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History of Dueling and Common Equipment
History of Dueling and Common Equipment
Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG
content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 5, Week 1:
History of Dueling and
Common Equipment
By William “Oz” Schoonover
Dueling plays different roles in the varied cultures of blades or drawn pistols are still used to resolve many issues
Immoren and is a prominent part of some societies. In this of honor and ego.
first week of our look at dueling we’ll discuss the history of
During the Warlord Era many conflicts were settled with
duels as well as the weapons commonly used by duelists in
violence, and the only thing that set duels apart from other
the human kingdoms of modern western Immoren.
skirmishes was the number of participants. The Molgur
in particular came to settle many disputes of leadership,
History of property, succession, and hunting rights with singular
combat. While most conflicts were resolved as quickly as
Dueling they arose, duels to settle matters of great importance took
place before the whole tribe. A special area was often set
Dueling traditions in the Iron Kingdoms have roots running
aside in the center of each community. This is the origin
deep into the region’s long history. Early tribal duels to
of the kuor dueling platform found in the center of most
determine primacy of status eventually became a means to
trollkin villages.
address a wide range of disputes. Use of dueling expanded
over time to cover issues of law and honor. In the modern With the rise of civilization, dueling became more
era few legal disputes are resolved by dueling, but crossed structured. During the Thousand Cities Era the people of
1
History of Dueling and Common Equipment
Dueling, like many other things in western Immoren, Description: A traditional tool of defense developed in
flourished after the Corvis Treaties. The Rynnish traditions the dueling schools of Llael, the weighted cloak is used
in the nation of Llael led to an even more established by combatants across the Iron Kingdoms. It resembles a
structure for dueling that was eventually recorded into a common cloak, but a series of weights have been sewn into
set of rules called The Duello. This Llaelese dueling code the bottom hem. A skilled duelist can use the cloak to tangle
established rules for many aspects of arranging the duel and an enemy’s weapon, making it harder for an opponent to
the satisfaction of honor, and it became more common for strike him.
duelists to offer their services for hire, whether temporarily To use a weighted cloak, a character must spend a quick
or as a member of a noble’s staff. Llael is also home to many action to take it up and wrap it around his off hand. A
prestigious dueling schools and has significantly influenced character cannot make attacks with that hand while using
the dueling cultures of its neighboring nations. the cloak. Anyone in the front arc of a character using a
weighted cloak suffers –1 on melee attack rolls targeting
New Equipment that character.
The weapons and equipment associated with dueling have Dueling Buckler
developed over the centuries. When men first began dueling
Cost: 10 gc
any weapon would do, but in the modern era the rapier has
Skill: Hand Weapon
become the favored weapon of many duelists. The items
Attack Modifier: –1
here represent the current state of dueling equipment.
POW: 0
2
History of Dueling and Common Equipment
Tournament Foil
Armor
Cost: 10 gc
Skill: Hand Weapon
Plastron
Attack Modifier: 0 Cost: 20 gc
POW: 0 SPD Modifier: 0
Description: The tournament foil is specifically designed DEF Modifier: 0
to facilitate sporting duels without risk of major injury. It ARM Modifier: +2
is capable of causing pain and bruising but cannot cause Description: This is a light quilted-leather vest worn by
mortal injury. It is long and slender with unsharpened duelists while practicing and during sporting competitions.
edges. At the tip of the blade is a three-pronged point While it does offer some protection against practice
designed to catch on an opponent’s clothing so touches can weapons, it does little to protect its wearer in true combat.
easily be seen by a judge.
Special Rules: None.
Special Rules: This weapon cannot reduce any aspect of a
character’s life spiral to less than 1 vitality.
Practice Equipment
The tournament foil and the plastron are recent inventions
that owe their existence to a recent growth in organized
exhibitions of dueling skill.
Many dueling schools still teach with swords with blunted
blades, but some have adopted the tournament foil as a
standard weapon.
Professional duelists find it hard to take a fight seriously
when these items are employed. Many exiled Llaelese nobles
sponsor sporting tournaments specifically for dueling that
offer large enough prize purses to make even the proudest
duelist lower himself to using non-lethal equipment.
