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Brawl

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Brawl
   Brawly
      Ultra-Assault
      Improved Parry
      Hyper-Parry
      Good Stance
      Roll With It
      Sure Footing
      Combat Senses
      Basic Combo
   Canny
      Canny Infighter
      Brawling Response
      Slip Away
      Sweep
      Jitsu Grapple
      Jitsu Throw
      Jitsu Strike
      Jitsu Counterstrike
   Scrappy
      Hiptoss
      Combatives
      Fisticuffs
      Combo Strike
      Brutal Strike
      Lunging Strike
      Skirmishing Strike
      Chop Sockey


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Brawly

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Ultra-Assault

Ultra-Assault
Recharge: 0
Fatigue: 2
Open, Brawl, Melee, React
Prereq: Melee Skill trained, Agility specialized.
If a Melee Skill check is required you may play this card.
Do not roll a Melee Skill check. You are considered to have rolled SR # of successes and a serendipity for the required check.
You may use this card once per session per SR.
Melee: regain 1 fatigue.
Brawl: You may use this card (SR + 1) times per session.

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Improved Parry

Improved Parry
Recharge: (7-SR)
Open, Brawl, Melee, React
Prereq: Strength 4+, at least one hand free
This Stunt upgrades and replaces Parry.
If an opponent that you are engaged with targets you with a non-mental attack, you may play this card.
Your opponent adds Image to their dice pool.
If you have Melee Skill trained, your opponent adds an additional Image to their dice pool.
Brawl: remove 2 recharge tokens from this card.
Melee: you gain +1 DEF while this card is recharging.

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Hyper-Parry

Hyper-Parry
Recharge: (7-SR)
Open, Brawl, Melee, React
Prereq: Strength 6+, at least one hand free
Replaces Parry and Improved Parry.
If an opponent that you are engaged with attempts to target you with a non-mental attack, you may play this card.
Your opponent adds ImageImage to their dice pool.
If you have Melee Skill trained, your opponent adds an additional Image to their dice pool.
Brawl: remove 2 recharge tokens from this card.
Melee: you gain +1 DEF while this card is recharging.

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Good Stance

Good Stance
Recharge: 2
Fatigue: 1
Open, Brawl, Melee, Deflect, React
Prereq: Melee Skill trained
None
Using good hand to hand technique and stance you deflect an attack away.
After you have been declared the target of a melee attack, place 2 recharge tokens on this cart to add SR # of Image to the attack's dice pool.
If the attack hits you, you have +SR Soak vs its damage.
Brawl, Melee: Remove 1 recharge token from this card and waive the fatigue cost.

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Roll With It

Roll With It
Recharge: (7-SR)
Open, Brawl, React
Prereq: Melee Skill trained
If you are hit by a melee attack, you may play this card.
You gain (SR x 2) Soak vs the attack that hit you, and you also immediately disengage from all engaged opponents. You gain the Exposed condition while this card is recharging.
 
 
 
 
 
Brawl: Remove 2 recharge tokens from this card.

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Sure Footing

Sure Footing
Recharge: 4
Image
Open, Brawl, React
Coordination (Ag)
Prereq: Coordination trained, Unencumbered and standing.
If you would be knocked back or prone or forced to disengage by an effect described as pushing or shoving you back, you may play this card.
If you would be knocked back, each movement maneuver amount of distance you would be knocked back adds Image to your dice pool.
Add SR # of Image to your dice pool
1: You scramble a bit but you keep your feet. You are not knocked back or prone or disengaged and suffer no ill effect contingent upon you doing so.
2: As (1), and you end up in a good position. Remove 1 recharge token from this card.
5: As (1), but you look good doing it. Remove 2 recharge tokens from this card. A Grandstand may be appropriate depending on the situation.
+: Remove 1 recharge token from this card; usable multiple times.
Brawl: Waive the Image difficulty.

