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EmBark

EmBark

Ideas for future events:

  1. The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.

    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).

    • If you hit TN 12, you may choose another player to target.

    • If you target another player, let them know. Then both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).

    • The winner kills the loser.

    • On a tie they exchange fire, but neither dies.

    • Repeat X times (3? 4? 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)

      • Stretch 1: from first Monday until first Friday

      • Stretch 2: from first Friday until second Monday

      • Stretch 3: from second Monday until second Friday

    • Players who join in later with a racer may still participate, but may not roll to target other players for stretches of the race that are already over.

    • Winner is announced on the second Friday or the second Saturday

    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, 1 point for every other racer they killed, and 0.5 points if they killed anyy racers on the final stretch. Ties are broken by the person with the lowest Military score.

    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special skull customization.)

  2. Mekhala-Veehra Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Veehra and back. Racers have to reach a checkpoint near Veehra, show that they have a container full of Veehran sand, and return with it to al-Miraiya.

    • First stretch (to Veehra): Roll 2d6 + half Econ or Int (full if using a ruler or heir) for the stretch to Veehra, +1 if using a civic tech that gives bonuses to exploration or investigation, -1 if the racer is not a native of Veehra.

    • The Pickup: Roll 2d6 + half attribute (full if using a ruler, heir or Commander) or 2d6 + WTU Rep to pick up or fill up a container full of sand.

      • Racer must pick a desert region to get the sand from.

      • Options for rolls:

        • half Dip for a region from a country to which the racer's country is formally allied (through a treaty or sharing an Embassy);

          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any Diplomacy attribute roll.

          • racer may roll 2d8 if their country has a Cultural Identity for any Diplomacy attribute action.

        • half Mil for a region from a country that is hostile to the racer OR if picking it up in region 55, but if you roll lower than 12, the racer dies;

          • +1 if you have a Military tech you have that gives a bonus to Tactical Maneuvering or battles.

          • +1 if using an Artifact OR religion size bonus OR anything else that gives a bonus to any Military attribute roll.

          • racer may roll 2d8 if their country has a Cultural Identity for any Military attribute action.

        • full Econ if the racer's country sent Treasure to that country last round or is doing so this round;

          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any Economy attribute roll.

          • racer may roll 2d8 if their country has a Cultural Identity for any Economy attribute action.

        • half Faith if the racer shares the region's majority/sole faith;

          • +1 if it is an organized faith native to Veehra.

          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any Faith attribute roll.

          • racer may roll 2d8 if their country has a Cultural Identity for any Faith attribute action.

        • half Int if they do it secretly without involvement of any locals, but if you roll lower than 12, the racer is caught by suspicious natives and cannot continue the race;

          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any Intrigue attribute roll.

          • racer may roll 2d8 if their country has a Cultural Identity for any Intrigue attribute action.

        • WTU Rep if picking it up in a region with a WTU base.

          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any attributes the WTU specializes in (Buyouts, Resisting Buyouts, Interacting with Mercantile Supports, Exploration, Colonization).

          • Racer may roll as if they had a score of Economy 9 for the final stretch of the race as the WTU helps them out.

      • -1 to any type of roll if the racer does not have Dust Hardening tech.

    • Final stretch (to al-Miraiya): Roll 2d6 + half Econ, Faith or Int (full if using a ruler or heir) for the stretch back to Mekhala, +1 if using a civic tech that gives bonuses to exploration or investigation, +1 if rolling Faith if the racer is of the Imperial Cult faith, -1 if the racer is not a native of Mekhala.

    • Points:

      • You get 2 points for every roll that hits a TN of 12.

      • You get 1 point for every roll that is a Great Success (18+).

      • You get 1 point if you rolled the highest in the first stretch.

      • You get 2 points if you rolled the highest for the pickup.

      • You get 3 points if you rolled the highest for the final stretch.

      • You lose 1 point for every roll in a post where you don't describe which techs, Artifacts, religion size bonuses, Cultural Identities, etc. you are using for that roll AND how those are being used. (You may list them in a little OOC note, but the post should still feature description of how the racer makes the best use of them.)

      • Most points wins the race!

      • If there's a tie, the winner of the last stretch wins.

      • If there's still a tie, the one who rolled with a lower stat on the last roll wins. (So a +3 Dip would win over a +10 Faith.)

    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Veehran customization.)

  3. Mekhala-Sansar Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Sansar and back. Racers have to reach a checkpoint near Sansar's Firmament ring, show that they have a container full of Sansar seawater, and return with it to al-Miraiya.

    • See Mekhala-Veehra Dash mechanics, with some replacements.

    • -2 for the first and last stretches unless the racer is a native of Sansar/Mekhala.

    • Rolling with EMP or WTU Rep is an option on the second stretch.

    • -1 if the racer does not have Wet Navy Ships tech.

    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Sansarite customization.)

  4. Mekhala-Badal Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Badal and back. Racers have to reach a checkpoint near Badal, show that they have a container full of Badal gas, and return with it to al-Miraiya.

    • See Mekhala-Veehra Dash mechanics, with some replacements.

    • -3 for the first and last stretches unless the racer is a native of Badal/Mekhala.

    • Rolling with WTU or BRG Rep is an option on the second stretch.

    • -1 if the racer does not have Badalian Megadirigibles tech.

    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Badalian customization.)

  5. Mekhala-Ophon Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Ophon?

    • For the Veehra stretch, Sansar stretch and Badal stretch: choose each of the following options once.

      • Roll 2d6 + half Diplomacy + any bonuses to Sway actions you have OR 2d6 + half Military + any bonuses to Impress Government actions you have.

      • Roll 2d6 + half Military + any bonuses to Tactical Maneuvering actions you have.

      • Roll 2d6 + half Intrigue + any bonuses to Assassination/Kidnapping or Incite Betrayal actions you have.

      • [something to do with defending bases?]

    • Ophon stretch: Roll 2d6 + EMP Rep.

    • For every roll where you hit TN 12, gain +1 for all subsequent rolls.

    • The player who rolls highest on the final stretch wins. If there's a tie, the player with the higher EMP Rep wins. If there's still a tie, 2d6 + half Diplomacy roll-off between them.

    • The winner receives... idk, probably a stern word from the Emperor themself.

  6. Mekhala New Dash: a variant on the Mekhala Mad Dash where racers race through the regions of newer Electors on Mekhala.

    • 2d6 + half Diplomacy if on good terms with the region owner.

    • 2d6 + half Military if on bad terms with the region owner, but if you roll lower than 12, the racer dies.

    • 2d6 + full Economy if sending a Treasure to the region owner this round.

    • 2d6 + half Faith if the racer is of the Imperial Cult or Soul's Expression or Bardolatry faiths.

    • 2d6 + half Intrigue if trying to sneak through, but if you roll lower than 12, the racer is caught by suspicious natives.

    • You may use each attribute no more than twice.

    • You may use full Dip/Mil/Faith/Intr if the racer is your ruler, heir or a Commander.

    • You may add +1 to a roll once for each civic tech you have that gives a bonus to an action related to the attribute you use in that stretch of the race. No more than one +1 may be added to any roll this way.

    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to Tactical Maneuvering.

    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to battles.

    • You may add +1 to a Faith roll for the al-Miraiya stretch if the racer is of the Imperial Cult faith due to familiarity with the Mouth of the Emperor.

  7. Mekh Gala: inviting...

    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event

    • The champion of any sporting event, like the Mekhala Mad Dash

    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference

    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)

    • The "plus one" of any characters invited (partner, date, assistant, etc.)

  8. Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.

    • The first 5 players to enter the arena with a warrior participate.

    • Warriors must legally be able to consent to participate.

      • [20 imperial ft of legalese in which the organizers of Bloodsports state they cannot look into or guarantee there was no duress behind the consent and that any death that occurs is fully legal, signed in triplicate by every participant]

    • Battle begins after the 5th warrior has entered the arena.

    • On their post, a player may do one of the following: Attack Another Warrior or Defend Against An Attack.

      • Attack Another Warrior: Select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses based on their equipment, if applicable.

      • Defend Against An Attack: If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.

    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.

