Pugilist Folio V1.0

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Pugilist


Pugilists win fights with their bare fists, by the strength
of will and atrophy of nerve. Maybe you make your living
as a prizefighter, living off hefty purses as prizes. Or, you
may be a washed up has-been, fighting in back alleys for a
handful of pennies. Regardless, pugilism is a sport where
sacrifice is vital. Regulated matches leave fighters looking
slightly better than pounded beef, while amateur bouts can
end with one or both participants dead. And you have had
your fair share of lingering pains, blackouts, and confusion;
pugilism is a sport of sacrifice.
Aggression being your forte and livelihood, you find it
very challenging—nigh unto impossible—to improve your
station to more gentile callings. You can no more change
your nature than a bull in a ceramic shop. Many friends or
business associates have fallen bloody prey to some Pugilists’
attempts to disprove this; indeed, a grim end for even the
mightiest. All that’s left is the fight, and you are willing to
bring it on until your bitter end comes.

P rof e s siona l Tr a it – M orta l C ombat


Effect: You can inflict Moderate, Serious, and Grievous
Injuries with Brawling types of weapons. Reference either
[BB] or [CB] for Damage with these same weapons.

Ta l ent – B e atd ow n
Effect: When you Take Aim and then make a successful
Melee Attack, you force a foe to Resist a Takedown. You
must attack with Brawling or Crushing types of weapons
in order to do so.
PROFESSIONAL TRAIT: Mortal Combat
Ta l ent – C l i nc h Fig hte r
Effect: In combat, your foe suffers a −10 Base Chance to Skill Rank +10%: Primary Attribute Bonus:
Resist your Chokeholds and Dirty Tricks. When you use a Athletics [AB]
Chokehold, add another 1D10 to physical Peril.
Coordination [BB]
Ta l ent – G rou n d & Pou n d Folklore [BB]
Effect: When a foe successfully Resists your Chokehold,
immediately make an Opportunity Attack using a bare- Gamble [FB]
handed weapon. Gui le [F B]

S ta rti n g Tr appi n g s Intimidate [W B]

3 bandages, bare-handedz (weapon), honey pot (medicine), [W B]


Resolve
knuckleduster (weapon), laudanum (medicine), memento of Talents:
Dooming, quicksilver (medicine), smelling salts (medicine),
3 tincture (medicine) Rumor Beatdow n

Simple Melee Cl inch Fighter

Toughness Ground & Pound


My name is & I have made my life as a/an .
fUll name Profession

I am a/an & come from a/an upbringing in the social class.


age gender ancesTry UPbringing social class

I am with a/an build, and a/an complexion.


sTaTUre bUild comPlexion

I have hair, eyes, and .


Hair eyes disTingUisHing mark

I was born in and my Dooming is .


season of birTH dooming

c orrUPTion T racker
m y c Haos a lignmenT is ... m y o rder a lignmenT is ...
9 8 7 6 5 4 3 2 1 1 2 3 4 5 6 7 8 9

c Haos r anks o rder r anks

drawbacks faTe PoinTs

Peril THresHold skills Skill Ranks+10 P rimary a TTribUTes d ifficUlTy r aTing

+6 Alchemy * (Intelligence) agiliTy


Athletics (Brawn) Trivial
+12 Awareness (Perception) [AB] + 30%
%
Bargain (Fellowship)
3 + WB +18 Charm (Fellowship)
Coordination (Agility)
brawn
Peril condiTion Track Counterfeit * (Intelligence)
Easy
Disguise * (Fellowship) [BB]
Drive (Brawn) % +20%
Eavesdrop (Perception)
UnHindered Education * (Intelligence)
Folklore (Intelligence) combaT
Gamble (Intelligence) Routine
Guile (Fellowship) [CB] +10%
%
Handle Animal * (Fellowship)
imPeriled
Heal * (Intelligence)
Incantation * (Willpower) fellowsHiP
Interrogation * (Willpower) Standard
Intimidate (Brawn) [FB]
% +/- 0%
ignore 1 skill rank Leadership * (Fellowship)
Martial Melee * (Combat)
Martial Ranged * (Combat)
Navigation * (Intelligence) inTelligence
Pilot * (Agility) Challenging
[IB]
ignore 2 skill ranks Resolve (Willpower) % -10%
Ride * (Agility)
Rumor (Fellowship)
Scrutinize (Perception) PercePTion
Simple Melee (Combat) Hard
ignore 3 skill ranks Simple Ranged (Combat) [PB]
% -20%
Skulduggery * (Agility)
Stealth (Agility)

incaPaciTaTed! Survival (Perception)


