Rules for Pistol Duels

  1. 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.
  2. 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.
  3. Both duelists roll for initiative, hiding their results from the third party.
  4. The GM calls off each phase slowly. When he deems appropriate, the third party calls "Fire!"
  5. 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
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