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These are skills and abilities for unarmed combat or martial arts combat. While called unarmed, you can use these skills with gloves and knuckles.

  

1. Unarmed Offensive Skills Progression Tree

2. Unarmed Offensive Skills

 

 Tier

 Skill

 Effectsskill points = 1 skill mastery %

 Stat and Action Cost

 Range and Area

 Duration

Success Rate

Prerequisites

Cost to Acquire

1

Basic Weapons Proficiency

 This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.25. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.  N/A self permanent 100 You can have 1 weapons mastery per every 20 Mental.  50

1

Chi Focus

 This ability is a prerequisite for using your inner power, known as Chi. This ability allows you to either increase your Melee Power by + 5 for a single attack or give you a Block of 5 for a single defense. It costs 5 EP each time you wish to use this ability.  5 EP; Free Action self instant 60  N/A 30

1

Empathic Combat

 This ability allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, and apply this ability to that melee attack, your character's Melee Power will be increased by + 10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. You can call upon this instant effect ability at any time by spending 5 SA.  5 SA; Free Action self  instant 60  Your character must have the Empathy talent 25

1

Front Kick

Melee Power + 10 damage. This skill also knocks the target back 1d3 hexes.

3 EP; 1 attack

1 hex forward affecting 1 target

instant

60

N/A

30 

1

Pin

Pin target to ground causing melee power damage per round.

8 EP per round; 1 attack, 1 support

movement range affecting 1 target

for as long as you can keep the target pinned or stop using this skill

60

N/A

30

1

Punch

Melee Power +7 damage; strength check to attempt to knock the target out for 1 round.

3 EP; 1 attack

1 hex forward affecting 1 target

instant

60

N/A

30

2

2-Hit Combo Unarmed

Unarmed Version: Kick or Punch Twice

20 EP; 1 attack

1 hex affecting 1 to 2 targets

instant

55

Front Kick and Punch mastered

80

2

Bashing Pin

Same as Pin, but add an additional 20 damage.

15 EP, 1 attack

movement range affecting 1 target

for as long as you can keep the target pinned or stop using this skill

55

Pin

80

2

Chi Attack

With this skill you add magic power to your punch or kick so that you are doing Melee Power + Magic Power damage.

12 SA; Free Action

1 hex forward affecting 1 target

instant

55

Chi Focus ability obtained

80

2

Combat Endurance

 This ability causes you to use only one half of the EP cost for all offensive skills and moves. This is a permanent effect.  N/A self permanent 100  You need to have at least one offensive skill mastered 100

2

Dual Fists

 This ability allows you to treat your unarmed fists as dual wielding weapons. When dual wielding you must spend 5 EP per attack, unless you have the Ambidexterous talent which negates the stat cost.  5 EP; Free Action self instant 55  You must either have mastered Punch or have the Ambidexterous talent. 90

2

Enemy Toss

This skill allows you to lift up and throw your enemy target. Damage done to thrown target and any hit target is Throw Power + 24.

20 EP; 1 attack 1 support

1 hex forward affecting 1 target Throw Range

instant

55

Pin mastered and Lifting obtained

85

2

Enforce

This ability allows you to spend SA to enforce your skills so that when using skills to attack a target, the target’s chance of evasion decreases. You can decrease the target’s Evade % by 1 point with every 2 SA spent with this skill.   2 SA per 1 point; 1 support per 10 points 1 target instant 55  You must have at least one offensive skill mastered 100

2

Eye Gouger

This attack does Melee Power damage that isn't blocked by armor.  1d3 round blindness with a 10% chance of causing permanent blindness.

15 EP, 1 attack, 1 support

1 hex forward affecting 1 target

nstant; blindness for 1d3 rounds

55

Punch 

80

2

Kick-Punch

This skill allows you to do both Front Kick and Punch skills at the same time as one attack, applying all of their effects.

20 EP; 1 attack 1 support

1 hex affecting 1 to 2 targets

instant

55

Front Kick and Punch mastered

90

2

Hunting

With this ability you can increase your damage against a predetermined beast type by x 1.5. You must make it know to the GM the type of beast you are wishing to hunt when you use this skill, which are: insect, small mammal, large mammal, small reptile, large reptile, small fowl, large fowl, skeleton, spirit, zombie, vampire, dragon, a particular race, water creature, etc. Once you have determined what you are hunting, the effects of this ability will only work for that type of target. If you wish to hunt another type, you will have to use this ability again.   20 SA; Free Action self 1d10 hours 55 You must have the Identify Animal skill  100

2

Novice Weapons Proficiency

 This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.5. You also get +5 to Aim. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swordsscythesknives & daggersthrusting weaponsaxesbashing weaponswhipsbows & crossbowsgunsrune cannonsthrown weapons, and unarmed combat.  N/A self permanent 100  Basic Weapons Proficiency 100

2

Power Rush

 With this ability your character is allowing his or her adrenaline to fuel his or her melee hit. This increases your character's Melee Power by + 20 for that one hit but costs your character 25 EP.  25 EP; 1 attack self instant 55  Must have the Chi Focus ability 80

2

Powered Blow

With this ability you can choose one of three effects that is added to your character's melee attack; Knock Down, Knock Back, or Staggering Hit. Knock Down causes the target to be knocked down on their back, causing them to need to make a movement to get back up. If the target has no movement left, the target must stay on the ground until the next round. Knock Back knocks the target back 1d10 spaces from your character. Staggering Hit knocks the breath out of the target, decreasing the target's movement range by half and its damage potential by 20%. This is an instant effect that can be called upon instantly and each time it is used it costs 10 EP 10 EP; 1 support  self instant 55  You must have the Chi Focus ability. 90

2

Side Kick

When you use this skill you kick to the left or right side, doing Melee Power +24 damage to the target. This skill also knocks the target back 1d3 hexes.

20 EP; 1 attack 1 support

1 hex to either side affecting 1 target

instant

55

Front Kick 

90

2

Uppercut

This skill does Melee Power plus 12 damage to the head. Only helmets count as armor for this attack. You can also make a strength check with a 5 point bonus to knock the target out for 1 round.

20 EP; 1 attack 1 support

1 hex forward affecting 1 target

instant

55

Punch 

95

3

Armor Gouger

This does 50 points of damage and double the normal amount of armor damage.

25 EP; 1 attack

1 hex forward affecting 1 target

instant

50

Eye Gouger mastered and Novice Weapons Proficiency - Unarmed ability obtained

140

3

Chi Blast

You direct a concentrated energy blast against an opponent that does 30 points of damage plus double your magic power.

25 SA; 1 attack 1 support

1st target in a straight line

instant

50

Chi Attack mastered and Skilled Concentration obtained

140

3

Chi Empower

 This ability allows you to empower your attacks by spending EP or skill points. For every 1 EP or 2 skill points spent, your attack is increased by +2. stat or skill points spent; 1 support per 10 increase  self 1d4 rounds 50  Your character must have Skilled Concentration obtained and Chi Attack mastered 150

3

Double Kick

This skill allows you to quickly kick a single target twice in the torso doing double Melee Power + 26 for the attack. Torso armor and Overgarments only apply as armor for this attack. This skill also knocks the target back 1d6 hexes.

25 EP; 1 attack 1 support

1 hex forward affecting 1 target

instant

50

Kick-Punch mastered

 145

3

Enemy Attack

This skill allows you to lift up and use your enemy target as a weapon against another enemy target and then throw your enemy target at that enemy target. Damage done to both enemies for the bash is Melee Power + 25. Damage done to thrown target and any hit target is Throw Power + 20.

35 EP, 2 attacks 1 support

1 hex forward affecting 2 targets

instant

50

Enemy Toss mastered

 150

3

Grapple Combo

 This ability allows you to combine two grappling moves as one attack, spending only the highest stat cost + 5 EP.  highest stat + 5 EP; 1 attack 1 to 2 targets instant 50  You must have mastered Bashing Pin 150

3

Haymaker

This skill allows you to do a powerful punch to the target's head that does Melee Power + 20 damage and instant critical damage. Only helmet armor applies. You can also make a strength check with a 10 point bonus to knock the target out for 1 round. You do not get a second critical hit check.

30 EP; 2 attack

1 hex forward affecting 1 target

instant

50 

Uppercut mastered

 150

3

Increased Offense

Using this ability increases your damage value of your attack by 5d12 worth of points. This is an instant effect ability that can be applied to any attack of offensive skill simply by spending 20 EP 20 EP; Free Action  self instant 50 You must have Combat Endurance   140

3

Rolling Pin

Same as Bashing Pin, but after your successful Strength Check against your opponent, you pick up your Opponent and move them with you, at the end of your movement you pin the opponent to the ground. 

30 EP; 1 attack, 2 support

must use full movememnt range

for as long as you can keep the target pinned or stop using this skil

50

Bashing Pin mastered

145

3

Skilled Weapons Proficiency

 This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.75. You also get +10 to Aim, +5 to Melee, Throw, and Bow Power. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swordsscythesknives & daggersthrusting weaponsaxesbashing weaponswhipsbows & crossbowsgunsrune cannonsthrown weapons, and unarmed combat.  N/A self permanent 100  Novice Weapons Proficiency 150

3

Split Kick

This does Melee Power + 46 damage to each target that is hit. This skill also knocks each target back 1d3 hexes. 

30 EP; 1 attack, 1 support

1 hex to both sides affecting 1 to 2 targets

instant

50

Side Kick mastered and Skilled Concentration obtained

145 

4

3-Hit Combo - Unarmed

This is the unarmed version of 3-Hit Combo. It lets you quickly kick or punch three times. 

40 EP; 1 attack 1 support

1 hex affecting 1 to 3 targets

instant

45

Either Double Kick or Haymaker mastered

185

4

Advanced Weapons Proficiency

 This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.75. You also get +10 to Aim, +10 to Melee, Throw, and Bow Power and +5 to Critical Hit. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swordsscythesknives & daggersthrusting weaponsaxesbashing weaponswhipsbows & crossbowsgunsrune cannonsthrown weapons, and unarmed combat. N/A  self permanent 100  Skilled Weapons Proficiency 200

4

Berserker's Fury

This allows you to do 2d6 punches to the target. Each punch does melee power damage to your opponent.

