***Blade Catcher*** Cult/Brotherhood gift: Permits the character access to the pin weapon special effect both as a offensive and defensive special effect with their unarmed natural hand to hand weapons
***Block and Catch*** allows for the use of the Grip special effect as a defensive special effect.
***Body Slam*** After taking a turn of movement, you can engage an opponent with a crashing blow with your arm or shoulder. Make an opposed Athletics roll versus the defender’s Brawn or Evade. If you win, then the defender is automatically knocked down with you astride them. He suffers his own Damage Modifier (if any) in damage to a random location from the fall. If your Athletics fails, the defender has weathered or sidestepped the impact. If you win one or more levels of success you may select suitable Special Effects as per normal combat (Bash and Flurry are both popular). Mythic Constantinople
***Chi Push*** The monk gains the Bash special effect with his Unarmed strikes using their cult combat style. The distance knocked back is 1/20th of the monk’s Mysticism. As with Bash, this still only works on creatures up to twice the monk’s SIZ, and if the recipient is forced backwards into an obstacle, then they must make a Hard Athletics or Acrobatics skill roll to avoid falling or tripping over.
***Chokehold*** If you have established a grapple against an opponent's head, you may choose to apply 1d2 levels of fatigue instead of damage. These levels of fatigue recover very quickly (healing rate per round) once the grapple is broken. Does not generally work on Undead.
***Dim Mak*** Monks gain a new Special Effect called Dim Mak that allows them to penetrate a number of points of worn or natural armor equal to 1/20th their Mysticism skill with their unarmed attacks using their cult combat style. Magic armor protects, but only the amount of the magical bonus.
***Dragon Kicks Technique*** Cult/Brotherhood gift: permits the character to treat their unarmed kick attacks as a club with the addition of the offensive weapon trait
***Drunken Master*** Cult/Brotherhood gift: gain the drunken sway fighting combat style trait in all combat styles
additionally when defending against attacks you may select special effects limited to attacker fumbles on a normal roll
***Drunken Sway Fighting*** Cult/Brotherhood gift: on a tie of equal success levels on a differential roll that can grant special effects
the character can chose to grant one special effect each to themselves and their opponent
unarmed combat related cult gifts
***Flurry of Blows*** Cult/Brotherhood gift: on successful flurry or remise attacks the character may choose to gain a free flurry special effect
but must pay the action point cost each time it is selected
***Graceful Grappler*** Cult/Brotherhood gift: Permits the character access to the Entangle and Grip special effects both as a offensive and defensive special effects with their unarmed natural hand to hand weapons
***Grappler*** The style grants its user an advantage when entangling or immobilising opponents, making a foe’s opposed rolls to evade or break free one difficulty grade harder. Rq6 pg 135.
***Grappling Transition*** when grappling, if you succeed on a grapple check to do damage, you may instead shift the location of your grapple to an adjacent location.
***Ground Fighter*** while prone and fighting against another prone opponent, you suffer a Hard penalty instead of a Formidable one.
***Ground Fighting*** Cult/Brotherhood gift: difficulty grade penalties for fighting while prone are reduced by one step, though attacking with certain weapons may not permit this bonus
against targets who are also prone or grappled by the character such difficulty grade penalties are instead ignored entirely
***Immobilise*** When you have someone grappled or entangled, in lieu of damage you may use your action to try to immobilise the hit location you are grappling. Roll your Combat Style opposed by your target’s Endurance; if successful, adjudicate like the Stun Location Special Effect (Mythras page 99), but this does not need a level of success to employ and only lasts for as long as you maintain the grapple.Mythic Constantinople
***Immobilise*** When you have someone grappled or entangled, in lieu of damage you may use your action to try to immobilise the hit location you are grappling. Roll your Combat Style opposed by your target’s Endurance; if successful, adjudicate like the Stun Location Special Effect (Mythras page 99), but this does not need a level of success to employ and only lasts for as long as you maintain the grapple.Mythic Constantinople
***Improvised Weapon Empathy*** Cult/Brotherhood gift: after using the take weapon special effect, you may use your unarmed skill to wield the weapon at full proficiency as a trained weapon of the skill for the next one tenth of your insight rounds
this only applies if the weapon was at least broadly similar to a trained weapon in any one of the opponents combat styles
***Iron Holds*** This unarmed style teaches techniques to maintain holds on an opponent. Any opposed rolls to escape from the Grip Special Effect or Grappling are one step harder. Unarmed Only.
