Brawlers are always spoiling for a fight and revel in using their body and fists as weapons. There skillset is an asset in any bar room brawl and is sure to draw a crowd. Some brawlers are so at ease with this fighting style that they may at times bring it to bear in a more conventional battlefield. Insulting a brawler will likely end with you unconscious.
Rank1 – Receives +2 per Rank to Difficulty rolls for Bar Fighting moves, and +1 damage per 5 lvls for unarmed/fist/kick attacks each round in staged combats. Also gain up to +10% income for prize fights, where applicable.
Rank2 – Receives a 1d4 damage off hand attack that can be used each round when not attacking with a regular off hand weapon. This damage can be upgraded by equipping a fist weapon. Also gain up to +15% income for prize fights, where applicable.
Rank3 – Can elect to use a Bar Fighting move to incapacitate a foe in normal combat, treating it as a main hand special skill but following the standard rules for Bar Fighting moves. This can only be used on living opponents no greater than 1 size larger that the Brawler. The attack itself does 1d4 damage regardless of knocking the target out. If successful in knocking a target out it, its HP are NOT reduce to 0, but it is considered incapacitated for the remainder of the battle (or 10-15 minutes outside of combat). Incapacitated targets will revive if receiving any further damage. Also gain up to +25% income for prize fights, where applicable.
No matter what race you are, being big has its advantages. A behemoth is unnaturally large for their respective race, often allowing them to even the odds against normally larger foes. Whether it be a fabled Halfling that was said to be able to knock an Orc on his arse, or a giant of a Minotaur that was known to stand toe to toe with an Elephant, behemoths make their presence known just by showing up.
A character must have strength and stamina of 13 or higher in order to take this skill, and MUST take Rank1 when the character is first created. Subsequent ranks can be taken later as a character levels up.
Mutually Exclusive with Juggernaut – cannot have both
Rank1 – Treat your character as if it was one size larger than normal. This effects Size Modifiers and resistances to CC (see Creature Sizes) but DOES NOT effect HP dice or Size Traits. Also effects what size of creature you can use as a mount. This cancels out the “Small Race” racial passive, for all naturally small sized races and adds the “Large Race” racial passive for any naturally medium sized. If your race already has the “Large Race” passive, then skip Rank1 Behemoth and retain their standard size modifiers. Negates the “Light of Foot” racial passive.
Rank2 – Nothing can slow you down anymore. Gain the “Implacable” racial passive. If your race already has this passive, then skip Rank2 Behemoth
Rank3 – Your presence on the battlefield cannot be ignored. Foes are naturally drawn to you. If wishing to target an ally that is standing behind you, the attacker must first pass a Resolve test.
Rank4 – You’ve grown so huge that you can shrug off damage without a second thought. Gain Toughness 1.
Rank5 – Just when they thought you couldn’t get any bigger… Increase Toughness to 2.
The Drunken Master is able to not only drink almost anyone under the table they also can harness the booze to increase their potency in battle. However they often become dependent on Alcohol and are weaker without it. See Alcohol for more info.
Rank1 – All effects of 6 stacks or less drunkenness are ignored with the exception of the Stamina advantage. Also gain 0.5HP per level for each Stack of Drunkenness, but permanently suffer -10% HP Max while not drunk (no stacks)
Rank2 – Immune to hang overs. Lose Drunkenness stacks at 1/2 the normal rate (2 hours of non-drinking, 50% less stack reduction from resting). Gain +1 melee damage for each Stack of Drunkenness, but permanently suffer -2 melee damage while not drunk (no stacks)
Rank3 – You may always take an additional turn each round, at the bottom of the turn order, but permanently suffer -3 Disadvantage on all Stat Tests and +15% Critical Miss/Cast chance while not drunk (no stacks)
Intimidation can be a very powerful tool both on and off the battlefield. While anyone can threaten violence, when these brutes do it, people believe them.
Rank1 – Gain +3 Advantage when using intimidation and/or persuasion
Rank2 – Any other skill or ability (including in combat) that causes your target to take a Resolve test is taken at -3 Disadvantage; no effect on targets more than 2 sizes larger than you
Rank3 – Adept at all the latest and cruelest methods of intimidation and torture, gain +5 Advantage when using intimidation and/or torture to gain information from unwilling informants
Rank4 – You are now considered Fearsome in combat (unless specifically stating that you do not wish to be)
Whether naturally built large or trained to be so, these brutes are capable of amazing feats of strength. A character must have strength 13 or higher in order to take this skill.
