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GM Core / Chapter 4: Subsystems / Duels

Combat Duels

Source GM Core pg. 202 2.0
Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.

Initiative and Dueling Actions

Source GM Core pg. 202 2.0
Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use Deception, Intimidation, or Perception when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.

If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for Intimidation, Deceptive Sidestep for Deception, or Sense Weakness for Perception. Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.

Bullying Press [reaction]

Flourish 
Source Gamemastery Guide pg. 167
Trigger You attempt a melee Strike against your opponent, but haven’t rolled yet.
Requirements You’re in a duel, you’re trained in Intimidation, and you rolled an Intimidation check for initiative this round.
If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead.

Deceptive Sidestep [reaction]

Misfortune 
Source Gamemastery Guide pg. 167
Trigger An opponent hits, but does not critically hit you, with a melee Strike.
Requirements You’re in a duel, you’re trained in Deception, and you rolled a Deception check for initiative this round.
You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using Intimidation for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll.

Sense Weakness [reaction]

Source Gamemastery Guide pg. 167
Trigger You attempt a melee Strike against your opponent, but haven’t rolled yet.
Requirements You’re in a duel, you’re trained in Perception, and you rolled a Perception check for initiative this round.
You pick a precise moment to attack, giving you an edge. Your opponent is flat-footed against the attack. If your opponent is using Deception for initiative when this ability is used, they are instead flat-footed until the start of their next turn.

Ending the Duel

Source GM Core pg. 203 2.0
The duel ends when the duel’s judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.