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This strike induced instantaneous cramping, nothing more.

Unarmed
Cramping Strike (Unarmed. Tier 3) – Spend 2 Melee Edge:
“To perfect my body is to hold the universe in my fist.”
Impaired foes are immobilized, save ends.
Unarmed Style is a mix of unarmed strikes, grapples, and multiple **** =(Roll+2*1.25)/(Roll+2*0.75)

target melee attacks that control the flow of combat in crowded hand You fly into the air, then slam down furiously on your enemies.
to hand situations. Flying Crane Step (Unarmed. Tier 3) – Crushing, Attack, Flying;
You can use your Unarmed skill whenever you are using a Technique Full, ↓3X: Shift X. Roll vs Physical on foes in Melee X. Impaired
instead of a Weapon. foes are knocked prone. Failure knocks you prone.
**** =((4+2)*(1.5+0.5*B2)+1.5*(B2))/(8+0.82*3*B2)

When you first take ranks in Unarmed, choose one of the following You jab a sensitive nerve cluster, stunning your foe.
Prime talents. The others become Tier 2 talents you can learn.
Pressure Point (Unarmed. Tier 3) – Spend 6 Unarmed Edge:
You jab at a very tender spot, sending your foe reeling in pain. Impaired foes are slid one square and staggered, save ends.
**** =(4*1.25+0.75)/(0.75*6*1.1)

Jab (Unarmed. Prime) – Crushing, Attack; Major, Weapon, ↑2: Even surrounded, you can manage to strike at each foe.
Roll vs Physical on a foe in Melee.
**** =(4+0.82*2)/5 Spinning Strike (Unarmed. Tier 3) – Modifier; ↓1: Your roll targets
You grapple your foe, maneuvering them right where you want them. all adjacent foes.
**** =(4+0.82*4+2)/8

Seize (Unarmed. Prime) – Attack, Stance, Grapple; Major, ↓4X+3 With a clear mind, this strike becomes incredibly simple.
dice: Roll vs Physical on a foe in Melee. Success deals damage, you
start this stance, and you may shift X, taking the enemy with you. Stone Fist (Unarmed. Tier 3) – Crushing, Attack; Full, Weapon, ↑4:
The enemy is otherwise immobilized. Roll vs Physical on a foe in Melee. Impaired foes are dazed one turn.
**** =(4+0.82*4+2)/8
**** =(2*(2+(1.5+0.75)*0.75*B2)+4)/(5+(3+4*B2)*0.82)

You flow through your foes like water. You weave in and out, flowing with battle to change the tides in your favor.

Strike Surge (Unarmed. Prime) – Attack; Major: Roll vs Physical Swaying Reed (Unarmed. Tier 3) – Stance, Agile; Maneuver: Your
in a Line 2. You may shift to a square adjacent to the line’s end. attacks deal +1 damage.
**** =(4*1.25+1.5*2*0.25*0.75)/5
Free, You are missed by a melee attack: Roll vs Physical on that
You sweep the feet out from under your foe, toppling them to the floor. attacker. Success swaps places with them instead of damage.
Sweep (Unarmed. Prime) – Crushing, Attack; Major: Roll vs **** =2*(1+(1.5+0.75)*0.5-1)/2

A series of attacks calculated to put them right where you want them to be.
Physical on a foe in Melee.
Spend X+1 Edge: Impaired foes are slid X and knocked prone. Three-Prong Strike (Unarmed. Tier 3) – Attack; Full, Weapon:
**** =(4+2+0.75*(B2))/(5+0.75*(B2+1)) Roll vs Physical on a foe in Melee, 3 times. Each attack deals half
You bluff with a strike, then move in for the real assault. damage. On a hit, slide the foe 1 and shift into the vacated square.
**** =((4*0.5-0.82*0+(0.75+1.5)*0.5)*(3))/(8)

