The objective of the game is to be the last player standing at the end of the event. In the chaos of the battle, players can work together and form temporary alliances to work together but ultimately there can only be one winner. However, the game is not only based on combat as it requires the participants to contest several zones that are scattered across the map, asking for a different sort of activity or approach in each. Players are given a tracking collar, a light gun (size: medium) and a holographic melee weapon (size: medium) to tag other players. Everyone has a number of hit points to determine their active participation and they are eliminated once at zero. Throughout the game, hit points are also gained and lost when depending on how long they can contest a zone and keep others out based on a complex scoring algorithm. Players can potentially lose a game if they cannot contest any zones.
Magic: Yes. Each location is considered to be half an hour for duration purposes.
The Game
All signed-up players will be given a randomized number and released into the game in a set order. While this will allow the earlier players to have a better choice of which zones they wish to contest and give themselves a favourable position, it will allow the later player to pursue them and claim more points for themselves by attacking the earlier player. Sometimes it might be a tactical decision to claim a less appealing zone so that later players are less likely to clash with them. Players will be able to make their post once it is their turn, from the ordered number they've been given. There might be some ghosting done by the GMs to keep things moving along, it might be wise to leave some instructions in the personal forum.
There will be 6 zones in the event with their own skill requirements and stipulations. Players in the game must select three different zones to roll against during their turn. If a zone has been rolled in by the previous player (and only the previous player), then it is considered to have the Contested status. When a zone is Contested, increase the TN of the zone by 5 (reminders will be put in brackets). If a roll against a successful zone is successful, the player gains an additional Survivor Point. However, failing a roll in a Contested zone will result in the player losing 1 Survivor Point but they cannot bring them to less than zero Survivor Points.
If a player chooses to aggressively pursue the previous player and rolls in all three Contested zones successfully, they will gain an additional Survivor Point for their efforts. Narratively speaking, this will not eliminate another player outright.
As an example, Player #1 claims Zones A, B, & C and later Player #2 claims Zones D, E, & F. If Player #3 wishes to claim Zones A, B, & C, those will be considered uncontested. However, Zones D, E, and F are currently considered contested for Player #3 only. The only point of reference should be the previous player and not those who went before them. Any coercion or pressures put on players to make choices they otherwise do not wish to make will not be tolerated.
The Zones
As mentioned, there are 6 zones in the tournament. Some areas may prove to be popular, making them highly contested chokepoints meet to do battle while other spots allow for easy dominance without fuss. Please note if the zone is Contested and any stipulations in the rules before rolling.
Zone A - The Hill
At the centre of the tournament grounds is a rocky tan-coloured terrain made possible by rubber mats with rough and gravel texture. The ground is uneven here with different slopes and the highest hill is found in the middle. This provides a great vantage point to shoot all opposition.
Ruler of the Hill: Make a Firearms/Reflexes skill roll against a difficulty of TN15, if this zone is Contested, add an additional 5 to the TN than normal (making it a total of TN25 while Contested). If successfully, the player gains 1 Survivor Point and an additional Survivor Point for each Raise Called. Bushi techniques can be utilized here and the previous player is considered the opponent. For simplicity, please consider Honour Ranks by their grouping rather than their numerical value. If there was no previous player contesting, then consider the Honour zero. The rolling player is considered to have higher initiative than the player they are rolling against.
Zone B - The Forest
The forest zone is made up of a few standing willow-like trees with long neon-coloured tendrils that seem to move like they were alive. There are also a few shrubs and bushes that occasionally jut out from the tall grass. This area provides ample cover for those who want to avoid direct conflict.
Hide and Seek: Make a Stealth (Sneaking)/Agility skill roll against a difficulty of TN15 (TN20 if Contested but see below for skill used). While this area is Contested, the player makes a Hunting(Tracking)/Perception roll instead of Stealth. If successful, the player gains 1 Survivor Point and an additional Survivor Point for each Raise Called.
