Post by Father on Jul 12, 2022 15:32:51 GMT 1
Both Lords Caron and Crakehall seems pleased with the attendance of their tourneys, surely theirs will receive the greater attention by singers and gossip compared to their rivals from the other side of The Reach, in a positive way of course!
Determining Favorites.
For the purpose of resolving certain event rewards and points towards progression, jousters are ranked from 1 to 5, this is based on the sum of Fighting and Animal Handling Ranks:
1: 11+ (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 expectations)
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).
Format:
-The preliminary rounds involves knights issuing challenges to one another to show off their valor, usually 2-3 challenges are issued by each knight, most of these are done at the suggestion of attendants who have grouped together jousters based on skill, station and region and drawn up lists of suitable matches, primarily to ensure that each contestant have a reasonably number of matches. The tourney master then selects 16 for the final rounds, roughly a third are picked for the most impressive single feats of prowess, another third are selected based on overall performance and the last third are selected based on the desires of the host.
-It is not unheard of for contestants to limit themselves to issuing just the one challenge if they have no particular desire to compete (or do not wish to risk owing too many ransoms).
Jousting matches are resolved as follows:
-Contestants tilts against one another until one is unhorsed or fails to break his lance.
-If both fails to break their lances in the same tilt, they continue.
-If both are unhorsed they must settle the matter on foot with swords.
-If successfully using show-off against a jouster of equal or better rank, gain +1 glory (there is no chivalry gain from using noble style).
-Critical failure on cheating leads to discovery and disqualification, all glory and chivalry gains from the event are cancelled and you suffer -3 Chivalry.
In the Challenge Phase, the following applies:
-If both are unhorsed at the same time, it is considered a draw.
-If no resolution have been reached after 5 passes it is considered a draw.
-If both contestants agree, which can be asked for ahead of the match, they may continue as per full rules until a victor emerges, in which case there will be a winner and a loser. Unless there is a specific score to settle, this is usually only asked for by a contestant that "needs the win", it is not uncommon for these to challenge others in a similar situation and agree beforehand to joust until one emerges victorious.
Challenge Phase
Contestants may challenge anyone they please, the shields of the most prominent are mounted on the opposite side of the field from the stands, and challenges are typically issued by striking them with a lance, at which point the shield is removed until the challenge has been resolved, after three challenges has been answered, it will not be put back, but they may still be sought out in person to issue a challenge if so required, or desired for dramatic effect. Contestants of less renown may mount their shields next to their pavilions, or forego such things, leaving seeking them out in person to challenge would then be the only available method.
Issuing more than 3 challenges is generally frowned upon, but 4 is tolerable if challenging for a worthy cause, such as winning back a lady's favor (or challenging her new champion), answering an insult or there is a feeling of needing a last ditch effort (with somewhat reasonable chance of success). Contestants may be challenged in turn, typically 2 to 4 times in total, in most cases resolved as an unnamed joust. Refusing a challenge without good reason is also frowned upon and may be considered as "withdrawing" from the tourney (having answered 3 or being challenged to a match where the outcome is a "near certain" victory for either party usually counts as such if there is no apparent score to be settled.).
Generally, only the first six matches are considered when the tourney master selects to the final 16, although sa 7th may be included if it's suitably dramatic (default: 3 challenges and 3 answered), one can expect to be assured of progressing by achieving either of the following:
1. Achieve at least 9 points in a single match.
2. Achieve at least 18 points across your best 3 matches.
Challenge phase: Full Resolution
Against a named character a match can be played out as a regular jousting scene, you gain victory points as follows:
-The victor gains the the full points on offer along with the ransom.
-In a draw with at least 3 broken lances or both unhorsed, gain 60% of the possible victory points, otherwise gain 25% per broken lance.
-In a defeat where you achieve at least 3 broken lances, gain 25% of the possible victory points, otherwise gain 10% per broken lance.
-If using aim for shield, you only gain half normal victory points.
-Jousting in the brutal style, or similarly unsavory acts tends to cancel all VP gained from all matches.
-If successfully using show-off, you gain points from that match as if the opponent was one rank higher or you broke at least 3 lances (whichever is better), if you also win outright using this against a jouster of equal or better rank, gain +1 glory (there is no chivalry gain from using noble style).
