Dueling Tables


Dueling Routines

Routines

Actions

Symbol

Rest

X

Rest

X

Lunge

X - L - X

Lunge

L

Slash

(X) - X - S   (1) (2)

Slash

S

Furious Slash

X - S - X - C - X - X - X

Cut

C

Furious Lunge

L - X - X - C- X - X - X

Kick

K

Kick

CL - K - X - X - X 

Close

CL

Jump Back

JB - X

Jump Back

JB

Throw

JB - X - T

Throw

T

Parry

P(R)  (3)

Parry

P

Block

B

Block

B

Close

CL

Riposte

R

Surrender

Sur

Surrender

Sur

Notes:

(1)  The first X of a slash routine may be omitted if the previous routine ended with a X (Exception: Cutlass)

(2)  The slash routine for a cutlass is X - S - X - X - X

Hitting your opponent

Att/Def

X

L

S

C

K

JB

CL

T

P

B

Sur

L

H

H

H

H

H

M

H

H

M (1)

H

H

S

H

H

H

H

H

M

H

H

H

M (2)

H

C

H

H

H

H

H

M

H

H

H

H

H

K

H

H

H

H

H

M

H

H

H

H

H

R

H

-

-

-

-

-

-

-

-

-

-

T

If using Dagger, Rapier, Sabre, or Foil roll die:  Dagger hits on 1-3, Others hit on 1-2 (Check Damage Tables)

If using Cutlass of 2 handed Sword roll two dice: Roll of 2 hits and kills opponent.  3-12 Misses

Notes: 

H=Possible hit. See Below (3),  M=Miss

(1)  Player may riposte if order was written

(2)  Check weapon breakage table

(3)  Base chance of hitting is 4+ on 1d6.  If Experitse is 3 better than opponent +1 to die roll, if 5 better +2, if 7 better +3,  if under half Max END  -1.

Doing Damage

Action by Weapon

 

Action vs. Action

 Rapier

Dagger 

Foil 

Sabre 

Cutlass 

2 HD Sword 

 X

S

C

JB 

CL 

SUR 

 L

.5 

 L

 S

.5 

0

 S

C

1

.5

0

2

0

2

 

C

2

2

2

2

2

0

3

2

2

2

2

 K

1

.5 

.5 

 K

3

 T

Special, see hit table. 

 

 T

 R

 1

.5 

 R

Damge=Str*(# from Weapon table)*(# from Action table)  off of opponents END 
(Note that Cutlass and 2HS does no damage thrusting, and Foil, none slashing)

Breaking Weapons

Must roll # or less on 1d6

Attacker slashes with:

Sabre

Cutlass

2 HS

Defender blocks with:

Rapier 
Foil 
Dagger

1

2

3

Sabre

-

1

2

Cutlass

-

-

1

A broken weapon is treated as a Dagger 
(Sabre if thrown)

A broken Dagger is useless

Death and Recovery

Death Table

Used if END falls to 0 or less of "Death" result from thrown weapon.

Die roll

Outcome

1-3

Death

4-5

Permanent Injury (Lose 3 STR, 2 EXP, and 1 CON)

6

Serious Injury (Lose 2 STR, and 1 EXP)

Recovery from wounds

Situation

END pts recovered

Per Month

3*CON

Spend week resting (No actions)

+5 Pts

Spend week in Monastery

+10 Pts

Suffering from illness of in gaol

No healing

Gains from Duels

Status Points from Duels

Outcome of Duel

SP Gain or Loss

Defeats member of friendly regiment

-1

Defeats member of neutral regiment (or no regiment)

+3

Defeats member of enemy regiment

+5

Defeated by member of neutral regiment (or no regiment)

-1

Defeated by member of enemy regiment

-2

Kills opponent (unless surrender is ignored)

+2

Refuses a challenge which has cause (unless under 1/2 END)

-SL/2

Challenges with insufficient cause (determined by player vote) 

-2

Meets and opponent who refuses challenge (with cause)

+2

Accepts challenge with less than 1/2 END

+3

Surrenders without taking damage of having weapon broken

-3

Fights a member of the clergy (ordained priest or above)

-2

Agrees to a duel to the death

+5

Gives opponent choice of weapons

+1

Used Kick Manoeuver

-1

All of these gains and losses are cumalitive.

If two members of the same regiment duel each other both are discraced.

Expertise Gains from Duels

Opponent

Result

EXP Gain

Same or higher EXP

Kills Opponent

+1

Wins

+.5

Loses

+.25

Lower EXP

Kills Opponent

+.5

Wins

+.25

Loses

0

Only EXP in weapon used gets gain

Must hit your opponent at least once to qualify for a gain

EXP may not exceed 25

"Kills Opponent" Includes permanent and serious injury


 
 
 
 
 
 
 
 
 
 
 
 

Weapons Practice

Fencing School

Instructor Status

Instructor Pay

EXP Range

EXP Gain

Cost of visit

The Alfieri Academy

6

25

18-21

.25

50

The Academy of Agrippa

5

20

16-18

.25

40

The Academy of St. Didier

4

15

14-16

.25

30

The Fraternity of St. Cuthbert

3

10

3-14

.5

20

Practice with regimental weapon

3-14

.25

Free

Practice with other weapon 

3-14

.25

SL in Cr

* Can be combined with regimental duties

Instructors

One PC instructor per school, appointed by the Director of Fencing Schools.  PC must have a SL greater than the number of SP earned at the school and an EXP greater than the highest EXP level taught there (exception-The Alfieri Academy instructors must have EXP of 20+) NPC appoints on a Die roll of 6 (SL modifiers apply) and can be influenced.  Appointment is one year and PC must spend 1 week each month teaching at the school else appointment is lost.  This may be held wih another appointment.


Dueling Rules


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