🥊 Unarmed Combat

Sometimes the only weapons you have are your fists, feet, claws, horns—or whatever nature (or magic) gave you. Unarmed combat is straightforward, but can be enhanced through Domains, Species traits, or special features.


👊 Basic Unarmed Strike

If you attack without wielding a weapon, you are making an Unarmed Strike.

  • Roll d4s = Aspect − Action Load + Net Advantage
  • No damage die is added unless granted by a feature card
  • Compare total to the target’s Evasion
  • Apply damage normally based on thresholds
  • Increase your Action Load by the strike’s Cost (1 or as specified on the Feature card)

Unarmed strikes deal bludgeoning damage unless otherwise specified.


🤼 Grappling

A grapple is an attempt to restrain or hold a foe.

To grapple:

  • Make an Aspect Check using Control, Finesse, or Discipline (GM or Domain feature may specify which)
  • Target makes a contested check using Reflex, Ingenuity, or Fortitude

📘 If successful the Target is Restrained.

Maintaining a grapple requires a contested check at the start of each round, but does not increase your Action Load.


🌀 Shoves and Throws

To knock a creature down or push them away:

  • Make an Aspect Check using Agility, Control, or Fortitude
  • Target contests with Reflex or Discipline
  • On success, choose an effect:

🟡 Options:

  • Push the target 5–10 feet
  • Knock them prone (lowers Evasion)
  • Force them into a hazard or dangerous space (GM discretion)

These are especially effective with terrain or teamwork.


🦷 Natural Weapons

Some characters have natural weapons that function as unarmed attacks but include a damage die.

🧬 Examples:

  • Lizardfolk bite – 1d6 piercing
  • Satyr hoof kick – 1d8 bludgeoning
  • Dragonborn tail slap – 1d6 bludgeoning

Rewrite these to refer to Species Features

These still follow unarmed rules but include a damage die in the roll.


🪨 Improvised Weapons

Using a mug, chair, bone, or similar object counts as an Improvised Weapon.

  • Usually deals 1d4 or 1d6 damage
  • May break after one or two uses
  • GM may apply disadvantage or impose quirks

Creativity is encouraged—surroundings are part of your arsenal!


🧘 Martial Arts Features

Some feature cards or Domains enhance unarmed combat. They may:

  • Add a damage die (1d4 or 1d6)
  • Make unarmed attacks magical
  • Reduce Action Load for follow-up strikes
  • Increase reach (e.g., psionic limbs, vines)
  • Grant reaction counters or combo effects

Check feature cards for full details.


📌 Notes

  • Unarmed attacks are always available, even when disarmed or restrained
  • Grapples and shoves use contested rolls, grounded in Aspect logic
  • Combining unarmed tactics with Team Actions or clever positioning adds strategic depth