Post by Father on Jul 3, 2018 19:04:08 GMT 1
The Basics
Each tilt is resolved as simultaneous fighting (lances) tests against opponent's passive Animal Handling(Ride), using tourney lances under charging rules (So -1D fighting, +2 damage, gain strength of horse to damage, so damage=Animal Handling+1+Strength of Horse, gain animal handling rank as a modifier to your test, not as bonus dice. -1b training penalty applies).
Upon 0 DoS, the lance simply breaks against opponent's shield.
Upon 1 or more DoS, damage is dealt as normal per DoS and the lance breaks, in addition, your opponent must succeed on an animal handling (ride) test to stay in the saddle, with a TN depending on DoS sustained:
1 DoS: TN 9
2 Dos: TN 12
3 DoS: TN 15
4 DoS: TN 18
Failure results in being unhorsed and taking the base damage again. Any damage (and thus things such as defeat, injuries and wounds) are applied after the test to stay in saddle. In most cases, consequences of defeat will simply be ransom (and players should generally refrain from imposing anything more on other PC's, butchering the NPC's are totally fine). A character who stays in the saddle may offer to simply yield as consequence of defeat before deciding to take any injuries. Otherwise, defeat by damage always results in unhorsing (and subsequent forfeit).
Maneuvers
A number of styles may be chosen, their effects stack:
Aggressive/Defensive: Take up to +3 or -3 to Fighting, add the opposite number to your passive animal handling(ride)
Braced: -2 Fighting, +3 Animal Handling to stay in the saddle
Eyes Fixed: +2 Attack, but take full damage if opponent rides with the noble style or +2 damage per DoS otherwise.
High in the Saddle: +2 Fighting, but -3 Animal Handling to stay in Saddle.
Noble: half damage dealt (round up), opponent TN to stay in saddle increases by 1 per DoS.
Show-off: No damage dealt, upon scoring 3 DoS, you manage to rip your opponent's helm off cleanly or some other similar feat, granting +1 glory against an opponent whose passive ride result is no more than 5 below your passive fighting(lance) result (excluding the effect of benefits), which generally would result in the opponent yielding and award you the victory of any draw, however, for the purposes of counting broken lances, your DoS are reduced by 2, Successfully pulling such a trick off tends to make you a crowd favorite. If you succeed and your opponent stays in his saddle, his AR is reduced by half (and you gain +1 chivalry if you then proceed with the noble style), you can also choose to ignore his AR entirely, if so you suffer -2 Chivalry and your lance temporarily gains the vicious quality.
The narrator has a tendency to forget to mark tests for Noble style, the NPC default is to use this style, so in most cases it is safe to assume NPC's use noble style even if roll is not marked as such.
Special Options:
Heightened stakes: The stay in saddle TN's increases by +3, both jousters may choose this for a total of +6. This applies to both riders.
Aim for the shield: You forego all attempts at unseating your foe, instead you face a TN of 3 per rank of Animal Handling of your opponent, upon a success you gain a 0 DoS result.
Dishonorable Tactics:
(discouraged against PC's, please signal your intent if you wish to go through with such plans so that the narrator may fudge selections so that you face NPC's where possible):
Deception(Cheat) TN 12, on a success choose one of the following effects for the entire match:
A: +Cheat Rank to Passive Animal Handling (minimum 1)
B: +Cheat Rank to Fighting (minimum 1)
C: +Cheat Rank to Stay in Saddle (minimum 1)
You may increase the TN by 3 any number of times, allowing you to choose one additional effect for each increase. Upon Critical Failure, you will automatically be discovered.
These options are not so much illegal as dishonorable, discovery here leads -1 Chivalry, and the likelihood of facing the toughest opposition possible for the remainder of the tournament.
Note that the difficulty here only applies to discovery by the tourney master and being exposed to the general public. There will be those in the crowd with better eyes, and with various motives guiding their reactions.
Similar effects may be achieved through more creative methods outside the jousting scenes, typically involving stealth and/or thievery, this may be done by characters who are not jousting themselves. Options A through C are the typical effects achieved (although then negative). But for the creative soul, options such as poison may be more potent (and risky).
Typically, the chance of discovery by someone are higher in later rounds and high-profile matches.
Brutal Technique: Resolve damage against combat defense rather than animal handling, this involves targeting areas such as the groin which typically is illegal and grounds for immediate forfeit, targeting the horse is similarly disallowed. It is in some cases possible to try and claim it as an accident to avoid chivalry penalties and in some cases allow further participation in the tourney depending on format.
Destiny Points
Spending or burning a destiny point affects all your tests (or all those of your opponent) in same fashion for rest of the entire jousting match.
