DEATH DUELS

SET UP Fighters have four stats Power (P), Toughness (T), Agility (A) and Special (S), a fighters stats can be any number between 2 and 9 as long as the total of a fighter’s four stats equals 24. The game is played on a 1×8 grid. One fighter begins on the 4th space in, the other on the 5th, so each fighter has 3 grid spaces behind them.

Sinha and Shadow face off in the Lost Jungle.

0) DETERMINE ATTACKER AND DEFENDER At the start of the game roll a D20 for each fighter adding their Agility the higher roller is the attacker and the lower is the defender. Reroll ties.

1) DETERMINE MOVES Roll a D6 for each fighter, this determines which move they will attempt this moment:

Die Roll  Attacker  ATT Damage  Defender  DEF Damage
1Strike (PA+1)1Block (TT+1)0 Random Event
2Heavy Strike (PA)2 StunCounter (TS)D3 Switch
3Kick (PA+1)1Dodge (AA)0 Switch
4Heavy Kick (PA)2 KBShield (TS)D3+1
5Grapple (PT)D3+1 KBGrapple (PT)D3+1 KB
6Special (SS)D3+1 StunSpecial (SS)D3+1 Stun, Switch

2) STAT TESTS When a fighter must pass a test consult the move that they are attempting to pull off and in brackets next to it will be a description of the test that they need to pass, for example for a Basic Light attack the test is (PA+1). To take the test you total the value of that fighters stats, so for PA+1 you take their Power + their Agility +1, and then attempt to roll a D20 equal to or below that value. If you do the test is passed and if you roll higher then the test is failed.

Han and Kodiak duel amongst the ruins of the Ghost Realm.

3) RESULTS If the attacker’s test is a pass and the defender’s is failed then the defender takes damage according to the move table above (ATT Damage).Stun: When a fighter is hit with a Heavy Strike or  Heavy Kick they suffer a -1 modifier to their next check. KB: When a fighter is hit with a Heavy Kick, Grapple or Special the are Knocked Back, move the fighter backwards 1 space and have the other fighter move forwards 1 space.

If both the attacker and defender fail then roll on the Random Event table.

If the defender succeeds and the attacker fails then the Attacker takes damage according to the move table above Switch: The fighters switch between attacker and defender.

If both succeed then  (if a result refers to a fighter that rolled lower and fighters rolled the same then roll off to determine which fighter counts as the lower roller):

If the Defender Blocked  or Dodged and the Attacker performed a Strike or Kick roll for a Random Event.

If the Defender Blocked  or Dodged and the Attacker performed a Heavy Strike or  Heavy Kick whichever fighter rolled lower is knocked back.

If the Defender Blocked or Dodged and the Attacker performed a Grapple whichever fighter rolled lower takes D3 Damage and is Knocked back D3 spaces.

If the Defender Blocked  or Dodged and the Attacker performed a Special if the Defender rolled lower then they suffer 1 damage, if the Attacker rolled lower then the Attacker and Defender Switch.

If the Defender Countered  whichever fighter rolled lower is hit by the move the attacker attempted.

If the Defender Shielded and the Attacker performed any move other than a Special whichever fighter rolled lower suffers 1 Damage and is Knocked back.

If the Defender Shielded and the Attacker performed a Special whichever fighter rolled lower suffers D6 damage and is knocked back D3.

If the Defender Grappled whichever fighter rolled lower takes D3 Damage and is Knocked back D3 spaces.

If the Defender performed a Special and the Attacker performed any move other than a Special whichever fighter rolled lower takes D3 Damage and is Knocked back D3 spaces.

If the Defender performed a Special and the Attacker performed a Special whichever fighter rolled lower suffers D6 damage and the other fighter suffers D3 damage.

Wei and Templar battle on the Skybridge of Omnishah.

4) COUNT DOWN TIME Count the time track down by 1 moment (it starts at 10). When the time track reaches 0 then the fight is over. The fighter with the highest health wins, if both are equal then the fight is a tie. If the fight has not ended go back to 1 Determine Moves.

