Here’s the **Brawl (Fortitude)** tree in full, designed to synergize with the **Combat system** (grapples, control, body-as-weapon) and cross-pollinate where it makes sense: --- ## **Brawl (Fortitude)** ### **Tier 1 (Brawl 1+)** 1. **Grapple** – Mark a die as **Effectful**; on success, target is **Grappled** (cannot move, attack rolls –2 dice). 2. **Brutal Takedown** – Mark a die as **Powerful**; on success, you slam the opponent prone and deal bonus Injury equal to die value. 3. **Defensive Hold** – Mark a die as **Persistent** when defending with Brawl; on success, attacker’s next combat action is –2 dice. --- ### **Tier 2 (Brawl 2+)** 1. **Chokehold** – While Grappling, mark one die as **Risky**; on success margin 2+, target is _subdued_ or silenced. 2. **Knockback Blow (Brawl/Melee)** – Mark a die as **Powerful**; on success, push the target back meters equal to die value (may break formations). 3. **Blood in the Water (Brawl/Dodge)** – When an enemy becomes Wounded (half health), you gain +1 die to Brawl checks against them until subdued. --- ### **Tier 3 (Brawl 3+)** 1. **Unstoppable Force** – When you successfully Grapple, mark one die as **Persistent**; carry it into the next attack or slam for +1 Injury. 2. **Crippling Hold (Brawl/Medicine)** – While Grappling, mark a die as **Effectful**; on success, target’s limb is disabled (Speed –2 or –1 APR until healed). 3. **Pain Compliance (Brawl/Intimidation)** – When Grappling, you may force a Spirit + Focus check vs your Fortitude; failure = target Falters. --- ### **Tier 4 (Brawl 4+)** 1. **One-Punch Breaker** – Mark a die as **Exploding**; on success margin 3+, deal double Injury (or immediately _Subdue_ if target is Wounded). 2. **Human Shield** – While Grappling, you may use the target to block attacks; attacks against you hit the grappled enemy instead. 3. **Chain Breaker (Brawl/Tactics)** – If you Grapple or drop a foe, you may immediately Grapple or slam another adjacent enemy with +1 die. --- ### **Why It Fits** - **Control-focused:** Grapples, pins, and limb disablement give narrative and mechanical control. - **Synergy:** Combos with Melee (Hook & Trip, War Banner) and Dodge for counterplay. - **Cinematic moments:** Using enemies as human shields, choke-outs, and brutal slams tie right into Vaelora’s visceral combat tone. --- 🔥 **Next:** Should we go to **Archery** next (ranged precision, attrition, and battlefield control)? Or **Dodge** (mobility, survival, counterattacks)?