    • You may not attack another warrior if you made the latest attack in the competition. You also may not attack the warrior that was the latest one to be attacked (including warriors that still need to post their Defend action).

    • The losers' families receive "lifetime compensation" (equivalent to legal minimum wage for 40 years).

    • The two winners receive their weight in gold, sponsorships, fame and glory, and one wish of their choice--if it can be fulfilled by the organizer. (This is non-mechanical for Empire purposes--unless you participate with a mechanically significant character. Then we'll work something out!)

    • Posting Guidelines

      • No double posting. Obviously.

      • If you attack someone, @ them in the same post. That way they know to respond.

      • If you defend against someone's attack, @ them in the same post. That way they know which of you got wounded/killed and lost a weapon.

      • If you need to defend against someone's attack, but don't post within 72 hours (3 days) of the attack, the attack is considered an automatic success.

  9. Spy vs Spy: a game where each player that participates is secretly the spy for another country.

    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.

      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.

      • One spy is randomly selected as the target.

      • First Friday to second Friday of the round, the game is on!

    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.

    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.

    • The target has to survive the entire event.

    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.

    • The winner receives ???

  10. Mageball: a sporting event where teams of 3 mages(?) compete in a ball game where if the ball touches you, you're out of the game. They must use magic(?) to manipulate the environment, the goal, the ball and their opponents to try and win the game.

    • Rulers are prohibited from entering. Heirs may enter and may use their full scores instead of half the ruler's scores. Commanders may enter and use their full Military score and half the ruler's scores (rounded down). Any other characters use the half the ruler's scores (rounded up).

    • Participants should post the scores they are playing with.

    • Teams must score 4 points to win.

    • Players are knocked out of the game when they touch the ball. An opponent getting knocked out of the game scores 1 point.

    • Getting the ball into or touching the goal scores 1 point.

    • The goal can be any object of at least average human size, chosen by the team.

    • The ball is a sphere 1 imperial foot in diameter.

    • In any of their posts, players may do up to two of the following actions. Actions may be the first of their two actions, the second of their two actions, or their only action in a post.

      • Take possession of the ball if it is unpossessed (first, second or only action). At the start of the game, the ball is unpossessed.

      • Pass the ball to another player (second or only action). Make a roll of 2d6 + half Diplomacy OR 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic).

      • Receive the ball from another player (first or only action).

        • If you don't post within 24 hours of the ball being passed to you, the ball becomes unpossessed.

      • Intercept a pass between players on the opposing team (first or only action). Make a roll of 2d6 + half Intrigue.

        • If you roll higher than the roll of the player passing to another player, you take the ball!

        • If you roll lower, you may not take another action in the same post.

        • Only one intercept attempt may be made on every pass, and only before the other player has made a post receiving it.

      • Steal the ball from the player in possession of the ball (first or only action). Make an opposed roll of 2d6 + half Military OR 2d6 + half Intrigue.

        • If you roll higher than the opposing player, you steal the ball!

        • If you roll lower, you may not take another action in the same post.

        • On a tie, the ball becomes unpossessed.

        • For the sake of expediency, players may make the roll for the opposing player as well, in the same post. Obviously using the higher of Military or Intrigue for the opposing player. The rolls should be clearly marked for whom they are rolled.

      • Target another player if you have control of the ball (second or only action). Make a roll of 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic).

        • You may not target a player if you have stolen the ball from them in the same post.

      • Defend a player from a shot (first or only action). When a player is targeted by another player, the target player or any of their teammates must make a roll of 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic) OR--if they are the target player--2d6 + half Military (to physically dodge).

        • If the defending player rolls lower than the attacking player, the targeted play is hit! The target player is out of the game. The attacking team scores 1 point.

        • If the defending player rolls higher, that player may immediately take control of the ball and act on it. If the target player successfully dodged using Military, the ball becomes unpossessed.

      • Target the goal if you have control of the ball (second or only action). Roll 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.

      • Defend the goal from a shot (first or only action). Roll 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.

    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team (whichever one takes possession of the ball first). If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.

    • If players wish to do any interactions not directly covered by the above rules, they are free to make something up as long as both the attacking player and defending player agree on the mechanics of it. Or, if it's not an attacking/defending kind of interaction, if everyone on the opposing team (not including players who have been knocked out) agrees on the mechanics of it.

    • The winners receive ???

  11. Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)

    • Determining who plays who in the Model Tekhum should be either a first-come first-serve basis (you must pick an Elector that your characters aren't from and that isn't played by you), or a random roll on a table, re-rolling if you get a result that is ineligible (your own Elector or one that is already taken).

  12. The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?

  13. Mekhala Court Battle: a court where the lawyers fight a duel over who is right. Combination Dip/Mil rolls?

  14. Hardest Loser Wins: a slugfest where if you win a match, you're out, but if you get too badly beaten, you can't continue.

    • Sluggers must consent to participate.

    • Roll 2d6 + half Mil vs another player.

    • If this is a tie, the player with the lower Mil score loses.

    • If it's still a tie, they go again.

    • Roll 1d12 - the difference by which the lost by. If this is 0, they are knocked out and cannot continue. If this is negative, they are either knocked out or die (player's choice).

    • Losers who stay alive and conscious continue to the next round.

    • The loser who has lost the most matches wins and receives the Golden L.

  15. Betting: any sporting event could have betting, where Electors that action-attend bid Treasure on the result before any rolls are made. Any winners would receive their bet back plus a share of the bets of the other participants. At least 1 Treasure is kept by the Society for handling payouts.

 

If heirs dying from events becomes an issue, have the organizers not allow heirs, because they don't legally consider them adults.

EmBark

EmBark

Ideas for future events:

