Melee Weapons ○ Equipment Perks ○ Equipment Heroics
Unarmed Training
One(1) Handed
Base Scale: 0 Weapon Damage: 1D4
Damage Type: Crush
You are the weapon, dealing damage through unarmed strikes and kicks. Fist Weapons also include any protective wrapping of a fist, such as a gauntlet or knuckles. Fist Weapons can not be Disarmed or Broken. Fist Weapons require One(1) Hand to wield but do not occupy any Weapon Slot. Investing in a Fist Melee Weapon Proficiency will enhance a Character’s Speed and Athletics Ability Statistics every Odd Rank and their Attack and Damage Rolls with Melee Weapons, and their Maneuvers on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons. A New Equipment Modification Slot becomes available at the First(1st) Equipment Rank and every Three(3) Equipment Ranks after that.
Unarmed Heroics
Jab
Prerequisite: Unarmed(Rank 1)
AP Cost: 5
Action Type: Rapid Action
Range: Adjacent
As a Rapid Action, unleash a lightning-fast punch against an Adjacent Target. Your Target suffers an unavoidable 1D4 Crush Damage in addition to your flat Melee Weapon Damage bonuses.
Roughhouse
Prerequisite: Unarmed(Rank 1)
AP Cost: 5
Action Type: Maneuver
As a part of a successful Maneuver, you can deal your Unarmed Weapon Damage to your Target.
Cyclone
Prerequisite: Unarmed(Rank 2)
AP Cost: 10
Action Type: Full Action
Range: Adjacent
As a Full Action, you can attempt a Melee Weapon Attack aimed at all Adjacent Targets while letting loose a flurry of unarmed strikes. You utilize a single Attack Roll against all Targets and a single Damage Roll for all Targets struck by your Attack.
Knife Hand
Prerequisite: Unarmed(Rank 2)
AP Cost: 10
Action Type: Melee Weapon Attack
Range: Adjacent
You can attempt a Melee Weapon Attack against an Adjacent Target with a powerful unarmed chop as a Standard Action. If successful, in addition to normal Weapon Damage, your Target will suffer an additional 1D6 Slash Damage for every Two(2) Points of your Power Attribute.
Heavy Cross
Prerequisite: Unarmed(Rank 3)
AP Cost: 15
Action Type: Melee Weapon Attack
Range: Adjacent
As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target with a heavy unarmed strike to the face. If successful, in addition to normal Weapon Damage, your Target suffers 1D8 Crush Damage for every Two(2) Points of your Power Attribute and is knocked back a single Space away from you.
Overhand Drop
Prerequisite: Unarmed(Rank 3)
AP Cost: 15
Action Type: Melee Weapon Attack
Range: Adjacent
Effect Duration: Rounds
As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target with a powerful vertical drop. If successful, in addition to normal Weapon Damage, your Target is inflicted with the Dazed Miscognition for the Effect Duration. The Target can attempt a Physical Save against your Physical Impact to Negate the Miscognition.
Authoritative Backhand
Prerequisite: Unarmed(Rank 4)
AP Cost: 20
Action Type: Interaction
As a part of an Interaction, you can use an Unarmed Melee Weapon Attack in place of an Intimidation Ability Check.
Ear Slap
Prerequisite: Unarmed(Rank 4)
AP Cost: 20
Action Type: Maneuver
Range: Adjacent
Effect Duration: Rounds
As a successful Maneuver, you can slap your palms over your Target’s ears, antenna, or audio-sensory organs to inflict the Deafen Injury for the Effect Duration.
Aura Fist
Prerequisite: Unarmed(Rank 5) & Catalyst Weapon(Any Rank)
AP Cost: 25
Action Type: Melee Weapon Attack
Range: Half(½) Focus Attribute
As a Standard Action, you can concentrate your power into a single fist strike that travels through the Æther to strike a Target up to Half(½) of your Focus Attribute away. As a result, your Target suffers your normal Weapon Damage as Force Damage and an additional 1D10 Force Damage for every Two(2) Points of your Power Attribute. In addition, your Target can attempt a Physical Save against your Force Impact to cut any Damage in Half(½).
Inside Grab
Prerequisite: Unarmed(Rank 5)
AP Cost: 25
Action Type: Reaction
Range: Adjacent
As a Reaction to being the Target of a Melee Weapon Attack from an Adjacent Attacker, you can attempt to Parry the incoming Attack. If successful, in addition to Negating the Attack, you can initiate a Grapple Maneuver on your Attacker.
Knuckle Sandwich
Prerequisite: Unarmed(Rank 6)
AP Cost: 25
Action Type: Melee Weapon Attack
Range: Adjacent
Effect Duration: Until Treated
As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by knocking them in the mouth. If successful, in addition to normal Weapon Damage, your Target is inflicted with the Silenced Injury. The Target can attempt a Physical Save against your Attack Roll to Negate the Injury.
Rolling Reversal
Prerequisite: Unarmed(Rank 7)
AP Cost: 35
Action Type: Reaction
As a Reaction to being in the Path of Travel of a Charging Creature, you can attempt to redirect your Target’s momentum into a powerful, full-body throw. As a contested Maneuver against your Target, if successful, you can throw your Target a distance equal to Half(½) of the space your Target has Charged before reaching you in a direction that you choose, causing your Target and any Creatures struck by your Target to suffer 1D10 Crush Damage for every Point of your Power Attribute.
Groin Slap
Prerequisite: Unarmed(Rank 8)
AP Cost: 40
Action Type: Melee Weapon Attack
Range: Adjacent
Effect Duration: Rounds
As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by hitting them where it hurts. If successful, your Target suffers Maximum Weapon Damage and is inflicted with the Nauseated Injury for the Effect Duration. Then, the Target can attempt a Physical Save against your Attack Roll to Negate the Injury.
Roaring Uppercut
Prerequisite: Unarmed(Rank 9)
AP Cost: 45
Action Type: Melee Weapon Attack
Range: Adjacent/Half(½) Power Attribute
As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target with an assertive rising punch that sends your Target flying upwards. If successful, in addition to normal Weapon Damage, your Target is knocked a number of Paces equal to Half(½) of your Power Attribute upwards, and upon striking a ceiling or the ground, it suffers an additional 1D10 Crush Damage for every Point of your Power Attribute. If the Forced Movement Effect were to cause your Target to collide with another Creature, both Targets would suffer Minimum Weapon Damage.
Digit Supreme
Prerequisite: Unarmed(Rank 10)
AP Cost: 50
Action Type: Full Action
Range: Adjacent/Power Attribute(Line)
As a Full Action, you concentrate the entirety of your physical power into the tiniest tip of your finger and touch an Adjacent Target, sending it careening through the air at incredible speeds. The initial contact with your Target does not inflict Damage but does Knockback your Target a number of Paces equal to your Power Attribute. If your Target were to collide with another Creature, Object, or Device, both Targets would suffer 1D10 Crush Damage for every Two(2) Points of your Power Attribute. If the struck Target is a Creature, it will be knocked Prone by the impact. If the struck Target is an Object or Device, it suffers the Broken Condition. If the primary Target were to hit a solid surface that can not be moved or destroyed, such as a wall, tree, or pillar, they will suffer Maximum Damage of the impact and end their Path of Travel. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate any Forced Movement Effects.