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brawler [2020/04/04 08:26]
kyle [Smackup]
brawler [2021/02/23 14:07] (current)
kyle
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 //We can talk about technique and conditioning later, but if you want to pursue the art of pugilism it's best to start with what's really important: picking something totally sick to tattoo on your knuckles.// //We can talk about technique and conditioning later, but if you want to pursue the art of pugilism it's best to start with what's really important: picking something totally sick to tattoo on your knuckles.//
  
-Anybody that fights "unarmed" is a Brawler, from elegant martial artists to brutal bar-fightersThis might involve nothing but natural punches, kicks and similar or maybe there's some brass knuckles involved; the choice is considered purely cosmetic and is up to youIf your definition of "unarmedinvolves claws or fangsyou're probably a [[Lacerator]] instead.+^{{ra>key?48|Possible Keystones}} |1Gleaming brass knuckles. \\ 2. Leather punching bag. \\ 3. Classic kung-fu flick on VHS, mint condition. \\ 4. Athletic mouthguard. \\ 5. Booklet titled "Guided Meditations on Violence". \\ 6. Steel-toed shoessurprisingly light|
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
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 |{{fa>caret-right?24}} |[[#Walter]] |Grab one and beat it out of them. | |{{fa>caret-right?24}} |[[#Walter]] |Grab one and beat it out of them. |
 |{{fa>caret-right?24}} |[[#Whirlwind]] |Attack everything nearby. | |{{fa>caret-right?24}} |[[#Whirlwind]] |Attack everything nearby. |
-^[[#Enterprises]] ||Brawler School \\ Drill Yard \\ Squad | +^ ^^^
-^[[#Weaknesses]] ||Handless |+
  
 ====== Brawler ====== ====== Brawler ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Melee attack against any target within 1 meter. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Choking, Deprived, or Dizzy conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Assassinate:** If you attack a creature of your own level or lower that wasn't expecting to be attacked, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). \\ \\ {{fa>plus-circle?24&align=left}}**KO:** When you assassinate or strike the killing blow against a target with this weapon, you can choose to knock them unconscious instead of killing them. Unconscious creatures don't lose any Flesh from the blow that finished them and become totally helpless and oblivious for a few hours instead. \\ \\ {{fa>plus-circle?24&align=left}}**Water Failure:** This weapon is awkward underwater, but not impossibly so. Attacks made while submerged or against a submerged target have a failure chance of 6. |+^{{ra>axe-swing?48|Active Combat}} ||{{fa>plus-circle?24&align=left}}**Knuckle Sandwich:** As an action, you may make a Melee attack against any target within 1 meter. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Choking, Dizzy, or Nauseous conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Skullduggery:** This weapon can be used to backstab (+2 damage to targets that cannot see you) and assassinate (instantly kill targets of equal or lower level who weren't expecting an attack). \\ \\ {{fa>plus-circle?24&align=left}}**Semi-Aquatic:** The weapon has a failure chance of 6 when used underwater instead of such use being impossible. |
 ^ ^^^ ^ ^^^
  
 ^Condition ^^Explanation ^ ^Condition ^^Explanation ^
 |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). | |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). |
-|{{ra>broken-bottle?32&align=left}} ^Deprived |{{fa>minus-circle?18&align=left}} Cannot use/spend resources in any way. \\ \\ {{fa>minus-circle?18&align=left}} Cannot use any ability that requires unspent resources. | 
 |{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. | |{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. |
 +|{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. |
  
