Post by Father on Apr 13, 2019 23:35:46 GMT 1
Timeframe:
For the purposes of benefits, injuries and fatigue, the jousting is assumed to take place over several days, the temptation bonus from All The Fun of The Fair can only be applied on he jousting rounds that happens first in any of the days:
Day 1: Rounds 1 and 2
Day 2: Rounds 3 and 4
Day 3: Round 5, Quarter-Finals.
Day 4: Semi-Finals, Final.
The jousting structure:
First, three tilts will be made, should one rider unhorse the other, or one break more lances than the other, he will be declared the winner. Otherwise there will be a draw.
-During the first three rounds, a draw means that both jousters may usually proceed as there are always some who cannot continue despite winning, if one jouster achieves 3 more DoS over his opponent, he is awarded the victory (and wins the ransom), in which case his opponent is typically eliminated.
-In later rounds, one jouster may choose to yield after three rounds, granting +1 chivalry if his opponent scored at least 3 more total DoS and all lances were broken
-Otherwise the cycle continues with three additional tilts, if all lances were broken, a jouster who yields after six or more rounds gains +1 chivalry regardless of DoS tally.
-If still a draw after nine rounds, the tourney master will award victory to the jouster with the most total DoS, with status(reputation or tournaments)+chivalry serving as the tie-breaker.
-If both participants broke all their lances and remains seated (after 9 tilts), then both receive +1 chivalry. The victor may however be challenged to a duel by swords on foot. Though if he has scored three or more total DoS than his opponent, it is considered petty and dishonorable to challenge him, and the challenger suffers -2 chivalry (adds to -1 combined with the above).
-The duel then proceeds until one yields or is defeated, to the winner of a match as described above goes +1 glory and the right to proceed to the next round, regardless of whether a challenge to a duel by foot was issued.
If a challenge has been issued and accepted (such as over a lady's favor or to settle an insult), the full format will be observed and any draw will be decided on foot with swords.
If both knights are unhorsed in the same tilt, the matter will be settled by swords.
It is considered bad form to use a greatsword in such a match.
Selection of opponents:
For the first three rounds, the tourney master and his aides will set up the matches so that jousters of high rank will not have to risk humiliation at the lance of outsiders and hedge-knights, and mostly seek to avoid early matches between favorites. This stage is mostly used to weed out the riff-raff.
In the fourth and fifth round, matches are up to the discretion of the tourney master, though one may challenge other jousters by simple intrigue+chivalry against whichever is higher of their intrigue defense+chivalry and depending on technique used:
Charm-Status(Reputation), disposition of the challenged towards you improves by one step.
Convince-Cunning(Logic).
Incite-Status(Reputation), whatever foul deeds you accuse him of will stick to his name if you win the joust, and the disposition of the challenged towards you worsens by three step. If there is an official rumor corroborating your accusations, +1D to the test. If it is not merely a rumor, but "established fact", gain another +1D.
Taunt-Will(Dedication), disposition of the challenged towards you worsens by two steps.
You may only attempt to issue one challenge per round of jousting, and the TN increases by a cumulative +2 for each previous challenge made. If you are challenging an opponent of clearly inferior ability, you suffer -1D and -1 Chivalry unless there's a public rivalry or similar case so that it does not look like you are trying to get an easy match.
Optionally, however, you may use Deception(Taunt) against their passive Will(dedication) or passive Awareness(empathy), whichever is higher, two degrees of success allows you to goad that person into challenging you, which may give you an easy opponent, or set up a tougher opponent to shame himself as above.
A PC (or special NPC, including ladies wearing a knight's favor) may attempt to oppose the test made to challenge them with a simple intrigue+chivalry(virtue) of their own against the intrigue defense+chivalry of the challenger, upon obtaining more DoS, they will be able to deflect and negate the challenge, choice of technique determines any other effects.
Another option to influence the selection of matches is to manipulate the tourney master. He may be bribed into setting up specific matches or simply give you one of the easier opponents. He may also be convinced that certain matches would offer high entertainment value.
