
Participants: All Welcome
Timeslot: Day 3 (Mid Evening)
Premise: Yoritomo Ochiba is throwing a gaudy and over the top costume party in her penthouse. At the end of the evening one winner will be crowned Party Shogun and two runner ups will receive expensive cases of alcohol.
(Participation in the contest is strictly voluntary and guests who just want to casually enjoy themselves are more than welcome)
The Rules
Dress to Excess has three stages. In each stage a participant picks one (and only one) option to win over the party and makes the associated rolls.
Successful rolls generate party points which will be used to determine the winner of the event, with the participant with the most points come party end being declared party shogun (in the event of a tie, most successful called raises will be used, then status)
In addition before stage one of the event there will be an optional costume preparation stage that can provide benefits to attendees throughout the later stages.
Players are highly encouraged to write descriptions of how their character approach the below stages as part of their posts.
Please remember to label your rolls in Sakkaku and tally your party points in your post at the end for ease of viewing.
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Costume Preparation - Optional
If you're going to make an impression at a costume party, the actual costume is a pretty important component of the plan!
This stage is optional and characters do not need to go to any particular lengths to acquire a costume, if you are skipping this head on to stage one!
Character who choose to participate must complete both of the following steps:
- Post a picture of their character's costume in their event post in this thread with a description of what it is and why folks might be impressed, intrigued or insulted!
- Successfully complete a crafting: tailoring/agility TN 15 roll, have another PC complete the roll on their behalf, or pay a local NPC 2 bu for the rental or construction of their costume.
Characters who complete both of the above steps earn a free raise on one roll in each of the event stages.
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Stage One - The Grand Entrance
The first step to 'winning' a party is making a spectacular entrance. The real question is whether you opt for class or flash and whether your costume holds together.
First, every participant must choose whether to be classy or flashy and then make one of the following rolls:
Classy choice - Make a TN 20 courtier/awareness or etiquette/awareness roll. This is a social roll but is not contested. This represents a smooth, cool and collected entrance that does all the right things.
The following advantages provide a free raise on this roll, this is cumulative if you possess multiple: Prestigious Line, Dangerous Beauty, Darling of the Court, Friend of the Brotherhood, Hero of the People, Prodigy.
The following disadvantages increase the TN of this roll by 5 (cumulative) Antisocial, ascetic, dishonoured, frail mind, insensitive, obtuse, social disadvantage
On a successful roll you earn 1 party point + one additional party point for every called raise. There is no penalty for failure.
Flashy Choice - Make a TN 20 Intimidation/awareness, or temptation/awareness. Or make a TN 25 athletics/strength or athletics/agility or TN 25 commerce/perception. This represents a showy entrance which pushes the bounds of decorum or makes up for a lack social nuance by showing off your own skills or wealth.
The following advantages provide a free raise on this roll, this is cumulative if you possess multiple: Crafty, Dangerous Beauty, Daredevil, Fame (only one regardless of number of ranks), Great Potential, Prodigy, Quick, Sensation
The following disadvantages increase the TN of this roll by 5 (cumulative) Antisocial, ascetic, dishonoured, frail mind, insensitive, obtuse, social disadvantage
On a successful roll you earn 1 party point + one additional party point for every called raise. There is no penalty for failure.
The second step of your grand entrance is whether your costume holds together.
All characters (regardless of whether they undertook the optional costume preparation) must roll a TN 5 Defence/Willpower to prevent anything happening to their outfit.
However, the TN of this roll is increased by 5 (cumulative) for every raise used to generate a party point for the first part of this stage. In addition, if your character failed the first stage of the event increases this TN by a further 5.
Example, Akodo Bob decided to go for an acrobatic flip in his Lion King costume for his grand entrance and called 2 raises and used a free raise from his costume preparation all raises went towards generating extra party points, he succeeded but risks an unseemly split in the fabric on his landing...his TN would be 20.
Success on this roll prevents embarrassment, failure will increase all TNs going forward by 5.
