| Smerg |
The opposing fighter is chosen for you. From what you have seen the opponents tend to be Arkanian Offshoots that have been modified for combat.
The fights last until the opponent stops moving though sometimes it doesn't stop then. It is clear that many of the prisoners have crude obvious bionics from where portions of their bodies have been replaced or 'upgraded' depending on your thinking.
This does bring up the interesting point of what kind of warden would upgrade prisoner's with bionics since that would tend to make them more dangerous.
| Kol DyThrand |
Eyeing Six, Kol strides forward while flipping his stun baton around like an old street cop.
"Looks like we have a winner! Come along y' skel; you got a date with the rat squad!" He proceeds to push/haul Six to the entrance shute...
Kiddrik
|
As Six is pulled up by Kol, Kidd gives him a 'you're braver than I am' look, then eyeballs the fighting area, looking for a way to come to Six's aid if things should go poorly.
Can't be losing one of our newest members.
Is it like a traditional boxing ring type situation where we could interfere? or more of a cage match or something where he's really and truly isolated from us if things should go poorly for him?
Kiddrik
|
Kidd then turns to the rest of the crew, "We need to be ready to move when SIx's fight starts. We need to be prepared to either use Six's fight as a distraction to get to the Khil or be able to cause enough of a ruckus getting the Khil in order to help Six out if he needs it. I'll try to keep an eye on those three. Anyone got any good ideas?"
| Six |
Six gives Kol the stinkeye for his overzealous use of the stun baton.
"Watch it with that thing, you gug - else I'll warm up my knuckles on your face!"
Can I get a breakdown of the arena / fighting area?
Perception check for surroundings and opponent(s). 1d20 + 14 ⇒ (10) + 14 = 24 <-- Forgot to add my Wis mod & half character level earlier.
| Smerg |
The Ring is the 5x5 yellow area.
The Light Blue is the walkway area that is covered with a chain link fence to keep it clear. The fence is 10' (two squares high).
The Dark Blue are walls for solid separation that stretches to the ceiling which is 30' above the deck.
The White area are the prisoners are in standing room area.
Several prisoners are hopping fences and getting chased back over the fence and out of the Light Blue area by the guards.
Distractions and food flinging can help distract a guard to help jump from one area to the next.
| Kol DyThrand |
Note that Kol is just twirling it around, not actually contacting Six with it.
Kol whispers; "If you were a better actor I wouldn't have to!"
Aloud: "Move it ye Skel! You gotta dance with destiny so watch yer step! The shoe is on the other hand now! Huh huh huh..."
Oh man! I shoulda grabbed one of our contact watchers... Too late now...
| Vash'elie |
As all attention is drawn to Kol and Six, Vash'elie uses the distraction to meld into the crowd and make her way to the fence, looking for a way to jump over and get to te area where the contact is located.
Stealth 1d20 + 10 ⇒ (1) + 10 = 11 LOL!
Beeing a pretty little thing in a den of predators Vash-elie stands out like bantha poo at the senate breakfast table.
| Six |
Note that Kol is just twirling it around, not actually contacting Six with it.
Kol whispers; "If you were a better actor I wouldn't have to!"
Aloud: "Move it ye Skel! You gotta dance with destiny so watch yer step! The shoe is on the other hand now! Huh huh huh..."Oh man! I shoulda grabbed one of our contact watchers... Too late now...
Six mumbles back to Kol: "I'll try to keep all the attention away from this quad (7 & 8 o'clock positions.) Signal me when they are clear, YOU FARKLED SON OF A MOTHERLESS DUG!!!" he finishes as a roar in Kol's face.
| Smerg |
As all attention is drawn to Kol and Six, Vash'elie uses the distraction to meld into the crowd and make her way to the fence, looking for a way to jump over and get to te area where the contact is located.
Stealth 1d20+10 LOL!
Beeing a pretty little thing in a den of predators Vash-elie stands out like bantha poo at the senate breakfast table.
You're 'stealthy' shoving through the crowd leads you to looking left as you plant your foot solidly on to the instep of a large humanoid of race that you're not sure you recognize except it has feathers and a large beak which it caws out in protest to the pain.
Immediately others are turning around to see what the disruption happens to be.