willPower
Toughness (Brawn)
- Gain 6 Corruption
Tradecraft * (Willpower)
Arduous
- You cannot make or [WB]
succeed at any Skill Tests Warfare * (Intelligence) % -30%
weaPon & sHield skill To HiT Handling load disTance damage QUaliTies

armor damage THresHold mod QUaliTies

iniTiaTive movemenT damage THresHold

+6

+12

3 + [PB] - overage 3 + [AB] - overage [BB] + damage


+18
THresHold mod

TalenTs & TraiTs damage condiTion Track

UnHarmed

ligHTly woUnded
- No chance of being Injured

TraPPings & reagenTs


moderaTely woUnded
- Roll 1D6 to see if you’re Injured

serioUsly woUnded
- Roll 2D6 to see if you’re Injured

grievoUsly woUnded
- Roll 3D6 to see if you’re Injured
encUmbrance limiT casH

BP SS GC
slain!
- Sacrifice 1 Fate Point
3 + [BB] cUrrenT overage 12bp = 1ss 20ss = 1gc 240bp = 1gc to live to tell the tale . . .
MOVEMENT ACTIONS SPECIAL ACTIONS
AP AP
NAME EFFECT NAME EFFECT
COST COST

Charge 2× Movement value, add 1D6


Charge 2 AP Apply or imbibe a poison (1 AP), draw
Damage to Melee Attack on the same Turn
a weapon (1 AP), interact within the
Get Up from Prone, mount an animal, or Interact Varies environment (1 AP), perform healing
Get Up 2 AP practices or other non-standard actions
get in a vehicle
(varies)
Hustle 1 AP Hustle 1× Movement value

Maneuver 3 yards and avoid Opportunity Load for various AP, or Quickload for 0
Maneuver 2 AP
Attacks Load Varies AP (but can only use Short Distances and
left Defenseless until next Turn)
Run 3× Movement value and gain Low
Run 3 AP
Cover
1 or 2 Spend 1 AP for +10 Base Chance, or 2 AP
Take Aim
Take Cover 1 yard and gain Low, AP for +20 Base Chance
Take Cover 1 AP
Medium, High, or Total Cover

ATTACK ACTIONS Wait until later to act but must do so


Wait 0 AP before the beginning of next Turn, spend 1
AP Fortune Point to interrupt a foe’s Turn
NAME EFFECT
COST
Make a Combat-based Test at a −10 Base
Called Shot 2 AP Chance, the foe cannot Parry or Dodge it Use Inspiring Words (Leadership) for
and suffers weapon Damage Words as Inspired, Litany of Hatred (Intimidate) for
1 AP
Weapons Intimidated, Hasten Step (Warfare) for
Make an Incantation Test, you can Channel Hastened; these affect [FB] allies or foes
Cast Magick Varies Power, the foe can Resist some Spells or
suffer effects
REACTIONS
Melee Make a Combat-based Test, the foe must
1 AP AP
Attack Parry it or suffers weapon Damage NAME EFFECT
COST

Ranged Make a Combat-based Test, the foe must Describe to GM how you Assist an ally’s
1 AP Assist Varies
Attack Dodge it or suffers weapon Damage Skill Test, and GM assigns AP cost

PERILOUS STUNTS
Before or after Difficulty Rating is called out,
AP modify the Difficulty Rating by one, two, or
NAME EFFECT Channel
COST 1 AP three positive steps, but suffer Corruption
Power
and roll Chaos Dice to see if you invoke a
Make an Athletics or Coordination Test,
Chaos Manifestation
Chokehold 1 AP the foe must Resist with Athletics or they’re
Choked

Make a Guile or Skulduggery Test, the When you are a target of a Spell, make an
Counterspell 1 AP
Dirty Tricks 1 AP foe must Resist with Awareness or they’re Incantation Test to dispel its effects
Blinded

Make a Coordination or Scrutinize Test, In certain situations, make a Combat-based


Opportunity
Disarm 1 AP the foe must Resist with Coordination or 0 AP Test; the foe cannot Parry or Dodge it and
Attack
they’re Disarmed suffers weapon Damage

Make an Athletics or Interrogation Test, the


Stunning
1 AP foe must Resist with Toughness or they’re
Blow Avoid all Damage by Parrying melee
Stunned or Unconscious
Parry or weapons with a Combat-based Test,
1 AP
Make an Athletics or Warfare Test, the foe Dodge or by Dodging ranged weapons with a
Sunder 1 AP must Resist with Toughness or their armor, Coordination Test
shield, or weapon is Ruined

Make an Athletics or Coordination Test, the Before or after you suffer Combat
foe must Resist with Coordination or either Resist 0 AP Conditions or Spell effects, Resist using a
Takedown 1 AP
be pushed 3 yards away from you or knocked Skill indicated in the ability’s listing
Prone where they stand

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