Post by Father on Jan 16, 2022 12:19:45 GMT 1
Determining Favorites.
For the purpose of resolving certain event rewards and points towards progression, jousters are ranked according to tiers from 1 to 5, it is roughly computed as the sum of Fighting and Animal Handling Ranks:
1: 11 or more (Favorites)
2: 10 (Outsiders)
3: 9 (Highly capable, could win lesser tourneys)
4: 8 (Above average, the whims of fortune often makes one or two distinguish themselves far beyond expectation)
5: 7 or less. (9 out of 10 contestants are here, usually not capable of displaying any memorable performance)
Each Tourney Knight+1 bonus counts as +0.5 combined ranks. Pious, Blood of Andals (Fighting), Talented (Animal Handling) and Talented (Fighting) counts as +0.5 combined ranks each. (Round down the sum of these).
The victors of major jousts in recent memory (Highgarden and Whitewalls) will automatically be considered Favorites, regardless of actual skills. While winners of minor jousts will at least be considered Outsiders (By narrator count all winners of such jousts are already ranked at least as highly on account of their skill). Jousts with multiple champions are not counted for this purpose.
Qualifying
To enter requires an Audience Test or Status (Tournaments)+Chivalry TN 12, on a simple failure you must pass through the qualifiers, on a critical failure you are denied entry.
-Each point of glory or influence spent can retroactively add +5 to the result of this test.
Qualifiers involves actual jousting, but is simplified to undertaking the following tests, add the bonus from tourney knight (if any):
3x Animal Handling (Ride) TN 9
3x Fighting (Lance) TN 12
To proceed, you must accumulate at least 9 DoS across the tests. A critical failure results in outright elimination from the competition.
Mystery Knights have an assumed status rank equal to the combined value of horse and armor divided by 1000SS for any other purposes for this event (Round down, max 4, min 2) with no specialties or chivalry rank. They will be unmasked upon a defeat. Mystery Knights that does not make it to the final 64 can avoid unmasking if they manage to avoid defeat, although it is not unheard of for skilled jousters to challenge mystery knights with the intent of unmasking them, all part of the sport. While some occasionally try to follow and spy on these anonymous contestants, it is the custom that their identities should be revealed upon defeat (or when receiving the victor's laurels) and otherwise not. Wild speculation on the identities of particularly remarkable mystery knights is a favored activity of gossips.
Tourney Format:
All matches in the knockout phase follows this format:
1. 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 proceed down the list.
2. The match then continues one round at a time, if one rider is unhorsed or fails to break his lance while his opponent so succeeds, he forfeits the match.
3. If all lances have been broken and at least six passes have been made, the loser gains +1 glory.
4. If there is no resolution, at least nine passes have been made and one participant holds a lead in total DoS of 3 or more (although occasionally the tourney master may play favorites), he is awarded the victory. The opponent may demand to settle the matter with swords in this case, but gains +1 Chivalry if foregoing this right. If no victory is awarded, either jouster may demand to settle the matter with swords instead.
5. If both knights are unhorsed in the same tilt, the matter will be settled by swords.
6. The use of a Vicious Weapon carries the penalty of -2 Chivalry and the Tourney Master and fellow contestants are likely to employ every option available to them to make one's participation in the contest as short as possible (probably within the confines of honor, probably).
7. The use of the aim for shield technique nullifies any glory and chivalry gains from the match and will make your opponent be awarded the victory (draw outcome, so no ransom) if at least nine passes have been made and the difference in total DoS scored is at least 3.
8. If one jouster claims the helmet of the other, his opponent may yield immediately for +1 chivalry, he will also be awarded the victory if at least nine passes have been made without any other form of resolution (negated if both lose their helmets).
9. Not jousting with the noble style will result in the reactions noted under point 8, NPC tests not marked explicitly otherwise are assumed to use the noble style.
For regular matches during the challenge phase, only points 1, 2, 7, 8 and 9 are in effect. If no resolution has been reached after five passes, the match is declared a draw, if both contestants unhorse one another at the same tilt, it counts as a draw. If one claims the helmet of one's opponent, the points awarded are as victory if the result is a draw, or as a draw if defeated.
