May 14, 2019 7:58 am
[ +- ] THE CHAMPIONSHIP STRUCTURE
Each event of the tournament is presided over by a judge from one of the Great Clans, who rates the participants on their proficiency. Most, but not all, of the contest events are also competitive, with contestants being paired together by drawing tiles from a clay pot. (The tiles, the pot, and the structure of the tournament are all centuries old.)
Contestants gain contest points in the following ways:
- If a contestant satisfies the judge that they are proficient in the skill being tested (succeeding on the required check), they earn one point.
- If a contestant succeeds in a way that wins the judge's approval (using the specified approach) they earn an additional point (for a total of two points).
- If a contestant beats the listed front-runner (succeeding and getting a specified number of bonus successes) they earn an additional point and gain 1 glory. This is cumulative with earning points by using the correct approach.
A contestant must earn at least contest eight points to make their gempuku and be invited back for the final iaijutsu competition on the third day.
Contestants gain contest points in the following ways:
- If a contestant satisfies the judge that they are proficient in the skill being tested (succeeding on the required check), they earn one point.
- If a contestant succeeds in a way that wins the judge's approval (using the specified approach) they earn an additional point (for a total of two points).
- If a contestant beats the listed front-runner (succeeding and getting a specified number of bonus successes) they earn an additional point and gain 1 glory. This is cumulative with earning points by using the correct approach.
A contestant must earn at least contest eight points to make their gempuku and be invited back for the final iaijutsu competition on the third day.
[ +- ] APPROACHES
During the tournament, your PCs will need to make checks to see if they pass or fail each of the eight contests. Unlike the previous checks, during the contest your PCs get to choose their own approach to how they make the check. This means that while the contest determines the skill your PCs use, the PCs get to select the ring they use with the skill (this is under "Approaches" in your PCs‘ folios).
The approach the PCs choose reflects the way they seek to perform the task. No approach is wrong, so your PCs can choose to use their highest ring and maximize their chances of success (basically, they would be playing to their strengths). However, as the contest rules describe, some of the judges may favor certain approaches over others, and using the right approach can give the PCs bonus points in the contest.
An air approach is evasive and clever, looking for workarounds and indirect paths. In a physical task, a character using an air approach stays light on their feet and flexible, while in a social situation, a character might refuse to commit to any position while probing their opponents for weaknesses.
An earth approach is cautious and grounded. It is thorough, and makes sure not to leave any obvious gaps or weaknesses. In a physical task, a character using an earth approach stays sturdy and braced. In a social scene, a character speaks slowly and thoughtfully, making sure not to overstep with their words.
A fire approach is creative and fierce, bearing down on the opposition in an intimidating manner. In a physical situation, it often reflects an all—out effort to overwhelm a problem in one burst, while in a social scene, it might mean that the character is trying to excite and impress an audience with their audacity and flair.
A water approach is fluid and reactive, giving the character maximum flexibility. In a physical situation, it often means the character is staying mobile and shifting to apply their strength from many directions. In a social situations, the character is gregarious, seeking to please and ingratiate to keep as many options open as possible.
A void approach represents a character in the flow state. Unclouded by thought, a character can react instinctively to any problems. In a social scene, it reflects cryptic mysticism and an aura of wisdom beyond one‘s words.
The approach the PCs choose reflects the way they seek to perform the task. No approach is wrong, so your PCs can choose to use their highest ring and maximize their chances of success (basically, they would be playing to their strengths). However, as the contest rules describe, some of the judges may favor certain approaches over others, and using the right approach can give the PCs bonus points in the contest.
An air approach is evasive and clever, looking for workarounds and indirect paths. In a physical task, a character using an air approach stays light on their feet and flexible, while in a social situation, a character might refuse to commit to any position while probing their opponents for weaknesses.
An earth approach is cautious and grounded. It is thorough, and makes sure not to leave any obvious gaps or weaknesses. In a physical task, a character using an earth approach stays sturdy and braced. In a social scene, a character speaks slowly and thoughtfully, making sure not to overstep with their words.
A fire approach is creative and fierce, bearing down on the opposition in an intimidating manner. In a physical situation, it often reflects an all—out effort to overwhelm a problem in one burst, while in a social scene, it might mean that the character is trying to excite and impress an audience with their audacity and flair.
A water approach is fluid and reactive, giving the character maximum flexibility. In a physical situation, it often means the character is staying mobile and shifting to apply their strength from many directions. In a social situations, the character is gregarious, seeking to please and ingratiate to keep as many options open as possible.
A void approach represents a character in the flow state. Unclouded by thought, a character can react instinctively to any problems. In a social scene, it reflects cryptic mysticism and an aura of wisdom beyond one‘s words.
[ +- ] SPENDING OPPORTUNITY
During the tournament Opportunity on kept dice can be spent in several ways.
WAYS SPECIFIC TO A CHECK
Sometimes, a check has a specific way to spend opportunity.
Whenever a PC has the option to spend an Opportunity for an effect, it is marked in text in one of two ways:
Single Opportunity: This means the character may cause the listed effect to occur once. They cannot activate it again during this check.
Opportunity+: This means the character may cause the listed effect to occur once per 9: spent this way.
WAYS UNIVERSAL TO ALL CHECKS
All PCs can spend Opportunity on any check to do the following:
Opportunity+: Remove 1 strife per Opportunity spent this way.
Single Opportunity: If the check was a failure, the PC demonstrates their determination and skill even in the face of adversity, suffering no embarrassment or shame for failing.
Single Opportunity: If the check was also successful, the PC accomplishes it in a particularly satisfying and impressive way, gaining the admiration of the crowd.
Single Opportunity: Learn an interesting detail about one of the contestants or other individuals in the tournament. The PC should choose a character and the GM will provide the appropriate detail.
WAYS SPECIFIC TO A CHECK
Sometimes, a check has a specific way to spend opportunity.
Whenever a PC has the option to spend an Opportunity for an effect, it is marked in text in one of two ways:
Single Opportunity: This means the character may cause the listed effect to occur once. They cannot activate it again during this check.
Opportunity+: This means the character may cause the listed effect to occur once per 9: spent this way.
WAYS UNIVERSAL TO ALL CHECKS
All PCs can spend Opportunity on any check to do the following:
Opportunity+: Remove 1 strife per Opportunity spent this way.
Single Opportunity: If the check was a failure, the PC demonstrates their determination and skill even in the face of adversity, suffering no embarrassment or shame for failing.
Single Opportunity: If the check was also successful, the PC accomplishes it in a particularly satisfying and impressive way, gaining the admiration of the crowd.
Single Opportunity: Learn an interesting detail about one of the contestants or other individuals in the tournament. The PC should choose a character and the GM will provide the appropriate detail.
[ +- ] THE EVENTS
There are five contest events on the first day: sumai (traditional wrestling), heraldry, athletics, horseback riding, and conduct. The contests on day two will cover weaponry, poetry, knowledge of law, Go (a traditional strategy game), archery, and hunting.
Before each contest begins, the judge's will give advice on how they expect the competitors to undertake the particular event
Before each contest begins, the judge's will give advice on how they expect the competitors to undertake the particular event
OOC:
Thread is locked for the moment, above information provides details and guidance for the the next section of the game. Any questions/queries please let me know in the OOC thread