GOOD AND BRAVE KNIGHT, YOU ARE THEREBY INVITED BY THE KING AND THE QUEEN
To the Jousting Tournament of the Kingdom 2!Create your sheet and fight other knights, until only one remains to claim victory, fame and wealth!
Are you gonna be the best, or be felled by someone better on the way to the top?
### ABOUT THE KNIGHTS OF THE TOURNAMENT ###
NAME AND HOMELAND:
Personal Name: The name everyone calls you with. (please write your username in brackets too)
Homeland: Combined with Personal Name, you shall be therefore X of Y. Knights are representatives of their Homeland, therefore 2 Knights cannot be of the same Homeland; Maidens of the Tournament also hail from Homelands.
The list of Homelands within the Kingdom (of which there is 121):
Abago, Abantes, Agerena, Alia, Albida, Alturun, Anges, Androname, Arara, Arkulus, Arperio, Atangawa, Auros, Avalon
Balbar, Baleria, Berys, Bira, Bitiana, Boan, Briarka
Dakiane, Darkad, Dekalina, Dekros, Deksis, Doktan, Donda, Dubar
Edrestas, Egendin, Eitriafer, Ekynia, Eleran, Eltge, Emilanos, Enedan, Eparys, Erma
Fabroryn, Fehir, Feneris, Flawus, Flimrai, Flonene, Friban
Glakis, Gradan, Grinome, Gulimer
Hekofire, Herata
Ifanus, Imabar, Imagan, Imbria
Kalla, Kardata, Keden, Kelak, Keldare, Keltam, Kessa, Kodrus, Konalain, Konerwin, Kreiwe, Krine, Kuram
Lalain, Lamra, Laron, Lelenta, Lewiana, Loralwio, Luditus
Marra, Mesameya, Mivyn, Modazus, Motes
Naregi, Nelynia, Nen, Nodas, Nokina, Noruiz, Nydantia
Palunda, Panion, Panona, Panus, Par, Pazara, Pida
Raganron, Rek, Rinul, Rozige, Rulvyn
Saliona, Salwara, Saowyn, Sarwiana, Skarge, Skey, Slanran, Slormak, Sororan
Tawy, Thule, Ton, Tryfata, Tuartam, Tuida, Tunia
Wirita, Wuria
Zah, Zarkat, Zon
PERSONAL STATS:
Each starts at 0; you have 7 points to distribute with no more than 3 per stat.
Balance: Decreases enemy chance to hit you during Jousting. (-1 per 1pt)
Build: Decreases enemy chance to knock you off during Jousting but also increases their chances for succesful hit. (-2/+1 per 1pt)
Eye: Increases chance to hit opponent during Jousting. (+1 per 1pt)
Muscle: Increases chances to knock-off the opponent during Jousting on successful hit. (+1 per 1pt)
Renown: Increases Crowd size and Bet size and Maiden chance during your Jousts. (+1/+1d10/+2 per 1pt)
Wealth: Increases starting Equipment value. (+250 per 1pt)
THE JOUSTING RULES
When a Joust begins, the Knights ride forth towards each other. Such a clash is called a Bout; each Joust has a maximum of 5 Bouts. Before each Bout, both Knight-Participants must choose their stance:
Lance: no modifiers
Eagle: +2 Balance, -1 Eye
Boar: +2 Build, +1 Muscle, -1 Eye
Lion: +2 Muscle, +1 Eye, -1 Balance
A 1d10 roll is performed, and your Eye is added to it; a 1d6 roll is performed for your Opponent, and their Balance is added to it.
If your Roll is higher than Enemy's roll, you score a Hit, gaining 2 Points (1 Point if your Lance breaks); the goal of the Joust is to score more Points than your Opponent... or you can just knock them off their Horse!
Each time a Hit connects, a 1d6 Unseating Roll is performed, and your Muscle is added to it, whilst your opponent's Protection is deducted from it. If the Unseating Roll is higher than sum of your Opponent's Build (2 points each) and Horse modifier, they are knocked off the horse, and you automatically win the Joust.
But wait, there's more!
