Medieval & Fantasy Minecraft Roleplaying

Greetings Explorer, Navigate into the Lobby!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Be sure to "Get Whitelisted" to join the community on server!

Kaltic Jousts

blargtheawesome

... is very scientifical.
Events Staff
Lore Staff
Staff
1597352440219.png

Within the Kaltlands, jousting is more brutal than it is in others. It is less showy, more dangerous, and requires more actual skill. In some realms, the the joust’s primary function is to entertain nobles and peasants. In the Kaltlands, the primary function is to train lancers in the tradition of mounted combat.
Jousting is divided into different tilts between two individuals. The area in which the joust takes place is known as a “list.” The participants in the joust are known as either lancers, or knights, depending on if they are knighted or not. To signify surrender in the joust, the lancer is expected to ride to the end of the list with their lance lowered. This may be for any reason. If the lancer is too injured to signify surrender but cannot joust, they are disqualified.

The rules:

Lancers conduct themselves in three tilts along the list. The winner is determined by who accumulates more points during these tilts.

1 point. Touching one’s lance against their adversary.
2 point. The lance shattering against their adversary.
3 point. The adversary being dehorsed by the force of the blow.

To determine the amount of points earned per tilt, each lancer rolls a d20. The side that rolls higher is victorious, but how big the difference is is shown below:

Difference of 1-5: one point.
Difference of 6-10: two points.
Difference of 11+: three points.

If at any point a lancer rolls a critical failure, they are injured in the joust. The severity of the injury is at the discretion of the person who has critically failed, and it may depending on the context and their desired level of dramaticism be as mild as “inconvenienced” to extreme as “dead.”

To determine the modifiers for rolls, take the lancer’s stats for speed or strength. Historically, stronger knights had longer and weightier lances; faster knights had thinner, more maneuverable lances. Both are a valid way to attempt victory. “Known jousters” also are permitted to have a plus one, to represent their experience in the showy, fanciful art of tourney jousting.
 
Top