  1. The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, let them know. Then both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? 4? 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Players who join in later with a racer may still participate, but may not roll to target other players for stretches of the race that are already over.
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, 1 point for every other racer they killed, and 0.5 points if they killed anyy racers on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special skull customization.)
  2. Mekhala-Veehra Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Veehra and back. Racers have to reach a checkpoint near Veehra, show that they have a container full of Veehran sand, and return with it to al-Miraiya.
    • First stretch (to Veehra): Roll 2d6 + half Econ or Int (full if using a ruler or heir) for the stretch to Veehra, +1 if using a civic tech that gives bonuses to exploration or investigation, -1 if the racer is not a native of Veehra.
    • The Pickup: Roll 2d6 + half attribute (full if using a ruler, heir or Commander) or 2d6 + WTU Rep to pick up or fill up a container full of sand.
      • Racer must pick a desert region to get the sand from.
      • Options for rolls:
        • half Dip for a region from a country to which the racer's country is formally allied (through a treaty or sharing an Embassy);
          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any Diplomacy attribute roll.
          • racer may roll 2d8 if their country has a Cultural Identity for any Diplomacy attribute action.
        • half Mil for a region from a country that is hostile to the racer OR if picking it up in region 55, but if you roll lower than 12, the racer dies;
          • +1 if you have a Military tech you have that gives a bonus to Tactical Maneuvering or battles.
          • +1 if using an Artifact OR religion size bonus OR anything else that gives a bonus to any Military attribute roll.
          • racer may roll 2d8 if their country has a Cultural Identity for any Military attribute action.
        • full Econ if the racer's country sent Treasure to that country last round or is doing so this round;
          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any Economy attribute roll.
          • racer may roll 2d8 if their country has a Cultural Identity for any Economy attribute action.
        • half Faith if the racer shares the region's majority/sole faith;
          • +1 if it is an organized faith native to Veehra.
          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any Faith attribute roll.
          • racer may roll 2d8 if their country has a Cultural Identity for any Faith attribute action.
        • half Int if they do it secretly without involvement of any locals, but if you roll lower than 12, the racer is caught by suspicious natives and cannot continue the race;
          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any Intrigue attribute roll.
          • racer may roll 2d8 if their country has a Cultural Identity for any Intrigue attribute action.
        • WTU Rep if picking it up in a region with a WTU base.
          • +1 if using a civic tech OR Artifact OR religion size bonus OR anything else that gives a bonus to any attributes the WTU specializes in (Buyouts, Resisting Buyouts, Interacting with Mercantile Supports, Exploration, Colonization).
          • Racer may roll as if they had a score of Economy 9 for the final stretch of the race as the WTU helps them out.
      • -1 to any type of roll if the racer does not have Dust Hardening tech.
    • Final stretch (to al-Miraiya): Roll 2d6 + half Econ, Faith or Int (full if using a ruler or heir) for the stretch back to Mekhala, +1 if using a civic tech that gives bonuses to exploration or investigation, +1 if rolling Faith if the racer is of the Imperial Cult faith, -1 if the racer is not a native of Mekhala.
    • Points:
      • You get 2 points for every roll that hits a TN of 12.
      • You get 1 point for every roll that is a Great Success (18+).
      • You get 1 point if you rolled the highest in the first stretch.
      • You get 2 points if you rolled the highest for the pickup.
      • You get 3 points if you rolled the highest for the final stretch.
      • You lose 1 point for every roll in a post where you don't describe which techs, Artifacts, religion size bonuses, Cultural Identities, etc. you are using for that roll AND how those are being used. (You may list them in a little OOC note, but the post should still feature description of how the racer makes the best use of them.)
      • Most points wins the race!
      • If there's a tie, the winner of the last stretch wins.
      • If there's still a tie, the one who rolled with a lower stat on the last roll wins. (So a +3 Dip would win over a +10 Faith.)
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Veehran customization.)
  3. Mekhala-Sansar Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Sansar and back. Racers have to reach a checkpoint near Sansar's Firmament ring, show that they have a container full of Sansar seawater, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -2 for the first and last stretches unless the racer is a native of Sansar/Mekhala.
    • Rolling with EMP or WTU Rep is an option on the second stretch.
    • -1 if the racer does not have Wet Navy Ships tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Sansarite customization.)
  4. Mekhala-Badal Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Badal and back. Racers have to reach a checkpoint near Badal, show that they have a container full of Badal gas, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -3 for the first and last stretches unless the racer is a native of Badal/Mekhala.
    • Rolling with WTU or BRG Rep is an option on the second stretch.
    • -1 if the racer does not have Badalian Megadirigibles tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Badalian customization.)
  5. Mekhala-Ophon Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Ophon?
    • For the Veehra stretch, Sansar stretch and Badal stretch: choose each of the following options once.
      • Roll 2d6 + half Diplomacy + any bonuses to Sway actions you have OR 2d6 + half Military + any bonuses to Impress Government actions you have.
      • Roll 2d6 + half Military + any bonuses to Tactical Maneuvering actions you have.
      • Roll 2d6 + half Intrigue + any bonuses to Assassination/Kidnapping or Incite Betrayal actions you have.
      • [something to do with defending bases?]
    • Ophon stretch: Roll 2d6 + EMP Rep.
    • For every roll where you hit TN 12, gain +1 for all subsequent rolls.
    • The player who rolls highest on the final stretch wins. If there's a tie, the player with the higher EMP Rep wins. If there's still a tie, 2d6 + half Diplomacy roll-off between them.
    • The winner receives... idk, probably a stern word from the Emperor themself.
  6. Mekhala New Dash: a variant on the Mekhala Mad Dash where racers race through the regions of newer Electors on Mekhala.
    • 2d6 + half Diplomacy if on good terms with the region owner.
    • 2d6 + half Military if on bad terms with the region owner, but if you roll lower than 12, the racer dies.
    • 2d6 + full Economy if sending a Treasure to the region owner this round.
    • 2d6 + half Faith if the racer is of the Imperial Cult or Soul's Expression or Bardolatry faiths.
    • 2d6 + half Intrigue if trying to sneak through, but if you roll lower than 12, the racer is caught by suspicious natives.
    • You may use each attribute no more than twice.
    • You may use full Dip/Mil/Faith/Intr if the racer is your ruler, heir or a Commander.
    • You may add +1 to a roll once for each civic tech you have that gives a bonus to an action related to the attribute you use in that stretch of the race. No more than one +1 may be added to any roll this way.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to Tactical Maneuvering.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to battles.
    • You may add +1 to a Faith roll for the al-Miraiya stretch if the racer is of the Imperial Cult faith due to familiarity with the Mouth of the Emperor.
  7. Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The "plus one" of any characters invited (partner, date, assistant, etc.)
  8. Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate.
    • Warriors must legally be able to consent to participate.
      • [20 imperial ft of legalese in which the organizers of Bloodsports state they cannot look into or guarantee there was no duress behind the consent and that any death that occurs is fully legal, signed in triplicate by every participant]
    • Battle begins after the 5th warrior has entered the arena.
    • On their post, a player may do one of the following: Attack Another Warrior or Defend Against An Attack.
      • Attack Another Warrior: Select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses based on their equipment, if applicable.
      • Defend Against An Attack: If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • You may not attack another warrior if you made the latest attack in the competition. You also may not attack the warrior that was the latest one to be attacked (including warriors that still need to post their Defend action).
    • The losers' families receive "lifetime compensation" (equivalent to legal minimum wage for 40 years).
    • The two winners receive their weight in gold, sponsorships, fame and glory, and one wish of their choice--if it can be fulfilled by the organizer. (This is non-mechanical for Empire purposes--unless you participate with a mechanically significant character. Then we'll work something out!)
    • Posting Guidelines

      • No double posting. Obviously.
      • If you attack someone, @ them in the same post. That way they know to respond.
      • If you defend against someone's attack, @ them in the same post. That way they know which of you got wounded/killed and lost a weapon.
      • If you need to defend against someone's attack, but don't post within 72 hours (3 days) of the attack, the attack is considered an automatic success.
  9. Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  10. Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do two of the following:
      • Pass the ball to another player.
      • Receive the ball from another player.
      • Intercept a pass between players on the opposing team. Make a roll of 2d6 + half Military. If you hit TN 12, you take the ball!
        • Only one intercept attempt may be made on every pass, and only before the other player has received it.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
        • You may not target a player if you have stolen the ball from them in the same post.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • For the sake of expediency, players may make the roll for the opposing player as well, in the same post. The rolls should be clearly marked for whom they are rolled.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  11. Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
    • Determining who plays who in the Model Tekhum should be either a first-come first-serve basis (you must pick an Elector that your characters aren't from and that isn't played by you), or a random roll on a table, re-rolling if you get a result that is ineligible (your own Elector or one that is already taken).
  12. The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?
  13. Mekhala Court Battle: a court where the lawyers fight a duel over who is right. Combination Dip/Mil rolls?
  14. Hardest Loser Wins: a slugfest where if you win a match, you're out, but if you get too badly beaten, you can't continue.
    • Sluggers must consent to participate.
    • Roll 2d6 + half Mil vs another player.
    • If this is a tie, the player with the lower Mil score loses.
    • If it's still a tie, they go again.
    • Roll 1d12 - the difference by which the lost by. If this is 0, they are knocked out and cannot continue. If this is negative, they are either knocked out or die (player's choice).
    • Losers who stay alive and conscious continue to the next round.
    • The loser who has lost the most matches wins and receives the Golden L.
  15. Betting: any sporting event could have betting, where Electors that action-attend bid Treasure on the result before any rolls are made. Any winners would receive their bet back plus a share of the bets of the other participants. At least 1 Treasure is kept by the Society for handling payouts.

 

If heirs dying from events becomes an issue, have the organizers not allow heirs, because they don't legally consider them adults.

EmBark

EmBark

Ideas for future events:

  1. The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, let them know. Then both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? 4? 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Players who join in later with a racer may still participate, but may not roll to target other players for stretches of the race that are already over.
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, 1 point for every other racer they killed, and 0.5 points if they killed anyy racers on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special skull customization.)
  2. Mekhala-Veehra Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Veehra and back. Racers have to reach a checkpoint near Veehra, show that they have a container full of Veehran sand, and return with it to al-Miraiya.
    • Roll 2d6 + half Econ or Int (full if using a ruler or heir) for the stretch to Veehra, +1 if using a civic tech that gives bonuses to exploration or investigation, -1 if the racer is not a native of Veehra.
    • Roll 2d6 + half any score (full if using a ruler, heir or Commander) or 2d6 + WTU Rep to pick up or fill up a container full of sand.
      • Racer must pick a desert region to get the sand from.
      • Suggested rolls:
        • Dip for a region from a country to which the racer is allied;
        • Mil for a region from a country that the racer is hostile to, but if you roll lower than 12, the racer dies;
        • Econ for a neutral or good relationship;
        • Faith if the racer shares the local majority/sole faith;
        • Int if they do it secretly without involvement of any locals, but if you roll lower than 12, the racer is caught by suspicious natives;
        • WTU Rep if picking it up in a region with a WTU base.
      • +1 if rolling Faith if the racer is of an organized faith native to Veehra.
      • -1 if the racer does not have Dust Hardening tech.
    • Roll 2d6 + half Econ, Faith or Int (full if using a ruler or heir) for the stretch back to Mekhala, +1 if using a civic tech that gives bonuses to exploration or investigation, +1 if rolling Faith if the racer is of the Imperial Cult faith, -1 if the racer is not a native of Mekhala.
    • You get 1 point for every roll that hits a TN of 12. You get 1 point for every stretch of the race where you rolled the highest. Most points wins the race! If there's a tie, the winner of the last stretch wins. If there's still a tie, the one who rolled with a lower stat on the last roll wins. (So a +3 Dip would win over a +10 Faith.)
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Veehran customization.)
  3. Mekhala-Sansar Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Sansar and back. Racers have to reach a checkpoint near Sansar's Firmament ring, show that they have a container full of Sansar seawater, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -2 for the first and last stretches unless the racer is a native of Sansar/Mekhala.
    • Rolling with EMP or WTU Rep is an option on the second stretch.
    • -1 if the racer does not have Wet Navy Ships tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Sansarite customization.)
  4. Mekhala-Badal Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Badal and back. Racers have to reach a checkpoint near Badal, show that they have a container full of Badal gas, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -3 for the first and last stretches unless the racer is a native of Badal/Mekhala.
    • Rolling with WTU or BRG Rep is an option on the second stretch.
    • -1 if the racer does not have Badalian Megadirigibles tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Badalian customization.)
  5. Mekhala-Ophon Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Ophon?
    • For the Veehra stretch, Sansar stretch and Badal stretch: choose each of the following options once.
      • Roll 2d6 + half Diplomacy + any bonuses to Sway actions you have OR 2d6 + half Military + any bonuses to Impress Government actions you have.
      • Roll 2d6 + half Military + any bonuses to Tactical Maneuvering actions you have.
      • Roll 2d6 + half Intrigue + any bonuses to Assassination/Kidnapping or Incite Betrayal actions you have.
      • [something to do with defending bases?]
    • Ophon stretch: Roll 2d6 + EMP Rep.
    • For every roll where you hit TN 12, gain +1 for all subsequent rolls.
    • The player who rolls highest on the final stretch wins. If there's a tie, the player with the higher EMP Rep wins. If there's still a tie, 2d6 + half Diplomacy roll-off between them.
    • The winner receives... idk, probably a stern word from the Emperor themself.
  6. Mekhala New Dash: a variant on the Mekhala Mad Dash where racers race through the regions of newer Electors on Mekhala.
    • 2d6 + half Diplomacy if on good terms with the region owner.
    • 2d6 + half Military if on bad terms with the region owner, but if you roll lower than 12, the racer dies.
    • 2d6 + full Economy if sending a Treasure to the region owner this round.
    • 2d6 + half Faith if the racer is of the Imperial Cult or Soul's Expression or Bardolatry faiths.
    • 2d6 + half Intrigue if trying to sneak through, but if you roll lower than 12, the racer is caught by suspicious natives.
    • You may use each attribute no more than twice.
    • You may use full Dip/Mil/Faith/Intr if the racer is your ruler, heir or a Commander.
    • You may add +1 to a roll once for each civic tech you have that gives a bonus to an action related to the attribute you use in that stretch of the race. No more than one +1 may be added to any roll this way.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to Tactical Maneuvering.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to battles.
    • You may add +1 to a Faith roll for the al-Miraiya stretch if the racer is of the Imperial Cult faith due to familiarity with the Mouth of the Emperor.
  7. Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The "plus one" of any characters invited (partner, date, assistant, etc.)
  8. Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate.
    • Warriors must legally be able to consent to participate.
      • [20 imperial ft of legalese in which the organizers of Bloodsports state they cannot look into or guarantee there was no duress behind the consent and that any death that occurs is fully legal, signed in triplicate by every participant]
    • Battle begins after the 5th warrior has entered the arena.
    • On their post, a player may do one of the following: Attack Another Warrior or Defend Against An Attack.
      • Attack Another Warrior: Select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses based on their equipment, if applicable.
      • Defend Against An Attack: If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • You may not attack another warrior if you made the latest attack in the competition. You also may not attack the warrior that was the latest one to be attacked (including warriors that still need to post their Defend action).
    • The losers' families receive "lifetime compensation" (equivalent to legal minimum wage for 40 years).
    • The two winners receive their weight in gold, sponsorships, fame and glory, and one wish of their choice--if it can be fulfilled by the organizer. (This is non-mechanical for Empire purposes--unless you participate with a mechanically significant character. Then we'll work something out!)
    • Posting Guidelines

      • No double posting. Obviously.
      • If you attack someone, @ them in the same post. That way they know to respond.
      • If you defend against someone's attack, @ them in the same post. That way they know which of you got wounded/killed and lost a weapon.
      • If you need to defend against someone's attack, but don't post within 72 hours (3 days) of the attack, the attack is considered an automatic success.
  9. Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  10. Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do two of the following:
      • Pass the ball to another player.
      • Receive the ball from another player.
      • Intercept a pass between players on the opposing team. Make a roll of 2d6 + half Military. If you hit TN 12, you take the ball!
        • Only one intercept attempt may be made on every pass, and only before the other player has received it.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
        • You may not target a player if you have stolen the ball from them in the same post.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • For the sake of expediency, players may make the roll for the opposing player as well, in the same post. The rolls should be clearly marked for whom they are rolled.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  11. Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
    • Determining who plays who in the Model Tekhum should be either a first-come first-serve basis (you must pick an Elector that your characters aren't from and that isn't played by you), or a random roll on a table, re-rolling if you get a result that is ineligible (your own Elector or one that is already taken).
  12. The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?
  13. Mekhala Court Battle: a court where the lawyers fight a duel over who is right. Combination Dip/Mil rolls?
  14. Hardest Loser Wins: a slugfest where if you win a match, you're out, but if you get too badly beaten, you can't continue.
    • Sluggers must consent to participate.
    • Roll 2d6 + half Mil vs another player.
    • If this is a tie, the player with the lower Mil score loses.
    • If it's still a tie, they go again.
    • Roll 1d12 - the difference by which the lost by. If this is 0, they are knocked out and cannot continue. If this is negative, they are either knocked out or die (player's choice).
    • Losers who stay alive and conscious continue to the next round.
    • The loser who has lost the most matches wins and receives the Golden L.
  15. Betting: any sporting event could have betting, where Electors that action-attend bid Treasure on the result before any rolls are made. Any winners would receive their bet back plus a share of the bets of the other participants. At least 1 Treasure is kept by the Society for handling payouts.

 

If heirs dying from events becomes an issue, have the organizers not allow heirs, because they don't legally consider them adults.

EmBark

EmBark

Ideas for future events:

  1. The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, let them know. Then both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? 4? 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Players who join in later with a racer may still participate, but may not roll to target other players for stretches of the race that are already over.
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, 1 point for every other racer they killed, and 0.5 points if they killed anyy racers on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special skull customization.)
  2. Mekhala-Veehra Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Veehra and back. Racers have to reach a checkpoint near Veehra, show that they have a container full of Veehran sand, and return with it to al-Miraiya.
    • Roll 2d6 + half Econ or Int (full if using a ruler or heir) for the stretch to Veehra, +1 if using a civic tech that gives bonuses to exploration or investigation, -1 if the racer is not a native of Veehra.
    • Roll 2d6 + half any score (full if using a ruler, heir or Commander) or 2d6 + WTU Rep to pick up or fill up a container full of sand.
      • Racer must pick a desert region to get the sand from.
      • Suggested rolls:
        • Dip for a region from a country to which the racer is allied;
        • Mil for a region from a country that the racer is hostile to, but if you roll lower than 12, the racer dies;
        • Econ for a neutral or good relationship;
        • Faith if the racer shares the local majority/sole faith;
        • Int if they do it secretly without involvement of any locals, but if you roll lower than 12, the racer is caught by suspicious natives;
        • WTU Rep if picking it up in a region with a WTU base.
      • +1 if rolling Faith if the racer is of an organized faith native to Veehra.
      • -1 if the racer does not have Dust Hardening tech.
    • Roll 2d6 + half Econ, Faith or Int (full if using a ruler or heir) for the stretch back to Mekhala, +1 if using a civic tech that gives bonuses to exploration or investigation, +1 if rolling Faith if the racer is of the Imperial Cult faith, -1 if the racer is not a native of Mekhala.
    • You get 1 point for every roll that hits a TN of 12. You get 1 point for every stretch of the race where you rolled the highest. Most points wins the race! If there's a tie, the winner of the last stretch wins. If there's still a tie, the one who rolled with a lower stat on the last roll wins. (So a +3 Dip would win over a +10 Faith.)
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Veehran customization.)
  3. Mekhala-Sansar Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Sansar and back. Racers have to reach a checkpoint near Sansar's Firmament ring, show that they have a container full of Sansar seawater, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -2 for the first and last stretches unless the racer is a native of Sansar/Mekhala.
    • Rolling with EMP or WTU Rep is an option on the second stretch.
    • -1 if the racer does not have Wet Navy Ships tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Sansarite customization.)
  4. Mekhala-Badal Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Badal and back. Racers have to reach a checkpoint near Badal, show that they have a container full of Badal gas, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -3 for the first and last stretches unless the racer is a native of Badal/Mekhala.
    • Rolling with WTU or BRG Rep is an option on the second stretch.
    • -1 if the racer does not have Badalian Megadirigibles tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Badalian customization.)
  5. Mekhala-Ophon Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Ophon?
    • For the Veehra stretch, Sansar stretch and Badal stretch: choose each of the following options once.
      • Roll 2d6 + half Diplomacy + any bonuses to Sway actions you have OR 2d6 + half Military + any bonuses to Impress Government actions you have.
      • Roll 2d6 + half Military + any bonuses to Tactical Maneuvering actions you have.
      • Roll 2d6 + half Intrigue + any bonuses to Assassination/Kidnapping or Incite Betrayal actions you have.
      • [something to do with defending bases?]
    • Ophon stretch: Roll 2d6 + EMP Rep.
    • For every roll where you hit TN 12, gain +1 for all subsequent rolls.
    • The player who rolls highest on the final stretch wins. If there's a tie, the player with the higher EMP Rep wins. If there's still a tie, 2d6 + half Diplomacy roll-off between them.
    • The winner receives... idk, probably a stern word from the Emperor themself.
  6. Mekhala New Dash: a variant on the Mekhala Mad Dash where racers race through the regions of newer Electors on Mekhala.
    • 2d6 + half Diplomacy if on good terms with the region owner.
    • 2d6 + half Military if on bad terms with the region owner, but if you roll lower than 12, the racer dies.
    • 2d6 + full Economy if sending a Treasure to the region owner this round.
    • 2d6 + half Faith if the racer is of the Imperial Cult or Soul's Expression or Bardolatry faiths.
    • 2d6 + half Intrigue if trying to sneak through, but if you roll lower than 12, the racer is caught by suspicious natives.
    • You may use each attribute no more than twice.
    • You may use full Dip/Mil/Faith/Intr if the racer is your ruler, heir or a Commander.
    • You may add +1 to a roll once for each civic tech you have that gives a bonus to an action related to the attribute you use in that stretch of the race. No more than one +1 may be added to any roll this way.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to Tactical Maneuvering.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to battles.
    • You may add +1 to a Faith roll for the al-Miraiya stretch if the racer is of the Imperial Cult faith due to familiarity with the Mouth of the Emperor.
  7. Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The "plus one" of any characters invited (partner, date, assistant, etc.)
  8. Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate.
    • Warriors must legally be able to consent to participate.
      • [20 imperial ft of legalese in which the organizers of Bloodsports state they cannot look into or guarantee there was no duress behind the consent and that any death that occurs is fully legal, signed in triplicate by every participant]
    • Battle begins after the 5th warrior has entered the arena.
    • On their post, a player may do one of the following: Attack Another Warrior or Defend Against An Attack.
      • Attack Another Warrior: Select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses based on their equipment, if applicable.
      • Defend Against An Attack: If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • Warriors may not attack another warrior immediately after making an attack. A different warrior must attack first, which may be a retaliation by the wounded warrior.
    • The two winners receive ???
  9. Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  10. Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do two of the following:
      • Pass the ball to another player.
      • Receive the ball from another player.
      • Intercept a pass between players on the opposing team. Make a roll of 2d6 + half Military. If you hit TN 12, you take the ball!
        • Only one intercept attempt may be made on every pass, and only before the other player has received it.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
        • You may not target a player if you have stolen the ball from them in the same post.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • For the sake of expediency, players may make the roll for the opposing player as well, in the same post. The rolls should be clearly marked for whom they are rolled.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  11. Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
    • Determining who plays who in the Model Tekhum should be either a first-come first-serve basis (you must pick an Elector that your characters aren't from and that isn't played by you), or a random roll on a table, re-rolling if you get a result that is ineligible (your own Elector or one that is already taken).
  12. The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?
  13. Mekhala Court Battle: a court where the lawyers fight a duel over who is right. Combination Dip/Mil rolls?
  14. Hardest Loser Wins: a slugfest where if you win a match, you're out, but if you get too badly beaten, you can't continue.
    • Sluggers must consent to participate.
    • Roll 2d6 + half Mil vs another player.
    • If this is a tie, the player with the lower Mil score loses.
    • If it's still a tie, they go again.
    • Roll 1d12 - the difference by which the lost by. If this is 0, they are knocked out and cannot continue. If this is negative, they are either knocked out or die (player's choice).
    • Losers who stay alive and conscious continue to the next round.
    • The loser who has lost the most matches wins and receives the Golden L.
  15. Betting: any sporting event could have betting, where Electors that action-attend bid Treasure on the result before any rolls are made. Any winners would receive their bet back plus a share of the bets of the other participants. At least 1 Treasure is kept by the Society for handling payouts.

 

If heirs dying from events becomes an issue, have the organizers not allow heirs, because they don't legally consider them adults.

EmBark

EmBark

Ideas for future events:

  1. The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, let them know. Then both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? 4? 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Players who join in later with a racer may still participate, but may not roll to target other players for stretches of the race that are already over.
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, 1 point for every other racer they killed, and 0.5 points if they killed anyy racers on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special skull customization.)
  2. Mekhala-Veehra Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Veehra and back. Racers have to reach a checkpoint near Veehra, show that they have a container full of Veehran sand, and return with it to al-Miraiya.
    • Roll 2d6 + half Econ or Int (full if using a ruler or heir) for the stretch to Veehra, +1 if using a civic tech that gives bonuses to exploration or investigation, -1 if the racer is not a native of Veehra.
    • Roll 2d6 + half any score (full if using a ruler, heir or Commander) or 2d6 + WTU Rep to pick up or fill up a container full of sand.
      • Racer must pick a desert region to get the sand from.
      • Suggested rolls:
        • Dip for a region from a country to which the racer is allied;
        • Mil for a region from a country that the racer is hostile to, but if you roll lower than 12, the racer dies;
        • Econ for a neutral or good relationship;
        • Faith if the racer shares the local majority/sole faith;
        • Int if they do it secretly without involvement of any locals, but if you roll lower than 12, the racer is caught by suspicious natives;
        • WTU Rep if picking it up in a region with a WTU base.
      • +1 if rolling Faith if the racer is of an organized faith native to Veehra.
      • -1 if the racer does not have Dust Hardening tech.
    • Roll 2d6 + half Econ, Faith or Int (full if using a ruler or heir) for the stretch back to Mekhala, +1 if using a civic tech that gives bonuses to exploration or investigation, +1 if rolling Faith if the racer is of the Imperial Cult faith, -1 if the racer is not a native of Mekhala.
    • You get 1 point for every roll that hits a TN of 12. You get 1 point for every stretch of the race where you rolled the highest. Most points wins the race! If there's a tie, the winner of the last stretch wins. If there's still a tie, the one who rolled with a lower stat on the last roll wins. (So a +3 Dip would win over a +10 Faith.)
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Veehran customization.)
  3. Mekhala-Sansar Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Sansar and back. Racers have to reach a checkpoint near Sansar's Firmament ring, show that they have a container full of Sansar seawater, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -2 for the first and last stretches unless the racer is a native of Sansar/Mekhala.
    • Rolling with EMP or WTU Rep is an option on the second stretch.
    • -1 if the racer does not have Wet Navy Ships tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Sansarite customization.)
  4. Mekhala-Badal Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Badal and back. Racers have to reach a checkpoint near Badal, show that they have a container full of Badal gas, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -3 for the first and last stretches unless the racer is a native of Badal/Mekhala.
    • Rolling with WTU or BRG Rep is an option on the second stretch.
    • -1 if the racer does not have Badalian Megadirigibles tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Badalian customization.)
  5. Mekhala-Ophon Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Ophon?
    • For the Veehra stretch, Sansar stretch and Badal stretch: choose each of the following options once.
      • Roll 2d6 + half Diplomacy + any bonuses to Sway actions you have OR 2d6 + half Military + any bonuses to Impress Government actions you have.
      • Roll 2d6 + half Military + any bonuses to Tactical Maneuvering actions you have.
      • Roll 2d6 + half Intrigue + any bonuses to Assassination/Kidnapping or Incite Betrayal actions you have.
      • [something to do with defending bases?]
    • Ophon stretch: Roll 2d6 + EMP Rep.
    • For every roll where you hit TN 12, gain +1 for all subsequent rolls.
    • The player who rolls highest on the final stretch wins. If there's a tie, the player with the higher EMP Rep wins. If there's still a tie, 2d6 + half Diplomacy roll-off between them.
    • The winner receives... idk, probably a stern word from the Emperor themself.
  6. Mekhala New Dash: a variant on the Mekhala Mad Dash where racers race through the regions of newer Electors on Mekhala.
    • 2d6 + half Diplomacy if on good terms with the region owner.
    • 2d6 + half Military if on bad terms with the region owner, but if you roll lower than 12, the racer dies.
    • 2d6 + full Economy if sending a Treasure to the region owner this round.
    • 2d6 + half Faith if the racer is of the Imperial Cult or Soul's Expression or Bardolatry faiths.
    • 2d6 + half Intrigue if trying to sneak through, but if you roll lower than 12, the racer is caught by suspicious natives.
    • You may use each attribute no more than twice.
    • You may use full Dip/Mil/Faith/Intr if the racer is your ruler, heir or a Commander.
    • You may add +1 to a roll once for each civic tech you have that gives a bonus to an action related to the attribute you use in that stretch of the race. No more than one +1 may be added to any roll this way.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to Tactical Maneuvering.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to battles.
    • You may add +1 to a Faith roll for the al-Miraiya stretch if the racer is of the Imperial Cult faith due to familiarity with the Mouth of the Emperor.
  7. Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The "plus one" of any characters invited (partner, date, assistant, etc.)
  8. Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate.
    • Warriors must legally be able to consent to participate.
      • [20 imperial ft of legalese in which the organizers of Bloodsports state they cannot look into or guarantee there was no duress behind the consent and that any death that occurs is fully legal, signed in triplicate by every participant]
    • Battle begins after the 5th warrior has entered the arena.
    • On their post, a player may do one of the following: Attack Another Warrior or Defend Against An Attack.
      • Attack Another Warrior: Select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses based on their equipment, if applicable.
      • Defend Against An Attack: If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • Warriors may not attack another warrior immediately after making an attack. A different warrior must attack first, which may be a retaliation by the wounded warrior.
    • The two winners receive ???
  9. Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  10. Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do two of the following:
      • Pass the ball to another player.
      • Receive the ball from another player.
      • Intercept a pass between players on the opposing team. Make a roll of 2d6 + half Military. If you hit TN 12, you take the ball!
        • Only one intercept attempt may be made on every pass, and only before the other player has received it.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
        • You may not target a player if you have stolen the ball from them in the same post.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • For the sake of expediency, players may make the roll for the opposing player as well, in the same post. The rolls should be clearly marked for whom they are rolled.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  11. Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
    • Determining who plays who in the Model Tekhum should be either a first-come first-serve basis (you must pick an Elector that your characters aren't from and that isn't played by you), or a random roll on a table, re-rolling if you get a result that is ineligible (your own Elector or one that is already taken).
  12. The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?
  13. Mekhala Court Battle: a court where the lawyers fight a duel over who is right. Combination Dip/Mil rolls?
  14. Hardest Loser Wins: a slugfest where if you win a match, you're out, but if you get too badly beaten, you can't continue.
    • Sluggers must consent to participate.
    • Roll 2d6 + half Mil vs another player.
    • If this is a tie, the player with the lower Mil score loses.
    • If it's still a tie, they go again.
    • Roll 1d12 - the difference by which the lost by. If this is 0, they are knocked out and cannot continue. If this is negative, they are either knocked out or die (player's choice).
    • Losers who stay alive and conscious continue to the next round.
    • The loser who has lost the most matches wins and receives the Golden L.
  15. Betting: any sporting event could have betting, where Electors that action-attend bid Treasure on the result before any rolls are made. Any winners would receive their bet back plus a share of the bets of the other participants. At least 1 Treasure is kept by the Society for handling payouts.

 

EmBark

EmBark

Ideas for future events:

