DYSTOPIA RISING EVOLVED: INDIVIDUAL SKILLS REDEFINITIONS POST TWO

Skill Discussion: Brawling

Fair Play.jpeg

Combat skills are changing in regards to how all melee and hand-to-hand skills will be functioning. Brawling, melee small, melee standard, melee large, and melee two handed weapons can all be used by a player without having purchased any skill. Both brawling and melee strikes will only do 1 point of damage without having the skill, and a player will not be able to use skills with the melee or brawling skill without actually having purchased the brawling, melee, etc.

This means a rework of Brawling in the following way.

Unskilled Brawling -  This Skill allows you to carry two small size melee boffers that are no shorter than 12 inches and no longer than 20 inches in length to represent fists. These boffers must not be shaped or designed to look like melee weapons. Unskilled brawling does 1 damage per strike, and the combination of both brawlers may be swung a total of three times before a half second flurry “reset” must be used.
Without the brawling skill, you may not use any skills or gain any damage or skill benefits from any Brawling-related equipment or augments. Strikes that land on boffers used to represent Unskilled Brawling count as successful strikes for both damage and effects. Unskilled Brawling may be used in the “off hand” combined with shield, single handed melee, single handed firearm, and thrown weapons.
Brawling -  As per Unskilled brawling for boffer size, boffer shape, number of strikes, and flurry reset. On the brawling boffer physical representation a single piece of green tape is placed around the base of the striking surface of the Brawlers being used to identify that the user has the Brawling skill. With the brawling skill the player with the skill does 2 damage instead of 1 damage with all strikes. The user of the brawling skill may benefit  from all damage and skill augments from Brawling related equipment. The user of brawling, who has the following skills, may use them with their brawling strikes: Blinding, Knock Down, Knock Out, Nerve Punch, and Parry.
Strikes that land on brawling boffers still count as successful strikes for both damage and effects. Brawling may be used in the “off hand” combined with shield, single handed melee, single handed firearm, and thrown weapons.
Brawling is a Key-Skill relating to most items and augments relating to brawling, hand to hand combat, and mechanically augmenting punching.

Iron Fists You must have the Brawling skill before you can buy the Iron Fists skill, as this skill is an augment to the existing Brawling skill. As per brawling for boffer size, boffer shape, number of strikes, and flurry reset. On the brawling boffer physical representation a single piece of red tape replaces the green tape at the base of the boffers to identify that the user has the Brawling and Iron Fists skill.
In addition to benefits granted by the Brawling skill, the Iron Fists skills allows the user to block strikes with their brawlers without taking damage or effects related to those strikes (damage and strike related skills). Strikes that actually land on your real arm instead of your brawlers, area effect, or successful ranged strikes that target your arms are considered successful strikes and are not blocked. To block attacks using the Iron Fists advantage, you must actually block the strike with your brawling boffers.  
In addition to the skills made usable by having the Brawling skill, a user of Iron fists may also use the skills Break, Murder, and Wide Strike with their brawling attacks if they have these appropriate skills.

As a note in regards to these skill changes, this does also show that there are some changes coming down the line relating to other skills (such as Wide Strike and Murder). Wide Strike will have a list of skills that are required to use it (melee weapon skills and Iron Fists).

And yes... Murder will be allowed from the front.