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Unarmed combat

4,960 bytes added, 07:22, 1 February 2020
How to use:
* The player will must play the Avalanche mini-game to determine the amount of damage dealt to the target. See [[Unarmed combat# ==== Avalanche mini-game|this section==== The objective of the minigame is to score as many Strike points as possible before losing all Focus points.  Setup:* You start with a certain amount of Focus points, depending on your '''Unarmed''' skill level.** Skilled: 1 point. Expert: 2 points. Master: 3 points. How to play:* Roll '''2d6'''s in groups of three. For every '''7 or more''', you gain '''1 Strike point'''. For every '''6 or less''', you lose '''1 Focus point'''. Criticals result in doubled points; a critical success (12) results in gaining '''2 Strike points''', whereas a critical failure (2) results in losing '''2 Focus points'''.* The mini-game ends when you run out of Focus points.* At the end of the mini-game, count the total amount of Strike points accumulated. your character will score '''as many hits as Strike points accumulated''' on the intended target. Each hit is considered to be a Punch dealing '''0.5x [[Pain]] and [[Limb Damage]]'''.* Your character will also gain '''+0.5% [[Fatigue]] for detailsevery Strike point accumulated'''.
=== Power surge ===
(WIP)You may know it as inner strength, chi/ki, or any other similar name; this technique is all about channeling it and, for a brief moment, strike with dramatic force, at the cost of being quite tiresome.
* Cost: [[File:Parallar symbol.png|10px]]'''?1500'''* Required skill level in Unarmed: '''?Expert'''
How to use:
* ?After activating this technique, you may attack as you normally would, with either '''punches''' or '''kicks'''.* For 1 turn, every successful hit (including inaccurate hits) is treated as a '''critical hit'''.* Every successful hit will cause the practitioner to '''gain +2.0% [[Fatigue]]'''.
=== Spinning kick ===
(WIP)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. It can be thought of as a combination of Power surge and Wind strike.
* Cost: [[File:Parallar symbol.png|10px]]'''?2000'''* Required skill level in Unarmed: '''?Expert'''
How to use:
* ?When using this technique, your [[Weapons#Melee weapon modes|max attacks per turn]] in '''Unarmed''' is '''reduced to 1'''.* Attack the target as you normally would using a '''kick'''. * On a successful hit, a spinning kick deals '''2.5x [[Pain]] and [[Limb Damage]]'''. You will then be prompted to select a [[Battlespace]] Side other than the one you and your opponent are located into - the opponent will be forcibly thrown (spinning) into the selected Side.** '''Note:''' Enemies thrown into another Side will trigger primed Pressure Mines, and any primed Directional Mines aimed at the Side from which the enemy was thrown from. This can be used to the practitioner's advantage.* On a successful hit, the practitioner will '''gain +4.0% [[Fatigue]]'''.
=== Touch of Death ===
Known to youkai as ''Kyuusho-jutsu'' (WIP急所術, literally "Pressure points technique"), 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.
* Cost: [[File:Parallar symbol.png|10px]]'''?4000'''* Required skill level in Unarmed: '''?Master'''
How to use:
* ?The player must play the Touch of Death mini-game to determine the amount of damage dealt to the target. ==== Touch of Death mini-game ====
== MiniThe objective of the minigame is to win as many rounds of rock-games ==paper-scissors as possible, and lose as little as possible. After the user has determined a target, the player will be asked whether they wish to attempt 3, 5, or 7 hits; one round of RPS per attempted hit will then be played.
Certain techniques require playing Winning a mini-game to determine damageround of RPS will result in gaining a '''Touch point'''. Losing a round will result in gaining a '''Break point'''. Draws result in gaining nothing.
=== Avalanche mini-game ===After playing the desired amount of rounds, the amount of '''Break points''' is first checked:
(WIP)* If the amount of Break points is '''less''' than half the total amount of rounds played: Proceed to the next step* If the amount of Break points is '''more''' than half the total amount of rounds played: The character sustains '''[[Limb Damage]] to all of their hands, equal to the amount of Break points accumulated'''. If that amount is equal to '''3''' or more, both hands are also '''[[Fracture|fractured]]'''. No damage is dealt to the target, and the mini-game ends.
=== Touch of Death mini-game ===If the previous step has been passed successfully, then:
* Your character will hit the intended target with as many punches as RPS rounds played (WIP3, 5, or 7)at normal damage.* The amount of '''Touch points''' is then checked for additional effects:** '''0 Touch points''': No additional effects.** '''1-2 Touch points''': The target is [[Effects#Elemental|stunned]] for 2 turns.** '''3-4 Touch points''': The total amount of [[Pain]] and [[Limb damage]] dealt from the punches is '''doubled''', and the target is [[Effects#Elemental|stunned]] for 2 turns.** '''5-6 Touch points''': The total amount of [[Pain]] and [[Limb damage]] dealt from the punches is '''tripled''', and the target is [[Effects#Elemental|stunned]] for 3 turns.** '''7 Touch points''': The total amount of [[Pain]] and [[Limb damage]] dealt from the punches is '''multiplied by 44'''; it will likely result in brutal and instant death. If it somehow doesn't, then the target is [[Effects#Elemental|stunned]] for 4 turns.
[[Category:Abilities]]
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