The Five Bands   Tribal Guidelines   Guidelines for Men   Coup and Wampum  The Chieftains   Sleen Soliders, Spirit Warriors and YKRs  FreeWomen and Slaves Guidelines  Quotes   Members of the Tribe     Weapons of the Tribe   TCRoyer's Family    Language page

 

Coup and Wampum

 

-Coup: Matches . 


1) It is generally forbidden for people to coup match someone below their status, although it is acceptable through special permission, that is consent on both sides.

2) Coup matches are open to all Kaiila men but not open to non members.

3) Coup matches must be proctored by sleen soldiers, spirit warriors,yellow riders, shirtwearers or higher status...

4) Coup Matches are otherwise identical to other matches with the following exceptions.
a) They are never fought to kill, maim or damage. So even a hit of 23 23 is not considered damaging to the extent it would in other types of matches.
b) They are fought to 10 pts.
c) The 4 Martial styles are negotiable and can be worked into the coup match if all parties agree.(see below,unarmed fighting styles)

5) Scoring.
a) Each participant gets his final score as coup points (10 possible) with the following 
bonuses: Landing first strike, that strike being a touch and prayer muttered in blessing=7. Landing first strike, normal, ordinary hit=2. Winning the match=4.
Status bonuses:
Braves:+1 pt 
Scouts: +2 pts
Sleen soldiers and spirit warriors: +4 pts
Shirt Wearers and above: +7
Mutual bonuses: +5 for tying at 4
+5 for tying at 7. 
-Scores will be totaled at the end of the match-
-Coup points,war/raid:
Add 10 pts to the above coup match bonuses in times of war,raid or defense.,otherwise its totaled 1 pt per hit,like scoreing dice results.
-Coup points other:
Captured kaiila:2pts each,other animals/goods=1pt. A hunt that results in you getting hunted back/attacked,and your first strike was open hand to the animal= 4.if not=1pt. 

 

Wampum Beads

wam*pum (noun)
[short for wampumpeag]
First appeared 1636
1 : beads of polished shells strung in strands, belts, or sashes and used by No. American Indians as money, ceremonial pledges, and ornaments
2 : MONEY
**For game purpose we will include,glass and polished stones(turquoise,others),some pearls,Gold,and silver beads,steel,other metals,and anything beautiful yet drillable and shapable for beading..*

Common string Gorean exchange
One strand,100 beads = One gold coin
HalfStrand 50 beads = One silver coin
QuarterStrand 25beads= One copper coin.
Strands can be worked into belts and sashes.EX: belt of 350 beads=3 full strands and one half strand...EX2: One sash of 200 beads=one gorean double tarn.

Beading can be exchanged for coinage:
1) in our lands,via lodge of merchants(Rarely)
2) by merchants/traders allowed passage into our lands(Uncommon)
3) in a town (Common)
*****OOC**- Once a warrior passes the high mark of 100 coup points,the mun may opt to cash in coup points for wampum strands,at the rate of 1/1.At NO time can coup drop below 100 points,in any event,unless of course the warrior simply didnt collect 100 pts yet.*****





Fighting Styles,

Unarmed,Martialy-Artistic: Here are some fun spar ideas that may be used amongst ourselves,as I do not believe they will be accepted in the rest of the world.Each person may pick one.Only Sleen Soldiers and Spirit Warriors may blend styles in a fight.To switch styles in mid-spar,the match must be paused for a new initiative roll ,and init must be gained.What ever style you use,must be declared beforehand.
Kaiila- style relies on brute strength and momentum,useing slams,pushes,throws,stomps,kicks and tosses to man-handle and throw your opponent around like a corn husk doll.Even a dice roll of 15 knocks your opponent down and at least a few feet away at that.A max roll in at least one result colum,(such as 2d22s,22 22,22 1,12 22etc) ends the match in KO...
Tumit- like the namesake of this carnivourous,flightless bird,Tumit style is fought with double kicks,sweeps,scissor-holds,leaps,stomps and other fancy foot work.Any attempt to leg-sweep or other attacks to thier legs,such as punch to the knee, against someone fighting in this mode results in automatic miss as the tumit fighter can spot such tactics and easily leap over or out of the way.Any kicking double score on one roll (including 15 15,15 16,18 21, etc),knocks the opponent down and scores 1 extra point.A signature tumit move is the'instant stand' if they are the one to fall,they effortlessly seem to bounce back up into stance.Some master tumit fighters have been know to even hop back up after they have been KOed due to heavy conditioning,then,slowly fall back down again out cold...
Prairie Sleen- like the sleen that has six powerful legs ending in claws, those fighting prairie sleen style hope to land at least 2 strikes,attempting to land four.That is to say,yes,they get to roll thier dice twice in a row.A basic sleen style move would typicly look like this::Left jab and right hook to the jaw,pulls face into knee, elbow strikes down into the back of head::...Tackles,grapples,crouching stances,locks and holds are part of thier arsenal .Prairie sleen fighters can usualy be heard grunting,growling and howling during a fight as well as during other intimate situations...
Desert Ost- an odd looking style to watch,the desert ost stylist is always in a squatting stance inches from the ground with his arms snakeing,weaving around in fluidly graceful patterns.The low stance is not a stationary one,as the ost fighter is constantly bouncing and tumbling evasive,confusing manuveurs..sometimes flat on the ground,other times tucked into a ball,rolling chaoticly.Knocking an ost down is therefore imposible.The hands of the desert ost fighter lash out lightning fast attempting a strike,poke or pinch to a vitals area..nerves,muscles,blood vessels,etc.If they roll a hit, they get to reroll the dice until a miss is rolled.This represents a shock or paralysis.Therefore, a lucky ost can actually win a match by a one finger poke to thier opponents' neck on thier very first strike...

 

click to return to main page