Feint (Unarmed. Tier 1) – Modifier; Free, ↑X: Damage from this Utilizing your inner energies, you disable your foes further.
attack is reduced to 0. X is your ranks in Unarmed.
**** =(2.3+0.82)/(4/2+1) Three-Step Disrupt (Unarmed. Tier 3) – Spend 2 Physical Edge: If
You surge into a group of enemies, they all tumble backwards from you. the targets are staggered, they become immobilized, save ends. If the
targets are dazed, they become staggered, save ends. Otherwise if the
Lunging Palm (Unarmed. Tier 1) – Modifier; ↓1: +1 Reach. targets are impaired, they become dazed, save ends.
Impaired foes are pushed or pulled 1. **** =(2*1.25*1.15)/(3*0.75*1.1)
**** =((Roll+0.5*1.1)*1.125)/(Roll+0.82)
You put the hurt on your foe.
A quick jab at a sensitive spot gives the foe a sting of pain.
Crushing Grip (Unarmed. Tier 4) – Attack, Grapple; Maneuver:
Nerve Jab (Unarmed. Tier 1) – Modifier; ↓2: Impaired targets are Roll vs Physical on a foe in Melee one size larger than you or less.
dazed for one turn.
**** =(Roll+2)/(Roll+0.82*2)
Success deals half damage. If the foe moves before your next turn,
The air is a medium that carries the impact of your strikes to your targets.
you move with them.
**** =(Roll/2*0.7+2*0.5)/(2)

Wind Striker Stance (Unarmed. Tier 1) – Stance, Agile, Wind; The first strike is a warning: move from this spot or die
Free x2, ↓1: Your attacks gain 1 range increment.
**** =2*(((Roll+2)*1.25)/(Roll+0.82*1))/3
Death Brand (Unarmed. Tier 4) – Modifier; ↓X: Hit foes that end
You wrap around your foe and squeeze the life out of them.
their next turn in the same square take X ongoing damage, save ends
(+1 difficulty).
Constrictor Grip (Unarmed. Tier 2) – Attack, Stance, Grapple; **** =(0.66*1.46*(B2+1))/(0.82*(B2+1))

Full, ↑2: Roll vs Physical on a foe in Melee one size larger than you Every creature within your reach is in for a sound beating.
or less. Success deals half damage and starts this stance. An Forbidding Fortress (Unarmed. Tier 4) – Attack; Full, Weapon,
Impaired foe is immobilized.
**** =2*((4/2+2*0.82)*0.7+2)/(8)
↓X: Roll vs Physical on each foe in Melee. Impaired foes are slowed
You stomp the ground, causing nearby enemies to topple towards you.
4, save ends (+X difficulty).
**** =((4+2*(1.25+0.2*B2))*1.5)/(0.82*B2+8)

Ground Stomp (Unarmed. Tier 2) – Modifier; ↓2X+2 dice: Roll vs Your grip is nigh impossible to escape.
Physical on foes in Melee X+1. Impaired targets are pulled X.
**** =((Roll+0.5*(B2+0))*(1+0.5*(1+B2)))/(Roll+0.75*(B2*2+2))
Iron Grip (Unarmed. Tier 4) – Perk: You have leverage against
A quick strike at a sensitive spot gives the foe a sting of pain.
targets you are grappled with when you are in a Grapple stance.
**** =3*((8+2*0.5*0.5)/8-1)+1

Quick Swipe (Unarmed. Tier 2) – Attack; Maneuver, ↓2 Unarmed You surge into a group of enemies and they all tumble backwards from you.
dice: Roll vs Physical on a foe in Melee.
**** =(Roll)/(2+0.82*2)
Raging Barrage (Unarmed. Tier 4) – Modifier; ↓2X Weapon dice:
You use your foe's defenses against them, causing them to stumble.
Shift X squares while making this attack. Your attack treats any foe
in Melee during the shift as adjacent.
Tumble (Unarmed. Tier 2) – Spend 2 Physical Edge: Impaired foes **** =(Roll*(1.5*(1+B2*0.25/2))+1.5*B2)/(5+B2*2*0.82)

are knocked prone or pushed a number of squares equal to damage.


