FoEQ p20
Setting The Stakes
Challenger Publicly chooses:
- Pride - A show of skill or courage, with no intent to cause serious harm
- First Blood - Looser suffers significant, but non lethal damage
- Death - Dropped to 0hp Each Combatant also secretly writes down their true stakes. Its dishonourable to state a stake of “pride”, but then shoot to kill.
The Style
Duellists secretly write down the style from the below table they will use. They also choose the Spellslot level they will use in casting. Cantrips count as Spellslot 0.
If you can cast an offensive spell without expending a Spellslot you can do so, and the spell is cast at the lowest possible level.
Duelling Styles
| Style | You always get… | You sometimes get… |
|---|---|---|
| Steadfast | During the Shot, you can reroll one of your Fault dice. If you do so, you must use the new result | If your opponent chooses a Quick or Disruptive strategy, you have Advantage on your attack roll during the Shot. |
| Quick | During the Shot, you can reroll one of your opponent’s Trick dice. If you do so, you must use the new result. | If your opponent chooses an Overwhelming or Weird strategy, you have Advantage on your attack roll during the Shot |
| Overwhelming | During the Shot, you can reroll one of your Trick dice. If you do so, you must use the new result. | If your opponent chooses a Steadfast or Disruptive strategy, you have Advantage on your attack roll during the Shot. |
| Wierd | During the Shot, you can reroll one of your opponent’s Fault dice. If you do so, you must use the new result. | If your opponent chooses an Overwhelming or Steadfast strategy, you have Advantage on your attack roll during the Shot. |
| Disruptive | During the Score, you can choose the consequence the loser faces. | If your opponent chooses a Quick or Weird strategy, you have Advantage on your attack roll during the Shot. |
The Stare
Takes 3 rounds. In each take the following steps:
- Roll for Initiative. Both duellists roll for Initiative.
- First Declaration. The duellist with the lowest Initiative score declares the Move they will make.
- Second Declaration. The duellist with the higher Initiative score declares the Move they will make.
- Roll the Stare. Both duellists use their action to make an ability check using the ability and skill linked to their Move.
- Resolve. The victor of the check gains the benefit of the Move. If there is a tie, both duellists reroll the check.
During the stare:
- You cannot maintain concentration
- You cannot take reactions or bonus actions.
- Ability check modifiers from outside sources can effect the result.
moves
| Move | Ability Check | Strong Against | Benefit |
|---|---|---|---|
| Twitch | Dex (Sleight of Hand) | Eye of the Beholder | Gain a Trick die. If you win the check by 5 or more, you gain another Trick die |
| Show Off | Cha (Performance) | The Look | Gain a Trick die. If you win the check by 5 or more, your opponent gains a Fault die. |
| Bluff | Cha (Deception) | Sage Advice | Your opponent gains a Fault die. If you win the check by 5 or more, you gain a Trick die. |
| The Look | Cha (Intimidation) | See Through Them | Your opponent gains a Fault die. If you win the check by 5 or more, your opponent gains another Fault die |
| Eye of the Beholder | Wis (Perception) | Bluff | You lose a Fault die. If you win the check by 5 or more, your opponent gains a Fault die. |
| See Through Them | Wis (Insight) | Twitch | Your opponent loses a Trick die. If you win the check by 5 or more, you gain a Trick die. |
| Sage Advice | Int (Arcana) | Show Off | You can change your own Style if you choose. If you win the check by 5 or more, you learn your opponent’s current Style before deciding whether to change your own. |
| Tactical Analysis | Int (Investigation) | Tactical Analysis | You learn your opponent’s current Style. If you win the check by 5 or more, you can change your own Style if you choose. |
The Shot
During the Shot, spells fly and the contest is decided! Go through the following steps:
- Roll Initiative. This is relevant in the Strategic Twist phase.
- Reveal Style and Power. Duellists reveal their Style and the level of the spell slot they expended. Take note of the benefits of the Styles. If one duellist expends a higher level spell slot than the other, they gain a Trick die.
- Cast! Duellists make a ranged spell attack.
- Tricks. Duellists roll 1d6 for each Trick die they have and add it to their attack roll, keeping the die visible.
- Faults. Duellists roll 1d6 for each Fault die they have and subtract it from their attack roll, keeping the die visible.
- Strategic Twist. Depending on their chosen Style, duellists may have the opportunity to reroll Trick or Fault dice. The duellist with the lowest Initiative count resolves their style first, then the duellist with the higher Initiative count acts.
- Determine the Result. Once all Trick and Fault dice have been rolled, and any Strategic Twists have been resolved, the character with the highest result wins the duel. If there is a tie, both duellists suffer the effects set by the Stakes!
The Score
When the dust settles, and the winner of the Shot has been decided, the duellists determine the consequences according to the Stakes chosen by the victorious duellist.
- Pride. The loser loses one Hit Dice. Alternatively, if the winner is able to cast at least one spell of the following schools, they can choose one of the following options instead:
- Necromancy: The loser is Poisoned for 1 minute.
- Abjuration: One random spell or magical effect on the loser ends. The spell must be of a level equal to or less than the spell slot expended by the winner.
- Divination: The winner learns the surface thoughts of the loser—what is most on their mind in the moment of the duel’s end.
- Enchantment: The loser is Charmed by the winner for 10 minutes.
- Illusion: The loser is Frightened of the winner for 10 minutes.
- First Blood. The loser is reduced to a number of Hit Points equal to half their Hit Point maximum (rounded down). If they have fewer than half their Hit Points remaining, they instead are reduced to 1 Hit Point.
- Death. The loser is reduced to 0 Hit Points.