[D5 LA] Side Event: Final Fight Tournament
Posted: Thu Apr 14, 2022 4:49 am
Fantasy Fight, a long-forgotten virtual card game rediscovered during the Unicorn Trials has also reached Phoenix space, becoming popular among the courtiers and engineers of the clan. Current state of the metagame is discussed openly online and several journals actively follow the local scene. Unsurprisingly most tournaments hold on Scorpion worlds allow the Scorpion made expansion 'Before Dawn’. This expansion adds several hard counters against some of the most prevalent stalling strategies of the core game, including ‘Betrayal' and 'Ruthless Embargo' that effectively kills the two most popular control archetypes.
Fan-organized tournaments have become commonplace around the Empire, and the Scorpion are no different. If a character doesn’t have the basic set of Fantasy Fight, they may acquire it by paying 2 zeni.
This event will be closed 24 hours after it goes online to ensure that the Finals can be resolved in a timely manner. Once the thread is closed, Characters that passed the Qualifiers roll are set into brackets that will be seeded with NPCs accordingly.
Magic: Magic is not allowed unless character rolls contested Agility / Stealth (Spellcasting) against the crowds and officials. Emphasis is needed to make the roll and only that spells that last at least an hour can be employed. Needless to say, getting caught has consequences. Soshi Shugenja school technique can be used to bypass this restriction.
Qualifiers
In order to qualify for the finals, all characters will have to go through the grind of the qualifiers where they will be paired with local players and challengers who have travelled far to represent their Clan in the tournament. It can be a gruelling affair, especially when it will require players to play several rounds of games in order to accumulate the best overall score to qualify for the final rounds.
The appeal of high-level competitive play attracts players of all skill levels, to those with high aspirations and those who are truly meta contenders. During the course of the qualifies, the characters will encounter one of these opponents (or someone with a similar playstyle or deck). In order to qualify, they must win a match against one pivotal opponent. Pairings are entirely random but those competing may choose one of the following opponents to face off to obtain that coveted position in the finals. Each opponent will have their own separate rules to fit their playstyle.
Soshi Katsuro
Playing: Betrayal of Fortunes
"Don't be fooled. They are all the wrong choices."
Shell Game - Katsuro is an unusual deck that plays entire on the defensive with several cheap surprise and trap cards that opponents must trigger over the course of the game. This can ultimately be a game a chance as his opponents are forced to pick triggering cards with lesser penalties over deadly ones. Players against Soshi Katsuro will need to make two Games: Fantasy Fight (Before Dawn) / Intelligence skill checks against TN20, keeping the lower of the roll. If the player still passes the TN with the lower of two rolls, they move on from the qualifiers.
Players with the Lucky advantage, if they wish to use their advantage here, may choose to roll again after both results and keep one of their choices.
Doji Tamiko
Playing: Rainbow Origami Tribal
"I just want to play all the big living origami cards to achieve the Perfect Offering victory! Let's have fun together!"
Not to be Underestimated - Tamiko's deck is a mix of vanity cards and large costed origami cards that will overturn any game if not taken seriously. Players against Doji Tamiko will need to make Games: Fantasy Fight (Before Dawn) / Intelligence skill checks against a total of TN45 with three tries. During each of these three tries, the player may set their own TN but must pass a total of TN45 in order to defeat Doji Tamiko and pass the qualifiers.
Example: Players may set the first TN of their check to TN10. If they fail this roll, they are still required to pass a total of TN45. They may set their subsequent check to TN20 and TN25 to make up for this, as an example of a strategy moving forward.
Kuni Sumie
Playing: Celestial Magistrate Sanction Control
"Meh, I'm only ironically playing a mainstream deck. So anyway, you're only playing when I let you play. Have fun and all that."
Highly Competitive - Sumie's desk is the model competitive deck with answers to counter any deck in the current metagame of Before Dawn. Players against Kuni Sumie will need to make Games: Fantasy Fight (Before Dawn) / Intelligence skill checks against a Cumulative Difficulty of TN60 with three tries to defeat her and pass the qualifiers, this is determined by the sum of all rolls made.
Additionally, Sumie's deck is equipped with sanctions that will negate card effects. If the final result of the roll is either 7, 14, or 60, then the roll is considered to be a failure and does not contribute to the cumulative TN. The final result of a roll is determined after rerolls and adjustments, the player are assumed to keep high dice unless it is programmed or noted that low dice are kept.
Susumu Jouichirou
Playing: Hidden Strike Combo Rush
"This is my own personal creation. You'll know exactly how it works once you lose against me!"
