It's getting pretty hard to find a physical copy of my RPG book, Vornheim: The Complete City Kit. This is nice because it means people want them but it's a drag because that book was designed to work best as a physical book.
You can't get them from the publisher any more, but here are a few distributors that still have hard copies:
There you go.
Lemme know if you know any place else that has one or if any of these sell out.
PDFs, as usual, available here.
While the standard combat system works well for the kinds of battles that usually come up in a game, it can be a little abstract for describing blow-by-blow fights with only two characters involved. These optional rules can be used to add grit and texture to formal conflict between paired combatants.
-Combat begins and proceeds as normal, remembering that either party may surrender at any time, however...
-When dueling, a character may drop no lower than zero hit points.
-At zero hit points, the character may still act normally but each successful hit inflicted by the enemy on a character already at zero inflicts an injury from the Dueling Injuries table below in lieu of hit point damage.
-If a character takes the same injury twice (i.e. the same number is rolled twice during the same duel) that character is unconscious (or dead, depending on what the local rules are). This is why the injury table is short--while a longer one might provide more room for various entertainingly grisly injuries, this one is designed to keep duels to a reasonable length and to keep each roll of the dice near the end of a duel feeling tense.
-Feel free to assume that "ordinary" magical healing after the duel will remove the mechanical effects of any dueling injury. However: whether the injuries leave scars on the affected parts of either combatant and what these scars look like is entirely up to the player controlling the winner of the duel. That is, if the winner decides that the wound to her own character's left eye leaves a scar like a dagger and the scar on her opponent's leg looks like a hippopotamus with butterfly wings, then that's what it looks like. So don't lose.
1-Eye (-2 to anything involving seeing)
2-Left arm (or "off" arm) (-1 to most tasks)
3-Right arm (or favored arm) (-2 to most tasks)
4-Right leg (move at 50%, always lose initiative)
5-Left leg (move at 50%, always lose initiative)
6-Weapon or other worn item (attackers choice) destroyed