Risky Things to do: in a Duel
Of all the tropes of swashbuckling adventure¸ the duel is surely the most iconic: two warriors¸ unable to reconcile their differences¸ finding ultimate resolution through heroic bloodshed. Although a sword fight between two Guild Duelists is the classic example¸ these showdowns can be resolved with fists¸ guns¸ or any other weapon each participant agrees upon.
In high intensity moments like these¸ there's a lot of pressure on GMs to quickly come up with Consequences and Opportunities - the Risky Things series exists to take some of the load off. It anticipates the kind of Risks that Heroes will likely undertake in a swashbuckling game¸ and suggests Consequences and Opportunities that correspond to them. You might use these as examples to spark your own creativity¸ or even port them straight over into your game as-is.
This supplement includes:
- Risks¸ Consequences and Opportunities for sword duels¸ wrestling matches and pistol duels.
- Gamesmaster advice for how to implement and modify Consequences and Opportunities¸ as well as a quick reference sheet for use at the table.
- New advantages for dueling Villains¸ and two new Brute Squad abilities.