Post by Head Moderator on Jan 27, 2012 6:32:18 GMT -5
Your roleplay for all of these activities must be at least a full and complete sentence. We will not give credit for -he shoots his arrow- or -she tosses a horseshoe- and that type of roleplay that only tells us you are out for the points and do not care about story development!
Marksmanship/Racing/Horseshoes - Win = 1XP x (# of Participants)
Marksmanship/Racing/Horseshoes - Lose = .5XP x (# of Participants) (Rounded Up)
Marksmanship/Racing/Horseshoes Proctor = .5XP x (# of Participants) (Rounded Up)
Jousting - Win = 2XP
Jousting - Lose = 1XP
Jousting Proctor = 1XP
Send these logs to the Activity Mod for credit.
Marksmanship
You may use anything you like for these games, archery, axes, throwing knives, darts, magic, bullets, as long as it is ranged and makes sense!
1. Roll init 1d20 for order. Add in your Quickness bonus.
2. There are five rounds to marksmanship games.
3. Upon your turn, roleplay your action then roll 1d10.
1 - Miss
2 - 4 Outer Ring
5 - 7 Middle Ring
8 - 9 - Inner Ring
10 - Bullseye
4. Add the number of your roll to your score. Highest score at the end of five rounds, wins. If you have any skill that adds to marksmanship, then add them now.
5. If there is a tie, then take an extra round to break the tie.
[Please scroll down to the next post for an example.]
Jousting
A joust is between two people on any type of beast they wish. Using a lance, they try to unseat the other first. As soon as one combatant is unseated, the joust is over, and the remaining seated one is the winner.
Initial is 1d20 + QCK as normal, high roll gets first hit.
There are 5 rounds (if none is unseated) and both combatants use 1d10.
Scoring is as follows:
1 - Unseated! - You Win!
(This must be a Natural Rolled 1 - not using any skills. If you get a 1 using Jousting Mastery it counts as Disabling Strength Hit - 15 pts)
2-3 - Disabling Strength Hit - 15 points
4-6 - Direct Hit - 10 points
7-9 - Not much harm done - 5 points
10 - Miss - 0 points
Racing
Racing is very simple, and you can race anything. Horses, sailboats, foot races, ice skating, frogs....etc. Races are completed much like archery.
There are five rounds for a race. Every round you roll a 1d10. Your rolls are added together and the person with the MOST points at the end of five rounds has won. Roll initiative at the beginning (add in QCK) to find the posting order.
Horseshoes
Horseshoes can be between 2 to 5 people. You are tossing a metal horseshoe towards a target in the ground, attempting to "ring" the stake.
Initial is 1d20 + QCK as normal, to determine order of posting.
There are 5 rounds and both combatants use 1d10.
Scoring is as follows:
1 - Miss Completely!
2 - 4 Not very close!
5 - 7 Getting closer!
8 - 9 - Very close!
10 - Ringer!
Add the number of your roll to your score. Highest score at the end of five rounds, wins.
If there is a tie, then take an extra round to break the tie.