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Combat Senses

Combat Senses
Open, Acuity, Brawl, Passive
Prereq: Intelligence 3+, Observation trained
This card is always considered to be in play.
You pay attention and have keen situational awareness.
SR1: You offset up to Image Image or Image penalties to Observation checks. Opponents attempting to avoid your notice add Image to their dice pools unless you are incapacitated or unable to detect them due to circumstance.
SR2: As (SR1) and if you are not impeded you retain the benefit of your DEF trait and any DEF granted by this stunt vs. melee opponents even if you cannot see them or are caught by surprise.
SR3: As (SR2) and you add Image to Melee Skill checks.
SR4: As (SR3) and you gain +1 DEF unless you are unable to see and hear, or are impeded.
SR5: As (SR4) and you add Image to Coordination checks.
Brawl: You add Image to Melee Skill checks when you cannot see your opponent.

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Basic Combo

Basic Combo
Recharge: (5-SR)
Fatigue: 1, Image
Open, Brawl
Prereq: Melee (Ag) trained, not encumbered
Melee Skill (Str) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for Strength + SR damage.
4: as (1), and you hit again for Strength + SR damage.
8: as (4), and you hit again for Strength + SR damage.
-: Suffer 1 fatigue; this is usable multiple times
!: Disoriented: The target gains the Exposed condition for (3).
?: Overbalanced: You gain the Exposed condition for (1).
Brawl: you have SR # of automatic successes.

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Canny

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Canny Infighter

Canny Infighter
Brawl, Passive
None
Prereq: Melee skill trained
This card is always considered to be in play.
You are canny in close in fights.
Melee attacks against you add SR # of automatic banes to their check results.
 
 
 
 
 
 
 
 
 
 

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Brawling Response

Brawling Response
Recharge: (SR + 2)
Fatigue: 1
Brawl, React, Ongoing
Melee (Ag)
Prereq: Agility 3+, Strength 3+, Melee Skill trained, unencumbered and unimpeded.
If you are required to make an initiative check, you may play this card instead.
Add SR # of Image to your dice pool
-1: Your initiative is 1
1: The number of successes determines your initiative. You may adjust your stance SR # of steps in the direction of your choice.
+: Add 1 recharge token to this card; this can be used many times.
SR1: You add Image to Melee Skill checks while this card is recharging.
SR3: As (SR1) and you gain +1 DEF while this card is recharging.
SR5: As (SR3) and you gain +1 Soak while this card is recharging.

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Slip Away

Slip Away
Recharge: 0
Fortune: 1
Brawl, React
Prereq: Melee Skill trained, Coordination trained, unencumbered and not impeded.
If you are targeted by a melee effect that attempts to grab or entangle you, or impede your movement, or knock you back or prone, you may play this card.
Your attacker adds SR # of Image to their dice pool.
 
 
 
 
 
 
 
 
 

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Sweep

Sweep
Recharge: (7-SR)
Fatigue: (7-SR)
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged or within Close range with multiple opponents and on the ground you may play this card. Opponents that are flying or otherwise suspended off the ground are not affected by this ability.
1: You spin around and sweep the legs of the opponents engaged with you. Each opponent must make a Coordination (Ag) check against SR difficulty or be knocked prone and take (SR x 2) + # of successes damage.
4: As (1), but you affect everyone within Close range.
4: As (1), and you gain the Protected condition for (2).
++: Remove 1 recharge token from this card
-: Add 1 recharge token to this card
?: You gain the Exposed condition for (5-SR).

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Jitsu Grapple

Jitsu Grapple
Recharge: 0
Fatigue: 1, Image*
Brawl, Persisted
Prereq: Agility 4+, Melee Skill trained, not encumbered
Melee Skill (Ag) vs Melee Skill (Ag)
If you are engaged with an opponent you may play this card. If you have two hands free reduce the difficulty by Image. Grabbed opponents can attempt to break free as an action with an opposed Melee Skill check, an attack that knocks you back, or an effect that explicitly frees them from impediments. For each 2 points the target's strength exceeds yours, add Image to your dice pool.
1: you grab the target and put them in a hold. The target suffers 1 stress and 1 fatigue immediately and again each turn you maintain your grab. While you persist this Stunt or until the target manages to break free, you continue to maintain your grab. The grabbed target adds SR # of Image to all checks, is considered to be impeded, and cannot disengage from you or perform any movement maneuvers until they break free of the grab or you stop persisting this Stunt.
+: You may opt to pull the target to the ground; if you do so you are both prone. The target adds an additional Image to their checks while you maintain your grab if you do so.
!: The target suffers 1 fatigue.