Each tilt is resolved as simultaneous fighting (lances) tests against opponent's passive Animal Handling(Ride), using tourney lances under charging rules (So -1D fighting, +2 damage, gain strength of horse to damage, so damage=Animal Handling+1+Strength of Horse, gain animal handling rank as a modifier to your test, not as bonus dice. -1b training penalty applies).
Upon 0 DoS, the lance simply breaks against opponent's shield.
Upon 1 or more DoS, damage is dealt as normal per DoS and the lance breaks, in addition, your opponent must succeed on an animal handling (ride) test to stay in the saddle, with a TN depending on DoS sustained:
1 DoS: TN 9
2 Dos: TN 12
3 DoS: TN 15
4 DoS: TN 18
Failure results in being unhorsed and taking the base damage again. Any damage (and thus things such as defeat, injuries and wounds) are applied after the test to stay in saddle. In most cases, consequences of defeat will simply be ransom (and players should generally refrain from imposing anything more on other PC's, butchering the NPC's are totally fine). A character who stays in the saddle may offer to simply yield as consequence of defeat before deciding to take any injuries. Otherwise, defeat by damage always results in unhorsing (and subsequent forfeit).
Maneuvers
A number of styles may be chosen, their effects stack:
Aggressive/Defensive: Take up to +3 or -3 to Fighting, add the opposite number to your passive animal handling(ride)
Braced: -2 Fighting, +3 Animal Handling to stay in the saddle
Eyes Fixed: +2 Attack, but take full damage if opponent rides with the noble style or +2 damage per DoS otherwise.
High in the Saddle: +2 Fighting, but -3 Animal Handling to stay in Saddle.
Noble: half damage dealt (round up), opponent TN to stay in saddle increases by 1 per DoS.
Show-off: No damage dealt, upon scoring 3 DoS, you manage to rip your opponent's helm off cleanly or some other similar feat, granting +1 glory against an opponent whose passive ride result is no more than 5 below your passive fighting(lance) result (excluding the effect of benefits), which generally would result in the opponent yielding and award you the victory of any draw, however, for the purposes of counting broken lances, your DoS are reduced by 2, Successfully pulling such a trick off tends to make you a crowd favorite. If you succeed and your opponent stays in his saddle, his AR is reduced by half (and you gain +1 chivalry if you then proceed with the noble style), you can also choose to ignore his AR entirely, if so you suffer -2 Chivalry and your lance temporarily gains the vicious quality.
The narrator has a tendency to forget to mark tests for Noble style, the NPC default is to use this style, so in most cases it is safe to assume NPC's use noble style even if roll is not marked as such.
Special Options:
Heightened stakes: The stay in saddle TN's increases by +3, both jousters may choose this for a total of +6. This applies to both riders.
Aim for the shield: You forego all attempts at unseating your foe, instead you face a TN of 3 per rank of Animal Handling of your opponent, upon a success you gain a 0 DoS result.
Dishonorable Tactics:
(discouraged against PC's, please signal your intent if you wish to go through with such plans so that the narrator may fudge selections so that you face NPC's where possible):
Deception(Cheat) TN 12, on a success choose one of the following effects for the entire match:
A: +Cheat Rank to Passive Animal Handling (minimum 1)
B: +Cheat Rank to Fighting (minimum 1)
C: +Cheat Rank to Stay in Saddle (minimum 1)
You may increase the TN by 3 any number of times, allowing you to choose one additional effect for each increase. Upon Critical Failure, you will automatically be discovered.
These options are not so much illegal as dishonorable, discovery here leads -1 Chivalry, and the likelihood of facing the toughest opposition possible for the remainder of the tournament.
Note that the difficulty here only applies to discovery by the tourney master and being exposed to the general public. There will be those in the crowd with better eyes, and with various motives guiding their reactions.
Similar effects may be achieved through more creative methods outside the jousting scenes, typically involving stealth and/or thievery, this may be done by characters who are not jousting themselves. Options A through C are the typical effects achieved (although then negative). But for the creative soul, options such as poison may be more potent (and risky).
Typically, the chance of discovery by someone are higher in later rounds and high-profile matches.
Brutal Technique: Resolve damage against combat defense rather than animal handling, this involves targeting areas such as the groin which typically is illegal and grounds for immediate forfeit, targeting the horse is similarly disallowed. It is in some cases possible to try and claim it as an accident to avoid chivalry penalties and in some cases allow further participation in the tourney depending on format.
Destiny Points
Spending or burning a destiny point affects all your tests (or all those of your opponent) in same fashion for rest of the entire jousting match.