Brawler
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“I'm here to offer a more punch-based solution“
~ Veto Redd, Debt Collector
Brawlers show extreme dedication to their fitness. Strong and flexible, Brawlers have worked hard to transform their bodies into living weapons. The Brawler's trademarks include powerful strikes, highly versatile mobility, and remarkable endurance. A Brawler lives an active life dictated by decisive action and tempered by dedicated training as an intimidating bouncer, an unforgiving trainer, or a brutal pit fighter. A Brawler can be strong, durable, and quick on their feet, frequently sought by Companies needing hired muscle.
Martial
The Brawler is a talented practitioner of martial arts. They expend much time and energy honing their form and techniques to inflict the deadliest strikes with pinpoint accuracy. A Brawler relies on Unarmed and Staff combat to wreak havoc in close quarters, overpowering targets with heavy takedowns and debilitating holds. The Brawler can utilize their martial techniques to accomplish a variety of effects. A Brawler can perform incredible feats of physicality, exact masterful blows on their enemies, and control their internal energy flow through diligent training and body conditioning.
Style
Brawlers are adaptable combatants in all environments, some even developing a signature fighting style all their own. While adopting a style, the Brawler gains a significant circumstantial advantage for an extended time. A Brawler can benefit from multiple fighting styles at once, implementing the techniques as needed for the extent of the effect. Styles can grant a Brawler a wide variety of arts, including providing a new means of navigating the environment, altering their combat effectiveness, and empowering their bodies.
Class Features
The Brawler’s Class Features are built around self-awareness, debilitating strikes, and physical superiority. Therefore, a Brawler Class benefits from having high Power, Grit, and Will Attributes.
Vitals
Hit Points Per Rank: +7
Action Points Per Rank: +3
Equipment Training
Weapons: Staff, Thrown, Unarmed
Armor: Cloth Armor, Light Armor
Class Abilities
At Brawler Rank One (1), a player selects Three (3) Class Abilities from the list below. They gain a bonus to Class Ability Checks equivalent to half (½) of their Brawler Rank. An additional Class Ability is chosen at Brawler Ranks Three (3) and Seven (7).
Class Abilities: Acrobatics, Apothicine, Athletics, Intimidation, Perception, Stealth
Brawler Ranks
When distributing a Class Rank, remember that a Character’s Base Class Rank cannot exceed a Character’s Tenderfoot Class Rank.
Brawlers benefit from a high Power Attribute, granting additional uses of their Knockout Class Feature, providing a bonus to Melee Attack and Damage Rolls and Athletics Ability Checks. Brawler players could also consider the benefit of investing in their Will Attribute to increase their Armor through their Rope-a-Dope Class Feature. In addition, a decent Grit Attribute further bolsters their Hit Points and enhance their Physical and Force Saves through their Fitness Class Feature.
Rank-by-Rank Attributes/Features
Rank One (1). Power (+1), Grit (+1), Will (+1)—Knockout, Rope-a-Dope
Rank Two (2). Pick (+1)
Rank Three (3). Power (+1)
Rank Four (4). Pick (+1)
Rank Five (5). Power (+1), Will (+1)—Fitness
Rank Six (6). Pick (+1)
Rank Seven (7). Power (+1)
Rank Eight (8). Pick (+1)
Rank Nine (9). Grit (+1)
Rank Ten (10). Power (+2), Will (+1), Charm (+1)—Wrestler
Knockout
A vital feature of the Brawler is the resounding, bone-cracking impact of a Knockout blow. Beginning at Brawler Rank One (1), the Brawler can use an Unarmed or Staff Attack to deliver a mighty strike against their target, potentially inflicting the Stunned Injury. Additionally, the Brawler can apply Knockout to any Attacks or Heroics that include an Attack roll as a part of the action, such as Flying Kick. If successful, the Brawler’s target must attempt a Physical Save against the Brawler’s Physical Impact; if the Brawler’s Physical Impact exceeds the target’s Physical Save, the target suffers the Stunned Injury for a single turn.
