Brawler

Bar-fighter and pugilist.

The Brawler is the person who breaks your arm with a table leg and then uses the table leg on your partner. In the Nine's domain, every checkpoint has a weapons scanner and every facility has an armoury lock. The Brawler does not care. A Brawler's body is the weapon; everything else is ammunition. The Brawler ends the argument in the room the argument started in, with whatever the room provides. The Kadiss grid tracks firearms registration, ammunition purchases, and blade permits. It does not track fists. This makes Brawlers uniquely suited to work in the corporate Core, where the polite fiction of unarmed civilian life is enforced by metal detectors and the Brawler is the only person in the room who is actually dangerous. They operate on the Combat chassis (d10 HD, full BAB, Fort good, Ref/Will poor) because the fighting style demands absorbing punishment to deliver it. Light and medium armour -- heavy plate restricts the grappling that is the Brawler's primary control Mechanic. Prime requisites: STR and CON.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesSTR, CON
Prime RequisitesSTR, CON
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willpoor
Weapon AllowanceUnarmed, Improvised weapons, Pistol, Knife

Notes

Archetype Niche: The Brawler is the party's close-quarters controller. Brawler's Grip turns grappling from a niche tactic into a primary combat strategy -- the Brawler can lock down and damage any enemy, regardless of size. Improvised Arsenal means the Brawler is never unarmed: a chair, a pipe, a bulkhead panel, all become legitimate weapons. Pain Tolerance provides passive durability that scales with CON, making the Brawler the tankiest unarmoured fighter. The Brawler's niche is controlling the enemy that no one else can hold -- the big thing that needs to be pinned down while the party kills it.

Multiclass Notes: Brawlers can multiclass with Soldier and Blademaster archetypes. Non-human brawlers use simultaneous multiclassing rules.

Level Table

Scrapper

FieldValue
bab1
fortitude2
level1
reflex0
skillPoints16
titleScrapper
will0
xp0

Bruiser

FieldValue
bab2
fortitude3
level2
reflex0
skillPoints4
titleBruiser
will0
xp2000

Brawler

FieldValue
bab3
fortitude3
level3
reflex1
skillPoints4
titleBrawler
will1
xp4000

Pit Fighter

FieldValue
bab4
fortitude4
level4
reflex1
skillPoints4
titlePit Fighter
will1
xp8000

Wrecker

FieldValue
bab5
fortitude4
level5
reflex1
skillPoints4
titleWrecker
will1
xp16000

Bone-Breaker

FieldValue
bab6
fortitude5
level6
reflex2
skillPoints4
titleBone-Breaker
will2
xp32000

Arena Champion

FieldValue
bab7
fortitude5
level7
reflex2
skillPoints4
titleArena Champion
will2
xp64000

Iron Jaw

FieldValue
bab8
fortitude6
level8
reflex2
skillPoints4
titleIron Jaw
will2
xp125000

Grand Brawler

FieldValue
bab9
fortitude6
level9
reflex3
skillPoints4
titleGrand Brawler
will3
xp250000

Titan Fist

FieldValue
bab10
fortitude7
level10
reflex3
skillPoints4
titleTitan Fist
will3
xp500000

High Titan Fist

FieldValue
bab11
fortitude7
level11
reflex3
skillPoints4
titleHigh Titan Fist
will3
xp750000

War-Hulk

FieldValue
bab12
fortitude8
level12
reflex4
skillPoints4
titleWar-Hulk
will4
xp1000000

High War-Hulk

FieldValue
bab13
fortitude8
level13
reflex4
skillPoints4
titleHigh War-Hulk
will4
xp1250000

Fist Lord

FieldValue
bab14
fortitude9
level14
reflex4
skillPoints4
titleFist Lord
will4
xp1500000

High Fist Lord

FieldValue
bab15
fortitude9
level15
reflex5
skillPoints4
titleHigh Fist Lord
will5
xp1750000

Combat Master

FieldValue
bab16
fortitude10
level16
reflex5
skillPoints4
titleCombat Master
will5
xp2000000

High Combat Master

FieldValue
bab17
fortitude10
level17
reflex5
skillPoints4
titleHigh Combat Master
will5
xp2250000

Iron God

FieldValue
bab18
fortitude11
level18
reflex6
skillPoints4
titleIron God
will6
xp2500000

High Iron God

FieldValue
bab19
fortitude11
level19
reflex6
skillPoints4
titleHigh Iron God
will6
xp2750000

Supreme Brawler

FieldValue
bab20
fortitude12
level20
reflex6
skillPoints4
titleSupreme Brawler
will6
xp3000000

Special Abilities

Brawler's Grip

FieldValue
level1
nameBrawler's Grip

description: The Brawler's unarmed strikes deal 1d6 + STR damage (increasing to 1d8 at level 5, 1d10 at level 10, 2d6 at level 15, 2d8 at level 20). The Brawler gains the Brawler feat and Improved Grapple for free. When grappling, the Brawler may deal unarmed damage as part of the grapple check (no separate action required). At level 4, the Brawler can grapple creatures one size category larger at no penalty. At level 9, two sizes larger. At level 14, the Brawler can grapple creatures of any size. The size progression is the Brawler's real escalation: at level 14, a person can physically restrain something that should not be restrainable by a human body. The Nine have found this useful more than once.

Improvised Arsenal

FieldValue
level3
nameImprovised Arsenal

description: The Brawler treats any object that can be held as a weapon with which they are proficient. Improvised weapons deal damage based on size and material: small objects 1d4 (a mug, a data-slate), medium 1d6 (a pipe, a chair leg), large 1d8 (a fire extinguisher, a tool case), and structural objects 2d6 (a bulkhead panel ripped free, a cargo strut). The Brawler may also throw improvised weapons with a 20-foot range increment. At level 7, the Brawler may wield a two-handed improvised weapon in one hand. At level 12, improvised weapons score a critical hit on a natural 19-20. In a controlled environment where weapons are confiscated, the Brawler is the only person who is never unarmed.

Pain Tolerance

FieldValue
level5
namePain Tolerance

description: The Brawler gains Damage Reduction equal to half their CON modifier (minimum 1) against non-lethal damage, unarmed strikes, and grapple damage. While grappling or at half HP or below, the Brawler gains +2 to Fortitude saves and cannot be stunned or dazed. At level 10, the DR applies to all physical damage (still half CON mod). At level 15, the Brawler is immune to pain-based effects (including torture, pain-inducing psionics, and nerve agents) and cannot be knocked unconscious by non-lethal damage. Corp interrogation teams have learned the hard way that a high-level Brawler does not break. The body has been trained past the point where pain is information; it is just noise.