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(TFT) BAR FIGHTING



BAR FIGHTING

The oldest main stay and tradition of social life in Branya has always been the bar fight. Ever since the bar keepers started touting the rule that ?If someone is going to get killed in my bar, they?re going to get killed by me? everyone has become very amicable in not reaching for a sword at the least little insult. The list below is mainly for efforts to subdue an opponent in a ?friendly? fight, or in a ?teach ?em a lesson? sort of way. Just remember that in any Tavern, Inn, or Bar in Branya; resorting to lethal and/or murderous fighting will always result in the bouncers and bartender(s) breaking out the crossbows and shooting people down, so be nice. Experience for bar fighting in Branya has been a problem. I don?t normally give experience for subdue damage. Experience in TFT is given for each point of damage, and subdue is damage, but beating up on the same guy night after night is too easy. I use an alternative method. Every ten pieces of gold (and only gold) that a bar fighter pays in damages to a bar keeper for repairs gets that bar fighter their IQ in experience. For Example Xleric with a 8IQ pays $1,000 in damages, or one hundred gold pieces, to cover the destruction of the entire evenings brawl and he gets 8 exp for every 10 gold, so he gets 80 exp. He may have only thrown one punch, but he picked up the tab and he did participate. Paying for damages like this will keep the bar fighters out of jail, and if they make a habit of paying for the damages they didn?t cause it may even get them a regular table in the establishment.

Belt Buckle
(1s) If attached to a belt it may be used as a flail which will wrap around and ignore any shields.

Bench
    (4s) If used as a two handed club.  May be used as a tower shield.

Bottle, glass
    (1s) whole, When broken it does (1L).
     , pottery
(1s) Easily breakable, pottery bottles are the favored vessel for molotov cocktails. A molotov contains 1 liter of low flash point Dwarven oil which does 4 points of fire damage to the Hex, or person in the Hex, struck and 1 point to 3 adjacent hexes in a linear splash direction. If used outdoors, or with a high ceiling, indirect fire lets all 6 adjacent hexes take 1 point of damage. This seldom happens in a bar fight. Cost from the Dwarves is $40 per liter.

Boot
(2s) Boots are resistant to fire with 4 armor to walking on fire. This protects the feet only.

Bowl
(1/2s) In other words hit twice for one point of subdue. A bowl may also be filled with interesting and surprising things like hot soup (1 point of second degree burn), or hardened porridge (for a full 1s).

Brass, knife
(1L) Brass bends if stuck against iron armor. Brass may be used to break pottery and glass (-6DX to strike a pottery or glass object in the hands of the figure in front of you). If just used as a hand weight it adds +1 damage to HTH damage.
    , knuckles
(2s) if aimed at muscle mass or tissue. (1L) if aimed at the face, throat, or joints (-6DX).
    , spoon
May be thrown harmlessly just to get someone?s attention or it can be used handheld at ?8DX to attempt removal of an eyeball.

Bread board
(1s) May be used to block ranged attacks. This makes a good paddle and may be used to bat ranged attacks back at the one who threw it (arrows, quarrels, and other sharp objects just stick in).

Bucket
(1s) per two kilograms of weight in it (and 4ST required per two kilograms of weight to wield it effectively).

Chair, Giant
(2s) or (4s) when used with two hands. It may be used to block just like a large shield for 1D+1 damage stopped. A giant sized chair has the capacity to block like a tower shield.
    , Man
(1s) or (3s) when used two handed. A man sized chair has the capacity to block like a medium shield.
    , Dwarf
(1s) or (2s) two handed. A Dwarf sized chair may be used like a small shield.

Coin
(A single coin may be thrown into an opponents eye at ?8DX and blind them for the duration of the fight in one eye (-4DX) for all subsequent actions. The other way is to toss a bunch of coins at a person?s face which they WILL instinctively guard. If the opponent has not acted this turn then they use their action to protect their eyes. If they have acted they will lose half their MA next turn. The exception is someone with a helmet on (but then how were they drinking their beer?). The ideal escape tactic, especially if gold is thrown (gold may cause the target to be mobbed by nearby patrons.

