← BRAWN  ·  PLAYBOOK 2 OF 2
The BRAWLER
No powers. No gadgets. No excuses. You put people on the ground with your hands and you have been doing it since before anyone was paying attention.
PERSONNEL FILE
STAT: BRAWN
PRIMARY: +2
ACCESS: OPEN
The Brawler  ·  FILE BRAWN
The BRAWLER
PRIMARY: BRAWN
HERO / ANTI-HERO / VILLAIN
No powers. No gadgets. No excuses. You put people on the ground with your hands and you have been doing it since before anyone was paying attention.
DIRTY FIGHTER

You don't fight fair and you don't apologize for it. When you use an underhanded tactic, headbutt, eye rake, cheap shot, bite, roll +Brawn.

  • 10+: It works. They're stunned, off balance, or in pain. Take +1 forward against them.
  • 7–9: It works but they're angry now. Take +1 forward but they focus on you.
IRON CHIN

You've been hit a lot. You know how to take it. Reduce all incoming melee harm by 1 (passive).

GROUND AND POUND

When you attack an enemy who is prone or restrained, add +2 harm.

WEAR 'EM DOWN

When you've been trading hits with the same enemy for at least two rounds, roll +Tough.

  • 10+: They're visibly flagging, take +2 forward on your next attack and reduce their next attack's harm by 1.
  • 7–9: Take +1 forward on your next attack against them.
NEVER STAY DOWN

(1/session)

When you would reach 7 harm, roll +Tough.

  • 10+: You stay at 6. You're beaten but breathing. Keep going.
  • 7–9: You stay at 6 but choose one: drop your weapon / fall prone / take -1 ongoing to all rolls until you catch your breath.
SIZE THEM UP

Before engaging in combat, when you watch an opponent move for a moment, roll +Intuition.

  • 10+: Ask the GM two: What's their fighting style? What's their weak point? Are they holding back? How much damage can they take?
  • 7–9: Ask one.
SUCKER PUNCH

When you attack before the other person knows a fight has started, no roll required, deal your harm automatically. If they're a super or have combat instincts, roll +Agility to see if you got the drop on them.

STREET TOUGH

You know the criminal world, underground fighters, local muscle, fixers, street-level operators. Once per mission, you can call in a contact from that world. Roll +Charisma.

  • 10+: They come through, no strings.
  • 7–9: They help, but they want something back.
IMPROVISED DEFENSE

When you grab something nearby to use as a shield, a door, a car door, a trash can lid, roll +Brawn.

  • 10+: It holds. Gain +2 armor until it breaks or you drop it.
  • 7–9: Gain +1 armor but it's already cracking. One more hit and it's gone.
HEAD LIKE A ROCK

You cannot be knocked out, dazed, or rendered unconscious by physical blows alone (passive). Other methods, gas, psychic attacks, electricity, still work normally.

THE SWEET SCIENCE

When you fight defensively, no attack, just movement and blocking, roll +Agility.

  • 10+: Take no harm and identify one opening. Take +2 forward on your next attack.
  • 7–9: Take half harm and take +1 forward.
KNOWN QUANTITIES

You've fought enough people to recognize what you're dealing with. The first time you take harm from an enemy in a fight, you immediately know their approximate harm output, whether they have formal training, and whether they're holding anything back. No roll required.

BODY CHECK

When you charge through someone or into a group, roll +Brawn.

  • 10+: Anyone in your path is moved aside or knocked down. Deal 1 harm to each.
  • 7–9: You get through but take 1 harm yourself.
COUNTERPUNCH

After successfully absorbing or deflecting a hit (Take the Hit 7+), immediately roll +Brawn to retaliate.

  • 10+: Deal your full harm.
  • 7–9: Deal 1 harm.
PAIN TOLERANCE

Reduce all ongoing harm penalties by 1, Hurt carries no penalty, Beaten is only -1 ongoing (passive).

HAYMAKER

When you wind up for a wild, telegraphed swing, roll +Brawn.

  • 10+: Deal +2 harm on the hit.
  • 7–9: Deal +1 harm but they saw it coming, take 1 harm in return.
CLINCH

When you get inside someone's guard and hold them close, roll +Brawn.

  • 10+: They can't use ranged attacks or large weapons while you hold them. All their attacks deal only 1 harm.
  • 7–9: You hold the clinch but take 1 harm from short strikes.
BOUNCE BACK

At the start of any scene where you had time to catch your breath, clear 1 harm without rolling (passive).

