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# Join Team
# Join Team
# Roll Tourney vs TDL, Leader gets the extra result in cursive.
# Roll Tourney vs TDL, Leader gets the extra result in cursive.
#: Crit = +10 [[Glory]], ''+10 Glory, you choose enemy team''
#: Crit = +10 [[Glory]], ''+10 [[Glory]], you choose enemy team''
#: Win = +5 Glory
#: Win = +5 [[Glory]]
#: Partial Win = nothing
#: Partial Win = nothing
#: Fail = nothing, ''GM chooses opponent''
#: Fail = nothing, ''GM chooses opponent''
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# '''Player team''' challenges or get challenged by '''another team'''
# '''Player team''' challenges or get challenged by '''another team'''
# Roll Team Leader Battle vs Opponent Team Leader Battle
# Roll Team Leader Battle vs Opponent Team Leader Battle
#: Crit = +10 Glory, +5 to Lance and Melee this challenge
#: Crit = +10 [[Glory]], +5 to Lance and Melee this challenge
#: Win = +5 Glory, +5 to Lance this challenge
#: Win = +5 [[Glory]], +5 to Lance this challenge
#: Partial Win = nothing
#: Partial Win = nothing
#: Fail = -5 to Lance this challenge
#: Fail = -5 to Lance this challenge
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#: Win = Roll damage to unhorse enemy
#: Win = Roll damage to unhorse enemy
#: Partial Win = Roll damage or be unhorsed, with [[shield]]
#: Partial Win = Roll damage or be unhorsed, with [[shield]]
#: Fail = Roll damage or be unhorsed, without shield
#: Fail = Roll damage or be unhorsed, without [[shield]]
#: Fumble = Player unhorsed
#: Fumble = Player unhorsed
# Melee: Each player chooses one:
# Melee: Each player chooses one:
#* Defend unhorsed friend, roll [[Sword]] vs Sword
#* Defend unhorsed friend, roll [[Sword]] vs [[Sword]]
#* Capture unhorsed enemy, roll Sword vs Sword
#* Capture unhorsed enemy, roll [[Sword]] vs [[Sword]]
#* Return captured enemy to safe zone, Roll Squire-skill and Sword vs Sword
#* Return captured enemy to safe zone, Roll Squire-skill and [[Sword]] vs [[Sword]]
#* Defend friend leading captured enemy back, Roll Sword vs Sword
#* Defend friend leading captured enemy back, Roll [[Sword]] vs [[Sword]]
#* Drag enemy from horse, Roll DEX-5 vs Sword
#* Drag enemy from horse, Roll DEX-5 vs [[Sword]]




* If at any point half of the Player Knights have been captured, they loose.  
* If at any point half of the Player Knights have been captured, they loose.  
* If at any point any Team loses knights equal to Military Strength, they loose.
* If at any point any Team loses knights equal to Military Strength, they loose.

Revision as of 08:22, 19 October 2017

Tournaments

[[File:{Template:Image|link=]]

Grand Tournei

Before Tournei
  1. Define Tourney Difficulty Level (TDL)
  2. Join Team
  3. Roll Tourney vs TDL, Leader gets the extra result in cursive.
    Crit = +10 Glory, +10 Glory, you choose enemy team
    Win = +5 Glory
    Partial Win = nothing
    Fail = nothing, GM chooses opponent
    Fumble = -1 Honor, GM chooses worst opponent
  4. Player team challenges or get challenged by another team
  5. Roll Team Leader Battle vs Opponent Team Leader Battle
    Crit = +10 Glory, +5 to Lance and Melee this challenge
    Win = +5 Glory, +5 to Lance this challenge
    Partial Win = nothing
    Fail = -5 to Lance this challenge
    Fumble = -5 to Lance and Melee this challenge

Quick Rules

Each round
  1. Use Joust Rules, but with calculated Team Score

Extended Rules

Each round
  1. Each round, roll Leader Battle vs Leader Battle
    Crit = Extra Unhorsed enemy
    Win = Unhorsed enemy
    Partial Win = Nothing
    Fail = Friendly knight unhorsed
    Fumble = Extra friendly knight unhorsed
  2. Charge: Each player rolls Lance vs Lance
    Crit = Unhorsed enemy
    Win = Roll damage to unhorse enemy
    Partial Win = Roll damage or be unhorsed, with shield
    Fail = Roll damage or be unhorsed, without shield
    Fumble = Player unhorsed
  3. Melee: Each player chooses one:
    • Defend unhorsed friend, roll Sword vs Sword
    • Capture unhorsed enemy, roll Sword vs Sword
    • Return captured enemy to safe zone, Roll Squire-skill and Sword vs Sword
    • Defend friend leading captured enemy back, Roll Sword vs Sword
    • Drag enemy from horse, Roll DEX-5 vs Sword


  • If at any point half of the Player Knights have been captured, they loose.
  • If at any point any Team loses knights equal to Military Strength, they loose.