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Jitsu Throw

Jitsu Throw
Recharge: 4
Fatigue: 1, Image
Brawl
Prereq: Strength 3+, Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card. You may aim the opponent you are throwing at a target, in which case the check becomes opposed by the target's Def.
1: You grab and toss an engaged opponent to impact at any location within Close range. The thrown opponent must make a Coordination check vs SR difficulty or slam into whatever you threw them at and take (SR x 2) + # of successes damage. If you aimed the opponent at another target you must make a Ranged Skill check vs that target's Def; if you succeed you hit them and they also take (SR x 2) + # of successes damage and must make a Coordination check vs SR difficulty or fall prone.
+: Regain 1 fatigue.
+: Remove a recharge token from this card.
-: Add a recharge token to this card.

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Jitsu Strike

Jitsu Strike
Recharge: (7-SR)
ImageImage
Brawl
Prereq: Melee Skill trained, not encumbered; Prepare
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit; the target suffers 1 Wound.
SR2: As (1) but the target suffers 1 stress, 1 Wound
SR3: As (1) but the target suffers 1 stress, 2 Wounds
SR4: As (1) but the target suffers 2 stress, 2 Wounds
SR5: As (1) but the target suffers 2 stress, 3 Wounds
-: Remove 1 recharge token from this card; usable multiple times.
-: Add 1 recharge token to this card; usable multiple times.

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Jitsu Counterstrike

Jitsu Counterstrike
Recharge: (10-SR)
Image
Brawl, React
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Melee Skill (Ag)
If an opponent that you are engaged with attempts to target you with a non-mental attack, you may play this card.
1: Your opponent removes up to SR # of Image and Image from their dice pool, taking any Image first prior to making their check to hit you.
If the target misses you, you may target them and play any Brawl attack action in your hand that does not have the Prepare trait against them as a React, adding Image to your dice pool.
++: Your opponent removes 1 additional Image or Image from their dice pool, taking any Image first
!: Remove SR # of recharge tokens from this card; if no recharge tokens remain return it to your hand.
-: Add a recharge token to this card; this is usable multiple times.
?: Suffer 1 stress and 1 fatigue.

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Scrappy

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Hiptoss

Hiptoss
Recharge: (7-SR)
Image
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Melee Skill (Ag)
If you are engaged with an opponent you may play this card.
1: using body mechanics you move your opponent against their will. Your opponent must make a Coordination (Ag) check vs SR difficulty or fall prone, suffer 1 fatigue, and take SR + # of successes damage. You remain engaged with them.
3: As (1), but the opponent adds Image to their Coordination check and if they fall prone they suffer 2 fatigue and take (SR x 2) + # of successes damage.
+: Remove 1 recharge token from this card
-: Add 1 recharge token from this card
!: The target must make a Resilience (To) check vs Average (2d) difficulty or gain the Sluggish condition for (2).
?: Overbalanced: You gain the Exposed condition for (5-SR).
Stress 1: You may use the Offensive version of this card this action

Hiptoss
Recharge: (7-SR)
Image
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Melee Skill (Ag)
If you are engaged with an opponent you may play this card.
1: using body mechanics you move your opponent against their will. Your opponent must make a Coordination (Ag) check vs SR difficulty or fall prone, suffer 1 fatigue, and take SR + # of successes damage. You are disengaged from them.
3: As (1), but the opponent adds Image to their Coordination check and if they fail they are knocked back 1 movement maneuver of distance, fall prone, they suffer 2 fatigue, and take (SR x 2) + # of successes damage.
+: Remove 1 recharge token from this card
-: Add 1 recharge token from this card
!: The target must make a Resilience (To) check vs Average (2d) difficulty or gain the Sluggish condition for (2).
?: Overbalanced: You gain the Exposed condition for (5-SR).
Stress 1: You may use the Defensive version of this card this action

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Combatives

Combatives
Recharge: 0
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for (SR x 2) + # of successes damage.
+: +1 maneuver
++: The target must make a Coordination (Ag) check vs SR difficulty or fall prone.
++: The target must make a Coordination (Ag) check vs SR difficulty or be disarmed.
++: The target must make a Resilience (To) check vs SR difficulty or gain the Imperiled condition for (2).
-: Suffer 1 fatigue
!: +1 critical.
?: Overbalanced: You gain the Exposed condition for (5-SR).

