Unarmed : Descriptor

Published March 30, 2018 by


Determined and strong-willed, you have learned that what you have been given is your greatest asset. Using your fists, knees, elbows, and head during combat makes you quicker and always equipt with the capability of taking down the enemy. Use this knowledge to excell in bar fights, and to always be prepared, even in areas where weapons are not permitted. Glaives and Jacks would get the most out of this trait.

You gain the following benefits:

Combat Orientated  Minus one to your Intellect. Permanent.

Heavy Hitter  Plus two to Might and one Speed. Permanent.

OR

Jab Master  Plus two to Speed and one Might. Permanent.

Thick-Boned  You are naturally resistant to broken or split bones.

Rage Plus two to Might Edge until end of combat. Action to initiate.

>> Inability Using weapons, especially of the heavy variety, are completely foreign to you. However, using a light weapon as last resort backup is allowed.

>> Additional Equipment Your trainer gave you a parting gift– a single pair of brass knuckles or padded gauntlets that deal the same damage as a medium weapon, and is open to modifications.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Your GM picks one other PC. This character will always find your way of fighting to either be respectable or ridiculous, and will either always want to challenge you or learn from you. Whether you decide to mentor or brawl the chosen PC is entirely your decision.
  2. You are a reputable underground boxer, and many people have tried to recruit you for their own uses. Many others have tried to rob you of your money… or your secrets. You are either open for employment, or reluctant to serve, and this would be the introduction to your group.