Kiddrik
|
Kidd stands up after Vash, trying to use the same diversion of Kol and Six to draw attention away from himself. As he stands he whispers to Zane, "Will you go watch over Vash? She's much too pretty to leave alone in this place." Then he meanders over to put himself halfway between their contact and the men watching him. If that's possible without climbing a wall, that is. If not, then he'll move to get as close to between them as possible.
Stealth to remain unnoticed 1d20 + 5 ⇒ (14) + 5 = 19.
| Sevarkoh Zane |
Sevarkoh doesn't need this. The plan is already going awry. However, Vash had been nice enough to him, something he wouldn't forget and a favor he intends to repay. He makes his way to her side and mentally prepares himself for a fight. If it came down to it, he knows he can outlast the other prisoners. Endurance was, after all, the stated goal of his genetic design, courtesy of Lunarstar Industries.
| Smerg |
Zane steps forward giving Vash a chance to zip back into the crowd.
Zane's show of aggression is quickly matched as another 'contender', a human or near-human, steps forward. It is clear that there will be some pecking order re-adjustment occuring.
The crowd of prisoners makes a small 10'x10' pocket for the pair to stand practically toe to toe as they hammer it out.
Deathsticks and other prison currencies quickly flow between hands in anticipation of the bonus match.
Initiative roll Zane. Vash, you have a distraction and a chance for a fresh stealth check.
Kidd moves quietly through the crowd which is now focused on the bonus fight. You are in a different eighth from the contact. You will need to make an athletics roll to cover the fence hopping you will need to do if you wish to get close to the contact.
| Smerg |
Note that Kol is just twirling it around, not actually contacting Six with it.
Kol whispers; "If you were a better actor I wouldn't have to!"
Aloud: "Move it ye Skel! You gotta dance with destiny so watch yer step! The shoe is on the other hand now! Huh huh huh..."Oh man! I shoulda grabbed one of our contact watchers... Too late now...
Kol leads Six up to the NW corner of the ring. Six's opponent climbs through a door in the cage that goes the SE corner of the ring (consider the top of the map to be North).
Six's opponent bares many scars and has a tattoo showing his Mandalorian unit association. It is the mark of a Mandalorian Jungle Pit Viper. A group of Mandalorian warriors trained for fighting in small units in jungle environments. They are well known for their fighting skill and vicious nature.
| Six |
Six seems to shift his attention toward the fight amongst the spectators.
"Hey! Hurry it up - the main event is waiting!" "They fightin' over a woman?! Not a bad looking one!"
Hoping his opponent takes an interest in the ruckus in the crowd, Six will take an opportunity if it presents itself to sucker-punch the guy while his attention is elsewhere.
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
Unarmed Attack: 1d20 + 3 ⇒ (13) + 3 = 16 | Hopefully I've caught him flat-footed?
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Initiative: 1d20 + 10 ⇒ (15) + 10 = 25
Kiddrik
|
Kidd leans back against the fence, catching Doc's eye. He points to Doc and then indicates the contact with a nod. 'You should make contact.'
He settles back, trying to watch Six's fight, Zane's fight, the contact, and the contact's three "friends" all at the same time - ready to step in any one direction if the need should arise.
Wanna keep close eye on those three, he thinks, his near-black eyes falling on the men watching the contact.
Kiddrik
|
Wait, are the three mystery prisoners on the other side of the fence as well?
If so, then Kidd will use the two fights as a distraction to slip over to the other side, still trying to position himself between the contact and the three prisoners.
Athletics 1d20 + 1d6 + 2 ⇒ (4) + (6) + 2 = 12 Force point
Stealth 1d20 + 5 ⇒ (19) + 5 = 24.
| Vash'elie |
Gratefull for Zane's intervention Vash'elie tries to slip back into the crowd. Stealth 1d20 + 10 ⇒ (18) + 10 = 28 Weeding her way to the fence she slips over it, making her way with Kidd to the contact. Athletics? Do you mean climb Smerg? Or Acrobatics? 1d20 ⇒ 20 Acrobatics is at a +10 but climb is at -1
| Sevarkoh Zane |
Initiative 1d20 + 6 ⇒ (8) + 6 = 14
Sevarkoh raises his fists and widens his feet as if he had his lightsabers. The Jar'kai stance is good for a mobile defense, something that can be ported over to a fistfight. If he can beat the avianoid, he may find himself in a better position with the fights. The best fighters get special privileges, which he can use to advance the crew's goals.
