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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.
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February 18th, 2019
Risky Things to do in a Duel provides players and gamemasters, suggestions, possible consequences, ,and even opportunities that players could us to make their swashbuckling action more dramatic. This isn't a book that we think every players needs to [...]
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File Last Updated:
December 30, 2018
This title was added to our catalog on December 30, 2018.