Hi folks,
as mentioned before, I´m a bit disappointed not to have any RotJ/ RotS duel rules, in my opinion the 50s adventure fencing duel is a huge part of Star Wars. The samurai type battles are okay, but I wanted something more, so I made a few rules up.
Disclaimer:
1) These duels can take long, that´s why they are only for Nemesis Tier NPCs and PCs. They are made for great, epic showdowns.
2) I have NOT tested any of this, I written this all together last night.
3) I have written some quotes or descriptions before the advantage/ threat actions. They are not meant literally, it is more of an idea what that actions can mean. To fit the cinematic feel, it is meant to be abstract and should be used narratively.
The main reason I have posted it here are you. I will make a few testings, maybe you can do it as well when you like it and share your thoughts. Feel free to give me suggestions to make them better (or simply change them, if you like). I´m also interested in your opinion, looking forward to them.
EDIT: My supercool word table seems to be not working in the forum. I search a way to give you the file tomorrow. Stay tuned!
Keep on gaming,
Dennis
Star Wars Duels
A duel can be started if:
1) A PC or a Nemesis Tier NPC attacks a PC or a Nemesis Tier NPC in melee.
(-> This is for the reason the duels should be used-> Epic showdowns. So they can´t be used by a nobody and will only come up when it´s important)
2) The attacker and the defender have weapons that can block each other. So a duel can be started between Lightsaber vs. Lightsaber, Lightsaber vs. Lightsaber proof melee weapon, melee weapon vs. Melee weapon, hand-to-hand vs. Hand-to-hand. A duel cannot be started between Melee weapon or Lightsaber vs. Hand-to-hand, Lightsaber vs. Non-lightsaber proof weapon. In borderline cases (hand-to-hand vs. Vibroknife, Lightsaber vs. Force Pike) the GM decides, if a duel can be started.
3) The defender decides to commit to a duel (see below). The attacker cannot refuse.
(-> The Defender has many reasons to commit, because he does not want to get hit, the attacker sure wants to hit him. That´s why it´s done that way).
If a duel cannot be started, resolve the melee attack normally.
When a duel is possible, the defender chooses, if he wants to commit to the duel. If so, the duel is started and can only be stopped if both players agree, an action allows it (see below), one player yields or is defeated. A duel can be resolved with more than two participants, so fights like Darth Maul vs. Obi van and Qui Gon can be simulated, rules for that on the bottom.
As long the duel last, both participants can only use the full round action “Duel” in their initiative slot, they cannot use maneuvers or other actions, that they haven´t gained through the “Duel actions”. Regardless who the Attacker and who the Defender is, all participants can potentially do damage, even it is not their turn.
If one participant uses the “Duel” action, all participants roll a combat roll against a certain difficulty. The difficulty can be modified due to the circumstances (it would be harder to fight while balancing on a pipe over a lava pit), default is dd . Adversary does not apply, as does other talents. They can be used if a participant lands an attack (see below).
After all participants have rolled, they compare the s against each other. The participant with most s scores them against his enemy. If he collects more s than the CUNNING of his enemy, he removes a number of s scores equal to the CUNNING of his enemy and makes a regular attack against his enemy. If he i.e. doubles the CUNNING, he would get two attacks. These attacks will be resolved normally, offensive and defensive talents, such as i.e. Adversary or Reflect can be used
If a participant wins and his opponent had scored s on him, he first cancels these s before he scores netto s against the opponent (like in a chase).
A “Duel” action has special uses for advantages and Threats, to simulate the tense cinematic style of the classic Star Wars duels with the 50s adventure feel:
Advantages and Theats in Duels
Adventages + Triumph
a or x
Bravery: Recover 1 Strain
(-> Player gets the upper hand or shows bravery and boosts himself with Bravery)
Pressure: Inflict 1 Strain on the opponent.
(-> The opponent is pressed. If a combatant is to powerful, it can be clever to win through exhaustion, giving the duelist another tactic to win).
Advantage: Gain b or bestow b in the next Duel action.
(-> same as in vanilla)
Provoke/ lower aggression: Offer your opponent b . If he takes it in the next attack, he gains 1 Conflict.
(-> When your main goal is not to defeat, but to seduce/ rescue your opponent, that´s a good thing. Light side users show, that they care and are not here to kill the opponent, dark side users will provoke openings to trigger aggression. It should be noted that light side users wozld try to gain some, but not much conflict, so the opponent has the chance to increase his morality).
Use your anger: Get 1 Conflict for s . Only once per “Duel” action
(-> Anger makes you strong! Dangerous for Light siders and a common feat of dark siders)
Move the Duel: Move all Dueling participants one range band, they all stay engaged. Maximum 2 per turn, doing it a second time costs 2 Strain.
(-> Maybe you want to go to a certain point, so you fall nack or press your opponent in a direction. Narratively it fits well, because Jedi do that all the time. Tactically it mades sense. In the original rules, you don´t have much reason or opportunity to do this. So the Duel can be moved without loosing a term=
aa or x
Change surroundings (either through a move and chase or by destroying something): upgrade or degrade the Duel difficulty for all participants. This stays that way until the difficulty is changed again. Your choice: The duel moves one range band.
