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The Grand Joust

Posted: Thu May 31, 2012 9:43 pm
by Lorthem
(OOC: Sorry this is late guys. I was trying to get some of the other things moved along further so the competitors wouldnt get overwhelmed with events. Additionally Ive had the hope more would enter but it seems we were unfortunate in this regard. Luckily we managed to get Shion to sign up to balance the numbers so thank her!)

The Joust pitch had been set and Fenian Pennants hung from polls surrounding the stands. Lorthem had taken a seat atop a box that had been prepared for the Queen. Since her entrance into the Joust the Royal Box was now sitting empty. Lorthem announced the rules so that those in the stands and the competitors could all hear.

I want a nice clean Joust from everyone! Unlike with the Tourney of Arms magic will be permitted to the benefit of those whom may utilize it. The wounding of mounts in order to win a round is forbidden. The intentional killing of a competitor is forbidden. All competitors must be mounted during the course of the joust and may not participate by any other means. The use of flying mounts is permitted, however they may not take flight during the course of the joust. If your mount takes flight you will be disqualified. Participants may not use tipped lances, use of such will be grounds for disqualification. Any competitor whom does not have plate mail will be given a set for the duration of the Joust. The same goes for mounts. The winner of the Joust will win the rights to keep their mounts. You may only target a competitors chest with a lance.

The first round of the Joust will consist of all competitors on the pitch, mounted, with swords. This will be a free for all and for each strike made on the chest plate of an opponent will net you one points. Following the free for all match you will each square away with an opponent as assigned to you in the Jousting List.


The Lists Round One
Zuan VS Roger
Scarlette VS Balerion
Vulkan VS Haley
Zechin VS Shion

How to Win the Joust

The free for all Sword Play on the Field will net each competitor one point for each chest hit. These points will be calculated in at the very end of the Joust.

Each individual joust will be calculated via hits. The first to score three chest hits will be declared the winner of the match. If you are knocked unconscious, or otherwise incapacitated you will be out of the match. If you are dismounted during the match you are to continue on foot with sword. Your competitor may remain mounted and assault you with sword via horseback.

The Dice

Each number of the dice has an action specified to it. You are to use this action as a guideline for your RP. Given that we will each roll the dice ourselves it is expected that you will respect one another and not roll the dice more then ONCE per post. Please do not cheat one another by rolling until you get the result you want.

1- Your lance strikes at the chest
2- Your lance strikes and shatters
3- Your lance misses and hits your opponent anywhere aside from the chest
4- You block all hits for the next 3 posts (both you and your competitors posts count)
5- You are dismounted
6- You are wounded
7- You are knocked unconscious
8- You strike at the chest for the next 5 posts
9- You drop your lance
10- You fail to spur your mount forward and do not move

Please use this dice. To operate it just press the D10 button. Your number will pop up in the box on the right.
The Dice!

Remember these are to be guiding actions for your RP posts! I encourage you all to RP the start and victories here, but for the purpose of organization and not getting confused with all the matches in one spot, you may want to start a topic for each of your matches.

Re: The Grand Joust

Posted: Fri Jun 01, 2012 12:19 am
by Shion
[[ 1d10 = 3 ]]

Shion led her mount to the field, the chocobo walking behind her, its head cocking as it bawked curiously. The over-sized chicken was an unusual choice, but quite suited to her need. She had come to an agreement with the bird, and so he served as her mount, albeit cautiously. Her armor and shield gleamed in the sunlight, though she wore it more for show than actual need. She had, however, chosen to use simple wards rather than her Reiatsu* in the name of fairness. The only way one could penetrate the latter would be by having superior or extremely focused spiritual skills, and none here had those skills.

She mounted the bird and drew her sword, raising it in salute before nudging her mount forward. As the signal for the melee came, they charged to attack Zechin. As her first opponent, she decided it best to disable him early. She swung her weapon, striking his right shoulder, and directed the chocobo to disengage and turn, readying herself for the next attack directed for her.

*Reiatsu (Spiritual Pressure) is the physical force/pressure that a person’s spirit energy creates when released.

