Advertisement
Guest User

Untitled

a guest
May 20th, 2019
107
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.93 KB | None | 0 0
  1. Some flavor text here I guess, and I’ll do, like, icons and adaptive formatting after it’s looked over
  2. Your HP is 10+CON. Your Carry Weight is 10 + your STR. Your damage is 1d8.
  3.  
  4. True Grit
  5. You’ve taken some hard knocks and you keep on throwing punches. You start each session with 1 Grit point, and you gain an additional point of Grit every time you choose to accept a counterattack on a 10+ Hack and Slash roll, knock out or kill an enemy with your fists, or purposefully downgrade a success on a Defy Danger roll by one level. Grit points are not conserved between sessions.
  6.  
  7. You may spend Grit points before a roll, 1 for 1, for the following effects:
  8.  
  9. *Add +1d4 damage to an attack of your choice
  10. *Convert an offensive Defy Danger roll from a 6- to a 7-9, or a 7-9 to a 10+
  11. *Halve the next instance of damage dealt to you by a target you’re in combat with
  12. *Cast Haymaker
  13. *Switch Float & Sting stances as a minor action instead of a major
  14. *Take a +1 Forward on a Last Breath roll
  15.  
  16. Haymaker
  17. When you want to spend a Grit point to throw a wild, reckless punch, roll +STR:
  18.  
  19. On a 10+, you land one for the presses. Instead of your class damage, you deal 1d20-1d6 damage to your target, taking the rolled 1d6 damage as armor-piercing damage from the traumatic impact. The enemy takes whatever its armor rating is as armor-piercing damage, in addition.
  20. On a 7-9, as above, though you sustain a counterattack or put yourself in a bad position of the GM’s choice.
  21. On a 6-, you miss it bad, opening yourself up for a severe counterattack.
  22.  
  23. Float & Sting
  24. When you [b]enter into combat[/b] with a melee enemy, you may choose to declare one of the two boxing styles below. Switching style or choosing to adopt a style is a major action, though confers an immediate benefit after doing so. 
  25.  
  26. Mauler: When you switch to Mauler style, you may move up to 5 feet forward as a free action, and you wind up a powerful strike: your next blow gains 2 to its damage dice, and ignores half of your enemy's armor value. While in Mauler style, you always deal +1 additional damage , and melee attacks made by opponents you are actively in combat with and aware of only stoke your fire: each individual blow you take increases the damage of your next damaging fist attack by 1. The number of these increases has no maximum, though they expire if not used on the round immediately after receiving them. 
  27.  
  28. Brawler: When you switch to Brawler style, you may move up to 5 feet backwards or side-to-side as a free action, and you brace for impact: gain your CON modifier as temporary health, spent before your actual health. This temporary health expires at the start of your next round. While in Brawler style, you deal -1 damage and you cannot use Haymaker, though any melee attack directed towards you from an enemy you are actively in combat with that you can see is reduced by your CON modifier. If this reduces an enemy's damage to 0, you may counterstrike them for 1d8 damage for free. 
  29.  
  30. Regulation Bout
  31. When you [b]verbally challenge someone[/b] to an honorable fistfight, roll +CHA:
  32.  
  33. On a 10+, you pick 2 of the following:
  34. On a 7-9, you pick 1:
  35. On a 6-, your strength isn't taken seriously, and it temporarily shakes your confidence: take a -1 Forward to the first 1d4 rolls of the bout, if it happens.
  36.  
  37. *You get to declare the rules of the battle. These rules must be mundane, such as prohibition of magical gloves or a set starting distance. You may also use this option to make the bout a lethal one, if the GM allows it.
  38. *You deal +1 damage for the duration of the bout.
  39. *You come out swinging: your first attack roll in the bout gets a +1 Forward.
  40. *You taunt the target deeply, causing [b]severe[/b] damage to their reputation if they lose. 
  41. *You steel yourself for a hard fight: the first time an attack would bring you to 0 HP, it brings you to 1 instead.
  42.  