  1. The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, let them know. Then both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? 4? 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Players who join in later with a racer may still participate, but may not roll to target other players for stretches of the race that are already over.
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, 1 point for every other racer they killed, and 0.5 points if they killed anyy racers on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special skull customization.)
  2. Mekhala-Veehra Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Veehra and back. Racers have to reach a checkpoint near Veehra, show that they have a container full of Veehran sand, and return with it to al-Miraiya.
    • Roll 2d6 + half Econ or Int (full if using a ruler or heir) for the stretch to Veehra, +1 if using a civic tech that gives bonuses to exploration or investigation, -1 if the racer is not a native of Veehra.
    • Roll 2d6 + half any score (full if using a ruler, heir or Commander) or 2d6 + WTU Rep to pick up or fill up a container full of sand.
      • Racer must pick a desert region to get the sand from.
      • Suggested rolls:
        • Dip for a region from a country to which the racer is allied;
        • Mil for a region from a country that the racer is hostile to, but if you roll lower than 12, the racer dies;
        • Econ for a neutral or good relationship;
        • Faith if the racer shares the local majority/sole faith;
        • Int if they do it secretly without involvement of any locals, but if you roll lower than 12, the racer is caught by suspicious natives;
        • WTU Rep if picking it up in a region with a WTU base.
      • +1 if rolling Faith if the racer is of an organized faith native to Veehra.
      • -1 if the racer does not have Dust Hardening tech.
    • Roll 2d6 + half Econ, Faith or Int (full if using a ruler or heir) for the stretch back to Mekhala, +1 if using a civic tech that gives bonuses to exploration or investigation, +1 if rolling Faith if the racer is of the Imperial Cult faith, -1 if the racer is not a native of Mekhala.
    • You get 1 point for every roll that hits a TN of 12. You get 1 point for every stretch of the race where you rolled the highest. Most points wins the race! If there's a tie, the winner of the last stretch wins. If there's still a tie, the one who rolled with a lower stat on the last roll wins. (So a +3 Dip would win over a +10 Faith.)
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Veehran customization.)
  3. Mekhala-Sansar Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Sansar and back. Racers have to reach a checkpoint near Sansar's Firmament ring, show that they have a container full of Sansar seawater, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -2 for the first and last stretches unless the racer is a native of Sansar/Mekhala.
    • Rolling with EMP or WTU Rep is an option on the second stretch.
    • -1 if the racer does not have Wet Navy Ships tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Sansarite customization.)
  4. Mekhala-Badal Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Badal and back. Racers have to reach a checkpoint near Badal, show that they have a container full of Badal gas, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -3 for the first and last stretches unless the racer is a native of Badal/Mekhala.
    • Rolling with WTU or BRG Rep is an option on the second stretch.
    • -1 if the racer does not have Badalian Megadirigibles tech.
    • The winner receives THE MEKHALA MAD DASH CHAMPIONSHIP BELT! (With special Badalian customization.)
  5. Mekhala-Ophon Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Ophon?
    • For the Veehra stretch, Sansar stretch and Badal stretch: choose each of the following options once.
      • Roll 2d6 + half Diplomacy + any bonuses to Sway actions you have OR 2d6 + half Military + any bonuses to Impress Government actions you have.
      • Roll 2d6 + half Military + any bonuses to Tactical Maneuvering actions you have.
      • Roll 2d6 + half Intrigue + any bonuses to Assassination/Kidnapping or Incite Betrayal actions you have.
      • [something to do with defending bases?]
    • Ophon stretch: Roll 2d6 + EMP Rep.
    • For every roll where you hit TN 12, gain +1 for all subsequent rolls.
    • The player who rolls highest on the final stretch wins. If there's a tie, the player with the higher EMP Rep wins. If there's still a tie, 2d6 + half Diplomacy roll-off between them.
    • The winner receives... idk, probably a stern word from the Emperor themself.
  6. Mekhala New Dash: a variant on the Mekhala Mad Dash where racers race through the regions of newer Electors on Mekhala.
    • 2d6 + half Diplomacy if on good terms with the region owner.
    • 2d6 + half Military if on bad terms with the region owner, but if you roll lower than 12, the racer dies.
    • 2d6 + full Economy if sending a Treasure to the region owner this round.
    • 2d6 + half Faith if the racer is of the Imperial Cult or Soul's Expression or Bardolatry faiths.
    • 2d6 + half Intrigue if trying to sneak through, but if you roll lower than 12, the racer is caught by suspicious natives.
    • You may use each attribute no more than twice.
    • You may use full Dip/Mil/Faith/Intr if the racer is your ruler, heir or a Commander.
    • You may add +1 to a roll once for each civic tech you have that gives a bonus to an action related to the attribute you use in that stretch of the race. No more than one +1 may be added to any roll this way.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to Tactical Maneuvering.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to battles.
    • You may add +1 to a Faith roll for the al-Miraiya stretch if the racer is of the Imperial Cult faith due to familiarity with the Mouth of the Emperor.
  7. Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The "plus one" of any characters invited (partner, date, assistant, etc.)
  8. Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate.
    • Warriors must consent to participate.
      • [20 imperial ft of legalese in which the organizers of Bloodsports state they cannot look into or guarantee there was no duress behind the consent and that any death that occurs is fully legal, signed in triplicate by every participant]
    • Battle begins after the 5th warrior has entered the arena.
    • On their post, a player may do one of the following: Attack Another Warrior or Defend Against An Attack.
      • Attack Another Warrior: Select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses based on their equipment, if applicable.
      • Defend Against An Attack: If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • Warriors may not attack another warrior immediately after making an attack. A different warrior must attack first, which may be a retaliation by the wounded warrior.
    • The two winners receive ???
  9. Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  10. Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do two of the following:
      • Pass the ball to another player.
      • Receive the ball from another player.
      • Intercept a pass between players on the opposing team. Make a roll of 2d6 + half Military. If you hit TN 12, you take the ball!
        • Only one intercept attempt may be made on every pass, and only before the other player has received it.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
        • You may not target a player if you have stolen the ball from them in the same post.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • For the sake of expediency, players may make the roll for the opposing player as well, in the same post. The rolls should be clearly marked for whom they are rolled.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  11. Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
    • Determining who plays who in the Model Tekhum should be either a first-come first-serve basis (you must pick an Elector that your characters aren't from and that isn't played by you), or a random roll on a table, re-rolling if you get a result that is ineligible (your own Elector or one that is already taken).
  12. The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?
  13. Mekhala Court Battle: a court where the lawyers fight a duel over who is right. Combination Dip/Mil rolls?
  14. Hardest Loser Wins: a slugfest where if you win a match, you're out, but if you get too badly beaten, you can't continue.
    • Sluggers must consent to participate.
    • Roll 2d6 + half Mil vs another player.
    • If this is a tie, the player with the lower Mil score loses.
    • If it's still a tie, they go again.
    • Roll 1d12 - the difference by which the lost by. If this is 0, they are knocked out and cannot continue. If this is negative, they are either knocked out or die (player's choice).
    • Losers who stay alive and conscious continue to the next round.
    • The loser who has lost the most matches wins and receives the Golden L.
  15. Betting: any sporting event could have betting, where Electors that action-attend bid Treasure on the result before any rolls are made. Any winners would receive their bet back plus a share of the bets of the other participants. At least 1 Treasure is kept by the Society for handling payouts.

 

EmBark

EmBark

Ideas for future events:

  1. The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? 4? 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, and 0.5 points if they killed another racer on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives ???
  2. Mekhala-Veehra Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Veehra and back. Racers have to reach a checkpoint near Veehra, show that they have a container full of Veehran sand, and return with it to al-Miraiya.
    • Roll 2d6 + half Econ or Int (full if using a ruler or heir) for the stretch to Veehra, +1 if using a civic tech that gives bonuses to exploration or investigation, -1 if the racer is not a native of Veehra.
    • Roll 2d6 + half any score (full if using a ruler, heir or Commander) or 2d6 + WTU Rep to pick up or fill up a container full of sand.
      • Racer must pick a desert region to get the sand from.
      • Suggested rolls:
        • Dip for a region from a country to which the racer is allied;
        • Mil for a region from a country that the racer is hostile to, but if you roll lower than 12, the racer dies;
        • Econ for a neutral or good relationship;
        • Faith if the racer shares the local majority/sole faith;
        • Int if they do it secretly without involvement of any locals, but if you roll lower than 12, the racer is caught by suspicious natives;
        • WTU Rep if picking it up in a region with a WTU base.
      • +1 if rolling Faith if the racer is of an organized faith native to Veehra.
      • -1 if the racer does not have Dust Hardening tech.
    • Roll 2d6 + half Econ, Faith or Int (full if using a ruler or heir) for the stretch back to Mekhala, +1 if using a civic tech that gives bonuses to exploration or investigation, +1 if rolling Faith if the racer is of the Imperial Cult faith, -1 if the racer is not a native of Mekhala.
  3. Mekhala-Sansar Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Sansar and back. Racers have to reach a checkpoint near Sansar's Firmament ring, show that they have a container full of Sansar seawater, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -2 for the first and last stretches unless the racer is a native of Sansar/Mekhala.
    • Rolling with EMP or WTU Rep is an option on the second stretch.
    • -1 if the racer does not have Wet Navy Ships tech.
  4. Mekhala-Badal Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Badal and back. Racers have to reach a checkpoint near Badal, show that they have a container full of Badal gas, and return with it to al-Miraiya.
    • See Mekhala-Veehra Dash mechanics, with some replacements.
    • -3 for the first and last stretches unless the racer is a native of Badal/Mekhala.
    • Rolling with WTU or BRG Rep is an option on the second stretch.
    • -1 if the racer does not have Badalian Megadirigibles tech.
  5. Mekhala-Ophon Dash: a twist on the Mekhala Mad Dash where racers have to race from al-Miraiya to Ophon?
    •  
    • Roll 2d6 + EMP Rep.
  6. Mekhala New Dash: a variant on the Mekhala Mad Dash where racers race through the regions of newer Electors on Mekhala.
    • 2d6 + half Diplomacy if on good terms with the region owner.
    • 2d6 + half Military if on bad terms with the region owner, but if you roll lower than 12, the racer dies.
    • 2d6 + full Economy if sending a Treasure to the region owner this round.
    • 2d6 + half Faith if the racer is of the Imperial Cult or Soul's Expression or Bardolatry faiths.
    • 2d6 + half Intrigue if trying to sneak through, but if you roll lower than 12, the racer is caught by suspicious natives.
    • You may use each attribute no more than twice.
    • You may use full Dip/Mil/Faith/Intr if the racer is your ruler, heir or a Commander.
    • You may add +1 to a roll once for each civic tech you have that gives a bonus to an action related to the attribute you use in that stretch of the race. No more than one +1 may be added to any roll this way.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to Tactical Maneuvering.
    • You may add +1 to a Military roll once if you have a Military tech you have that gives a bonus to battles.
    • You may add +1 to a Faith roll for the al-Miraiya stretch if the racer is of the Imperial Cult faith due to familiarity with the Mouth of the Emperor.
  7. Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The "plus one" of any characters invited (partner, date, assistant, etc.)
  8. Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate
    • Battle begins after the 5th warrior has entered the arena
    • On their post, a player may select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses.
    • If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • Warriors may not attack another warrior immediately after making an attack. A different warrior must attack first, which may be a retaliation by the wounded warrior.
    • The two winners receive ???
  9. Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  10. Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do one of the following:
      • Pass the ball to another player.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  11. Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
  12. The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?
  13. Mekhala Court Battle: a court where the lawyers fight a duel over who is right. Combination Dip/Mil rolls?
  14. Hardest Loser Wins: a slugfest where if you win a match, you're out, but if you get too badly beaten, you can't continue.
    • Roll 2d6 + half Mil vs another player.
    • If this is a tie, the player with the lower Mil score loses.
    • If it's still a tie,
    • Roll 1d12 - the difference by which the lost by. If this is 0, they are knocked out and cannot continue. If this is negative, they die.
    • Losers who stay alive and conscious continue to the next round.
  15. Betting: any sporting event could have betting, where people bid Treasure on the result. Any winners would receive their bet back plus a share of the bets of the other participants. At least 1 Treasure is kept by the Society for handling payouts.

 

EmBark

EmBark

Ideas for future events:

  • The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? or 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, and 0.5 points if they killed another racer on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives ???
  • Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The +1 of any characters invited
  • Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate
    • Battle begins after the 5th warrior has entered the arena
    • On their post, a player may select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses.
    • If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • Warriors may not attack another warrior immediately after making an attack. A different warrior must attack first, which may be a retaliation by the wounded warrior.
    • The two winners receive ???
  • Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  • Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do one of the following:
      • Pass the ball to another player.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  • Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
  • The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?
  • Mekhala Court Battle: a court where the lawyers fight a duel over who is right. Combination Dip/Mil rolls?
  • Betting: any sporting event could have betting, where people bid Treasure on the result. Any winners would receive their bet back plus a share of the bets of the other participants. At least 1 Treasure is kept by the Society for handling payouts.

 

EmBark

EmBark

Ideas for future events:

  • The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? or 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, and 0.5 points if they killed another racer on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives ???
  • Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The +1 of any characters invited
  • Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate
    • Battle begins after the 5th warrior has entered the arena
    • On their post, a player may select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses.
    • If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • Warriors may not attack another warrior immediately after making an attack. A different warrior must attack first, which may be a retaliation by the wounded warrior.
    • The two winners receive ???
  • Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  • Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do one of the following:
      • Pass the ball to another player.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  • Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
  • The Auction: auctioning off an artifact or tech creation, etc. Economy rolls? Treasure? Offers of existing tech?
  •  

 

EmBark

EmBark

Ideas for future events:

  • The Mekhala Death Dash: a twist on the Mekhala Mad Dash where the racers are specifically allowed to harm or kill each other during the race, but they will be disqualified (and receive appropriate criminal punishment) if done so before the race starts, after either the killer or killed has finished, or at any of the stops along the way.
    • Roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • If you hit TN 12, you may choose another player to target.
    • If you target another player, both players roll 2d10 + half Mil (full Mil if using your ruler, heir or a Commander), plus bonuses from technologies and Tactical Doctrines (Commanders may use personal Tactical Doctrines).
    • The winner kills the loser.
    • On a tie they exchange fire, but neither dies.
    • Repeat X times (3? or 1 for DIC territory, 1 for Khylokian territory, 1 for House of Fire territory, 1 for the home stretch back to al-Miraiya?)
      • Stretch 1: from first Monday until first Friday
      • Stretch 2: from first Friday until second Monday
      • Stretch 3: from second Monday until second Friday
    • Winner is announced on the second Friday or the second Saturday
    • Racers get 1 point for having the highest roll on each stretch of the race, 1 point for hitting TN 12, and 0.5 points if they killed another racer on the final stretch. Ties are broken by the person with the lowest Military score.
    • The winner receives ???
  • Mekh Gala: inviting...
    • Heirs or their siblings (for players that have Renown 3+), if they'd fit at this sort of fashion and fine dining event
    • The champion of any sporting event, like the Mekhala Mad Dash
    • Any artist or equivalent who has won an arts competition or been exhibited at the Arkhive's Hexennial Conference
    • Snake News journalists (they will have to stay outside the event, but they can interact with other characters there, probably through too-personal questions and taking pictures)
    • The +1 of any characters invited
  • Bloodsports: a sporting event where 5 warriors enter and it continues until 3 are dead. Each may bring any 2 weapons and any defensive equipment.
    • The first 5 players to enter the arena with a warrior participate
    • Battle begins after the 5th warrior has entered the arena
    • On their post, a player may select a target to battle. If they do so, they must roll 2d6 + half Mil (full Mil if using a ruler, heir or Commander) + military technology bonuses.
    • If your warrior is being attacked, your first post after the attack must include a response and a roll of 2d6 + half Mil (full Mil if using a ruler, heir or Commander). The higher roll wounds the other warrior, or kills them if they were already wounded.
    • Wounded warriors lose 1 weapon and may roll only 2d6 + military technology bonuses.
    • Warriors may not attack another warrior immediately after making an attack. A different warrior must attack first, which may be a retaliation by the wounded warrior.
    • The two winners receive ???
  • Spy vs Spy: a game where each player that participates is secretly the spy for another country.
    • The players must note in a secret section (visible to me) in their first post what other country they are spying for.
      • Players may post until the first Friday to enter and must note in their first post what other country they are spying for. Spies may talk to each other before the game begins to try and pre-gather some information.
      • One spy is randomly selected as the target.
      • First Friday to second Friday of the round, the game is on!
    • The spies have to capture (opposed Intrigue roll) or kill (opposed Military roll) the target. Each spy gets only one attempt. If they fail, they are captured (if they tried to capture) or killed (if they tried to kill) instead.
    • Intrigue and Military rolls are done at half the Elector's score, unless a current or past ruler, heir or a Commander participates personally.
    • The target has to survive the entire event.
    • The spy who captures or kills the target wins. If the target survives and isn't captured, they win.
    • The winner receives ???
  • Mageball: a sporting event where teams of 3 mages compete in a ball game where if the ball touches you, you're out of the game. They must use magic to manipulate the environment, the goal, the ball and their opponents to try and win the game.
    • Teams must score 4 points to win.
    • An opponent getting knocked out of the game scores 1 point.
    • Getting the ball into or touching the goal scores 1 point.
    • The goal can be any object of at least average human size, chosen by the team.
    • The ball is a sphere 1 imperial foot in diameter.
    • In any of their posts, players may do one of the following:
      • Pass the ball to another player.
      • Steal the ball from the player in possession of the ball. Make an opposed roll of 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball!
      • Target another player if you have control of the ball. Make an opposed roll of 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you roll equal to or higher than the opposing player, you hit them! If you roll lower, that player may immediately take control of the ball and act on it.
      • Target the goal if you have control of the ball. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose.
      • Defend the goal from a shot. Roll 2d6 + half Faith (if using personal magic) or + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game.
    • Upon a point being scored, possession of the ball goes to one of the players on the opposing team. If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins.
    • The winners receive ???
  • Model Tekhum: an event for young adults (i.e. potential heirs and future significant characters, but not presently) who act like they are any of the Electors of Tekhum. They have to discuss 1-3 past events, wars or trade deals, using diplomacy. Along with them, we will invite an aristocrat, a priest of the Imperial Cult, and a merchant who works with the Union, to act as guides and judges. (These may be convinced to side with participants with a successful TN 12 roll of 2d6 + half Diplomacy, or bribed with 1 Treasure.)
  •  

 

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