Pugilist Folio V1.0
Pugilist Folio V1.0
Pugilist Folio V1.0
⅞
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.
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]
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
+6
+12
UnHarmed
ligHTly woUnded
- No chance of being 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
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
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 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