Copyright 2001–2013 Privateer Press, inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
® 3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG
content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and more
on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can
drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 5, Week 2:
Incorporating Dueling
into a Game
By William “Oz” Schoonover
Although dueling has a place in the Iron Kingdoms, it does not is an appropriate recourse to an affront, but not every
fit into every situation and should not be used to resolve every conflict escalates to combat. If someone has given offense
disagreement that arises. For example, in high society the unknowingly, the matter can be resolved simply by the offer
entire process of a duel from the time of the initial challenge and acceptance of an apology. If the issue is not directly
to the resolution of the combat can take up to a week, making related to a matter of honor, such as in the case of two
a duel a poor choice for quickly resolving a conflict. nobles with a business dispute, the participants are just as
likely to try and settle their disagreement with negotiation
It is also important to remember a duel is a combat that
as they are to resort to a duel. The only time a duel is sure to
follows an established set of rules, not just any time two
be unavoidable is if the conflict involves the honor of one of
characters have a fight.
the parties, for instance if one is accused of being a coward.
When to Duel Along with considering the culture of the parties in question,
also consider their stations in life. Although it is common for
As the Game Master, the first thing to consider when duels to take place between gentlemen in Ord, for example,
deciding if a duel is an appropriate response to a situation organized duels are less common among the lower classes
is the parties involved in the altercation. Among the of that kingdom, who prefer to answer slights on family
upper levels of society in the Iron Kingdoms dueling honor with an immediate unregulated brawl. When the
1
Incorporating Dueling into a Game
After a challenge has been accepted, both duelists choose Where seconds disagree and resolve to exchange shots
their seconds. These seconds act as assistants, judges, and themselves, it must be at the same time as the principals.
replacements if necessary, particularly if the duelists are Once the terms of victory are met or if both principals
of vastly disproportionate skill or physical ability. After can or will no longer continue, the seconds must attempt
reconciliation. If the challenged will not accept reconciliation
seconds are chosen they confer to decide the terms of the at this point, a second meeting must be arranged.
duel. The challenged party chooses where the duel will
occur, and the challenger chooses at what distance the duel
will be fought. The seconds negotiate more specific details:
the weapons to be used, the time the duel will begin, and so
on. One of the most important aspects of the duel that must
be decided are the terms of victory. The most common is After the duel has started, the seconds act as judges to
first blood, but the duelists can also agree to fight until one determine not only who has won the duel but also when
party submits or is killed. the terms of honor have been met.
2
Incorporating Dueling into a Game
arts, but most are fought with melee weapons. The notion of a
The Quick-Draw Showdown duel with ranged weapons would never occur to most Iosans,
A pistol duel is fought with the participants facing off
as it undermines the private and personal nature of the clash.
against each other with pistols in hand and taking a shot
at the agreed time. With the reduction of pistol cost due Most of these duels are fought to first blood, but sometimes
to advances in manufacturing over the last few centuries, the participants agree to fight to the death. Accidental
there has been a growing trend for a new style of conflict deaths also occur, of course. In the case of a death, the
resolution among gunmen that shares some similarities witnesses are tasked to bring word of the outcome to
with dueling but does not follow its rules. necessary friends and family. So long as the duel was
conducted honorably there is an expectation that there will
The quick-draw showdown is popular among the lower
be no retaliation or legal consequences brought against the
classes, in the wilder areas of western Immoren, and
surviving party. Nonetheless, noble houses have sometimes
among the growing number of adventurers who consider
harbored longstanding enmity over such fatalities.
themselves pistoleers. The object of the conflict is usually
the resolution of an argument, but it can also simply Iosans living outside of that nation rarely initiate duels,
be a test to see who is the more skilled combatant. For but those born to certain families may be familiar with the
this showdown, the two gunmen face off with holstered practice. Duels between Iosans in human lands happen
weapons. The competition is a combination of intimidating from time to time, kept as private and secret as those in
the other participant, drawing weapons as quickly as Ios. Otherwise an Iosan’s attitude toward the practice may
possible, and making an accurate shot. vary depending on the nation in which he lives. An Iosan
who has spent most of his life in Llael, for instance, may
The characters first make a contested Intimidation roll.
be entirely comfortable with the Code Duello and even
The loser of this roll suffers a –2 penalty to his Initiative.
become a professional duelist.