If the sum of your Muscle (stat) and your Opponent's Protection (armor) are higher than your Lance's Endurance, a Coin Toss is performed; if you get Tails, your Lance breaks from sheer amount of force applied to it!
Special Cases:
If both Knights unseat each other in the same Bout, the Knight with lower Point Tally is declared loser.
*If both Knights have equal Point Tally, the Knight without a Lance is declared loser.
**If both Knights do not have a Lance, the Knight without a Maiden is declared loser.
***If both Knights have Maidens, the Judge will therefore determine the winner with a Coin Toss.
If at any point during a Joust a Knight loses all their Lances, the Joust is considered completed and Point Tally determines winner.
*If both have the same Point Tally, follow the procedure for previous special case (Maiden conditional, then Coin Toss)
Winning a Joust has additional effect of increasing the victorious Knight's Renown by +1.
### EQUIPMENT ###
You start with 750 ducats (modified by your Wealth stat) to spend on Equipment. To properly Joust, you need at least 1 Lance (you're highly advised to buy at least few spares, though!), a set of Armor of your choice, and a Steed to ride on!
Lances: Jousting equipment, you wield one and have spares held by tournament squires to give to you between bouts in case your equipped one breaks. These are made of two things; a shaft and a tip (if any). Unless you specify, Lances you buy will always be without a Tip.
Woods:
Wurian Pine: 3 Endurance, +1 Balance bonus. 40 Ducats.
Common Pine: 4 Endurance, +1 Balance bonus. 70 Ducats.
Common Oak: 5 Endurance, no Balance bonus. 70 Ducats.
Teak: 5 Endurance, +1 Balance bonus. 100 Ducats.
Spruce: 7 Endurance, -1 Balance malus. 100 Ducats.
Panonian Oak: 6 Endurance, no Balance bonus. 100 Ducats.
Krinean Oak: 6 Endurance, +1 Balance bonus. 150 Ducats.
Rose-Pine: 7 Endurance, no Balance bonus. 150 Ducats.
Lamrawood: 7 Endurance, +1 Balance bonus. 200 Ducats.
Greenheart: 8 Endurance, no Balance bonus. 200 Ducats.
Dubarwood: 9 Endurance, -1 Balance malus. 200 Ducats.
Tunian Oak: 9 Endurance, no Balance bonus. 250 Ducats.
Tips:
(none): +0 Muscle bonus, 0 Ducat modifier.
Iron-tip: +1 Muscle bonus, +50 Ducat modifier.
Steel-tip: +2 Muscle bonus, +100 Ducat modifier.
Armor: Protective equipment, you wear one to withstand the enemy blows when they do hit (and they will hit, sooner or later) and stay in saddle afterwards.
Gambeson: Protection 0, 50 Ducats
Hide Armor: Protection +1, 150 Ducats
Chainmail: Protection +2, 300 Ducats
Scalemail: Protection +3, 450 Ducats
Laminar: Protection +4, Balance -1, 600 Ducats
Lamellar: Protection +4, 750 Ducats
Platemail: Protection +5, Balance -1, 900 Ducats
Full Plate Armor: Protection +6, Balance -2, 1200 Ducats
Steed: Your tournament horse! The higher quality steed you have, the better your chances are during jousting.
Plain: no modifiers, 100 Ducats
War: +2 vs Unseating Roll, 200 Ducats
Courier: Balance +1, 300 Ducats
Ironheart: +4 vs Unseating Roll, 300 Ducats
Bruiser: +2 vs Unseating Roll, Balance +1, 450 Ducats
Thunderstroke: Balance +2, 500 Ducats
Champion: +4 vs Unseating Roll, Balance +2, 750 Ducats
Magical Items: These provide a rather curious variety of bonuses. These cannot be bought except when Zyrtec the Almighty, a wandering enchanter of artifacts, is visiting Tournament Grounds via an event.
