2.6 KiB
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+)
-
Grapple – Mark a die as Effectful; on success, target is Grappled (cannot move, attack rolls –2 dice).
-
Brutal Takedown – Mark a die as Powerful; on success, you slam the opponent prone and deal bonus Injury equal to die value.
-
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+)
-
Chokehold – While Grappling, mark one die as Risky; on success margin 2+, target is subdued or silenced.
-
Knockback Blow (Brawl/Melee) – Mark a die as Powerful; on success, push the target back meters equal to die value (may break formations).
-
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+)
-
Unstoppable Force – When you successfully Grapple, mark one die as Persistent; carry it into the next attack or slam for +1 Injury.
-
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).
-
Pain Compliance (Brawl/Intimidation) – When Grappling, you may force a Spirit + Focus check vs your Fortitude; failure = target Falters.
Tier 4 (Brawl 4+)
-
One-Punch Breaker – Mark a die as Exploding; on success margin 3+, deal double Injury (or immediately Subdue if target is Wounded).
-
Human Shield – While Grappling, you may use the target to block attacks; attacks against you hit the grappled enemy instead.
-
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)?