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Chariot Joust at Nuzi

This Joust will be ongoing from day 2 of the Tournament.

Joust Rules

  Jousting contest will be determined by order of elimination from the Grand Melee at Nuzi   Jousts take place in a Chariot ring of 3 concentric circles.   The Following Passes Occur during the joust.   Pass 1 Radius *50* feet, Blunted arrows (powdered with color) 1 point   Pass 2 Radius *10* feet, Blunted Thrown Weapons (powdered with color) 2 points   Pass 3 Opposing Charges using Jousting Lances to attempt to knock the opponent off of the Chariot.   Lance hits opponents Shield 1 point   Lance Breaks against opponents Shield 2 points   Opponent is knocked from Chariot 3 Points   If the third pass ends with a tie, the Charioteers may continue the contest in whatever form best fits Arta.   Circular attacks   Jousting charges   Ground Dueling   Chariot Duel

joust Arta

  Drivers May force contested Wisdom Checks to play "Chicken during the two moves into inner circles. however, there is a 5% chance that your horses will stall causing xdx bludgeoning damage.   Drivers May Not Force the chariots to crash.   Warriors May Not attack an opponents Mount   Warriors May Not Attack an Opponents Driver   Warriors May aim for shield, chest, or head of opponent.   It is considered less Arta to not aim for the shield.

Jousting steps:

  Initiative determined by Animal Handling Check by Driver, each pass.   Driver makes Vehicle Proficiency (Chariot) check each time they move into a smaller circle, and during the charge.   Attacks are made against Opponents AC  The second opponent is unable to make in attack if they are unhorsed.   The second opponent has disadvantage on their attack if they are struck but not unhorsed.   On a tied Initiative Opponents strike simultaneously.   When struck a warrior makes a saving throw DC equal to the damage rolled.   On a failure the Warrior is knocked from their chariot.   A warrior knocked from a Chariot makes DC 15 dexterity saving throw or is knocked Prone, and the match ends.

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