Unarmed Combat Skill
A character with the Unarmed Combat Skill understands how to use his hands, feet and other parts of his own body to both inflict damage on another individual, and prevent damage being inflicted upon himself. This might extend to punches, kicks, grappling, headbutts, or even striking with jaw or tail in the case of beast races or animals. At higher levels the character can also minimize the damage sustained when he is struck by employing various techniques such as retreating with the blow, while just plain dodging works amply at lower levels.

Key Statistic: Strength
Tech Level: 0

Unskilled


Grapple

any actions that can be attempted without the skill
Advantage:

Strike

any actions that can be attempted without the skill
Advantage:

Beginner (1-2)


Action

the primary action the skill is required for
Advantage:

Professional (3-5)


Action

an additional, more complex action now available
Advantage:

Expert (6-7)


Action

an even more complex, often exciting or niched action or one that improves the quality of the primary action or actions
Advantage:

Master (8-9)


Action

see above, but even more complex, and usually more niche
Advantage:

Perfect (10)


Perfect Action

an impossible, mythic, "magical" power acquired by perfecting the skill
Advantage:

Specialities


Dodging: This enhancement speciality is concerned with avoiding injury by anticipating where a blow will land, and avoiding it. Commonly used against armed and unarmed attacks alike, dodging is an excellent way for a quick combatant to avoid harm.

Grappling: Unarmed attacks are not only punches and kicks. This enhancement speciality is concerned with attacks involving throws, often using an opponent's own momentum or weight against them.

Resilience: While many fighters focus on not being hit, most true brawlers know it's all about taking a hit. Resilience is an enhancement speciality used when resisting damage from unarmed attacks. While no attack can be entirely blocked with the body, it can be taken on a tougher bodypart, or have its momentum interrupted by a skilled unarmed fighter.

Restraint: This enhancement speciality is primarily concerned with holding and individual immobile, either to prevent them from moving and acting when attempting to apprehend or pacify them, or to prevent them from defending or avoiding further attack. In cases of athletic competition it can also be use to inflict enough pain on a restrained opponent to secure surrender.

Striking: This enhancement speciality deals with using hands, feet, head, and other body parts as weapons to strike at opponents and inflict injury.

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