Often overlooked, fistloads are punching weapons such as the infamous brass knuckles, or weighted boxing gloves, but also include tools such as the bagh nakh (or cats claws) and deer horn knives. There are as many bladed as there are blunt variants. Ultimately what makes a fistload a fistload may be the ability to punch with the weapon in hand.
Mechanics
Getting socked with a fist full of steel is going to rattle just about anyone. More so, it’s often not about swinging for the fences as it is delivering a quick strike and letting the tool do the work for the fighter. For our fistloads, we are going to break them into two categories, blunt, and bladed, each with their own unique qualities.
- Bladed: With few exceptions, bladed fistloads are focused on quickly cutting a Target before they can react. As they are potentially less lethal than say a sword stroke, but deadly in their own way, bladed fistloads will all have the Lingering Power Boon.
- Blunt: To be blunt, getting hit in the head with a lump of metal is probably going to shake things loose. As such, blunt fistloads will have Specialties for Staggering foes. Depending on the weapon, they may also add in a Specialty for Power Strikes, or the Penetrating Power Boon.
Gear By Power Level
The following section provides examples of weapons appropriate for a given Power Level. As the Power Level increases the example Gear typically becomes more specialized as we move further away from real world counterparts.
Exceptional
Brass Knuckles 6
- Parent Attribute: Strength or Dexterity
- Primary Role: Offense
Reduced Detection MA
Devastating MA
(S) Staggering 4
(S) Surprised Targets 4
Cost” 8 + 6 + 6 + 6 + 6 = 32 / Gear (8) = MA4
Made famous by American media’s romance with mafia movies, Before this though, American and British trench knives incorporated knuckle dusters for added functionality. Before this, soldiers in the US Civil War would craft lead knuckles from carved wood and melted bullets. However, the history of these weapons date back centuries further, as they have proven throughout the years as an effective close quarters combat tool. Applying a one two take down, dazing a foe, then fishing them off as they drop their guard.
Bagh Nakh 6
- Parent Attribute: Dexterity or Expression
- Primary Role: Offense
Lingering TY
Reduced Detection MA
Devastating MA
Secondary Role: Support: Climbing MA
(S) Surprised Targets 4
Limited: Loses Devastating Damage against targets with worn Armor until using the Find Weakness Maneuver.
Cost: 8 + 3 + 6 + 6 + 6 + 6 – 3 = 32 / Gear (8) = MA4
Slipping between the fingers, or under the palm of the hand, these claw-like blades can easily puncture and lacerate flesh. While deadly against soft targets, the bagh nakh may struggle against armored foes. Used against an unsuspecting target though and the results may be lethal.
Low Powered
Deer Horn Knives 8
- Parent Attribute: Dexterity or Wisdom
- Primary Role: Offense
Lingering TY
Devisating MA
Secondary Role: Defense MA
(S) Active Defense 5
(S) Breaking Weapons 5
(S) Disarming Foes 5
(S) Grappling 6
Limited: Defense only for Close Range
Limited: Breaking Weapons and Disarming Foes may only be used following a Grapple
Cost: 10 + 3 + 6 + 6 + 7 + 7 + 7 + 8 – 3 – 3 = 48 / Gear (8) = MA6
A paired set of double crescent blades, these unique weapons are designed, striking, cutting, trapping, and breaking weapons. The variety of techniques the Deer Horns aids the wielder in can be difficult to master, but the benefits are immense when applied properly. Their design allows the Deer Horns to be offensive as well as defensive, with skilled users baiting foes into striking only to find their sword shattered on the ground.
Weighted-Knuckle (Sap) Gloves 8
- Parent Attribute: Strength or Dexterity
- Primary Role: Offense
Reduced Detection MA
Devastating (Boost Devastation) MA2
(S) Hitting First 5
(S) Staggering 7
(S) Trip 5
Limited: Must always use Staggering, at least half Damage must be transferred to the Stagger.
Cost: 10 + 12 + 6 + 7 + 9 + 7 – 3 = 48 / Gear (8) = MA6
While some designs may be obvious, going so far as to place metal plates across the knuckles, many sap gloves use concealed powdered lead to deliver knock down blows. Popular with security, personal bodyguards, and bouncers, weighted-Knuckle Gloves stagger foes with ease, and can land unsuspecting opponents on their backs before they realize what’s going on. They are a less than lethal option, with knockout power, which makes them an easy pick when working in dangerous situations without the authority for more lethal force.
Classic
Gladiator’s Cestus 12
- Parent Attribute: Strength or Mental
- Primary Role: Offense
Lingering TY
Devisating (Boost Devastation) MA2
Secondary Role: Defense (Full Role) MA2
Armor MA
Secondary Role: Support: Strength MA
Added Support: Outlast MA
(S) Active Defense 9
Limited: Armor only on Active Defense
Limited: Must take on the toughest foe, or largest group of foes or suffer a -20 Penalty to all rolls.
Cost: 14 + 3 + 12 + 12 + 6 + 6 + 6 + 11 – 3 – 3 = 64 / Gear (8) = MA8
These thick leather wraps are studded with sterling silver points and dyed a deep autumn red. They radiate with magic, and the weight of history. Covering the forearms to the knuckles, the wearer’s fingers remain exposed to allow for fine manipulation in battle. When worn, the gladiator’s strength is increased to superhuman levels, allowing them to inflict grievous wounds. More so, the enchantments around the cestus protect the wearer, should they choose to defend themselves creating an aura of force around the arms. However, the call of the arena still lives within the cestus, and may lead the warrior to take reckless actions, focusing on the wrong opponent, or even charging in against insurmountable odds.