 ====== Flurry ====== ====== Flurry ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**One-Two:** You can choose to attack rapidly, hitting twice as a single action. Both attacks are directed at the same target. Roll separate attack trigger dice for each strike. \\ \\ {{fa>plus-circle?24&align=left}}**Two Hits, One Attack:** Using Flurry counts as only a single attack, not two. If you've already Flurried in a round it does not count as a double attack unless your second action is also a weapon attack. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** The first attack in a Flurry has a special failure chance of 3, and the second attack has a special failure chance of 6. |+^{{ra>axe-swing?48|Active Combat}} ||{{fa>plus-circle?24&align=left}}**ORA ORA ORA:** You can choose to attack rapidly, hitting twice as a single action. Both attacks are directed at the same target. Roll separate attack trigger dice for each strike. \\ \\ {{fa>plus-circle?24&align=left}}**Two Hits, One Attack:** Using Flurry counts as only a single attack, not two. If you've already Flurried in a round it does not count as a double attack unless your second action is also a weapon attack. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Both attacks in a Flurry have a special failure chance of 3. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Armbar:** Your strikes severely interfere with your target's ability to fight back. Any creature you successfully damage with this weapon has a failure chance of 3 with all weapon attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Withdraw and Recover:** As soon as an affected enemy gets out of your reach (usually this means moving away so they're no longer adjacent to you), the effect ends automatically. Note that this is generally impossible for any creature that you've inflicted the Grabbed condition to. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Armbar:** Your strikes severely interfere with your target's ability to fight back. Any creature you successfully damage with this weapon has a failure chance of 3 with all weapon attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Withdraw and Recover:** As soon as an affected enemy gets out of your reach (usually this means moving away so they're no longer adjacent to you), the effect ends automatically. Note that this is generally impossible for any creature that you've inflicted the Grabbed condition to. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Quad Dela Ron Sha:** When your attacks with this weapon fail for any reason, you treat the attack as landing but deal half damage (round fractions down) instead of doing nothing. This half damage is then reduced by the target's Melee combat rating as normal. \\ \\ {{fa>minus-circle?24&align=left}}**Conditions Fail:** An attack that failed cannot inflict any additional conditions, even if the trigger die result is 10+. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Quad Dela Ron Sha:** When your attacks with this weapon fail for any reason, you treat the attack as landing but deal half damage (round fractions down) instead of doing nothing. This half damage is then reduced by the target's Melee combat rating as normal. \\ \\ {{fa>minus-circle?24&align=left}}**No Bonuses:** An attack that failed cannot inflict any additional conditions or extra effects that depend on having a high trigger die result, no matter what it actually is. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Great Plan, Man:** You deal +2 damage against targets that you or an ally has inflicted the Grabbed condition to. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Great Plan, Man:** You deal +2 damage against targets that you or an ally has inflicted the Grabbed condition to. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Multiattack:** You can choose to hit every creature adjacent to you with your attacks, not just only one. This counts as a single attack no matter how many targets you hit. \\ \\ {{fa>minus-circle?24&align=left}}**Wild Swing:** Whirlwind attacks can hit allies as well as enemies. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Performing a whirlwind attack costs a point of Energy in addition to an action. |+^{{ra>axe-swing?48|Active Combat}} ||{{fa>plus-circle?24&align=left}}**Multiattack:** You can choose to hit every creature adjacent to you with your attacks, not just only one. This counts as a single attack no matter how many targets you hit. \\ \\ {{fa>plus-circle?24&align=left}}**Tasmanian Combo:** If you also have the Flurry ability from this archetype, you can combine it with this one to hit everything around you twice as a single action (with a failure chance of 3 on each hit). \\ \\ {{fa>minus-circle?24&align=left}}**Wild Swing:** Whirlwind attacks can hit allies as well as enemies. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Performing a whirlwind attack costs a point of Energy in addition to an action. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Brawler School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
-^Drill Yard |Space has been set aside for practice and sparring with Melee weapons. Adventurers can spend a training fee of 1 Dosh in the establishment to temporarily increase their Melee combat skill by +1 until the end of the current session. A Drill Yard cannot be used more than once in a given session by any single adventurer. | 
-^Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Dosh. | 
- 
-====== Weaknesses ====== 
- 
-^Handless |You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). | 
brawler.1586010362.txt.gz · Last modified: 2020/04/04 08:26 by kyle