Post by Father on Apr 14, 2019 0:00:32 GMT 1
OOC Logistics:
-If multiple PC's are in the same scene, or other PC's awaits a decision, the expectation is 24h of response time before the narrator considers it justified to engage the autopilot and do whatever seems to be the most sensible choice from the narrator's judgement of the situation.
-For PC's in their own scenes, this is more relaxed, but if 24h have passed without activity in that scene and other scenes have ended, the narrator considers it justified to engage the autopilot and do whatever seems to be the most sensible choice from the narrator's judgement of the situation in order to move on to the next round.
Timeframe:
Each "once per day" benefit is now usable once per scene in the melee.
Rules of the Melee:
-Only non-vicious melee weapons allowed.
-Attacking horses are not allowed.
-Being knocked off one's horse means you are downed and must leave the field.
-Yielding is done by lifting both arms over your head. You must then leave the field.
-It is not allowed to attack anyone that has been downed or have yielded.
-The Melee continues until only one man remains standing.
"Heroes and Villains"
Acts not listed here may also apply.
Vile acts, once per occurrence (perpetrators also tends to be mobbed without anyone on his own team caring to defend them):
-Breaking the rules: -1 Chivalry (Stacks with any of the below when applicable).
-Intentionally avoiding the fray: -1 Chivalry
-Rejoining the fray after you have yielded or been downed: -1 Chivalry
-Attack an opponent, then yield before he can retaliate: -1 Chivalry
-Attacking opponents that have yielded or been downed: -1 Chivalry.
-Using poison -2 chivalry (also likely to put you on trial for (attempted) murder)).
-Killing/maiming an opponent by doing any of the above: -2 Chivalry.
Honorable acts:
-Allow an opponent to take CyB or similar before engaging in a 1v1 without you gaining the benefit of the same: +1 Chivalry (once only).
-If a scene consists entirely of 1v1 duels (those defeating their man can only engage with others who are likewise freed up): +1 Chivalry to all involved (once only).
Building infamy (performing any of these voids any chivalry gain from partaking in the melee):
-Killing/maiming an opponent.
-Taking advantage of a situation where the honorable thing would be to act differently*
-Performing any vile act.
-Take part in a team of more than five knights on it or 1/4 of the remaining contestants, whichever is lower. (Temporary alliances between teams against teams who break this rule is acceptable)
-Ganging up on others with numerical superiority (unless they have performed a vile act deserving of such an act)
*Such as someone that have yielded/been downed blocking opponents giving you temporary strength in numbers maneuvering your horse when *you* have yielded, to give such an advantage, charging the flank of an opponent engaged in single combat.
Special Game Mechanics
-Consequences of defeat that may be chosen for this event: Opponent yields and Opponent is unhorsed.
-Yielding honorably is a greater action, if the consequences of defeat is that you yield, you will be taking this full action on the following round. Then you may start removing yourself from the field (there may not necessarily be room to maneuver yourself out). Same applies if knocked off your horse, in which case getting to your feet and gaining command of your horse is a full round action, most prefer to climb back up and lift their arms to show the yield sign, safer that way.
-A Destiny Point spent applies for the duration of the scene. Actions performed before starting the melee and in-between scenes counts as a single scene for this purpose.
Scene Structure
Generally, PC's need only decide whether or not they intend to be joined by other PC's, and in which case whom. Any NPC's temporarily allied with PC's may fade into the background or be featured on a scene to scene basis according to narrator whim. In general, non-special NPC's will not take actively part except as opponents, but their presence as allies will factor into the level of difficult faced by PC's and any featured allies.
The term "team" is taken to mean a small group of contestants who cooperate as allies for some amount of time, while only one can win, not everyone can be the strongest, but a key part of being a knight is to inspire others to stand by one's side or so it supposedly goes.
Leaders of Men!
Each character must decide whether to take the lead of such knights as would follow him in temporary alliance or if he would rather join up under the leadership of others. Prior to the melee, you may attempt to form a team:
Persuasion (Command)+Chivalry TN 12
Status (Reputation or Tournaments)+Chivalry TN 12
Warfare (Tactics or Tournaments) TN 9
Each DoS attracts a character to join your team, however, it is considered bad form to have more than five members on a team, thus you may use DoS to attract NPC's of higher quality:
-1 DoS: Tertiary Knights
-2 DoS: Secondary Knights.
-3 DoS: Secondary Knights of significant skill.
-5 DoS: A character of considerable ability.
Instead of attracting a team, a character may seek to join a captain instead, offering assist bonuses on his tests (standard rules for assists applies), you take up space worth 2 DoS to join his team.
