked yet. He makes an opposed attack roll with a -2 penalty, if he rolls equal to or higher than the incoming attack the attack is locked and deals no damage. Blocking an armed attack unarmed may cause injury to the hand or arm. Wearing some form of armor over the hand and forearm protect the hands otherwise half the attacks damage is dealt to the blocking limb, if can not be used with other maneuvers other than  Shields can be used to block an attack gaining a +4 to the opposed attack roll.

TRAINED UNARMED ATTACKS ( Martial Arts)


Martial arts are refined hand to hand combat techniques developed over generations or even centuries. Like all combat skills martial arts require focus dedication and strong mental discipline to master. When the martial artist reaches the stage of master he is truly a force to be reckoned with and may become legend long after his death.

Martial arts attacks allow a wide range of maneuvers no matter what the art, while some focus on specific maneuvers and attacks others are flexible and have little form or structure. In either case they can provide a great advantage in up-close and personal combat.

Martial arts maneuvers: Usable by anyone with Weapons Training: Unarmed


Bind,
This maneuver allows an opposed attack roll between combatants, the attacker ( the person attempting to bind or entangle) suffers a -4 to his roll. if the attackers roll is higher the defenders weapon or limb is entangled and can not be used until he succeeds in an opposed roll using strength, dexterity, or escape artist to free his weapon.

Of course the target could simply drop the bound weapon, and is free to attack with his off hand weapon.

 Flexible weapons do not suffer the -4 to the opposed roll, such items as a cloak, jacket, or even a blanket can be used to bind a weapon.

If successfully bound or entangled the next round the attacker can attempt a disarm, if he fails he can not be disarmed in return instead the opponents weapon is automatically freed.


Lightening Atrike:
a quick precise punch usually used to deliver damage faster than the enemy can respond: reduces damage by 2pt but increases initiative by 2pts.

Sacrifice strike: the character sacrifices his safety to land the strike, or deal more damage: he may reduce his AC 1 pt per  4 ranks in Unamrmed training,, to increase his damage, or attack roll. This can be used in conjunction with a power attack.


Spinning backhand:
a viscous punch that adds the power of the characters movement to the attack, it increases damage by +4 but reduces his AC and initiative by 2 pts each. Using a spinning backhand requires he use of 5ft of movement. Although the character does not move the momentum is used to power the punch. may be used with a power attack


Spinning kick:
the same as a spinning backhand but used with a kick. The kick requires that the practitioner can not move and des not receive his 5ft free move. May be combined with a power attack


Snap Kick:
A quick precise kick usually used to deliver damage faster than the enemy can respond: reduces damage by 2pt but increases initiative by 2pts.



Defensive Maneuvers



Defensive strike:
the character favors caution over dealing damage allowing him to drop 1pt of his attack damage, per 4 ranks of his unarmed training skill, to increase his dodge bonus.

defensvie strike can only be combined with fighting defensively, but not totaly defensive.


Parry:
The defender elects to deduct from his attack bonus up to 1 per thee ranks in his unarmed training. this is applied as a negative modifier to a number of attacks equal to the number of attacks the defender has  per round.

Movement Maneuvers

Movement maneuvers are used as part of a move action. all rules for movemnt, are in effect, ( moving into threatened spaces, obstructions, etc... ) feats such as mobility may negate or modify the limits or penalties of movement.


Evade:
Requring a 5ft move and using his agility a defender attempts to stay just out of reach of his attacker. If he succeeds and an opposed reflex, or tumbling check vs. reflex save, he stays jut out of reach and can not be attacked hand to hand or with a melee weapon. If flanked or surrounded the defender suffers a -4 to his rolls per person he is being attacked by.

a character may only attempt to evade a single opponant per round. and He may not attack a target he is evading unless he has a reach or ranged weapon ready.

Evading may not be effective against a reach weapon, if the reach of the weapon is sufficient to reach 5ft fromt the characters original position.

Close:
Combined with a 5 ft move this is an attempt to get in close to an opponent usually as a preface to another attack r maneuver. If the character succeeds in an opposed reflex save, or a tumbling check DC (opponents reflex save, or tumbling check.) he steps into the opposing characters fighting space, this imposes a -4 on any weapon other than a light weapon.

 Characters of a size category smaller than the creature or character they are trying to close with receive their size modifier as a bonus to their rolls to close.

If a creature two size categories smaller than its opponent closes the larger creature can not attack with any attack other than a natural or unarmed attack.

a character can only attempt to close with a single opponant and may.


Miscilaneous Maneuvers


Display:
a martial artist attempts to impress frighten or intimidate an opponent or spectator.  this is a full round action and may not be used once combat has began. to be used there must be a line of sight, and the character must be able to move freely.
Uses:
Intimidate: to use for intimidation purposes the Target(s) must make an opposed will save v the characters skill check (Ranks in unarmed training+charisma+1d20) if  the will save is failed the viewer is shaken and fights at -2 o hit and damage for 1d4 rounds.

 Impress or entertain: treat the characters Skill check  (Ranks in unarmed training+charisma+1d20) as a perform check, using the perform skill descriptions to determine the results of his display.
 
Opposed displays:

 if agreed upon by all characters two or more martial artists may make a technique check comparing results. The highest total check is considered the winner of the contest.
All contestants must accept the outcome or face ridicule and or hostility by the spectators. If the loser of a display contest attacks any participant that rolled a higher check than his, he is at -2 to attack and damage if he fights them within 24 hrs of the contest.

A successful perform or intimidate check dc 12 grants a +2 synergy bonus to a display check.


Mental duel "Stare Down" :
a staple of samurai/martial arts movies and westerns, the Psychic duel is a test of wills where each contestant sizes up the other using his knowledge of skills and techniques to determine the others competence.  The contestants must be willing to engage in a psychic duel and are bound to the results.

Unlike a display neither contestant moves or takes any action, instead they watch and study their opponent. After 1d4 minutes they make an opposed Skill check ( ranks in unarmed training+ charisma Modifier)  check the contestant with the higher roll gains a +2 competence bonus against the losers, or losers in any combat within the next 24 hrs.

A opposed sense Motive vs Bluff Check may be made to add a +2 synergy bonus to the characters roll

An opposed Bluff vs Sense Motive check may add a +2 synergy Bonus to the characters roll

If agreed to ahead of time any conditions, requirements or penalties that were agreed on must be adhered to as a matter of honor. Failing to live up to the agreements of a psychic duel can have serious consequences in certain circumstances and will definitely affect a characters reputation in a negative manner.
This message was last updated by the GM at 06:50, Mon 27 May 2013.
Sign In