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Unarmed Combat
Sometimes the only weapons you have are your fists, feet, horns, claws, or whatever else nature gave you. Unarmed combat is straightforward, but can be enhanced through Domains, Species traits, or special features.
Basic Unarmed Strike
If you attack without a weapon, you are making an Unarmed Strike.
- You roll a number of d4s equal to the Aspect used minus your Action Load
- No weapon die is added (unless a Domain ability says so)
- The total is compared to the target’s Evasion, and damage is resolved normally
Unarmed Strikes always deal bludgeoning damage unless otherwise noted.
Grappling
Grappling is a special unarmed action where you try to grab and restrain a target.
To grapple:
- Perform an Aspect Check using Control, Finesse, or Discipline (GM's call, or based on Domain)
- Target makes a contested Aspect Check (usually Reflex, Ingenuity, or Fortitude)
- If you win, the target is Grappled – they can't move and have disadvantage on attacks and some checks
Maintaining a grapple requires a quick check at the start of each round, but does not increase your Action Load.
Shoves and Throws
You may attempt to knock a creature back, down, or off balance.
- Make an Aspect Check using Finesse, Control, or Might
- Target makes a contested Aspect Check (usually Reflex or Discipline)
- If successful:
- You may push the target 5–10 feet
- Knock them prone (lowers Evasion)
- Force them into a hazard (GM's discretion)
Natural Weapons
Some characters have claws, fangs, or tails that count as unarmed but do include a damage die.
Example: A lizardfolk's bite might be 1d6 piercing, or a satyr’s hoof kick could be 1d8 bludgeoning. These count as unarmed, but still add a damage die.
Improvised Weapons
If you pick up a rock, chair, tankard, or skull and swing it, you’re using an Improvised Weapon.
- Treated like a weak weapon (typically 1d4 or 1d6)
- Might break after use
- Some GMs may impose disadvantage or other narrative effects
Martial Arts Features
Some Domains may grant bonuses to unarmed attacks, like:
- Adding a small weapon die (e.g., 1d4 or 1d6)
- Treating unarmed strikes as magical
- Increasing range (e.g., long limbs or whip-like attacks)
- Taking additional unarmed strikes as a minor action
These would be detailed on feature cards.
Notes
- Unarmed attacks are always an option, even when disarmed or restrained
- Grappling and shoving require some GM discretion but follow clear mechanics
- A clever player may combine unarmed maneuvers with teamwork or terrain for greater effect