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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 equal to your Aspect value minus your Action Load
  • No damage die is added unless specified by a feature card
  • Compare the total to the target’s Evasion; resolve damage normally
  • Increase your Action Load as normal, according to the feature card. If no feature card is used (plain unarmed attack) it costs one point.

Unarmed strikes deal bludgeoning damage by default, unless a feature card (such as one describing claws that do slashing damage) says differently.

Grappling

Grappling is a special unarmed action to restrain or hold a foe.

To grapple a target:

  • Make an Aspect Check using Control, Finesse, or Discipline (as determined by the GM or a Domain Card ability)
  • The target makes a contested check using Reflex, Ingenuity, or Fortitude
  • If you succeed, the target is Grappled:
    • They can’t move
    • They have disadvantage on attack rolls and some checks

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

Shoves and Throws

To knock a creature back, down, or off balance:

  • Make an Aspect Check using Agility, Control, or Fortitude
  • Target resists with Reflex or Discipline
  • If successful, you may:
    • Push the target 5–10 feet
    • Knock them prone (lowers Evasion)
    • Force them into a hazard (GM discretion)

These can be combined with movement, positioning, or teamwork.

Natural Weapons

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

Examples:

* A lizardfolk’s bite (1d6 piercing)
* A satyr’s hoof kick (1d8 bludgeoning)
* A dragonborn’s tail slap (1d6 bludgeoning)

These attacks still use the Unarmed rules, but add their damage die to the roll.

Improvised Weapons

Swinging a rock, mug, table leg, or skull? That’s an Improvised Weapon.

  • Typically deals 1d4 or 1d6 damage
  • May break after use
  • GM may assign disadvantage or other side effects

Improvised attacks can be creative and cinematic—especially in tavern brawls.

Martial Arts Features

Some Domains or feature cards may enhance unarmed combat:

  • Add a weapon die (1d4 or 1d6) to your strikes, as stated on the feature card
  • Allow multiple unarmed strikes per turn at a reduced Action Load cost
  • Treat unarmed strikes as magical
  • Extend your reach (e.g., long limbs, psionic lashes)
  • Grant reaction-based counters or parries

These features will be clearly stated on the relevant cards.

Notes

  • Unarmed attacks are always available—even when disarmed, bound, or out of spells
  • Grappling and shoving rely on opposed rolls, but follow consistent logic
  • Clever players can combine unarmed techniques with terrain or Team Actions to great effect