PropertyValue
rdfs:label
  • Brawling
rdfs:comment
  • You are currently brawling. While brawling, your maximum Health is 500. You can only use brawling skills to damage foes. When you knock out an enemy, you gain 200 Health. Instead of dying when you reach 0 Health, you are knocked out. While knocked out, use STAND UP to get back on your feet. Concise: You are currently brawling. Your max Health is 500. You can only use brawling skills to deal damage. When you knock out an enemy, you gain 200 Health. Instead of dying when you reach 0 Health, you are knocked out. While knocked out, repeatedly use STAND UP to get back on your feet.
  • Brawling was a crime under Mega-City One law punishable by six months for each participant
  • During a brawl, weapons and spells are removed, allowing only the use of unarmed combat. Using any weapons or spells forfeits the challenge and any gold wagered. Potions, Food, and healing spells can be used to recover Health during brawls without forfeiting the match. The claws of Khajiits add 15 and Argonians add 6, (12 due to a calculation problem), damage per unarmed strike, making brawls easier for them. Wearing apparel with an enchantment that increases the damage dealt by fists is also beneficial here.
  • Brawling is a skill, described in Basic Set, p. 182, and referenced in GURPS Martial Arts, p. 55, comparing it to Boxing and Karate, and GURPS Mysteries, p. 110, on its usefulness to investigators.
  • Time Taken: One round. Specializations: Specific brawling style — boxing, martial arts. Brawling is the "melee combat" skill used for fighting hand-to-hand without any weapons. Most creatures have a good brawling skill. The base difficulty to make a brawling attack is Very Easy unless the target makes a brawling parry roll.
  • To increase your Brawling skill, you need to enter into melee combat with weapons other than your Fists (covered by Pugilism) or a Knife (covered by Knife fight). Good weapon choices are the ever-handy Crowbar (feeling like Anticitizen One, anyone?), the Pick ax, Chainsaw, Sledge hammer (sorry, no Super Sledge), Ax, Proton ax, and Bloodstaff. You can also use incredibly silly things such as books to beat people down if you want to push your Brawling skill while fighting the same enemy and not killing them, such as Brother Goliath at the Guardian Citadel.
dcterms:subject
dbkwik:2000ad/property/wikiPageUsesTemplate
dbkwik:elder-scrolls/property/wikiPageUsesTemplate
dbkwik:elderscrolls/property/wikiPageUsesTemplate
dbkwik:guildwars/property/wikiPageUsesTemplate
dbkwik:wasteland/property/wikiPageUsesTemplate
Name
  • Brawling
Type
  • Environment Effect
Full
  • You are currently brawling. While brawling, your maximum Health is 500. You can only use brawling skills to damage foes. When you knock out an enemy, you gain 200 Health. Instead of dying when you reach 0 Health, you are knocked out. While knocked out, use STAND UP to get back on your feet.
dbkwik:waste-land/property/wikiPageUsesTemplate
ATT
Points
  • 1248163264128255
Campaign
  • Eye of the North
IQ
  • 3
concise
  • You are currently brawling. Your max Health is 500. You can only use brawling skills to deal damage. When you knock out an enemy, you gain 200 Health. Instead of dying when you reach 0 Health, you are knocked out. While knocked out, repeatedly use STAND UP to get back on your feet.
abstract
  • You are currently brawling. While brawling, your maximum Health is 500. You can only use brawling skills to damage foes. When you knock out an enemy, you gain 200 Health. Instead of dying when you reach 0 Health, you are knocked out. While knocked out, use STAND UP to get back on your feet. Concise: You are currently brawling. Your max Health is 500. You can only use brawling skills to deal damage. When you knock out an enemy, you gain 200 Health. Instead of dying when you reach 0 Health, you are knocked out. While knocked out, repeatedly use STAND UP to get back on your feet.
  • Brawling was a crime under Mega-City One law punishable by six months for each participant
  • During a brawl, weapons and spells are removed, allowing only the use of unarmed combat. Using any weapons or spells forfeits the challenge and any gold wagered. Potions, Food, and healing spells can be used to recover Health during brawls without forfeiting the match. The claws of Khajiits add 15 and Argonians add 6, (12 due to a calculation problem), damage per unarmed strike, making brawls easier for them. Wearing apparel with an enchantment that increases the damage dealt by fists is also beneficial here.
  • Brawling is a skill, described in Basic Set, p. 182, and referenced in GURPS Martial Arts, p. 55, comparing it to Boxing and Karate, and GURPS Mysteries, p. 110, on its usefulness to investigators.
  • To increase your Brawling skill, you need to enter into melee combat with weapons other than your Fists (covered by Pugilism) or a Knife (covered by Knife fight). Good weapon choices are the ever-handy Crowbar (feeling like Anticitizen One, anyone?), the Pick ax, Chainsaw, Sledge hammer (sorry, no Super Sledge), Ax, Proton ax, and Bloodstaff. You can also use incredibly silly things such as books to beat people down if you want to push your Brawling skill while fighting the same enemy and not killing them, such as Brother Goliath at the Guardian Citadel. Additionally, you can use Spear at a distance of 20 feet and increase your Brawling as well. This works great against Brother Goliath and avoids his extra attacks.
  • Time Taken: One round. Specializations: Specific brawling style — boxing, martial arts. Brawling is the "melee combat" skill used for fighting hand-to-hand without any weapons. Most creatures have a good brawling skill. The base difficulty to make a brawling attack is Very Easy unless the target makes a brawling parry roll. Characters may grapple with their opponents rather than simply slugging them. When grappling, a character is trying to subdue his foe by wrestling him to the ground, pinning his arms so he cannot fight back, or stop him in some other way. When a character attempts to grapple, increase the difficulty of his attack by +10 — if the attacker achieves a stun result or better, the opponent is at a disadvantage: pinned, in a headlock, or a similar situation. If the attacker wishes, he can automatically inflict normal damage for every round the victim is held at bay. The victim must make an opposed Strength roll to escape, with a +1 penalty for each point by which the character succeeded in his grapple attempt.
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