Combatives
Recharge: 0
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for (SR x 2) + # of successes damage.
5: you hit for (SR x 3) + # of successes damage.
+: +1 maneuver
++: The target must make a Coordination (Ag) check vs SR difficulty or fall prone.
++: The target must make a Coordination (Ag) check vs SR difficulty or be disarmed.
++: The target must make a Resilience (To) check vs SR difficulty or gain the Imperiled condition for (2).
-: Suffer 1 fatigue
!: +1 critical.
?: Overbalanced: You gain the Exposed condition for (5-SR).


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Fisticuffs

Fisticuffs
Recharge: (6-SR)
Fatigue: 1
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength damage.
2: As (1), and the target must make a Resilience (To) check vs SR difficulty or suffer 1 stress.
5: As (1), and the target must make a Resilience (To) check vs SR difficulty or suffer SR stress.
-: Suffer 1 fatigue
!!: If the target would take an automatic Wound from this attack, they instead take (SR/2) # of Wounds, rounded up.
?: Bruised Knuckles: You suffer 1 Wound, Soak does not apply.

Fisticuffs
Recharge: (6-SR)
Fatigue: 1
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength damage.
3: As (1), +1 damage.
5: As (1), +2 damage.
-: Suffer 1 fatigue
!!: If the target would take an automatic Wound from this attack, they instead take (SR/2) # of Wounds, rounded up.
?: Bruised Knuckles: You suffer 1 Wound, Soak does not apply.

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Combo Strike

Combo Strike
Recharge: (6-SR)
Fatigue: 2; Image
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: You hit for (SR x 2) + Strength damage.
4: As (1), and you hit again for (SR x 2) + Strength damage.
6: As (4), and the target must make a Resilience (To) check vs SR difficulty or suffer 3 stress.
+: Recover 1 fatigue; this may be used many times.
++: Remove 1 recharge token from this card.
-: Add 1 recharge token to this card.
!: +SR damage.
?: Add 3 recharge tokens to this card.

Combo Strike
Recharge: (6-SR)
Fatigue: 3
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: You hit for (SR x 2) + Strength damage.
3: As (1), and you hit again for (SR x 2) + Strength damage.
5: As (3), and the target must make a Coordination (Ag) check vs SR difficulty or fall prone.
+: Recover 1 fatigue; this may be used many times.
++: Remove 1 recharge token from this card.
-: Add 1 recharge token to this card.
!: +SR damage.
?: Add 3 recharge tokens to this card.

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Brutal Strike

Brutal Strike
Recharge: (7-SR)
Image
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: You hit for (SR x 2) + Strength + # of successes damage.
4: As (1), and the target must make a Resilience (To) check vs SR difficulty or suffer 1 stress.
6: As (1), and the target must make a Resilience (To) check vs SR difficulty or suffer SR stress.
+: Recover 1 fatigue
++: Remove 1 recharge token from this card; this may be used many times
-: Add 1 recharge token to this card
!: +1 critical.
?: You gain the Exposed condition for (6-SR).

Brutal Strike
Recharge: (7-SR)
Image
Brawl
Prereq: Melee Skill trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are engaged with an opponent you may play this card.
1: You hit for (SR x 2) + Strength + # of successes damage.
4: As (1), and the target must make a Resilience (To) check vs SR difficulty or gain the Thunderstruck condition for (SR).
6: As (4), and if the target is Thunderstruck they are also knocked prone.
+: Recover 1 fatigue
++: Remove 1 recharge token from this card; this may be used many times.
-: Add 1 recharge token to this card
!: +1 critical.
?: You gain the Exposed condition for (6-SR).

