[D4 EE] Side Event: Turbo Tickets Arcade Night

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Tassu
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[D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Tassu »

The Blue Moon Gambling Arcade has always been one of the most popular fixtures of entertainment in the 3rd Mercantile District, attracting both desperate gamblers hoping to turn their fortune around and youthful samurai looking just for a night of easy amusement at their large arcade catalogue. As an added incentive to set themselves apart from their neighbouring competitors, the arcade also has an assortment of prizes for their non-gambling games. However, it's no secret that obtaining the more valuable prizes is a difficult endeavour that requires loyal patronage to the arcade and determination from their local customers. As a result, these prizes can become easily overlooked.

In order to drive up interest and attract customers among the visitors, the Blue Moon will at times host a Turbo Ticket Night where the prize yield of each game is multiplied to make it easier to obtain prizes from their offerings. Some suspect that the Scorpions have changed the difficulties of their games to make this venture difficult, but it's undeniable that each Turbo Ticket Night attracts a large number of customers to make the Blue Moon Arcade the most popular venue of the evening.

Players may select up to three games for this event. No game can be repeated during this event.

Magic: Magic is not allowed.

Flight of Glory
Flight of Glory is an arcade flight game based on the massively popular show The Amazing Adventures of Space Hero Pilot Captain Inu Shikoku-ken, Courageous Warriors of the Stars! In this game, each pilot is tasked with the impossible mission of stopping the massive invasion fleet sent by Imperator Lupus Malum, the archenemy of Captain Shikoku-ken and all things honourable. While the game is played in a flight simulator cockpit, the game is meant to cater to young children and samurai alike. Each pilot will find themselves facing off all manner of obstacles, enemy fighter craft, and impossible boss ships. Often, they will find themselves needing to dodge an inordinate amount of brightly coloured energy pellets to keep their craft unscathed in the conflict.

How the game is played is dependant entirely on the craft the player chooses at the opening screen, which will require a different playstyle each.
  • Fighter - An all-around balanced space fighter craft known to be the backbone of any space fleet in the galaxy. The fighter is always the right choice for any engagement. Players using this craft may roll either Piloting/Agility or Firearms/Reflexes at TN15. On success, the player earns 100 Tickets and an additional 100 Tickets per successful raise called.
  • Interceptor - Trading firepower for maneuverability, the interceptor flies at great speeds to be able to meet all enemies head-on while dodging everything thrown at it. There is a bit of a learning curve to piloting the lightning-fast craft but it allows for daring players to perform at their best. The player choosing the interceptor rolls Piloting/Agility at TN20. The player may choose to reroll once per game. On success, the player earns 100 Tickets and additional 100 Tickets per successful raise called.
  • Bomber - The Bomber is heavily armed but far slower than the other craft while sporting a larger profile. This, unfortunately, leaves little room for mistakes in the game. However, if the bomber can get to its intended target, the damage potential is very high. The player choosing the bomber rolls either Piloting/Agility or Engineering (Siege)/Intelligence at TN20. The player is not restricted on the number of raises that can be called here but the skill is still required to be able to call raises. On success, the player earns 100 Tickets and additional 100 Tickets per successful raise called.
The First Tournament VI
The First Tournament VI is a fighting game set in a fictional retelling of the Tournament of the Kami where the original Kami of the clan fight for dominance to become the first ruler of Rokugan. Each character has access to a series of intricate combos and the objective often becomes who can send their opponents helplessly in the air to deal the maximum of damage. The game has a loyal following, often large tournaments are held to determine the best player. The competition is fierce, to say the least. Fu-Leng and Yoritomo are notably and understandably absent but can be made playable with a special code that has become an open secret in the community.

Games are played in the best out of two formats to determine the winner, two successful rolls are needed to win and two failed rolls indicate a loss. For each roll, players may choose either Melee Combat Skill/Agility at TN 25 to strike their opponent, or Defense/Reflexes at TN 25 to weather the opponent’s offensive and find a vulnerable opening. If the player is able to win with only two rolls, they get 300 Tickets, otherwise will earn 200 Tickets if they are victorious after three rolls. Each successful raise called in either roll will earn an additional 50 Tickets as they rack up hits from a complex combo. Victors of the game are treated with an extremely silly ending cinematic scene.

Time Rescue
Time Rescue is a shooting game where the players take the role of a Seppun agent who has infiltrated a secret island where Kolat agents have kidnapped a member of the Emperor's family and are engineering a weapon of mass destruction. Time is of the essence in this game as players have a limited amount of time as they fight uncertain odds while taking cover from the hail of gunfire they encounter from enemies and various outrageous bosses. The game consists of a plastic light gun with sensors installed at the cabinet that track the player's movements. If the player lowers their profile, they are considered to be taking cover in-game.

Time Rescue is a difficult game and players will need to make either a Defense/Reflexes or Firearms/Reflexes check at TN35. They are also allocated 3 "Time Points", which may be used to lower the roll by TN5 per point spent. This gives the player a choice to play fast and reckless or conservatively. On a successful roll, the player receives 100 Tickets on a successful roll with 100 additional Tickets per unspent whole Time Point. Raises called here have no effect.
  • Weak Point: Each fight in the game is littered with weak spots that will make quick work of the bad guys, allowing the player to advance through the game and save time. This will often consist of shooting precariously placed explosive drums that the enemies are using for cover or a large swinging crate that could be sent crashing on the enemies below. The player may make an Investigation(Notice)/Perception roll against TN 25. On a successful roll, they gain 1 Time Point with an additional 1 Time Point per successful raise called.
Moshi Moshi Super Sunrise Dancing Inferno
No arcade in the galaxy would be complete without a host of dancing simulator machines. Under a tight veil of secrecy, tonight's occasion also coincides with the debut of Moshi Moshi Super Sunrise Dancing Inferno. The latest spinoff of the popular game series boasts a complex sensor that evaluates the player's dance and move sets. The focus is on contemporary techniques with some leeway placed on freeform dancing and there is a distinct lack of direction given on-screen. This makes scoring a bit nebulous and admittedly questionable, but supposedly the game will be able to score based on the dancer's skill in execution and ability to match the dance to the song's mood. There will be vague guidelines given as a semi-helpful suggestion. Popular songs from the Heavenly 9, Susumu Yakumo, and other Imperial-curated artists are featured here.

Players of the game make a Perform: Dancing (Modern)/Agility roll at TN20. On success, the player earns 100 tickets and an additional 100 tickets for each raise successfully called.
  • Know the Mood: Given the game's focus on freeform dancing, each contribution from each player is unique here. By following in the footsteps of others, players might find themselves scored vastly differently from each other. There's an intent that must be shown by each respective player in their dance. Prior to rolling for their dance, each player may roll an Etiquette/Awareness roll at TN20. On success, the player receives +1k0 to their next Perform: Dancing (Modern)/Agility roll and their dice may explode.
Driftmaster: Ignition Plus
This racing game has a long historical tie to samurai of several generations, enough so that samurai often keep coveted Driftmaster cards that are transferable from game to game where players build a long history with the 'car' in their possession. Each player takes the role of a street-racer and challenges others to lengthy races around the Rokugan homeworld in tracks that often feature narrow turns prime for 'driting' in their modified car. Tonight's challenge will take place on the treacherous roads circling around Kabe sano Kita where the roads are steep and potentially slippery.

