Some Barbarians are seemingly unstoppable in battle, able to ignore pain and fight
on all the fiercer when struck.
|
Destroyers can be fun and interesting additions to an adventuring group, but they
can also be disruptive. They can tend to get themselves and sometimes comrades into
lethal situations that they subsequently cannot extricate themselves from due to
their propensity to seek battle. A player should take care to balance their character's
ability to get out of the scrapes their overconfidence might get them into.
|
Cost
|
Ability
|
55
|
Brawler Package
|
10
|
Uncanny Dodge: Defense Maneuver IV
|
5
|
Destroyer 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)
|
2
|
Weapon Skilled: Common Melee Weapons
|
43
|
Unstoppable:
|
40
|
When You Hit Me It Only Makes Me Mad: Absorption 2d6, Can Absorb Maximum
Of 15 Points' Worth Of Physical Damage, Provides Resistant PD (+1/2), Absorption
As A Defense (x2), STR, BODY, STUN, END simultaneously (+1) (40 Active Points)
|
|
(Max Effect: +15 STR, +7 BODY, +15 STUN, +30 END)
|
3
|
So Tough: Damage Resistance 4 PD/ 2 ED
|
115
|
Total Ability Cost
|
Value
|
Disadvantages
|
-15
|
Psychological Limitation: Overconfidence (Common, Strong)
|
+100
|
Total Cost of Package
|
Cost
|
Options
|
1
|
Weapon Skilled: Weapon Element of Choice for Martial Art Style
|
4
|
Punishing: +1 HtH Damage Class w/ Martial Arts
|
+9
|
Absorb More: Upgrade When You Hit Me It Only Makes Me Mad to Can Absorb Maximum
of 20 Points Worth Of Physical Damage
|
|
(Max Effect: +20 STR, +10 BODY, +20 STUN, +40 END)
|
var
|
Increase Damage Resistance to match full PD / ED
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-10
|
Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
|
var
|
Reputation: Unsafe To Be Around
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
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) |