Star Wars RPG (FFG) Wiki
Signature Fated Duel

Fated Duel ability tree

Many of the most iconic scenes in stories of heroism and sacrifice begin with two combatants drawing (or igniting) their blades to fight a duel to the death.

More information found on page 35 of Keeping the Peace: A Sourcebook for Guardians.

BASE ABILITY[]

Once per game session, when in combat with one or more enemies, the character may spend 2 Destiny Points and make a Hard difficulty Discipline check to challenge a single chosen foe to a duel. For the duration of the duel, the two characters can only make attacks targeting each other, and no other characters can target the dueling characters with attacks (or otherwise interfere). Fated Duel and its effects also end if either combatant is incapacitated.

UPGRADES[]

Cosmic Balance Upgrade: Whenever the character suffers a Critical Injury while Fated Duel is active, flip one Dark Side Destiny Point to a Light Side Destiny Point.

Duration Upgrade: Fated Duel lasts for 1 additional round per Duration Upgrade.

Inspiration Upgrade: Each of the character's allies adds a boost die per Inspiration Upgrade to checks made while Fated Duel is active.

Reduce Difficulty Upgrade: The skill check to activate Fated Duel is Average difficulty instead of Hard. The GM may still add a boost die or setback die as the situation warrants.

Stand Firm Upgrade: While Fated Duel is active, increase the character's wound threshold by +4 per Stand Firm Upgrade. (Note that if the character's wounds exceeds [their] wound threshold when Fated Duel ends and [their] wound threshold resets to normal, [they] are incapacitated and suffer one Critical Injury).