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Honor-bound and honest to the core, Duelists are often judges and referees for duels as well as devoted warriors. Duelists prize the honor of their family above any sort of personal gain and thus strive for excellence in everything that they do. A true Duelist wins the battle before it has begun. Strategy and personal perfection are the Duelist's way. If you are a Duelist, be calm, focused, well spoken and confident in yourself.

Restrictions

Armor Restrictions
Duelists have no armor restrictions.
Learning Restrictions
Duelist cannot be learned by mages.
Other Restrictions
Duelists cannot use shields.

Warrior Benefits

 Power sources: 💪Martial🤹Skill
 Duration: Always active.

While wearing armor, you gain Defensive Martial Arts.
 Duration: Always active.

Your hands count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.

Rank 1

 Execution time: 1️⃣Reaction( ↩️Reactive )
 Trigger: You would Drop.
 Duration: 1 minute.( ⏳️Sustained )

You begin Defying Death. When this condition ends, you die.

While defying death, you resist death and unconsciousness.


 End condition: At the end of each of your turns, you roll 2d4. If either of these dice roll a 4, this effect ends.
 Duration: Instant.
 Range: 30 feet.

You and the target begin Dueling each other.

Creatures that are dueling with each other are in a liminal space between the Material and Ethereal Realms. This place is most often called the "Duel Space". While dueling, the creatures cannot get more than 30 feet apart nor interact with anyone but each other and creatures that are not dueling cannot interact with ones that are. Dueling always occurs between two or more creatures. There can be multiple groups of dueling creatures on the battlefield at the same time, but those groups cannot interact with each other. Creatures can only interact with those that they specifically are dueling with.

A dueling creature that becomes incapacitated has "lost the duel" and returns to the Material Realm. This ends the dueling condition. If there is only one creature remaining, then they choose whether to return to the realm they were in prior to dueling or to the Material Realm.

Any Dueling creature may use Leave Duel to attempt to stop Dueling. In this case, they count as "losing" and return to the Material Realm.

Some effects, such as Ninja Duel, may alter the rules that Dueling operates under. These could apply either when Dueling begins or while it is already underway.

Note: The term "in a duel" is often used to refer to a creature that is dueling. This does not mean that the "duel" must have been started by Duel.

 If proficient: You may also make Move or make a single action Duelist ability as a free reaction.
 Duration: Always active.

You are an expert peacekeeper. In addition, you gain Detect Lie.
 Trigger: Someone makes a statement which could, in principle, be true or false.
 Duration: Instant.
 Range: 15 feet.

 On fail: You detect whether the target believes the statement is true or false. On success: You detect that the statement is true, regardless of what the target actually believes. This also applies if Detect Lie is resisted or fizzles for some other reason.

Rank 2

 Duration: Always active.

You gain Active Bow Out and Reactive Bow Out.
 Duration: Instant.

You end a duel you are currently in. You do not count as "losing" if you use Active Bow Out to stop dueling.
 Trigger: Some effect would cause you to start dueling or modify a duel you are in.
 Duration: Instant.

The effect causing you to enter a duel or that would modify a duel you are in fizzles. You do not count as "losing" if you use Bow Out to stop dueling.
 Duration: While dueling.
 Requirements: You must be dueling and wielding the targeted weapon.

Target weapon becomes AV0.
 End condition: You are no longer dueling.
 Execution time: 10 minutes.( 🐢Slow )
 Mana cost: 2 MP per participant. Each participant must pay at least 1 MP. After that, the remaining cost of may be paid in any combination by any of the participants.
 Duration: 24 hours.
 Range: 5 feet.

Tea Ceremony is done in collaboration with up to 1 other creature (although they do not need to have Tea Ceremony). It requires willing and active participation from all targets. As part of Tea Ceremony, you must ask three questions about the alignment, motives, or intentions of the group. Each participant (including yourself) must individually answer these questions. The questions are asked one at a time, and each participant must answer before the next question is asked. If anyone refuses to answer truthfully, the Tea Ceremony fails and all participants are vulnerable to mana drain and mana drain is boosted against them for 24 hours. This occurs once everyone has answered the latest question or immediately if someone refuses to answer whatsoever. If the Tea Ceremony is successful, all participants are resistant to mana drain for 24 hours and suffer no negative effects of mana loss other than death and unconsciousness. Tea Ceremony can only be performed once per long rest.
Note: Tea Ceremony detects only whether the participants believe their answers to be true, not whether or not they are.
Note: If an effect such as Lie is used to deceive the Tea Ceremony, it continues as if the lie were true.

 If proficient: You may now target up to 2 × P creatures (including yourself) with Tea Ceremony. If fluent: You may now target up to 2 × F creatures (including yourself) with Tea Ceremony.

Rank 3

For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.

Combat Abilities

 Duration: Instant.
 Range: 15 feet.
 Requirements: Target must be an allied creature in a duel within range.

The target leaves their duel and you enter in their place. This does not end the duel and the target is not considered to have "lost". Any duel modifying effects remain in place.
Note: This ability costs no MP to use on creatures you have sworn Clan Fealty with.
 Duration: While up.

While defying death, your weapon attacks are boosted and UB. When you stop defying death, you die and your body is ruined.

A ruined body is one that has been damaged beyond the point of normal healing or reviving. If a creature's body is ruined, then it must be reconstructed before the creature can be brought back from the dead. This is most often done through Summon the Dead.

 Trigger: A duel you initiate is fizzled, resisted, or somehow ended by another creature's standard ability without that creature having lost the duel.
 Duration: Instant.

Target loses the standard ability that triggered Rebuke.
Design Note: As written, this means you can Rebuke a Duel that's been resisted even if the resistance failed to stop it. Is that good or nah?

Support Abilities

 Duration: Always active.

You may declare "fealty" 1 group or individual. You are said to have declared fealty to these individuals and members of these groups. They must accept your declaration of fealty and can revoke it at any time. You get bonuses while defending, fighting with, or doing a quest given by something or someone you have declared fealty to, you get various bonuses. They are as follows.
  • Adept at Duel Swap with creatures you have declared fealty to.
  • If you have Resolve Conflict, it is warded when used in defense of those you have declared fealty to, or when used in the interest of a quest given by them.
  • Tea Ceremony is warded on those you have declared fealty to and costs one less MP per participant you've declared fealty to.

 If proficient: You may declare "fealty" to up to P groups or individuals. If fluent: You may declare "fealty" to up to F groups or individuals.
 Execution time: 10 minutes.( 🐢Slow )
 Trigger: Pulling from the Death Bag.
 Duration: Instant.
 Range: 5 feet.

Conduct this ritual as your death is Manifesting (you're about to pull from the Death Bag). Instead of pulling from the Death Bag once, you will pull twice with a total number of stones between the two pulls equal to the amount you would have pulled had you not used Hara-Kiri. You declare how many stones are in each group prior to pulling and then do both pulls from the Death Bag. The pulls are independent and you take the effects of both pulls. Add one black stone to each pull. You may not use Hara-Kiri if you would pull less than 3 stones from the Death Bag.