Players of Driftmaster: Ignition Plus will race two laps around the mountains rolling Driving (Car)/Agility at TN25 once per lap. Players also add either their glory or honour ranks to this roll. On success, players score 200 tickets and an additional 100 tickets for each raise successfully called. On failure, players lose 200 tickets and an additional 100 tickets for each raise called. This can bring players to a negative number of tickets gained in this game, please keep this amount separate from the number of tickets currently in ownership from past games.

If the players have a positive number of tickets at the end of the game, they also gain +0.1 Glory for being victorious in their race. If the players have negative tickets gained through this game, they are considered to have gained zero tickets. This should not bring them to fewer tickets than they started with prior to playing. For example, if they had 200 Tickets in their ownership in the beginning and played this game to end up with -600 Tickets gained from disastrous failed raises, they should be left with 200 Tickets in their ownership.

Claw Games
The Claw games have always been notorious for being difficult, often using the allure of winning a quick and easy prize in one try. However, that is far from the case and to the uninitiated, they might even come out with nothing after a dozen tries. The claw is often too small for most of the prizes, the plushies are heavy enough to be dropped by their own weight. Despite their deceptive allure, the claw games continue to be popular with either young or eager samurai who are always wanting to beat the odds. They have also developed a following where veterans of the game have developed small tactics for obtaining what they want. This takes a combination of assessing the state of the bundle of prizes, patience, and a good measure of luck.

Players of the claw game will need to make a skill check of Hunting/Perception vs TN50. On a successful roll, they will earn a prize with a value equal to or lower than 500 Tickets plus with an extra 100 Tickets for each raises successfully called. Alternatively, they may just take the Tickets instead. They will have three tries to do this. If the Player is successful after one of these tries, they receive their prize and cannot try to get another one.
  • Change the Terrain: As one or two of their three tries, players of the claw game may attempt to shift the offerings in the pit of prizes. This would mean they would be using their tries to shift around other items without the intent of obtaining them but rather for better positioning to obtain the larger prize. Instead of trying to get the prize, players trying to do this may choose to make either an Investigation(Notice)/Perception or Hunting/Perception check at TN20. On success, they may drop the TN of the Hunting/Perception roll for the main portion of the game by TN10 with an additional TN3 for each raise successfully called.
Tallying up tickets
At the end of the event, players tally up the number of tickets they manage to earn by themselves in this event. Tickets may be shared but there will be one winner determined based on the number of tickets they've won based on their sole efforts, whether or not those tickets are kept.

The winner of the night will be prominently displayed at the arcade for the next month and gain +0.2 Glory for their local achievement. They also win a jackpot prize of 10 Koku as well.

Players may trade in their tickets for the following...

Item list
Small plastic comb: 100 tickets
Poorly made plastic flute: 100 tickets
Sad bag of candies: 100 tickets
Cheap and unfashionable shades: 100 tickets
Movie/serial poster: 200 tickets
Small mirror: 200 tickets
Small (1') spine-drake plush: 200 tickets
Acceptable bag of candies: 200 tickets
Black or red hairband: 200 tickets
Small (1') Scorpion plush: 300 tickets
Large bag of candies: 300 tickets
Heavenly 9 album, over 5 years old since its release: 300 tickets
Small (6") plastic statue of Hotei: 300 tickets
Fantasy Fight: Before Dawn Expansion: 300 tickets
Small (6") plastic statue of Bayushi: 300 tickets
Fashionable communicator case with Daikoku printed on front: 300 tickets
Communicator cover for any of the modern Scorpion models: 400 tickets
Plastic toy bow with foam arrows: 400 tickets
Fashionable bracelet: 400 tickets
Cute pair of earrings: 400 tickets
Fortune plastic netsuke: 400 tickets
Large (2') spine-drake plush: 400 tickets
Holograph of Shosuro Hashinako with digital autograph: 400 tickets
Fantasy Fight deck: 400 tickets
Susumu Yukumo figurine: 500 tickets
Shirakawa Nagareboshi (TM) shades: 500 tickets
Fantasy Fight base set: 500 tickets
Kikea-brand Blue Shark plush: 500 tickets
Gun-shaped novelty lighter: 500 tickets
Gaudy obi: 600 tickets
Thematic/Costume photoshoot, solo package: 600 tickets
Kami-Pet (TM), portable pet device: 700 tickets
Cat/Fox ears headband, emotion/mood linked: 700 tickets
Susumu Yukumo figurine with rather skimpy outfit: 700 tickets
Kanzashi set: 800 tickets
Deluxe Blue Moon Kami-Pet (TM), portable pet device (deluxe model gives +1 to your Kami Pet rolls): 900 tickets
Thematic/Costume photoshoot, couples/deluxe package: 900 tickets
Fashionable obi: 900 tickets
Cat/Fox ears headband, communicator-linked version: 900 tickets
Designer perfume/cologne box set: 900 tickets
Designer brand kimono: 1000 tickets
Infant Spine-Drake pet: 1000 tickets
GM-Squid
Watcher in the Dark • All the Tentacles • Buck Stops Here • Experienced 3

The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, the Fortunes still watch and judge us. Evil lurks in the datalinks as it lurked in the alleys of yesteryear. But it was never the alleys that were evil.
- Soshi Haruhi
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Bayushi Senshuken
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Bayushi Senshuken »

/1st game:

Flight of Glory with fighter:

Piloting/Agility, 1 raise, TN 20: D4, Side event, Flight of Glory with fighter, Piloting/Agility, 1 raise | 5k4 ⇒ 13 (TN: 20)
Earnt tikets: 0

2nd game:

Moshi Moshi Super Sunrise Dancing Inferno

Etiquette/Awareness, TN 20: D4, side event, Moshi Moshi Super Sunrise Dancing Inferno, Etiquette/Awareness for 1k0 on the dancing roll | 7k4 ⇒ 32 (TN: 20)

Perform: Dancing (Modern)/Agility, TN 20: D4, side event, Moshi Moshi Super Sunrise Dancing Inferno, Perform: Dancing (Modern)/Agility, TN 20 with successful etiquette roll | 5k4 ⇒ 20 (TN: 20)

Earnt tickets: 100

3rd game:

Driftmaster: Ignition Plus

1st lap, Driving (Car)/Agility, + 2 for glory, 1 raise, TN 30, vp: D4, side event, Driftmaster: Ignition Plus, 1st lap, Driving (Car)/Agility, + 2 for glory, 1 raise, vp | 9k5+2 ⇒ 33 (TN: 30)

2nd lap, Driving (Car)/Agility, + 2 for glory, 2 raises, TN 35, vp: D4, side event, Driftmaster: Ignition Plus, 2nd lap, Driving (Car)/Agility, + 2 for glory, 2 raises, vp | 9k5+2 ⇒ 39 (TN: 35)

Earnt tickets: 300 + 400

Total of earnt tickets: 800 tickets
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Kitsu Kanna
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Kitsu Kanna »

*pew pew pew*
*Argh!*
*sad theme*

"Lion-sama, you do realize there are other difficulties than Beyond Insanity with Only One Hit Point mode enabled, right?"
"I do."
"And, please pardon me for my impertinence, that you are a beginner that has no chance of winning at such a high difficulty?"
"I do."
"So..."
"It's a video game. Real life is full of moments where defeat is not an option. Let me enjoy one of the very few times I can afford to lose without any consequence whatsoever."