40 EP; 1 attack 1 support

1 hex forward affecting 1 target

instant

45

Haymaker and Armor Gouger mastered

190 

4

Body Slam

You pick up your opponent and slam them into the ground at your feet. Inflicts 68 Damage. Opponent suffers the Dazed effect on a successful Strength Check

35 EP, 1 attack 2 support

1 hex forward affecting 1 target

instant

45

Either Enemy Attack or Rolling Pin mastered

185

4

Chi Wave

You release a wave of spiritual energy in every direction around you, that does 60 points of damage plus 2.5 times your magic power.

30 SA; 1 attack 1 support 1 magic

3x3 hex centered around user

instant

45

Chi Blast mastered and Meditate ability obtained

185

4

Critical Chi

Focusing your spiritual energy into a fierce attack you strike your opponent. This does 60 points of damage, add you melee and magic power, and automatically add critical damage.

40 SA; 1 attack 2 support

1 hex forward affecting 1 target

instant

45

Chi Empower and Meditate abilities obtained

185

4

Flip Kick

The damage done to the target is Melee Power + 53. Only torso armor and overgarments apply.

40 EP; 1 attack 2 support

Jump Across Range affecting 1 target

instant

45

Split Kick mastered

200

4

Forced Illusion

The damage done is Melee Power 63 and it cannot be evaded.

40 EP; 2 attack 2 support

1 hex affecting 1 target

instant

45

Split Kick mastered and Meditate ability obtained

200 

4

Pile Driver

This does 40 points of damage, that only the head armor can apply to.

40 EP; 1 attack 2 support

1 hex forward affecting 1 target

instant

45

Enemy Attack mastered

180

4

Roundhouse Kick

The damage done to each target is Melee Power + 63 and each target is knocked back 1d3 hexes. 

40 EP; 2 attacks

1x1 hex area around the user

instant

45

Double Kick mastered

 185

5

Berserker's Rampage

This allows you to do 5d6 punches to the target. Each punch does melee power damage to your opponent. 

60 EP; 2 attack 2 support

1 hex affecting 1 target

instant

40

Berserker's Fury mastered

250

5

Chi Assault

Focusing your spiritual energy into a fierce attack you strike your opponent with devastating force. This does 70 points of damage, add you melee and magic power, and automatically add critical damage and your opponent is stunned.

50 SA; 1 attack, 2 support, 1 magic

1 hex affecting 1 target

instant

40

Critical Chi mastered

245

5

Chi Missile

You Release your Spiritual Energy into ranged blast. This does 65 points of damage plus double your magic power

50 SA; 1 attack 2 support

1 target on the battlefield

instant

40

Chi Wave mastered

240

5

Helicopter

Using this skill you jump into the air and preform a spinning split kick. This hits every target immediately around you twice in the head, doing a total damage of Melee Power + 60 damage. Only helmet armor applies. You can also make a strength check with a 10 point bonus to knock the target out for 1 round.

50 EP; 2 attacks 2 support

1x1 hex area around the user

instant

40

Flip Kick or Roundhouse Kick mastered

250

5

Suplex

This does 65 damage plus melee and throw power. Your opponent suffers the dazed status effect for 1d4 rounds.

50 EP; 2 attacks 1 support

1 hex forward affecting 1 target

instant

40

Pile Driver or Body Slam mastered

225

5

Weapons Mastery

 This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 2. You also get +10 to Aim, +10 to Melee, Throw, and Bow Power and +10 to Critical Hit. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swordsscythesknives & daggersthrusting weaponsaxesbashing weaponswhipsbows & crossbowsgunsrune cannonsthrown weapons, and unarmed combat.  N/A self permanent 100  Advanced Weapons Proficiency 250

6

4-Hit Combo - Unarmed

This is the unarmed version of 4-Hit Combo. It lets you quickly kick or punch four times. 

60 EP; 1 attack 2 support

1 hex affecting 1 to 4 targets

instant

35

Helicopter or Berserker's Rampage mastered

280

6

Brutal Assault

This does 75 points of damage, apply your melee and throwing power. Only your opponents head armor protects them.

65 EP; 2 attacks 2 support

1 hex forward affecting 1 target

instant

35

Suplex mastered

280

6

Brutal Thrust

You attempt to punch through your opponents body. This does 80 points of damage that only the body armor of your opponent can protect from.

65 EP; 1 attack 2 support

1 hex forward affecting 1 target

instant

35

Berserker's Rampage mastered

280

6

Spiral Kick

This skill causes Melee Power + 92 damage that is an automatic critical hit and knocks the target down causing the target to have to use a move to get back up.

65 EP; 1 attack & 2 support

Jump Across Range affecting 1 target

instant

35

Helicopter mastered

300