A full joust is only required against named characters of rank 1 or 2 (and between PC's), quick resolution is available in most other cases.
Challenge phase: Quick resolution.
Against characters of tier 3 or below (named or otherwise), a quick resolution is available (most of the time), make the following tests:
-Charge with tourney lance.
-Stay in saddle.
--For the stay in saddle test, the following modifications applies:
--Any technique or modifier that would lower passive ride inflicts the penalty on stay in saddle instead.
--Any technique or modifier that would increase passive ride instead gives +1 on stay in saddle per full +2 of total bonus.
-Success on both tests: Victory, gain points and ransom as indicated.
-One simple failure: An honorable draw, gain 60% of the points.
-Two simple failures: An honorable defeat, gain 25% of the points, you must pay ransom for your horse and armor.
-A critical failure: A humiliating defeat, gain no points, you must pay ransom for your horse and armor.
-Two critical failures: As humiliating defeat, but some sort of mishap occurs that will prevent further participation in the tourney.
On a victory, your opponent tests chance TN=Their rank+Your Fighting DoS, on a simple failure, some mishap occurs that will prevent further participation in the tourney for them, but they recover soon enough, on a critical failure, the consequences will be more severe.
Victory Points and quick resolution TN's (Lance/Ride)
1: TN 18/12 or Rank 5, 3500 SS
3: TN 21/15 or Rank 4, 5500 SS
6: TN 24/19 or Rank 3, 25000 SS
10: Rank 2
15: Rank 1
Cheating:
May test Deception (Cheat) against TN 13, gaining +1 to your tests per DoS.
-Critical failure leads to discovery and disqualification, all glory and chivalry gains from the event are cancelled and you suffer -3 Chivalry.
Finals:
For the first round, the tourney master will decide on pairings and typically avoid re-matches, he may have an agenda with his selection and this may possibly be influenced, challenges may be issued, but is generally frowned upon (-1 Chivalry) unless an acceptable cause is applicable, such as:
-Challenge a jouster who previously defeated you to a re-match.
-Challenge a jouster for a lady's favor that you previously carried or challenged for.
-Answering some insult that could not reasonably have been done earlier.
The last 3 rounds are decided by random draws.
The Favor of a Lady.
-Any knight could approach any lady to ask for a favor to wear, often times there is no great ceremony to it, commonly what the crowd sees has already been agreed upon between knight and lady. Many knights, married ones in particular, will simply enter the field wearing a favor, showing their affection after their tilts.
-To convince a lady to bestow her favor may require some sort of intrigue, approaching one on the fields without prior warning tends to offer better chances at avoiding rejection, due to reluctance of the lady to publicly humiliate a knight in such a fashion, but the risk is to suffer loss of face.
-For a lady to convince a knight to carry her favor, some sort of intrigue would also be required if she is not satisfied with waiting to see who might ask them for it.
-Occasionally, knights wearing a favor may be challenged for it, usually such rivalries are romantic and often friendly, sometimes not. But there have been tantalizing tales of knights playing the part of the blackguard to "take a favor to hold for ransom" usually demanding some symbolic act for it's return if the blackguard manages to hold on to the favor, the maid could be asked to kiss him on the cheek for example, insults to the knight "proven to be unworthy of the favor by failing to protect it" is also quite common.
-If challenged for, a favor is considered to be defended if defeat is avoided by it's holder.
Betting:
Researching bets:
There are usually 3 windows of opportunity during the challenge phase for placing bets, and one per round in the finals.
-This is mostly relevant for how many times in succession you can place bets, one can easily be able to stake 100 Dragons or more in a single window (but it often needs to be spread across multiple matches).
-In general, the max stakes that can be placed on any single match depends on round or the lowest ranked jouster involved:
-100 GD: Final or Rank 1.
-50 GD: Semi-Final or Rank 2
-25 GD: Quarter-Final or Rank 3
-10 GD: Round of 16 or Rank 2
-1 GD: Challenge Phase or Rank 1
-If betting randomly on unspecified matches, simply test 1d2 for each bet, on a 2 you lose your money, on a 1 your net winnings equal your stake.