The characters then make initiative rolls and follow the
standard rules for combat.
Rhul
Dueling among The dwarves of Rhul have laws governing every aspect of
their society, and dueling is no exception. As a matter of
3
Incorporating Dueling into a Game
The duelists for a particular fight are usually chosen so as Along with the emphasis on mastery of weapons, which are
to take the best advantage of the agreement reached for that worn at all times, these aspects of skorne culture contribute
duel; often the only stake the participants themselves have to an environment where dueling is a major part of life. A
in the fight is the honor of their clan. Because the Rhulfolk challenge to fight may be offered and answered between
place particular importance on clan loyalty, however, every skorne warriors even without any perceived slight or
clan can choose from among a wealth of volunteers for such insult, purely to test the mettle and prowess of a peer or a
duels. It is not uncommon for complex duels to be arranged subordinate. As a matter of honor these fights are not to the
for involving multiple combatants, or several in a row. death, but they can still result in bloodshed and injury. The
These are still considered duels so long as the fighting is need to answer insults or overt challenges of honor might
one-on-one in each case. prompt an immediate duel, with the drawing of weapons
and a clash begun at once and with little ritual.
When a dispute goes beyond small groups to involve two or
more entire clans, it is deemed a feud. Feuds can be employed More important and severe challenges, such as aspersions
to determine the outcome of major contract disputes, on house leaders or high-ranking officers, might result in
including the rights to significant construction projects or formal duels at a specific time and location, and these are
other lucrative work. A clan’s fortune’s can easily rise or fall usually attended by any house members with an interest in
based on the outcome of a feud, and so entire well-armed the outcome. Most significant houses have a fighting arena
clan forces, including steamjacks, can be dispatched to wage set aside for this purpose as well as fighting instruction and
them. Although organized similarly to smaller duels, feuds sparring between house leaders and officers. When a duel
may require the witnessing presence of higher authorities is arranged, it is most common for the participants to wield
such as moot judges, who represent the Moot of the Hundred whichever weapon they are most familiar with. In cases
Houses in Ghord. It is the priority of a moot judge to ensure where a clearly superior combatant faces an inferior, the
that feuds do not escalate or destroy protected property, such more skilled warrior may gain the respect of his peers by
as important buildings. All decisions of a moot judge are putting aside familiar weapons to employ those with which
final and binding, becoming law. he is less comfortable.
Clan lords can earn considerable acclaim and honor by The most ritualized duels in skorne society occur yearly
interceding to end a long-standing feud by personal during the Trials of the Aspirant Praetorians. During this
combat against their rival clan lord, although most such time young skorne who hope to join the ranks of a great
matches can be decided by proxy champions. A duel of this house’s Praetorians participate in numerous sword duels to
nature carries considerable risk, particularly for the clan prove themselves worthy of the honor of membership.
with military superiority. Some smaller clans are adroit at
Vinter Raelthorne’s conquest of the skorne was greatly
leveraging challenges of honor to force an otherwise more
aided by the significance they place on dueling. As he
powerful adversary into a position where they would lose
traveled across the skorne empire toward Halaak, Vinter
respect and prestige by refusing a personal duel. Similarly,
subjugated house after house by defeating their lords and
a moot judge can force a one-on-one duel between clan
champions in duels and absorbing their military strength
champions to quickly resolve a feud that has escalated and
into his own force. His last act as supreme archdominar
begun to threaten the public peace.
has already become legend, whereby he single-handedly
defeated an entire room of tyrants and dominars, including
Skorne killing several with their own weapons.
A large portion of the population of the Skorne Empire is
made up of members of the warrior caste, who live by the
hoksune code. One of the core philosophies of this code states
Tharn
Among the savage Tharn, duels are less structured and far
that a true warrior truly lives only while risking his life
more brutal. Power among these tribes is usually determined
in combat. Additionally warriors are taught to beware the
by who is strongest and fiercest, a status that is hard won
path of least resistance and to seek the harder path in order
through many bloody conflicts. When a tribe’s leader begins
to reap the benefits of the obstacles they must overcome. To
to show age or weakness, for example, it is not long before he
a skorne warrior, every injury and every minute of pain is a
begins facing challenges from its younger members.
lesson that allows them to forge their strength.
