Duelist

Duelist

Cost: 5

Some of your skills empower you when you fight in a formal duel. For a formal duel to begin, it must be proposed to both sides, and all conditions of the duel must be accepted by all participants. Once the conditions are accepted, the duel will be formal – at least for you – so long as no one steps in to aid your side of the duel. If another participants joins to duel to fight with your side, to aid one of your side with healing or other beneficial effects, or otherwise change the agreed upon conditions of the duel that the duel for you immediately ends and any benefits you gain while in a duel are lost. If someone jumps in on the opponent’s side, which can happen all too often when fighting those who are not duelists and have little honor, then you may still retain the benefits of the duel so long as the participants on your side of the duel adhere to the conditions of the duel.

At the beginning of any duel formal duel you gain the “Grant Extra Protection” effect. This point of protection, if unused, goes away at the end of the duel.

Always Prepared to Fight

Cost: 4

You may activate this ability when you are about to engage in a formal duel as described above. You must fight alone, although you are free to duel multiple opponents. Once per short rest, at the start of the duel make a formal bow to activate this skill. For each point of Earth, Fire and Water you have already exhausted in previous fights you gain a point of Panache, up to a maximum of 5. These Panache points can be used in place of Earth, Fire, or Water for any skill that is used as an attack or a defense. You cannot use Panache points for any skill or ability that creates Grant effects. When the duel has finished, or it ends prematurely as described above, all unused Panache points are lost. If an ally interrupts the duel by interfering on your behalf, this breach of etiquette will prevent you from using this skill for the rest of the event.

The Clumsy Shield

Cost: 3

You may only use this skill if you are not using a full sized shield and your opponent is using such a shield. Once per long rest, spend a point of Fire and call out Avoid to negate a melee, missile, or packet attack made by an opponent using a full sized shield.

The Duelist’s Parry

Cost: 5

Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Last Stand

Cost: 3

Once per long rest, spend a point of Void and call out “Resist by Will” to negate a melee attack that strikes you.

To the Death

Cost: 5

Once per short rest, spend a point of Void, call out “Short Stricken,” and make a melee attack. If the strike lands, and the enemy role plays the effect (rather than negating it with a defense) you must also call “Short Stricken to Self.” If you are in a formal duel that has been accepted by all participants (as described above) then you instead spend a point of Earth to use this skill, and you are no longer limited to using it once per short rest.

Witty Repartee

Cost: 4

Your wit and confidence shine through, allowing you to shake off a Mental effect. Spend a point of Fire, speak the witty remark, and call out “Purge” to end one Mental effect that has befallen you.

With a Twist of the Wrist

Cost: 5

While using a sword, spend 2 points of Water, call out “Disarm,” and make a melee attack to strike an opponent’s one handed weapon to tear it from their hand.