XS-X02 Shock Gauntlet 12
- Parent Attribute: Dexterity
- Primary Role: Offense
Automatic (Increased Rate of Fire) MA2
Devastating (Boost Deviation) MA2
Trapping (Variable Trap, Power Pass, Untouchable) MA4
(S) Staggering 9
Limited: Must always use Staggering, all Damage from the first Attack must be transferred to the Stagger.
Limited: Trapping only applies to targets where electricity could impair their nervous system or equivalent. Foes with Resist: Electrical or something equivalent are also immune.
Limited Uses: Limited Charge
Cost: 14 + 12 + 12 + 24 + 11 – 3 – 3 – 3 = 64 / Gear (8) = MA8
This high tech gauntlet imparts enough electrical force to stop a rhino’s charge. Developed by Xiao-Su Technologies during the planning stage of the Zenith power armor, the design was ultimately scrapped due to the high levels of power consumption. Since then XST researchers have not given up on the concept. Mounting over the arm, like a sleeve, the gauntlet uses a series of internal capacitors to store energy from the user’s movements. This however continues to prove unreliable, keeping the shock gauntlet in experimental status.
High Powered
Ionic Katar 14
- Parent Attribute: Dexterity or Intelligence
- Primary Role: Offense
Alternate Source: Blade or Energy MA
Lingering MA
Devisating (Boost Devastation, Total Devastation, Penetrating 2) MA5
Secondary Role: Defense (Full Role) MA2
(S) Active Defense 6
(S) Power Strike 6
Limited: Total Devastation and Penetrating Only on Power Strikes
Limited: Secondary Role: Defense only when taking an Active Defense
Limited: Energy Damage only for Lingering, swap between Damage types each turn to represent bleed and the effects of the ionic bomb. (No AP)
Cost: 16 + 6 + 6 + 30 + 12 + 8 + 8 – 3 – 3 = 80 / Gear (8) = MA10
A relic from the Lensing Conflict, the Ionic Katar was used by a Zo champion during the invasion. Although not of Zo design, the deadly design indicates an advanced warrior species within their empire. The short blade is used to punch through defenses before micro-servos extend the wound in all directions. Once the weapon is extended an ionizing bomb is deployed within the mass of the opponent. All of this, within the time it takes to strike the target.
Rumble Fist 15
- Parent Attribute: Strength or Well, more Strength
- Primary Role: Offense
Devastating (Boost Deviation, Total Devastation) MA3
Secondary Role: Defense (Full Role) MA2
Armor MA
(S) (Pick One: Combo or Rapid Action): Stagger – Heavy Blow 5
(S) Heavy Blow 5
(S) Staggering 5
(S) Unending Assault 10
Limited: Armor only when taking an Active Defense
Pick One:
- Feedback: The wielder loses 5 Stamina each Attack Action. Note: This is only applied once for Combos or Rapid Actions.
- Limited: Cooldown: One the wielder starts Attacking, if they take any other action the Rumble Fist must reset, requiring 1 Turn or 1 Willpower. This includes Rapid Actions or Combos with any action being something other than an Attack.
Cost: 17 + 18 + 12 + 6 + 7 + 7 + 7 + 12 – 3 – 3 = 80 / Gear (8) = MA10
Found in a dig at the Yasumiba ruins almost a decade ago, it has taken years for researchers to uncover the nature of the Rumble Fist. In the vastness of space galactic empires have risen and disappeared into the void. Millennia before humanity dreamt of traveling the stars, in the Lovtnor system, a desperate group of freedom fighters battled to escape the control of the Alaaz’Diba, an alliance of technocratic dictators who subjugated over a hundreds or worlds. The Lovtnor freedom fighters cobbled together weapons and armor to build powerful suits of armor. The Rumble Fist is all that survives of this conflict. How this broken arm came to earth remains a mystery. However, some researchers believe that this relic may have been blown off of a battle suit during a battle and drifted to earth over centuries, as there are no other signs of the Lovtnor-Alaaz’Diba conflict.
The Rumble Fist covers most of the arm, and part of the shoulder. When striking, the sleeve seems to take over forcing the wearer to attack with blinding speed, and seemingly unendingly. Attempts to bring the Rumble Fist back online proved volatile leading to a number of catastrophic accidents in the testing phase. Recently, stability controls were suggested. However, the added stability could offset the Rumble Fist’s controls leading to application failures. Ultimately, the research team is hesitant to modify the arm further as it’s clear this is part of a larger battle suit, and not intended to operate in isolation. Recreating the full Lovtnor armor based on the information available though is a task beyond impossible.
Note: Unending Assault can be applied on the third consecutive attack, even if on a later Turn. However, once the wearer stops attacking, Unending Assault cannot be applied again until the conditions have been reset.
P.S. In a full suit of Lovtnor battle armor, the Feedback Drawback would be offset (removed) by the suit, and probably quite a few other perks, but that’s an adventure for another day.