When determining the Brawler’s Physical Impact, apply the result of 1D10 rolled for the Attack roll. The Brawler must declare their Knockout attempt before completing the Attack roll. If the Attack misses, the shot is wasted. The Knockout Class Feature has a number of Daily Uses equivalent to half (½) of the Brawler’s Power Attribute. Daily Uses are only restored after an eight (8) hour Rest Period.
Rope-a-Dope
A Brawler is a natural when it comes to rolling with the punches. They are light on their feet and keen on their surroundings, with their practiced reflexes yielding direct defensive benefits against Physical Attacks. As a result, a Brawler gains a passive Style Enhancement bonus to their Physical Armor equivalent to their Will Attribute. Additionally, a Brawler is never considered Off-handed when making an Unarmed Attack, negating any penalties for dual wielding while Unarmed.
Fitness
A Brawler is dedicated to keeping their body and minds at peak performance. They frequently maintain fitness routines, meditate, monitor their eating habits, and train relentlessly in the endless pursuit of excellent health. Beginning at Brawler Rank Five (5), a Brawler gains a passive Style Enhancement bonus to their Physical and Force Saves equal to half (½) of their Grit Attribute.
Wrestler
Once at Brawler Rank Ten (10), Master Brawlers incorporate advanced combat techniques while grappling an opponent. Whenever a Brawler successfully maintains a Grapple Maneuver against an opponent, they may perform an additional Maneuver of their choice in addition to the other effects of winning a Grappling contest. Additionally, whenever a Brawler makes an Attack while maintaining a Grapple, they may act as though both hands are free to strike, enabling Two-handed and dual wield Attacks against their target.
Brawler Perks
Knuckle Duster
Prerequisite: Knockout
Increase your Daily Uses of Knockout to your Full Power Attribute.
Jawbreaker
Prerequisite: Knockout
Your successful Knockouts shatter the Target's jaw, inflicting the Silenced Injury until treated.
Bonebreaker
Prerequisite: Jawbreaker
As an Alternative, Use to 'Jawbreaker'’ your successful Knockouts shatter one of the Target's limbs, inflicting the Fractured or Hobbled Injury until treated.
Neckbreaker
Prerequisite: Wrestler & Jawbreaker
As a part of maintaining a Grapple, you can attempt a Knockout to break your Target's neck, inflicting the Paralyzed Injury until treated.
Fight On
Prerequisite: Rope-A-Dope
Once per Long Rest, if your Hit Points were to drop to Zero(0), you instantly recover a number of Hit Points equal to your Grit Attribute.
Hard Body
Prerequisite: Rope-A-Dope
Your Grit Attribute now governs the Armor Bonus of Rope-A-Dope instead of your Will Attribute.
Impetuous Spirit
Prerequisite: Rope-A-Dope
Your Physical Armor Bonus from Rope-A-Dope now applies to your Melee Attack Rolls.
Battle Pressure
Prerequisite: Fitness
As a Reaction to an Adjacent Creature using a Sidestep, you may Sidestep alongside the triggering Creature to remain Adjacent.
Battle Aggression
Prerequisite: Battle Pressure
When using 'Battle Pressure'’ include a Melee Weapon Attack against the triggering Creature.
Brutalizer
Prerequisite: Fitness
As an Alternative Form of Fitness, your bonus applies to your Physical and Force Impacts instead of your Physical and Force Saves.
Strangler
Prerequisite: Wrestler
Your Attacks made as a part of maintaining a Grapple bypass all forms of Damage Resistance.
Brawler Heroics
Martial
Breather
Prerequisite: Brawler(Rank 1)
AP Cost: 5
Action Type: Rapid Action
Range: Self
As a Rapid Action, control your breathing to restore Hit Points equal to your Grit Attribute plus your Healing Modifier.
