Brawling!

If psychic damage can kill due to sheer presence of foes, then unarmed damage should potentially kill as well.

Bloodied means the foe has taken a serious, bleeding wound. Zero means they're on the verge of death. Now, although I do allow my players to "pull a blow" using weapons/improvised weapons/unarmed attacks - I would not recommend devitating too far to imagine how unarmed damage works. Treat it the same as anything else!


My two cents,
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If it's a BIG brawl, use lots of minions. Have the minions try to grapple/immobilize the PCs while your heavy hitters (the big bouncer, the small crazy drunk with a broken bottle, etc.) are interspersed in the crowd, taking shots at the PCs. When they get to bloodied, they start backing off or throwing minions in the way. Depending on how "bloody" of a brawl you want to go with, set the minion damage at a certain level and have the heavy hitters do 1.5 that or what-not.
 

Don't forget that foes/allies can/will use improvised weapons (barchairs, iron tankards for thrown objects). Let them stunt with their skills (swing from chandeliers, leap through windows, slide down the bannister, roll casks of alcohol across the place [can we say spirits+burning lanterns or candles equals KABOOM?]). Let them flip tables over for cover - let them toss people in front of them to take the burden of the blow. Allow them to rip down shudders to windows to swat people with, break off tablelegs to fight with their Powers, drown foes in horse troughs/drag to the stables and cover them in maneure (psychic damage!).
 

Of course, combatants can opt to keep fighting when they are bloodied, which might lead to some drama as the fight changes from a 'friendly' brawl to something that could be deadly. An actual death in a tavern brawl would certainly change the reaction of the Watch, should they arrive.
 

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