62 lines
No EOL
2.6 KiB
Markdown
62 lines
No EOL
2.6 KiB
Markdown
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:
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## **Brawl (Fortitude)**
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### **Tier 1 (Brawl 1+)**
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1. **Grapple** – Mark a die as **Effectful**; on success, target is **Grappled** (cannot move, attack rolls –2 dice).
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2. **Brutal Takedown** – Mark a die as **Powerful**; on success, you slam the opponent prone and deal bonus Injury equal to die value.
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3. **Defensive Hold** – Mark a die as **Persistent** when defending with Brawl; on success, attacker’s next combat action is –2 dice.
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### **Tier 2 (Brawl 2+)**
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1. **Chokehold** – While Grappling, mark one die as **Risky**; on success margin 2+, target is _subdued_ or silenced.
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2. **Knockback Blow (Brawl/Melee)** – Mark a die as **Powerful**; on success, push the target back meters equal to die value (may break formations).
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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+)**
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1. **Unstoppable Force** – When you successfully Grapple, mark one die as **Persistent**; carry it into the next attack or slam for +1 Injury.
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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).
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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+)**
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1. **One-Punch Breaker** – Mark a die as **Exploding**; on success margin 3+, deal double Injury (or immediately _Subdue_ if target is Wounded).
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2. **Human Shield** – While Grappling, you may use the target to block attacks; attacks against you hit the grappled enemy instead.
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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**
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- **Control-focused:** Grapples, pins, and limb disablement give narrative and mechanical control.
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- **Synergy:** Combos with Melee (Hook & Trip, War Banner) and Dodge for counterplay.
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- **Cinematic moments:** Using enemies as human shields, choke-outs, and brutal slams tie right into Vaelora’s 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)? |