Glove
Item · Weapon · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
Part of Weapon
- AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
- MeleeMelee FeatureMelee is a Feature of items built for close combat.
- ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
Gloves are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for grappling control. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is BrawlerBrawler Feat · Tier 1Brawler is a Feat built for fighting with Gloves and bare fists..
Kinds of Gloves
| Features | ||||||||
|---|---|---|---|---|---|---|---|---|
| Gauntlet | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) | 0 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 10 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., Free GripFree Grip FeatureFree Grip is a Feature of items strapped to or worn on your hand., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. |
| Knuckle Claw | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 50 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).) |
| Knuckle Duster | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) | 1 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 10 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. |
| Spiked Gauntlet | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).) | 0 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 50 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., Free GripFree Grip FeatureFree Grip is a Feature of items strapped to or worn on your hand., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. |
| Unarmed Attack | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) | 0+ | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | — | — | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength., MeleeMelee FeatureMelee is a Feature of items built for close combat., NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill. |
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