The students are all brought into the Dojo by an old Lion General nmed Akodo Eiko. Inside, they are also met by the Lord of the Kakita Academy, as well as the Governor of Tsuma, the Grey Crane, Kakita Toshimoko. After everyone bows as appropriate, they are all directed to sit on the edges of the dojo, Eiko and Toshimoko each selecting one student a piece to come forward and face one another..
- Air is precise, distant, and analytical. Air does not approach the matter directly, but with care, subtlety, and planning.
- Earth is firm, grounded, and cautious. Earth prefers to act decisively, but only after due consideration.
- Fire is passionate, inventive, and direct. Fire acts swiftly and with overwhelming force.
- Water is flexible, responsive, and powerful. Water acts with confidence, flowing around the problem until it finds a solution.
- Void is the element of no element, the mind of no mind. Void does not think, plan, or react. Void simply acts, moving in accordance with instinct and the natural path of the cosmos
"You all have a duty to be able to protect and defend your lands for your lord. In order to do so, you must be able to utilize different weapons. All samurai should know the ways of the sword, spear, polearm, or stave. Come, select what you feel is best. Show us your form, and then face one another."
Judge Ring Hint: The judges seem to be particularly focused on your footwork as you attempt to respond to your opponent's technique.
Event Rules:
Participants: Unlimited (Mandatory Event)
Spells: Spells: Allowed, Each roll is considered a "Round". You cast the spell just before the event begins and may not cast during.
Kiho: Allowed, each roll is considered a "Round", Kiho must be activated at the start of the event, not during.
Kata: Allowed, as you activate it as a Free Action during the Initiative post and they last until the combat ends.
Tattoos: Allowed, as each roll is considered a "Round" and you may use free actions at any time.
You may NOT target an opponent with any of these abilities before the event begins.
If you purposefully harm an opponent outside of the realm of the Sumai event (By winning the contested Jiujutsu roll) or the Weaponry event (By winning the contested Weapon roll) you loose 1.0 honor and 10 topaz points. If you do so a second time, you will be sent home in shame, removed from the tournament (and thus the game)
Also please remember that Spellcasting in Rokugan is a very spiritual thing, and to ask for the kami to do something for you is an incredibly rare thing and should not be done lightly.
Please find the Thread that has your name in the title and make your first post, which should include your Initiative, as well as your demonstration roll.
Select a Ring to use during this event. Unless the roll specifically mentions a trait, you must use that ring for the entire event.
Additionally, please post what your Strength score is.
Demonstration: Using whatever weapon you chose from these four: Kenjutsu (Katana), Spear (Yari), Polearm (Naginata), or Stave (Bo), roll that Weapon Skill / Mental, TN 15 to demonstrate your technique. (The Demonstration is not part of the combat and is not an attack)
Then, in Initiative order, players will roll Contested Weapon / Physical Trait. This is considered a Skirmish, so any techniques that benefit apply. Players start in and are considered in Attack stance and may not change their stance. Additionally, while this is considered an attack, players may not perform Maneuvers. The looser suffers their opponents Strength / keep 1 damage. (Damage is rolled by the person who won, they pick what dice to keep, and can be reduced by Void). If their opponent is brought to Down or worse, the person who delt damage will loose 10 topaz points and a 1.0 honor loss.
Conducted the contested rolls until one player has three wins, at which point the match is over.
Rewards:
-Demonstration: You gain +1 Topaz point for succeeding this roll, as well as an additional +1 for every raise you succeed. Exceptional successes have no benefit to this roll.
-Contested rolls: The winner of each contested roll gains +2 points (Maximum 6 Points)
-Calling raises on the Contested rolls grant +2 points if you WIN the contested roll
-For every 10 you exceed your opponents roll by, you gain an additional +1 point, up to your Void in additional points.
-The player who wins Three contested rolls receives +10 Topaz points.
At the end of the event, Akodo Eiko will reveal which Ring he felt was the most appropriate and you will gain +7 Topaz Points if you used it.
After the event is finished, you may attempt to Meditate to restore void points. There is no penalty to this roll as the Dojo is a place of serenity.