Zone C - The Clearing
The clearing is flat and open terrain with fine rust-red sand on the ground and only a few large rocks that disturb the otherwise unimpressive landscape. The zone is too reminiscent of the traditional Rokugani rock garden and it would be a shame to ruin the landscape. Instead, the terrain seems to invite peace and introspection. Perhaps, the true conflict is fought from within.
Conflict Without, Peace Within: Make a Meditation (Void Recovery)/Void skill roll against a difficulty of TN15 (TN20 if Contested). If successful, the player gains 1 Survivor Point and an additional Survivor Point for each Raise Called. In addition to success, the player recovers 1 Void Point.
Zone D - The Mountain
The Mountain is a vertical zone in form of a tall purple-painted climbing wall towering over all of the battlegrounds. It does provide a good height advantage over other opponents, albeit it also makes you the center of attention as well. The Mountain is perhaps the most intimidating out of all the zones, often keeping it clear to all except the boldest of challengers.
Climb to the Top: Make an Athletics (Climbing)/Strength skill roll against a difficulty of TN20 (TN25 if Contested). If successful, the player gains 1 Survivor Point and an additional Survivor Point for each Raise Called. If this zone was not contested by the previous player, a successful roll here gives the player an additional 1 Survivor Point.
Zone E - The Ruins
The ruins are made up of various old stone walls, pillars, and other rubble that might have belonged to some alien civilization lost long ago. Everything here can be easily used as cover from any hostile players, presenting any opponents with a tough tactical challenge if they are looking to force anyone out.
Urban Combat: If this zone was not contested by the previous player, make a Defense/Reflex skill roll against a difficulty of TN15 (TN20 if Contested, see below). If the zone is considered Contested, the player must make a Battle(Skirmish)/Perception skill roll instead. If successful, the player gains 1 Survivor Point and an additional Survivor Point for each Raise Called.
Zone F - The Crossroad
Several marked paths will lead the players toward a dense area with all blue stalks that are reminiscent of enoki mushrooms. Often, players will find themselves encountering other players who have followed different pathways to bring them to a crossroads, catching each other unaware without warning. This will often leave players in a precarious situation where they are forced to either pass by peacefully or escalate to conflict.
Friend or Foe: If this zone was not contested by the previous player, the current player may choose to make either a skill check using either Courtier (Manipulation)/Awareness or Melee Skill/Agility against a difficulty of TN15 (TN20 if Contested, see below). If the zone is considered Contested, the player must use the same skill choice as the previous player as they've declared themselves either (temporary) friend or foe. If successful, the player gains 1 Survivor Point and an additional Survivor Point for each Raise Called.
Benten's Beauty does not apply here. Some techniques can be utilized here and the previous player is considered the opponent. For simplicity, please consider Honour Ranks by their grouping rather than their numerical value. If there was no previous player contesting, then consider the Honour zero but no contesting bonuses from schools will apply. Bayushi Courtier's bonus will be a flat 1 Free Raise, provided there is someone contesting.
The Sole Survivor
At the end of the event, the player with the most Survivor Points accumulated is considered to be the only Sole Survivor. All other players are considered to be eliminated from the game. The Sole Survivor is commemorated into the Wall of Winners with their own plaque, featuring a photograph of themselves taken prior to the game. However, based on their placements, a few players are also recognized for their courageous and doomed efforts.
All ties are broken by how many contested zones the player rolled against and then by the player who called the most raises. Should ties exist even after this, the GM's will roll dice to resolve them.
The rewards are as follows...
- 3rd Place, the Unfortunate One: +0.2 Glory
- 2nd Place, the Last Rival: +0.2 Glory and a prize voucher valued at 2 Koku
- 1st Place, the Sole Survivor: +0.5 Glory and gigantic trophy valued at 10 Koku
1. Bayushi Mariko
2 . Hotaru Sakura
3. Yurei
4. Matsu Hide
5. Bayushi Ryuhei
6. Kuni Koyuki
7. Usagi Rei
8. Mirumoto Shigure
9. Soshi Kazumi
10. Hitoko
11. Bayushi Tenma [DROP, Immediately Hotaru Jun's turn]
12. Hotaru Jun
13. Yoritomo Seika
14. Asako Osamu
15. Bayushi Senshuken