DUEL
Tier 2 Event
An adversary challenges one of the PCs to single combat as the rest of the party aids them from the sidelines.
Impulses: Focus on one PC, goad them into overcommitting, inflict an embarrassing defeat, sideline the rest of the party
Difficulty: Special (see “Relative Strength”)
Potential Adversaries: Any
FEATURES
“I Demand Satisfaction.” - Passive: When an adversary challenges a PC to one-on-one combat, the PC chooses whether to accept. If they reject the challenge, they must mark a Stress, and you gain a Fear. If a PC accepts an adversary’s challenge, activate a Progress Countdown (6) and a Consequence Countdown (4). If the Progress Countdown triggers first, the PC wins the Duel and gains a favor or concession from their adversary. If the Consequence Countdown triggers first, the adversary wins the Duel and claims a favor or concession from the PC.
Why was this PC chosen? What do they expect to win if they prove victorious?
Relative Strength - Passive: The Difficulty of this environment equals that of the adversary who issued the challenge.
Who issues the challenge? What are they fighting for?
Rules of Engagement - Passive: During the Duel, the challenged PC is the only one who can make action rolls. Other PCs can only aid the challenged PC indirectly: They can Help an Ally, initiate group action rolls or Tag Team Rolls, and use any of their features that don’t directly affect the challenging adversary.
Where does this conflict take place? How does the environment offer the rest of the party an opportunity to aid their ally without interfering?
Dirty Tricks - Action: Spend a Fear to have the challenging adversary or one of their allies cheat. A PC can notice their underhanded action with a successful Instinct Reaction Roll and respond in kind.
What’s off -limits in this conflict? How does the adversary’s ally bend the rules without breaking them, or break the rules without getting caught? How can the PCs rebalance the scales?