Arena Tournaments
Arena fights are three minutes in length per round; 1d30 seconds pass between turns. Between rounds, fighters regain 10% of their HP/EP. Between fights they are fully restored. However, rolling a 1 causes your sides to be lowered by 1 during the tournament, due to straining things, and rolling a critical hit causes the opponent to lose 1 MHP for the remainder of the tournament. Tournament fighters get to lose three times before being removed from the tournament; those who win a fight get to move on to the next round, as does the last person left if nobody is left to fight.
Potion use is legal within the arena - up to three potions may be in an arena fighter's possession at any time. Potions are sold by various fair vendors - no refund if you still get your butt kicked.
There are three categories: Mortals (2d and less), Empowereds (3d), and Immortals (4d and more). If there is not enough members, people above 3d50 will go into the Immortals category, and 3d50 and less in the Mortals category.
Points Awarded: 25 points for exiting the first round, 50 the second, 75 the third, and so on; 1 point per round survived.
Archery Tournament
Archers get 5 arrows per round. This involves a roll on 1d; the hits rolled determine the shot's accuracy.
Hits scored on 1d | Accuracy of shot |
No hits | Misses target. |
1 hit | Barely hits target; 1 point. |
2 hits | White outer ring; 2 points. |
3 hits | Red outer ring; 3 points. |
4 hits | White middle ring; 4 points. |
5 hits | Red inner ring; 5 points. |
6 hits | White inner ring; 6 points. |
7 hits or more | Bullseye! 10 points. |
Maximum roll | Lucky shot!
Hits increased by 1d5. |
Round |
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Round 1 |
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Round 2 |
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Round 3 |
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Round 4 |
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Points Awarded: Points scored are multiplied by the current round. Total score from archery tournament equals points awarded.
Gambler's Tournament
The most free-form tournament. Each gambler starts with 100 Coins. The object is to eventually win all of the Coins (or as many as possible.) Blackjack and poker are accepted games. Once you run out of Coins, you're out of the tournament!
Points Awarded: 10 points * (number of Coins the gambler has at the end / 100).
Arm-Wrestling Tournament
Yep, armwrestling. Each opponent gets 1d50 to contest with; if at any time one opponent gets 50 ahead of his competitor, the match ends. Simple elimination tournament. Starting initiative very important to win.
Points Awarded: 20 points per win.
Jousting Tournament
Jousting requires a mount, a shield, and a jousting lance (inflicts half damage [blunt] to target, breaks if it inflicts 10 or more points of damage (whether blocked or not.))
Controlling Your Mount
This requires a roll against the rider's Helm(Horse,
Dragon, whatever) skill. For the purpose of this tournament, this is equal
to the rider's sides, if going by default. (This assumes one has ridden
a horse, etc, enough to understand how to ride one; those who are unfortunate
enough to be completely unfamiliar with their mount use 1d20 and are in
-deep- trouble.) Intelligent mounts can roll against their own skill -10
to move in a direction conducive to hitting the enemy, or can obey the
commands of their rider and let the rider make the roll. On a no-hit, the
knight cannot attack; on a natural 1 he recieves double damage if hit,
and gains a -10 to remain seated for that round.
The Charge
Each lancer gains a bonus to sides equal to 1/5
the speed dice of the mount; +d10 for most horseriders. The knight can
also attempt to block the other's lance - this is highly recommended for
the sake of survival.
Being Unhorsed
If the attack inflicts any damage, the user must
roll versus his Helm skill (the mount -cannot- roll for this); one hit
per five points damage recieved is necessary to stay on. If the target
is unhorsed, or collapses from damage, the other person is declared the
victor. If both participants are unhorsed simultaneously, they both must
remount, get new lances, and prepare for another charge. If both participants
are defeated simultaneously, the match is declared a draw and will be continued
on a later date.
Points Awarded: 20 points per win, 5 points for participating.
Winner of this competition will be named King
or Queen of the Fair.
KenderBall Tournament
This is the least serious of the tournaments, and is only recommended for people who have a severe case of weirdness. The basic object of the game is similar to dodgeball, kender-style. The "ball" in question is semi-sentient and very bouncy, and joins in on the competition at times.
In short, the teams are equally divided - for the purpose of explaining these rules, we will assume five to a team. To throw the ball, the thrower chooses a target (and therefore a number); 1d5 is rolled for the ball's intentions. Yes, the ball's intentions. The thrower rolls 1d of his dice, and is at a -d10 per number by which the ball disagrees; however, if the ball and the thrower choose the same number, the thrower gets a +d20 to hit. The target of this attack can either dodge or catch the ball (at -d10.) If the ball is caught successfully (the catcher rolls higher than the thrower), the thrower takes one hit; if the target fails to dodge or catch the ball, the target takes one hit. Five hits means that the person is out. When everyone on one side is out, the other side wins.
Berserk!: If a 1 is rolled at any time (dodge, catch, or throw), the ball goes Berserk! The ball goes under its' own control, and bounces from side to side at random targets as if thrown by a 1d50, and does not stop until a side is defeated or until someone catches it.
Variants:
(Note: Variants are not played in the tournament,
but are included for the sake of fun.)
Buzzball
The ball is now electrified; touching it, even to throw it, causes one point of damage. Catch is considered a block (minimum 1 point of damage). The ball inflicts damage equal to the 1d roll; throwing it, however, is at a -d10 due to the electrical current running through it. Instead of being hit five times with the ball, a player is removed by being zapped into oblivion.
Berserk!: The ball becomes a careening thunderball - attempting to catch it inflicts double damage.
DeathBall
Only one change from the normal game, and that is...
Berserk!: The unfortunate person next to the ball gets blasted out immediately, and takes 6d6 direct damage, as the ball explodes!
BonkBall
The ball is more variable, to the point that any player has an effective skill of 1d50 at all times in place of their regular dice.
Berserk!: As normal.