- Without the advantages of formal training, some learn their own way to fight.
Not every fighter is formally trained, or dedicates themselves to one specific style. Sometimes one learns how to defend themselves the old fashioned way, experience. The crucible is not schoolyard self defense, although it may have started there; it requires the same time and devotion as any formal martial art. This translates to years of fighting, perhaps drifting in and out of dojos, time in the military, prision, or some combination of these factors. Ultimately, someone who has been through the crucible has learned how to fight the hard way.
The crucible burns away impurities, leaving only what can endure behind. Those passing through the crucible develop a style focused on survival, and putting down opponents quickly. They lack the finesse of traditional martial artists, but what they lack in fancy, they make up for in unpredictability. While the goals may be the same, the execution often varies wildly.
Associated Weapons: Fistloads, Improved Weapons, Knives
The fighting stance of someone going through the crucible is often influenced by regional martial arts, but typically involves a modified boxing / kickboxing, or wrestling stance if the fighter is willing to grapple.
Warning: Explicit language
Author’s Note: All builds presented in this series should not be taken as the only way to interpret a given style. Players and GMs are encouraged to treat these as a framework to build their own character’s style.
Style Progression – Average
Fighting Style: Dojo Hopper, Street Fighting, Yard Brawler (Pick something fitting to the character.)
- Parent Attribute: Any typically Strength or Mental
- Primary Role: Offense
- First Secondary Role: Defense
Common Specialties:
- Big Risk, Big Reward (Gambling Advantage Attacks)
- Heavy Blow
- Set Up
- Trip
Gambling Advantage: Characters with Gambling may choose to increase the Bonus of rolling a 6 on Attacks or Active Defense by 1 for each 5 levels of this Talent. If the character rolls a 1, treat the roll as a Partial in Combat (pg. 104).
Common Combos:
- Assault: Heavy Blow – Heavy Blow
- Bring Down: Heavy Blow – Trip
- Bullrush: Move – Heavy Blow – Trip
- Lunge: Move – Set Up
Key Talents:
- Area Knowledge: <Home Turf>
- Discipline
- Fitness
- Gambling
- Intimidation
- Movement
- Scrounging
- Improvised Weapons
Additional Boons
- Advantaged TY
- Critical Skill: Intimidation MA
- Extra Stamina TY
- Languages: US Based Characters Pick 3: Arabic, Cantonese, French, Hokkien, Korean, Mandarin, Portuguese, Russian, Spanish, Tagalog, Vietnamese TY
- Discipline Supports Defense when Intimidated MA
- Fitness Supports Offense VS Intimidated Foes MA
Super Style – The Hard Way
This crucible evolved for someone who grew up fighting, from the schoolyard, to a brief stent in the military, and finally prison. They don’t fight fair, they fight to win. Mixing military combatives, with boxing, and a bit of MMA training, the hard way lives up to its name in brutal efficiency.
Example (Classic Power Level)
The Hard Way 12
- Parent Attribute: Strength
- Primary Role: Offense
Devastating (Boost Devastation) MA2
Secondary Role: Defence MA
Painful (Retribution) MA2
Secondary Role: Support: Constitution MA
(S) Big Risk, Big Reward 4
(S) Combo: Assault 7
(S) Combo: Bullrush 7
(S) Heavy Blow 7
At first glance, the hard way looks almost purely focused on offense. In reality, it’s purely focused on offense, even when defending, Retribution allows the fighter to stay on the offense even when forced to defend. Big Risks, Big Rewards layers on additional Damage on top of Devastating, and Heavy Blow, if the fighter is willing to risk making possible tactical errors that can leave them exposed.
Cost 1 Power + 12 Selections + 11 AP
Boons
Combo: Assault: Heavy Blow – Heavy Blow TY
Combo: Bullrush: Move – Heavy Blow – Trip TY
Critical Skill: Intimidation MA
Languages: English, Korean, Russian, Spanish TY
Discipline Supports Defense when Intimidated MA
Fitness Supports Offense VS Intimidated Foes MA
Cost 1 + 1 + 2 + 1 + 2 + 2 = 9 AP
Use In Conflict
Being a risk taker is not the same as being suicidal. Opening with Big Risks, Big Rewards or a Combo makes it easier to trigger the fighter’s Critical Skill. Once a foe is intimidated, it becomes easier to control the pace of the fight, using the opponent’s fear, the fighter’s resolve and physicality to overwhelm them. Leveraging these risky actions through the fight helps the character land more difficult Combos and keep them protected.