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.
- Success increases the crowd's favor.
- Failure decreases the crowd's favor.
- 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.
- 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
- 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
- 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
- Counterattack (regardless of stance) immediately go to roll to hit.
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