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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.
Cocktails | Acrobat: Emphasize gracefulness. Wrestler: Mix grabs in with your punches. Captor: If you like barfights, but not manslaughter. |
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Possible Keystones | 1. Gleaming brass knuckles. 2. Leather punching bag. 3. “Enter the Dragon” VHS, mint condition. 4. Boxer's mouthguard. 5. Booklet titled “Guided Meditations on Violence”. 6. Surprisingly lightweight shoes with steel-reinforced toes. |
This is a weapon and subject to universal weapon rules.
Brawler | Kicks and punches. | |
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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. |
Active Combat | 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, Dizzy, or Nauseous conditions to its target. plus-circleSkullduggery: 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). plus-circleWater Failure: This weapon is less awkward underwater than normal. Attacks made while submerged or against a submerged target have a failure chance of 6 instead of simply being impossible. |
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Condition | Explanation | |
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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). |
turd | Nauseous | minus-circle All weapon attacks cost 1 Energy in addition to any normal costs they may have. minus-circle Cannot double attack during a round. plus-circle Weapon attacks made for free (without spending any actions) are unaffected. |
Active Combat | 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: Both attacks in a Flurry have a special failure chance of 3. |
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Enhancement | 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. |
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Enhancement | 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+. |
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Enhancement | plus-circleGreat Plan, Man: You deal +2 damage against targets that you or an ally has inflicted the Grabbed condition to. | |
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Active Combat | 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. plus-circleTasmanian 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). 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. |
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