Pirates of the 7th Sea
Where the Duelist is the master of the sword, the knife, or the axe, the Brawler is a master of a different weapon: his own body.
You have turned your own body into a deadly weapon; fists, feet, and mind.
Quirk: Earn a Hero Point when you let your fists (or feet, or body, or a nearby chair) do the talking.
Brawling Style (5 Points)
You may choose a Brawling Style from the Brawling section below. If you purchase this Advantage again, you gain an additional Brawling Style. See the Brawling section below for more information.
The Brawler’s Guild
The first thing everyone needs to know about the Brawler’s Guild is that there is no such thing. While the Duelist’s Guild fills a specific role in society, namely allowing people to duel with law on their side, there are fewer such rules governing fist fights throughout Theah. Brawling is illegal in the streets of most major cities but in certain back alleys and drinking halls a brawler can always find a match.
The fact that Brawlers are generally as competent as Duelists is a fact that doesn’t sit well with the Duelist Guild (although individual attitudes may vary) but few do anything about it. After all, they have a monopoly on the business of dueling and that doesn’t seem to be going anywhere anytime soon. Still, some people don’t like the fact that they have spent time and money mastering a weapon just to get pummeled by an unarmed drunk.
Learning To Brawl
Learning a Brawling style really depends on the individual styles. Some schools, such as Dobrynya, take students like any Duelist’s school would (although tuition is comparably cheap and the training is twice as rigorous) while Rory Finnegan and his former students generally only teach one student at a time, usually after fighting a young kid that reminds them of themselves. Whatever the school, true Brawlers are rare, perhaps rarer than duelists. Regardless of this fact, a prospective Brawler must find a teacher to take the Brawling Style Advantage, much the same way a Duelist would.
Rarer perhaps than the grandmaster Duelist is the Brawler who has learned multiple Brawling Styles. You can learn as many Brawling Styles as you wish but, like Dueling Styles, Brawling Styles usually take years to master.
Learning any Brawling Style grants access to all Maneuvers, specific ways to wield a weapon that stay consistent across Styles. In addition to these Maneuvers, a Brawler also gains access to a Style Bonus, a unique advantage based on his training.
To perform a Maneuver, spend a Raise on your Action. A Brawler can perform one, and only one, Maneuver on each of his Actions, i.e., a Brawler cannot spend two Raises to declare that he is Striking and Blocking as a single Action. A Brawler can still spend multiple Raises to perform multiple Manuevers within an Action Sequence as separate Actions.
In addition, a Brawler can never perform the same Maneuver in consecutive Actions (you cannot perform Strike, then on your next Action perform Strike again). A Brawler may perform a Manuever twice in the same Round of an Action Sequence, but there must be an additional Manuever (or nonbrawling Action) between the repeated Maneuvers.
Brawling is designed to be interchangeable with Dueling. The Maneuvers listed below are functionally similar to Dueling Maneuvers and each can be used to counter the others maneuvers (a Brawler could Block a Duelist’s Slash and a Duelist could Parry a Brawler’s Strike).
Deal a number of Wounds equal to your ranks in Brawl.
Prevent a number of Wounds equal to your ranks in Brawl. You can only activate Block on your Action, immediately following the Maneuver that caused your Wounds.
You deal one Wound – if your target is injured again this Round, he suffers one additional Wound.
When you perform a Haymaker, spend all of your Raises. You deal a number of Wounds equal to your Ranks in Brawl plus the number of Raises you spend.
When you perform Bash, deal one Wound; the next time your target deals Wounds this Round she deals one less Wound for each Ranks you have in Brawl.
When you perform Counter, you prevent a number of Wounds equal to your Ranks in Brawl, and deal a number of Wounds equal to your Ranks in Brawl.
You can only perform Counter on your Action, and you must perform it on the Action immediately following the Maneuver that caused the Wounds you are preventing. A Brawler may only perform this Maneuver once per Round.
Developed by Los Vagos, with an emphasis on momentum, movement, and fluid striking.
Style Bonus: Gracia Felina
You have learned to strike quickly from unexpected angles only to disappear beyond your opponent’s reach before they can retaliate. When fighting unarmed or with improvised weapons, you may perform a special Maneuver called Gracia Felina. Gracia Felina functions identically to either the Strike or Block Maneuver. The Brawler chooses the effect of Gracia Felina when she performs it. Additionally, you gain 1 Bonus Die on any Athletics Risk you make to run, climb, jump, leap or perform any action where you graceful, rapid movements would be advantageous.
