**This is an old revision of the document!**

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. If no feature card modifies the cost, a basic unarmed strike costs 1 point

Unarmed strikes deal bludgeoning damage unless a feature card says otherwise (e.g., claws that deal slashing).

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 (GM or Domain ability determines the Aspect used)
  • Target rolls a contested check using Reflex, Ingenuity, or Fortitude
  • If you succeed, the target is Grappled:
    • They can’t move
    • They have disadvantage on attacks and certain 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 contests with Reflex or Discipline
  • On success, you may:
    • Push the target 5–10 feet
    • Knock them prone (lowers Evasion)
    • Force them into a hazard (GM discretion)

These actions are ideal when combined with terrain or Team Actions.

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 still follow unarmed strike rules but add their damage die to the roll.

Improvised Weapons

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

  • Typically deals 1d4 or 1d6 damage
  • May break after use
  • GM may apply disadvantage or narrative penalties

Creative players are encouraged to use the environment.

Martial Arts Features

Some Domains or feature cards may improve unarmed combat:

  • Add a small damage die (e.g. 1d4 or 1d6)
  • Treat unarmed strikes as magical
  • Reduce Action Load for repeated unarmed strikes
  • Extend reach (e.g. whips, psionics, long limbs)
  • Add reaction counters or ripostes

Effects will be clearly defined on feature cards.

Notes

  • Unarmed attacks are always available—even when disarmed, restrained, or out of spells
  • Grapples and shoves use opposed rolls but are grounded in Aspect logic
  • Clever use of terrain and Team Actions can elevate unarmed combat