Copper, knife
(1L) Copper bends when struck against armor of brass or anything harder. Copper may be used to break pottery and glass (-6DX to target an opponents ready weapon). If used as a hand weight it adds +1 to regular HTH damage.
     , spoon
May be thrown harmlessly just to get someone?s attention or it can be used at ?8DX to attempt removal of an eyeball as a hand held weapon.

Club
There are so many things that can be used as a club it is unreasonable to try and list them all here. The damage a club does is always lethal and as it appears on the weapons chart. The only way a club may be used to subdue is if the character has a weapon talent. There is one unique use of a club that anyone can try. One may try to ?smash? with it. To smash any other wooden object on this chart roll 1D per (1s) the object does vs. Strength. Thus to smash a Giant table with a club requires a successful 6D vs. ST. The one exception to this rule is a door which is immune to smash as the latch, bolt, or bar, will give out first and the door will fly open.

Decanter
(1s) Glass decanters are a bit harder to break than most glass due to their thickness, so the softest metal allowed to break a decanter is brass, and copper will bend on it.

Door
(1s) if a door is opened on, or into, someone with the force of a slam, kick, or knock back, from behind it. If a door is forced closed on a persons unarmored limb or head it will do (1L). Repeated blows to the head will cause unconsciousness, and repeated blows to a limb may cripple or even sever it.

Dust
+3DX to hit the face (-6 +3 = -3DX total) and target may be blinded. Subtract the number of points that attacker made their DX roll by from the targets DX. The blinded person will recover one point of DX a turn. All of it if they can splash water in their eyes with both hands.

Fist (L or s)
    ST     Damage
       2      (1s) only, no lethal
  3 -  6      (2s) only, no lethal
  7 -  8     1-4 or (2s)
  9 - 10     1-3 or (2s)
 11 - 12     1-2 or (2s)
 13 - 14     1-1
 15 ? 16     1
 17 ? 20     1+1
 21 ? 24     1+2
 25 ? 30     1+3
 30 ? 40     2+1
 40 ? 50     3+1
 50 ? 60     4+1    Note: a Lessor demon in Branya does this damage
 60 ? 70     5+1
 80 ? 90     6+1
 90 -100     7+1    Note: a Greater demon in Branya does this damage

Floor, dirt
(1s) to slam someone against, or on, if hard packed. Dirt floors are usually full of dust, even when hard packed.
    , wooden
(2s) to slam someone against or on. (1L) if someone?s head is pounded into it.
    , stone
(3s) to slam someone against or on. (2L) if someone?s head is pounded into it.

Glass(window)
(1L) per glass shard that turned against the person breaking it, that fell into, or on it. Throwing someone through an unbroken window will do (1L) per odd dice rolled in the throw, thus all even dice means the victim passed through the window unharmed.

Goblet
(1s) Made of pewter (which is softer than copper) which doesn?t break, but will melt easily, and even bend or deform. A pewter goblet is made very thick to compensate for the softness of the lead and to provide natural insulation for the drink it holds. Because of its thickness it can be used to bend copper and brass (both of which are harder than pewter). Enough mass will bend or break it, like almost anything else. For instance a two metric ton sack of feathers would crush a goblet.

Jar
(1s) per two kilograms of weight in it (and 4ST required pert two kg to wield it effectively). If the jar had something in it when it was thrown, it will spill its contents, but there is only a one in six chance the contents will spill on the person hit. Roll 1D6, a 1 indicates the person struck is spilled on, 2-5 indicates adjacent Hexes clock wise from the Hex opposite the flight path of the Jar (the person struck casts a shadow in the fight path that automatically protects one hex). A jar can be made of ?Bottle glass?, ?Bottle pottery?, or the thicker ?Decanter glass?> Jars of other material are not found very often in a Branya bar/tavern.

Keg
Kegs are a tricky matter. The simplest way to handle them is to treat them as large objects that only 18ST, or greater, can throw (see advantages of great strength, page 8 ITL) for 1+1 damage. The smaller ones can be thrown or tossed and do subdue damage like a bucket (1s) per 2kg (4ST required per 2kg to wield effectively). Once the ST requirement has been exceeded by the keg?s weight that keg can only be rolled or dropped. Rolling a keg requires turning it on its side (cost 1 MA per 2kg weight) and then may be rolled at a figure across the floor. Calculate range modifiers as a thrown weapon. If dropped from above, the range modifier is the same to time the hit correctly. Unfortunately when dropping a keg if the height is great enough to qualify for normal falling damage (1D per 5 meters, or 10 meters if rolled down hill, AM page 19) and the damage is great enough that it might crush (i.e. kill) the target, the height is also great enough to remove any reasonable chance of timing the hit correctly. To reflect this add 1D to the DX roll for every D of lethal damage the dropped keg would do. Because of this the only real reason anyone would want to drop a keg from any great height is to damage siege equipment, strike someone off of a ladder, or splatter the kegs contents.

