[D5, EA, EVENT] The Main Event
Posted: Fri Sep 17, 2021 4:28 am
The Joust
The lists have been raised and the crowd assembled; the Main Event has arrived! Already, knights both high-born and low have begun to assemble their horses and equipment. It is a time for great deeds, dash, and noble workings!
Details
Only knights who have registered and stood the Helm Show can participate in this event. You may gain glory in the following ways:
1) Favor. Knights who receive the favor of a lady have been awarded a signal honor, and gain esteem from their peers. The degree of the lady is important, however. Wearing the favor of a baroness gains a knight 10 glory. Wearing the favor of a Countess gains a knight 15 glory. Wearing the favor of a Duchess earns a knight 20 glory. Wearing the favor of a woman of the royal line earns a knight 25 glory. Wearing the favor of Eleanor of Aquitaine earns a knight 30 glory.
To claim this glory, please place a link to the post wherein you received that lady's favor in your first tilt post.
2) Joust
The Joust is a single-elimination event designed to show off individual skill and luck, and resulting in a single winner. Knights ride at each other ("tilt") with their lances and attempt to knock each other off of their horses. Each knight who wins continues in the contest and meets another opponent. You should keep careful track of how many wins you score.
Each knight jousts as many rounds as necessary until either he is eliminated or he has won the Championship.
To Joust, uses the jouster’s Lance skill, but with blunted, hollow weapons rather than pointed and barbed spears. The Damage dice used are those of your horse, rather than you, because the mass of the animal generates the bulk of the force behind the lance. You just steer it.
When hit, if the base damage received is equal to or greater than his SIZ value but less than twice that value, then the character has received a blow that sends him reeling for balance.
He must now make a DEX roll, if on foot, or a Horsemanship roll if mounted. If the roll is successful, then the character recovers handily and can continue fighting as normal.
If the DEX or Horsemanship roll fails, the knight falls down. If he was mounted, he takes 1d6 damage from the fall.
Whenever a character receives damage equal to twice the value of his SIZ attribute or more, he is knocked down automatically, without the chance to recover his balance using a DEX or Horsemanship roll.
A lance breaks (I shit you not) when the total damage you roll results in an odd number. In the event that one or both jousters break their lances but do not eliminate each other, new lances are made available. Up to three lances may be used. If all three break and no one has yet been eliminated, the matter is settled with swords on foot. The winner is the first man to knock the other to the ground.
Jousting is a martial art and, although not intended to hurt, can cause damage or even death. However, you are using blunted and hollow lances, so the damage they do only counts for knockdown purposes. They do not deal actual damage unless you roll a critical hit, in which case you got your opponent in the eye or something and it's Bad News for them.
Glory
Glory is gained as through normal competitive combat, but at 1/2 normal. Thus, a character collects 1/2 the normal Glory for each round in which he succeeds on his combat rolls.
In addition, the winner gets a bonus 300 glory. The 1st runner-up gains 200. Their opponents in the preceding round gain 100 each.
Pairings for the joust will be determined by the Earl Marshal during the early evening slot prior to the joust itself
The lists have been raised and the crowd assembled; the Main Event has arrived! Already, knights both high-born and low have begun to assemble their horses and equipment. It is a time for great deeds, dash, and noble workings!
Details
Only knights who have registered and stood the Helm Show can participate in this event. You may gain glory in the following ways:
1) Favor. Knights who receive the favor of a lady have been awarded a signal honor, and gain esteem from their peers. The degree of the lady is important, however. Wearing the favor of a baroness gains a knight 10 glory. Wearing the favor of a Countess gains a knight 15 glory. Wearing the favor of a Duchess earns a knight 20 glory. Wearing the favor of a woman of the royal line earns a knight 25 glory. Wearing the favor of Eleanor of Aquitaine earns a knight 30 glory.
To claim this glory, please place a link to the post wherein you received that lady's favor in your first tilt post.
2) Joust
The Joust is a single-elimination event designed to show off individual skill and luck, and resulting in a single winner. Knights ride at each other ("tilt") with their lances and attempt to knock each other off of their horses. Each knight who wins continues in the contest and meets another opponent. You should keep careful track of how many wins you score.
Each knight jousts as many rounds as necessary until either he is eliminated or he has won the Championship.
To Joust, uses the jouster’s Lance skill, but with blunted, hollow weapons rather than pointed and barbed spears. The Damage dice used are those of your horse, rather than you, because the mass of the animal generates the bulk of the force behind the lance. You just steer it.
When hit, if the base damage received is equal to or greater than his SIZ value but less than twice that value, then the character has received a blow that sends him reeling for balance.
He must now make a DEX roll, if on foot, or a Horsemanship roll if mounted. If the roll is successful, then the character recovers handily and can continue fighting as normal.
If the DEX or Horsemanship roll fails, the knight falls down. If he was mounted, he takes 1d6 damage from the fall.
Whenever a character receives damage equal to twice the value of his SIZ attribute or more, he is knocked down automatically, without the chance to recover his balance using a DEX or Horsemanship roll.
A lance breaks (I shit you not) when the total damage you roll results in an odd number. In the event that one or both jousters break their lances but do not eliminate each other, new lances are made available. Up to three lances may be used. If all three break and no one has yet been eliminated, the matter is settled with swords on foot. The winner is the first man to knock the other to the ground.
Jousting is a martial art and, although not intended to hurt, can cause damage or even death. However, you are using blunted and hollow lances, so the damage they do only counts for knockdown purposes. They do not deal actual damage unless you roll a critical hit, in which case you got your opponent in the eye or something and it's Bad News for them.
Glory
Glory is gained as through normal competitive combat, but at 1/2 normal. Thus, a character collects 1/2 the normal Glory for each round in which he succeeds on his combat rolls.
In addition, the winner gets a bonus 300 glory. The 1st runner-up gains 200. Their opponents in the preceding round gain 100 each.
Pairings for the joust will be determined by the Earl Marshal during the early evening slot prior to the joust itself