Rustwind Helmet: -1 Protection (armor), +3 Balance (stat), 500 Ducats
Iron Thundercross: +1 Protection (armor), +1 Muscle (stat), 600 Ducats
Hunter's Ring: +3 Eye (stat), 600 Ducats
Timberheart Diamond: +2 Endurance (lances), +2 Protection (armor), 700 Ducats
Orb of the Eyes: +5 Eye (stat), -1 Build (stat): 800 Ducats
Falcon's Brooch: +2 Eye (stat), +2 Balance (stat), 900 Ducats
Giant's Girdle: +3 Muscle (stat), +2 Build (stat), 1000 Ducats
### THE TOURNAMENT CROWD ###
Crowd determines the size of Ducats the victorious Knight-Participant might receive from their opponent's betting pool when winning a Joust.
At start of a Joust, each Knight is bet on for 3d10 Ducats; this is further modified by the Knight's Renown.
After the Joust is finished, the betting pool is then multiplied by the Crowd Size; the base Crowd Size is 10 during Finals, 5 during Half-Finals, and 3 otherwise.
Example: Jorik of Nodas has 2 Renown and shall meet Evereste of Keldare, who has 3 Renown in a Half-Final Joust. The bet range on Jorik is thus 7d10 (5 Crowd from Half-Finals, 2 from Jorik's Renown) Ducats, the bet on him ultimately being 38 Ducats, while Evereste's bet is (out of 8d10) 51 Ducats.
Through his own Muscle (and quality of his equipment) Jorik manages to defeat Evereste in just two Bouts by Unseating him. Those 51 Ducats that peasants bet on his opponent Evereste are multiplied by Crowd Size, which was 10 (5 base, 2 from Jorik's Renown, 3 from Evereste's Renown); therefore, Jorik receives 510 Ducats!
### THE MAIDENS OF THE TOURNAMENT ###
When Tournament begins, 4 Maidens from randomly chosen Homelands come forth to find their favorite amongst the Knight-Participants of the Tournament.
A Maiden will automatically favorite a Knight who happens to hail from the same Homeland as she; given the sheer amount of Homelands in the Kingdom, the chance is really low, but you might be the lucky one!
On each Odd-numbered Day, a Coin Toss is performed for each Maiden without a Favorite; the one that receives a Heads will choose her Favorite:
1d6 roll is performed for every Maiden-less Knight, and the roll is improved by 2 points each for 1 point of Knight's Renown; highest modified roll wins the Maiden; a tie means the Maiden will not choose a Knight just yet.
When the Tournament reaches Half-Finals and therefore there is only 4 Knights remaining, all Maidens without a Knight-Participant will thusly proclaim their Favorite; in this particular case, ties are re-rolled.
A Maiden's Favorite will receive TRIPLED rewards from Crowd's Betting pools each time the Favorite wins a Joust. Furthermore, during the Finals, the two remaining Knights will receive a random Artifact from their Maiden, which they might choose to wear during said Final!
### THE DAYS OF THE TOURNAMENT ###
On Odd-numbered days, there will be paired Jousts between the Knights of the Tournament, up to 2 Jousts per Day outside Half-Finals. Half-Finals and Finals are done on their own Odd-numbered Day.
On Even-numbered days, the Knights can perform 1 of the following actions:
Undergo a Training Regime: Gain +1 to either Balance, Build, Eye or Muscle stat.
Court a Fair Maiden: Pick a Maiden that does not have a Favorite; you gain +4 to her choice roll. (You cannot perform this action if you already have a Maiden)
Share Time with the Crowd: You will receive Double amount of Ducats from your next Joust.
Attend Services of Ironfist, God of Chivalry: You receive +2 bonus to randomly chosen stat; Balance, Build, Eye or Muscle, for duration of next Joust.
Besides above actions, you can also Buy and Sell Equipment; selling is done at 50% Cost of the item.
### TOURNAMENT EVENTS ###
At start of each Day, a Coin Toss (Heads = yes, Tails = no) determines if there's an Event happening. All Events last until another Event happens OR the Event has lasted for 3 Days already.
