Post by Father on Sept 7, 2018 17:50:32 GMT 1
Lord Tyrell has decreed that there will be a seven sided melee in the ancient style, though few hosts have ever been so ambitious as to have seven times seven knights on each team to make a seven-blessed spectacle indeed. As per tradition, seven captains will be selected by the attendant knights themselves, naturally only the finest of knights have a chance to compete for that honor, though many more seek it nonetheless. These seven captains will then select knights to join their team.
Only chivalrous knights may partake.
Special bonuses:
For each point of influence and glory* earned, gain +1
For each victory in the joust so far, gain +2
For passive ride less than 14, suffer -4
For passive ride higher than 16, gain +2
For each Fighting rank above 4, gain +4
For each rank of Agility, Athletics and Endurance above 3, gain +1
For each drawback reducing your melee combat statistics or abilities (such as flaw(fighting)): suffer -4
Any of the following benefits: Armor Mastery, Berserker, Long Blade Fighter I and II, Shield Mastery, Talented(Fighting), Tough and others that would be relevant (but these should be the applicable ones that PC's have), +2 for each.
*Full points, not just the one you may spend.
For each full 10 points: +1D to all tests. If the remainder is 5 or more, gain +1b to all tests. If at negative score: -1D
Challenge:
Warfare(Strategy) TN 12
Warfare(Tactics) TN 12
Persuasion(Convince)+chivalry TN 15
Status (Reputation or Tournaments)+chivalry TN 15
Consequences:
Critical Failure on any onr test: Disqualification
Succeed on all tests: +1 glory, +1 chivalry, and you will most likely be granted the honor to serve as a lieutenant to the NPC captain of your choice. You also gain +2 total DoS.
The seven characters with the highest total DoS will be selected as captains, in the case of a tie, the performance at the joust so far will act as the first tie-breaker (possibly down to a somewhat subjective evaluation of quality of foes faced and general jousting skills), then chivalry, then re-rolls if necessary.
Twist:
Characters may substitute warfare with deception(act) and Persuasion(convince) with deception(bluff), but there will be consequences for critical failure.
Turn:
A character may forego his own bid for leadership in order to support that of another. Granting +1 to his total DoS per test that you succeed to his tally, if the assisted character is an NPC you typically gain +1 disposition (+3 if he gains a position as captain with your help). Alternatively, you might seek to prevent an NPC from gaining command, and apply the same modifier, only negative, at +3 to TN's. The NPC's disposition towards you is reduced by a number of steps equal to the negative modifier. Supporting another also allows you to stand in for your captain in any fourth round jousting challenge.
Tilt:
Characters that have passed to the fourth round in the joust may challenge one of the selected captains, if so, the fourth round of the joust will determine the outcome, if the captain in question has already been eliminated, a special joust will be held, if the challenger looses, the challenged captain then wins the challenger's place in round 4 of the lists.
The highest scoring non-selected (by DoS, then subjective based on jousting capacity) character gets first pick in whom to challenge, and so on and so forth until all captains face a challenger or there are no further qualified participant willing issue challenges. Only one challenge per captain.
Special:
-A DP used affects all tests in same fashion.
-You may spend a DP to add +3 to your total DoS, an additional +3 if you succeeded on all four tests.
-Spending a DP breaks all ties to your favor.
-You may spend a point of influence or glory to add +1 to your total DoS, an additional +2 if you succeeded on all four tests.
Only chivalrous knights may partake.
Special bonuses:
For each point of influence and glory* earned, gain +1
For each victory in the joust so far, gain +2
For passive ride less than 14, suffer -4
For passive ride higher than 16, gain +2
For each Fighting rank above 4, gain +4
For each rank of Agility, Athletics and Endurance above 3, gain +1
For each drawback reducing your melee combat statistics or abilities (such as flaw(fighting)): suffer -4
Any of the following benefits: Armor Mastery, Berserker, Long Blade Fighter I and II, Shield Mastery, Talented(Fighting), Tough and others that would be relevant (but these should be the applicable ones that PC's have), +2 for each.
*Full points, not just the one you may spend.
For each full 10 points: +1D to all tests. If the remainder is 5 or more, gain +1b to all tests. If at negative score: -1D
Challenge:
Warfare(Strategy) TN 12
Warfare(Tactics) TN 12
Persuasion(Convince)+chivalry TN 15
Status (Reputation or Tournaments)+chivalry TN 15
Consequences:
Critical Failure on any onr test: Disqualification
Succeed on all tests: +1 glory, +1 chivalry, and you will most likely be granted the honor to serve as a lieutenant to the NPC captain of your choice. You also gain +2 total DoS.
The seven characters with the highest total DoS will be selected as captains, in the case of a tie, the performance at the joust so far will act as the first tie-breaker (possibly down to a somewhat subjective evaluation of quality of foes faced and general jousting skills), then chivalry, then re-rolls if necessary.
Twist:
Characters may substitute warfare with deception(act) and Persuasion(convince) with deception(bluff), but there will be consequences for critical failure.
Turn:
A character may forego his own bid for leadership in order to support that of another. Granting +1 to his total DoS per test that you succeed to his tally, if the assisted character is an NPC you typically gain +1 disposition (+3 if he gains a position as captain with your help). Alternatively, you might seek to prevent an NPC from gaining command, and apply the same modifier, only negative, at +3 to TN's. The NPC's disposition towards you is reduced by a number of steps equal to the negative modifier. Supporting another also allows you to stand in for your captain in any fourth round jousting challenge.
Tilt:
Characters that have passed to the fourth round in the joust may challenge one of the selected captains, if so, the fourth round of the joust will determine the outcome, if the captain in question has already been eliminated, a special joust will be held, if the challenger looses, the challenged captain then wins the challenger's place in round 4 of the lists.
The highest scoring non-selected (by DoS, then subjective based on jousting capacity) character gets first pick in whom to challenge, and so on and so forth until all captains face a challenger or there are no further qualified participant willing issue challenges. Only one challenge per captain.
Special:
-A DP used affects all tests in same fashion.
-You may spend a DP to add +3 to your total DoS, an additional +3 if you succeeded on all four tests.
-Spending a DP breaks all ties to your favor.
-You may spend a point of influence or glory to add +1 to your total DoS, an additional +2 if you succeeded on all four tests.