Brawlers
fight with knuckle and grit, grappling, punching, headbutting and assailing
their opponents with their barehands and clubs of opportunity. Often found
in bars, towns, and rough neighborhoods, some Brawlers are good enough to
pit their skills against armed opponents or in an adventuring party. Some
supplement their fisticuffs with a stout club or cross-train to learn other
martial disciplines. |
The
player of a Brawler gets to build their own fighting style and it can be
anything ranging from a well established and formalized system of fighting
to just pure natural talent unique to the character as they wish, though
additions to the history of the setting necessary to accomodate an
established system are subject to GM modification or veto. |
Cost |
Ability |
2 |
Tough: +2 PD |
3 |
Quick: +1
DEX |
10 |
Nimble: +1 SPD |
24 |
Brawling Martial Art (HtH Based) |
3 |
Choose One: |
|
- Martial Grab:
1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
|
|
- Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
|
|
- Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
|
|
- Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall,
Target Falls; FMove
|
|
- Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall,
Target Falls
|
|
- Legsweep: 1/2 Phase, +2 OCV, -1
DCV, STR +1d6 Strike, Target Falls
|
|
- Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
|
16 |
Choose Four: |
|
- Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
|
|
- Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
|
|
- Root: 1/2 Phase, +0 OCV, +0 DCV, 25 STR to resist Shove; Block, Abort
|
|
- Martial Disarm: 1/2 Phase, -1 OCV,
+1 DCV, Disarm; +10 STR to Disarm roll
|
|
- Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm
|
|
- Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
|
|
- Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR + 2d6 Strike, Must
Follow Block
|
|
- Crush: 1/2 Phase, +0 OCV, +0 DCV, STR + 4d6 Crush, Must Follow Grab
|
|
- Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
|
|
- Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
|
|
- Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
|
|
- Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
|
|
- Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
|
|
- Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
|
|
- Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove
|
|
- +1 Damage Class w/ Martial Arts (not factored in)
|
5 |
Choose One: |
|
- Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort;
FMove
|
|
- Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for
holding on; FMove
|
|
- Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take
weapon away
|
|
- Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
|
|
- Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
|
|
- Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike
|
|
- Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
|
3 |
Choose One: |
|
|
|
- Combat Skill Levels: +1 with Martial
Arts
|
|
|
|
- KS: Martial Art (GEN) + 1
|
|
|
6 |
Combat Skill Levels: +2
with Martial Arts |
4 |
Combat Luck (3 PD/3 ED) (6 Active
Points); Not While Wearing Armor (-1/2) |
3 |
Breakfall |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
2 |
WF: Common
Martial Arts Weapons |
1* |
Weapon Element with Martial Art |
var |
More Maneuvers |
+4* |
HtH Damage
Classes; (Some GM's will put a cap on Damage Classes to prevent abuse; in
this case to allow the Brawler to stay competitive, the GM should at least
allow a cap of 1/100 Character Points of the Brawler rounded in their favor.) |
+4* |
Combat Luck (3 PD/3 ED) (6 Active
Points); Not While Wearing Armor (-1/2) |
+12 |
Fleet: +2" Run
(8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
5 |
Palooka Resilience: Healing 1 BODY,
Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra
Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) |
10 |
Palooka Recovery: +15 REC (30 Active
Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2) |
5 |
Frightening Intensity:
+10 PRE; Offensive Use Only (-1) |
-5 |
Reputation:
Ill tempered Brawler 8- |
-5 |
Physical Limitation: Old
Injury (Infrequently, Slightly Impairing) |
-10 |
Psychological Limitation:
Roughneck Mentality (Common, Moderate) |
-10 |
Rivalry with
other Brawlers (More Powerful, Group, Professional, Unaware, Outdo) |
Heavy Foot typically fight, as the name would indicate, on foot. They generally
wear heavy armor and wield heavier two-handed weapons.