***Joint Lock*** if you have established a grapple against an opponent’s limb (as determined by the GM), step up your damage mod one step when applying grappling damage. Does not work on things without bones.
***Joint Locks*** Style includes joint locks that permit immobilizing or throwing an opponent after a successful grip effect.
***Kick Training*** you can make kick attacks. For your attack, your unarmed damage and reach increases by one step. If a defender uses the trip special effect against you for this attack, your roll to resist is Hard.
***Knockout*** This unarmed style emphasises powerful blows to the head to knock the opponent unconscious. When using the Stun Location special effect on the enemy’s head, the roll to resist is one grade more difficult. Unarmed Only. Human (or human-like) opponents only.
***Morokanth Fu*** On a successful unarmed attack may immediately apply defensive special effect in addition to any offensive special effect. Defensive is ALWAYS applied if morokanth does not use a made weapon n GB pg 31 BaB pg 52
***Praying Strikes*** The "gift" is a focused trance of rhythmic aggression that overwhelms opponents with continuous strikes
**Entering the stance:** Before an unarmed attack, the character may attempt to enter the stance with an opposed roll of Devotion or Meditation against the opponent's Willpower.
**Effects:** All skills are capped by Devotion or Meditation, and successful unarmed attacks gain a free press advantage special effect.
**Breaking the stance:** The stance breaks if any action other than attacking the designated opponent is taken, wasting one additional action point.
***Push Hands (requires Push*** if the attacker can use the Bash special effect with his unarmed attacks, treat them as a shield for the purposes of the knockback on this special effect.
***Push*** the attacker may use the Bash special effect with his Unarmed attacks. They are treated as a weapon for determining distance pushed.
***Sacrifice Throw*** when performing a Trip special effect, the character attempting may impose a Formidable penalty to his opponents attempt to resist. If the resistance roll fails, both end up prone.
***Senpou Leaping Kick*** Cult/Brotherhood gift: the character can make leaping attacks while engaged in melee with an opponent as per the leaper creature trait only leg attacks are permitted to be combined with a leaping attacks Rank II Senpou Leaping Kicks the character gains a free remise special effect on a successful leaping kick
***Stunning Pressure Point Strikes*** "Cult/Brotherhood gift: your unarmed attacks ignore amour but only for the purpose of inflicting the stun location special effect, otherwise damage is inflicted normally additionally the stun location special effect is automatically added to all additional unarmed flurry hits"
***Sucker Punch*** "Cult/Brotherhood gift: your unarmed attacks ignore amour but only for the purpose of inflicting the stun location special effect, otherwise damage is inflicted normally additionally the stun location special effect is automatically added to all additional unarmed flurry hits"
***Sure-footed*** "Cult/Brotherhood gift: your unarmed attacks ignore amour but only for the purpose of inflicting the stun location special effect, otherwise damage is inflicted normally additionally the stun location special effect is automatically added to all additional unarmed flurry hits"
***Take Down*** Unarmed Combat -
Using leg sweeps or throws that use the opponent’s weight against him, rolls to resist your Trip Special Effect are made at one difficulty grade harder. Mythic Constantinople
***Toxic Touch*** May wield small venomous creatures as part of the Unarmed skill, inflicting the creature's damage instead of their own MI pg 41
***Unarmed Might*** "Cult/Brotherhood gift: The character's damage mod is re calculated by the sum of STR+SIZ+POW for the purposes of fighting unarmed this applies to natural weapon attacks, grappling, and even joint breaking. "
***Unarmed Prowess*** Permits the user to treat his Unarmed blocks and parries as ‘Medium’ sized, enabling him to better defend himself from armed opponents. Mythras pg 89
***Unarmed Throws*** "This unarmed style teaches techniques to use an opponent’s weight against him and drop him prone. When using the Trip Opponent Special Effect the Brawn, Evade or Acrobatics roll to avoid falling prone is one step harder. Unarmed Only."
***Wind Draining Pressure Strike*** Cult/Brotherhood gift: wind draining pressure strike. when attacking unarmed and the stun location special effect is successfully inflicted on the abdomen or chest of a humanoid opponent they also immediately gain one level of fatigue