Ledge Grab
Prerequisite: Brawler(Rank 1)
AP Cost: 5
Action Type: Reaction
Range: Adjacent
As a Reaction to free falling while Adjacent to a climbable surface, you can immediately stop your Fall, accepting any accumulated Falling Damage and initiating an Athletics Ability Check to Climb.
Pathrunner
Prerequisite: Brawler(Rank 1)
AP Cost: 5
Action Type: Move Action
Range: Adjacent
As a part of a Move Action to travel along a narrow path, you can move at your Full Speed, up from Half(½) of your Speed.
Low Sweep
Prerequisite: Brawler(Rank 2)
AP Cost: 10
Action Type: Melee Weapon Attack
Range: Adjacent
As a Standard Action, attempt a Melee Weapon Attack against an Adjacent Target. If successful, in addition to normal Weapon Damage your Target is knocked Prone as if struck by a Trip Maneuver. The Target may attempt a Physical Save against your Attack Roll to Negate the Trip Maneuver.
Powerful Leap
Prerequisite: Brawler(Rank 2)
AP Cost: 10
Action Type: Exploration
When jumping as a part of an Acrobatics Ability Check, increase the distance of your Jump, either vertically or horizontally, by Half(½) of your Power Attribute.
Wall Run
Prerequisite: Brawler(Rank 2)
Cost: 10
Action Type: Exploration
As a part of a Move Action, you can run along walls or other vertical surfaces as a part of your movement.
Butterfly Jump
Prerequisite: Brawler(Rank 3)
AP Cost: 15
Action Type: Move Action
Range: Half(½) Speed
As a Move Action, you can leap to any Space within a distance of Half(½) your Speed. This Movement provokes an Attack of Opportunity from Threatening Creatures.
Flying Kick
Prerequisite: Brawler(Rank 3)
AP Cost: 15
Action Type: Melee Weapon Attack
Range: Double(2*) Speed (Charge)
As a Full Action, you may move up Twice(2*) your Speed in a straight line towards a Target. Halfway through your Charge, you leap into the air, jumping over any small obstacles or Difficult Terrain between you and your Target. Upon reaching your Target, you may attempt a Melee Weapon Attack. If successful, your Target suffers your normal Weapon Damage and an additional 1D8 Crush Damage for every Two(2) Points of your Power Attribute.
Postural Realignment
Prerequisite: Brawler(Rank 3)
AP Cost: 15
Action Type: Full Action
Range: Self
As a Full Action, heal yourself of any Injury Effects you are currently suffering. You restore Hit Points equal to your Grit Attribute plus your Healing Modifier for each Injury Effect removed in this way.
Hot Catch
Prerequisite: Brawler(Rank 4)
AP Cost: 20
Action Type: Reaction
As a Reaction to being the Target of a Thrown Weapon Attack, you can attempt to Parry the Attack. If successful, you Negate the Attack and catch the projectile, allowing you to equip it, pocket it, or drop it at your feet.
Redirect Momentum
Prerequisite: Brawler(Rank 4)
AP Cost: 20
Action Type: Reaction
Range: Adjacent
As a Reaction to being Targeted by a Forced Movement Effect from an Adjacent Target, you Redirect the Forced Movement into your aggressor, moving them accordingly in the direction of your choice.
Suplex
Prerequisite: Brawler(Rank 4)
AP Cost: 20
Action Type: Maneuver
Range: Adjacent
As a part of controlling a Grapple, you can instead perform an overhead slam on the Target of your Grapple, knocking them Prone and inflicting 1D10 Crush Damage for every Two(2) Points of your Power Attribute. You can only Suplex Creatures of equal Size or smaller.
Gut Punch
Prerequisite: Brawler(Rank 5)
AP Cost: 25
Action Type: Knockout
Range: Adjacent
Effect Duration: Rounds
As a part of a successful Knockout, after your Target’s Stun Effect expires, they suffer from the Nauseated Injury for the Effect Duration.
