Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Stats
- Your maximum HP is 8+Constitution.
- Your base damage is d8.
- Race
- Human
- True warriors communicate with their fists. Or swords! When you cross swords with a humanoid opponent, gain +1 forward to discern realities about them.
- Elf
- 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.
- Other races?
- Bonds
- Fuck if I know. Pick 4 from the Dashing Hero and Arcane Duelist character sheets that you like.
- Starting Moves
- Daring Devil
- 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:
- You end up exactly where you want to be
- You don't attract unwanted attention
- You grab someone nearby and bring them along with you
- You show off and feel fantastic about it - take +1 forward
- Stunning Bladework
- 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.
- You dazzle and daunt! They're too stunned to attack you
- You inspire your allies! They take +1 forward.
- You gain an opportunity to reposition yourself.
- You don't land yourself in a predicament (the GM will tell you how)
- Throw Down The Gauntlet
- When you challenge someone to a duel over something you believe strongly in, roll +CHA
- 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.
- With a Little Help From my Friends
- 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:
- Grit your teeth and ignore a disability for the duration of the fight
- Stay on your feet despite massive damage (remain at 1 hp the first time you'd drop to 0)
- 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.
- Inspire your allies to greater efforts
- 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.)
- But if you lose… (the GM will tell you what happens.)
- Alignment
- Lawful
- Hold someone accountable for their actions… by challenging them to a DUEL
- Good
- Fight for a worthy cause, regardless of potential for gain
- Gear
- Your load is 8+strength. You start with dungeon rations (5 uses, 1 weight)
- Choose one from each of the following:
- Armor:
- Noble's silks (0 weight) and 10 coins OR duelist's leathers (1 armor, worn, 1 weight)
- Weapon:
- Halberd (reach, +1 damage, two handed, 2 weight) or Greatsword (close, two handed, +1 damage, forceful, 3 weight)
- Choose one of the following:
- Adventuring Gear (1 weight) 5 uses
- Healing Potion (0 weight)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement