Unarmed

Adventurers who must leave behind their trusted weapons may find themselves forced to fight unarmed, or to rely on a simple dagger, or even a thrown stone. When this happens, they rely on their martial training to save themselves.

Player-heroes performing an attack while unarmed, or using a dagger, club, or an improvised weapon, roll a number of dice equal to their highest Combat Proficiency, but suffer a disadvantage: they lose (1d).

Weapon

Damage

Injury

Load

Combat Proficiency

Notes

Unarmed

1

—

0

Brawling*

Includes throwing stones. Cannot cause a Piercing Blow

* Weapons used to make Brawling Attacks (see Chapter 4).