Tournaments

Some general outlines for contests in tournaments.

Melee

These are usually held as mock combat, i.e. using dulled weapons. There are usuall no rules except that the last one standing is the winner. In game, we use FS3 Combat code to run these.

  • The times for a played chars to spend luck for a +combat/hero will be limited, usually to one time or two times only.

Duel Contest

These are run as mock combat, using FS3 combat code. Again, the number of allowed +combat/hero per player will be limited. Duel contests can either be run in knockout fashion (loser is out of the contest), or in 2 of 3 mode (two and more wins in three pairings will make someone proceed to the next round). Weapons will usually be limited to Blades.

Jousting

(Borrowing rules here from Game of Bones MUSH)

In a joust, three passes are ridden per pairing, unless one of the opponents gets unhorsed early.

In each pass, points can be scored, through an opposed roll of your Polearms skill against your opponent's Riding skill. Please note: Points are scored for the success of your attacker roll alone. If you manage to score a Crushing Victory on your Riding, this would not count to your overall score!

Luck can be spent once on either receiving a +3 bonus on your next attacker roll, or to reroll your last attacker roll.

Each person separately rolls for Attack:

+roll <your name>=Polearms vs <opponent's name>=Riding

Points for an opposed attacker roll:

  • DRAW: 0 points. Deflection.
  • Marginal Victory: 1 Point. No broken lance.
  • Solid Victory: 2 Points. Cracked lance.
  • Crushing Victory: 3 Points. Shattered lance. Opponent Unhorsed.

Compare results. Most things are pretty easy to work out with the above tables. For the odder results:

  • Both draw=Mutual Deflection.
  • Embarrassing failure=Pose something fun and terrible.
  • Both failed=Both pose something even funnier and terrible.
  • Both unhorsed=Either both lose or sword fight on foot to determine winner.

The winner of the tilt will be decided by points from all three passes.

Wrestling/Bareknuckle Contest

Similar to duel contests, these will be done in rounds of one-on-one mock combat, weapon set to 'Unarmed', armor to 'None'. Win is by yield, subdue or knockout.

Rules for subdue: You can attempt to subdue the opponent directly after landing a hit. You win, in case you succeed and the opponent doesn't manage to escape in the following round.

Archery

These are run in three rounds of increasing difficulty.

Each round, each contestant shoots three arrows at their target. Three misses in one round will remove the contestant from the contest.

Round 1: +roll Ranged
Round 2: +roll Ranged-2 (targets moved further back)
Round 3: +roll Ranged-4 (targets moved further back)

Points are awarded according to the table below:
Result Points Hit Location
Success 1 Point Outer ring
Good Success 2 Points Inner ring
Great Success 3 Points Close to center
Amazing Success 5 Points Bullseye!

It is possible to spend luck to receive a bonus or for a reroll, but only for one single shot.

Axe Throwing

These are run in three rounds of increasing difficulty.

Each round, each contestant throws three hand axes at their target. Three misses in one round will remove the contestant from the contest.

Round 1: +roll Reaction + Reaction
Round 2: +roll Reaction + Reaction-2 (targets moved further back)
Round 3: +roll Reaction + Reaction-4 (targets moved further back)

Points are awarded according to the table below:
Result Points Hit Location
Success 1 Point Outer ring
Good Success 2 Points Inner ring
Great Success 3 Points Close to center
Amazing Success 5 Points Bullseye!

It is possible to spend luck to receive a bonus or for a reroll, but only for one single throw.

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