Pen and Paper RPG House Rules

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Shadowrun Overhaul: Magical Dueling

There are several ways that the ancient tradition of dueling as re-entered society as we go deeper into the Sixth World. Dueling pervades all strata of society and takes many forms from taking credit for an idea to get promoted over your rival at the office to a little amateur urban brawl action so your bike chummers think you’re chill to outright blazing guns and headless enemies. One of the most common forms of dueling is through proxies in which the rich and powerful pit their chosen against each other sometimes with challenges and sometimes in gladiator style combat.

The first is the basic duel in which the magicians choose a melee weapon and can use magic but nothing prepared beforehand and can only wear obvious armor if agreed to before the duel starts. This is more common for Adepts but the occasional magician or mystical adept has dueled in this way. The problem with this form of dueling is that it tends to be injurious to both duelists and possibly even deadly. Even with each duelist having a second to protect bystanders and their charges from errant magic it is just too easy for things to go wrong.

The second involves combat in the Astral realm which is evolving very rapidly as it becomes more popular. Hidden Arenas in Domains linked to the Battle metaplace have spread like wildfire in the past two years with the arrival of tempo and the rising popularity of spirit vs spirit combat. It is rumored that a cabal of free spirits has inordinate influence on the dueling scene one of whom takes the form of an older african male with wild and crazy hair.

With the introduction of the first martial art form created for Awakened Orks and by Awakened Orks: Hez Errit’grumrutra has changed the landscape for magical duels. Masters of this new martial art have dominated the metahuman combat leagues while sparking interest in Astral Combat official competitions and the magical society Egran’den Er’rek Wejoto has profited greatly despite suffering from half a dozen deadly attacks on its Jrikrek or school building by unknown but powerful magical assailants. The Egran’den are made up of an unique blend of ex-military or mercenary Orks with extensive Awakened combat experience and street shamans with a bent towards social justice. Many of the new outer circle members are former gang toughs who are being rehabilitated with tough love from the military crowd and a little wise gentleness from the street shamans.

The third involves direct magic to magic battle extreme. There are two methods by which this duel takes place. The first involves the duelists channeling their power and essence into a centerpoint until it gels into a form and a duelists dominates it. The second option involves a Ritual which is cast by a neutral third party that has evolved into the popular collegiate game Astral Total War.

The Arcane Duel

 Traditionally the two duelists face off with their seconds watching for treachery and their thirds creating mana barriers up to prevent accidental harm to bystanders. Each bows towards each other and stand within 10 meters of each other. Now both cast the Arcane Duel spell targeting the area between them. The Force of the spell acts as a limit to most Tests between the Duelists and the spellcaster can pick whatever Force they want but they have to handle the Drain from the spell which is quite demanding so they risk gaining penalties from before the actual duel for higher potentials. The spellcasters decide whether the duel shall use Sorcery, Conjury, or Enchanting.

The two duelists continue to pour power and weave threads into the center of the dueling area which slowly takes on an appearance based on the personalities of the duelists, the Skills involved in the duel, whatever mentor spirits they might have, and their Tradition.

In battles between master conjurers the audience can watch two pseudo-elementals slug it out for their amusement while another might involve a single elemental that both conjurers are trying to control. A duel between two Chinese sorcerers may play out visually as a game of go played by two elaborately designed Shen. It was once common amongst Hermetics familiar with the Old Matrix sculpting for their duels to take on the clear lines and geometric shapes of the Old Matrix protocols but that has become rarer in the modern day.

There is a moment when the spell gels and combat can begin usually sometime after the combined total of the two spell’s Force x 3 Seconds but can happen earlier or later depending on how difficult it is for the spell to find an appropriate venue. The better duelist at Assensing tends to win first action which is a big advantage as from then on the duel goes back and forth between the duelists until the victory conditions are met.

The duelists trade blows or moves back and forth until victory is achieved. For the vindictive they prefer to deal several light to medium blows to weaken the mage before hitting them hard so as to “Scorch” their opponent and possibly cause permanent damage to a magical faculty or mental facility.

Victory conditions can be the collapse of the opponent or first blood or first to five damage boxes dealt.

Weapon Foci bonded to a duelist provide an increase in DV by the rating of the Focus. Power or Spell/Spirit/Enchanting Foci add to the Attack or Defense Totals by choice of the duelist at the beginning of combat. For a duelist with two Foci one could be applied to Attack while another to Defense or both to Attack or both to Defense.

 

Initiative: Intuition + Assensing Opposed Test (only rolled once at the beginning of the duel; after that it goes back and forth)

Attack: Logic + (Spellcasting/Summoning/Alchemy) + (Power Focus or appropriate Focus such as a Spell Focus for a Sorcery duel) [Force]

Defense: Intuition + (Counterspelling/Banishing/Disenchanting) (Power Focus or appropriate Focus) [Force]

Damage Value: Charisma + Net Hits on Attack + Weapon Focus Rating + (Ritual Spellcasting/Binding/Artificing)

Resistance: Willpower + Arcana

Boxes of damage: Magic Rating x 2 (If damages overflows and is greater than Willpower then the mage is knocked unconscious (Stun Damage) and her astral form is disrupted which can cause permanent psychological or magical problems and is called Scorching your opponent.)

Edge: The Special Attribute of Edge is replaced by the Mage’s Grade. A non-initiate has a Grade of 0 and thus would act as if they had no Edge throughout the duel. “Edge” spent on the duel has no impact on the Edge Special Attribute.

-Don’t forget Wound penalties from before and during the duel.

-Reagents can’t be spent during the duel itself to alter Limits.

Arcane Duel Technique:

This arcane technique costs no karma to learn and can be taught in an hour or two with a good instructor. The Arcane Duel doesn’t conform to the standard categorizations of spells and rituals as it involves parts of all five spell categories and some of the steps of a ritual. Both duelists must have this Quality for the Duel to work. Some of the principles of Attunement are used as well as the anchoring technique of Ritual Spellcasting. Rumor has it that this technique involves elements of ancient and foreign magics.

Both duelists must be within 10 meters of each other. Both duelists expend Reagents equal to the Force of they choose for themselves at the same time which creates a temporary magical lodge just for the purposes of this duel in a sphere surrounding the two duelists. The initial prep time can usually takes about a minute. Each attack takes a full minute after which the other duelist begins their attack which lasts a full minute.

Drain is handled normally for your tradition as if casting a spell with a Drain Code of Force and Centering can be used.

 

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