Can he use Weapon Finesse for unarmed strikes?
| Smerg |
Six seems to shift his attention toward the fight amongst the spectators.
"Hey! Hurry it up - the main event is waiting!" "They fightin' over a woman?! Not a bad looking one!"
Hoping his opponent takes an interest in the ruckus in the crowd, Six will take an opportunity if it presents itself to sucker-punch the guy while his attention is elsewhere.
Stealth: 1d20+10
Unarmed Attack: 1d20+3 | Hopefully I've caught him flat-footed?
Damage: 1d4+3Initiative: 1d20+10
You have no trouble sucker punching him and you beat him on initiative so you may attack again.
| Smerg |
If i can use Acro instead of Athletics on getting over the fence, my modifier is 8 higher. For a 20 total.
Sorry, in RL I play Pathfinder and I sometimes get the skill lists mixed up when dealing with Saga Edition. I'll allow Acrobatics or Climb to be used.
Kidd and Vash have not trouble moving through the crowds with the distractions of a main fight on stage and a bonus fight in the crowds.
Doc doesn't really do much in the way of jumping and climbing. Kol though is able to walk him conveniently back to the prisoner enclosure that has the contact and keep a watch from near the fence.
Doc, Kidd, and Vash are inside the area marked contact while Kol is on the walking area outside.
| Smerg |
Initiative 1d20+6
Sevarkoh raises his fists and widens his feet as if he had his lightsabers. The Jar'kai stance is good for a mobile defense, something that can be ported over to a fistfight. If he can beat the avianoid, he may find himself in a better position with the fights. The best fighters get special privileges, which he can use to advance the crew's goals.
Can he use Weapon Finesse for unarmed strikes?
Initiative Bruiser 1d20 + 9 ⇒ (15) + 9 = 24
Zane is good but the Bruiser is a bit quicker to take the first poke.
Both the Six's and Zane's opponents are Ref 13 (12 flat footed) with 22 hp
Punching 1d20 + 6 ⇒ (19) + 6 = 25
Damage 1d4 + 1 ⇒ (1) + 1 = 2
It is a quick and solid poke to the left cheek causing a slight bruise.
| Six |
Six follows up with another swing at his opponent. "Hey! look at me when I'm talking to you!"
He shuffles around his opponent, toward the north end of the ring, where Six can hopefully get a glimpse of the target, and pull prying eyes as far from the mission at hand.
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
| Sevarkoh Zane |
Bonus Fight, Round 1, Initiative Count 14
Fistfighting is not, as it seems, the same as lightsaber dueling. Sevarkoh takes the attack on the jaw as he shifts his footwork to be more fluid. One hit was enough. He did not come here to take a beating. He came here to deliver justice for his people.
That was the first mistake of the other combatant.
Attack 1 (Unarmed) 1d20 + 3 ⇒ (15) + 3 = 18
Damage 1 (Unarmed) 1d4 + 2 ⇒ (1) + 2 = 3
Zane's first attack is a quick jab with his left hand, striking the enemy in the side of the face. Slow and stupid, the bruiser's hands rise to meet an attack that already occurred.
That was the second mistake.
Attack 2 (Unarmed) 1d20 + 3 ⇒ (18) + 3 = 21
Damage 2 (Unarmed) 1d4 + 2 ⇒ (4) + 2 = 6
Sevarkoh brings his right fist upwards towards the unprotected stomach of his enemy. The bruiser is slow, sloppy. He underestimates Sevarkoh as just another Arkanian Offshoot. The attack impacts him, driving him back towards the crowd of onlookers. They shout and jeer as they push him back towards Sevarkoh, who appears lighter on his feet and prepared to dodge the next attack.
Hopefully he can use Dual Weapon Mastery to attack twice. If not, ignore that second hit. If so, he gains an extra dice of damage on the next round from Attack Combo (melee).
| Smerg |
Six follows up with another swing at his opponent. "Hey! look at me when I'm talking to you!"
He shuffles around his opponent, toward the north end of the ring, where Six can hopefully get a glimpse of the target, and pull prying eyes as far from the mission at hand.
Attack: 1d20 + 3
Damage: 1d4 + 3
Six's opponent dodges the second punch and spits blood saying, 'Not so good when you ain't blind siding someone.'
