Since my grammar is now being done by a flycheck check.
2.2 KiB
Draw the Circle
When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1.
On a strong hit, take +1 momentum. You may also choose up to three boasts and take +1 momentum for each.
On a weak hit, you may choose one boast in exchange for +1 momentum.
- Grant first strike
- Your foe has initiative.
- Bare yourself
- Take no benefit of armor or shield; your foe’s harm is +1.
- Hold no iron
- Take no benefit of weapons; your harm is 1.
- Bloody yourself
- Endure Harm (1 harm).
- To the death
- One way or another, this fight must end with death.
On a miss, you begin the duel at a disadvantage. Your foe has initiative. Pay the Price.
Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.
Details
When you challenge someone or accept a challenge, you each trace one-half of the outline of a circle into the ground with the point of an iron blade. Then, you face each other in the center of the circle and fight.
You setup your foe’s progress track per the Enter the Fray move, but use this move instead of Enter the Fray to begin the fight. You have initiative at the start of combat unless you score a miss or choose the option to grant first strike.
Duels are usually stopped when one of the duelists surrenders or is clearly defeated. The victor may then make a demand which the loser must abide by. Not complying with this demand means ostracism and shame. If you lose a duel, envision what your opponent demands of you. If you’re unsure, Ask the Oracle. Then, do it or face the narrative cost of your dishonor.
Duels may also be to the death. If one of the combatants declares their intent to fight to the death, the other must agree or forfeit.