Duelist

Playability

Standard
Agility
Reasoning

The duelist is usually an upper class person trained to take on duels with his peers. They train with the most valued and significant weapons of their cultures - their diplomatic and social skills and etiquette are as valuable to them as their fighting prowess. Decent scores in presence and boldness are often vital for them.

Duelists rely on both talent and precision (agility) as well as on schematic and well-tested moves and actions in combat. Most duelists specialise in a handful of weapons.

Duelists are often seen as aristocratic or overly confident, their dedication to the art of single combat earning them both admiration and resentment. Allies appreciate their reliability in one-on-one battles, while enemies often find themselves outmatched by their refined techniques and precise strikes.

Weapon Categories

10

All except grenades and heavy guns.

Magic Categories

0
None

Tech Categories

0
None

Skill Categories

30

Class Specific Bonuses

  • +15 to any 1 Academic skill
  • +10 to 3 weapons with cultural significance (used for duels)
  • +5 to the ‘Diplomatic’ skill category
  • +5 to any class skill category (not cumulative)

Class Restrictions

Fights honorably and cannot learn assassination, dirty tricks and similar

Recommended Professions

Bladeweaver
Combined
Easy
Aethyr Trade Moderator
Combined
Complex
Banner Herald
Combined
Complex
Hands of Stillness
Physical
Easy

Ability Rolls for Streamlined Character Creation

Agility
Reasoning
Quickness
Presence
Strength
Constitution
Intuition
Boldness
Self Discipline
Memory
Creativity
Empathy
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

Core Abilities
Agility: Fine blade control, footwork, and precision—your primary edge for stance/feint chains, clean defenses, and positional control.
Reasoning: Structured technique and decision discipline—pattern reading, route selection, and keeping form under pressure (applies to study and disciplined execution, not raw strike power).

Supporting Abilities
Quickness: Tempo control and initiative—act first, feint, and punish narrow openings. Supports: Melee Expertise (timing/reactions), Movement (bursts, reposition), Defense (interrupts).
Presence: Commanding poise in formal challenges; helps with terms-setting and de-escalation. Supports: Social/Diplomatics and duel-control moments that hinge on authority and posture.

Important Abilities
Strength: Stopping power for bind/breaks, shoves, and finish pressure—relevant when relying on melee weapons.
Constitution: Endurance for drawn-out bouts; hold guard and keep form late.
Intuition: Read tells and rhythm; anticipate counters mid-exchange.
Boldness: Commitment under tight timing and willingness to press an advantage—useful, but secondary to Agility/Quickness.

Minor Abilities
Self Discipline: Helps with calm and routine, but less critical than Agility/Quickness.
Memory: Handy for cataloging opponents and forms, yet not a limiter.
Creativity: Flourish and improvisation help, but reliability beats style.
Empathy: Low impact for a duel-first, etiquette-driven role.