-One may attempt to find matches with an "edge" to a bet, this works as follows:
--Test 1d[100+Edge], if you roll 50 or less, you lose your money, on 51+, your net winnings equal your stake.
-Betting on matches between named characters where there are actual jousting scenes may not be practical from a narration perspective.
-Engineering an edge through various other means can be explored.
For each betting window, you may make as many of the following tests you like:
-Knowledge (Streetwise) TN 12 or Knowledge (Tournaments) TN 9
-Awareness (Tournaments) TN 9, unavailable for first betting window.
-Fighting (Ride) TN 9, unavailable for first betting window.
--For each increment of max stake higher than 1 GD you want to be able to find edge for, add +3 to the TN's, this only counts as +1 for the purpose of calculating critical hits.
--For each betting window that passes, add +1 to the TN's, this does not stack with the increased TN for higher stake increment.
--You must commit a sum to wager when looking for edge, this is the most you may place bets on with edge.
--Tourney Knight: Add the bonus to all tests.
-2 DoS or more on all 3 tests: +10 DoS
-Critical failure: You place your committed wager on bad bets, resolve as a single bet with +50 edge per critical failure, but in this case, you win on 50 or less, and lose on 51+.
-Each DoS grants 10 points of edge that can be spread out across matches as desired.
-It is not possible to buy more than 25 edge for any one match.
-It is assumed that one seeks to place one's bets to make a profit, in later rounds when all jousts will be featured in full scenes, one is assumed to have picked whoever won or lost based on the outcome of the betting rolls. Trying to determine specific odds for a specific match (like if you want to bet on Redtusk) is best avoided.
Rewards:
-Winning the joust: +1 glory, +1 chivalry and +1 coffers in the victor purse.
-Reaching the final of the joust +1 glory, +1 chivalry and +1 coffers in the victor purse.
-Reaching the Round of 16: +1 Glory, +1 Chivalry.
-Standout performance: +n Glory, +n Chivalry granted as follows: n=1 for defeating a jouster of equal rank or managing a draw against one of a rank above yours, +2 per additional rank higher. Only the most impressive match counts.
-Winning the right to carry a favor from a jouster of equal rank or successfully defend it from a jouster of higher rank: +1 glory (can be obtained multiple times).
-Successfully winning a match in the final rounds where a lady's favor is contested: +1 glory (can be obtained multiple times).
-Having your favor carried into the round of 16: +1 Glory, +1 Virtue.
-Being named Queen of Love and Beauty: +1 Glory, +1 Virtue.
-Having your favor contested in a tilt between two jousters of tier 3 or higher: +1 Glory, +1 Virtue.
-Having your favor "taken" by a Blackguard and not reclaimed by the end of the joust: All gains are cancelled.
Consideration for qualities
Attractive: Flag when seeking favors and consideration for "wild card" to finals.
Anointed: Flag when seeking favors and consideration for "wild card" to finals.
Blood of Valuria: Flag when seeking favors and consideration for "wild card" to finals.
Great Bastard: Flag when seeking favors and consideration for "wild card" to finals.
Heir: Flag when seeking favors and consideration for "wild card" to finals.
Sponsor: Flag for consideration for "wild card" to finals.
Avaracious: Flag if applicable, in case the narrator might have sufficient inspiration to push that button.
Furious: Flag if applicable, in case the narrator might have sufficient inspiration to push that button.
Nemesis: Flag if applicable, this might chiefly influence who might challenge you in the joust.
Prejudiced: This attempts to compel you to challenge someone of the trigger group, on a critical failure, all your challenges must be against this group if applicable.
Proud: This attempts to compel accepting any challenge (including calls to settle draws to full conclusion). Test chance TN 11-Rank, 3 times, for each failure, you will be challenged by someone you could reasonably turn away.
Vainglorious: This attempts to compel one of the following:
-Only challenge jousters of high enough rank that you have a chance at entering the final 16 if victorious (3x tier 3's satisfies this requirement as long as you keep winning)
-Only challenge jousters that can net you glory gains for standout performance (if you win against one, you must then seek someone more challenging for more glory).
--On a critical failure, you must opt to satisfy both requirements.
Vindictive: This attempts to compel you to challenge someone of the trigger group, on a critical failure, all your challenges must be against this group if applicable.