Usually resolved by simple intrigue, though some request may require full intrigue or multiple DoS scored. The tourney master gains a bonus to his defense equal to the highest status rank of the jousters involved in the proposed matching. Offered bribes and other factors may grant bonuses on your tests.
Quarter- and semifinals are decided by a draw observed by the remaining contestants.
Note: You may ordinarily spend a destiny point to decide whom to face.
Rewards:
Aside from ransoms and rewards for particularly noteworthy prowess (as noted above), one gains +1 chivalry and glory for each of the following:
1. For every three "clean" victories (all lances broken in addition to unhorsed opponent or 3+ DoS total margin of victory)
2. For reaching the quarter-finals.
3. For reaching the final.
4. For winning the final.
Additionally, a purse worth 5 coffers is awarded the victor, the runner-up receives a purse worth 2 coffers, those being defeated in the semi-finals receives purses worth 1 coffers.
Gambling:
You may attempt to earn some cash by betting on matches, the generic option is to simply make a cunning(tournaments) test, you may make one per round of jousting for the first five rounds. For these rounds, you may bet 100 silver for each status rank you have, multiply this limit with the round, so in the third round, the limit is 300 per status rank. The difficulty is TN 9, on a critical failure, you loose everything. On a simple failure, you loose half your bet, for each degree of success, your net winnings are 10% of your bet. You may up the difficulty by 3, each time you do, add another 10% net winnings per DoS.
From round five and out, bets may only be placed on individual matches, odds and limits will be provided on demand. They might also be provided on any special matches (challenges and such) in earlier rounds. One may use a combination of cunning(logic) and any one research method described below to search for matches where the odds are more favorable than they ought to be.
Know your opposition.
If one is interested in the relative skill of a particular jouster, you may attempt any of the following tests:
Cunning (Tournaments), this basically represents knowing the opposition.
Awareness (Tournaments), this assumes that you spend time in the stands to observe each one, note that a lack of martial skill is likely to diminish the results.
Knowledge (Streetwise), there's always someone who could tell you.
For the purposes of benefits, injuries and fatigue, the jousting is assumed to take place over several days, the temptation bonus from All The Fun of The Fair can only be applied on he jousting rounds that happens first in any of the days:
Day 1: Rounds 1 and 2
Day 2: Rounds 3 and 4
Day 3: Round 5, Quarter-Finals.
Day 4: Semi-Finals, Final.
The jousting structure:
First, three tilts will be made, should one rider unhorse the other, or one break more lances than the other, he will be declared the winner. Otherwise there will be a draw.
-During the first three rounds, a draw means that both jousters may usually proceed as there are always some who cannot continue despite winning, if one jouster achieves 3 more DoS over his opponent, he is awarded the victory (and wins the ransom), in which case his opponent is typically eliminated.
-In later rounds, one jouster may choose to yield after three rounds, granting +1 chivalry if his opponent scored at least 3 more total DoS and all lances were broken
-Otherwise the cycle continues with three additional tilts, if all lances were broken, a jouster who yields after six or more rounds gains +1 chivalry regardless of DoS tally.
-If still a draw after nine rounds, the tourney master will award victory to the jouster with the most total DoS, with status(reputation or tournaments)+chivalry serving as the tie-breaker.
-If both participants broke all their lances and remains seated (after 9 tilts), then both receive +1 chivalry. The victor may however be challenged to a duel by swords on foot. Though if he has scored three or more total DoS than his opponent, it is considered petty and dishonorable to challenge him, and the challenger suffers -2 chivalry (adds to -1 combined with the above).
-The duel then proceeds until one yields or is defeated, to the winner of a match as described above goes +1 glory and the right to proceed to the next round, regardless of whether a challenge to a duel by foot was issued.
If a challenge has been issued and accepted (such as over a lady's favor or to settle an insult), the full format will be observed and any draw will be decided on foot with swords.
If both knights are unhorsed in the same tilt, the matter will be settled by swords.
It is considered bad form to use a greatsword in such a match.