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Stage Two - Life of the Party
You've made your grand entrance to enthusiastic applause (or maybe snide laughter depending on how it went) now you have to prove you actually know how to party. It's a long evening and only the best of the best will have the stamina to make it to the end in style!
All participants must choose one of two options 'Party on' or 'Pace yourself' and complete all the rolls under those options.
Party On you go for it, enthusiastically throwing yourself into the evening whether that involves a whir of conversations, multiple shots, messy breakups or dancing on the tables.
Make three rolls at TN 10, TN 15 and TN 20 using your choice of etiquette, courtier, sincerity, athletics or a perform skill using your choice of either willpower or stamina as the associated trait.
This counts as a contested social roll for the purpose of techniques and advantages.
The following advantages provide a free raise on this roll, this is cumulative if you possess multiple: Allies (only one free raise regardless of how many allies or their level), Darling of the Court, Jurojin's Blessing, Inner Gift: Empathy, Precise Memory, Servant (any kind, only one regardless of your amount of servants), Way of the Land.
The following disadvantages increase the TN of this roll by 5 (cumulative) Anachronism, Black Sheep, Bitter Betrothal, Consumed: Strength of Control, Contrary, Debt, Disturbing Countenance, Infamous, Momoku, Wanderer, Weakness (any)
Success on each of these rolls and every successful raise on each of these rolls will provide one party point, there is no penalty for failure.
Pace Yourself you decide discretion is the better part of valour, you're strategic in how and when you appear and you rarely indulge to excess. However, this is a risk attendees realise your approach is out of step with the rest of the party.
Make three rolls at TN 5, TN 10 and TN 15 using your choice of etiquette, stealth, intimidation, commerce or battle using your choice of either agility or perception as the associated trait.
This counts as a contested social roll for the purpose of techniques and advantages.
The following advantages provide a free raise on this roll, this is cumulative if you possess multiple: Balance, Bland, Clear Thinker, Heartless, Inari's Blessing, Silent, Spy Network, Strategist, Tactician
The following disadvantages increase the TN of this roll by 5 (cumulative) Brash, Bad Heath, Compulsion (any), Driven, Fascination, Gullible, Idealistic, Lechery, Momoku, Rumormonger, Uncentred, Unlucky.
Success on each of these rolls and every successful raise on each of these rolls will provide one party point, failure on each roll will reduce your party points by 1 (cumulative).
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Stage Three - The Grand Finale
The party is finally winding down with exhausted samurai either heading home or splitting up to smaller and more intimate after parties. It's time to make one last push for votes! You just obviously cannot be seen to be pushing for votes, how gauche!
All participants have only one last set of rolls, 'lobbying' before the finale, completing all of its rolls. At this stage it's high risk and high reward!
Lobbying
Make two rolls, one at TN 20 and one at TN 25 using your choice of skill and trait. However, if you use a skill you have previously used for a roll in this event increase your base TN by 10. Don't be boring!
This counts as a contested social roll for the purpose of techniques and advantages.
The following advantages provide a free raise on this roll, this is cumulative if you possess multiple: Blackmail (only one, regardless of how much blackmail you've collected, you monster), Clear Thinker, Darling of the Court, Fame (still only one regardless of how much fame), Imperial Spouse, Paragon: Compassion/Duty/Sincerity, Read Lips, Voice
The following disadvantages increase the TN of this roll by 5 (cumulative): Antisocial, Bad eyesight, Bad fortune (any), Black Sheep, Blackmailed, Can't Lie, Cursed by the Realm (any), Doubt, Failure of Bushido: Compassion/Duty/Sincerity, Insensitive, Overconfident.
Success on each of these rolls and every successful raise on each of these rolls will provide one party point, failure on each roll will reduce your party points by 1 (cumulative).
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The event will close towards the end of the ingame day and points will be tallied, the winner will be crowned party shogun and receive bragging rights as well as a crown (high tech night vision goggles with thermals)
The two runners up will each receive a case of fine alcohol.










