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[D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Sat Apr 13, 2024 10:09 pm
by Cearnach
The purpose of Kemari is to work together to keep the ball in the air. The longer the ball is kept in the air, the more successful the entire group is, and the better the atmosphere in the court.

When you roll during this part of the event, you are contributing successes to a pool. You are limited to 2 contributed successes: your successful roll, and 1 raise. The remaining raises you call can be used for 1 of 2 purposes. You may either show off, spending 2 raises to earn 1 glory point, or you may give your raises to the next person to roll for them to use as they will, perhaps lowering their TN, perhaps showing off.

The first three people to roll for this event will roll Games: Kemari/Agility at TN 10 or Athletics/Stamina at TN: 15. After 3 people have rolled, the TNs go up by 5. This will continue until someone fails their roll. At that time, the ball will hit the floor and the game will end.

The following Advantages and Disadvantages apply to this Event
Daredevil, Lame,


Rewards
<6 successes: The lack of cohesion demonstrated here bodes ill for the success of the court, and everyone can feel the malaise. TNs for Court Action rolls will increase by 3.

6-11 successes: A passable showing from the team. Their efforts are acknowledged by the Third Deputy Director of Imperial Sport. Each contributing character receives the public thanks of the Director and 2 glory.

12-17 successes: A good showing from the team. In addition to the reward from the previous bracket, their efforts are acknowledged by the Director of Imperial Sport–who elbows past the Third Deputy to offer each player an invitation (redeemable once at any time during daylight hours this court) to meet a member of the Imperial Bureaucracy for tea.

18-23 successes: A remarkable showing from the team. Their efforts fill the spectators with strong positive vibes. In addition to the rewards from the previous brackets, all participants and all those who attend the event feel the pressures of Court to be much lower. The TNs of their Court Actions are reduced by 2 until Day 5.

24+successes: A splendid showing from the team. Their efforts bolster the concept of cooperation for the court. In addition to the rewards from the previous brackets, all characters will be able to donate raises to each other as above until Day 5.

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Thu Jan 09, 2025 8:03 pm
by Ikoma Honoka
Honoka had to adjust to a hat that felt far too uncomfortable and nearly missed the start! However she adapted on the fly quickly, and the ball was passed onto the next person with not too much skill and more guesswork.

[D2, LA, EVENT] The Kick-off: Kemari, Part II. Kemari/Agility TN10 | 3k3 ⇒ 27 (TN: 10)

1 success!

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Thu Jan 09, 2025 9:48 pm
by Doji Shinnosuke
After the appropriate ceremonials, the game is afoot! With feet.

With everyone watching, Shinnosuke plays it safe on the first kick, catching Honoka's pass and bouncing it gently to....

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D2 LA Kemari main event--round 1, play it safe w/o Raises. | 3k3 ⇒ 21 (TN: 10)

1 success

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Thu Jan 09, 2025 11:43 pm
by Kitsu Sayomi
... Kitsu Sayomi! Who elegantly kicks the ball up, keeping the game running with good spirits and big smiles all around, and the ball passes onto...


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D2 EVENT: Kemari Part II. Games: Kemari/Agility. | 4k3 ⇒ 18 (TN: 10)
1 Success

3 Successes in total.

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Fri Jan 10, 2025 7:19 am
by Doji Aito
...Aito who catches the ball with one hand and while on the air throws gently to..

D2 kemari part 2, kemari/agility | 6k4 ⇒ 49 (TN: 15)

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Fri Jan 10, 2025 8:04 am
by Matsu Masumi
Masumi considered, for a moment, doing a totally awesome kick on the ball. It's a bit early for that, isn't it? It'd be really embarrassing to slip up so early on. And so she did a standard hit, all the while regretting not going for the cool option.

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D2 LA Kemari Event: Athletics / Stamina TN 20, VP Spent | 7k4 ⇒ 34 (TN: 20)

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Fri Jan 10, 2025 1:18 pm
by Cearnach
Shiba Takumi received Masumi's kick with a smile, effortlessly bouncing it off her foot in such a way that the next player would receive a graceful, easy lob.

[Actual TN was 25, apologies.] Games: Kemari/Agility, 1 called raise for extra success, 1 called raise for the next player. Shiba Void spend | 8k5 ⇒ 46 (TN: 30)

Team Successes: 7

Next player receives a Free Raise.

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Fri Jan 10, 2025 1:26 pm
by Ikoma Honoka
Honoka was thankful for the easier pass, keeping it under control and knocking it onwards with slightly more skill than before.

(ooc: Kemari, Part II. Kemari/Agility TN20. Vp spent for skill, FR used to lower TN to 15 | 4k3 ⇒ 24 (TN: 15)

Running successes: 8
Current TN: 20 (for 2 more rolls)

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Fri Jan 10, 2025 10:48 pm
by Kitsu Sayomi
And the ball continued to stay afloat as Sayomi followed up her kin's kick, gently letting the ball roll over her shin and down her foot before letting it fly again.

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D2 EVENT: Kemari Part II. Games: Kemari/Agility. | 4k3 ⇒ 26 (TN: 20)

Running successes: 9
Current TN: 20 (for 1 more roll)

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Fri Jan 10, 2025 10:53 pm
by Doji Shinnosuke
Shinnosuke catches Sayomi's pass with an unfancy but neat hook kick, sending the ball toward...

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D2 LA--Kemari round 2, TN20. VP | 4k4 ⇒ 23 (TN: 20)

10 successes total!

Re: [D2, LA, EVENT] The Kick-off: Kemari, Part II

Posted: Sat Jan 11, 2025 1:22 am
by Cearnach
games: Kemari 5/Agility 4. Fresh out of Void. 1 Raise for success. | 9k4 ⇒ 27 (TN: 30)

Unfortunately, Shiba Takumi, Kemari Player in the third degree, was all out of awesome. She caught the ball with her knee, sending it straight up into the air, but illegally. The game was called. And though the Director of Imperial Sport('s 3rd Deputy) was very pleased with the result, greater vistas of glory sadly eluded the team.

Takumi would live with the shame for some years, waiting for the day in which she would assuage it with some great feat of kicking, or by the shedding of her life's blood in glorious battle.

This event has reached its conclusion. The number of successes from Team Righteous Awesome Rokugan Go! (working title) is 10. A passable showing. Each contributing character receives a hearty thank-you for participating and 2 Glory points.