-If one is contesting for the right to the favor of a lady in the challenge phase, points 1, 2, 6, 7, 8 and 9 are in effect. If no resolution has been reached after nine passes, the match is declared a draw, and the right to carry the favor is defended.
-If one claims the helmet of one's opponent during the challenge phase, one is at least granted points as if the match was a draw, if the opponent is awarded victory due to taking your helm (and you did not yield), you gain points as if a draw was reached.
If settling a challenge issued due to an insult, the full format is always observed.
Challenge stage.
On each of the three first days of the competition, jousters plant a shield on a stake in the ground, and then take turns striking each other's shields to issue challenges. Each contestant may issue one challenge per day, and each may be challenged once per day. PC's should list whom they would like to challenge (by name, rough jousting ability, or other characteristics) in prioritized order, then test Audience or Status (Tournaments)+Chivalry, only characters whose passive status (reputation or tournaments)+chivalry they beat are eligible for challenge (occasionally, some may be unavailable even so), a character can always "jump the line", but suffer -1 chivalry for doing so, -2 if their result was 5 or more below what was required to challenge that character. If more than one character challenges the same opponent, the status test determines who gets to be first in line.
Refusing a challenge makes you suffer -3 victory points and makes it unlikely that another will issue challenges that day.
Challenging an opponent you have already faced in this stage carries a penalty of -2 chivalry and there is no penalty for refusing a challenge.
The victor gains a number of victory points determined by the ranking of his opponent (these points are not awarded IC, but is strictly the OOC mechanism to resolve progression to the knockouts). In the event of a draw, each contestant gains half what they would get from a victory (no rounding involved):
1: 15
2: 10
3: 6
4: 3
5: 1
The Base Victory Points are twice the sum of your 3 highest scoring matches. If one knows that one is "close", it is acceptable to mount a fourth and final challenge, but for this to be tolerable, one should generally be able to bring the sum at least to 28. It is also generally considered unseemly to challenge a jouster more than one rank stronger than you for this purpose.
Additionally:
-Gain a number of victory points equal to the amount you would have won by defeating a jouster of your own reputation.
-Characters with lordly chivalry gains 3 victory points.
-Gain additional victory points for each of the following qualities you have (3 for the first, 2 for the 2nd, 1 for any additional): Anointed, Attractive, Blood of Valyria, Charismatic, Famous, Great Bastard, Head of House, Heir, High Station, Landed, Regent, Respected, Sponsor.
-Suffer -3 victory points for each of the following qualities you have: Bastard, Ignoble, Nemesis (Lord Oakheart), Reviled, Unattractive.
-Hightowers, Targaryens and Tyrells gains 5 victory points.
-Members of Hightower banner houses, principal Reach houses or highly prominent houses outside the Reach (but not Dorne) gains 3 victory points.
-Riding with the favor of a member of a Tyrell or a Hightower grants 3 victory points.
-Riding with the favor of a member Hightower banner house gains 2 victory points.
-Riding in the honor of a a member of a Tyrell or a Hightower grants 2 victory points.
-Add the lowest disposition towards you out of House Tyrell or Hightower, a negative disposition is doubled, Daeron can never go above -2.
--A number of points may be added or subtracted based on deeds, bribes or social manipulation during the chronicle, typically deeds carry twice the weight as other effects.
--Influence, glory or faction points may be spent to gain 2 points each (or in some cases lower the score of another) as part of such efforts.
--In any case, you cannot gain more points from such efforts than 50% of those earned through jousting performance.
Furthermore, defeating one of the following grants +1 points:
-Any Levalle, Walgrave Oakheart, Addam Velaryon, Guyard Blackbar, any of Dornish descent.
Defeating one of the following grants +2 points:
-Daeron Wildfyre, Rennifer Waters, Norren Wythers, Simon Tarly, Balon Blackbriar, Otho Bracken.
These points do not stack, but defeating both blackguards of Longtable grants +3 total.
