Skill | Unarmed Combat

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Unarmed Combat governs fighting without weapons—punches, kicks, grapples, and defensive counters. Whether you are a martial artist, tavern brawler, or desperate survivor, this skill covers the full range of barehanded fighting techniques.

This skill applies when striking opponents, grappling for control, or defending yourself against similar attacks in close quarters. Unarmed Combat combines speed, strength, and instinct to prevail when no weapon is at hand.

When You Use It

Unarmed Combat applies when you punch, kick, or elbow an opponent; grapple, restrain, or pin a foe; attempt to disarm or disable a weapon-wielding enemy with your bare hands; perform throws, joint locks, or other martial techniques; or block and counter unarmed attacks.

Stat Used

Your Unarmed Combat skill is based on the average of Dexterity and Strength, rounded down.

Untrained Use

Anyone may attempt Unarmed Combat using this base score. Basic punches, wrestling, and wild grappling are intuitive. However, advanced holds, counters, and precision strikes require proper training for reliable success.

Opposed Rolls

Striking attacks are opposed by the target’s Dodge or Unarmed Combat. Grapples and holds are contested directly with Unarmed Combat. The higher margin of success determines whether the attack lands, the hold is maintained, or control is seized.

Passive Use

You may use Unarmed Combat defensively in close quarters without spending an action. When fighting barehanded or in grappling range, you may block or counter attacks using this skill instead of Dodge. Against armed or monstrous opponents, Dodge is typically safer and more effective.

Damage and Effects

Basic unarmed strikes deal Stun Damage equal to your Strength Damage Adjustment (SDA) + 1d10. If this exceeds the target’s armor soak, apply Stun Point (SP) loss normally. For every full 5 SP lost in a single hit, the target also suffers 1 HP of real damage. Grapples and throws typically deal only Stun Damage unless the maneuver clearly intends to harm, such as slamming someone onto stone. In such cases, the GM may permit partial HP damage.

A critical success (01) allows you to gain an advantage, such as knocking the target prone, disarming them, or inflicting extra harm. A critical failure (00) leaves you vulnerable, causes a stumble, or results in self-injury.

Situational Modifiers

As always, apply the difficulty ladder based on conditions such as footing, opponent awareness, and environment:

Trivial (+50%): Sparring with a cooperative partner.
Effortless (+40%): Grappling someone restrained or compliant.
Easy (+30%): Striking an unaware or helpless target.
Routine (+20%): Fighting under ideal conditions.
Favorable (+10%): Minor obstacles or modest resistance.
Everyday (0%): Standard melee conditions.
Challenging (–10%): Tight quarters or difficult footing.
Hard (–20%): Opponent with superior reach or size.
Very Hard (–30%): Restrained or fighting off balance.
Extreme (–40%): Fighting underwater or in total darkness.
Near-Impossible (–50%): Barehanded disarm of an active weapon attack.

Companion Skills

Athletics supports takedowns and powerful grapples. Dodge covers evasive maneuvers beyond close combat range. Insight helps predict opponents’ moves and openings.

Optional Rule: Knocking Out Targets

Unarmed Combat offers the option to subdue rather than kill. You may attempt to render your foe unconscious when attacking with unarmed strikes or blunt weapons intended to knock out.

When a target has lost half or more of their total SP, they must make a Body Check after each additional hit that inflicts Stun Damage. Roll 2d10 and add the result. They remain conscious if the total is equal to or less than the target’s Body stat. If the result exceeds their Body stat, they fall unconscious immediately. If the target has 25% or fewer SP remaining, apply a -2 penalty to the Body stat for this check. At 0 SP, the target automatically falls unconscious unless immune.

A critical success on the check (natural 2) ignores penalties and prevents a knockout. A critical failure (natural 20) causes immediate collapse regardless of remaining SP.

Knocked-out targets remain unconscious for minutes to hours, though allies may revive them through First Aid, loud noise, or rough handling at the GM’s discretion.

GM Note

Unarmed Combat offers both offensive and defensive applications in tight quarters. Against unarmed foes, blocking and grappling may be used reflexively without spending actions. Against armed or deadly threats, however, Dodge remains the safer option. Knockout rules add narrative and tactical depth, but the GM should limit unconsciousness to creatures capable of falling senseless. This system keeps enemy SP hidden while escalating tension and offering cinematic, non-lethal resolutions.

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File Created: 05/01/2025
Last Modified: 05/01/2025

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