  43. Pride Maintained 
  44. For so long as you wield no shield and [b]wield no weapon other than your fists[/b], excluding things like non-weaponized gloves and the effects of magical garments, your bare-handed attacks always have the 'forceful' tag applied to them and you gain +1 natural Armor. If you violate this creed, you lose the aforementioned buffs and your damage dice is reduced to 1d6 for the remainder of the session. 
  45.  
  46. INCOMPLETE ADVANCED MOVE LIST
  47.  
  48.  
  49. One For The Presses
  50. A win in Regulation Bout will now damage the reputation of not only the individual you fought, but their organization, affiliation, or chosen group entirely.
  51.  
  52. Fan Favorite
  53. When you challenge someone to a Regulation Bout and win in the presence of money-having NPCs, at least a few will have placed bets on your success: you gain a portion of these winnings at GM discretion, usually between 5 and 15 gold. 
  54.  
  55. Regulation Expert
  56. Whenever you successfully roll to challenge someone to a Regulation Bout, you get to pick 1 additional option from the list. On a 12+, you pick two more. 
  57.  
  58. [b]Walkout Bout[/b]
  59. Requires: Level 5
  60. When you challenge someone to a Regulation Bout, you may also select the following option:
  61. *You deal +1d4 damage to the opponent whenever you deal damage, and start the bout with 1 additional Grit point. 
  62.  
  63.  
  64. Passbook
  65. Once per session, when you roll Last Breath and score a 7-9 on it, you don’t make a deal with Death: instead, you force yourself to stand up and continue the fight, incurring a much less severe penalty of the GM’s choice, such as a debility.
  66.  
  67.  
  68. Measured Recklessness
  69. When you roll Haymaker, you no longer deduct the 1d6 damage from the punch, but still roll the dice separately and take the damage.
  70.  
  71. Jack-In-The-Box
  72. You may cast Haymaker from Brawler Stance.
  73.  
  74. Fame And Glory
  75. When you visit a place where you’ve won a battle in before, you take a +1 Forward to any +CHA checks relating to your renown reputation in the ring.
  76.  
  77. … And Stay Down!
  78. When you hit a target with your Haymaker, that target’s healing effects are halved for the rest of the battle.
  79.  
  80. The Ol’ One-Two
  81. When you score a 12+ Hack and Slash roll, you may attack a second time, turning any 12+ roll into a 10+ success, and a 10+ success into a 7-9.
  82.  
  83. Chokehold
  84. Requires: Level 5
  85. When you want to use your strength and agility to choke a target into submission, roll +STR:
  86. On a 10+, you pin your target in such a way that they cannot retaliate effectively against you and you begin to cut their air and blood flow off. This may force a target to pass out within a number of turns of the GM’s discretion, or otherwise pin them and leave them exposed for moves such as Backstab.
  87. On a 7-9, as above, but you likely sustain a significant counterattack from getting up close and personal.
  88.  
  89. Flow Like Water
  90. Once per session, you may switch stances in Float & Sting as a minor action without spending a Grit point.
  91.  
  92. Tough As Nails
  93. You start every session with an additional Grit point.
  94.  
  95. Heavy Slugger
  96. When you choose to sustain extra damage during a Hack and Slash roll to deal additional damage, you deal an additional 1d8 damage instead of 1d6.
  97.  
  98. On The Ropes
  99. When you attack a target that has dropped below 20% maximum health, you deal your damage at advantage.
  100.  
  101. Foul Play!
  102. When you are in active combat and your foe does a dirty maneuver, such as pulling a poison knife on you, launching a below-the-belt shot to stun you, etc., tell the GM you’re calling foul play: the enemy re-rolls their damage. If it’s higher, you still have to take it.
  103.  
  104. Crusher
  105. You may spend an additional Grit point in the casting of Haymaker to entirely ignore the damage penalty and associated self-damage.
  106.  
  107. Surprise!
  108. When you roll a Defend hold on a target, you use them as an efficient distraction: you add the following to your options for spending Defend holds:
  109. *You launch a Hack and Slash roll on their attacker.
  110.  
  111. Bait & Switch
  112. When you are below a third of of your maximum health, your damage dice increases to a 1d10 and you gain +1 Armor. This effect is lost if you are healed back up above 30%, and cannot be triggered again for the rest of battle.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement