IDE EVENT: Jibber Jabber (D2, Late Afternoon)
Posted: Mon Apr 10, 2017 2:05 am
The Ide have decided to test the linguistic skill of the competitors. To that end, they have created a new language composed of its own unique characters. Over the course of two hours, the competitors will have to learn the language, decode and answer a series of written questions in the new language, and then hold a short conversation with an Ide who is speaking the new language.
Competitors will be scored by how quickly they understand the language, how much they understand, how easily they are able to converse in it, and how thick their accent ends up being.
Time Slot: Late Afternoon
Magic: Not Allowed
Basic Rules: There are six twenty minute "Time Segments" to this event. Each time a character makes a roll in this event, it takes up a Time Segment. If a character fails a roll in this event, they must attempt it again, and the new attempt takes up another Time Segment. When the character has used all six Time Segments, they are finished with the event.
Squiggly Lines and Weird Shapes: Before the character can do much else, they must first attempt to understand the language that has been put in front of them. Understanding the language requires a Calligraphy (Any Cipher)/Intelligence Roll against TN 15. A character with the Precise Memory advantage gains +1k1 on this roll. A knowledge of other languages is also helpful to this process; for every additional language a character speaks beyond Rokugani, they gain +1k0 to this roll.
On a success, the character understands enough of the language to proceed to the next portion of this event. If the character called any successful Raises on this roll, they gain +1k0 to every other roll in this event per successful Raise.
On a failure, the character must attempt this step again.
Story Problems
Once the character has a grasp on the made-up language, they may begin the written questions portion of the event. A written list of relatively simple story problems written in the new language is given to the characters, who must interpret the questions and then respond in same language.
The character must succeed on a TN 15 Commerce (Mathematics)/Intelligence roll to solve the problems. On a success, the character gains 1 Linguistics Point, plus 1 Linguistics Point per successful Raise. The character may then progress to the next portion of the event. This use of Commerce does not result in a loss of Glory.
On a failure, the character must attempt this step again.
Bilingual Conversation: Next, the character must hold a short conversation with an Ide who has already mastered the made-up language. The character must make a TN 15 Etiquette (Conversation)/Intelligence roll. On a success, the character gains 1 Linguistics Point, plus 1 Linguistics Point per successful Raise.
On a failure, the character must attempt this step again.
Extra Credit: After completing all three steps of this event, if the character has any remaining Time Segments left, they may use them to make additional Story Problems or Bilingual Conversation rolls for additional Linguistics Points.
It's possible for a character to make mistakes on these extra attempts which place his or her previous successes in jeopardy, however; on a failed roll, the character loses 1 Linguistics Point, plus 1 Linguistics Point per failed Raise.
This does not prevent the character from attempting the Story Problems or Bilingual Conversation sections again, if they have another Time Segment available to do so.
Scoring: Once the two hours have passed, the Ide will confer among themselves and pick out the samurai who easily learned the made-up language and mastered its use. The character(s) with the most Linguistics Points will earn 3 Courtship Points, the character(s) with the second most Linguistics Points will earn 2 Courtship Points, and the character(s) with the third most Linguistics Points will earn 1 Courtship Point.
Competitors will be scored by how quickly they understand the language, how much they understand, how easily they are able to converse in it, and how thick their accent ends up being.
Time Slot: Late Afternoon
Magic: Not Allowed
Basic Rules: There are six twenty minute "Time Segments" to this event. Each time a character makes a roll in this event, it takes up a Time Segment. If a character fails a roll in this event, they must attempt it again, and the new attempt takes up another Time Segment. When the character has used all six Time Segments, they are finished with the event.
Squiggly Lines and Weird Shapes: Before the character can do much else, they must first attempt to understand the language that has been put in front of them. Understanding the language requires a Calligraphy (Any Cipher)/Intelligence Roll against TN 15. A character with the Precise Memory advantage gains +1k1 on this roll. A knowledge of other languages is also helpful to this process; for every additional language a character speaks beyond Rokugani, they gain +1k0 to this roll.
On a success, the character understands enough of the language to proceed to the next portion of this event. If the character called any successful Raises on this roll, they gain +1k0 to every other roll in this event per successful Raise.
On a failure, the character must attempt this step again.
Story Problems
Once the character has a grasp on the made-up language, they may begin the written questions portion of the event. A written list of relatively simple story problems written in the new language is given to the characters, who must interpret the questions and then respond in same language.
The character must succeed on a TN 15 Commerce (Mathematics)/Intelligence roll to solve the problems. On a success, the character gains 1 Linguistics Point, plus 1 Linguistics Point per successful Raise. The character may then progress to the next portion of the event. This use of Commerce does not result in a loss of Glory.
On a failure, the character must attempt this step again.
Bilingual Conversation: Next, the character must hold a short conversation with an Ide who has already mastered the made-up language. The character must make a TN 15 Etiquette (Conversation)/Intelligence roll. On a success, the character gains 1 Linguistics Point, plus 1 Linguistics Point per successful Raise.
On a failure, the character must attempt this step again.
Extra Credit: After completing all three steps of this event, if the character has any remaining Time Segments left, they may use them to make additional Story Problems or Bilingual Conversation rolls for additional Linguistics Points.
It's possible for a character to make mistakes on these extra attempts which place his or her previous successes in jeopardy, however; on a failed roll, the character loses 1 Linguistics Point, plus 1 Linguistics Point per failed Raise.
This does not prevent the character from attempting the Story Problems or Bilingual Conversation sections again, if they have another Time Segment available to do so.
Scoring: Once the two hours have passed, the Ide will confer among themselves and pick out the samurai who easily learned the made-up language and mastered its use. The character(s) with the most Linguistics Points will earn 3 Courtship Points, the character(s) with the second most Linguistics Points will earn 2 Courtship Points, and the character(s) with the third most Linguistics Points will earn 1 Courtship Point.