Slide Tackle
Prerequisite: Brawler(Rank 5)
AP Cost: 25
Action Type: Melee Weapon Attack
Range: Double(2*) Speed (Charge)
As a Full Action, you may move up Twice(2*) your Speed in a straight line towards a Target. Upon reaching your Target, you may attempt a Melee Weapon Attack. If successful, in addition to normal Weapon Damage you may initiate a Grapple Maneuver on your Target.
Wall Descent
Prerequisite: Brawler(Rank 5)
AP Cost: 25
Action Type: Reaction
Range: Adjacent
As a Reaction to free falling while Adjacent to a vertical surface, such as a wall or pillar, you can slide down the surface to slow your Fall, you Negate an amount of Fall Damage equal to Double(2*) your Speed.
Boulder Cannon
Prerequisite: Brawler(Rank 6)
AP Cost: 30
Action Type: Standard Action
Range: Power Attribute/1 Pace (Radius)
As a Standard Action, you can unleash a powerful strike on a Medium or Large-sized Object to send it flying in a straight line a number of Paces equal to your Power Attribute. Upon contact with a solid surface, the Object is destroyed in a spray of shrapnel, inflicting 2D6 Crush Damage for every Two(2) Points of your Power Attribute to any Targets within a 1 Pace Radius of the point of impact. Any Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).
Bullet Punch
Prerequisite: Brawler(Rank 6)
AP Cost: 30
Action Type: Standard Action
Range: Adjacent
You deliver a precise clean blow with incredible penetrative force against an Adjacent Target as a Standard Action. Your Target immediately suffers your normal Weapon Damage and an additional 1D10 Pierce Damage for every Two(2) Points of your Power Attribute. The Target can attempt a Physical Save against your Physical Impact to Negate the bonus Pierce Damage. Bullet Punch bypasses all forms of Damage Resistance.
Dual Kick
Prerequisite: Brawler(Rank 7)
AP Cost: 35
Action Type: Maneuver
Range: Adjacent
As a Standard Action, perform a contested Maneuver against an Adjacent Target. If successful, deliver Two(2) powerful kicks to your Target, inflicting your normal Weapon Damage and subjecting them to the Disarm and Knockback Maneuvers.
Lights Out
Prerequisite: Brawler(Rank 7)
AP Cost: 35
Action Type: Knockout
As a part of a successful Knockout, you also reduce your Target’s Essence by One(1).
Spinning Backhand
Prerequisite: Brawler(Rank 8) & Staff (Any Rank)
AP Cost: 40
Action Type: Maneuver
Range: Adjacent
As a Standard Action, perform a contested Maneuver against any number of Adjacent Targets. Targets with a lower Maneuver Roll suffer your normal Weapon Damage and are Disarmed. Spinning Backhand can also act as a vehicle to deliver a Knockout to any Target.
Viper Spit
Prerequisite: Brawler(Rank 8)
AP Cost: 40
Action Type: Standard Action
Range: Grit Attribute
As a Standard Action, concentrate all toxins in your body into your saliva glands, curing yourself of the Poison Injury and creating a toxic harmful spit. You can spit the substance at a Target within a distance equal to your Grit Attribute, inflicting 2D8 Biotic Damage for each stack of Poison removed in this way. The Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).
Infinity Fist
Prerequisite: Brawler(Rank 9) & Unarmed(Any Rank)
AP Cost: 45
Action Type: Melee Weapon Attack
Range: Adjacent
As a Standard Action, attempt a Melee Weapon Attack that incorporates an endless flurry of unarmed strikes. If successful, in addition to normal Weapon Damage, your Target suffers 5D4 Crush Damage for every Two(2) Points of your Power Attribute.