Alcohol Poisoning: Something got into the alcohol served at the Tournament grounds, poisoning many of the drinkers! (Knights that will Share Time with the Peasants during this Event will receive -1 Eye and Balance penalty during their next Joust)
Dwarven Caravan: A caravan of industrious dwarves has encamped on the Tournament grounds! (Lance Tips (Iron, Steel) and Armors (Chainmail to Plate Armor) can be bought with 20% discount)
Elven Woodcharmers: A group of traveling elves has encamped on the Tournament grounds! (Lance Woods can be bought at 20% discount)
Equine Stampede: A commotion at the stables turns into a stampede, and many of the horses are killed in the process! (Doubles cost of all Horses)
Foreign Dignitaries: An entourage of foreign nobles and their servants has come to spectate the Tournament! (+4 Crowd Size)
Murder Most Foul: A noble has been murdered, and the guards are restricting access to Tournament facilities and many personages (additional actions on Even-numbered days, except Training, are not possible)
Zyrtec Has Come: Wandering enchanter of items, Zyrtec the Almighty, has arrived at the Tournament grounds! (Magical Items can be bought)
List of Knight-Participants (8 or 16 total):Personal Stats:
Balance: 2
Build: 1
Eye: 2
Muscle: 1
Renown: 1
Wealth: 0
Starting Equipment:
Lances: Panonian Oak Lance with Iron Tip (6 Endurance, +1 Muscle) x1; Teak Lance with Iron Tip (5 Endurance, +1 Balance, +1 Muscle)
Armor: Hide Armor (1 Protection)
Horse: Courier (+1 Balance)
Leftover Coinage: 0 Ducats
Personal Stats:
Balance: 2
Build: 1
Eye: 1
Muscle: 1
Renown: 1
Wealth: 1
Starting Equipment:
Lances: Krinean Oak Lance (6 Endurance, +1 Balance) x2
Armor: Chainmail (2 Protection)
Horse: Ironheart (+2 vs Unseating Roll)
Leftover Coinage: 100
Personal Stats:
Balance: 2
Build: 3
Eye: 1
Muscle: 2
Renown: 0
Wealth: 0
Starting Equipment:
Lances: Common Oak Lance with Iron Tip (5 Endurance, +1 Muscle) x1; Common Pine Lance with Iron Tip (4 Endurance, +1 Balance, +1 Muscle)
Armor: Chainmail (2 Protection)
Horse: War (+2 vs Unseating Roll)
Leftover Coinage: 10 Ducats
Personal Stats:
Balance: 0
Build: 3
Eye: 1
Muscle: 3
Renown: 0
Wealth: 0
Starting Equipment:
Lances: Dubarwood Lance with Steel Tip (9 Endurance, -1 Balance, +2 Muscle) x1
Armor: Hide Armor (1 Protection)
Horse: Ironheart (+4 vs Unseating Roll)
Leftover Coinage: 0 Ducats
Personal Stats:
Balance: 2
Build: 1
Eye: 2
Muscle: 1
Renown: 0
Wealth: 0
Starting Equipment:
Lances: Panonian Oak Lance (6 Endurance) x1
Armor: Hide Armor (1 Protection)
Horse: Thunderstroke (+2 Balance)
Leftover Coinage: 0 Ducats
Personal Stats:
Balance: 0
Build: 2
Eye: 2
Muscle: 0
Renown: 0
Wealth: 3
Starting Equipment:
Lances: Dubarwood Lance with Steel Tip (9 Endurance, -1 Balance, +2 Muscle) x1
Armor: Platemail (5 Protection, -1 Balance)
Horse: Ironheart (+4 vs Unseating Roll)
Leftover Coinage: 0 Ducats
Personal Stats:
Balance: 2
Build: 1
Eye: 1
Muscle: 0
Renown: 0
Wealth: 3
Starting Equipment:
Lances: Teak Lance with Steel Tip (5 Endurance, +1 Balance, +2 Muscle) x1; Teak Lance (5 Endurance, +1 Balance) x1
Armor: Scalemail (3 Protection)
Horse: Champion (+4 vs Unseating Roll, +2 Balance)
Leftover Coinage: 0 Ducats
Personal Stats:
Balance: 3
Build: 0
Eye: 3
Muscle: 0
Renown: 0
Wealth: 1
Starting Equipment:
Lances: Krinean Oak Lance (6 Endurance, +1 Balance)
Armor: Gambeson (0 Protection)
Horse: Champion (+4 vs Unseating Rolls, +2 Balance)
Leftover Coinage: 50 Ducats
9-16 Awaiting extra sheets to expand the Tournament!