Duel: Quickdraw
Environment overview
A quick duel, leading to a decisive (maybe even deadly) resolution.
Potential adversaries
Features
Passives
passive-
A worthy foe
The Difficulty of this Event equals the Difficulty of the opposing Adversary.
Actions
action-
Draw!
Have the PC describe how they prepare for the duel and what goes through their mind in the final moments before acting decisively.
When the PC is ready, they make an Attack Roll against their target’s Difficulty.Critical Success = The PC wins the Duel. Let the PC describe how their resounding victory shapes the Scene and takes it forward.
Success w/ Hope = The PC wins the Duel.
Success w/ Fear = The PC wins the Duel, but has to mark 3 Stress.
Failure w/ Hope = The PC loses the Duel and marks all but one of their HP. The Adversary marks 3 Stress.
Failure w/ Fear = The PC loses and marks all but one of their HP & Stress. The GM can spend a Fear to force the PC to mark their last HP and make a Death Move.
Questions- What does as a victory look like for you and your opponent?
- What else, other than your life, is at stake here?
- How is your surrounding environment reacting to the impending Duel?
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Foul playFear 2
Spend 2 Fear to undermine the participating PC through an underhanded tactic or an unwelcome revelation – work together with your players to establish what that is and what is the appropriate Trait for it.
The duelling PC or another party member may attempt to negate this with a Reaction Roll against the target's Difficulty. If the Reaction Roll fails, the duelling PC has Disadvantage on their Action Roll (Draw! - Action).
Questions- Your adversary reveals an unwelcome revelation that shakes your resolve – what is it?
- What dirty trick is your adversary trying to play on you?
- How do you manage to keep your focus, despite the efforts of your adversary?
Reactions
reactionAbout this environment
This Environment is designed to be used for a quickly resolvable face-off between one PC and one Adversary, or a number of Adversaries equal to the number of PCs, with every PC facing off against a single adversary.
The Difficulty of this Event equals the Difficulty of the opposing Adversary.
Not all duels end in death – think about your NPCs’ or adversaries’ motives and have them act accordingly if they win.
Duel: Quickdraw
Tier 1 Event
A quick duel, leading to a decisive (maybe even deadly) resolution.
Impulses: The means justify the ends, Act quickly, Execute decisively
Difficulty: 0
Potential Adversaries: Established NPC, Meaningful Adversary
Features
When the PC is ready, they make an Attack Roll against their target’s Difficulty.
Critical Success = The PC wins the Duel. Let the PC describe how their resounding victory shapes the Scene and takes it forward.
Success w/ Hope = The PC wins the Duel.
Success w/ Fear = The PC wins the Duel, but has to mark 3 Stress.
Failure w/ Hope = The PC loses the Duel and marks all but one of their HP. The Adversary marks 3 Stress.
Failure w/ Fear = The PC loses and marks all but one of their HP & Stress. The GM can spend a Fear to force the PC to mark their last HP and make a Death Move.
- What does as a victory look like for you and your opponent?
- What else, other than your life, is at stake here?
- How is your surrounding environment reacting to the impending Duel?
The duelling PC or another party member may attempt to negate this with a Reaction Roll against the target's Difficulty. If the Reaction Roll fails, the duelling PC has Disadvantage on their Action Roll (Draw! - Action).
- Your adversary reveals an unwelcome revelation that shakes your resolve – what is it?
- What dirty trick is your adversary trying to play on you?
- How do you manage to keep your focus, despite the efforts of your adversary?
Duel: Quickdraw
This Environment is designed to be used for a quickly resolvable face-off between one PC and one Adversary, or a number of Adversaries equal to the number of PCs, with every PC facing off against a single adversary.
The Difficulty of this Event equals the Difficulty of the opposing Adversary.
Not all duels end in death – think about your NPCs’ or adversaries’ motives and have them act accordingly if they win.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Duel: Quickdraw Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.