Unarmed

A Combat Skill used to fight without weapons.

Two styles:

They each have their own exclusive feat list.

Skill Uses

Insert chart here.

Quick rundown:

  • Grappling uses Unarmed and Size modifiers.
  • Trip uses Unarmed and Size modifiers.
  • Push should be a feat; roughly speaking, win at Unarmed (w/Size), and push 1, +1 per Energy. Knockdown optional.

Feats

Automatic

Rank 0
Rank 1
  • Iron Fist: Fist inflicts 1d6 lethal damage, 19/x2 critical, counts as armed.
Rank 2
  • Dragon Fist: Unarmed inflicts 1d8, 19/x3, can be used to parry lethal weapons.
Rank 3
Rank 4

Hard-form (Str)

Punches, kicks, holds.

Rank 0
  • Slam: At-will, std; you attack with your fists. Your skill check sets the DC of Parry/Dodge. Damage is based on your Str and size, and is subdual. Provokes AOO vs armed opponent.
  • Trip: At-will, std; you attack (DC yada yada). Enemy may use either Martial Arts skill to resist, assuming you hit.
  • Grab: See Trip.
Rank 1
Rank 2
  • Earth's Embrace: You may attempt to make a pinned foe helpless; standard infighting maneuver (std action, infighting check required, etc).
  • Throw: You gain a new std-action maneuver while grappling. Throw works the same way as Push, but you need not move with the target, nor is the throw distance limited by your movement speed. Throw distance is cut in half if subject is one size larger than you, and impossible if two sizes larger. If you are larger, gain +100% throw distance per category. Upon landing, subject suffers damage equal to your normal unarmed attack +10% per square moved. If subject strikes another subject, both suffer the same damage; to accomplish this, you must roll to hit the desired second subject.
Rank 3
Rank 4

Soft-form (Dex)

Reactive motions.

Rank 0
  • Countermove: At-will, immediate, provoked by failed trip or grapple attempt, or by unarmed attack provoking AOO; you immediately trip or grapple the enemy, using this skill instead of Hard Form.
Rank 1
  • Aikido: You are considered armed when unarmed. Dodging or Parrying a melee attack allows you to use Countermove on the attacker.
  • Total Defense: At-will, std; choose one opponent; you gain +10 to Dodge/Parry vs that opponent until your next turn begins.
Rank 2

Notes

  • Grappling and tripping always use Unarmed skill (whichever style you prefer).
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