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Sep 20th, 2016
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  1. Stats
  2.  
  3. Your maximum HP is 8+Constitution.
  4. Your base damage is d8.
  5.  
  6. Race
  7.  
  8. Human
  9. True warriors communicate with their fists. Or swords! When you cross swords with a humanoid opponent, gain +1 forward to discern realities about them.
  10.  
  11. Elf
  12. Your mastery of the blade has reached the pinnacle of aesthetics. When you draw attention with your swordsmanship you may take +1 going forward for your next Parley roll with the audience.
  13.  
  14. Other races?
  15.  
  16.  
  17. Bonds
  18.  
  19. Fuck if I know. Pick 4 from the Dashing Hero and Arcane Duelist character sheets that you like.
  20.  
  21. Starting Moves
  22.  
  23. Daring Devil
  24. When you laugh confidently before performing a crazy acrobatic (?) feat, describe it and roll +STR. On a 10+, choose 3. On a 7-9, choose two:
  25. You end up exactly where you want to be
  26. You don't attract unwanted attention
  27. You grab someone nearby and bring them along with you
  28. You show off and feel fantastic about it - take +1 forward
  29.  
  30. Stunning Bladework
  31. When you attempt to impress during a fight with your mastery of your sword, describe it and roll +STR. On a 10+, deal your damage and choose three. On a 7-9, choose two.
  32. You dazzle and daunt! They're too stunned to attack you
  33. You inspire your allies! They take +1 forward.
  34. You gain an opportunity to reposition yourself.
  35. You don't land yourself in a predicament (the GM will tell you how)
  36.  
  37. Throw Down The Gauntlet
  38. When you challenge someone to a duel over something you believe strongly in, roll +CHA
  39. On a 10+, they immediately accept the duel, or admit you are right and lose face. On a 7-9, they fob you off on an underling! Your convictions give you +1 going forward against your opponent, and only the most dishonorable of foes would attempt to interfere.
  40.  
  41. With a Little Help From my Friends
  42. Your determination knows no bounds. When you stake your beliefs on a fight you may take 1 hold for each bond you have with an observer or comrade fighting beside you. You may spend it during that fight to:
  43. Grit your teeth and ignore a disability for the duration of the fight
  44. Stay on your feet despite massive damage (remain at 1 hp the first time you'd drop to 0)
  45. Attempt to parley with your opponent using your determination and your beliefs as leverage. If you fail, lose one additional hold. If you have no hold remaining, take -1 going forward.
  46. Inspire your allies to greater efforts
  47. Roll CHA. On a 10+, you heal an ally for 1d8 damage. On a 7-9, you heal them, but the bond between you is broken (a new bond can be made at the end of the session.)
  48. But if you lose… (the GM will tell you what happens.)
  49.  
  50.  
  51. Alignment
  52. Lawful
  53. Hold someone accountable for their actions… by challenging them to a DUEL
  54.  
  55. Good
  56. Fight for a worthy cause, regardless of potential for gain
  57.  
  58. Gear
  59.  
  60. Your load is 8+strength. You start with dungeon rations (5 uses, 1 weight)
  61. Choose one from each of the following:
  62. Armor:
  63. Noble's silks (0 weight) and 10 coins OR duelist's leathers (1 armor, worn, 1 weight)
  64. Weapon:
  65. Halberd (reach, +1 damage, two handed, 2 weight) or Greatsword (close, two handed, +1 damage, forceful, 3 weight)
  66. Choose one of the following:
  67. Adventuring Gear (1 weight) 5 uses
  68. Healing Potion (0 weight)
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