Pistol Duelling
36.1 As with swords, the party with Cause can choose both the weapons and the range at which the duel is to occur, in cases of mutual cause it is by agreement. One of the two parties must own a pair of whatever weapon is to be used. Costs are listed below. Pistol duels are to the first shot (in which case each party fires one shot, if no-one hits honour is satisfied and the duel is a draw), to blood (each party continues firing until one is hit), to surrender or to death. The parties and their seconds choose which of these terms apply.
36.2 The range is measured in paces and determines what type of die is used to target the opponent. The range bands are as follows:
| Number of paces | SP for duel | Die type to hit |
10 |
6 |
d10 |
20 |
4 |
d20 |
30 |
2 |
d30 |
36.3 Each player nominates a single number which is within the range of numbers determined by the sum of paces at which the duel is to occur (between 1 and 10 for example). Each player will roll to hit the other and, if they roll the exact number they nominated, they will achieve a solid body or head hit doing 1d12 times the weapon multiplier damage - which may require the service of a Physician (or Undertaker!)
36.4 If the die roll is one either side of the nominated number then a limb has been hit, again possibly requiring the services of a Physician, doing 1d8 times the weapon damage multiplier.
36.5 If the die roll is two removed from the nominated number then you have just scratched or winged your opponent, doing 1d4 times the weapon damage multiplier.
36.6 The actual die roll is adjusted by an amount equal to half (rounded down) of the character's Pistol Skill (described below), in order to bring the roll nearer to the nominated number. For example, a character firing at 20 yards with a pistol skill of 7 nominates the number 12. The actual die roll is an 8, four places away and therefore a miss. This is now adjusted by half the pistol skill of 7 (rounded down), which is 3, to a roll of 11. This means the shot, which would have been a miss, is now a near hit (one away from the target number).
36.7 If injured, a player has the right to refuse all further duels that month as an injury from a firearm, even a scratch, can look messy.
36.8 Each Character will have a new Characteristic - Pistol Skill, between 1 and between 1 and 10. Pistol skill cannot be increased in a school but can be increased by practice. Each week of practice raises the skill by 0.25 and costs 25 Crowns.
36.9 The actual system for firing is very simple. If a character has two or greater expertise over his opponent he gets to fire first and, if he achieves a body or limb hit on his opponent, they do not get to reply in kind, else both simultaneously fire at each other.
36.10 Flinching or Ducking. Instead of firing you have the option of trying to avoid being hit. The result of this is that your opponent must roll exactly his nominated number to hit at all (but gets a solid body hit if they do!) Flinching is common among those who decide at the last moment that this wasn't such a good idea, but the character will automatically lose their Social Level in SP's and also lose their shot due to the loss of the powder from the flashpan.
36.11 Careful Aimed Shot. Instead of just firing you make take a more careful aim at your opponent by firing either second or simultaneously if you had the advantage or your opponent is also holding his shot. This allows you to nominate two adjacent numbers instead of only one (4 & 5). If, whilst you are aiming, your opponent hits with a body or limb hit you lose your shot. If he grazes you it acts as a distraction and you may only nominate one number (players should indicate their preference in their orders).
36.12 Before any roll to hit is made, a misfire roll must be made on a d6 as the shot is taken.
36.13 A misfire roll of 1 is a misfire result, which means that the gun has failed to fire due to a lack of flashpan ignition and the character loses the shot.
36.14 Note that duels arising from indiscretions with another character's wife must always be fought with pistols.
36.15 The winner of a pistol duel gains a bonus of +2 sp over the normal sp gain for winning a duel and the loser gains a bonus of +1 sp (normally resulting in 0 sp overall). In the event of a draw where both parties are injured each party gains 1 sp.
36.16 The winner of a pistol duel gains +0.2 pistol skill. The loser, provided he has fired at least one shot, gains +0.1.
36.17 Weapon types. Weapons can be bought in the Premonthly phase.
| Weapon type | Base Cost | Damage |
| Pair of pistols | 50 Cr |
10 |
| Pair of duelling pistols | 100 Cr |
12 |