Anezka/Games of Instinct
Joust
Both vampires face each other as they play chicken with dirt bikes and a melee weapon of choice.
Rules:
The Game is played withing three turns.
The first turn is free, the vampire can activate disciplines and its drive roll is an automatic success.
On the second turn, the vampire makes a Dex + Drive test with a TN of 7. He or she can spend each success after the first to raise his opponent TN for the attack roll, or lower his TN. Vampire Choice.
On the final round, when both bikes meet, both vampires make a simultaneous Dex + Melee test with a TN of 7 (+ or - the modifier granted by the previous roll). With one or two successes, the vampire hits the opponent bike and gathers one point. With three or more successes, the vampire hits the opponent. Damage is applied, and the vampire that was hit must pass a Sta + Drive test with a TN of 7 + his damage modifier to remain on the saddle. A direct hit gathers two points, while unsaddling the opponent gathers three.
The winner is the one who has most points after three passes.
Capture the Flag
Two teams enter a maze that has three flags in it. The first team to capture two flags is the winner.
Rules:
The Game has no set time.
Each team starts at one end of the maze, anything goes inside the game field.
From the Frying Pan into the Fire
Two vampires face each other barefoot, balancing themselves on a 4 by 4 wood rafter that hangs 10 feet over a bed of embers.
Rules:
The vampires agree if the combat is a brawl or a melee. If no agreement can be achieved, the judge-priest will choose for them, or leave it to chance.
Every time a vampire is hit by his opponent, he must make a Dex + Acrobatics (or Athletics) test with a TN of 7 + his damage modifier. If he fails on the test, he falls on the embers and suffers 1 Aggravated Point of Damage per turn that he remains on the heat.
Back