10.1 A duel can take place if there is "cause" between the antagonists. Some situations automatically give cause, such as meeting a regimental enemy, refusing to stand down over a mistress, stealing someone's mistress, and so on. These instances will be noted in the London News and if both characters agree a duel will take place at the start of the following month. The status gains table attached to this section details the gain/loss from such circumstances. If a character is under half endurance he may decline a duel with no loss of status. If a challenge is made in the press when there is no automatic cause the other characters in the game are entitled to cast their votes as to whether or not there is cause. A poll will be set up on the mailing list web site and all players will be notified by email. If the poll does not receive more "no" votes than "yes" votes then there is cause and a duel may be scheduled in the following month. This will be noted in the London Times and a duel scheduled.
10.2 Not that the automatic cause of a noble meeting a non noble 3 social levels higher than himself does not apply in this game. Although players are free to challenge on this basis and it will be voted upon. If one of the antagonists is away from London cause for the duel will be held over for a maximum of 3 months and then will lapse. Cause may only arise once between any two characters a month and there may only be one outstanding duel between any two characters at any given time. Multiple duels with other characters may be scheduled and they are fought in the order listed in the London Times. If this is the case, dueling orders need to make it clear which orders apply to which opponent. Healing does not take place between duels in the same month but second and subsequent duels will be declined if the "decline" conditions are met.
10.3 Monthly orders should indicate what the default weapon is for that month. Regimental duels always involve regimental weapons. Since default weapons can change from month to month it is a good idea to send in multiple duel orders to cover different situations. The default weapon at the time cause arose will be listed in the Picayune as a reminder to the characters involved. When a challenge is made the challenger may allow the challenged to choose the weapons for both sides (in non regimental duels). If the duel goes ahead, the challenger in this case gains a bonus SP regardless of the outcome. Unless the weapon chosen by the challenged party is also the regimental weapon of the challenger.
10.31 All players start with foil as their default weapon.
Duel Orders
10.4 Duels consist of a number of simultaneous actions performed by each duelist, each action being part of a set routine. The tables attached here show which actions are involved for a given routine. Once a routine has been started it will continue to it's end, unless surrender or death occurs. For every step of the duel the actions of both parties are compared., and if either or both are performing an offensive action, damage is inflicted simultaneously. Damage is dependent on the actions being compared, the Str of the attacker, and the attacker's weapon. Note that some offensive actions do not do any damage with certain weapons. Minor errors by the GM will not be corrected, as they represent the influence of freak events such as loosing your footing, dropping your weapon, and so on.
10.5 The Dueling Guide shows the format of dueling orders and an example. Note that actions must be part of a routine. (Even if it is a one action routine such as a parry). The orders should also include conditions for surrender, accepting surrender, and dealing with a broken weapon. Orders can include 2 optional routines. If the conditions for an optional routine arise then the optional routine will be inserted after the current routine is completed. Conditions can include the actions performed by his opponent or anything else the duelist would be aware of (i.e. His opponents Str if he has been hit, his own End..etc etc.). Clever use of optional routines can make the difference between winning and losing. Any mistakes in orders, such as incorrectly writing a routine will be corrected by the GM in the most reasonable manner. If your orders are written as routines then there is no need to include additional rests or closes due to the use of a 2 HS or dagger. If they are written in terms of actions, then please enclose these additional rests and closes in brackets to help the GM differentiate them from the normal actions of the routines.
10.6The following defaults apply to dueling orders unless orders specifically state otherwise:
10.7If a duelist blocks his opponents slash there is a chance the defenders weapon will break according to the breakage table. Mandatory rests due to wounds or inferior expertise as in the original En Garde rules do not apply in these rules. Instead, whenever damage would be inflicted (unless from a thrown weapon), the chance of an effective hit is affected by these factors, as shown in the dueling tables. An attacking action that is not effective does no damage.