A typical Tharn duel begins with the challenger calling to
To understand the skorne outlook on dueling one must
the challenged, boasting of his own prowess while casting
understand the caste system. Very regimented, this system
doubt on the abilities of the challenged. The challenged can
offers many opportunities for an individual to find insult
continue this verbal exchange, but often the response is a
in the actions or words of anyone who is a member of his
roar of rage as both parties channel the Devourer and then
own or a lower caste. Honor is a vitally important concept
violently clash. There is no special area set aside for these
to the warriors of the skorne and is bound up in one’s duty
conflicts, which can range through the village in a frenzied
to one’s caste, house, and superiors as well as in personal
path of destruction.
adherence to hoksune. Killing another over a perceived
insult or challenge to one’s honor is perfectly acceptable and
proper behavior. Peers consider the death of a combatant as
an affirmation of his weakness and the end of the matter.
4
Incorporating Dueling into a Game
The fight usually ends once one of the combatants While melee duels are the most common and exciting for
demonstrates clear dominance over the other. A duel can spectators, trollkin leaders sometimes use other means to
certainly be fought to the death, though, and the victor may best one another either atop the kuar or anywhere the kin
decide to kill his adversary to make an example of him, can gather in number to witness. Direct feats of strength
particularly in duels for tribal leadership. Due to the brutal and stamina such as arm-wrestling or drinking may be
nature of Tharn fighting, it is not uncommon for combatants undertaken by two trollkin to take the measure of the other.
(and sometimes observers) to suffer grievous injuries in these Shamans, elders, fell callers, and chroniclers may face one
clashes. A Tharn can find his place in the tribe significantly another for a verbal duel, an intense debate involving
lowered if he is maimed, and the standing of any combatant heated words along with tricks of oratory, seeking to not
who begs for mercy is permanently damaged. only prove their position but also sway those listening.
Losing one of these duels can be just as severe to a trollkin’s
Trollkin standing as a loss by weapons, as being shamed or proven
Dueling is an accepted way to deal with many disagreements foolish can unseat a chieftain. There is also a variant of the
in trollkin society, and combatants gain and lose influence Tohmaak Mahkeiri ceremony whereby two trollkin stand
and reputation based not only on victories and losses but close and stare into one another’s eyes, trying to force the
also on a complex assessment of the contest and their other to back down by sheer force of will. This ceremony
performance in it. Whatever the purpose of the duel, it takes has superstitious and mystical overtones among the
place at the kriel’s kuar, a huge stone platform in the center trollkin, who claim participants can peer into the soul of
of the village that serves as both a gathering place for the the other and gauge their true worth. Long minutes or even
kriel and an arena to settle scores through confrontation. hours can pass in such a mental confrontation; if it becomes
clear to both that they are deadlocked, a physical duel will
Trollkin usually fight their duels with whatever weapon they commence to settle the matter.
are most familiar with. The most common choices are axes
and hammers, but any weapon is considered acceptable, and It is common practice for the younger members of a
more than one trollkin has made a point of spurning weapons trollkin community to take part in many duels to establish
altogether to fight bare-handed. Regardless of the weapon a reputation. It is also not unheard of for leaders in the
chosen, combatants are expected to fight honorably, and the community to face off to resolve a conflict that cannot
numerous spectators intervene if cheating is suspected. In be decided by other means. In his rise to power Hoarluk
most of these clashes, forcing an opponent off the platform Doomshaper challenged countless elders to duels, both
grants victory to the one remaining. physical and mental, and was never defeated.
Copyright 2001–2013 Privateer Press, inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
®
5
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG
content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 5, Week 3:
Ways to Use Dueling
By William “Oz” Schoonover
This week’s Full Metal Friday offers ways for both Game
Masters and players to use dueling in a game. Plot hooks
The Exiled Noble
The Llaelese aristocracy patronized many dueling schools,
give the Game Master a situational premise, providing
employed a large number of professional duelists, and
enough background and motivation to build adventures
contributed heavily to the popularity of dueling. Nobles
on. The maneuvers are new gameplay options for Duelist
who have fled the turmoil in Llael have taken their
characters to use in a fight.
traditions, and in some cases their dueling retainers, with
them into exile. This has strengthened the dueling cultures
Plot Hooks for of both Ord and Cygnar.