As an alternative to challenging someone in the trigger group to satisfy a drawback requirement, one may instead seek to sabotage their chances of progressing (or of their champion, or children).
Determining Favorites.
For the purpose of resolving certain event rewards and points towards progression, jousters are ranked from 1 to 5, this is based on the sum of Fighting and Animal Handling Ranks:
1: 11+ (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 expectations)
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).
Format:
-The preliminary rounds involves knights issuing challenges to one another to show off their valor, usually 2-3 challenges are issued by each knight, most of these are done at the suggestion of attendants who have grouped together jousters based on skill, station and region and drawn up lists of suitable matches, primarily to ensure that each contestant have a reasonably number of matches. The tourney master then selects 16 for the final rounds, roughly a third are picked for the most impressive single feats of prowess, another third are selected based on overall performance and the last third are selected based on the desires of the host.
-It is not unheard of for contestants to limit themselves to issuing just the one challenge if they have no particular desire to compete (or do not wish to risk owing too many ransoms).
Jousting matches are resolved as follows:
-Contestants tilts against one another until one is unhorsed or fails to break his lance.
-If both fails to break their lances in the same tilt, they continue.
-If both are unhorsed they must settle the matter on foot with swords.
-If successfully using show-off against a jouster of equal or better rank, gain +1 glory (there is no chivalry gain from using noble style).
-Critical failure on cheating leads to discovery and disqualification, all glory and chivalry gains from the event are cancelled and you suffer -3 Chivalry.
In the Challenge Phase, the following applies:
-If both are unhorsed at the same time, it is considered a draw.
-If no resolution have been reached after 5 passes it is considered a draw.
-If both contestants agree, which can be asked for ahead of the match, they may continue as per full rules until a victor emerges, in which case there will be a winner and a loser. Unless there is a specific score to settle, this is usually only asked for by a contestant that "needs the win", it is not uncommon for these to challenge others in a similar situation and agree beforehand to joust until one emerges victorious.
Challenge Phase
Contestants may challenge anyone they please, the shields of the most prominent are mounted on the opposite side of the field from the stands, and challenges are typically issued by striking them with a lance, at which point the shield is removed until the challenge has been resolved, after three challenges has been answered, it will not be put back, but they may still be sought out in person to issue a challenge if so required, or desired for dramatic effect. Contestants of less renown may mount their shields next to their pavilions, or forego such things, leaving seeking them out in person to challenge would then be the only available method.
Issuing more than 3 challenges is generally frowned upon, but 4 is tolerable if challenging for a worthy cause, such as winning back a lady's favor (or challenging her new champion), answering an insult or there is a feeling of needing a last ditch effort (with somewhat reasonable chance of success). Contestants may be challenged in turn, typically 2 to 4 times in total, in most cases resolved as an unnamed joust. Refusing a challenge without good reason is also frowned upon and may be considered as "withdrawing" from the tourney (having answered 3 or being challenged to a match where the outcome is a "near certain" victory for either party usually counts as such if there is no apparent score to be settled.).
Generally, only the first six matches are considered when the tourney master selects to the final 16, although sa 7th may be included if it's suitably dramatic (default: 3 challenges and 3 answered), one can expect to be assured of progressing by achieving either of the following:
1. Achieve at least 9 points in a single match.
2. Achieve at least 18 points across your best 3 matches.
Challenge phase: Full Resolution
Against a named character a match can be played out as a regular jousting scene, you gain victory points as follows:
-The victor gains the the full points on offer along with the ransom.
-In a draw with at least 3 broken lances or both unhorsed, gain 60% of the possible victory points, otherwise gain 25% per broken lance.
-In a defeat where you achieve at least 3 broken lances, gain 25% of the possible victory points, otherwise gain 10% per broken lance.
-If using aim for shield, you only gain half normal victory points.
-Jousting in the brutal style, or similarly unsavory acts tends to cancel all VP gained from all matches.
-If successfully using show-off, you gain points from that match as if the opponent was one rank higher or you broke at least 3 lances (whichever is better), if you also win outright using this against a jouster of equal or better rank, gain +1 glory (there is no chivalry gain from using noble style).
A full joust is only required against named characters of rank 1 or 2 (and between PC's), quick resolution is available in most other cases.
