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Rules for Pistol Duels
- Each duelist agrees upon a set distance, most commonly ten or twenty
paces, and the winning circumstances, usually first draw or first blood.
Death is usually frowned upon, because first blood pistol duels almost
always end in death, anyway.
- The duelists start back-to-back, then a third party (represented as
a Player not involved in the duel) calls off numbers, starting at "one."
At each number, both duelists walk a single pace, until the agreed upon
distance has been called, at which point they stop, still turned away
from each other.
- Both duelists roll for initiative, hiding their results from the third party.
- The GM calls off each phase slowly. When he deems appropriate, the third
party calls "Fire!"
- If the winning condition is first draw, then the duelist who takes
the first Action is considered the winner. If the condition was First
Blood, then the first successful attack wins. If neither duelists hits
in a First Blood duel, fresh pistols are obtained or the pistols are
reloaded, and the duel is fought again. Note that the round may continue
if either contestant wishes to continue after a contestant has won,
but they do so at the penalty of losing Reputation Points as though
they had drawn before "Fire" had been called.
Penalties: Any attacks made before "Fire" is called
are considered to be a forfeiture of the match and dishonorable, causing
the offending duelist to loose one Reputation Point. If the attack hit
his opponent, he looses three Reputation Points, and if he was killed,
he looses five. If it can be established that the offending party did
so accidentally, the Reputation penalty is cut in half (round down).
Variations: Some duelists wield two pistols (one in each hand), in the
chance that the first shot misses (note off-hand penalties for the second
pistol). It is rumored that one duel took place with the seconds dueling
each other at right angles to the primary duelists, although no one has
confessed to participating in this bazaar manner.
New Firearms Action
Standing Aim - By spending a non-held Action die, a Hero (or Villain,
or Henchman) may reduce his TN to 5 until he makes an Attack(Firearms) roll,
which gains a +1k1 bonus. If the next action taken is not an Attack(Firearms)
roll, then all effects of the Standing Aim action are lost.
Last updated:
April 1, 2004
All content of this site are Copyright © 2000-2004 Jon Stoner-Holk.
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