Spearfall Weapons Tourney Rules

Crowd Crowd favor is measured for each fighter:
  • Cheering Crowd: +1 to all tests until hit by the enemy or lose favor.
  • Neutral Crowd: The crowd tensely waits to see what you will do.
  • Booing Crowd: The crowd is booing you! -1 to all roles until you gain the crowd's favor.
A Non-fighting team member can influence the crowd (dc 13)
  • Success increases the crowd's favor.
  • Failure decreases the crowd's favor.
Select Coaching A single team member not fighting may coach the fighter (dc 13), choosing an approach skill.
  • Critical Failure: The coaching confuses the fighter and the fighter cannot benefit from the approach at all.
  • Failure: the coaching throws off the fighter, and the approach skill will have a disadvantage on the approach test.
  • Success: the coaching helps the fighter, and the approach skill gains +2 for the next approach test.
  • Critical Success: coaching truly helps the fighter, the approach skill gains an advantage for the next test.
  Select Approach (DC 13) (Crit offers an advantage to the initiative test instead of +2)
  • Athletics: +2 to Initiative, +2 to AC
  • Insight: +2 Initiative, +2 to Hit.
  • Perception: +2 to AC, +2 to Hit
  • Deception -2 to the enemy initiative, +2 to hit
  • Performance - Rally the crowd to your favor (Success increases the crowd's favor.)
  • Intimidation -2 to the enemy initiative, +2 to AC
  • Acrobatics +2 to AC, +2 to Init
Select Stance 
  • Aggressive Stance, +2 Init, -2 AC
  • Wild Stance, +2 Init, -2 Hit
  • Counter Stance, -2 Init, +2 Hit
  • Defensive Stance, -2 to Init, +2 AC
  • Acrobatic Stance, -2 to Init, Advantage on Dodge
  • Balanced, Flat Initiative
Initiative Phase Initiative Winner Rolls to Hit First Roll to Hit Compare against targets AC.     If Hit Defender may:
  • Last moment dodge: Acrobatics or Athletics Check, the result becomes AC, no counterattack, reset to the approach
  • Last moment parry: Attack roll +2, the result becomes AC, no counterattack, reset to the initiative
If Miss Defender may:
  • Counterattack (regardless of stance) immediately go to roll to hit.
If hit: Regular hit: Score one point for the striker and gain crowd favor, fighters reset to the crowd phase. A critical hit on the hit phase risks knockout defender makes DC 13 con save or the fight ends.

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