Close Quarters Combat Training "Roundhouse"

4
You possess superhuman unarmed combat ability.
Used by Dallas Smith, Created by jwesley123.

Dallas has begun to emulate the law enforcement heros of legend. One day he hopes to be among those great men who gained the respect of the world.


You gain the following benefits as long as you are engaged in unarmed combat.

Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
  • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
  • Disarm: If you successfully Defend against or clash with a melee attack, your attacker is disarmed.
  • Precision Strikes: You may use Dexterity instead of Brawn on your attack rolls.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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Community Unarmed Mastery Gifts

Issac Neuman was quite the proponent of Tai-Chi & Aikido in his former life, both as a method of staying fit & as an opening to sell certain clients on his "woke" spirituality. As Emperor Norton II, Issac has discovered the truth behind the techniques - that the open hand is stronger than the clenched fist - the pen is mightier than the sword.

Incidentally, the Emperor leads daily Tai-Chi sessions in Golden Gate park for any who wish to attend.

You gain the following benefits as long as you take Defensive Actions only and you are engaged in unarmed combat. You must actively and obviously be using Imperial Raiment to gain the benefits of this Effect.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Flow Like Water: If you win a Clash or successfully prevent an attack by Defending, you may instead redirect the incoming attack to another target within range. If you Defend, the redirected attack uses your positive Outcome after defending, if you Clash it uses the outcome in entirety if you win.
  • Precision Strikes: You may use Dexterity instead of Brawn to Attack and Defend. If you would successfully incapacitate a target using Finesse, you may opt to knock them out for one hour instead of having them suffer an Injury.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take Damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
  • Precision Strikes: You may use Dexterity instead of Brawn on your attack rolls.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.

Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage. You may React to and Defend against firearms and other projectile attacks.

You also gain the following effects:

  • Disarm: If you successfully Defend against or clash with a melee attack, your attacker is disarmed.
  • Ghost Wrangler: You may grapple incorporeal, liquid, or gaseous entities.
  • One Inch Punch: Even if you are bound or grappled, you may make a standard unarmed attack without penalty if your finger can touch your target.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Diamond and chest to gain the benefits of this Effect.

Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.

Possession of this Power grants the following Battle Scar: Your left hand becomes metal like.

You also gain the following effects:

  • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
  • Brutal Strikes: Any Injury you inflict causes a Battle Scar if you wish, regardless of Severity.
  • Bullet Catcher: You may React to and Defend against firearms and other projectiles.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.

Possession of this Power grants the following Battle Scar: weak spot on back.

You also gain the following effects:

  • Armored Fist: You cannot take Damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
  • Flow Like Water: If you win a Clash or successfully prevent an attack by Defending, you may instead redirect the incoming attack to another target within range. If you Defend, the redirected attack uses your positive Outcome after defending, if you Clash it uses the outcome in entirety if you win.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Stock Unarmed Mastery Gifts

You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Armored Fist: You cannot take Damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.