The 64 "best" performing contestants will proceed to the knockout stage, this is resolved by the narrator rolling 2d6+18 at the end of the stage, any PC (or NPC tracked in detail) scoring equal or greater to this number will make the cut. The remainder of the bracket will be filled according to narrator whims.
Knockout Stage
In the first three rounds, one will not be matched with a jouster faced in the challenge stage, and one can generally not issue challenges, though one may challenge an opponent that defeated you earlier to a re-match, duels to settle certain issues may also take place at this stage in the joust. One can also challenge the wearer of a favor that you previously carried or challenged for. In the final 8 and 4, matches are drawn by lot. Tourney Master whims otherwise applies, which means suggestions as for which matches might be interesting could be acted upon. Tourney Master whims might also align with player suggestions as to what he reasonably would find interesting. The Tourney Master will generally offer favorable draws to Tyrells, Hightowers and anyone wearing the favors of unmarried ladies of those houses as well as trying to avoid matching favorites against one another too early.
Rewards:
For each victory against a jouster of equal or higher rank: +1 Glory, +1 of each per square of the difference in rank.
For each draw against a jouster of higher rank: +1 Glory
Reaching the final 64, 16, 8, 4, 2 and 1: +1 Glory
Additionally, a victor's purse worth 10 coffers is awarded the victor, the runner-up receives a purse worth 5 coffers, those being defeated in the semi-finals receives purses worth 2 coffers and those defeated in the quarter finals receives purses worth 1 coffer.
Benefits/Drawbacks:
Prejudiced: Before each challenge is to be issued, it attempts to compel challenging a jouster from the target group.
Supreme Arrogance: The effects of other drawbacks are treated as if your jousting rank is one step higher.
Vainglorious: Before each challenge is to be issued, it attempts to compel challenging a jouster of at least equal rank.
Vindictive: Before each challenge is to be issued, it attempts to compel challenging a jouster from the target group.
-In case of multiple compulsions being triggered at the same time, a critical failure is the strongest, followed by any choice that satisfies the most of those triggered, the character is otherwise free to chose whom to challenge.
For the purpose of resolving certain event rewards and points towards progression, jousters are ranked according to tiers from 1 to 5, it is roughly computed as the sum of Fighting and Animal Handling Ranks:
1: 11 or more (Favorites)
2: 10 (Outsiders)
3: 9 (Highly capable, could win lesser tourneys)
4: 8 (Above average, the whims of fortune often makes one or two distinguish themselves far beyond expectation)
5: 7 or less. (9 out of 10 contestants are here, usually not capable of displaying any memorable performance)
Each Tourney Knight+1 bonus counts as +0.5 combined ranks. Pious, Blood of Andals (Fighting), Talented (Animal Handling) and Talented (Fighting) counts as +0.5 combined ranks each. (Round down the sum of these).
The victors of major jousts in recent memory (Highgarden and Whitewalls) will automatically be considered Favorites, regardless of actual skills. While winners of minor jousts will at least be considered Outsiders (By narrator count all winners of such jousts are already ranked at least as highly on account of their skill). Jousts with multiple champions are not counted for this purpose.
Qualifying
To enter requires an Audience Test or Status (Tournaments)+Chivalry TN 12, on a simple failure you must pass through the qualifiers, on a critical failure you are denied entry.
-Each point of glory or influence spent can retroactively add +5 to the result of this test.
Qualifiers involves actual jousting, but is simplified to undertaking the following tests, add the bonus from tourney knight (if any):
3x Animal Handling (Ride) TN 9
3x Fighting (Lance) TN 12
To proceed, you must accumulate at least 9 DoS across the tests. A critical failure results in outright elimination from the competition.
Mystery Knights have an assumed status rank equal to the combined value of horse and armor divided by 1000SS for any other purposes for this event (Round down, max 4, min 2) with no specialties or chivalry rank. They will be unmasked upon a defeat. Mystery Knights that does not make it to the final 64 can avoid unmasking if they manage to avoid defeat, although it is not unheard of for skilled jousters to challenge mystery knights with the intent of unmasking them, all part of the sport. While some occasionally try to follow and spy on these anonymous contestants, it is the custom that their identities should be revealed upon defeat (or when receiving the victor's laurels) and otherwise not. Wild speculation on the identities of particularly remarkable mystery knights is a favored activity of gossips.
