Martial Arts focuses on fighting bare-handed, using rapid strikes with your fists in order to dish out punishment to your foes.
Prerequisite(s): Brawling or Wrestling at Trained Rank or higher
Hammerblow (Unarmed Technique): Spend 2 Stamina before making a punch attack, and on a successful hit you deal an additional 2d8 points of bludgeoning damage.
Roundhouse (Unarmed Technique): Spend 2 Stamina before making a kick attack, and on a successful hit you inflict the Staggered condition to the opponent at Low Intensity in addition to the damage dealt. This lasts for 1d4 rounds plus 1 per point of Power you have.
Second Strike (Unarmed Technique): If you've made an unarmed attack roll during your turn and you are now outside of your own turn you can immediately spend 4 Stamina in order to make a quick and free punch however this punch deals 1d6 instead of 1d8. This can only be used once per turn.
Shatterpoint (Unarmed Technique): Spend 2 Stamina when using Disarm with unarmed strikes, and upon doing so you are able to deal your unarmed strike's damage to the weapon if the disarm instead fails.
Limb Breaker (Unarmed Technique): You are capable of critically hitting with your unarmed strike like a weapon, however instead of sacrificing Integrity you spend an additional 4 Stamina and take 1d4 damage to your arms (which can be blocked by Defense Points). Critically hitting doubles your unarmed strike's damage. This can also be triggered when rolling all 10s on your attack roll. This talent can only be used if you are at least Competent Rank or higher in either Brawling or Wrestling.
Cracking Stomp (Unarmed Technique): Spend 2 Stamina before making a kick attack against a prone enemy, and on a successful hit they are inflicted with Pain at Low Intensity for 1 round per point of Power you have.
Batter Armor: Your punches and kicks are considered to have the Pounding quality.
Elbow Shove: You can spend 4 Stamina in order to push an adjacent ally 1 square.
Exhaustive Technique: You can expend Stamina as if it were Integrity for effects which call upon dealing Integrity damage to your unarmed strikes, or if an enemy attempts to deal Integrity damage to your unarmed strikes.