Selection of opponents:
For the first three rounds, the tourney master and his aides will set up the matches so that jousters of high rank will not have to risk humiliation at the lance of outsiders and hedge-knights, and mostly seek to avoid early matches between favorites. This stage is mostly used to weed out the riff-raff.
In the fourth and fifth round, matches are up to the discretion of the tourney master, though one may challenge other jousters by simple intrigue+chivalry against whichever is higher of their intrigue defense+chivalry and depending on technique used:
Charm-Status(Reputation), disposition of the challenged towards you improves by one step.
Convince-Cunning(Logic).
Incite-Status(Reputation), whatever foul deeds you accuse him of will stick to his name if you win the joust, and the disposition of the challenged towards you worsens by three step. If there is an official rumor corroborating your accusations, +1D to the test. If it is not merely a rumor, but "established fact", gain another +1D.
Taunt-Will(Dedication), disposition of the challenged towards you worsens by two steps.
You may only attempt to issue one challenge per round of jousting, and the TN increases by a cumulative +2 for each previous challenge made. If you are challenging an opponent of clearly inferior ability, you suffer -1D and -1 Chivalry unless there's a public rivalry or similar case so that it does not look like you are trying to get an easy match.
Optionally, however, you may use Deception(Taunt) against their passive Will(dedication) or passive Awareness(empathy), whichever is higher, two degrees of success allows you to goad that person into challenging you, which may give you an easy opponent, or set up a tougher opponent to shame himself as above.
A PC (or special NPC, including ladies wearing a knight's favor) may attempt to oppose the test made to challenge them with a simple intrigue+chivalry(virtue) of their own against the intrigue defense+chivalry of the challenger, upon obtaining more DoS, they will be able to deflect and negate the challenge, choice of technique determines any other effects.
Another option to influence the selection of matches is to manipulate the tourney master. He may be bribed into setting up specific matches or simply give you one of the easier opponents. He may also be convinced that certain matches would offer high entertainment value.
Usually resolved by simple intrigue, though some request may require full intrigue or multiple DoS scored. The tourney master gains a bonus to his defense equal to the highest status rank of the jousters involved in the proposed matching. Offered bribes and other factors may grant bonuses on your tests.
Quarter- and semifinals are decided by a draw observed by the remaining contestants.
Note: You may ordinarily spend a destiny point to decide whom to face.
Rewards:
Aside from ransoms and rewards for particularly noteworthy prowess (as noted above), one gains +1 chivalry and glory for each of the following:
1. For every three "clean" victories (all lances broken in addition to unhorsed opponent or 3+ DoS total margin of victory)
2. For reaching the quarter-finals.
3. For reaching the final.
4. For winning the final.
Additionally, a purse worth 5 coffers is awarded the victor, the runner-up receives a purse worth 2 coffers, those being defeated in the semi-finals receives purses worth 1 coffers.
Gambling:
You may attempt to earn some cash by betting on matches, the generic option is to simply make a cunning(tournaments) test, you may make one per round of jousting for the first five rounds. For these rounds, you may bet 100 silver for each status rank you have, multiply this limit with the round, so in the third round, the limit is 300 per status rank. The difficulty is TN 9, on a critical failure, you loose everything. On a simple failure, you loose half your bet, for each degree of success, your net winnings are 10% of your bet. You may up the difficulty by 3, each time you do, add another 10% net winnings per DoS.
From round five and out, bets may only be placed on individual matches, odds and limits will be provided on demand. They might also be provided on any special matches (challenges and such) in earlier rounds. One may use a combination of cunning(logic) and any one research method described below to search for matches where the odds are more favorable than they ought to be.
Know your opposition.
If one is interested in the relative skill of a particular jouster, you may attempt any of the following tests:
Cunning (Tournaments), this basically represents knowing the opposition.
Awareness (Tournaments), this assumes that you spend time in the stands to observe each one, note that a lack of martial skill is likely to diminish the results.
Knowledge (Streetwise), there's always someone who could tell you.