It may be possible to go it alone, as most knights enjoys and approves of combat one on one, but there are always those who would take advantage.
Getting your priorities straight.
Each character may at the very beginning of the melee make a warfare (strategy) TN 9 test defining his objective in the dice roll ("Win"/"Lasting as long as possible" is the default). Gain +1 per DoS to all warfare tests involved in pursuing this objective, +4 combines into +1D, +2 into +1b. Critical failure: -1D on all warfare tests and may not assist any
In between scenes
All characters can do Catch your Breath, foregoing your test allows you to assist the leaders's rolls or get +1D to them if you are the leader.
leader's rolls:
Warfare (Tactics) TN 9
Warfare (Command) TN 9
Success on both tests: Gain information about the battlefield, depending on total DoS scored, this allows picking which team to engage (narrator provides options, if bonuses from priorities are used, the options will generally be colored by this) or be alerted to teams charging in your direction.
Score 5+ DoS: Team members gains +1D on initiative in the next scene.
Critical Failure: Blinded, -1D on initiative in the next scene.
Alternatively:
Warfare (Notice) TN 9
Persuasion (Command) TN 9
Each DoS replenishes the ranks of your group as per the DoS results under Leaders of Men.
Considerations for Benefits/Drawkbacks
Charismatic: Gain +1 on tests to gather allies.
Honor-Bound: You must test in order to proceed with vile or dishonorable acts.
Prejudiced: Triggers, on a failed test, your strategic objective must be to pursue your target group, on a critical failure you must pursue the members of the target group above all else as long as they are present.
Proud: Does not trigger to interfere with any choice involving leader/membership of teams. (Proud NPC's will still be inclined to pull rank or go it solo if they can't be leaders).
Rewards:
Being among the final 4, 8, 24 and 64 contestants : +1 Glory
Reaching the final scene: +1 Glory, +1 Chivalry.
Last man standing: +1 Glory, +1 Chivalry. Claim victory purse worth 2 coffers.
Runner up: Claim victory purse worth 1 coffers.
Overcome a serious challenge, whether in single combat or group against group: +1 Glory, +1 Chivalry. (as deemed by narrator, max 3).
Score 6+ DoS on a set of captain's in-between rolls: +1 Glory, +1 Chivalry. (once only).
-If multiple PC's are in the same scene, or other PC's awaits a decision, the expectation is 24h of response time before the narrator considers it justified to engage the autopilot and do whatever seems to be the most sensible choice from the narrator's judgement of the situation.
-For PC's in their own scenes, this is more relaxed, but if 24h have passed without activity in that scene and other scenes have ended, the narrator considers it justified to engage the autopilot and do whatever seems to be the most sensible choice from the narrator's judgement of the situation in order to move on to the next round.
Timeframe:
Each "once per day" benefit is now usable once per scene in the melee.
Rules of the Melee:
-Only non-vicious melee weapons allowed.
-Attacking horses are not allowed.
-Being knocked off one's horse means you are downed and must leave the field.
-Yielding is done by lifting both arms over your head. You must then leave the field.
-It is not allowed to attack anyone that has been downed or have yielded.
-The Melee continues until only one man remains standing.
"Heroes and Villains"
Acts not listed here may also apply.
Vile acts, once per occurrence (perpetrators also tends to be mobbed without anyone on his own team caring to defend them):
-Breaking the rules: -1 Chivalry (Stacks with any of the below when applicable).
-Intentionally avoiding the fray: -1 Chivalry
-Rejoining the fray after you have yielded or been downed: -1 Chivalry
-Attack an opponent, then yield before he can retaliate: -1 Chivalry
-Attacking opponents that have yielded or been downed: -1 Chivalry.
-Using poison -2 chivalry (also likely to put you on trial for (attempted) murder)).
-Killing/maiming an opponent by doing any of the above: -2 Chivalry.
Honorable acts:
-Allow an opponent to take CyB or similar before engaging in a 1v1 without you gaining the benefit of the same: +1 Chivalry (once only).
-If a scene consists entirely of 1v1 duels (those defeating their man can only engage with others who are likewise freed up): +1 Chivalry to all involved (once only).
Building infamy (performing any of these voids any chivalry gain from partaking in the melee):
-Killing/maiming an opponent.
-Taking advantage of a situation where the honorable thing would be to act differently*
-Performing any vile act.
