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Unarmed Combat
Sometimes the only weapons you have are your fists, feet, claws, hornsāor 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 targetās 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 canāt 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 5ā10 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 lizardfolkās bite (1d6 piercing)
* A satyrās hoof kick (1d8 bludgeoning)
* A dragonbornās 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? Thatās 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 availableāeven 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