Tourney Format:
All matches in the knockout phase follows this format:
1. 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 proceed down the list.
2. The match then continues one round at a time, if one rider is unhorsed or fails to break his lance while his opponent so succeeds, he forfeits the match.
3. If all lances have been broken and at least six passes have been made, the loser gains +1 glory.
4. If there is no resolution, at least nine passes have been made and one participant holds a lead in total DoS of 3 or more (although occasionally the tourney master may play favorites), he is awarded the victory. The opponent may demand to settle the matter with swords in this case, but gains +1 Chivalry if foregoing this right. If no victory is awarded, either jouster may demand to settle the matter with swords instead.
5. If both knights are unhorsed in the same tilt, the matter will be settled by swords.
6. The use of a Vicious Weapon carries the penalty of -2 Chivalry and the Tourney Master and fellow contestants are likely to employ every option available to them to make one's participation in the contest as short as possible (probably within the confines of honor, probably).
7. The use of the aim for shield technique nullifies any glory and chivalry gains from the match and will make your opponent be awarded the victory (draw outcome, so no ransom) if at least nine passes have been made and the difference in total DoS scored is at least 3.
8. If one jouster claims the helmet of the other, his opponent may yield immediately for +1 chivalry, he will also be awarded the victory if at least nine passes have been made without any other form of resolution (negated if both lose their helmets).
9. Not jousting with the noble style will result in the reactions noted under point 8, NPC tests not marked explicitly otherwise are assumed to use the noble style.
For regular matches during the challenge phase, only points 1, 2, 7, 8 and 9 are in effect. If no resolution has been reached after five passes, the match is declared a draw, if both contestants unhorse one another at the same tilt, it counts as a draw. If one claims the helmet of one's opponent, the points awarded are as victory if the result is a draw, or as a draw if defeated.
-If one is contesting for the right to the favor of a lady in the challenge phase, points 1, 2, 6, 7, 8 and 9 are in effect. If no resolution has been reached after nine passes, the match is declared a draw, and the right to carry the favor is defended.
-If one claims the helmet of one's opponent during the challenge phase, one is at least granted points as if the match was a draw, if the opponent is awarded victory due to taking your helm (and you did not yield), you gain points as if a draw was reached.
If settling a challenge issued due to an insult, the full format is always observed.
Challenge stage.
On each of the three first days of the competition, jousters plant a shield on a stake in the ground, and then take turns striking each other's shields to issue challenges. Each contestant may issue one challenge per day, and each may be challenged once per day. PC's should list whom they would like to challenge (by name, rough jousting ability, or other characteristics) in prioritized order, then test Audience or Status (Tournaments)+Chivalry, only characters whose passive status (reputation or tournaments)+chivalry they beat are eligible for challenge (occasionally, some may be unavailable even so), a character can always "jump the line", but suffer -1 chivalry for doing so, -2 if their result was 5 or more below what was required to challenge that character. If more than one character challenges the same opponent, the status test determines who gets to be first in line.
Refusing a challenge makes you suffer -3 victory points and makes it unlikely that another will issue challenges that day.
Challenging an opponent you have already faced in this stage carries a penalty of -2 chivalry and there is no penalty for refusing a challenge.
The victor gains a number of victory points determined by the ranking of his opponent (these points are not awarded IC, but is strictly the OOC mechanism to resolve progression to the knockouts). In the event of a draw, each contestant gains half what they would get from a victory (no rounding involved):
1: 15
2: 10
3: 6
4: 3
5: 1
The Base Victory Points are twice the sum of your 3 highest scoring matches. If one knows that one is "close", it is acceptable to mount a fourth and final challenge, but for this to be tolerable, one should generally be able to bring the sum at least to 28. It is also generally considered unseemly to challenge a jouster more than one rank stronger than you for this purpose.