BRAWLER'S INSTINCT

When you've been in a fight with someone long enough to read their rhythm, add +1 ongoing on all attacks against them for the rest of the scene. Passive, triggers automatically after you've exchanged blows.

CROWD CONTROL

When you wade into a group of non-super enemies and start swinging, roll +Brawn.

  • 10+: Deal 2 harm to up to 3 enemies and force the rest back.
  • 7–9: Deal 1 harm to up to 3 enemies but they surround you.

### Improvements, At 5 XP, Choose One

  • Take a new Brawler move
  • Take a move from another playbook
  • Add +1 to Brawn (max +3)
  • Add +1 to Tough (max +3)
  • Add +1 to Agility (max +3)
  • Add 1 to your harm track maximum
  • Your IRON CHIN passive now reduces all incoming harm by 2
  • Gain a fighting style: name it and choose one move from any playbook that fits it

### Advanced Improvements, After 5 Improvements, Choose One

  • Unstoppable: Once per session, after taking harm that would put you at Beaten or worse, you may instead stay at Hurt and finish what you started. When the scene ends, take the harm.
  • The Last One Standing: When every other teammate is down or out of the fight, something in you refuses to stop. Deal +2 harm on all attacks and ignore all harm penalties for the rest of the scene.
  • Change playbook: You have grown into someone different.
  • Retire: You walked away. Tell the table if you stayed away.
PERSONAL ASSESSMENT
  • FaceA jaw that has been broken at least once, eyes that measure everything, the kind of expression that makes people step aside
  • BodyBuilt for impact. Solid, compact, the kind of person who looks like they have been hit a lot and kept going
  • StyleSimple, durable, nothing that restricts movement or gets caught in a grab
  • PresenceTakes up exactly the right amount of space. Always facing the door.
  • HandsDescribe them. They tell the whole story.
ORIGIN
  • You learned in a place where you had to. The ring came later.
  • Underground fights, back rooms, no names on the card. You won more than you lost.
  • You were trained by someone who knew what they were doing. You have never fully decided if that was good for you.
  • You figured most of it out yourself. Trial and error. Mostly error at first.
  • You did it for money. Then for other reasons. The money is still nice.
GEAR & EQUIPMENT

You fight with your body first. Everything else is secondary.

Choose one weapon:

  • Brass knuckles (unarmed harm becomes 2, concealable)
  • Collapsible baton (2 harm, fits in a jacket pocket)
  • Combat knife (1 harm, always on you, you never go anywhere without it)
  • A heavy chain (2 harm, reach, doubles as a grapple tool)

Choose one additional item:

  • Wraps and tape (reduce harm from sustained melee by 1 for the scene)
  • A flask (once per mission, clear 1 harm — purely psychosomatic, but it works)
  • Steel-toed boots (unarmed kicks deal +1 harm)
KNOWN ASSOCIATES / CONNECTIONS
They were in the crowd the first time you really fought. Ask them: what did they see that they haven't mentioned?
You hit them once when you shouldn't have. Ask them: is that resolved or just buried?
They've patched you up when you didn't want to stop. Ask them: do they think you have a problem?
You've had their back in a brawl they started. Ask them: do they think you enjoyed it more than they did?
They told you to walk away from a fight once. Ask them: were they right, and do you know it?
You've sparred together. Ask them: who usually wins, and how does that sit with the other one?
You've been arrested together. Ask them: who talked their way out and who didn't?
You once knocked out someone who was about to hurt them. They never thanked you. Ask them: why not?
They know where you grew up. Ask them: does that explain anything to them?
You've seen them scared — genuinely scared — and you've never said anything. Ask them: do they know you saw?

YOUR STATS

Your primary stat is BRAWN: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Brawler move
  • Take a move from another playbook
  • Add +1 to Brawn (max +3)
  • Add +1 to Tough (max +3)
  • Add +1 to Agility (max +3)
  • Add 1 to your harm track maximum
  • Your IRON CHIN passive now reduces all incoming harm by 2
  • Gain a fighting style: name it and choose one move from any playbook that fits it

Advanced Improvements (every 5 level-ups)

  • Unstoppable: Once per session, after taking harm that would put you at Beaten or worse, you may instead stay at Hurt and finish what you started. When the scene ends, take the harm.
  • The Last One Standing: When every other teammate is down or out of the fight, something in you refuses to stop. Deal +2 harm on all attacks and ignore all harm penalties for the rest of the scene.
  • Change playbook: You have grown into someone different.
  • Retire: You walked away. Tell the table if you stayed away.