Attack 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d4 + 1 ⇒ (3) + 1 = 4
'I'm going to enjoy making you bleed.'
BTW Weapon Finesse and Duel Weapon fighting work with fists.
| Smerg |
Bonus Fight, Round 1, Initiative Count 14
Hopefully he can use Dual Weapon Mastery to attack twice. If not, ignore that second hit. If so, he gains an extra dice of damage on the next round from Attack Combo (melee).
The bruiser growls with the pain suffered and a pair of enlarged fangs glimmer in his mouth.
'I'm going to bust you. Bust you up real good for that fancy dancing you're doing.'
Attack Roll 1d20 + 6 ⇒ (14) + 6 = 20
Damage Roll 1d4 + 1 ⇒ (4) + 1 = 5
As he slugs a heavy fist to the gut he says, 'Welcome to the ball, princess.'
| Sevarkoh Zane |
Outside the Ring, Round 2, Initiative Count 14
The lucky shot wasn't going to take Sevarkoh down, but it hurt quite a bit. He wasn't going to rise to the bait of the fanged combatant, but he was determined to win.
Attack 1 (Unarmed) 1d20 + 3 ⇒ (7) + 3 = 10
Damage (Unarmed)2d4 + 2 ⇒ (3, 2) + 2 = 7
His first swing is slow because of the pain of being hit. Going for a quick jab with his left fist, he hits only air.
Attack 2 (Unarmed)1d20 + 3 ⇒ (9) + 3 = 12
Force Point 12 + 1d6 ⇒ 12 + (4) = 16
Damage (Unarmed)2d4 + 2 ⇒ (4, 2) + 2 = 8
His second attack is not looking much better until Zane slows things down with the Force, giving him the opportunity to land the shot with his right fist. It is a heavy blow to the side of his head, knocking him a few steps to the side.
Sevarkoh hoped that the Force usage would go unnoticed. It was a small usage, but vital to the quick victory that he needed.
| Smerg |
In the Ring: Six once again connects with the fighter, delivering a shot to the midsection.
Attack: 1d20+3
Damage: 1d4+3
12/22 HP remaining
He roars in pain and large claws jut from his finger tips. He slashes with a fresh passion to see you bleed.
Attack with Claws 1d20 + 8 ⇒ (15) + 8 = 23
Damage with Claws 1d6 + 2 ⇒ (4) + 2 = 6
Blood sprays as Six is unexpected for the sudden change that came over his opponent.
| Smerg |
[
Sevarkoh hoped that the Force usage would go unnoticed. It was a small usage, but vital to the quick victory that he needed.
5/22 HP
The bruiser showing his fangs howls in pain as he is struck again. Instead of battering the bruiser into submission, it seems to fire some hidden beast that lay behind the eyes and the bruiser swings with enhanced rage.
Attack with fist enraged 1d20 + 8 ⇒ (12) + 8 = 20
Damage with Fist 1d4 + 3 ⇒ (4) + 3 = 7
Attack with bite engraged Racial bonus free encounter 1d20 + 8 ⇒ (2) + 8 = 10
Damage with bite 1d4 + 3 ⇒ (3) + 3 = 6
The bite chomps on empty air but the fist lands heavily with a heavy pummeling thump.
| Sevarkoh Zane |
Outside the Ring, Round 3, Initiative Count 14
The bite was unexpected, as was the ferocity of the attacks. Sevarkoh needs to end this fight now, swiftly and decisively.
Attack 1 (Unarmed) 1d20 + 3 ⇒ (8) + 3 = 11
Force Point 11 + 1d6 ⇒ 11 + (4) = 15
Damage (Unarmed) 1d4 + 2 ⇒ (2) + 2 = 4
He draws more heavily on the Force, hoping to knock him out. The first swing connects but is not quite enough to drop him.
Attack 1 (Unarmed) 1d20 + 3 ⇒ (1) + 3 = 4
Damage (Unarmed) 1d4 + 2 ⇒ (4) + 2 = 6
Zane swings far too hard on the attack, intent on finishing him before getting bitten. The attack overshoots, but Zane is back on his feet, ready for the next counterattack.
