Player Guides

Unarmed Combat Guide - by T.A. Saunders ©2013 v1.1

Mechanics

Unarmed combat techniques can only be performed on small to large sized creatures, because in this case size does indeed matter. Furthermore, techniques that offer a killing or stunning blow can only use those sorts of attacks on the living. Mechanical and undead creatures will not fall victim to the same sorts of attacks a living person or animal might. Unarmed combat is more effective in either no armor, or lighter weight armor. Attempting a fancy kick in heavy, plated armor will result in a -40% to the attack roll and the negation of any multiple attacks. Aside of these restrictions, unarmed combat is handled just as armed combat is. All unarmed combat uses melee hit to calculate, except for monks, who use their spell hit.

Attempting to use hand to hand combat on heavily armored opponents will also prove more difficult. Even with super-human strength, even non-magical armor is fairly durable against fists and kicks. Using hand to hand combat against heavily armored opponents effectively halves all percentile scores (though does not effect the amount of times the unarmed fighter can attack). Likewise, magical defenses can sometimes block or soak entirely an attack, just as they would a melee or ranged attack. Monks effectively ignore this penalty.

Attack Bonus Chart Novice: No Bonus
Adept: +10%
Proficient: +15%
Master: +20%
Grandmaster: +25%

Nomenclature of Terms

Cripple: When a target is crippled, they are wounded in a way that lessens their fighting effectiveness and movement speed. Crippled enemies have their attacks per round halved and move at half their normal rate for 1d3 rounds.

Stunning Strike: When a fighter executes a successful stunning, he or she pulls off a fast jab that hits with 100% effectiveness and can check for incapacitation should it land.

Incapacitated: When a target is incapacitated, they are hit so hard and so fiercely they're unable to retaliate in any way for 1d3 rounds, but they may block once per round if the victim has the ability to do so otherwise.

Immobilize: When a target is immobilized, they are held in some manner of leg, arm or head lock that prevents them from fleeing for 1d3 rounds. One attack or one block is possible while immobilized.

Maim: Maiming an opponent means causing a permanent, dramatic and visible injury to the victim, such as biting off an ear, scarring the face or other similar marks of brutality. These can be treated with medicine or magic to be removed.

Submission: To force a target into submission is to beat on them so fiercely that they simply want no more of it and surrender. Once submission has been forced, the victim cannot engage the attacker in any way, shape or form for 24 hours, out of outright fear and anxiety.