Viewing Effect - Unarmed Combat
Punch, kick, and wrestle the life from your enemy

Create a Unarmed Combat Power


This Power grants access to an array of powers relating to the usage of unarmed combat. Mastery powers are not obviously supernatural.


Passive, always in effect. Unarmed attacks will do [[additional-damage]] more damage. The target's Armor is [[armor-effectiveness]].

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


Disarm (Any successful parry disarms your opponent.)

Bullet Parry (You may parry enemy bullets out of the air as you would any other attack.)
This is a standard Perry Reaction.

Armored Fist (You may attack any material without fear of self-injury, and you may Parry or Clash with any melee weapon or arrows.)

Precision Strikes (You may use Dexterity instead of Brawn on your attack rolls.)

Brutal strikes (Dealing any amount of damage may leave a Battle Scar if you choose.)

Fight Circle (Only one opponent may attack you at melee range each round.)

Ghost Wrangler (You may grapple incorporeal, liquid, or gaseous entities.)

Ju-Jitsu (When you successfully grapple an opponent, you may also deal damage to them equal to the excess successes on the roll.)
This is reduced by any roll they made to attempt to avoid being grappled; the total damage is your successes minus their successes, just like a standard attack. Brawn also functions as armor against this damage as it would for an ordinary unarmed attack. Bonus damage from the Additional Damage parameter does not apply to damage dealt through this Enhancement.

Finesse (You may limit the Damage of any successful unarmed attack you make.)

One Inch Punch (Even if you are bound, you may make a standard unarmed attack without penalty if your finger can touch your target.)

Transcendence (Exert your Body to parry any number of incoming Attacks for this round as a Free Action. Can only parry attacks directed at yourself with this enhancement.)
Activation is considered a Free Action.

Savage Onslaught (Brawn does not act as armor against your unarmed attacks)

Flow Like Water (If you win a Clash, instead of damaging your target, you may redirect their attack to another target within range.)


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Active (This Power is no longer passive. Spend an Action and Exert your Mind to activate it for one hour.)
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Armor Effectiveness

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Fully Effective
  2. Reduced to 1/2, rounded up
  3. Reduced to 1/4, rounded up
  4. Completely ignored

Parameter - Additional Damage

Default Level: 2

Seasoned Threshold: 4

Veteran Threshold: 7

  1. +0
  2. +1
  3. +2
  4. +3
  5. +4
  6. +5
  7. +6

Example Powers