Jousting Mechanics at the Tourney at Southbay 443KS
In the Group Stages, each knight will tilt three times against each other knight in their group.
If the Attack generates s the Lance has hit the target, and 1 point is scored.
If the Attack generates ss the Lance has landed such a solid blow that it shatters. 2 points are scored.
If the Attack generates ssss or t then the Lance has landed such a solid blow that it unhorses the target. 5 points are scored and no further tilts are taken in this Joust.2
If an Attack generates d the knight suffers a Critical Injury.
The default dice pool for healing such injuries is cc, opposed by the difficulty of the injury.
Attack Rolls
For each tilt, each knight in the pair rolls Brawn+(the best of: Jousting/Lance; Melee or Knightly Skills1) against a base difficulty of d, modified by the target's Shield Use skill if they have one. Finally, the knight may use their Riding skill in place of an attribute in the attack roll.If the Attack generates s the Lance has hit the target, and 1 point is scored.
If the Attack generates ss the Lance has landed such a solid blow that it shatters. 2 points are scored.
If the Attack generates ssss or t then the Lance has landed such a solid blow that it unhorses the target. 5 points are scored and no further tilts are taken in this Joust.2
If an Attack generates d the knight suffers a Critical Injury.
Social Skills in Jousts
Before the first tilt against each opponent, each knight has one opportunity to use their social skills to their advantage. This list is not exhaustive, but might involve:- Attempting to Intimidate the opponent to inflict Strain.
- Attempting to impress the crowd to gain an additional b.
- Attempting to Charm a figure in the crowd, to gain a Connection with them or some other benefit.
- Attempting to use Intellect, Cunning or even Presence to gain some insight on their opponent.
- Interacting with their Squire to remove some of their own Strain (see below).
Strain in Jousts
In addition to potentially inflicting Strain on an opponent with social skills at the beginning of the joust, Strain can be utilised in other ways:- A character may vountarily suffer 1 Strain before any single tilt to perform an additional Manouevre to add their Riding or another defensive skill to their defense pool.
- A character may voluntarily suffer 1 Strain before any single tilt to perform an additional Manouevre to add b to their Attack Roll or to add b to their opponent's Attack Roll.
- A character can spend aa from their Attack Roll or hh from their opponent's Attack Roll to inflict 1 Strain on their opponent.
- A character who suffers Strain equal to half their Strain value adds b to their Attack Rolls.
- A character who suffers Strain equal to their Strain value must either withdraw to recover, forfeiting any remaining tilts in the current match, or suffer a Critical Injury after each tilt.3
Recovering Strain
Each time a knight has the opportunity to recover Strain they roll their Willpower and a relevant skill. The difficulty of this check is determined by the Critical Injuries they have (if any), with the addition of b if they are above half their Strain value. For each s and every aa they remove 1 Strain. A knight may recover Strain:- By interacting with their Squire before the first tilt of a joust. In this case instead of testing themselves, they recover Strain depending on the results of the Squire's Presence and a relevant skill.
- After each Joust that they do not need to seek treatment (see below).
- At the end of each day of Jousting.
Recovering Injuries
After each Joust, if a knight has one or more Critical Injuries they may seek treatment. As the Tourney is taking place at South Stallken's Jousting Field, as a default they will be seeking treatment from Madam Lara Brask, the Barber Surgeonne in that town, unless they have access to other specific services.The default dice pool for healing such injuries is cc, opposed by the difficulty of the injury.
1: A knight using the Jousting or Lance skill against a knight without that skill adds b to their attack roll. A knight using the Knightly Skills or similar grouped skill against a knight with a specific Jousting, Lance or Melee skill adds b to their attack roll.
2: In the situation where both knights are unhorsed in the same tilt, knights may choose to duel on foot to determine the victor. They fight until one of them yields, with the victor gaining an additional 5 points and their opponent gaining an additional 2 points if they land any blows.
3: Critical Injuries inflicted as a result of Strain cannot pass 100 on the Critical Injury table.
2: In the situation where both knights are unhorsed in the same tilt, knights may choose to duel on foot to determine the victor. They fight until one of them yields, with the victor gaining an additional 5 points and their opponent gaining an additional 2 points if they land any blows.
3: Critical Injuries inflicted as a result of Strain cannot pass 100 on the Critical Injury table.
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