---

D4 EE, Side Event: Turbo Tickets Arcade Night, Time Rescue
Firearms/Reflexes, TN35, no raise | 4k3 ⇒ 19 (TN: 35)


Failed.

D4 EE, Side Event: Turbo Tickets Arcade Night, Flight of Glory, Fighter
Firearms/Reflexes, base TN15, three raises so TN30 | 4k3 ⇒ 9 (TN: 30)


Failed.

D4 EE, Side Event: Turbo Tickets Arcade Night, The First Tournament VI, Attempt 1
Defense/Reflexes, TN 25, unskilled | 3k3 ⇒ 20 (TN: 25)


D4 EE, Side Event: Turbo Tickets Arcade Night, The First Tournament VI, Attempt 2
Defense/Reflexes, TN 25, unskilled | 3k3 ⇒ 12 (TN: 25)


Failed.

Total: 0 tickets
Last edited by Kitsu Kanna on Mon Apr 11, 2022 4:06 pm, edited 1 time in total.
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Susumu Yakumo
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Susumu Yakumo »

Some unknown person made sure to be at the arcade night!

Yakumo could never go straight for the Inu-Tai game, because then she'd be low-key acknowledging Usagi Drop!'s work with the series. But Not-Yakumo could indulge herself in cutesy honor-propaganda cartoons that she remembered from her time among the Crane.

"We must wan! Wan! Wan!" she chanted like so many of the other fans as the game fired up, and while she had the spirit, her firearms-training was incredibly rusty. It was a good thing no one among the Miya or Spider asked her to renew her firearms license or anything.

Next up was the Moshi Moshi Super Sunrise Dancing Inferno. Ah yes, her (other) old arch nemesis. How she loathed this machine and yet she still kept going back to it. One day... one day she would show that infernal piece of junk who was boss. Because she could dance, damnit!

Today was not that day, and the score went 42-0 to Moshi Moshi Super Sunrise-enteprises this time.

She had one last free ticket for a game, so she joined in for the line at the The First Tournament VI. "That's a very confusing title," she murmured to herself, "if it's the first tournament, why is it also the sixth tournament. That's just like those games calling themselves Last Fantasy, and it's now like Last Fantasy thirty-two or something..."

Not knowing the code to unlock Fu Leng, Not-Yakumo settled on Doji as she felt that was the closest to her sensibilities. Unfortunately, Doji was more of a high-skill character, having quick but weak strikes that were supposed to chain into long combos that she didn't know, and she lost twice in a row, thus eliminating her from the competition.

When the one after her unlocked Fu Leng to play, and proceeded to win with medium-speed and high-power attacks, she grumbled and went to find herself some bubble tea to cheer herself up with.


---------

Fluff: D4 EE. Acting/Awareness. 1 raise to increase TN of looking through disguise. TN 20 | 5k4 ⇒ 24 (TN: 20)
TN 20 to recognize Yakumo in "disguise".

D4 EE EVENT: TURBO TICKETS! Game 1: Flight of Glory. WE MUST WAN! WAN! Fighter option - Firearms/Reflexes. 1 raise. TN 20 | 4k3 ⇒ 7 (TN: 20)
0 tickets

D4 EE EVENT: TURBO TICKETS! Game 2: Moshi Moshi Super Sunrise Dancing Inferno. Know the mood. Etiquette/Awareness. TN 20 | 7k4 ⇒ 32 (TN: 20)
+1k0 to Perform: Dance.

D4 EE EVENT: TURBO TICKETS! Game 2: Moshi Moshi Super Sunrise Dancing Inferno. DANCE DANCE DANCE! Perform: Dance/Agility. +1k0 (Know The Mood). +1k1 Void. 1 raise. TN 25 | 7k3 ⇒ 18 (TN: 25)
0 Tickets


D4 EE EVENT: TURBO TICKETS! Game 3: The First Tournament VI. Kenjutsu/Agility. TN 25 Game 1-Roll 1 | 3k2 ⇒ 21 (TN: 25)
D4 EE EVENT: TURBO TICKETS! Game 3: The First Tournament VI. Kenjutsu/Agility. TN 25 Game 1-Roll 2 | 3k2 ⇒ 10 (TN: 25)
0 Tickets


0 Tickets for Yakumo! :lol: :lol: :lol:
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Susumu Sumiko
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Susumu Sumiko »

Last edited by Susumu Sumiko on Fri Apr 15, 2022 10:11 pm, edited 1 time in total.
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Hotaru Sakura
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Hotaru Sakura »

Sakura pulled her Firefly hoodie close, as she looked at the swamped Arcade. Looking over the list of prizes, most stuff was run of the mill, except maybe for some higher end things....things she WANTED.

First, she tried the good ole Efteevai. She played a lot when she was younger, even played it against Yurei a few times. Okay, maybe that was V, but still, most of the controls were the same. Choosing an old standby, Bayushi, she drew his katana - Deceitful Treachery - and tried something. Aha! That old trick was there! For those who knew it, Bayushi also had Shiba's moveset, and vice versa. Of course, those moves were not listed in the menu, so only old hands knew it. She managed well at the start, but the opposing Hantei got a hit in. Still, she won in the end!

Next up, she tried her hand at Time Rescue, but she overshot her chances, and finished way last. Ugh.

Finally, time to go big or go home. She went for a really risky maneuver with the bomber, slowly taking anti-air fire even as she tried strafing at the edge of the map, and her plane fell before it could finish its job.

OOC:

1st game: The First Tournament VI:
D4 EE - Arcade - The First Tournament VI - Kenjutsu/Agility | 4k3 ⇒ 37 (TN: 25)
D4 EE - Arcade - The First Tournament VI - Kenjutsu/Agility | 4k3 ⇒ 9 (TN: 25)
D4 EE - Arcade - The First Tournament VI - Kenjutsu/Agility | 4k3 ⇒ 29 (TN: 25)
200 tickets

2nd game: Time Rescue
D4 EE - Arcade - Time Rescue - Weak Point roll - Investigation (Notice) / Perception | 3k2 ⇒ 11 (TN: 25)

D4 EE - Arcade - Time Rescue - Firearms/Reflexes | 4k3 ⇒ 20 (TN: 35)

0 tickets

3rd game:
Flight of Glory:
D4 EE - Arcade - Flight of Glory, Engineering/Intelligence, 6 CR | 5k4 ⇒ 36 (TN: 50)
0 tickets
Firefly * Bushi * Black Sheep * Ronin no more
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Bayushi Tenma
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Bayushi Tenma »

Tenma wasn't big on video games, but she did have good reflexes and coordination. Or at least so she thought.

After a long evening playing games, all she came away with was a crash and burn on Flight of Glory, a major spinout on Driftmaster, and a quick victory on First Tournament VI. Still, that last one got her enough tickets for a headband and some sour candy. A red headband... that completely failed to show up against her red hair.

------------------------

Day 4, Early Evening, Turbo Tickets Arcade Night, game 1 roll 1, Flight of Glory, Fighter, 2 called raises for tickets, TN25 (TN15 + 2 raises) | 5k4 ⇒ 22 (TN: ?) = 0 tickets

Day 4, Early Evening, Turbo Tickets Arcade Night, game 2 roll 1, First Tournament VI, Jiujutsu/Agility, TN 25 | 7k4 ⇒ 31 (TN: ?)
Day 4, Early Evening, Turbo Tickets Arcade Night, game 2 roll 2, First Tournament VI, Jiujutsu/Agility, TN 25 | 7k4 ⇒ 42 (TN: ?) = 300 tickets

Day 4, Early Evening, Turbo Tickets Arcade Night, game 3 roll 1, Driftmaster: Ignition Plus, Driving/Agility + Glory, 2 called raises, TN35 (25 + 2 raises), spending Void Point 1 of 2 for Day 4 for +1k1 | 6k5+2 ⇒ 27 (TN: 35) = 0 tickets

[/u]Total Tickets[/u] = 300 Tickets

Tenma picks up the following:
  • Red headband
    sad bag of candy
Scorpion Clan 法 Magistrate 法 Newlywed 法 Energetic 法 Flexible 法 Driven 法 Daring 法 Naturally Red
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Usagi Rei
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Usagi Rei »

Ah, his old nemesis, the claw game. There'd been one of these at the base he was stationed on for a few months as a kid. Let's see if he still had it...

No, no he did not. Ah well.

Moving along, Rei found another game similar to one from his youth. Taking the joystick, he managed to fly competently, his aggressive mobile style translating well to the game.

But this was the fun one.

At first, Rei tried to hit the weak points. That was the more technically proficient way. But as more and more targets filled the screen, he was having trouble finding them all. In the end, he had to settle for speed and luck.

"AARRRGHHHH!" Rei yelled, firing his fake gun wilding into the air, blasting targets as quickly as they appeared. It wasn't pretty, but in the end it got a respectable score.

------------------------------------------

D4EE, Event, Claw Roll 1, Terrain, Inv/Per, Witchfinder 1k0, 1CR | 7k3 ⇒ 21 (TN: 25) FAIL
D4EE, Event, Claw Roll 2, Terrain, Inv/Per, Witchfinder 1k0, 1CR | 7k3 ⇒ 31 (TN: 25) PASS
D4EE, Event, Claw Roll 3, Hunting/Per | 4k3 ⇒ 14 (TN: 37) FAIL

D4EE, Event, Flight of Glory Fighter, Firearms/Ref, 1CR | 6k3 ⇒ 29 (TN: 20) 200 tickets

D4EE, Event, Time Rescue, Inv/Per roll, Witchfinder 1k0 | 7k3 ⇒ 14 (TN: 25)
D4EE, Event, Time Rescue, Firearms/Ref, 2 Time points spent | 6k3 ⇒ 45 (TN: 25) 1 time point remaining, 200 tickets
400 tickets total
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Kaiu Setsu
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Kaiu Setsu »

Feeling rather stressed today due all the rumors, Setsu goes to the Dancing Machine expecting to pick one of Kumohime's songs and dance it out to show he does respect her. After all, he kind of remembers all the steps. He rehearses it once and as he steps into the machine, he finally notices that it was the wrong way to go. People were actually whispering things about his choice for a song –– what a creep.

Rather angry that he was just trying to show that he actually respected the Diva, he goes blow some steam off in the game that he knows he can't lose. Betting everything he has to win the pick prize (Yakumo's skimpy model), Fortunes make a good choice for him and stop him from winning. Which sort of gossip would be heard tomorrow if he would be walking around with that prize?

Finally, he moves to the fighting game, picks Akodo to throw some fireballs with his eyes and gets utterly destroyed by the dude that unlocked Fu Leng.

--

D4, EE: Moshi Moshi Super Sunrise Dancing Inferno, Etiquette/Awareness | 4k4 ⇒ 26 (TN: 20) +1k0 in check that can explode

D4, EE: Moshi Moshi Super Sunrise Dancing Inferno, Dancing (Modern)/Agility + 1k0 from Know the Mood (exploding) | 3k2 ⇒ 10 (TN: 20)
Fail

D4, EE, Flight of Glory, Engineering (Siege)/Intelligence + 1k1 VP + 6 CR | 10k6 ⇒ 43 (TN: 50)
Fail

D4, EE, The First Tournament VI, Defense/Reflexes Round 1 | 3k2 ⇒ 13 (TN: 25)
D4, EE, The First Tournament VI, Defense/Reflexes Round 2 | 3k2 ⇒ 19 (TN: 25)

Fail

No tickets
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Utaku Yesugen
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Utaku Yesugen »

As anyone could predict, the pilot went towards the flight simulator first. Thinking to relive the glory days of strafing down some defenseless ground troops, she elected to use the bomber. During the little game, she hoped to bank off from her wing and cut a path straight through two incoming enemies.

What happened instead was her losing a wing and spiraling out of control.

Yesugen tilted her head. What sort of garbage vessels are the Scorpion using if I can't pull off that maneuver? She shook her head and climbed out of the cockpit. If war came about, she'd settle this grudge with a few new notches on her kill-board. That, at least, gave a good rush through her veins.

Despite her belief that the vehicles here were clearly inferior, she found herself drawn to the racing game nonetheless.

Her first lap was utterly disastrous, ultimately chalked up to her unmanaged fury over screwing up the one thing she was born to do. Preposterous. Utterly preposterous! In order to make up for lost time, she went for decisively more dangerous turns as reckless speeds. After all, there wans't any actual risk of harm to her. By the end of it, she only had a mediocre showing to her name... so she took her tickets and walked away.

The final destination was the worst of all for someone of her temperament: a claw game. Patience, patience, patience. She licked her lips as she knocked aside a pile of candy. And after another valiant strike, her target was in full-view. Her teeth clamped down hard on her bottom lip as the claw descended...

A victory squeal nearly escaped her when it clasped around the shark. Boring to some but it could be anything, even the candy she'd tossed aside! The claw wobbled over but, through intense planning, her quarry plopped right into her hand.

Once in her hands, she looked at her plush with a confused expression. Why did I want this again? She shrugged and kept it wrapped in her arms as she sought someone to take the rest of her useless tickets off of her.