**** =(Roll+2*1.1)/(Roll+2*0.82)

Page 70, Trained Skills 2021-07-05 09:44 www.patreon.com/AspectPrime


You dodge away before standing up. You throw your foe into their companions, knocking them all down
Rolling Stand (Unarmed. Tier 4) – Movement; Maneuver, You are Whirling Throw (Unarmed. Tier 5) – Spend 9+X Melee or
prone: Shift 1 square, then stand from prone. Grapple Edge: One hit target is pushed X and knocked prone. Roll
**** =((1.5+2)*0.7)/(2)
vs Physical on all creatures adjacent to you and the target’s path.
Your muscles contract tight around your foe, knocking their breath out. Success deals half damage and Impaired foes are knocked prone.
Sleeper Strangle (Unarmed. Tier 4) – Attack, Grapple; Full, ↑4: **** =((B2)*0.5+2+(4*1.5*(1+0.25*B2)+2))/(0.75*1.15*(9+B2*1))

Roll vs Physical on a foe in Melee. Impaired foes are staggered, save An incredibly quick strike, though not as damaging.
ends if you hit them with a grapple attack during your last turn. Swipe (Unarmed. Tier 6) – Crushing, Attack; Weapon, Choose one:
**** =((Roll+0.82*4+4*1.25)*0.8)/(8)
Maneuver, ↑1: Roll vs Physical on a foe in Melee. Damage is halved.
When you angle your hold just right, your foe becomes helpless.
Free, ↓2: Roll vs Physical on a foe in Melee. Damage is halved.
Locking Grip (Unarmed. Tier 5) – Debuff; Spend X Grapple or ***** ={((4-0.82*2)/2)/1*1.1,((4+0.82)/2)/2*1.1}

Crushing Edge: Hit foes ↓X dice, save ends (+1 difficulty). You use your foe's techniques against them.
**** =(0.75*(B2+1)*1.46)/(0.75*(B2+1)*1.15)

You grapple your foe with one arm, crushing them while you fight. Trick Opening (Unarmed. Tier 6) – Free: Until your next turn, if a
foe would hit you with a melee attack, swap places with another
Monkey Grip (Unarmed. Tier 5) – Attack, Stance, Grapple, Agile;
adjacent foe of your size. If you do, the attack targets them instead.
Full: Roll vs Physical on an adjacent foe. Success deals damage, you **** =(0.7*0.5*(0.75+1.5+4)*0.6)/1

start this stance. The foe is dazed, immobilized, and takes ongoing You pause, focusing your mind and body towards inner peace.
damage 1, save ends.
Perk: If you move while grappling a foe your size or smaller, they Uncanny Calm (Unarmed. Tier 6) – Healing; Full: You and each
move with you. ally in Melee 3 gain a ↑X to Melee attacks until your next turn ends
**** =3*(((8+(0.5*5*0.5*0.5*0.5))/8-1))+(4+2+2+1*1.25)/8 and are healed X composure, where X is your Unarmed ranks.
You grab your enemy and tumble with them, tossing them away **** =((1+0.5*3)*(2.3*(0.82+1)))/8

You strike the air with an open palm. A distant foe falls to the ground.
Rolling Throw (Unarmed. Tier 5) – Spend 3+X Martial Edge:
Shift yourself carrying one hit target X squares, then push the target Wind Strike (Unarmed. Tier 6) – Wind, Modifier; ↓2: This roll
X squares in any direction. The target is knocked prone. gains 1 range increment. Impaired foes are knocked prone.
**** =((Roll+2)*1.25)/(Roll+0.82*2)
**** =(((1.5+0.75)*0.7+0.5)*(B2+1))/((B2*2+2)*0.75*1.1)

Your opponent can only struggle against your grip. No matter how many layers of armor, you can pierce them to the soul.