(-> Much of the meat and the cinematic heart if this system. With that rule, the characters jump between collapsing bridges, jump to another level and destroy things. With that you can do a duel like Anakin vs, Obi-van. Narratively suddenly they have fight themselves to a pipe, activated the fire distinguishers, jumped on a heave machinery, kicked the opponent outside etc)
Hide: In the next Duel slot, the participants roll Perception vs. Stealth of the hidden character. If the hidden character wins, cancel that duel slot. If he wins a second test in the next duel slot, he may choose to break the duel and immediately perform two maneuvers.
(-> Remember RotJ? That´s the inspiration for that move. You should use the cancelled Duel slot to Roleplay. Tactically it can buy you some time, if you are needing it)
Rising Darkness/ Triumphing Light: Flip a z or a Z without further effects.
(-> Something dark or triumphing happens, the whole duel gets scarier or hope glimmers. Tactically it can take a Destiny point from the opponents and give it to you)
Get a s
(-> simple as that)
Use a Force Power.
(-> Know why the Jedis don´t use their powers all the time in duels such as Force Throw? That´s the reason
. With that maneuver the power only comes up when you have enough advantage. Suddenly the moment presents itself. That should simulate the movie feel of Jedis using the powers in rare cases during duels)
aaa or x
High Ground (not necessary literally): Upgrade the difficulty of the duel check of the opponent once or downgrade your difficulty. This stays that way until the difficulty is changed again.
(-> Use it narratively like "Changing environment, with the difference, that the fight has changed in a way that benefits this character greatly. Maybe he is standing on High ground and the other one on a floating Droid below him, maybe the character has kicked the opponent on a deadly machinery or got him at a cliff)
Weak spot: Make an appropriate (i.e. deception) roll vs. The discipline of the opponent. If the opponent loses, he gains 2 Conflict.
(-> For talking. Speak to his conscience or make him angry. Time for RP personal stuff. And try to rescue/ condemn your opponent)
Break the duel: The Duel stops, the character may immediately perform two maneuvers.
(for escaping)
Use a talent.
(-> Same as Force power)
Deperate Parry: Deny your opponent the attacks this round. He can however keep the s and use them next turn
(-> That´ll buy some time. It will also raise the tension. Because in the next round, it can be that he´ll have you.)
A moment to talk. Cancel the next Duel check and play a short exchange. You can use this moment to convince or bargain with the opponent. If you want, roll an appropriate social check. If you win, upgrade the difficulty of your next opponent check once.
(Duelists pause to talk in adventure duels, Now it´s time for a bitter conversation. I included the mechanical part to bait players to do this maneuver, so they can not only win time,but also have an effect. This will give memorable scenes I hope)
Pass-by-blow: Attack a Character in Close range who is not part of the duel. You don´t have to be engaged with him to attack him that way.
(-> I included that so the Duelist have an option to attack characters not in that duel, so it is not used to lock the opponent and attack him while he can´t fight back. The reason that he hasn´t to be engaged is a mechanical one. He can´t technically engage while he fights the duel, additionally the duel is thought on moving all the time.
x
Masterstroke: Inflict a critical hit to the enemy (without doing any further damage).
(-> That can be fun, suddenly the opponent is blinded or looses his hand. It is also the third tactic to defeat your opponent. It simulates the sudden hurts and tense woundings you can see in adventure movies)
Opening: Downgrade your difficulty on the next duel check twice
(-> I´ll stop here, because I think you got the idea)
I will not fight you/ strike me down: Offer your opponent to downgrade his difficulty. If he takes the offer, he gains 1-3 Conflict, your choice.
“If you will not turn to the Dark Side... then perhaps she will...”:
Bestow b and give your opponent 1 Conflict or let him suffer 2 Strain
Threats and Despair
t
Stress: Suffer 1 Strain
Get b on the next check or give g b to the opponent for the next check.
tt
Conflicting thoughts: Get 1 Conflict.
Cancel s from your check.
Changed surroundings (either through a move and chase or by destroying something): upgrade or degrade the Duel difficulty for both participants. GMs choice. This stays that way until the difficulty is changed again.
Get 1 wound.
ttt
Collateral damage: A significant damage, that changes the situation completely. Shield control is destroyed, vehicle goes down, fire breaks out. Best choice is one which gives the duel a deadline.
False step: Make an Perception check ddd If you fail, the opponent is allowed to attack as if he has scored against your CUNNING.
Defensive: Make a Athlethics check ddd . If you loose, you aren´t allowed to score s on the next Duel check, although you roll and cancel your opponents s normally.
y
"What have you become?" Opponent rolls charm, deception or Leadership against (-). For every a he can lower your Conflict to a minimum of 1.
Lose all s you have scored on the opponent before this check is resolved. Only when you have scores on your opponent.
Dividing: Duel is broken, both character are in Close distance now. If something like fallen debris can divide them more, the GM can decide to do that.
Didn´t see that coming: Suffer 3 Strain.
More than one Duelist
Several opponents may enter the duel, however they must obey the 3 rules above (i.e. being Nemesis Tier or PC). If a duel cannot be started, resolve the melee attack normally.
Fighting against multiple opponents: If several opponents fight each other, the side with more participants gains b and upgrades the difficulty of the duelling check of the enemy team by one for every member they have in excess to the number of the enemy team.
The participant with the most s is the only one who can score. He must choose against which opponents he scores, he can divide the s between multiple opponents.
Edited by Narr666