---

(D4 EE) - Turbo Tickets Game 1 (Flight of Glory - Bomber): Piloting / Agility TN 35, 3 CR, Utaku R1, VP for +1k1 | 8k5+6 ⇒ 26 (TN: 35)

0 Tickets

(D4 EE) - Turbo Tickets Game 2 (Driftmaster - Lap 1): Driving / Agility TN 25, Honor from Game | 5k4+6 ⇒ 13 (TN: 25)

(D4 EE) - Turbo Tickets Game 2 (Driftmaster - Lap 2: Driving / Agility TN 30, Honor from Game, 1 CR | 5k4+6 ⇒ 33 (TN: 30)

100 Tickets, +0.1 Glory

(D4 EE) - Turbo Tickets Game 3 (Claw Games - Try 1): Investigation / Perception TN 25, 1 CR, Inheritance | 7k4 ⇒ 25 (TN: 25)

(D4 EE) - Turbo Tickets Game 3 (Claw Games - Try 2): Investigation / Perception TN 25, 1 CR, Inheritance | 7k4 ⇒ 46 (TN: 25)

(D4 EE) - Turbo Tickets Game 3 (Claw Games - Try 3): Hunting / Perception TN 24, -26 TN from Past Tries, VP for +1k1 | 5k4 ⇒ 30 (TN: 24)
Kikea-brand Blue Shark plush!
Unicorn | Peak Performance Pilot | Aloofly Awesome | Constantly Curious | Small but not Small
Status: 1.0 | Glory: 2.4 | Honor: Exceptional | Profile


Carries: Daisho, Sidearm, Knife, Fan, Densai w/ Accessories, Communicator, Holorecorder, Coin Purse
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Asahina Hinata
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Asahina Hinata »

White Bunny Eared Hoodie? Check
Short shorts in blue? Check
Knee socks in blue? Check
Fashionable white trainers? Check
Burning passion to win tickets and prizes? CHECK

"Let's do this!!!!!!!!!"

Hinata made a beeline for the dancing machine, of course. He and Naz-kun often had epic dance battles on the Moshi Moshi Sunrise Escalation machine that the Kakita had bought after his visit to New Kikini. This was a more up to date version and Hinata watched avidly as he queued for his turn. When his turn came he absolutely slayed, pulling off combo after combo after combo for one of the highest scores of the night, finishing with a classic Usagi Drop! 'Bunny Drop (tm)' move and pose.

"Oh yusss!!!" he was rather happy with the haul of tickets that gave him.

Next up was the flight simulator. Normally he'd have ignored this and he didn't really like shooty games or fighting games but . . it . . was . . INU-TAI themed. He had to play! And play he did, picking the basic plane and mainly doing it just so he could quote classic Inu-Tai lines as he shot down ships of the evil Lupus Malum. He had fun and even gained a few more tickets to add to his funds.

Conscious that he had a super important party/ball/masquerade thingy to go to later he picked a game with a short queue for his third and final game of the night. It turned out to be Driftmaster. As he didn't actually even know how to drive this was going to be an absolute disaster . . . or so he thought. He actually turned out to be absolutely awesome at driving apparently and easily won his game against a trio of Scorpion locals who looked devastated to be beaten by a small Crane. When he was handed enough tickets to double his stash he was even happier!!

"Awww yeah!! Let's go get all the goodies!!!!!"

--
D4 EE Arcade: Moshi Moshi Super Sunrise Dancing Inferno!, Know the Mood, Eti/Awa TN 20 | 7k4 ⇒ 33 (TN: 20) +1k0 to dance roll.
D4 EE Arcade: Moshi Moshi Super Sunrise Dancing Inferno!, Per:Dance/Agi, +1k0 from setup roll, VP for +1k1, 2 Called Raises. TN 30 | 9k5 ⇒ 58 (TN: 30) 300 Tickets!!!
D4 EE Arcade: Flight of Glory, Fighter plane, Pilot/Agi, unskilled, TN 15 | 4k4 ⇒ 22 (TN: 15) 100 Tickets!!
D4 EE Arcade: Driftmaster Ignition Plus, Drive/Agi, VP for skill, + Glory, TN 25 | 5k4+6 ⇒ 34 (TN: 25) 200 tickets potentially
D4 EE Arcade: Driftmaster Ignition Plus, Drive/Agi, unskilled, + Glory, TN 25 | 4k4+6 ⇒ 25 (TN: 25) and another 200 tickets, for 400 from this machine!!!! and +0.1 Glory

Results = 800 Tickets and +0.1 Glory.
Crane Clan Idol Singer * Shugenja * Famous! * Rich * Small * Member of Usagi Drop! * Gullible * Dumb * Very Dumb

Status 1.0 * Glory 6.9 * Honour Exceptional

Has: Wakizashi, Densai, Communicator, EPT.
Kakita Stochastic Couturier Clothing: D4 LE, D7 LE
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Miya Nishida
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Miya Nishida »

For usual slot machines and gambling were not so Nishida's thing,.....

Who am I kidding, gambling is just an extension of capital markets, Nishida HAD to try to get the 10 koku somehow.

He worked out a strategy of how he could win, with a little luck, He picked the following machines:
Flight for Glory, Moshi Moshi Super Sunrise Dancing Inferno and the Claw machine.

He hadn't Luck with the Bomber, missing the Target by a landslide, to bad!

D4, EE - Flight of Glory: Bomber - Engineering 1 / Intelligence 3 | 4k3 ⇒ 11 (TN: 20) - Fail

Nishida had no idea about modern dance, also because he rarely danced, but he simply took advantage of another player's moves and copied him!

D4, EE - Moshi Moshi Super Sunrise Dancing Inferno: Know the Mood - Etiquette 3 / Awareness 4 | 7k4 ⇒ 34 (TN: 20) +1k0 Dance (Modern)
D4, EE - Moshi Moshi Super Sunrise Dancing Inferno - Dance Modern 1 / Agility 2 | 3k2 ⇒ 21 (TN: 20) +100 Tickets

His strategy regarding the Claw machine was perfect, he virtually prepared the perfect environment to lock in the price,... Only too bad that he didn't consider one thing: It also needed some luck and he didn't seem to have it today.

D4, EE - Claw Games: Change the Terrain #1 - Investigation 3 / Perception 3 | 6k3 ⇒ 40 (TN: 20)
D4, EE - Claw Games: Change the Terrain #2 - Investigation 3 / Perception 3 | 6k3 ⇒ 38 (TN: 20)
D4, EE - Claw Games - VP for Shadow Rank, Hunting 1 / Perception 3 | 4k3 ⇒ 11 (TN: 30) - fail

100 Tickets
Imperial ✽ Tax Audit Manager ✽ Prestige & Wealth ✽ Asakaze Survivor ✽ Daikoku's Favourtie Carp 💰
ProfileThemeChar Art: Joanne Kwan
Status: 3.5 | Honor: Untrustworthy | Glory: 2.1
Carries: Business Suit, Wakizashi, Sidearm(Where allowed), Communicator, Cigs&Lighter
Accompanied by: Akechi - Bodyguard ✽ Seppun Himei - Yojimbo
Pets: Mochi - Shiba Inu, Y4SUK1-Bot
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Yūrei
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Yūrei »

You weren't a proper ronin unless you'd scrounged for prizes from an arcade.

Flight of Glory was an old favourite and Yūrei slips her coin with a smile, effortlessly guiding her little craft around and through waves of enemy fire as the familiar jingle played. 'Death or Glory! Flight of Glory!'


Day 4 Side Event, Turbo Ticket Arcade.

Flight of Glory, Fighter, Spending a void point, firearm/s reflexes. Calling 2 raises.
TN 25 | 7k4 ⇒ 26 (TN: 25)


((300 tickets))

Time rescue was a bit harder, so hard she was sure the machine cheated. But if you got lucky and pointed your gun just slightly out of bounds it would always register a hit.

Day 4 Side Event, Turbo Ticket Arcade.

Time Rescue, weak point roll. Investigation/Perception TN 25 | 6k3 ⇒ 20 (TN: 25)


Day 4 Side Event, Turbo Ticket Arcade.

Time Rescue Firearms/Reflexe, spending 2 time points to reduce TN to 35. Spending a Void point | 7k4 ⇒ 28 (TN: 25)


((200 tickets))

And frankly, who didn't live Moshi Moshi? Sure she wouldn't be dancing at the stupid orgy, but she could enjoy the fast rhythms here

Day 4 Side Event, Turbo Ticket Arcade.

Moshi Moshi Super Sunrise Dancing Inferno

Know the Room roll. Etiquette/Awareness TN 20 | 6k3 ⇒ 21 (TN: 20)

Day 4 Side Event, Turbo Ticket Arcade.

Moshi Moshi Super Sunrise Dancing Inferno

Perform Dance/Agility, +1k0 from knowing the room, spending a void point. Calling one raise. | 6k4 ⇒ 25 (TN: 25)


((200 tickets))

((700 tickets all up))
Ronin | Bushi | Thief | Quiet on her feet | Hungry
Honor: As Expected (bad)| Glory 3.8 | Status: 0.0
Equipment: Daisho, Sidearm, Communicator, Portable Computer
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Dai
Posts: 445
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Dai »

Dai wasn't much of one for gaming but he wasn't one to pass up a challenge. Now if only he was allowed to keep playing Flight of Glory all night. Sadly such was not to be and his showing on other games is poor to say the best.

Still he leaves the night with a small plush toy.

So, success? I mean it's more than he started with.

(Flight of Glory - Fighter:
D4, EE: Flight of Glory - Fighter - Firearms/Reflexes, 1 Raise called - TN20 | 6k3 ⇒ 36 (TN: 20) - 200 Tickets

Time Rescue:
Weak Point: D4, EE: Time Rescue - Weak Point check - Investigation/Perception | 6k3 ⇒ 17 (TN: 25) - Fail

D4, EE: Time Rescue - Firearms/Reflexes, 2 Time Points spent, TN25 | 6k3 ⇒ 23 (TN: 25) - Fail

The First Tournament VI:

Round 1 - D4, EE: The First Tournament VI - Defense/Reflexes #1 | 4k3 ⇒ 18 (TN: 25) - Fail
Round 2 - D4, EE: The First Tournament VI - Defense/Reflexes #2 | 4k3 ⇒ 17 (TN: 25) - Fail

End total: 200 Tickets - spent for Small (1') spine-drake plush: 200 tickets)
Ronin • Gunfighter • Pirate Video • Urban Explorer • Wealthy: Sponsorship • Curiosity killed the cat
Status: 0 • Glory: 3.4 • Honor: Untrustworthy

Gear: Daisho, sidearm in gunbelt, holorecorders, densai, conelantern, can of White Wolf, ashigaru armor (where he can get away with it)

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Akodo Reki
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Akodo Reki »

Deciding to have a little fun for once, Akodo Reki decided to visit the arcade. The sounds and sights were....well kind of headache inducing for the Lioness. Spying a flight sim game (that looked at least partially sealed off from the greater crowd), Reki dropped into the faux cockpit and started the system up.

"We must Wan! Wan!" Reki's face went read. This was a child's game. But she was committed now. It was too dangerous to pull out. Victory or DEATH. "Alright....We must Wan. Win! I MEAN WIN!" The Music started. An anthropomorphic wolf in the most ridiculous caricature of...Akodo's missing eye, was that kami cursed YODOTAI armor?!

Gritting her teeth she started the fight.

SEVERAL MINUTES LATER

"HA! THIS GALAXY IS ONLY BIG ENOUGH FOR ONE EMPEROR YOU WOLF-OTAI BAS...." Reki snapped her mouth shut and looked out at the excited children that had gathered around to watch. And the disapproving parents who were staring her down for almost cursing in front of their kids.

Standing up she straightened her tunic...shirt....not uniform...and briskly walked away.

Retreating to the relative safety of The First Tournament VI.

Being a proper Lion, Reki selected Doji because she knew she was not good at this game and watching the founder of the Crane get beaten up would take the edge off. Much to her surprise, Reki stumbled on Doji's ultimate combo through sheer button mashing. Unfortunately the blinding haze of sakura petals, a tea ceremony, and a very un-Doji like concealed katana in an umbrella...the Akodo was stunned into mute silence as her opponent crushed her easily.

MISSION ACCOMPLISHED.

The final game to draw Reki's attention was Time Rescue. It had a gun. She knew how to use a gun. Mostly.

As she watched the Seppun parachute down into the enemy base silently, in a manner she noted was a completely unrealistic depiction of a HAHO insertion, Reki suddenly realized this was not going to be as easy as first though. Also why was the Seppun agent in ornate IMPERIAL GREEN samurai armor instead of stealth gear, who made this game?!

She had heard there was some sort of pattern that could jump stages, but Reki could not figure the trick out. Instead she opted to WWMD(What Would Matsu Do) the game. Unfortunately the Akodo were skilled and meticulous....simply incapable of the raw aggression a Matsu could muster for nearly anything.

Dejected over her 2 losses, but still with a small pile of tickets, Reki made her way into the crowd.

----------------------------------

[D4 EE] SIDE EVENT: TURBO TICKETS ARCADE NIGHT - Flight of Glory - Choosing Firearms/REF from the Fighter! 3 Raises because sure. Spending 1 VP for +1k1. TN 30 | 5k4 ⇒ 40 (TN: 30) - 400 Tickets, WHAT IS HAPPENING?!

[D4 EE] SIDE EVENT: TURBO TICKETS ARCADE NIGHT - The First Tournament VI - Kenjutsu/AGI. No Raises TN25 Roll 1 | 4k3 ⇒ 44 (TN: 25) - BEAUTIFUL SPARKLE FLOWER PETAL TEA CEREMONY ULTIMATE STRIKE OF underhanded BEAUTOUS BEAUTY

[D4 EE] SIDE EVENT: TURBO TICKETS ARCADE NIGHT - The First Tournament VI - Kenjutsu/AGI. No Raises TN25 Roll 2 | 4k3 ⇒ 14 (TN: 25) - HAVING FLOWN TO CLOSE TO THE SUN I FALL

[D4 EE] SIDE EVENT: TURBO TICKETS ARCADE NIGHT - The First Tournament VI - Kenjutsu/AGI. No Raises TN25 Roll 3 | 4k3 ⇒ 21 (TN: 25) - INTO THE KAMI CURSED OCEAN WITH NO TICKETS :cry:

[D4 EE] SIDE EVENT: TURBO TICKETS ARCADE NIGHT - Time Rescue - Investigation/PER for extra Time Points! 3 Raises! Go Big or Go Home! TN40 | 4k3 ⇒ 11 (TN: 40) - DESPERATION MOVE

[D4 EE] SIDE EVENT: TURBO TICKETS ARCADE NIGHT - Time Rescue - Firearms/REF. Spending No Time Points | 4k3 ⇒ 17 (TN: 35) - ALL MY FIREARMS INSTRUCTORS CRY OUT IN RAW ANGER, also no tickets.