Re: The Grand Joust

Posted: Fri Jun 01, 2012 2:03 am
by Vulkan
Vulkan enters the Jousting zone, without a horse, he knew it would be an experience to ride a horse again, long ago before he left he had one but that didn't matter now he was here to compete, he had spoken to zechin and asked for a horse and waited for him while he went through the competitor list. He saw his opponent was Haley, so knew he had to wait for her to before starting. He waited for there arrival.
Ive already prerolled for when need its {1d10=1}

Hitting Shion

Posted: Fri Jun 01, 2012 8:55 am
by Zechin
[[ 1d10 = 2 ]]
Before mounting upon his horse Zechin flips a coin to the stable hand and bids him godspeed to provide Sir Vulkan a roan destrier. Saddled upon his armored charger and armed with long sword and shield Zechin unsheathes his blade brandishing it high in the sky he charges into the field shouting "FOR QUEEN AND COUNTRY!"

Re: The Grand Joust

Posted: Sun Jun 03, 2012 7:39 pm
by Lorthem
OOC:

I understand there has been some confusion regarding the rounds and whom is fighting whom at the moment. Prior to the start of the actual jousting lists there is a sword melee of all competitors in the pitch at once! Anyone may attack anyone, and for each strike on the chest you net one point. These points are rather useless right now, but will be taken into consideration in the very final round of the joust.

As such this melee will carry on until I call an end and declare Round 1 open, which will then turn to the list match ups. Hope this clears some confusion all!

Addendum:
The dice are to be used for the melee as well to keep the fighting fair. The points you gain from dice strikes will be counted at the end and contribute towards your final win.

There has been a request for a different dice layout for the purpose of the sword melee as it doesnt make sense that a sword would break to some. As such using the d6 die we will be doing the following.

1- You block the next three turns with your shield
2- You strike at your opponents chest
3- You dodge the next turn
4- Your shield breaks, you fail to block for the next 5 turns
5- You are wounded, your pace slows for the next 2 turns
6- You trip and stumble to the ground on this turn

Re: The Grand Joust

Posted: Mon Jun 04, 2012 8:48 am
by balerion
preroll: 1d10 = 8
1d6 = 4

Balerion decides to save his griffon for when the actual joust begins. Flying into the arena he lands hard enough that his shield strap breaks and he sees Zechin to the side and smiles before taking a few steps in his direction claws ready to take on any sword.

Re: The Grand Joust

Posted: Tue Jun 05, 2012 9:12 am
by Scarlette
Scarlette races into the melee upon a castle charger. A strong beast with a dark coat. She grips her sword but keeps her agiel dangling as a fall back. Twirling the longsword she looks to the dragon on the other side of the pitch and growls. He would choose to jump into such competition.

Sighting Shion closer to her she leans forward on her mount and then draws it up short, the horses hooves dancing across the field as the Mord Sith moves to strike.

1d6 = 3

Re: The Grand Joust

Posted: Tue Jun 05, 2012 10:24 am
by Zuan
Zuan slowly mounted his horse, wearing light, dark silver plate mail, more out of 'tradition' than need, knowing his regenerative skills would be more than sufficient to survive any blow stuck at him during the duel, however he wanted to show he could make a slight effort for the competition, but kept his armour dark, to match with his normal everyday appearance. His horse was also dark haired, and so as he looked around at the impending melee, he knew, that whatever happened, at least he would look the part, he personally was not a fan of the melee duel, much preferring to get straight onto the joust, where he could attempt to knock someone out cold, rather than the pageantry that was the melee, he did not understand what was the points of tapping swords on chest plates, in a real fight you would aim to kill, not to injure. So as he rode into the melee, he kept highly defensive, keeping his shield close to him at all times, deciding to try and stay as defensive as possible, until he found the opportune moment to strike.
1d6 = 1

Re: The Grand Joust

Posted: Sun Jun 24, 2012 2:20 pm
by balerion
Balerion looks around wondering why all of the other contestants seem to have turned to stone then decides it must simply be foul witchcraft. Seeing only small movements across the battlefield slow then cease he decides to look for where the foul spell might be originating.

Re: The Grand Joust

Posted: Sun Jun 24, 2012 5:22 pm
by Shion
Scarlette wrote:Scarlette races into the melee upon a castle charger. A strong beast with a dark coat. She grips her sword but keeps her agiel dangling as a fall back. Twirling the longsword she looks to the dragon on the other side of the pitch and growls. He would choose to jump into such competition.

Sighting Shion closer to her she leans forward on her mount and then draws it up short, the horses hooves dancing across the field as the Mord Sith moves to strike.

1d6 = 3
She spotted Scarlette charging toward her, and prepared to counter her attack. The fox woman swung her sword and (as per Scar's roll) completely missed! Wiff, went the blade as it passed through empty air, the Queen having drawn up short at the last moment. Shion quickly brought her sword back into position, nudging her mount to the side to try and evade the next attack.
1d6 = 3- You dodge the next turn