Pan, cooking
(1s) Made of tin, copper, or brass. Tin bends against copper, copper bends against brass, and brass bends against Iron.
  , fry
    (2s) Made of iron.
  , pie
    Made of tin, they have the range modifier of a missile weapon.

Plate
(1s) May be shattered against wood, or harder substances. The shards are only useful for scratching an opponent. An eye jab (-8DX to hit) will cause permanent blindness in one eye (-4DX for all actions, recover one point of lost DX for each month thereafter for any action except ranged attacks).

Platter
(1s) Parry with one or two hands to stop 1 or 2 points of incoming damage. The contents of a platter may be tossed at a person?s face which they WILL instinctively guard, unless they have a helmet with face protection on (but then how were they drinking their beer?), and that person will loose half of their movement the next turn if they already acted that turn.

Log
The only logs available inside a bar or tavern are firs place logs. If used as a club it does +3L to Fist damage. If the log is drift wood or balsa (light stuff) or very short then it will do less damage. Nothing breaks on balsa wood. If the log is burning it may be used to light a person?s hair on fire for (1L) in addition to its normal club damage. Also sparks will fly from a burning log every time it strikes something. Sparks are harmless in and of themselves unless the floor is covered in Dwarven petrol. Sparks will also peeper cloth with little holes.

Mug
(1s) May be used to one-handed parry (stops one point of incoming damage). A mugs worth of liquid poured on a marble floor makes a slick spot in one Hex. Anyone crossing the ground in that spot must roll 3D vs. DX or fall to their butt (the dishonorable version of prone).

Pommel
The pommel of any one handed weapon may be used sort of like a palm weight to increase a person?s fist damage except that the blow is delivered with the pommel and not the person?s fist. For this reason the subdue damage is calculated as either Fist damage +2 or half of the weapons list damage, which ever is higher. A pommel may be used as a sap (see below) to strike a person from behind in the back of the head (-6DX to strike the head +4DX from the rear = -2DX).

Sack-o-potatoes
(2s) or (3s) with two hands. May be used to parry 2 or 3 points of incoming damage. A sack-o-potatoes also causes knockdown instead of knock-back (target still gets 3D save vs. DX).

Shutter
A person?s head or limb that has a shutter closed on it will take (1s). For this to be possible the victim must be held or pined in position, or caught climbing through a window. If a shutter is ripped off of its hinges (4D vs. ST) it may be used as a bread board, or if large enough as a small shield.

Spit, cooking
(2s) if thrown like a spear. It has a very dull point. If used hand held treat it as a club (+3 to fist damage). Cooking spits are made of iron.

Spit, saliva
If anything besides being socially offensive it to be accomplished, roll 1D vs DX per Hex distance to target. Some of the stranger spitting tactics are to spit into someone?s eye (-8DX) things like chewing tobacco (must be washed out, temporary blindness ?4DX), a sewing needle (may blind permanently 3D vs DX save), or ones? own teeth that were just knocked loose (causes instant bravery check).

Stone wall
If a person is thrown head first into a wall they will take (4s & 2L). If a person?s head is held and slammed against a stone wall that person will take (1s & 1L). But, if either of these events happens against a protruding corner then all damage is lethal.

Stool
(2s) May be used to parry one or two handed (stops 1 or 2 points of damage), or to disarm. The disarm only happens if the attacker rolls doubles on the attack dice. The weapon is caught between the legs and the stool is twisted.

Table, Giant
(6s) if the table is slammed into a person. One must have a minimum ST of 18 to do this. The six points of subdue may be concentrated on one person or spread out over adjacent persons.
    , Man
(4s) when slammed into a person. One must have a minimum 12ST to do this. May also be used as a tower shield.
    , Dwarf
(4s) when slammed into a person. Minimum 8ST. May be used as a large shield.
    , Hobbit
(2s) when slammed into a person. Min 6ST to do this. May be used as a small shield. If the table is round it may be rolled at a person for (1s), treat as thrown weapon.

