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Spherus: Street Brawl Moves

Multiple Attacks Option:
Once a warrior's street brawl skill reaches 50, they can perform up to 3 attacks a round if they so desire. They can do any three attacks of which they have the total skill to do, but they receive no to hit or damage bonus for skill for any of them. The same move cannot be performed twice.

Prone: Some moves have the ability to knock an opponent prone. A prone opponent receives a -20 to hit, AC and all checks, and a +5 to speed. Opponents can use their action to recover from prone, or can do so as a non-action with a x1 Agi. Check (without the -20 implied by the Prone condition) on their turn.

Blind: Some moves have the ability to blind an opponent. Blinded opponents suffer a -20 to-hit during their next action, after which they recover from the blindness.

Winded: Some moves have the ability to wind an opponent. Winded opponents suffer a penalty of -10 to checks and AC and +3 speed until the start of their next action.

Knockback: Some moves have the ability to knock an opponent backwards. The attacker can choose to move a foe that they afflicted with knockback one hexagon in any direction.

Undefendable: Some moves are undefendable (defense). The Defense skill cannot be used to block such moves.


The following techniques can be used once the warrior reaches the listed amount of Street Brawl skill. No more than 100 points can be put into this skill.

Technique To-Hit Damage Speed Bonus Cost Check
0: Untrained Punch 35 1d2 4 --- --- ---
0: Untrained Kick 40 1d3 5 --- --- ---
5: Straight Punch 25 1d4 3 +1/+1 for 10 skill --- ---
5: Straight Kick 30 1d6 4 +1/+1 for 10 skill --- ---
15: Hook Punch 30 1d10 3 +1/+1 for 10 skill --- ---
20: Knee-Groin 50 1d20 5 +1/+1 for 10 skill
Male foes x1 Hth - 2x damage or winded
--- ---
25: Chest Smash 35 2d10 3 +1/+1 for 10 skill --- ---
35: Double-Leg Kick 25 3d6 2 +1/+1 for 10 skill --- x2 Agi or fail.
35: Bite 45 3d8 6 +1/+1 for 10 skill --- ---
40: Eye Gouge 30
(defense)
1d12 4 +1/+1 for 10 skill
Foe x1 Hth - dam or blind
--- ---
45: Headlock 65
(armor)
1d4/rnd 5 +1/+1 for 10 skill
Foe must make op Str check to escape
--- ---
50: Double-Fisted Whammie 30 5d6 6 +2/+2 for 10 skill --- ---
60: Headsmash 30 5d6 5 +2/+2 for 10 skill
Foe x1 Hth - 1/2 dam or winded
--- ---
70: Piledriver 45
(defense)
8d6 7 +2/+2 for 10 skill --- ---


Detailed Descriptions

0: Untrained Punch: A punch that anyone can do. Too bad it sucks. To hit: 35, dam 1d2, speed: 4.

0: Untrained Kick: A basic kick. To hit: 40, dam 1d3, speed: 5.

5: Straight Punch: A punch with a bit more power. To hit: 25, dam 1d4, speed: 3 (+1 to hit and dam for every 10 skill).

5: Straight kick: A street brawler's kick. To hit: 30, dam 1d6, speed: 4 (+1 to hit and dam for every 10 skill).

15: Hook Punch: A hooked punch swinging for the jaw. To hit: 30, dam 1d10, speed: 3 (+1 to hit and dam for every 10 skill).

20: Knee-groin: Knee your opponent between the legs. Male opponents must make (x1 Hlth – twice the damage inflicted) or be winded. To hit: 50, dam 1d20, speed: 5 (+1 to hit and dam for every 10 skill).

25: Chest Smash: Smash a palm right in under the ribs. To hit: 35, dam 2d10, speed: 3 (+1 to hit and dam for every 10 skill).

35: Double-Leg Kick: Leap in the air and kick your opponent in the chest with both legs. To hit: 25, dam 3d6, speed: 2 (+1 to hit and dam for every 10 skill). Need x2 agi check, or else failure.

35: Bite: A savage bite attack. To hit: 45, dam 3d8, speed: 6 (+1 to hit and dam for every 10 skill).

40: Eye Gouge: Rake your hands across your opponent's face. Opponent must make a (x1 Hlth � damage inflicted) or be blinded. This attack is also undefendable. To hit: 30, dam 1d12, speed: 4 (+1 to hit and dam for every 10 skill).

45: Headlock: Hold your opponent's head and squeeze hard. Each round the target must make an opposed strength check during their action to break free. To hit: 65 (ignores armor), dam 1d4/round, speed: 5 (+1 to hit and dam for every 10 skill).

50: Double-Fisted Whammie: Yes, the name was stolen from Batman Returns, the video game. Put your hands together and club your opponent in the stomach. To hit: 30, dam 5d6, speed: 6 (+2 to hit and dam for every 10 skill).

60: Headsmash: Slam your opponent's head between your fists. Opponent must make a (x1 Hlth - damage inflicted) or be winded. To hit: 30, dam 5d6, speed: 5 (+2 to hit and dam for every 10 skill).

70: Piledriver: The ultimate street-brawl move! Grab your opponent and smash him to the ground. This attack is undefendable. To hit: 45, dam: 8d6, speed: 7 (+2 to hit and dam for every 10 skill).


Street Brawl Special Moves

10: Toughness: Most brawlers have studied at the school of hard knocks, and it has served to toughen them up. A brawler may choose to activate toughness at the start of a combat round as a non-action, granting them a soak of 1 for every 5 brawl skill they choose to sacrifice for the combat round, at a cost of 1 PP for every 10 skill used (round down, minimum cost of 1). The character may not attack with any other conventional skill on a round where they have activated toughness.

30: Knockback: Brawlers can sacrifice precision in order to have a chance of adding knockback to any brawl attack. This gives the skill a -15 to-hit, but upon a successful hit the foe must make a x2 strength check - the damage inflicted or be knocked back.

40: Iron Fist: This move allows a warrior to punch straight through walls. At skill level 40, they can make a x1 strength check to punch through up to a foot of wooden wall. At level 50, they can punch through wood with a x2 strength check, and up to a foot of stone with a x1 strength check. And at level 60, they can punch through a foot of Admorite, with a x1 strength check, stone with a x2 and wood automatically. Note that walls of any sort more than a foot thick, or walls made of Zirlithium, cannot be punched through. Note also that this ability may damage a building's structural integrity, causing it to collapse on a warrior's head before he can make it through the opening he has just created.


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