TEXT: 1 
  Duel Blade 
  Copyright © 2007 by Jeff Moore 
   
  Duel Blade is a game of head to head melee 
  combat for 2 players. 
   
  Required: 
   
  2d6 (two six-sided dice) per player. 
  Paper and Pencil. 
   
  1) Design Your Duelist. 
  2) Duel 
   
  Designing a Duelist 
   
  Four Elements make up every Duelist: Evasion, 
  Accuracy, Power and Deflection. 
   
  Evasion 
  Used to avoid attacks. Evasion is a target value. 
  It determines the difficulty of Accuracy tests. 
   
  Accuracy 
  Used to attack. Accuracy is a modifier value. 
  Accuracy is added to a roll of 2d6. If the sum is 
  equal to or greater than the defender's Evasion 
  then the attack scores a successful hit. 
   
  Power 
  Used to determine damage. Power is a target 
  value. It determines the difficulty of Deflection 
  tests. 
   
  Deflection 
  Used to defuse damage. Deflection is a modifier 
  value. Deflection is added to a roll of 2d6. If the 
  sum is equal to or greater than the attacker's 
  Power then damage has been deflected. 
   
  Duel Blade assumes 2 combatants of 
  comparable strength and skill. It is the choice of 
  weapon and armor that create the distinctions 
  between the duelists and their combat styles. 
   
  Weapons 
  Weapons have 2 values ... Accuracy and Power. 
  Generally larger weapons are more unwieldy 
  and loose accuracy but gain power. While 
  smaller weapons are easier to wield with 
  precision, they gain this advantage by sacrificing 
  power. 
   
   
   
   
  Armor 
  Armor has 2 values ... Evasion and Deflection. 
  Heavier armors impair evasion but can deflect 
  more damage. While lighter armors grant 
  greater freedom of movement but are not as 
  able to deflect damage. 
   
  Shields 
  A Duelist who wields a shield (or a parrying 
  weapon) in their off-hand can choose to skip 
  their next attack to immediately roll an additional 
  Deflection check. This bonus Deflection check 
  can turn a failed Deflection into a success or 
  turn a successful Deflection into a Block. 
   
  Weapon Values 
   
  No Weapon 
  Accuracy + 5 
  Power 9 
   
  Light Weapon 
  Accuracy + 4 
  Power 10 
   
  Medium Weapon 
  Accuracy + 3 
  Power 11 
   
  Heavy Weapon 
  Accuracy + 2 
  Power 12 
   
  Heavy Weapons require 2 hands ... cannot use 
  shield or off hand weapon. 
   
  Shield Penalty 
  A Duelist using a Shield (or a parrying weapon 
  in their off-hand) must reduce their Weapon 
  Accuracy by -1. 
   
  Armor Values 
   
  No Armor (or Light Clothes) 
  Evasion 12 
  Deflection + 2 
   
  Light Armor (or Medium Clothes) 
  Evasion 11 
  Deflection + 3 
   
  Medium Armor (or Heavy Clothes) 
  Evasion 10 
  Deflection + 4 
   
  
  2 
  Heavy Armor 
  Evasion 9 
  Deflection + 5 
   
   
  Armor Bonuses/Penalties by Body Area 
   
  Armor protecting the Body suffers an automatic 
  -1 Evasion penalty / +1 Deflection bonus. 
   
  Armor protecting the Head gains an automatic 
  +1 Evasion bonus / -1 Deflection penalty. 
   
   
  Weapon Choices 
  • 
  Battle Axe (Medium) 
  • 
  Broad Sword (Medium) 
  • 
  Club (Light) 
  • 
  Dagger (Light) 
  • 
  Great Axe (Heavy, two hands) 
  • 
  Great Sword (Heavy, two hands) 
  • 
  Mace (Light) 
  • 
  Maul (Heavy, two hands) 
  • 
  Quarter Staff (Medium, two hands*) 
  • 
  Long spear (Heavy, two hands) 
  • 
  Spear (Medium) 
  • 
  War Hammer (Medium) 
  • 
  Off-hand Dagger (parrying weapon*) 
   
  * Treat as having a shield (shield penalty 
  applies.) 
   
  Armor Choices 
  • 
  Breast Plate (Heavy, Chest) 
  • 
  Chain Bracers (Medium, Arms) 
  • 
  Chain Coif (Medium, Head) 
  • 
  Chain Leggings (Medium, Legs) 
  • 
  Chain Vest (Medium, Chest) 
  • 
  Leather Bracers (Light, Arms) 
  • 
  Leather Breaches (Light, Legs) 
  • 
  Leather Cap (Light, Head) 
  • 
  Leather Vest (Light, Chest) 
  • 
  Plate Bracers (Heavy, Arms) 
  • 
  Plate Helm (Heavy, Head) 
  • 
  Plate Leggings (Heavy, Legs) 
  • 
  Shield (see shield rules) 
   
   
  The Duel 
   
  Initiative (Turn order) 
  Each player rolls 1 die... high roll goes first. 
  Turns are taken back and forth until one Duelist 
  is defeated. 
  Attack 
  The player who won the high roll attacks first. 
  The attacking player declares an attack against 
  one of four target body areas... 
   
  Head 
   
  Chest 
   
  Arms 
   
  or 
   
  Legs 
   
  The attacker rolls 2d6 and adds an amount to 
  the roll equal to their Duelist's Accuracy (based 
  on the weapon being used.) 
   
  If this number is equal to or higher than the 
  Evasion of the body area being targeted (based 
  upon the armor protecting that area) then the 
  attack is a hit. 
   
  If the attack hit, the defender can roll to try to 
  deflect the hit to a different body area. 
  (Attempting to deflect the hit is a good idea even 
  if the defender doesn't need to "move" the hit... 
  because the roll gives the defender a chance for 
  a block - see "Blocks.") 
   
  Deflection 
   
  A successful Deflection allows the Defender not 
  the Attacker to declare which body area takes 
  the hit. 
   
  The Defending Duelist rolls 2d6 and adds an 
  amount to the roll equal to the Deflection value 
  of the targeted area. 
   
  If this number is equal or higher than the Power 
  of the weapon making the attack then the 
  damage can be deflected. 
   
  A Duelist with a Shield can attempt a second 
  deflection action after the first one fails but must 
  give up their next attack action to do so. If this 
  defection succeeds the attack is redirected as 
  normal. 
   
  A Duelist with a Shield can attempt a second 
  deflection action after the first one succeeds but 
  must give up their next attack action to do so. If 
  this deflection succeeds the attack is blocked. 
   
  
  3 
  Blocks 
   
  If doubles are rolled on a Deflection test AND 
  the deflection is successful, the hit is blocked 
  entirely and no wound is suffered from that 
  deflected hit at all. 
   
  If a Duelist with a shield rolls doubles when 
  attempting to block with their shield (following a 
  successful deflection) AND the block is a 
  success, the Duelist doesn't lose their next 
  attack action, and can take their next turn 
  normally. 
   
  Critical Attacks 
   
  If doubles are rolled on an attack, AND the 
  attack is a successful hit, the defender must roll 
  2 separate Deflection tests and suffer wounds 
  from two hits from the single blow. 
   
  Wound Levels and Body Areas 
   
  Each body area can suffer a certain number of 
  hits before being disabled. If an area is disabled 
  the Duelist is defeated and the duel is over. 
   
  Each successful hit against a body area may 
  decrease the skill of the duelist in combat. 
   
  Head - The head can suffer two hits before 
  becoming disabled. The first hit reduces 
  Accuracy tests by -2. 
   
  Chest - The chest can suffer four hits before 
  becoming disabled. Each hit after the first 
  reduces Power tests by -1. 
   
  Arms - The arms can suffer 3 hits before 
  becoming disabled. Each hit reduces Deflection 
  tests by -1. 
   
  Legs - The legs can suffer 3 hits before 
  becoming disabled. Each hit reduces Evasion 
  tests by -1. 
   
  Instant Kills 
   
  If any one body area suffers the wounds of two 
  hits from a single blow, that area is immediately 
  disabled and the duel is over. 
   
  This can happen after a successful critical attack 
  if the defending Duelist fails to deflect either of 
  the two hits from the attack over to a different 
  body area. 
   
   
  Duel Blade 
  Duelist Record 
   
  Weapon 
  Main Hand 
   
  Accuracy 
   
  Power 
   
  Off Hand 
   
  If using a shield or parrying 
  weapon reduce Accuracy by -1 
   
  Armor 
  Head 
   
  Evasion (+1) 
   
  Deflection (-1) 
   
  Chest 
   
  Evasion (-1) 
   
  Deflection (+1) 
   
  Arms 
   
  Evasion 
   
  Deflection 
   
  Legs 
   
  Evasion 
   
  Deflection 
   
   
  Wound Levels 
  Head (apply wound penalties to Accuracy tests) 
   -2 (total) 
   
   
  Chest (apply wound penalties to Power tests) 
   -0 (total) 
   -1 (total) 
   -2 (total) 
  Arms (apply wound penalties to Deflection tests) 
   -1 (total) 
   -2 (total) 
   
  Legs (apply wound penalties to Evasion tests) 
   -1 (total) 
   -2 (total) 
   
   
  Wins 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Loses 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Duels & Combat/Duel_Blade.pdf