|
As you might imagine physical strength and stamina are necessary for this type of
fighting, and Heavy Foot train exhaustively when learning their trade to develop
the physical traits needed in their line of work. Most Heavy Foot start their training
in their mid teens, as their bodies are better able to adapt to the stress and develop
the necessary body mass to excel at this trade.
|
Cost
|
Ability
|
5
|
Strong: +5 STR
|
6
|
Sturdy: +3 CON
|
6
|
Durable: +3 BODY
|
4
|
Resilient: +2 REC
|
5
|
Great Stamina: +10 END
|
4
|
Willpower: +2 EGO
|
2
|
Choose One:
|
|
- Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1
1/2)
|
|
- Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No
Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
|
- Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Choose One:
|
|
- Combat Skill Levels: +2 HtH
|
|
- Combat Skill Levels: +1 HtH and
+1 DCV
|
|
- Combat Skill Levels: +2 DCV
|
|
- Skill Levels: +1 Overall Level
|
|
|
2
|
AF: Heavy Armor Proficiency
|
1
|
AF: Shield Proficiency
|
2
|
WF: Common Melee
|
4
|
Penalty Skill Levels: +2 to Offset DCV and DEX Penalties of Heavy Armor
|
2
|
PS: Warrior
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
1
|
Expensive Equipment: Wealth 3; Only For Purposes Of Determining Starting Equipment
(-2)
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
10
|
Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack
(Trigger: when current opponent is killed in battle and there is another opponent
in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs
1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
|
20
|
Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing
Attack (Trigger: when current opponent is killed in battle and there is another
opponent in HtH Range attack that opponent; Activating the Trigger requires
a Zero Phase Action, Trigger resets automatically, immediately after it activates,
Character does not control activation of personal Trigger; +1/2) for up to 60 Active
Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;
Note: Trigger resets automatically after an opponent is slain; the character
has no choice about using the ability -- if there is an opponent in HtH range they
must attack them and further if there are multiple opponents the GM can decide which
is attacked based upon events in play.
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Heavy Lethality: Deadly Blow: +1d6 Killing, any circumstance, any heavy weapon
=
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Heavy Armor (-1/2)
|
6
|
Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only
(-1)
|
-2
|
Bad Knees: -1" Run
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-5
|
Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
Medium Foot typically fight, as the name would indicate, on foot. They generally
wear chain or other medium armors and wield heavier one-handed weapons in conjunction
with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness,
skill, technique and brute force.
|
Medium Foot provide a potent middle ground between the various extremes of fighting,
and might possibly be the best all-around type of generalist fighter.
|
Cost
|
Ability
|
3
|
Strong: +3 STR
|
3
|
Quick: +1 DEX
|
10
|
Nimble: +1 SPD
|
2
|
Sturdy: +1 CON
|
2
|
Durable: +1 BODY
|
2
|
AF: Medium Armor Proficiency
|
1
|
AF: Shield Proficiency
|
4
|
WF: Common Melee, Common Missile
|
2
|
Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
|
16
|
Choose One:
|
|
- Combat Skill Levels: +2 All Combat
|
|
- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
|
|
- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
|
2
|
PS: Warrior
|
3
|
Tactics
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
10
|
Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack
(Trigger: when current opponent is killed in battle and there is another opponent
in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs
1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
|
20
|
Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing
Attack (Trigger: when current opponent is killed in battle and there is another
opponent in HtH Range attack that opponent; Activating the Trigger requires
a Zero Phase Action, Trigger resets automatically, immediately after it activates,
Character does not control activation of personal Trigger; +1/2) for up to 60 Active
Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;
Note: Trigger resets automatically after an opponent is slain; the character
has no choice about using the ability -- if there is an opponent in HtH range they
must attack them and further if there are multiple opponents the GM can decide which
is attacked based upon events in play.
