Weaponless
We don’t need more than our bodies to do what must be done.
Weapon Type: Weaponless • Wraps
Routine Practice (Wraps): 15 Minutes
Material: 2 x Strips of Soaphos Cloth
Load Weight: 0.1
Durability: 300
Cost: c30 or 3 Royal Stamps Each
Soaphos Cloth
Soaphos Cloth Wraps are a tradition which protects the fighter from damage when they strike without softening the blow.
Weaponless Fighting
While wearing Wraps, instead of Hit Point costs for Weaponless Fighting, Durability Cost is applied to the Wraps.
Wraps apply to any Weaponless Fighting Hit Point to Durability cost conversion, regardless of description.
Reaching 0 Durability destroys the Wraps.
Wraps may be used to Deflect and Parry.
If Wraps are already equipped, they don’t require a Draw Action.
Wraps take 2 Full Rounds to equip if not done as Routine Practice.
Weaponless Fighting
Punch
Punch a target in melee.
Celerity: 2 Action Slots
Hit Points: 2
Reach: 1 Tile
Damage: On Hit, (v:4 + Raw Potency x Focal Potency)
Kick
Kick a target in melee.
Celerity: 3 Action Slots
Hit Points: 1
Reach: 1 Tile
Damage: On Hit, (v:6 + Raw Potency x Focal Potency)
Weaponless Fighting Intermediate Techniques [a]
Evade
Stay mobile, stay evasive.
Growth Points: 5
Response: An Action using Accuracy to determine whether or not it hits exceeds your Evasion.
Celerity: 1 Action Slot per point of Evasion Bonus
For each Action Slot you dedicate to fighting Evasively, increase your Evasion by 3. This bonus evasion only applies to the action Evade is used as a Response to. If the bonus Evasion is enough to cause the action to miss, it misses.
Evade can not be Activated if the Attack Action misses.
Jab
A quick Jab.
Growth Points: 5
Celerity: 1 Action Slot
Hit Points: 1
Reach: 1 Tile
Damage: On Hit, (Raw Potency x Focal Potency)
Weaponless Fighting Intermediate Techniques [b]
Counterstrike
Strike the foe who attacked you.
Growth Points: 10, Evade
Evade is upgraded to Counterstrike.
Trigger: Activating Evade automatically triggers Counterstrike.
Celerity: 0 Action Slots
Hit Points: 5
Reach: 1 Tile
Damage: On Hit, (v:6 + Raw Potency x Focal Potency)
Roundhouse Kick
And lights out!
Growth Points: 10
Celerity: 3 Action Slots
Hit Points: 3
Reach: 1 Tile
Damage: On Hit, (v:8 + Raw Potency x Focal Potency)
Weaponless Fighting Intermediate Techniques [c]
Full Counter
Turn their attack right back at them.
Growth Points: 25, Counterstrike
Counterstrike is upgraded to Full Counter
Trigger: Activating Evade automatically triggers Full Counter.
Celerity: 0 Action Slots
Hit Points: 10
Reach: 1 Tile
Damage: On Hit, (v:6 + Raw Potency x Focal Potency)
Damage for the incoming action is still checked. Add all damage from the incoming action to the final Potency of Full Counter.
Uppercut
UP!
Growth Points: 25
Celerity: 4 Action Slots
Hit Points: 15
Reach: 1 Tile
Damage: On Hit, (v:12 + Raw Potency x Focal Potency)
Uppercut knocks the target a number of Tiles up into the air or away from you equal to ½ the Damage Check’s value.
Weaponless Fighting Advanced Techniques
Reflect
Send it back.
Growth Points: 50, Full Counter
The Reach of Full Counter is increased to a Range of 25 Tiles. When Reflect is triggered on a Ranged Action, it only deals the incoming action’s Potency.
Reflect may be Activated if an attack action would miss anyway for 2 Action Slots.
Haymaker
Heavy Fist to Breakable Face.
Growth Points: 50
Celerity: 5 Action Slots
Hit Points: 15 + Damage Dealt
Physical Stress: Accumulate 1 Physical Stress
Reach: 1 Tile
Damage: On Hit, (4v:4 + Raw Potency x Focal Potency)
Nat Max Rack: The target discards 2 Action Slots or 1 Action Point for every (v:4) @4.
Nat Max Rack: If all 4 (v:4) @4, the target is knocked unconscious for 3 Full Rounds.