Additionally:
-Gain a number of victory points equal to the amount you would have won by defeating a jouster of your own reputation.
-Characters with lordly chivalry gains 3 victory points.
-Gain additional victory points for each of the following qualities you have (3 for the first, 2 for the 2nd, 1 for any additional): Anointed, Attractive, Blood of Valyria, Charismatic, Famous, Great Bastard, Head of House, Heir, High Station, Landed, Regent, Respected, Sponsor.
-Suffer -3 victory points for each of the following qualities you have: Bastard, Ignoble, Nemesis (Lord Oakheart), Reviled, Unattractive.
-Hightowers, Targaryens and Tyrells gains 5 victory points.
-Members of Hightower banner houses, principal Reach houses or highly prominent houses outside the Reach (but not Dorne) gains 3 victory points.
-Riding with the favor of a member of a Tyrell or a Hightower grants 3 victory points.
-Riding with the favor of a member Hightower banner house gains 2 victory points.
-Riding in the honor of a a member of a Tyrell or a Hightower grants 2 victory points.
-Add the lowest disposition towards you out of House Tyrell or Hightower, a negative disposition is doubled, Daeron can never go above -2.
--A number of points may be added or subtracted based on deeds, bribes or social manipulation during the chronicle, typically deeds carry twice the weight as other effects.
--Influence, glory or faction points may be spent to gain 2 points each (or in some cases lower the score of another) as part of such efforts.
--In any case, you cannot gain more points from such efforts than 50% of those earned through jousting performance.
Furthermore, defeating one of the following grants +1 points:
-Any Levalle, Walgrave Oakheart, Addam Velaryon, Guyard Blackbar, any of Dornish descent.
Defeating one of the following grants +2 points:
-Daeron Wildfyre, Rennifer Waters, Norren Wythers, Simon Tarly, Balon Blackbriar, Otho Bracken.
These points do not stack, but defeating both blackguards of Longtable grants +3 total.
The 64 "best" performing contestants will proceed to the knockout stage, this is resolved by the narrator rolling 2d6+18 at the end of the stage, any PC (or NPC tracked in detail) scoring equal or greater to this number will make the cut. The remainder of the bracket will be filled according to narrator whims.
Knockout Stage
In the first three rounds, one will not be matched with a jouster faced in the challenge stage, and one can generally not issue challenges, though one may challenge an opponent that defeated you earlier to a re-match, duels to settle certain issues may also take place at this stage in the joust. One can also challenge the wearer of a favor that you previously carried or challenged for. In the final 8 and 4, matches are drawn by lot. Tourney Master whims otherwise applies, which means suggestions as for which matches might be interesting could be acted upon. Tourney Master whims might also align with player suggestions as to what he reasonably would find interesting. The Tourney Master will generally offer favorable draws to Tyrells, Hightowers and anyone wearing the favors of unmarried ladies of those houses as well as trying to avoid matching favorites against one another too early.
Rewards:
For each victory against a jouster of equal or higher rank: +1 Glory, +1 of each per square of the difference in rank.
For each draw against a jouster of higher rank: +1 Glory
Reaching the final 64, 16, 8, 4, 2 and 1: +1 Glory
Additionally, a victor's purse worth 10 coffers is awarded the victor, the runner-up receives a purse worth 5 coffers, those being defeated in the semi-finals receives purses worth 2 coffers and those defeated in the quarter finals receives purses worth 1 coffer.
Benefits/Drawbacks:
Prejudiced: Before each challenge is to be issued, it attempts to compel challenging a jouster from the target group.
Supreme Arrogance: The effects of other drawbacks are treated as if your jousting rank is one step higher.
Vainglorious: Before each challenge is to be issued, it attempts to compel challenging a jouster of at least equal rank.
Vindictive: Before each challenge is to be issued, it attempts to compel challenging a jouster from the target group.
-In case of multiple compulsions being triggered at the same time, a critical failure is the strongest, followed by any choice that satisfies the most of those triggered, the character is otherwise free to chose whom to challenge.