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) |
Backbiters are akin to Warriors in that they train to kill, but unlike the generally
more upfront Warriors, Backbiters take full advantage of shadow and misdirection.
There is no fair or not fair, there is only survivor and deceased. Typically attacking
from hiding or seeking to attack an opponent from behind, there is nothing that
a good Backbiter hates more than a standup fight.
|
Many Backbiters become mercenaries, adventurers, or soldiers of fortune, and are
almost always looking for the easy money. Backbiters tend to increase their stealth
and lethality over all other things.
|
Cost
|
Ability
|
14
|
Deadly Blow (Sneak Attack): 2d6 KA Only With Blows Struck From Behind or Against
Surprised Targets; Real Cost: 7 points (per d6)
|
25
|
Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost:
10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness
(-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
|
1
|
WF: Blades
|
3
|
+1 OCV with Blades
|
4
|
Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
|
3
|
Stealth
|
3
|
Concealment
|
1
|
FAM: Shadowing
|
1
|
FAM: Streetwise
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
3
|
Acrobatics
|
3
|
Breakfall
|
15
|
Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls
(-1)
|
15
|
Adept: +3 with DEX Based Skills
|
16
|
Well Rounded: +2 with All Non-Combat Skills
|
20
|
Puissant: +2 with Overall
|
10
|
Lightning Reflexes: +10 with One Action
|
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
|
26
|
Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active
Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
|
15
|
Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense
(Normal Hearing) (Real Cost: 10)
|
25
|
Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory,
Increased Arc of Perception: 240-Degree, Range
|
2
|
*Sense Traps: Add Sense to above: +2 points
|
15
|
Open Lock: Lock picking (DEX based) + 6
|
30
|
Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power
At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points
return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180
Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take
No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely
reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration
1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill
Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster
-1/4)
|
2
|
Thieves' Cant: (Language; basic conversation; literate)
|
-5
|
Reputation: Backstabber 8-
|
-10
|
Psychological Limitation: Backstabber Mentality (Common, Moderate)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-5
|
Social Limitation: Prior Conviction (Got caught at some point in the past and has
done some time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
|