400 Total Tickets.

I must and have WAN! WAN!
Lion Clan • Bushi • Gunso • Tactician • Benten's Blessing
Honor: Exceptional • Glory: 2.3 • Status: Gunso (3.0)
Equipment: Densai w/earbuds, Communicator, Daisho(were allowed), Sidearm(were necessary)
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Matsu Hide
Posts: 307
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Matsu Hide »

It had been a while since Hide had stepped inside an arcane. And boy did it bring back some fond memories of getting maybe a bit too competitive with her brothers. Still, she couldn't help but participate in this little event.

Hide started off by jumping into the flight simulator. She was somewhat comfortable being in these, though not as a pilot. The guns called for the marine. Taking the Fighter role, Hide's trigger finger didn't hesitate as she spotted her obstacles. She easily passed the simulation, getting a decent score in the process.

With tickets in hand, Hide spotted something she couldn't resist. "Yooooo! There's a First Tournament VI now? I remember when IV came out..." The Lion went to one of the machines and instantly locked in Akodo on the roster. "Hmmm... I need to remember how his combos work." Being rusty, Hide got trashed the first round. But she did pick up on the combos. The second and third rounds went much smoother for the Lion.

That or she button mashed real good. It's hard to tell with her particular playstyle. All attack, all the time.

On a whim, Hide decided to try the dancing game. Not usually her thing, but she was feeling all kinds of excited and needed to get some excess energy out. So she selected a song. It's high-energy and a bit chaotic... So perfect for the Matsu.

And she wasn't bad at all. In fact, she was surprisingly good. She had the energy level and overall stamina to dance something that frantic.
______________________

[D4 EE] Turbo Tickets: Flight of Glory, Fighter, Firearms/Reflexes, 2 Raises for tickets. VP for +1k1 | 8k4 ⇒ 28 (TN: 25) 300 Tickets

[D4 EE] Turbo Tickets: The First Tournament VI, Kenjutsu (Katana)/Agility. Round 1 | 7k3 ⇒ 22 (TN: 25) Failure...

[D4 EE] Turbo Tickets: The First Tournament VI, Kenjutsu (Katana)/Agility. Round 2 | 7k3 ⇒ 37 (TN: 25) Success!

[D4 EE] Turbo Tickets: The First Tournament VI, Kenjutsu (Katana)/Agility. Round 3. VP for 1k1 | 8k4 ⇒ 40 (TN: 25) KO! 200 Tickets

[D4 EE] Turbo Tickets: Moshi Moshi Super Sunrise Dancing Inferno. Perform: Dance/Agility. | 4k3 ⇒ 28 (TN: 20) 100 Tickets

600 total!
Lion Clan • Bushi • Marine • Daredevil • Brash • Gullible • Mastermind?!
Status: 1.0 | Honor: Exceptional | Glory: 1.6
Carries: Daisho, sidearm, communicator
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Hitoko
Posts: 154
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Hitoko »

Hitoko always played to win - a trait some might call essential to ronin survival. Whether it really is, this ronin appreciates the excuse to be a little cutthroat and competitive - right up until the games she feels she should be good at just won't give her a freaking break.

That near miss in Flight of Glory could be excused: Maybe, maybe that last shot at the incoming bomber had missed, her momentary shock allowing her fighter to get strafed by a flanking enemy fighter.

And not being perfect at Moshi Moshi Super Sunrise Dancing Inferno was fine! She was no expert, regardless of what that sweet Unicorn girl had been saying. She did well - so. damn. close. she groaned internally - and if it'd just been a little kinder on her score... Stupid machine!

The ronin's rage never manifested externally. Well. Except an almost supernaturally fast and brutal pounding of buttons in First Tournament 6 that made Doji cry for mercy before being knocked over a cliff. And a really radiant grin across Hitoko's lips as she watched that ending, dramatically swiped up the tickets from the machine and stalked with her soothed ego to the prize counter.

-------
Flight of Glory:
D4 EE Arcade Night. Flight of Glory: Fighter. Firearms/Ref TN 15. 2 CR, TN 25. Skill 3, Ref 3, VP for 1k1. | 7k4 ⇒ 24 (TN: 25)
0 tickets

Dancing:
D4 EE Arcade Night. Dancing: Know the mood roll. Etiq/Awr TN20. Skill 2, Awr 3, disad for -1k1. | 4k2 ⇒ 19 (TN: 20)
Fail so no bonus
Main roll:
D4 EE Arcade Night. Dancing: main roll. Perform Dance/Agi TN20. Skill 0, Agility 4. | 4k4 ⇒ 18 (TN: 20)
0 tickets

First Tournament VI:
Roll 1: D4 EE Arcade Night. FT6 roll 1: Attacking roll, melee skill/Agility TN 25. Jiujitsu 1, Agi 4, VP for 1k1 | 6k5 ⇒ 36 (TN: 25)
Win
Roll 2: D4 EE Arcade Night. FT6 roll 2: Attacking roll, melee skill/Agility TN 25. Jiujitsu 1, Agi 4, VP for 1k1 | 6k5 ⇒ 28 (TN: 25)
Win
Win in 2 rolls: 300 tickets
Last edited by Hitoko on Thu Apr 14, 2022 4:39 am, edited 2 times in total.
Ronin * Talky Bushi * Techhead * Opinionated * Koku-motivated * Seeking business opportunities
Status 0 | Honor Untrustworthy | Glory 3.9
Wearing daisho and sidearm, average clothing; carrying backpack of tech and medicine pack. Rifle and light armor when expecting trouble.
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Mirumoto Shigure
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Mirumoto Shigure »

Shigure entered the arcade thinking it was good practice for his skills. Seem it did him some good.

//D4 EE Arcade Flight of glory Fighter Firearms Ref TN 15 | 6k3 ⇒ 27 (TN: 15) pass 100 tickets

D4 EE Arcade The First Touranament VI Kenjutsu Agi TN 25 | 7k4 ⇒ 30 (TN: 25) pass

D4 EE Arcade The First Touranament VI Kenjutsu Agi Round 2 TN 25 | 7k4 ⇒ 25 (TN: 25) pass in 2 rolls 300 tickets

D4 EE Arcade Driftmaster: ignition Plus Driving Agi+honor Lap 1 TN 25 | 7k4 ⇒ 33 (TN: 25) +200 tickets

D4 EE Arcade Driftmaster: ignition Plus Driving Agi+honor Lap 2 TN 25 | 7k4+4 ⇒ 55 (TN: 25) o.O 200 tickets gained +0 glory because ascetic

Total tickets: 800

Redeem for a flute an a bow with arrows.
300 tickets to spare
Last edited by Mirumoto Shigure on Wed Apr 13, 2022 10:04 am, edited 2 times in total.
●Dragon Clan ●Sharpshooter ●Untamed ●Ascetic ●Random Samurai #90
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Matsu Eriko
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Matsu Eriko »

With her wife in the event, Eriko wasn't going to let this evening pass without giving these games a shake of her own. After loitering around at Asakaze's arcade tournament, she was finally going to have a go!