Motor Crash
Prerequisite: Brawler(Rank 9)
AP Cost: 45
Action Type: Knockout
Effect Duration: Rounds
As a part of a successful Knockout, after your Target’s Stun Effect expires, they suffer from the Paralyzed Injury for the Effect Duration.
Choke Hold
Prerequisite: Brawler(Rank 10)
AP Cost: 50
Action Type: Maneuver
Effect Duration: Minutes
As a part of controlling a Grapple Maneuver, you reduce your Grappled Target’s Essence by One(1). The Target can attempt a Physical Save against your Physical Impact to Negate the Essence loss.
Secret Technique
Prerequisite: Brawler(Rank 10)
AP Cost: 50
Action Type: Ritual (One Hour)
As a Ritual during a Rest Period, you retreat for One(1) Hour to perform your secret technique in private. Thus, you can Negate the next Three(3) Injury Effects you would receive before your next Rest Period.
Style
Scale Surface
Prerequisite: Brawler(Rank 1)
AP Cost: 5
Action Type: Exploration
While Climbing as a part of an Athletics Ability Check, you can move your Full Speed up from Half(½) Speed.
Swift Swimmer
Prerequisite: Brawler(Rank 1)
AP Cost: 5
Action Type: Exploration
While Swimming as a part of an Athletics Ability Check, you can move your Full Speed up from Half(½) Speed.
Hand Block
Prerequisite: Brawler(Rank 1) & Unarmed(Any Rank)
AP Cost: 5
Action Type: Reaction
You can attempt to Parry a Melee Weapon Attack while unarmed.
Flow
Prerequisite: Brawler(Rank 2)
AP Cost: 10
Action Type: Reaction
As a Reaction to being the Target of a Forced Movement Effect, you can Negate the Forced Movement Effect and instead move yourself an equal number of Paces.
Hustle
Prerequisite: Brawler(Rank 2)
AP Cost: 10
Action Type: Rapid Action
As a Rapid Action, you gain an additional Move Action this Turn.
Sparrow
Prerequisite: Brawler(Rank 2)
AP Cost: 10
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on adopting a flighty, agile fighting stance. As a result, you no longer provoke Attacks of Opportunity for the Effect Duration.
Body Language
Prerequisite: Brawler(Rank 3)
AP Cost: 15
Action Type: Interaction
As a part of an Interaction, you are unaffected by language barriers when attempting to communicate.
Spyderstep
Prerequisite: Brawler(Rank 3)
AP Cost: 15
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on honing your grip and footing while Climbing. You can Climb any surface at Half(½) Speed without an Athletics Ability Check for the Effect Duration.
Silterwalk
Prerequisite: Brawler(Rank 3)
AP Cost: 15
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on walking without breaking the surface tension. You can walk on water and other liquids for the Effect Duration.
Endure Injury
Prerequisite: Brawler(Rank 4)
AP Cost: 20
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on performing through your wounds. You can ignore the penalties of up to Two(2) Injury Effects for the Effect Duration.
Swallow Feelings
Prerequisite: Brawler(Rank 4)
AP Cost: 20
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on performing through your doubts. You can ignore the penalties of up to Two(2) Miscognitions for the Effect Duration.
Wall Leap
Prerequisite: Brawler(Rank 4)
AP Cost: 20
Action Type: Exploration
When performing an Acrobatics Ability Check to Jump, if your Jump were to reach a vertical surface to bound off, you can jump a second time for an equal distance. Multiple instances of Wall Leap can be applied to a single Jump, provided you have a new surface to leap from.
Body Purge
Prerequisite: Brawler(Rank 5)
AP Cost: 25
Action Type: Full Action
As a Full Action, you induce the Nauseated Injury in yourself for a single Turn. You cure yourself of any Drugs, Poison Effects, or any ingested intoxicants.
Strike Hardening
Prerequisite: Brawler(Rank 5)
AP Cost: 25
Action Type: Ritual(One Hour)
As a Ritual during a Rest Period, you can spend One(1) Hour hardening your striking surfaces. Any Crush Damage you deal until your next Rest Period gains Armor Penetration equal to your Power Attribute.