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Lunging Strike

Lunging Strike
Recharge: (6-SR)
Brawl
Prereq: Melee Skill trained, Athletics trained, Coordination trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are not currently engaged with an opponent and an opponent is within Close range you may play this card.
1: You engage with the opponent, hit them for SR + # of successes damage, and disengage from them for free.
3: As (1), and you may take +1 maneuver
5: As (3), remove all recharge tokens from this card.
+: +1 damage; this may be used many times
-: Suffer 1 fatigue
!: The target must make a Coordination check vs SR difficulty or fall prone.
?: You do not disengage from the opponent for free.

Lunging Strike
Recharge: (6-SR)
Brawl
Prereq: Melee Skill trained, Athletics trained, Coordination trained, not encumbered; Prepare
Melee Skill (Ag) vs Target Def
If you are not currently engaged with an opponent and an opponent is within Close range you may play this card.
1: You engage with the opponent, hit them for (SR x 2) + # of successes damage, and disengage disengage from them for free.
3: As (1), and you may take +1 maneuver
5: As (3), remove all recharge tokens from this card.
+: +1 damage; this may be used many times
-: Suffer 1 fatigue
!: The target must make a Coordination check vs SR difficulty or fall prone.
?: You do not disengage from the opponent for free.

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Skirmishing Strike

Skirmishing Strike
Recharge: 4
Fatigue: 1; Image
Brawl
Prereq: Melee Skill trained, Athletics trained, Coordination trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are not currently engaged with an opponent and an opponent is within Medium range you may play this card.
1: You zip across the intervening distance to engage with the opponent, hit them for SR + # of successes damage, disengage for free, and gain +1 movement maneuver.
3: As (1), +1 maneuver
5: As (3), remove 2 recharge tokens from this card.
+: regain 1 fatigue
++: +1 damage per movement maneuver of distance traveled prior to engaging the target.
-: Suffer 1 fatigue
!: The target must make a Coordination check vs SR difficulty or fall prone.
?: You do not disengage from the opponent for free.

Skirmishing Strike
Recharge: 4
Fatigue: 1; Image
Brawl
Prereq: Melee Skill trained, Athletics trained, Coordination trained, not encumbered
Melee Skill (Ag) vs Target Def
If you are not currently engaged with an opponent and an opponent is within Medium range you may play this card.
1: You zip across the intervening distance to engage with the opponent, hit them for (SR x 2) + # of successes damage, disengage for free, and gain +1 movement maneuver.
3: As (1), +1 maneuver
5: As (3), remove 2 recharge tokens from this card.
+: regain 1 fatigue
++: +1 damage per movement maneuver of distance traveled prior to engaging the target.
-: Suffer 1 fatigue
!: The target must make a Coordination check vs SR difficulty or fall prone.
?: You do not disengage from the opponent for free.

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Chop Sockey

Chop Sockey
Recharge: 1
Fatigue: 1; Image
Brawl
Prereq: Melee Skill trained, not encumbered; Prepare
Melee Skill (Ag)
If you are engaged with multiple opponents you may play this card.
1: You attack in all directions. Each opponent must make a Melee Skill roll against SR difficulty or take (SR x 2) + # of successes damage.
5: As (1), and +1 critical each hit.
+: Regain 1 fatigue
!: +1 damage each hit; usable multiple times.
-: Add 1 recharge token to this card; usable multiple times.
?: -1 damage each hit; usable multiple times.

Chop Sockey
Recharge: 1
Fatigue: 2; Image
Brawl
Prereq: Melee Skill trained, not encumbered; Prepare
Melee Skill (Ag)
If you are engaged with multiple opponents you may play this card.
1: You attack in all directions. Each opponent must make a Melee Skill roll against SR difficulty or take (SR x 2) + # of successes damage.
3: As (1), and +1 damage each hit.
5: As (1), and +2 damage each hit.
+: Regain 1 fatigue
!: +1 damage each hit; usable multiple times.
-: Add 1 recharge token to this card; usable multiple times.
?: -1 damage each hit; usable multiple times.

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