Subdue (Unarmed. Tier 5) – Spend X+5 Grapple Edge: Impaired Soul Striker (Unarmed. Tier 7) – Perk: You have Puncture 4.
**** =3*(((8+2*0.5)/8-1))+1
foes are (choose one) either dazed and immobilized or staggered,
Striking your palms together creates a loud boom, stunning your foes.
save ends (+X difficulty).
**** =(1.1*4*(0.2*B2*1+1.25))/(0.75*(5+B2)*1.15) Thunder Clap (Unarmed. Tier 7) – Sonic, Modifier; ↓2X+1 dice:
At peace, you let things become as they should be. This roll targets Melee X. Impaired targets are dazed, save ends.
**** =((Roll+2*1.25)*(1+B2*0.5))/(Roll+0.82*(B2*2+1))
Serenity’s Boon (Unarmed. Tier 5) – Stance, Agile; Maneuver:
You nimbly move around your foes, preparing for the next strike.
Free, You dealt no damage this turn, You did not start this stance this
Tripleshift (Unarmed. Tier 7) – Movement; Free, You are in an
turn: You are healed 2X composure. X is your ranks in Unarmed.
**** =2*(0.7*2*2.3*0.7-1)/2
Agile or Grapple stance: Shift 3.
**** =(1.5*3)/3*0.9

Example Level 1 Unarmed Catkin Character:

Tananda, Catkin Skirmisher Hero: Grade 3 Tananda is the younger sister of Paka, a
Small Supernatural Humanoid Fae XPV: 30 priestess in the town of Derriston. She did
Composure Pool: 9 – Controller: ↓1 1 foe / turn SR 6 not, however, take a calling yet.
Physical Mental Social Speed: 5
In the city of Jyalk, Tananda caused some
Brawn 1,0 Genius 2,4 Appeal 2,0 Saves 7, ABCC
Dexterity 3,4 Savvy 4,5 Empathy 3,0 AP: 1 amount of consternation when she was born.
Her parents, along with her
Sweep (Unarmed P) Crushing, Atk; Major: Roll vs Phy. on a foe in
sister, are Hyflind, while
Melee. X+1E: Impaired foes are slid X and knocked prone.
she was born a Catkin. The
Flying Crane Step (Unarmed T3) Crushing, Atk, Flying; Full, ↓2X local priestess assured the
dice: Shift up to X squares. Roll vs Phy. against targets in Melee X.
family and neighbors that while
Hit foes are also knocked prone. Failure knocks you prone.
Fae-kin are not common, sometimes a
Death Brand (Unarmed T4) Modifier; ↓X dice: Hit foes ending their patron Fae will bestow its visage on a
next turn in the same spot take X ongoing dmg, save ends (+1 diff.)
child before it is born.
Cramping Strike (Unarmed T2) Spend 4 Melee Edge: Hit foes are
immobilized, save ends. Once Tananda was old enough, she
Pressure Point (Unarmed T3) Spend 5 Phy. Edge: Hit foes are slid was sent to the southern temple.
one square and staggered, save ends. The monk in charge perceived
great things for her and
Unarmed ABCC (Stunt Bonus: +AAA); Craft CC, Lore BB, Nature
BC, Nimble AAA, Perception ABBC, Precision AAB, Stealth BBC, offered her personal tutelage,
Tactics AAAA, Vigilance AAAA, (Appeal AA, Brawn A, Empathy AAA); despite the fact that her
Infravison, Claw Weapon, Fast 1; Languages: Common, Cat patron Fae is still unknown.
Gear: Style Mantis (2pt): Technique 2H +1 Edge (Unarmed 2), Like her sister Paka, her
Steady Hand (Craft 2), Soft Shoes (Stealth 1), Collection of Herbs training grants her
(Nature 1), Keen Eye (Perception 1), Style Crane (2pt): Technique extraordinary skills, and
2H Reach +1 Slow 2 (Unarmed 2), Style Bear (2pt): Technique 2H gives her the self-
Damage +1 Slow 1 (Unarmed 2), 16gp
*** Brawn: 1, Dexterity: 3, Genius: 2, Savvy: 4, Appeal: 2, Empathy: 3; Background Mystic; Skill Ranks: Nature 1, Perception 2, Stealth 3, Unarmed 3
assurance she needed.

© 2008-2021 Heather Gunn 2021-07-05 09:44 Trained Skills, Page 71

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