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
Field
Value
Armor Allowance
Light, Medium
Bab Tier
full
Base Skill Points
4
Hd
d10
Hd Sides
10
Max Level
20
Primary Abilities
STR, CON
Prime Requisites
STR, CON
Save Tiers / Fortitude
good
Save Tiers / Reflex
poor
Save Tiers / Will
poor
Weapon Allowance
Unarmed, 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
Field
Value
bab
1
fortitude
2
level
1
reflex
0
skillPoints
16
title
Scrapper
will
0
xp
0
Bruiser
Field
Value
bab
2
fortitude
3
level
2
reflex
0
skillPoints
4
title
Bruiser
will
0
xp
2000
Brawler
Field
Value
bab
3
fortitude
3
level
3
reflex
1
skillPoints
4
title
Brawler
will
1
xp
4000
Pit Fighter
Field
Value
bab
4
fortitude
4
level
4
reflex
1
skillPoints
4
title
Pit Fighter
will
1
xp
8000
Wrecker
Field
Value
bab
5
fortitude
4
level
5
reflex
1
skillPoints
4
title
Wrecker
will
1
xp
16000
Bone-Breaker
Field
Value
bab
6
fortitude
5
level
6
reflex
2
skillPoints
4
title
Bone-Breaker
will
2
xp
32000
Arena Champion
Field
Value
bab
7
fortitude
5
level
7
reflex
2
skillPoints
4
title
Arena Champion
will
2
xp
64000
Iron Jaw
Field
Value
bab
8
fortitude
6
level
8
reflex
2
skillPoints
4
title
Iron Jaw
will
2
xp
125000
Grand Brawler
Field
Value
bab
9
fortitude
6
level
9
reflex
3
skillPoints
4
title
Grand Brawler
will
3
xp
250000
Titan Fist
Field
Value
bab
10
fortitude
7
level
10
reflex
3
skillPoints
4
title
Titan Fist
will
3
xp
500000
High Titan Fist
Field
Value
bab
11
fortitude
7
level
11
reflex
3
skillPoints
4
title
High Titan Fist
will
3
xp
750000
War-Hulk
Field
Value
bab
12
fortitude
8
level
12
reflex
4
skillPoints
4
title
War-Hulk
will
4
xp
1000000
High War-Hulk
Field
Value
bab
13
fortitude
8
level
13
reflex
4
skillPoints
4
title
High War-Hulk
will
4
xp
1250000
Fist Lord
Field
Value
bab
14
fortitude
9
level
14
reflex
4
skillPoints
4
title
Fist Lord
will
4
xp
1500000
High Fist Lord
Field
Value
bab
15
fortitude
9
level
15
reflex
5
skillPoints
4
title
High Fist Lord
will
5
xp
1750000
Combat Master
Field
Value
bab
16
fortitude
10
level
16
reflex
5
skillPoints
4
title
Combat Master
will
5
xp
2000000
High Combat Master
Field
Value
bab
17
fortitude
10
level
17
reflex
5
skillPoints
4
title
High Combat Master
will
5
xp
2250000
Iron God
Field
Value
bab
18
fortitude
11
level
18
reflex
6
skillPoints
4
title
Iron God
will
6
xp
2500000
High Iron God
Field
Value
bab
19
fortitude
11
level
19
reflex
6
skillPoints
4
title
High Iron God
will
6
xp
2750000
Supreme Brawler
Field
Value
bab
20
fortitude
12
level
20
reflex
6
skillPoints
4
title
Supreme Brawler
will
6
xp
3000000
Special Abilities
Brawler's Grip
Field
Value
level
1
name
Brawler'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
Field
Value
level
3
name
Improvised 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
Field
Value
level
5
name
Pain 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.