vaelora/Rules/Ability Trees/Skills/Martial/Brawl (Fortitude).md
2025-08-01 09:16:36 +02:00

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Heres 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:
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## **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, attackers next combat action is 2 dice.
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### **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.
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### **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, targets 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.
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### **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.
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### **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 Vaeloras visceral combat tone.
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🔥 **Next:** Should we go to **Archery** next (ranged precision, attrition, and battlefield control)? Or **Dodge** (mobility, survival, counterattacks)?