1
ways to use Dueling
Entrance in the tournament is free, so any of the player The dwarf player character will check in with his clan’s local
characters can participate. It is common knowledge that estate, as is Rhulic custom. His clan’s lack of manpower in
many prominent duelists will be competing, which will this area means that he is their best option for a champion
make winning quite a challenge. The tournament winner in the duel.
will receive a monetary reward and be offered a permanent
position as a bodyguard to the noble, who fears an assassin
has been hired to kill him.
Dueling
The catch is that one of the tournament competitors is in fact Maneuvers
an assassin hired to kill the noble. He hopes to be offered
The following are a list of maneuvers taught in Llaelese
the bodyguard position to make completing his contract a
dueling schools. In order to use a maneuver, a character
simple task.
must have the required prerequisites.
The Newly Established Most of these maneuvers can be used only while armed
with a light one-handed weapon, like the rapier. Attempting
School them with heavier weapons is strenuous and slow, all too
A famous master duelist has recently opened a school in the often resulting in being run through by a better-equipped
Ordic city of Midfast. The master’s renown has made his swordsman. The Game Master has final say on whether or
school an instant success. not a weapon is appropriate for any the following maneuvers.
The school is secretly a base for the Llaelese Resistance. Deflecting Strike
After hours the building is used for meetings and as a
location for organizing shipments of weapons and supplies Prerequisite: Duelist, light one-handed weapon, Hand
back to Llael. Capable fighters who enroll in the school are Weapon 3
recruited to guard the shipments in transit. Description: Although it is a strike, the purpose of this
Khadoran intelligence agents are aware that aid shipments maneuver is not to wound the opponent but to deflect his
are being smuggled into occupied Llael and are close to weapon out of position, making a return strike much more
tracing the shipments to Midfast. Having caught wind of difficult.
the Khadoran threat, the school’s founder is readying his Special Rules: The deflecting strike is a melee attack that
students for battle and spreading word among the mercenary causes no damage. If the attack hits, for one round the target
community that he is looking for some capable adventurers. character suffers a –2 penalty to his next melee attack roll.
If the party has any interest in making allies with the
Resistance, fighting to defend the shipments is certain
Feint*
to make them friends in the right places. If the party is Prerequisite: Unarmed Combat 2
unaffiliated or aligned with Khador in some way, they can
Description: A character with the proper degree of skill
be brought in on the other side of the conflict to help put an
can attempt to mislead his opponent with a false attack to
end to the shipments.
put him off balance and make it easier to hit that opponent
with follow-up attacks.
The Call of the Clan
The local branch of a Rhulic player character’s clan has Special Rules: A character can spend 1 feat point to make
had a dispute with another locally represented clan over a feint attack while armed with a one-handed weapon
the shipment of goods. Tensions are high at home, and his or great weapon. He makes an attack roll using PRW +
clan is not in the position to start a full-blown feud with its Unarmed Combat. If the attack hits, the target takes no
rivals. In addition, the clan does not have a large number of damage but suffers –2 DEF for one round.
members in the area. A character with Unarmed Combat 3 or more can advance
A senior member of the other clan comes forward with the 1˝ after a successful feint attack roll.
offer of a compromise: resolve the dispute through a duel, * The Feint maneuver also appears in No Quarter Presents
and the issue will not be brought to the notice of the lords Iron Kingdoms Full Metal Fantasy Roleplaying Game: Urban
of either clan. Although his own clan would likely win an Adventure.
extended feud because of their numbers, such a situation
would incur unknown costs in damages as well as potential
injuries he would rather not risk. Additionally, his clan
has access to a formidable champion who has won many
duels, while the PC clan has no one of similar standing. The
clan representative keeps this information to himself and
focuses on the expediency of a duel whose winner will gain
a favorable position in the negotiations.
