Brawler

Street fighters.

Baksar

Street fighters in the Blue Grith pick fights with the authorities, cops, and slaveowners. They are fueled by their righteous outrage.

A baksar learns to fight by standing up against injustice and oppression, getting knocked down, and then rising to fight again. They are soldiers of the Blue Grith with a short fuse, and they are usually found ane mentored in a jail cell at first. The Blue Grith keeps an eye out for those who are locked up for fighting against the ruling class, and they recruit from them for their best fighters. After months of training, baksars begin to tap into their emotional energies, specifically that outrage they feel. It takes many lost fights before it fully empowers them, but when it does, they glow with blue flame.
  • Fist of outrage: they can channel their outrage into a single punch that gives them +6 for one hit, but must be recharged (a day's rest at least).
  • Righteous fury: they can hit multiple (up to four different ones) targets in one round with their fury attack with no penalties once per fight.
  • Strength of defiance: if they refuse to obey an unjust command, they gain +6 STR for the next minute.
  • Resilience of the heart: if they lost next action, are stunned, knocked out, or knocked prone, they may invoke this three times per combat to break free.
  • Unbreakable stance: they can take a stance against an oppressive opponent (cops, etc.) to defend anyone who has a PRO, ATH, or STR 6 or more below theirs that gives them +6 vs stun and +3 vs wound for the round.
  • Triple flame scream: they can unleash a scream of defiance and resistance that intimidates cops and other oppressors, unleashes an aura of orange, yellow, and blue flame that protects them from infernal powers (+3), and makes their next attack against an oppressor +3 to hit. They can do this once per month.
Other powers may develop as they fight oppression. Consult the GM.

Part of the Committee for War.

PRO +3 ATH +1 STR +2 AWA +1 WIL +1 PRS / STH -3

Hectrist

Brawlers in the Red Grith gain power via feats of strength and prowess to become intimidating soldiers of criminality (called hectrists).

Hectrists are brawlers who have the ability to alter themselves by performing great feats. They achieve this ability by passing an initial trial of impossibility. This usually takes years of training, during which they will focus on one specific impossible feat, usually one of strength, like lifting something too big to be lifted or pushing something to heavy to be moved. They train in doing this not to achieve it, but to strive, for it is known that if you strive to outrun the wind, one day you might not outrun the wind, but you will outrun horses. Thus, one day, the hectrist will be able to achieve a feat of strength beyond normal mortal capability.

How this translates is that they will one day succeed on a roll that is 9 above their STR. They must do this without use of any tokens, narrative fiat, etc. Once it is done, they will unlock the energy within them that allows them to continue to be altered by feats, and any subsequent critical successes will cause them to gain permanently bonuses to STR or alterations to their bodies within reason. Hectrists tend to alter themselves to be big and intimidating. The opposite is also true, however - any critical failure (failure by 9 or more) will result in the loss of a power, bonus, or other feat-empowered feature.

Their role in the Red Grith is to fight those who cross the Red Grith. They tend to prefer to use their fists.

PRO +2 ATH +1 STR +5 AWA -1 WIL -1 PRS -2 STH -3


Kadzakh

Street fighters and brawlers in the Green Grith are those who wield the power of earth and stone to make their bodies stronger to fight.

Kadzakhs gain the power to draw the elemental energy of earth and stone by communing with earth via being buried and with stone by being pelted with them. These crude forms of communion only allow them some powers, unlike a full earth mage, but it is enough to make them formidable fighters. The rituals are violent, dangerous, and only available to the most foolhardy, but those who survive them gain some of the following powers:
  • Schist fist: temporarily (for one round) turn their fist into solid rock to increase stun power by 6 and wound power by 3. Once per fight.
  • Stoneflesh: temporarily (for one round) turn the uppermost layer of their skin into stone, increasing their toughness by 6. Once per fight.
  • Mudsling slide: send a spray of mud cascading up and into the faces of anyone within 10' in a semicircle in front of them. Failure to dodge or block means targets suffer -3 to vision. Once per fight.
  • Shattering stomp: shatter stone beneath their feet in a 6' radius around them. Failure to dodge means targets fall prone and the terrain in that area becomes difficult to navigate. Once per fight.
  • Granite skull: temporarily (for one round) turn their skull into solid granite, increasing the damage of a headbutt by +6/+3 or adding +6/+6 toughness against headshots. Once per fight.
  • Dustwhirl: create plumes of dirt and dust in a 6' radius around them. Failure to dodge means targets suffer -3 to vision and must roll constitution or STR to resist choking against a difficulty base of 11. Once per fight.
  • Elbow crag: temporarily (for one round), a spike of stone erupts from their elbow, giving them a +5/+5 piercing weapon. Once per fight.
  • Gemstone eyes: temporarily (for one round), their eyes become gems that allow them to see in every direction around them. Once per fight.
  • Flint edge jab: temporarily (for one round), the edge of their hand becomes a sharp edge of flint, giving them a slashing blade of +5/+5. Once per fight.
  • Boulder lift: they can place their hands into the ground if they are outside a building and pull forth a boulder, if a boulder exists within 100', and pull it out to hurl it. Once per week.
Players will choose to start with one of these for an inexperienced character, three for a moderately experienced one, six for a very experienced one, or all for an elite one.

