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Sometimes the only weapons you have are your fists, feet, claws, horns—or whatever nature (or magic) gave you.  
**Unarmed combat** is straightforward, but can be enhanced through Domains, Species traits, or special features.

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## Basic Unarmed Strike

If you attack without wielding a weapon, you are making an **Unarmed Strike**.

- Roll **d4s = Aspect − Action Load + Net Advantage**
- **No damage die** is added unless granted by a feature card
- Compare total to the target’s **Evasion**
- Apply damage normally based on thresholds
- Increase your **Action Load** by the strike’s **Cost** (**1** or as specified on the Feature card)

Unarmed strikes deal **bludgeoning damage** unless otherwise specified.

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## Grappling

A **grapple** is an attempt to restrain or hold a foe.

To grapple:

- Make an **Aspect Check** using **Control**, **Finesse**, or **Discipline**  
  *(GM or Domain feature may specify which)*
- Target makes a **contested check** using **Reflex**, **Ingenuity**, or **Fortitude**

📘 **If successful** the Target is **Restrained**.  

Maintaining a grapple requires a **contested check** at the start of each round, but does **not** increase your Action Load.

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## Shoves and Throws

To knock a creature down or push them away:

- Make an **Aspect Check** using **Agility**, **Control**, or **Fortitude**
- Target contests with **Reflex** or **Discipline**
- On success, choose an effect:

::: wrap notice

🟡 **Options:**  
- Push the target **5–10 feet**  
- **Knock them prone** (lowers Evasion)  
- Force them into a **hazard** or dangerous space (GM discretion)

:::

These are especially effective with terrain or teamwork.

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## Natural Weapons

Some characters have **natural weapons** that function as **unarmed attacks** but include a **damage die**.

::: wrap notice

🧬 **Examples:**  
- The [Species](/rules/species/) Feature **Natural Weapons** adds a **d6** damage die to your unarmed attacks: a reptile-folk **bite** (Piercing), a beast-folk **claw** (Slashing), or a horned species' **gore** (Piercing).
- A **tail slam** or **hoof kick** from the same Feature deals Bludgeoning instead.

:::

These still follow unarmed rules but include a damage die in the roll.

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## Improvised Weapons

Using a mug, chair, bone, or similar object counts as an **Improvised Weapon**.

- Usually deals **1d4 or 1d6** damage
- May **break** after one or two uses
- GM may apply **disadvantage** or impose quirks

Creativity is encouraged—surroundings are part of your arsenal!

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## Martial Arts Features

Some feature cards or Domains enhance unarmed combat. They may:

- Add a **damage die** (1d4 or 1d6)
- Make unarmed attacks **magical**
- Reduce **Action Load** for follow-up strikes
- Increase **reach** (e.g., psionic limbs, vines)
- Grant **reaction counters** or combo effects

Check feature cards for full details.

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## Notes

- Unarmed attacks are **always available**, even when disarmed or restrained
- **Grapples** and **shoves** use contested rolls, grounded in Aspect logic
- Combining unarmed tactics with **Team Actions** or clever positioning adds strategic depth

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