Durability | Low |
Specialty | Brawl (Athletics) |
Knuckledusters are "fist-load" weapons that increase the damage from your unarmed attacks. Unlike most other melee weapons, these use your unarmed attack action (Athletics on attack checks).
Knuckledusters can't be equipped at the same time as any other hand accessory. Their tight fit makes them harder to Disarm. Creatures attempting to disarm a target using this weapon take a -10 circumstance penalty.
Material | Damage Die (one-handed) | Damage Die (two-handed) | Durability | Weight | Repair / Refinement Difficulty | Value |
---|---|---|---|---|---|---|
Rusty Steel Knuckleduster | d6-1 | 8 | 0 | 8 | 960 CR | |
Steel Knuckleduster | d6 | 12 | 0 | 15 | 2,400 CR | |
Brass Knuckles | d6 | 9 | 0 | 11 | 2,400 CR | |
Stainless Steel Knuckleduster | d6 | 14 | 0 | 17 | 3,600 CR | |
Hard Plastic Knuckleduster | d6 | 11 | 0 | 15 | 6,000 CR |
*A successful hit always deals a minimum of 1 damage, even if negative modifiers would reduce the damage roll result to 0 or less.
You deliver a punch, kick, or other physical attack using a part of your body to a target within reach. Make an Athletics check to determine if your attack hits. You may add a specialty to the check depending on the type of attack.
The attack deals the knuckledusters' damage in addition to your normal unarmed attack damage.
Success: | The target takes Bludgeoning damage equal to 1 plus your Strength modifier. |
Critical Success: | The target takes double the usual amount of damage and is staggered for one frame. |
Failure: | You miss. |
Critical Failure: | You miss, and the momentum of your body causes you to fall prone. |