K.Os AND RING OUTS If a fighter is reduced to 0 health they are knocked out and lose the fight. If a fighter is Knocked Back out of the ring they are Ringed Out and lose the fight.

Vlad and Albrecht clash weapons in the Chem-Wastes.

RANDOM EVENTS (D20) If a result refers to a fighter that rolled lower and fighters rolled the same in the move that caused the random event roll off to determine which fighter counts as the lower roller.

1 Mine: Dissatisfied with the duel the Watchers choose to spice things up. Place a mine in a random unoccupied arena space. When a fighter is knocked back into a mine it explodes, they are knocked back a further space and suffer D3 damage.

2 Spirits of the Slain: Those lost in battle rise once again to attack the combatants. Both fighters take a PP test, if a fighter fails they suffer D3 damage.

3 Flare: The arena is exposed to an intense heat, only the toughest will stand. Both fighters take a TT test, if a fighter fails they suffer D3 damage.

4 Shifting Ground: The arena shakes and crumbles, deforming and reforming. Both fighters take an AA test, if a fighter fails they suffer 1 damage and are stunned.

5 Arcane Strikes: The arena is hit by arcs of purple energy. Both fighters take an SS test, if a fighter fails they suffer 2 damage.

6 Blood Spores: The arena is filled with a toxic red mist that craves blood. The fighter that rolled lower takes D3 damage.

7 Crumbling Stone: Parts of the arena break off and fall into the abyss below. The two end most spaces of the arena no longer count as part of it. If a fighter is in one of those spaces they are immediately ringed out.

8 Sudden Surge: The watchers take pity on one of the fighters and give them a boost of otherworldly energy. The fighter that rolled higher suffers D3 damage and is knocked back D3 spaces.

9 Cheat: The defender spots the opportunity for a dirty move. The attacker suffers 1 damage and is stunned then the attacker and defender switch.

10 Time Slip: A sudden shift in the sands of time causes an anomaly. Immediately count down D3 time.

11 The Switch The watchers begin cheering on one of the fighters. Switch the locations of the fighters.

12 Clash: The fighters weapons become locked together, only the strongest will prevail. Fighters take an opposed P test (Roll a D20 and add their P) the fighter that scores lowest takes D3 damage. In case of a tie both suffer 2 damage.

13 Give and Take: The fighters exchange a quick flurry of blows, only the toughest will stand. Fighters take an opposed T test (Roll a D20 and add their T) the fighter that scores lowest takes D3 damage. In case of a tie both suffer 2 damage.

14 Double Dash: The fighters are knocked back from each other, only the fastest to recover will gain ground. Fighters take an opposed A test (Roll a D20 and add their A) the fighter that rolls lowest is knocked back D3 spaces. Reroll ties.

15 Energy War: The fighters’ weapons glow brightly and they suddenly discharge the energy built up at each other. Fighters take an opposed S test (Roll a D20 and add their S) the fighter that scores lowest takes D3 damage and is knocked back D3 spaces. In case of a tie both suffer 2 damage.

16 Healing Crystal: Dissatisfied with the duel powers choose to spice things up. Place a healing crystal in a random unoccupied arena space. When a fighter is knocked back into it they regain D3 lost health.

17 Energy Vampire: A great beast flies over the arena and sucks some life force out of a fighter. The fighter with the highest S stat suffers D3 damage and is stunned.

18 Super Counter: The defender perfectly counters the attacker’s advance. The Attacker suffers D3 damage and is knocked back D3 spaces.

19 Super Combo: The attacker lands a number of blows the defender is powerless to stop. The Defender suffers D3 damage and is knocked back D3 spaces.

20 Sudden Death: An opening in each fighters defence allows for a swift killing blow! Roll a D20 for each fighter, the higher roller immediately kills their opponent.

4 thoughts on “DEATH DUELS

  1. It is fun, especially for a little tournament. But now I’m drawing up a basic ‘story mode’ with character objectives Andy motivations etc which will add a lot more fun. I’m hoping the dice will tell some good stories!

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