Tournaments feature two specific styles of event: stylized combat and games of skill. In mock combat, opponents practice cavalry skills using lances or spears while on horseback, or they participate in melees that can range from one-on-one challenges between swordsmen to huge skirmishes involving multiple teams. Audience turnout and glory for participants is higher for these events due to the inherent risk they carry.
Games of skill focus on participants demonstrating their expertise in a given art, such as archery or falconry, rather than directly attacking one another. Ladies often participants in such tourney games, as risk of damage is low to non-existent.
Stylized Combat
Use the following rules to determine a win or loss for stylized combat.
- Tourneys usually have assigned opponents of different strength values.
- +check tourney check for all participants at the start of a bout. This represents your showmanship and skillfulness at rousing the crowd.
Jousting Rules
In a joust, two mounted opponents set their lances and charge at one another. The goal of a joust is dismounting your opponent or, in some tournaments, striking three blows regardless of whether they do damage.
Step | Action | Details |
1. | +check Lance | On a Critical Failure, your lance breaks before you strike. |
2. | droll 6d6 for damage on a successful hit | droll 12d6 on a critical hit |
3. | Check for knockdown |
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4. | Determine outcome of the pass. |
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5. | Apply damage after subtracting armour and shield and supernatural bonus, if any. | Note: Typical armour and shield bonus is 18. Shield bonus only applies if the struck character succeeded in their lance roll. |
Dueling Rules
Dueling involves a one-on-one melee challenge between two swordsmen. Damage in this sort of melee is halved after checking for knockdown as blunted weapons (called "rebated" are used. Opponents can also "pull" blows, not striking with full force; if this is done, damage is halved. If blunted weapons are used and blows are pulled, damage is quartered.
Step | Action | Details |
1. | +check Sword |
* Or other weapon skill as appropriate.
( Other weapons have special rules for Critical Failures and other situations. |
2. | droll #d6 for damage on a successful hit |
Example: If you droll 5d6 damage normally, on a crit, you droll 10d6. |
3. | Check for knockdown |
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4. | Determine outcome of roll. |
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5. | Apply half or quarter damage after subtracting armour, shield and supernatural bonus, if any. | Note: Typical armour and shield bonus is 18. Shield bonus only applies if the struck character succeeded in their weapon roll. |
Games of Skill
Archery Rules
Archery participants are paired off, and the winner is the first person to acquire three successful rolls.
Step | Action | Modifiers |
1. | +check Bow | |
2. | Determine outcome of the roll | Failure: You miss. Proceed to next round. |
Critical Failure: Your weapon may be damaged. Lose the bout. | ||
Success: You win the round if your base roll exceeds your opponent's. Example: On two successful checks, a roll of 7 beats a roll of 4. |
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Successful Tie: Neither win. Proceed to next round. | ||
Critical Success: You win the round if your opponent does not also crit. | ||
3. | Repeat rolls. | End once one participant scores 3 successful rolls. |
Falconry Rules
Falconry typically features a single roll between paired participants to determine the outcome of a hunt. These rolls represent the whole process of launching a bird in pursuit of specific prey, such as a released rabbit, or hunting to return the best prey.
For a more complicated approach, characters may check Hunting to determine prey flushed out, then Falconry for the bird's ability to hunting, and the bird's Hunting roll versus the prey's Avoidance score.
Step | Action | Modifiers |
1. | +check Falconry | |
2. | Determine outcome of the roll | Failure: Your bird gets no prey. If both miss, then roll again. |
Critical Failure: Your bird has some kind of problem. You lose. | ||
Success: You win the bout if your base roll exceeds your opponent's. Example: On two successful checks, a roll of 7 beats a roll of 4. |
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Successful Tie: Neither win. Roll again. | ||
Critical Success: You win the bout if your opponent does not crit. | ||
3. | Resolve rolls. | Roll again only if both opponents fail or tie. |
Performance Rules
A performance is defined as a musical staging of a song or instrumental concert. Typically the judges set a topic or theme to be sung or played. Participants then make a single roll to determine the quality of their material and the audience's response. Often times, performances may encompass several pieces, with one roll for each.
This game of skill uses Singing or Play. Opponents use the same skill; a Singing check is not countered by a Play check. Alternate variations use Orate for speeches, stories, or theatrical performances or Compose for written expression, including poetry, long form verse or even who has the finest calligraphy.
Step | Action | Modifiers |
1. | +check Singing | Alternates: Compose, Orate, Play |
2. | Determine outcome of the roll | Failure: Your performance is poor. If both miss, then roll again. |
Critical Failure: Your performance is terrible. You lose. | ||
Success: You win the performance if your base roll exceeds your opponent's. Example: On two successful checks, a roll of 7 beats a roll of 4. |
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Successful Tie: Neither win. Roll again. | ||
Critical Success: You win the performance if your opponent does not crit. | ||
3. | Resolve rolls. | Roll again only if both opponents fail or tie. |