Opportune Assault
Prerequisite: Brawler(Rank 5)
AP Cost: 25
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on openings in your opponent's defenses. Then, you can perform an Attack of Opportunity as a Free Action for the Effect Duration.
Reversal
Prerequisite: Brawler(Rank 6)
AP Cost: 30
Action Type: Reaction
Range: Thrown Weapon Range
As a Reaction to being the Target of a Melee Weapon Attack, attempt a contested Maneuver against your Attacker. If successful, you grab your Attacker and use their momentum to throw them in a straight line up to your Thrown Weapon Range in the distance. If thrown into a solid object such as a wall, pillar, or another Creature, the Target and struck Creature suffer 2D6 Crush Damage for every Two(2) Points of your Power Attribute. Struck Creatures can attempt a Physical Save against your Maneuver to cut any Damage in Half(½)
Pressure Point
Prerequisite: Brawler(Rank 6)
AP Cost: 30
Action Type: Standard Action
Range: Adjacent
Effect Duration: Rounds
As a Standard Action, you precisely strike a Creature’s nervous system, inflicting the Numb Condition on an Adjacent Target for the Effect Duration. Then, the Target can attempt a Physical Save against your Physical Impact to Negate the Condition.
Swarmer
Prerequisite: Brawler(Rank 7)
AP Cost: 35
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on aggressive posturing and rapid strikes. For the Effect Duration, whenever you are the Target of an Attack from an Attacker that is not adjacent to you, you can take a Sidestep as a Free Action. If this Sidestep were to bring you Adjacent to your Attacker, you might attempt a Free Melee Weapon Attack.
Footwork
Prerequisite: Brawler(Rank 7)
AP Cost: 35
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on your footing and agility in motion. Then, you can move at Full Speed through Difficult Terrain and Threatened Spaces for the Effect Duration.
Feral Claw
Prerequisite: Brawler(Rank 8) & Unarmed(Any Rank)
AP Cost: 40
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on tearing your opponents apart. Your Unarmed Attacks inflict a number of Bleed Stacks equal to Half(½) of your Power Attribute for the Effect Duration. In addition, Targets of your Attacks can attempt a Physical Save against your Physical Impact to Negate the Injury.
Kneebow
Prerequisite: Brawler(Rank 8)
AP Cost: 40
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on following the momentum of your strikes. You may Sidestep as a Free Action anytime you make an Attack Roll for the Effect Duration.
Empty Head
Prerequisite: Brawler(Rank 9)
AP Cost: 45
Action Type: Ritual(One Hour)
As a Ritual during a Rest Period, spend One(1) Hour clearing your head of all thoughts. You are Immune to the Berserk, Enthralled, Fear, Indecisive, and Taunt Miscognitions until your next Rest Period.
Sidewinder
Prerequisite: Brawler(Rank 9)
AP Cost: 45
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on shifting your footing to counter your opponents and control the theatre of battle. You may Active Dodge as a Free Action for the Effect Duration. If you successfully Active Dodge an Attack from an Adjacent Target, you can perform a Free Maneuver of your choice on your Attacker.
Sleeping Bull
Prerequisite: Brawler(Rank 10)
AP Cost: 50
Action Type: Maneuver
Effect Duration: Minutes
As a part of controlling a Grapple Maneuver, you can force your Grappled Target into a deep slumber, inflicting the Sleep Miscognition for the Effect Duration without an attempted Save.
Northpaw
Prerequisite: Brawler(Rank 10) & Unarmed(Any Rank)
AP Cost: 50
Action Type: Stance
Effect Duration: Minutes
As a Move Action, concentrate on dominating your opponent through consistent unarmed strikes. For the Effect Duration, while fighting completely unarmed, you can attempt Unarmed Attacks as a Rapid Action.