Challenge phase: Quick resolution.
Against characters of tier 3 or below (named or otherwise), a quick resolution is available (most of the time), make the following tests:
-Charge with tourney lance.
-Stay in saddle.
--For the stay in saddle test, the following modifications applies:
--Any technique or modifier that would lower passive ride inflicts the penalty on stay in saddle instead.
--Any technique or modifier that would increase passive ride instead gives +1 on stay in saddle per full +2 of total bonus.
-Success on both tests: Victory, gain points and ransom as indicated.
-One simple failure: An honorable draw, gain 60% of the points.
-Two simple failures: An honorable defeat, gain 25% of the points, you must pay ransom for your horse and armor.
-A critical failure: A humiliating defeat, gain no points, you must pay ransom for your horse and armor.
-Two critical failures: As humiliating defeat, but some sort of mishap occurs that will prevent further participation in the tourney.
On a victory, your opponent tests chance TN=Their rank+Your Fighting DoS, on a simple failure, some mishap occurs that will prevent further participation in the tourney for them, but they recover soon enough, on a critical failure, the consequences will be more severe.
Victory Points and quick resolution TN's (Lance/Ride)
1: TN 18/12 or Rank 5, 3500 SS
3: TN 21/15 or Rank 4, 5500 SS
6: TN 24/19 or Rank 3, 25000 SS
10: Rank 2
15: Rank 1
Cheating:
May test Deception (Cheat) against TN 13, gaining +1 to your tests per DoS.
-Critical failure leads to discovery and disqualification, all glory and chivalry gains from the event are cancelled and you suffer -3 Chivalry.
Finals:
For the first round, the tourney master will decide on pairings and typically avoid re-matches, he may have an agenda with his selection and this may possibly be influenced, challenges may be issued, but is generally frowned upon (-1 Chivalry) unless an acceptable cause is applicable, such as:
-Challenge a jouster who previously defeated you to a re-match.
-Challenge a jouster for a lady's favor that you previously carried or challenged for.
-Answering some insult that could not reasonably have been done earlier.
The last 3 rounds are decided by random draws.
The Favor of a Lady.
-Any knight could approach any lady to ask for a favor to wear, often times there is no great ceremony to it, commonly what the crowd sees has already been agreed upon between knight and lady. Many knights, married ones in particular, will simply enter the field wearing a favor, showing their affection after their tilts.
-To convince a lady to bestow her favor may require some sort of intrigue, approaching one on the fields without prior warning tends to offer better chances at avoiding rejection, due to reluctance of the lady to publicly humiliate a knight in such a fashion, but the risk is to suffer loss of face.
-For a lady to convince a knight to carry her favor, some sort of intrigue would also be required if she is not satisfied with waiting to see who might ask them for it.
-Occasionally, knights wearing a favor may be challenged for it, usually such rivalries are romantic and often friendly, sometimes not. But there have been tantalizing tales of knights playing the part of the blackguard to "take a favor to hold for ransom" usually demanding some symbolic act for it's return if the blackguard manages to hold on to the favor, the maid could be asked to kiss him on the cheek for example, insults to the knight "proven to be unworthy of the favor by failing to protect it" is also quite common.
-If challenged for, a favor is considered to be defended if defeat is avoided by it's holder.
Betting:
Researching bets:
There are usually 3 windows of opportunity during the challenge phase for placing bets, and one per round in the finals.
-This is mostly relevant for how many times in succession you can place bets, one can easily be able to stake 100 Dragons or more in a single window (but it often needs to be spread across multiple matches).
-In general, the max stakes that can be placed on any single match depends on round or the lowest ranked jouster involved:
-100 GD: Final or Rank 1.
-50 GD: Semi-Final or Rank 2
-25 GD: Quarter-Final or Rank 3
-10 GD: Round of 16 or Rank 2
-1 GD: Challenge Phase or Rank 1
-If betting randomly on unspecified matches, simply test 1d2 for each bet, on a 2 you lose your money, on a 1 your net winnings equal your stake.
-One may attempt to find matches with an "edge" to a bet, this works as follows:
--Test 1d[100+Edge], if you roll 50 or less, you lose your money, on 51+, your net winnings equal your stake.
