Mechanics

Iconic Framework: Duelist

The Duelists of New Babylon are identified with extraordinary psychic ability at an early age during their tutelage. They leave their families to be raised within the House of the Sword to perfect their swordsmanship with physical and psychic blades. Duelists are the elite operatives defending New Babylon, leading surgical strikes and running intelligence operations. It is rumored that the House of the Sword also hires Duelists out as mercenary operatives to outside interests, such as other Houses or governments.

Duelists focus on melee combat, specifically with psi-blades, but are lethal with any long blade. While some focus on direct confrontation, others specialize in assassination and stealth operations, and it is this specialty that determines how the House of the Sword uses them.

Hero’s Journey (Five Rolls)

Duelists gain three rolls on any of the following tables: Education, Experience & Wisdom, Enchanted Items & Mystic Gadgets, or Psionics.

Duelists gain two additional rolls on any table, except Cybernetics or Magic & Mysticism.

Fencing Masters

Duelists spend their entire life mastering The Way and honing their swordsmanship.

Possessing the Arcane Background (Psionics), they have the following powers to choose from: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift.

Duelists are Master Psionics and have the Mega Power option for any powers they know and may choose any trappings for their powers.

Duelist Abilities and Bonuses

Duelists specialize in close combat, augmented by their psionic abilities. Depending on their powers, they may be infantry, special operatives, spies, or bodyguards, but all are masters of the sword, whether a physical or psychic blade.

  • Arcane Background (Psionics):  A Duelist begins with a great knowledge and understanding of psionics. He begins with three powers from the list above, 20 ISP, and a d6 Psionics skill.
  • Psi-Blade:  Duelists begin with smite and the Psi-Blade Edge. As a free action, Duelists can summon forth a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + Spirit damage with AP 6 (and no Strength minimum). For example, a Duelist with Strength d8 and Spirit d10 does 1d8+1d10 melee damage, AP 6, with his Psi-Sword. For 2 ISP, the Duelist can make the blade inflict Mega Damage for as long as the blade is manifested.
  • Psi-Field: As a free action, Duelists can create a psionic force field (armor) around them.
  • Major Psionic: Duelists have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line. Each time they take the Power Points Edge, they gain +10 ISP (instead of 5).
  • Master Psionic: A Duelist has the Master Psionic Edge, gaining all the Mega Powers associated with his selected powers.
  • Sword Mastery: Duelists train with long blades from a very young age and begin with the Trademark Weapon (sword) Edge (which extends to their Psi-Blade).

Duelist Complications

Duelists spend their lives training under fencing masters in the House of the Sword in New Babylon. They grow up quickly in service to the House of the Sword.

  • Outsider: Duelists are humorless and seemingly arrogant to those who do not understand their service. They suffer a -2 Charisma when dealing with people outside New Babylon or who are unfamiliar with their custom.
  • Vow: Duelists live in service to the House of the Sword. Should they receive orders from their elders, they will follow them without hesitation.
  • Enemies: Duelists are shot on sight by Coalition troops or other pro-human groups.
  • Cybernetics: Duelist powers are negatively impacted by cybernetic and bionic implants. No Duelist will consider augmentation except in the most dire circumstances.