[D2, LA, EVENT] The Kick-off: Kemari, Part II
Posted: Sat Apr 13, 2024 10:09 pm
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.
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.