Bar Fights and Beatdowns in Really Wild West (for Starfinder)
Sometimes in the Really Wild West, you need to express your displeasure through violence, but you’re not wanting anyone to get killed over the issue. Maybe someone spilled your drink. Maybe someone hasn’t gotten the message to get out of town. Maybe they didn’t smile when they called out something vile. You don’t want blood on your hands, but you’re ready to bust a lip and blacken an eye.
You’re ready for a Brawl.
Though specifically designed for the Really Wild West setting hack, these rules can be used in any Starfinder Roleplaying Game campaign.
A Brawl is specifically a fight where no one is trying to kill anyone else. Common examples of this are bar fights, campside tussles, and pugilist exhibitions. A brawl stops being a brawl as soon as anyone involved switches to lethal intent, generally by drawing a true weapon (as opposed to an improvised weapon). Even if you draw a weapon with the intent of using it in a nonlethal fashion, such as pulling a pistol to use in pistol-whipping foes, the very fact it is being brandished changes the tenor of the conflict, and it goes from a brawl to a normal fight.
In a Brawl, no one has escalated he fight to lethal levels. As a result, the fight goes a little differently. First, everyone is more focused on hitting than avoiding hits, so everyone gets +2 to attacks, and takes a -2 penalty to KAC. Second, unarmed damage increases to 1d6 + Strength bonus + a special Weapon Specialization bonus equal to level. (A character with Improved Unarmed Strike may skip these bonuses and penalties and add their normal dice of damage on top of this, and a character with special unarmed Weapon Specialization, such as a vesk, may use it instead).
A character can attempt to use an improvised weapon, such as a bottle to crack over someone’s head, or a chair to smash over their back. An improvised weapon takes a move action to ready, it adds +1d6 brawl damage, you lose the +2 bonus to brawl attack rolls, and if you ever miss a foe’s KAC by 5 or more, or do maximum damage, the improvised weapon breaks.
As long as the Brawl is still in effect, no attack can do more than 1 Hit Point of damage, even if a target is out of Stamina Points. Instead, whenever a character takes even a single Hit Point, the character must make a Fortitude save (DC 15 + total damage of the attack that deal Hit Point damage) or be stunned. If the target misses this save by 5 or more, they are instead Knocked Out for 1d4 rounds.
You can use 0-level spells as part of a Brawl, but anything higher level counts as drawing a weapon. And once someone draws a weapon, the Brawl switches immediately to normal fight rules.
A character trained in Bluff or Diplomacy can try to Hold Off a Brawl for a round, preventing anyone from attacking them. This is a standard action and requires a check with one of those two skills to be made against each potential attacker, with a DC equal to 10 + 1.5x target’s CR. With a successful check, the attacker must either escalate to a lethal attack, or pick a new target.
Getting into a Brawl is generally overlooked by local authorities in frontier regions. The difference between punching and kicking and hair-pulling vs shooting with guns and stabbing with knives is well understood. It’s a public annoyance, rather than a potential murder. However, anyone who escalates a Brawl to a lethal conflict is seen as a thug at best, and a criminal guilty of attempted murder at worst.
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