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How to Brawl


jokomaisu

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How to Brawl
Being non-lethal disputes by definition, Brancalonian brawls are regulated by simple rules that replace the typical cycle of combat. A brawl basically works like combat, but introduces significant differences regarding the actions you can take each turn, and how hit points, damage, and movement are calculated.

Note:Β During a brawl, you cannot use class abilities (such as Class Spells, Extra Attacks, etc.), but you are allowed to take advantage of passive features (such as Unarmored Defense, Sense of Danger, etc.).

Movement.Β On their turn during the brawl, participants can move an unspecified distance: this enables them to move as much or as little as they like within the brawl’s environment. If the movement of your brawler is 0, they cannot move.

Damage.Β No hit points are lost in a brawl: beatings, moves, and stage props all deal whacks (see Whacks Levels and Conditions). When using a move or dealing out a beating, if the d20 roll is a 20, the number of whacks dealt is doubled.

The Kingdom may be savage, but it's certainly not a wild frontier patrolled by sheriffs and overlooking the unknown wilderness; in fact, it's a setting with a cohesive and millennia-old social fabric, where civilization, laws, and justice are well organized. Knaves running around fighting, injuring, robbing, cheating, stealing, or even murdering people, even if dealing with filthy criminals, won't have a smooth or easy road ahead. Even the system behind Bounty and Misdeeds itself is designed to prevent this from happening unless the players decide that their characters are despicable criminals, hunted by every single guard of the Kingdom, and regarded as Infamous ones by the whole Knaves' brotherhood.

The brawl system is also designed to have a non-violent conflict resolution, tolerated by the law, to resolve small conflicts and petty skirmishes of little consequence. The brawl system and the combat system of the official rules must be considered two parallel but incompatible systems that cannot be combined. If a character draws their weapons during a brawl or uses natural or improvised weapons to cause real damage, even non-lethal ones, the brawl immediately ends, and a standard combat begins; in this case, all participants start the combat from their initial conditions, as if the brawl never happened.

For similar reasons, it is impossible to use moves and any other brawl option during a standard combat, because the opponents' actual attitude would then be completely different, and the brawl moves would not have a chance.

Whacks Levels and Conditions
During a brawl, damage from beatings, moves, and props deal 1 or more whacks. Whacks are measured in 6 levels (see the Whacks table). If an already-whacked creature suffers another whack, its current Level of Whacks increases by the amount specified in the specific effect's description.

Conditions
Some moves and hits with epic props inflict additional conditions. Conditions imposed by moves and props follow the normal rules for Conditions. All condition effects last until the end of the affected creature’s next turn.

Beatings
Beatings are the regular attacks that each character can make as an action during a brawl. Each player character is proficient in beatings (attack roll: Strength bonus + proficiency bonus). Each time a beating successfully hits, it deals one whack.

Moves
Moves can have various effects, some of which provide an attack roll based on a specific ability (indicated in brackets) + the character’s proficiency bonus. Each character is proficient in every move they know. In order to be used, all moves require the expense of a move slot.

Note:Β Any character with the Spellcasting or Pact Magic class feature, can choose to learn a magic move instead of a general move each time they gain a new move.

Move Slot
Each character has a number of move slots based on their character level, as indicated in the Brawl Features table. The move slots are recovered at the end of the brawl.

Whacks Table

Level Description Effect
1 Bruised -1 AC
2 Beaten -1 AC
3 Injured -1 AC
4 Damaged -1 AC
5 Crushed -1 AC
6 Unconscious Knocked Out

Stage Props
You can also inflict beatings by using anything you can get hold of within the environment in which the brawl takes place. All objects that can be wielded during the brawl are called stage props (or props) and are divided into common props and epic props. After use, a stage prop is destroyed, lost, or rendered useless.

Common Props
bottles, pots, cutlery, dishes, candelabras, torches, flasks, stools, pokers ...
Picking up a common prop requires a bonus action. Each character can use a common prop in the following ways:

  • To make a beating by adding 1d4 to the attack roll.
  • To make a beating as a bonus action.
  • To increase the Knave’s AC by 2, as a reaction to an opponent's attack.

Epic Props
tables, barrels, decorative suits of armor, chests, trunks, chandeliers, other characters ...
Grabbing an epic prop requires an action. Each character can use an epic prop in the following ways:

  • To make a beating that deals 1 extra whack.
  • To make a beating that additionally inflicts the stunned condition to the target.
  • To make a beating that hits two targets (the attack roll must be made against the highest AC).
  • To increase the Knave’s AC by 5, as a reaction to an opponent's attack.

Brawl Features Table

Level Features Move Slots
1 1 General Move, + 1 Class Brawl Feature 2
2 Heroic Ignorance (you can use an attribute of your choice when you make a beating) 2
3 General Move 3
4 Iron Jaw (you can spend a move slot and use your reaction to remove a condition that affects you) 3
5 General Move 4
6 Ace in the Hole 4

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