Combo Synergy - Jouichirou's deck takes advantage of the most recent mechanics in Before Dawn, playing game pieces that synergize with each other for greater power while pummeling his opponents with unpredictable attacks from both his hand and deck. Players against Susumu Jouichirou will need to make Games: Fantasy Fight (Before Dawn) / Intelligence skill checks against TN30 in order to pass the qualifiers.
Prior to making this roll, players may make up to two skill rolls using Battle (Mass Combat)/Perception, Investigation (Notice)/Awareness, or Commerce (Mathematics)/Intelligence at TN15 to discern his strategy, manage their resources, and potentially eliminate key pieces from his strategy. On a successful roll, gain one Free Raise on the next Games: Fantasy Fight (Before Dawn) / Intelligence skill roll against Jouichirou with an additional Free Raise for each successful raise called.
Finals
Characters that passed the Qualifiers roll are set into brackets that will be seeded with NPCs accordingly. Each of the games are played as best of three using opposed Games: Fantasy Fight (Before Dawn) / Intelligence Rolls. NPCs are considered to be Status 1 Scorpion samurai for the purposes of Techniques and Advantages. If you are paired with a PC, please PM them to resolve your match. If you are paired with NPC, please contact a GM to roll for the NPC.
Outcome
Winner and character placing second gain 2 points and 1 point of Glory respectively. Additionally both finalists gain 2 rare full art promotional cards for Fantasy Fight.
The following four cards are available, the winner gets to pick two and the character who lost the finals gets the remaining two.
'Betrayal'
'Temple of Elements'
'Wrathful Yuki no Onna'
'Night Moth Matriarch'
________________
Existing cards.
'Night Moth Matriarch': When using this card, you are considered the victor in ties. When combined with 'Wrathful Yuki no Onna' you also gain emphasis to your Games: Fantasy Fight rolls.
'Betrayal': This card grants +2 to your result for each exploding dice in your roll. This does stack with 'tournament winning deck'.
'Temple of Elements': This card grants +1k0 to your Games: Fantasy Fight rolls.
'Serene Ningyo': This card grants the player "Lucky" if they rolled a difference of 10 or less against their opponent. They must keep the next roll and this opportunity does not trigger again.
'Ancient Orochi': This card adds + 3 to the player's roll. This does not stack with 'tournament winning deck'.
'Temple of Eternal Fire': This card grants emphasis to your Games: Fantasy Fight rolls.
'Wrathful Yuki no Onna': When using this card, you are considered the victor in ties. When combined with 'Night Moth Matriarch' you also gain emphasis to your Games: Fantasy Fight rolls.
Fan-organized tournaments have become commonplace around the Empire, and the Scorpion are no different. If a character doesn’t have the basic set of Fantasy Fight, they may acquire it by paying 2 zeni.
This event will be closed 24 hours after it goes online to ensure that the Finals can be resolved in a timely manner. Once the thread is closed, Characters that passed the Qualifiers roll are set into brackets that will be seeded with NPCs accordingly.
Magic: Magic is not allowed unless character rolls contested Agility / Stealth (Spellcasting) against the crowds and officials. Emphasis is needed to make the roll and only that spells that last at least an hour can be employed. Needless to say, getting caught has consequences. Soshi Shugenja school technique can be used to bypass this restriction.
Qualifiers
In order to qualify for the finals, all characters will have to go through the grind of the qualifiers where they will be paired with local players and challengers who have travelled far to represent their Clan in the tournament. It can be a gruelling affair, especially when it will require players to play several rounds of games in order to accumulate the best overall score to qualify for the final rounds.
The appeal of high-level competitive play attracts players of all skill levels, to those with high aspirations and those who are truly meta contenders. During the course of the qualifies, the characters will encounter one of these opponents (or someone with a similar playstyle or deck). In order to qualify, they must win a match against one pivotal opponent. Pairings are entirely random but those competing may choose one of the following opponents to face off to obtain that coveted position in the finals. Each opponent will have their own separate rules to fit their playstyle.
Soshi Katsuro
Playing: Betrayal of Fortunes
"Don't be fooled. They are all the wrong choices."
Shell Game - Katsuro is an unusual deck that plays entire on the defensive with several cheap surprise and trap cards that opponents must trigger over the course of the game. This can ultimately be a game a chance as his opponents are forced to pick triggering cards with lesser penalties over deadly ones. Players against Soshi Katsuro will need to make two Games: Fantasy Fight (Before Dawn) / Intelligence skill checks against TN20, keeping the lower of the roll. If the player still passes the TN with the lower of two rolls, they move on from the qualifiers.