-Betting on matches between named characters where there are actual jousting scenes may not be practical from a narration perspective.
-Engineering an edge through various other means can be explored.
For each betting window, you may make as many of the following tests you like:
-Knowledge (Streetwise) TN 12 or Knowledge (Tournaments) TN 9
-Awareness (Tournaments) TN 9, unavailable for first betting window.
-Fighting (Ride) TN 9, unavailable for first betting window.
--For each increment of max stake higher than 1 GD you want to be able to find edge for, add +3 to the TN's, this only counts as +1 for the purpose of calculating critical hits.
--For each betting window that passes, add +1 to the TN's, this does not stack with the increased TN for higher stake increment.
--You must commit a sum to wager when looking for edge, this is the most you may place bets on with edge.
--Tourney Knight: Add the bonus to all tests.
-2 DoS or more on all 3 tests: +10 DoS
-Critical failure: You place your committed wager on bad bets, resolve as a single bet with +50 edge per critical failure, but in this case, you win on 50 or less, and lose on 51+.
-Each DoS grants 10 points of edge that can be spread out across matches as desired.
-It is not possible to buy more than 25 edge for any one match.
-It is assumed that one seeks to place one's bets to make a profit, in later rounds when all jousts will be featured in full scenes, one is assumed to have picked whoever won or lost based on the outcome of the betting rolls. Trying to determine specific odds for a specific match (like if you want to bet on Redtusk) is best avoided.
Rewards:
-Winning the joust: +1 glory, +1 chivalry and +1 coffers in the victor purse.
-Reaching the final of the joust +1 glory, +1 chivalry and +1 coffers in the victor purse.
-Reaching the Round of 16: +1 Glory, +1 Chivalry.
-Standout performance: +n Glory, +n Chivalry granted as follows: n=1 for defeating a jouster of equal rank or managing a draw against one of a rank above yours, +2 per additional rank higher. Only the most impressive match counts.
-Winning the right to carry a favor from a jouster of equal rank or successfully defend it from a jouster of higher rank: +1 glory (can be obtained multiple times).
-Successfully winning a match in the final rounds where a lady's favor is contested: +1 glory (can be obtained multiple times).
-Having your favor carried into the round of 16: +1 Glory, +1 Virtue.
-Being named Queen of Love and Beauty: +1 Glory, +1 Virtue.
-Having your favor contested in a tilt between two jousters of tier 3 or higher: +1 Glory, +1 Virtue.
-Having your favor "taken" by a Blackguard and not reclaimed by the end of the joust: All gains are cancelled.
Consideration for qualities
Attractive: Flag when seeking favors and consideration for "wild card" to finals.
Anointed: Flag when seeking favors and consideration for "wild card" to finals.
Blood of Valuria: Flag when seeking favors and consideration for "wild card" to finals.
Great Bastard: Flag when seeking favors and consideration for "wild card" to finals.
Heir: Flag when seeking favors and consideration for "wild card" to finals.
Sponsor: Flag for consideration for "wild card" to finals.
Avaracious: Flag if applicable, in case the narrator might have sufficient inspiration to push that button.
Furious: Flag if applicable, in case the narrator might have sufficient inspiration to push that button.
Nemesis: Flag if applicable, this might chiefly influence who might challenge you in the joust.
Prejudiced: This attempts to compel you to challenge someone of the trigger group, on a critical failure, all your challenges must be against this group if applicable.
Proud: This attempts to compel accepting any challenge (including calls to settle draws to full conclusion). Test chance TN 11-Rank, 3 times, for each failure, you will be challenged by someone you could reasonably turn away.
Vainglorious: This attempts to compel one of the following:
-Only challenge jousters of high enough rank that you have a chance at entering the final 16 if victorious (3x tier 3's satisfies this requirement as long as you keep winning)
-Only challenge jousters that can net you glory gains for standout performance (if you win against one, you must then seek someone more challenging for more glory).
--On a critical failure, you must opt to satisfy both requirements.
Vindictive: This attempts to compel you to challenge someone of the trigger group, on a critical failure, all your challenges must be against this group if applicable.
As an alternative to challenging someone in the trigger group to satisfy a drawback requirement, one may instead seek to sabotage their chances of progressing (or of their champion, or children).