If and when you get into a bar-fight combat operates differently than true combat. Once the first blow is thrown and then returned everyone involved then takes rolls an Initiative Score and follows the rules for Turn Order. During your turn you may only move and attack, instants cannot be used nor do they apply. Bar-fighting combat then follows these steps:
- Select attack from ‘Bar Fight Moves’ table (if possessing 4 or more stacks of Drunkenness must select attacks randomly by rolling 1d20)
- Roll greater than the difficulty value of the selected attack on 1d20. If you fail, instead of using the selected move, default to a Jab.
- Once the bar fighting move is locked in, roll to hit by taking an Agility vs Dodge stat roll off. If winning the stat roll-off you hit, if it is a tie or failure you miss and your turn is done.
- If you hit, then roll a Strength vs. Stamina stat roll-off to see if you to knock your opponent out. Be sure to ad your K.O. modifier (advantage or disadvantage) base don’t he bar fighting move used. If the opponent has 3 or more stacks of Drunkenness they add Advantage to their roll accordingly. If winning the stat roll-off they are knocked out, if it is a tie or failure they are not knocked out.
Bar Fight Moves
|1||slap, pinch, scratch, etc…||auto||-5 Disadvantage|
|2||punch (jab)||1 (default)||-3 Disadvantage|
|4||punch (uppercut)||3||+1 Advantage|
|7||hip toss||6||+4 Advantage|
|8||close line||7||+5 Advantage|
|9||sparta kick||8||+6 Advantage|
|11||knee to groin/face||10||+8 Advantage|
|12||mug/bottle smash||11||+9 Advantage|
|13||double fist hammer||12||+10 Advantage|
|14||head smash on table||13||+11 Advantage|
|15||chair/stool smash||14||+12 Advantage|
|16||tornado toss||15||+13 Advantage|
|17||sucker punch||16||+14 Advantage|
|18||flying double-leg drop kick||17||+15 Advantage|
|19||bar room slide||18||+16 Advantage|
|20||toss through window/door||19||+17 Advantage|
Note: some moves may depend on the situation and environment and can have unique consequences at a GMs discretion