Tankard
    (1s)  May also be used to parry 1 point of incoming damage.

Tray
(1s) useable in one or two handed parry (stops 1 or 2 points of damage).

Skin, empty
2 handed parry will stop 1 point of damage. A one handed parry with an empty skin is not enough to do anything.
   , full
(1s) Three points of damage will puncture a full skin. One may use a full skin to parry 1 point of damage.

Wooden, bar
(2s) May be inflicted on a person who is slammed against a wooden bar (see stone above) and if the corner is used and additional (1L) is done.
     , spoon
May be thrown harmlessly just to get someone?s attention, or it can be used at ?8DX to attempt removal of an eyeball.
     , wall
    (1s) to slam someone into.

(s) Subdue, pummeling, or bruise type damage. Each point received is recorded as points of ?S-damage? in the WOUNDS box of the character sheet. For instance if a person using a bread board to parry a giant table finds they still take (5s) worth of damage, they would record ?5s? in the WOUNDS box, not ?5?. Damage from an attack to subdue is much easier to heal naturally than lethal damage and one point can be recovered from each individual ?bruise? or ?bump? at the end of each nights sleep. Thus a character who had taken nine individual hits of (1s) from attacks to subdue would, who was still young and vigorous, would not suffer from any loss of abilities the next day. This does not mean that all of the bruising would have cleared up over night (that progress is made at normal healing rates). What it means is that even a person who suffers a large multitude of bumps and knocks will be fully fit for action after a well rested sleep if the bumps were all light enough. A physicker can do nothing for subdue damage, but healing potions are twice as effective. A subdued person who surrenders will remain psychologically under the influence of the person who subdued them until they recover all lost points. Old people heal type (s) damage at the rate of 1 point per two nights rest, just like regular wounds. An interesting side note: characters who get in real deadly fights with live steel and who have subdue damage are more likely to be knocked unconscious than killed. This is also called fatigue death. In Branya a person can only be killed when they have taken their ST or more in real wounds. Many more wizards and bar fighters are struck unconscious and captured than are killed.

(L) Lethal, deadly, or fatal type damage. Each point is recorded in the WOUNDS box on the character sheet. Injuries may be treated by a physicker individually so the player is advised to record each injury as an individual entity. For example three dagger wounds might look like this ?4 2 2?. A physicker may heal 2 points off of each individual wound. A master physic, 3 points. Without a Physic only one point of wounding may be healed every two days of rest and sleep.

Reactions to Injuries: 24ST or less
               5 or more: -2DX next turn only
               8 or more: knocked down.  Lose next action and move.
      Total ST 3 or less: -3DX
        Head:  2 or more = -4DX next turn
               6 or more = unconscious
  Weapon arm:  3 or more = drop weapon
               6 or more = crippled until healed
               8 or more = crippled permanently
  Shield arm:  3 or more = useless shield, but still encumbers
               6 or more = crippled until healed
               8 or more = crippled permanently
Leg: 3 or more = drop to kneeling ?2DX to attack, +2Dx to be attacked.
               6 or more = crippled until healed, MA 0, MA 3 with crutch
               8 or more = cripple permanently
        Wing:  4 or more = Can?t fly until healed
               8 or more = Can?t fly permanently

Reactions to Injuries: 25ST or greater
               9 or more: -2DX next turn only
              16 or more: knocked down.  Lose next action and move.
      Total ST 3 or less: -3DX
        Head:  4 or more = -4DX next turn
              12 or more = unconscious
  Weapon arm:  6 or more = drop weapon
              12 or more = crippled until healed
              16 or more = crippled permanently
  Shield arm:  6 or more = useless shield, but still encumbers
              12 or more = crippled until healed
              16 or more = crippled permanently
Leg: 6 or more = drop to kneeling ?2DX to attack, +2Dx to be attacked.
              12 or more = crippled until healed, MA 0, MA 3 with crutch
              16 or more = cripple permanently
        Wing:  8 or more = Can?t fly until healed
              16 or more = Can?t fly permanently


   David Michael Grouchy II



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