Experienced kadzakhs can use some of the following powers if and only if they prove themselves via 12 trials, one per trial.
  • Trial of the Wall: they gain the ability to make a solid stone wall of 10' square crumble at their touch, once per week.
  • Trial of the Stalag: they gain the ability if within a place with floor and ceiling to cause stalagmites and stalagtites to form instantly, skewering a target from above and below, by touching either the floor or the ceiling within 10' of the target. The stalags have a piercing power of +6/+6. Once per fight.
  • Trial of the Soil: they gain the ability to take an earthen form, making their entire body dirt, soil, mud, and loam, blending in with the ground where they stand, once per day, for 5 minutes.
  • Trial of the Cave: they gain the ability to make their mind like an empty cavern, amplifying their senses and allowing any mental effect to flow through them without harming them. Once per day.
  • Trial of the Rockfish: they gain the ability to treat solid earth and stone like water and swim through it. This lasts for 30 minutes and can be done once per day.
  • Trial of the Passage: they gain the ability to run at a solid stone or earth structure and instantly create a tunnel through it for up to 20' in a straight line, once per day.
  • Trial of the Rockslide: they gain the ability to rush down a slope, stair, or other decline and cause all rock, stone, or earth on that decline to follow them in an avallanche, once per day.
  • Trial of the Plate: they gain the ability to cause a small earthquake by bodyslamming someone onto the ground, 100' radius, power of 16/16 to damage structures around them, disrupt the ground, and knock anyone nearby prone.
  • Trial of the Statue: they gain the ability to strike a target and petrify them, STR vs. STR, once per week.
  • Trial of the Mountain: their boulder lift ability becomes a hill or mountain lift ability, drawing much more stone and earth, creating a massive mound 20' tall, which will subside after a day. They can do this once per year.
  • Trial of the Geode: they gain the ability to take a special stance that turns their mind into a geode, giving them the same defenses as the Trial of the Cave, but also giving them +3 AWA, +3 PRS, and +3 WIL for an hour.
  • Trial of the Diamond: their stoneflesh ability becomes a diamondflesh ability, giving them +12/+12 toughness, for six rounds. Once per fight.
If the players decide to start with more experienced characters, a kadzakh may start the game with one trial complete - either Wall, Stalag, Soil, or Cave.

PRO +2 ATH / STR +3 AWA -1 WIL +1 PRS -1 STH /

Trodaire

The many tales of fighters and brawlers in the lore empower the trodaires of the Violet Grith, making their bodies improbably powerful.

Brawlers in the Violet Grith make a deal with powerful fey (a high-ranking member of the Violet Grith) to augment their bodies in improbable ways, making them greater but unpredictable fighters. They always trade away some aspect of their mind, heart, or soul in exchange for a more powerful body. Once they make their deal, they can then dedicate some fights to their benefactor to slowly but surely gain new powers.

Some alterations they may take to their bodies include the following:
  • Extra arms: up to four extra arms.
  • Bone spurs: +4/+4 piercing damage.
  • Head fins: +3 wound on head butts.
  • Combat tail(s): +4/+4 club.
  • Taloned feet: +5/+5 talon kick.
  • Clawed hands: +5/+5 claw attack.
  • Razor fangs: extra sharp teeth, +6/+6 bite.
  • Mouth hands: mouths in the hands to bite while you grab.
  • Frog tongue: grab things with it.
  • Antennae: extrasensory powers.
  • Extra eyes: some sort of magical sight.
  • Spring feet: +3 jumping.
  • Cloud flesh: flesh like clouds becomes harder to harm physically.
Other alterations are possible. Consult the GM.

Trodaires defend the Violet Grith, fight for fun, and generally try to find violence where they can.

PRO +3 ATH +2 STR +2 AWA -3 WIL -2 PRS -1 STH -1
Topic revision: r1 - 07 Jun 2025, SallyJaneBlack
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