Man. He has only a 40% chance of hitting (50% when enraged) Zane while Zane, attacking twice as often, has a 55% chance of hitting. This has not been my statistical match.
| Six |
12/22 HP remaining
He roars in pain and large claws jut from his finger tips. He slashes with a fresh passion to see you bleed.
Blood sprays as Six is unexpected for the sudden change that came over his opponent.
"You've got to be kidding me!"
1d20 + 3 ⇒ (15) + 3 = 18
1d4 + 3 ⇒ (4) + 3 = 7
Six levels a kick into the face of his clawed opponent, loosening a few teeth.
Kiddrik
|
Seeing Vash's signal, Kidd takes his position between the contact and the three prisoners of unknown intent, acting like he's watching the ring fight.
If those guys make a move towards Vash and our contact, I'll just have to intercede. he thinks while limbering up his shoulders - a satisfying pop coming from his joints stiff from sitting still too long.
| Smerg |
Outside the Ring, Round 4,
Zane swings far too hard on the attack, intent on finishing him before getting bitten. The attack overshoots, but Zane is back on his feet, ready for the next counterattack.
Outside the Ring, Round 4
1/22 HP remaining
Enraged and Feral the bruiser despite the pummeling of the two fisted Zane kept on his feet. He wasn't going down without making sure to leave some lasting impression on the Arkanian Offshoot.
Pummeling Fist 1d20 + 8 ⇒ (13) + 8 = 21
Damage Fist 1d4 + 3 ⇒ (4) + 3 = 7
The bruiser puts a blow in deep to the kidney region growling out, 'Someone's gonna be pissing blood.'
The bruiser would try to bit Zane again but Zane would be ready for such an attack.
The bite was a single encounter attack that I got the idea from the Cathar's Reactive Claw special ability in KOTOR campaign book.
| Smerg |
Smerg wrote:12/22 HP remaining
He roars in pain and large claws jut from his finger tips. He slashes with a fresh passion to see you bleed.
Blood sprays as Six is unexpected for the sudden change that came over his opponent.
"You've got to be kidding me!"
1d20+3
1d4+3Six levels a kick into the face of his clawed opponent, loosening a few teeth.
Inside the Ring, Round 4.
5/22 HP remaining
Six's opponent spits out bits of chipped teeth along with a spittle of blood.
'Pretty fancy footwork sunshine.'
Clawed attack 1d20 + 8 ⇒ (19) + 8 = 27
Clawed damage 1d6 + 3 ⇒ (5) + 3 = 8
'Let's see how you dance after I rip off your face.'
Six's opponent savagely rips flesh with several quick claw slashes.
| Smerg |
Seeing Vash's signal, Kidd takes his position between the contact and the three prisoners of unknown intent, acting like he's watching the ring fight.
If those guys make a move towards Vash and our contact, I'll just have to intercede. he thinks while limbering up his shoulders - a satisfying pop coming from his joints stiff from sitting still too long.
Vash and Kidd move into position with Vash detecting no immediate problems through the force to their plan.
| Sevarkoh Zane |
Inside the Ring, Round 4, Initiative Count 14
Blood drips down Sevarkoh's face from a previous blow, but he is undeterred. He will win this fight because his opponent just made his third and final mistake. His attack left him wide open.
Attack (Unarmed) 1d20 + 8 ⇒ (13) + 8 = 21
Damage(Unarmed) 1d4 + 2 ⇒ (1) + 2 = 3
With lightning speed, Sevarkoh whips around to bring his right knee into his enemy's stomach. As he buckles over in pain, Zane brings his right fist down onto the back of his head. The impromptu match finishes as the opponent lies still, beaten into submission. Zane raises his hands as the crowd cheers.
| Six |
Six's opponent spits out bits of chipped teeth along with a spittle of blood.
'Pretty fancy footwork sunshine.'
'Let's see how you dance after I rip off your face.'
Six's opponent savagely rips flesh with several quick claw slashes.
1d20 + 3 ⇒ (11) + 3 = 14
1d4 + 3 ⇒ (2) + 3 = 5 <--- Wow, the Force was just barely with me on those rolls, wunnit?Six's response comes in the form of a well-placed punch to temple, dropping his opponent in a boneless heap.
He then throws his arms up, placating the crowd, and miking the distraction for all it's worth.
I hope they've got what we came for - I'd just as soon get outta here.