Duelling Etiquette
10.8 Duels may be either to First Touch, Second Touch or Third Touch. These terms have specific meanings as follows:
First Touch is literally that, a duel to first blood, the wounded party being considered to have lost at that point. A kick does not constitute a touch for these purposes.
Second Touch is a term of art for a duel which continues until one party or the other chooses to surrender.
Third Touch is a term of art for a duel to the death in which surrender
will not be expected to be offered or accepted (although a character may
still choose to put in orders accepting surprise surrenders or to surrender
in some circumstances in the hope that the opponent will accept). A
character who surrenders in a duel to the Third Touch automatically loses
one SL.
10.9 The challenging party may elect whether the Duel is to be to the First Touch, Second Touch or Third Touch. The challenged party may, however, refuse any duel to the Third Touch without loss of SP.
10.10 The challenging party may request a particular choice of weapons. If the challenged party agrees to this request the challenged party gains a 1 sp bonus. Otherwise, the challenged party always has right to choose whether a duel will be fought with pistols or swords, save where the duel is for regimental rivalry in which case regimental weapons must be used.
10.11 Where the challenged party elects for swords, the parties may mutually agree which swords shall be used. In the event the parties are unable to agree the default weapon (where the duel is not for regimental rivaly) shall be the Foil.
10.12 The kick is a legal manoeuver in duels, but is seen as ungentlemanly. Accordingly, any duellist who employs the kick manoeuver shall suffer a penalty of 1 sp.
Surrender
10.13 The surrender action is performed as soon as the surrender conditions are met, even if in the middle of a routine. Damage form any offensive action from the opponent is still compared to the surrender action, before the duel ends (assuming the surrender is being accepted).
10.14 If the surrender is refused, the duel continues for another 2d6 further actions before the seconds (assumed to be ever-present) finally break it up. The one who surrendered carries on fighting from the routine following the one which was interrupted by the surrender routine. If the duel is non fatal the person who refused to accept the surrender may be charged with attempted murder (NPC CoPS will do so on a 4+ and may be influenced), it is considered a minor offense. If the duel is fatal, then the killer may be charged with murder (same chances as above).
10.15 If a fighter throws his weapon, then surrenders, the other person may continue to fight for 2d6 actions as above (only if this is in his orders) and will not be charged with attempted or actual murder. Antagonists who both agree to a fight to the death (only allowed for serious matters, not routine ones) gain 5 SP if they survive, and if no charges are brought.
Wounds
10.16 Note "Death" as mentioned in the above paragraphs refer to an End of zero or less. In this case the Death table is consulted and the victim may escape with a lesser fate. The SP gain for "killing an opponent" applies as long as a roll on the death table occurred, whereas murder charges are only brought if the loser actually dies. Wounds recover at the end of the month as shown on the tables. Injuries resulting from a kick can not lead to death. If a kick takes the wounded party below zero endurance, he is treated as being unconscious with endurance equaling exactly zero.
Training
10.17 Expertise in the weapon used may improve after a duel (see tables) depending on the outcome of the duel and the opponents expertise. Expertise may also be improved by practicing (with a regimental weapon for free, with another weapon, either in self study or at a fencing school). Duels do not arise from regimental enemies meeting at a fencing school. Practicing is a weekly action and must be ordered. The orders also should state where the practice is taking place. (Either at the regiment, self study, or at a school) If practicing at a school the specific school need not be stated, just that the character is practicing at a school. Practice may only raise expertise to 21. Any further gains must come from experience in duels.
10.18 A character may also do physical training by spending a week working out. He must state which characteristic (STR or CON) is being modified, otherwise, strength is assumed. He then increases his STR or CON by 0.5 at a cost of 20 Crowns if the relevant characteristic is 13 or less, by 0.25 at a cost of 30 Crowns if the relevant characteristic is 14-15, by 0.25 at a cost of 40 Crowns if 16-17 and by 0.25 at a cost of 50 Crowns if 18 or above. STR or CON cannot be raised above 21 by exercise.