2
ways to use Dueling
Attack Modifier: 0
3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG
content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 5, Week 4:
The Noble’s Tournament
By William “Oz” Schoonover
1
The Noble’s Tournament
2
The Noble’s Tournament
Detail: Manet looks a lot like a man who lost a duel against Every player character taking part in the tournament faces
a Mercir noble’s second four years ago. That man went by off with a human duelist (see below) during the first round
the name Collins and suffered a wound to the chest that of the tournament. Manet and Orlov also fight human
ended the duel. duelists and win. If there are multiple player characters that
pass the first round they face each other during the second
Confirmation: The hapless duelist was on the same boat round. If only one player character wins his first match he
with Manet and fought alongside him against the bog trogs, faces another human duelist in the second round. Manet
confirming the river boat captain’s statement. and Orlov fight each other during the second round, and
Orlov is the victor. If a player character wins in the second
The Courtesan round he faces Orlov in the final round.
The courtesan is a woman in her mid 20s. She quickly grows
bored with flattery.
Detail: Orlov is secretly a Khadoran. He speaks in a fake When a participant has scored three touches, the bout is
Llaelese accent. over and the winner is declared. Feraud has hired several
line judges to ensure the bouts are fought honorably and
Confirmation: The egotistical duelist served the Llaelese
without cheating. If a character is observed cheating,
crown and has never met Manet.
such as using magic or being under the influence of
alchemical enhancement, he is immediately evicted from
the tournament.
3
The Noble’s Tournament
4
The Noble’s Tournament
Adversaries
SPD STR MAT RAT DEF ARM SPD STR MAT RAT DEF ARM
rapier rapier
POW P+S POW P+S
2 8 2 8
garrote ABILITIES
POW P+S Skills (stat already included)
— —
Climbing 7, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8,
(See previous Full Metal Friday: “The Red Kings.”) Seduction 5, Streetwise 5
pistol Feat Points – Orlov starts each encounter with 1 feat point. He is allocated
1 feat point at the start of each of his turns. Orlov can have only 1 feat point
RNG AOE POW
8 — 10 at a time.
Parry – While armed with a hand weapon, the character cannot be targeted
ABILITIES by free strikes.
Skills (stat already included) Precision Strike – When the character hits with a melee attack, he chooses
the branch of the target’s life spiral or the column of the target’s damage
Climbing 6, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8, grid that is hit, if applicable.
Seduction 5, Streetwise 5
Riposte – Once per round when this character is missed by an enemy’s
Ambidexterous – This character does not suffer the normal attack roll melee attack, immediately after the attack is resolved he can make one
penalty while using the Two-Weapon Fighting ability. normal attack against the attacking enemy. To make a ranged attack, the
Feat Points – Manet starts each encounter with 1 feat point. He is allocated 1 character’s ranged weapon must be loaded.
feat point at the start of each of his turns. Manet can have only 1 feat point at
a time.
Base Size Small
Parry – While armed with a hand weapon, the character cannot be targeted
Encounter Points 10
by free strikes.
Quick Work – When this character kills one or more enemies with a melee
attack during his combat action, immediately after that attack is resolved this
character can make one ranged attack.
1 2 AGILITY
ECT
E
U
pistol in each hand, the character gains an additional attack for the second 5 I
N
weapon. He suffers –2 on attacks rolls with the second weapon while doing
so.
1 2 AGILITY
3
PHYS
4
IQ
ECT
E
U
6
LL
TE
5 I
N
5
The Noble’s Tournament
sword
POW P+S
3 8
ABILITIES
Skills (stat already included)
Climbing 6, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8,
Seduction 5, Streetwise 5
Parry – While armed with a hand weapon, the character cannot be targeted
by free strikes.
Riposte – Once per round when this character is missed by an enemy’s
melee attack, immediately after the attack is resolved he can make one
normal attack against the attacking enemy. To make a ranged attack, the
character’s ranged weapon must be loaded.
Variable MAT – When this character is introduced, roll a die. On a 1–2 his
MAT is reduced by –1. On a 5–6 his MAT is increased by +1.
vitality 7
Base Size Small
Encounter Points 4