After doing some bragging about The First Tournament, it was only fair that she put her tokens where her mouth was and throw down the proverbial gauntlet. She instantly picked Togashi-Kami without even a second thought and faced off against an opponent who selected Hida-Kami. Just as the large tetsubo was about to go crashing down on her character, the monk stepped aside to avoid the blow and pounded the ground to send his opponent in the air. She threw out a few punches with a dragon fireball but unfortunately couldn't keep her opponent in the air for long. "Damnit, they changed the buttons to the combo? Really? I used to do it in my sleep!"

Despite that disappointment, she still managed to get a solid flawless victory against her opponent. She was still sour that they changed the buttons.

Flight of Glory was next. She didn't like her chances flying a fighter craft but she would give it a shot (get it?). However, being in the cockpit did give her rather bold ideas a few seconds in and she found herself flying forward to land as many hits as possible to only get a barrage of flashy pellets in the face. That was a good way to abruptly get the GAME OVER sign. "Eh, I'll leave flying to the professionals."

Finally, was Time Rescue. Taking cover and getting shot up was more or less a regular habit of hers, so she'd like to think that she would be a natural in this game. She saw the giant red barrel in the corner of her eyes and quickly fired a few shots to send all the baddies comically flying in every direction on the screen, which saved a lot of time. Later on, she would play cautiously and spend a fair amount of time in cover to dodge the incoming shots. After a notable barrage, she would pop up from her cover to take out the boss in quick succession!

Not bad for a lark!

[[GM NOTE: Eriko is, clearly, using her 'maiden' name for the rolls.]]
Day 4 - Early Evening, Turbo Tickets Arcade Night, The First Tournament VI, Round 1: Jiujitsu/Agility | 5k3 ⇒ 33 (TN: 25)
Day 4 - Early Evening, Turbo Tickets Arcade Night, The First Tournament VI, Round 2: Jiujitsu/Agility with Void! | 6k4 ⇒ 36 (TN: 25)
You Win! Perfect! 300 Tickets!

Day 4 - Early Evening, Turbo Tickets Arcade Night, Flight of Glory: Fighter w/ Firearms/Reflexes at TN15, two raises called | 6k3 ⇒ 19 (TN: 25)
Boom! 0 Tickets!

Day 4 - Early Evening, Turbo Tickets Arcade Night, Time Rescue: Find the Weak Point w/ Investigation(Notice)/Perception + Void | 6k3 ⇒ 28 (TN: 25)
Day 4 - Early Evening, Turbo Tickets Arcade Night, Time Rescue: Firearms/Reflexes, 2 Time Points Used, 2 Left! | 6k3 ⇒ 25 (TN: 25)
Bam! Bam! 300 Tickets!

600 Tickets!
Lion Clan • Witch Hunter • Always Right • Well-Read • Daring
Honour: What Is Expected • Status: 1 • Glory: 2
Carries: Wakizashi, Sidearm, Communicator, Jade Pendant
Run by GM Boogiepop / Art by Joanne Kwan
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Kuni Koyuki
Posts: 1063
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Re: [D4 EE] Side Event: Turbo Tickets Arcade Night

Post by Kuni Koyuki »

A young Koyuki strides into her favorite local arcade back on Hida Prime. Friends scatter inside, running to their favorite games. Young Koyuki steps up to the first of many games, a slightly earlier version of the Time Rescue game. She was never the best, she never got the high score, but she was far better than most of the other kids she hung out around. Pinging off shots with that better than you attitude she always carried in her youth. Kids kinda flocked to her, the daughter of a Kuni and one who would become one of them someday. Among her friends, she got the attention of someone who was sacrosanct in the eyes of most Crab.

Flight of Glory, another shooter. Another place where she was able to excel among her small friend group. Kids would gather around her seat sometimes just to watch her play. It wasn't like she really talked to them, or ran around with them, not like most of the kids that just was never her thing. Here though, she was happy they enjoyed watching her perform. Someday she might be the Kuni who saved their life when they needed it most. Some hoped for that in their younger years, Koyuki more than any of them. Craft were shot down with ease, and she even laughed back then. Cheering when she would score a little higher than she did the last time.

Finally, the ultimate challenge of any child, the Claw Machine. Stepping up, there was always a trick to getting the toy to shift right for the final grab so you could nab it just right. Koyuki was always pretty good at nabbing it when it finally got into that position. Though she relied most on one of the Hiruma kids who managed to help her figure out how to do it. A part of her regretted never really thanking him for that advice before they stopped going to the local arcade.

It was good to be a kid.

What follows, is a series of quick cuts. A toy gun attached to a machine is in Koyuki's adult hand. Miss. Miss. Miss. Miss. You're Dead. Groan of frustration. Miss. Miss. Miss. Miss. You're dead. Continue? A ship races across the screen and is quickly overwhelmed by the first wave of enemies, her ship exploding in a little firework display on the screen. Koyuki shakes the controller a bit, and sighs. Finally, the claw game. This one.. this one damn thing she should still be able to do... if only she had that Hiruma. Maybe the prize, whatever the wrapped thing was, wouldn't have slipped out of the claw half-way to the bin.

This was it, that final painful reminder of childhoods passing. Well, shit.


Time Rescue:

Day 4, EE | Time Rescue: Weak Point - Investigation/Perception | 3k3 ⇒ 22 (TN: 25)
No Weakpoint.

Day 4, EE | Time Rescue: Firearms/Reflexes, Void +1k1 | 7k4 ⇒ 30 (TN: 35)

Failed!

Flight of Glory:

Day 4, EE | Flight of Glory: Fighter, Firearm/Reflexes, 2 Called Raises | 6k3 ⇒ 23 (TN: 25)

Failed!!

Claw Games:

Day 4, EE | Claw Games: Change the Terrain - Hunting/Perception [Try 1] (Correct Dice Pool) | 4k3 ⇒ 14 (TN: 20)

Day 4, EE | Claw Games: Change the Terrain - Hunting/Perception [Try 2] (Correct Dice Pool) | 4k3 ⇒ 7 (TN: 20)

Day 4, EE | Claw Games: Hunting/Perception | 4k3 ⇒ 32 (TN: 50)

Faaillllleeeeeedddd.


Nothiiiiiiing!
Crab Clan | Meishozo Family | Shugenja | Kuni Attaché | Ancestral Fun-blocker | Last Rival | Crepuscular | Tattooed
Status: 1.0 • Glory: 3.5 • Honor: Untrustworthy

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