(I really like this one. I think that it might be the best balance of power of all of the Brawling Styles so far and it fits the theme incredibly well.)
Style Bonus: Matushka’s Ob’Yatiye
Your Counter Maneuver is replaced by Matushka’s Ob’Yatiye (Mother’s Embrace) – preventing a number of Wounds equal to your Ranks in Brawl. You also deal a number of Wounds equal to your Ranks in Brawn + your Ranks in Athletics + the number of Wounds you prevented. You can only perform Matushka’s Ob’Yatiye once per Round. Additionally, you gain one Bonus Die whenever you make a risk to deal or cope with the effects of bad weather of any type.
(The actual Maneuver here is pretty powerful on the surface, with the only soft cap on it being your Ranks in Brawl or the enemies Ranks in Weaponry. Regardless, it is impossible for this ability to prevent more than 5 wounds and deal more than 15 wounds at a time, 15 wounds being a lot of damage. Comparably, Eisenfaust can block up to 10 and deal up to 10, while Sabat can deal 15 or more, varying only with the number of raises a character can spend. This one might be a little powerful, curbed only by the fact that the character can only perform the maneuver once per round.)
Style Bonus: Elbows Out
When making a Risk Pool using Brawl, all of your dice gain +1 to their value.
(_At first glance, this one is not very powerful. After some dice rolling, this school ends up yielding one or two more raises per risk than the other schools, giving it a huge advantage in both speed and adaptability, which I imagine with increase exponentially for characters with 4 and 5 ranks in Brawl. The marks against it are that it does not buff any individual maneuver and has no secondary bonus. I like it but am willing to admit that it has very large, very obvious advantages over other schools. As the 1e version of Finnegan is good as both an offensive and defensive school, i think this fits that well but it might just be outright too powerful, depending on how well the person rolls and is able to take advantage of those +1 bonuses. _)
Grzbiet (Sarmatian Commonwealth)
Wrestling with a focus on body slams.
Style Bonus: The Mountain Falls
You are skilled at putting your opponent on their back and keeping them there. Your Shove Maneuver is replaced with The Mountain Falls Maneuver – dealing a number of Wounds equal to your Ranks in Brawl and causing your opponent to deal one less Wound for each of your Ranks in Brawl the next time they deal Wounds to you.
(This kind of turns Shove into a preemptive riposte, which might be a bit too powerful since there is not limit on the number of times it is usuable beyond the standard “no using a Maneuver twice in a row” rules. Probably going to be adjusted. Also, it needs secondary bonus.)
Style Bonus: Wall of Iron
You have learned the Wall of Iron Maneuver. When you are wearing two panzerhands and perform any Maneuver that prevents Wounds dealt by your opponent’s last Maneuver, you may deal a number of Wounds to your opponent equal to the Wounds you prevented and cancel any additional effects from the Feint, Bash, Combination, and Shove Maneuvers. Additionally, you may use Brawl instead of Weaponry when fighting with panzerhands and you gain a Bonus Die with Convince and Intimidate Risks as long as you are trying to persuade your target to lay down their weapons or give up the fight, assuming you are wearing two panzerhands.
(Simply put, I really like this school. It has incredible defense, great versatility, and a good buff to certain social situations. It is not an absolute counter to Maneuvers that replace Feint, Bash, Combination, and Shove but it does allow you to punish someone and turn their own offense against them. I expect that this school would win fights very slowly but very surely as their opponents founds themselves dealing fewer wounds than they expect and being punished for attacking in return. As a school created/used by guards that allows you to basically control the tempo of a fight, i think this hits its intended mark well.)
Focus on kicking and open hand slaps, developed aboard rocking ships.
Boastful school, focused on intimidating opponents with tales of your deeds as well as giving the crowd the best brawl possible.
Style Bonus: “This Is My Legend”
When wielding no weapon other than your own body, you gain a special Maneuver called “This Is My Legend”. “This Is My Legend” allows you to take actions as if you had additional Raises equal to your Ranks in Intimidate. You do not gain these Raises to spend, only for the purposes of determining when you take Actions. Additionally, when you reroll any
Emphasis on dirty fighting with whatever is at hand and distracting your opponent before dealing the most important blow: the last one.