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
4
|
Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any
medium weapon
|
7.5
|
Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less
BODY, any weapon
|
10
|
Precision: Find Weakness 11-: One Attack (choose)
|
+10
|
- More Precise: Increase Find Weakness to Tight Group
|
+20
|
- Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
- Reliably Precise: Find Weakness to 13-
|
+40
|
- Always Precise: Find Weakness to 17-
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Medium Armor (-1/2)
|
5
|
Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield;
-1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END
per Phase
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-2
|
Bad Knees: -1" Run
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-5
|
Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
As the name would indicate Light Foot typically fight on foot. They generally wear
lighter armor and wield lighter weapons.
|
Light Foot concentrate on speed, manueverability, skill, and technique over brute
force and strength. Reflexes and adroitness are their bread and butter, and they
often make use of easily carried thrown weapons which they can hurl at an opponent.
|
Adept skirmishers, Light Foot are much more dangerous than their lightly armored
fast moving nature would suggest, and what they lack in striking power they make
up for with accuracy and finesse.
|
Cost
|
Ability
|
6
|
Quick: +2 DEX
|
10
|
Nimble: +1 SPD
|
4
|
Fleet: +2" Run
|
10
|
Precision: Find Weakness 11-: One Attack (choose)
|
2
|
AF: Light Armor Proficiency
|
5
|
WF: Common Melee, Common Missile, Slings
|
10
|
Choose One:
|
|
- Combat Skill Levels: +1 All Combat and
+1 OCV with Weapon of Choice
- Combat Skill Levels: +1 HtH and
+1 DCV
- Combat Skill Levels: +1 Ranged and
+1 DCV
- Combat Skill Levels: +5 OCV with Weapon of Choice
- Skill Levels: +1 Overall Level
- Penalty Skill Levels: +4 vs. Range Modifier and
+2 OCV with Weapon of Choice
- Penalty Skill Levels: +2 vs. Range Modifier and
+2 OCV with a Tight Group of Attacks
- Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
1
|
FAM: Acrobatics
|
3
|
Breakfall
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
4
|
Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon
|
+10
|
More Precise: Increase Find Weakness to Tight Group
|
+20
|
Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
Reliably Precise: Increase Find Weakness to 13-
|
+40
|
Always Precise: Increase Find Weakness to 17-
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
Savages are warriors from more primitive and / or less civilized lands who rely
on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages
tend to focus on survival and overall fitness.
|
Savages can be somewhat similar to Light Foot but without concentrating overly much
on the mastery of a specific weapon (to a Savage everything is a weapon), and with
more concentration on raw athletic ability.
|
Despite the connotation of the word "savage", Savages are not ravening
brutes by default; they are simply primal and unspoiled by more advanced modicums
of behavior. Many Savages follow a personal or cultural Code of behavior that, while
typically more practical and/or direct, is nevertheless as binding to them as a
well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights.
This is a concept often referred to as "the Noble Savage".
|
Cost
|
Ability
|
3
|
Strong: +3 STR
|
3
|
Quick: +1 DEX
|
10
|
Nimble: +1 SPD
|
6
|
Durable: +3 CON
|
6
|
Resilient: +3 BODY
|
16
|
Choose One:
|
|
- Combat Skill Levels: +2 All Combat
|
|
- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
|
|
- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
|
|
- Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
2
|
AF: Light Armor Proficiency
|
1
|
AF: Shield Proficiency
|
6
|
WF: Common Melee, Common Missile, Uncommon Melee
|
2
|
Survival: Any 1 Environment
|
55
|
Total Ability Cost
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
12
|
Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects
Base
|
5
|
Frightening Intensity: +10 PRE; Offensive Use Only (-1)
|
5
|
Fearless: +10 PRE; Defensive Use Only (-1)
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent
(+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self
Only (-1/2)
|
10
|
Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post
Segment 12 Recovery In Combat (-2)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
-5
|
Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently;
Minor; Not Limiting In Some Cultures)
|