Players with the Lucky advantage, if they wish to use their advantage here, may choose to roll again after both results and keep one of their choices.
Doji Tamiko
Playing: Rainbow Origami Tribal
"I just want to play all the big living origami cards to achieve the Perfect Offering victory! Let's have fun together!"
Not to be Underestimated - Tamiko's deck is a mix of vanity cards and large costed origami cards that will overturn any game if not taken seriously. Players against Doji Tamiko will need to make Games: Fantasy Fight (Before Dawn) / Intelligence skill checks against a total of TN45 with three tries. During each of these three tries, the player may set their own TN but must pass a total of TN45 in order to defeat Doji Tamiko and pass the qualifiers.
Example: Players may set the first TN of their check to TN10. If they fail this roll, they are still required to pass a total of TN45. They may set their subsequent check to TN20 and TN25 to make up for this, as an example of a strategy moving forward.
Kuni Sumie
Playing: Celestial Magistrate Sanction Control
"Meh, I'm only ironically playing a mainstream deck. So anyway, you're only playing when I let you play. Have fun and all that."
Highly Competitive - Sumie's desk is the model competitive deck with answers to counter any deck in the current metagame of Before Dawn. Players against Kuni Sumie will need to make Games: Fantasy Fight (Before Dawn) / Intelligence skill checks against a Cumulative Difficulty of TN60 with three tries to defeat her and pass the qualifiers, this is determined by the sum of all rolls made.
Additionally, Sumie's deck is equipped with sanctions that will negate card effects. If the final result of the roll is either 7, 14, or 60, then the roll is considered to be a failure and does not contribute to the cumulative TN. The final result of a roll is determined after rerolls and adjustments, the player are assumed to keep high dice unless it is programmed or noted that low dice are kept.
Susumu Jouichirou
Playing: Hidden Strike Combo Rush
"This is my own personal creation. You'll know exactly how it works once you lose against me!"
Combo Synergy - Jouichirou's deck takes advantage of the most recent mechanics in Before Dawn, playing game pieces that synergize with each other for greater power while pummeling his opponents with unpredictable attacks from both his hand and deck. Players against Susumu Jouichirou will need to make Games: Fantasy Fight (Before Dawn) / Intelligence skill checks against TN30 in order to pass the qualifiers.
Prior to making this roll, players may make up to two skill rolls using Battle (Mass Combat)/Perception, Investigation (Notice)/Awareness, or Commerce (Mathematics)/Intelligence at TN15 to discern his strategy, manage their resources, and potentially eliminate key pieces from his strategy. On a successful roll, gain one Free Raise on the next Games: Fantasy Fight (Before Dawn) / Intelligence skill roll against Jouichirou with an additional Free Raise for each successful raise called.
Finals
Characters that passed the Qualifiers roll are set into brackets that will be seeded with NPCs accordingly. Each of the games are played as best of three using opposed Games: Fantasy Fight (Before Dawn) / Intelligence Rolls. NPCs are considered to be Status 1 Scorpion samurai for the purposes of Techniques and Advantages. If you are paired with a PC, please PM them to resolve your match. If you are paired with NPC, please contact a GM to roll for the NPC.
Outcome
Winner and character placing second gain 2 points and 1 point of Glory respectively. Additionally both finalists gain 2 rare full art promotional cards for Fantasy Fight.
The following four cards are available, the winner gets to pick two and the character who lost the finals gets the remaining two.
'Betrayal'
'Temple of Elements'
'Wrathful Yuki no Onna'
'Night Moth Matriarch'
________________
Existing cards.
'Night Moth Matriarch': When using this card, you are considered the victor in ties. When combined with 'Wrathful Yuki no Onna' you also gain emphasis to your Games: Fantasy Fight rolls.
'Betrayal': This card grants +2 to your result for each exploding dice in your roll. This does stack with 'tournament winning deck'.
'Temple of Elements': This card grants +1k0 to your Games: Fantasy Fight rolls.
'Serene Ningyo': This card grants the player "Lucky" if they rolled a difference of 10 or less against their opponent. They must keep the next roll and this opportunity does not trigger again.
'Ancient Orochi': This card adds + 3 to the player's roll. This does not stack with 'tournament winning deck'.
'Temple of Eternal Fire': This card grants emphasis to your Games: Fantasy Fight rolls.
'Wrathful Yuki no Onna': When using this card, you are considered the victor in ties. When combined with 'Night Moth Matriarch' you also gain emphasis to your Games: Fantasy Fight rolls.