-Take part in a team of more than five knights on it or 1/4 of the remaining contestants, whichever is lower. (Temporary alliances between teams against teams who break this rule is acceptable)
-Ganging up on others with numerical superiority (unless they have performed a vile act deserving of such an act)
*Such as someone that have yielded/been downed blocking opponents giving you temporary strength in numbers maneuvering your horse when *you* have yielded, to give such an advantage, charging the flank of an opponent engaged in single combat.
Special Game Mechanics
-Consequences of defeat that may be chosen for this event: Opponent yields and Opponent is unhorsed.
-Yielding honorably is a greater action, if the consequences of defeat is that you yield, you will be taking this full action on the following round. Then you may start removing yourself from the field (there may not necessarily be room to maneuver yourself out). Same applies if knocked off your horse, in which case getting to your feet and gaining command of your horse is a full round action, most prefer to climb back up and lift their arms to show the yield sign, safer that way.
-A Destiny Point spent applies for the duration of the scene. Actions performed before starting the melee and in-between scenes counts as a single scene for this purpose.
Scene Structure
Generally, PC's need only decide whether or not they intend to be joined by other PC's, and in which case whom. Any NPC's temporarily allied with PC's may fade into the background or be featured on a scene to scene basis according to narrator whim. In general, non-special NPC's will not take actively part except as opponents, but their presence as allies will factor into the level of difficult faced by PC's and any featured allies.
The term "team" is taken to mean a small group of contestants who cooperate as allies for some amount of time, while only one can win, not everyone can be the strongest, but a key part of being a knight is to inspire others to stand by one's side or so it supposedly goes.
Leaders of Men!
Each character must decide whether to take the lead of such knights as would follow him in temporary alliance or if he would rather join up under the leadership of others. Prior to the melee, you may attempt to form a team:
Persuasion (Command)+Chivalry TN 12
Status (Reputation or Tournaments)+Chivalry TN 12
Warfare (Tactics or Tournaments) TN 9
Each DoS attracts a character to join your team, however, it is considered bad form to have more than five members on a team, thus you may use DoS to attract NPC's of higher quality:
-1 DoS: Tertiary Knights
-2 DoS: Secondary Knights.
-3 DoS: Secondary Knights of significant skill.
-5 DoS: A character of considerable ability.
Instead of attracting a team, a character may seek to join a captain instead, offering assist bonuses on his tests (standard rules for assists applies), you take up space worth 2 DoS to join his team.
It may be possible to go it alone, as most knights enjoys and approves of combat one on one, but there are always those who would take advantage.
Getting your priorities straight.
Each character may at the very beginning of the melee make a warfare (strategy) TN 9 test defining his objective in the dice roll ("Win"/"Lasting as long as possible" is the default). Gain +1 per DoS to all warfare tests involved in pursuing this objective, +4 combines into +1D, +2 into +1b. Critical failure: -1D on all warfare tests and may not assist any
In between scenes
All characters can do Catch your Breath, foregoing your test allows you to assist the leaders's rolls or get +1D to them if you are the leader.
leader's rolls:
Warfare (Tactics) TN 9
Warfare (Command) TN 9
Success on both tests: Gain information about the battlefield, depending on total DoS scored, this allows picking which team to engage (narrator provides options, if bonuses from priorities are used, the options will generally be colored by this) or be alerted to teams charging in your direction.
Score 5+ DoS: Team members gains +1D on initiative in the next scene.
Critical Failure: Blinded, -1D on initiative in the next scene.
Alternatively:
Warfare (Notice) TN 9
Persuasion (Command) TN 9
Each DoS replenishes the ranks of your group as per the DoS results under Leaders of Men.
Considerations for Benefits/Drawkbacks
Charismatic: Gain +1 on tests to gather allies.
Honor-Bound: You must test in order to proceed with vile or dishonorable acts.
Prejudiced: Triggers, on a failed test, your strategic objective must be to pursue your target group, on a critical failure you must pursue the members of the target group above all else as long as they are present.
Proud: Does not trigger to interfere with any choice involving leader/membership of teams. (Proud NPC's will still be inclined to pull rank or go it solo if they can't be leaders).
Rewards:
Being among the final 4, 8, 24 and 64 contestants : +1 Glory
Reaching the final scene: +1 Glory, +1 Chivalry.
Last man standing: +1 Glory, +1 Chivalry. Claim victory purse worth 2 coffers.
Runner up: Claim victory purse worth 1 coffers.
Overcome a serious challenge, whether in single combat or group against group: +1 Glory, +1 Chivalry. (as deemed by narrator, max 3).
Score 6+ DoS on a set of captain's in-between rolls: +1 Glory, +1 Chivalry. (once only).