BoredBrit
Bored Brit
BoredBritishGuy
Legend
Medieval Tournaments were grand affairs of ceremony and pomp with the intention of displaying martial prowess and taking home a hefty prize. We've had plenty of different attempts to make different jousting systems over the years and here is my hand at adapting a ruleset I found online to the HW stat system.
A Tourney should be made up of three separate parts; the Pageant (or Parade), the Tilt and the Melee. The Pageant is the presenting of the Jousters before the crowd and their subsequent dedications to their Lord or Lady's favour. The Tilt is the clashing of lance and shield upon horseback. The Melee is the final battle between the winner of the Tilt and the Champion of the Host.
To take part in a Tourney, one must fill out the following table with their relevant details:
Jouster Name | Body Score | Handling Score | Armour Save | Knightly Virtues or Favours |
Insert Character Name here | Insert Character's Body attribute here | Insert Character's Handling stat here (do not include focus) | Insert Character's Armour save here | Note any virtues or favour given as described below. |
Body Score - This value shall be considered and referred to as the character's "wounds".
Handling Score - (This value will be utilised later)
Armour Save - To tilt, plate armour must be worn. So a value of 4+ has been attributed to jousting armour saves.
Handling Score - (This value will be utilised later)
Armour Save - To tilt, plate armour must be worn. So a value of 4+ has been attributed to jousting armour saves.
The Pageant
[Knightly Favour] Each member of the crowd may present a token of their favour to a single Jouster of their choice, who in turn may only carry the one token, to bear publicly on their person for the duration of the tournament. This token declares their dedication of effort and victory to the one who bestowed such a gift. These tokens may exist as anything ICly, but must be bought in-game at the tourney from the host to ensure a legitimate amount of tokens is given. These tokens bestow a single re-roll to the Jouster at any point during the Tourney.
[Knightly Virtue] (To be added later. This is a reward system for previous Joust winners)
The Tilt
Each tilt is comprised of three passes and whichever Knight breaks the most lances or unhorses their opponents is named victor. The outcome of these passes themselves are determined via the choosing of 'ploys' from the following list. They are to be sent in a private message to the Tourney Herald or Host (depending on availability).
1. Aim for the Shield -
By aiming for the opponent's Shield, your ploy is resolved first.
2. Aim for the Helm -
By striking for the opponent's Head you increase the chances of unhorsing, you incur a +1 to your roll to wound.
3. Aim for the Crest -
By striking for the opponent's Crest you have no chance of causing injury. There is a -1 to hit but success counts as two lance breaks.
(This can only be used once per Tilt)
4. Swipe -
By swiping your lance across your opponent's front, you gain a +1 to your roll to hit.
5. Dodge -
By opting to dodge your opponent's strike, you incur a -2 on their roll to hit. In return, you do not get to strike.
(Should both people dodge, neither hit and that pass is considered nil to nil)
These ploys are then revealed simultaneously in an emote by the Tourney Herald or Host (depending on availability). Both contenders charge and the ploys are resolved in accordance to the order above (If both jousters chose the same ploy, they roll off against one another to see who is resolved first). By aiming for the opponent's Shield, your ploy is resolved first.
2. Aim for the Helm -
By striking for the opponent's Head you increase the chances of unhorsing, you incur a +1 to your roll to wound.
3. Aim for the Crest -
By striking for the opponent's Crest you have no chance of causing injury. There is a -1 to hit but success counts as two lance breaks.
(This can only be used once per Tilt)
4. Swipe -
By swiping your lance across your opponent's front, you gain a +1 to your roll to hit.
5. Dodge -
By opting to dodge your opponent's strike, you incur a -2 on their roll to hit. In return, you do not get to strike.
(Should both people dodge, neither hit and that pass is considered nil to nil)
To resolve a pass, the contender rolls a d6 with the intention of beating their opponent's armour save score. If the roll is successful, they roll a second d6 against their opponent's Body score to see if they wound. For every wound sustained, a further d6 roll must be made and a roll of 1, 2 or 3 results in the Knight being unhorsed and losing a further wound. Once per tilt, a contender may contest an unhorsing by rolling a d6 and achieve a result below their Handling score which results in a miraculous recovery and only the loss of the initial wound.