The following setting rules apply to games in the Firmament:
- Athletic Running: Running uses an Athletics roll instead of the standard running die. With a success, you double your Pace. On a raise, you triple it.
- Common Tongue: In addition to being fluent in their native language, every character starts with a d4 in Language(Chinese). Not knowing Chinese is a Minor Hindrance.
- Competent Extras: Unless an Extra is cannon fodder, they get the Wild Die when making trait rolls. This makes Extras as competent as Wild Cards, although they still don’t get Bennies or Wounds. Group rolls still use a single Wild Die.
- Simple Encumbrance: Encumbrance is measured in significant items. A significant item is one that weighs more than 5 pounds, is unusually bulky, or any collection of small items large enough to be significant (GM’s discretion). Very heavy items (20+ pounds) might count double. You can carry a number of significant items equal to half your Strength die without being encumbered.
- Wound Cap: Regardless of how many raises are ultimately rolled, a single damage roll cannot cause more than 4 Wounds; therefore, you never need to Soak more than 4 Wounds. This may be waived for massive damage at the DM’s discretion.
Duels aren’t the same as gunfights. Action cards (and Edges that affect them) are less important - it’s not about being caught flat-footed or reacting quickly, after all. When you’re staring the person you mean to kill right in the eye, it’s more important to be a good shot, a quick draw, and strong-willed.
Preparation. Ranged duels are almost exclusively fought with pistols. Anything with fully automatic fire is likely to be disallowed, but anything goes besides that. After all, duels are generally fought to settle a score, rather than as an honourable form of ritual combat. The rules might be more restrictive in more “civilised” places.
Mental Combat. Duels generally begin at the limit of Short range, but there is a mental battle that occurs before the first shots are fired. Each warrior selects a skill - such as Battle, Intimidate or Taunt - and they make an opposed roll. This counts as a Test, and is affected by any relevant Edges that apply. The loser gets a -2 penalty to their Shooting roll.
Fire! Each duelist must select an option: speed or accuracy. If both choose speed, they make an opposed Athletics roll to see who acts first. If both choose accuracy, they fire simultaneously with a +2 bonus to their Shooting roll. Otherwise, the fast duelist shoots first, but the accurate duelist gets a +2 bonus to their Shooting roll.
This is treated as an ordinary Shooting attack - for example, if you want to take a multi-action penalty to get three shots off in the time it takes your opponent to shoot once, that’s allowed. However, you must declare what you’re doing before any rolls are made.
Aftermath. What happens next depends on the nature of the duel. Most duels are to first blood, so if both sides miss the duel starts over. If both parties got hit, it’s generally declared a draw - though if one got a bullet in the foot and the other got one between the eyes, there’s generally a clear winner. If it’s more of a “this town ain’t big enough for the both of us” duel, the aftermath usually involves action cards and combat as usual.