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brawler

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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.

Anybody that fights “unarmed” is a Brawler, from elegant martial artists to brutal bar-fighters. This 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 you. If your definition of “unarmed” involves claws or fangs, you're probably a Lacerator instead.

This is a weapon and subject to universal weapon rules.

Brawler Kicks and punches.
caret-right Flurry Multiple fast attacks.
caret-right Lockup Interfere with their attacks.
caret-right Smackup Failure is only lesser success.
caret-right Walter Grab one and beat it out of them.
caret-right Whirlwind Attack everything nearby.

Brawler

Offense plus-circleAttack: As an action, you may make a Melee attack against any target within 1 meter.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Choking, Deprived, or Dizzy conditions to its target.

plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage.

plus-circleAssassinate: 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).

plus-circleKO: 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.

minus-circleWater 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.
Condition Explanation
noose Choking minus-circle 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.

minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal).
broken-bottle Deprived minus-circle Cannot use/spend resources in any way.

minus-circle Cannot use any ability that requires unspent resources.
ringing-bell Dizzy minus-circle Every time a movement action is taken, lose 1 Energy.

minus-circle Cannot dash (travel further in exchange for Energy) during a movement action.

plus-circle Movement made for free (without spending any actions) is unaffected.

Flurry

Offense plus-circleORA 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.

plus-circleTwo 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.

minus-circleAccuracy 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.

Lockup

Offense plus-circleArmbar: 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.

minus-circleWithdraw 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.

Smackup

Offense plus-circleQuad 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.

minus-circleConditions Fail: An attack that failed cannot inflict any additional conditions, even if the trigger die result is 10+.

Walter

Offense plus-circleGreat Plan, Man: You deal +2 damage against targets that you or an ally has inflicted the Grabbed condition to.

Whirlwind

Offense plus-circleMultiattack: 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.

minus-circleWild Swing: Whirlwind attacks can hit allies as well as enemies.

minus-circleExertion: Performing a whirlwind attack costs a point of Energy in addition to an action.
brawler.1604420997.txt.gz · Last modified: 2020/11/03 09:29 by kyle