100 points

You've studied the fighting arts, typically a knightly or sword style, in order to win duels for profit. You champion moneyed folk who wish to settle affairs of honor with blood - just not theirs. You're adept at remaining cool enough to strike not necessarily first but best. Dueling attracts hotheads, may be illegal, and often leaves corpses behind, so you must stay on the road to avoid those who would seek glory, vengeance, or justice at your expense.

Attributes: ST 11 [10]; DX 13 [60]; IQ 10 [0]; HT 11 [10]. Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]. Advantages: 20 points chosen from among DX +1 [20], Basic Speed +1 [20], Ambidexterity [5], Enhanced Block 1 [5], Enhanced Dodge 1 [15], Enhanced Parry 1 [5 or 10], Fearlessness 1-5 [2/level] or Unfazeable [15], Hard to Kill 1-5 [2/level], Luck [15], Rapid Healing [5], Style Familiarity (any) [1/style], Style Perks [1/perk], Wealth (Comfortable) [10] or (Wealthy) [20], or Weapon Bond [1].

Perks: Style Familiarity (own style) [1]. Disadvantages: -20 points chosen from among Enemy (Glory-seeker or rival duelist; Hunter; 6 or less) [-5] or (9 or less) [-10], Enemy (Past victim's vengeful relatives; Hunter; 6 or less) [-5] or (9 or less) [-10], Reputation -1 or -2 (Ruthless killer) [-5 or -10], Secret (Illegal dueling deaths) [-20], or Social Stigma (Criminal Record) [-5].

• An additional -20 points chosen from among Bloodlust [-10*], Callous [-5] or Low Empathy [-20], Code of Honor (Professional) [-5] or (Gentleman's) [-10], Distinctive Features (Dueling scars) [-1], Greed [-15*], Loner [-5*], or Overconfidence [-5*].

Primary Skills: 30 points in the skills and techniques of a combat style (see Chapter 5). Unlike most martial artists, a duelist can justify putting most of these points into just one skill!

Secondary Skills: Armoury (Melee Weapons) (A) IQ [2]-10; Current Affairs (People) (E) IQ [1]-10; First Aid (E) IQ [1]-10; and Savoir-Faire (High Society) (E) IQ [1]-10. Background Skills: 4 points chosen from among Area Knowledge (any) or Savoir-Faire (Dojo), both IQ/E; Connoisseur (Weapons) or Merchant, both IQ/A; Diplomacy, Expert Skill (Hoplology), or Law (Criminal), all IQ/H; or Intimidation, Will/A.

* Multiplied for self-control number; see p. B120. Lens

Cinematic (+100 points): Add 80 points chosen from among Enhanced Block 1-3 [5/level], Enhanced Dodge 1-3 [15/level], Enhanced Parry 1-3 [5 or 10/level], Enhanced Time Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%) [30 or 60], Forceful Chi 1-4 [15/level], Innate Attack [Varies], Resistant to Chi Abilities (+3) [10], Trained by a Master [30], or Weapon Master [20-45]. You must take either Trained by a Master or Weapon Master! • Add 20 points in your style's cinematic skills (and prerequisites); Flying Leap is extremely useful for surprising adversaries and getting the first strike.

Customization Notes

Styles: Sword styles dominate the profession. These include Fencing (pp. 156-159), Kenjutsu (pp. 173-175), Longsword Fighting (pp. 180-182), Shortsword Fighting (p. 195), Sword-and-Buckler Play (p. 199), and Sword-and-Shield Fighting (pp. 199-200). Historical duelists might instead know Glaive Fighting (p. 187), Pollaxe Fighting (p. 191), or Quarterstaff (pp. 192-193). A duelist might supplement any of these styles with Combat Wrestling (pp. 204-205) and/or Dagger Fighting (p. 155). An alternative for the well-rounded 15th- through 17th-century European duelist is the very complete Masters of Defence Weapon Training (p. 182).

Style Lenses: Usually none, because the unmodified forms of most styles suitable for duelists are meant for dueling. "Trained by a Fraud" is conceivable for a wannabe duelist taught by an unscrupulous master, though.

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