Mutually Exclusive with Paired Weapon Combat Specialization – cannot have both
Rank1 – Adds +1 to the characters Strength stat permanently, up to a maximum of 20
Rank2 – +2 damage while in close combat and +1 Advantage on most Strength Stat tests and Stat Roll-offs
Rank3 – Allows the character to use a two handed melee weapon in one hand. Even with Strongman you cannot use one 2 handed weapon in each hand however, regardless of being used in tandem the Dual Wield skill; even the strong have their limitations. However you could use a two handed weapon in your main hand and a one handed weapon in your offhand so long as the off hand weapon is smaller than the main hand weapon. If a weapon lists damage for 1 handed use and 2 handed use separately, it is still considered a 2 handed weapon if dealing 2 handed damage.
The Juggernaut is one who has learned that while being heavily armored may make it difficult to perform agile maneuvers on the battlefield, it also makes them neigh unstoppable when charging headlong into the fray. Those that attempt to stand in the Juggernauts way are crushed beneath the bulk of his armor and anyone foolish enough to attempt to knock the Juggernaut off his feet find that they would have better luck knocking down a mountain. The more armor they wear the more unstoppable a Juggernaut becomes.
A character must have strength and stamina of 13 or higher in order to take this skill. Juggernaut effects do not apply while mounted or if wearing only cloth armor.
NOTE: enchants/craftings or other effects which grant extra AC do not count towards Juggernaut effects unless they specifically boost armor
Mutually Exclusive with Behemoth – cannot have both
Rank1 – When moving at least more than 2″ into base contact gain a chance to cause a knock down effect based on how much armor you have (i.e. if Armor = 65, then gain a 65% knockdown chance)
Rank2 – Gain resistance to physical CC effects such as stun, knock down, knock back, winded, incapacitate, etc… equal to your current armor (i.e. if Armor = 65, then gain a 65% resistance to physical CC effects)
Rank3 – Gain a passive Trample effect equal to 1d6 per 20 armor (i.e. if Armor is 0-19 = no Trample, 20-39 = 1d6 Trample, 40-59 = 2d6 Trample, etc…)
Rank4 – Gain Crushing Blow on all physical attacks, equal to 1 per 20 armor
(i.e. if Armor is 0-19 = no additional Crushing Blow, 20-39 = Crushing Blow 1, 40-59 = Crushing Blow 2, etc…)
Rank5 – Battering Ram: If sprinting to get into base contact, target is subjected to standard collision damage (which does not effect the Juggernaut) plus additional damage equal to Rank3 Trample damage. This triggers Rank 1 knockdown chance on the target where applicable, and has the same chance to also ignore any damage negation/absorption that the target might have.
The bellowing roar of a combatant can strike fear into the hearts of his enemy or inspire his comrades to feats of great courage. Whatever the effect, those that master the Warcry will excel on the battlefield. The use of any Warcry ability automatically grants the user 1 Fury per Rank (if applicable).
NOTE: One use/day/rank, max once per battle, counts an instant and applies the effects of the current skill Rank and all those under it when used.
Rank1– All friendlies w/in hearing range (including self) gain +5 hit, +5% melee Crit & +1 damage (melee only) for 1 round
Rank2 – All friendlies w/in hearing range (including self) gain +1 movement & +3 Advantage on Resolve rolls for 3 rounds
Rank3 – All living enemies w/in 8” (no more than 2 sizes larger) must take a Resolve test; if failing roll 1d4 where:
- 1 = -1 Disadvantage on any Stat Test or Stat Roll-off for 2 rounds
- 2 = -10 hit for 1 round
- 3 = slowed for 1 round (1/2 movement and must choose between either an instant or an action)
- 4 = immediately effected by Fear (flee directly away at full speed)
Although most people try to avoid violence and bloodshed, some actually prefer it. The Warmonger live for the thrill of battle and thrive when spilling the blood of their opponents. They are the first to rush into battle, often getting ahead of their comrades, and excel when charging into battle.
The effects of the Warmonger Secondary Skill only ever apply on a Charge. Each subsequent rank includes the “on charge” effects of all previous ranks.
Rank1 – Can add +2 to your normal (un-mounted) move if the movement would count as a charge
Rank2 – All melee attacks made during the same round as a charge receive +2 damage
Rank3 – All melee attacks made during the same round as a charge have +30% Overpowering
Rank4 – If your first main hand attack after a charge successfully hits, may choose to knock down (or dismount) your opponent if winning a Stamina stat roll-off