Wentar is pained to see Vlad like this. He's never really known his family so he struggles to see things from Vlad's point of view.
"Vlad listen!" Wentar urges, trying to work out the best way to defend Hanza if Vlad attacks. "If you do this it will end your career as a Jedi and possibly even ruin you as a person... This act will send you down the Dark Side. Is that what your father would have wanted? For you to throw away your life over this?"
This is going to be Wentar's first rodeo, so to speak, so I'll go over what a Lightsaber Duel entails.
THE SET-UP: Deep in the belly of the space station known as the Seat of Srum, Wentar has managed to locate his friend and ally, Vlad Shafran. However, it appears that Vlad has taken a turn for the worst and is losing control over his thirst for vengeance against the man who killed his father- the disreputable smuggler Hanza. Wentar is trying to prevent his friend from doing something he may regret...
HOW THIS WORKS:
Each turn, duellists exchange lightsaber blows, trying to beat their opponent's guard and score a points until that final blow is struck to win the duel. One player is made the attacker, though who the attacker is changes each round.
There are three moves you can make, based upon the three physical stats of Strength, Agility, and Dexterity. You add your rating in chosen stat and apply it to your Lightsaber score, which makes for the final score of your attack.
There are two complications- first, some moves are better than others. Strength gets a bonus against Dexterity, Dexterity against Agility, and Agility against Strength. Said bonus is worth two points. Second, your chosen move has an inbuilt extra power of +0 (Weak), +1 (Normal), or +2 (Strong).
At the start of each duel, each combatant chooses six moves, choosing no more than three of each type. The strength of each hand is randomly determined; there are more weak moves than normal, more normal than strong.
Highest score wins each turn. In the event of a draw, attacker gets the point. First to five wins, so long as they are winning by two clear points. If not, duel continues until that gap is made. Winning by more points can have worse consequences for your opponents.
ANALYSIS:
Wentar is not a dedicate swordsman, but he is certainly no slouch with a lightsaber! Vlad is a little more rounded with his skills, but his impressive physique certainly makes up for it. Hard to say...
If I could have Wentar's first six moves, please!
Here we go then! Here is Wentar's first move set.
Normal Strength
Normal Strength
Normal Agility
Strong Agility
Weak Dexterity
Weak Dexterity
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Wentar: 0
Vlad: 0
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Vlad is the aggressor here and so attacks first. He is not trying to kill Wentar by any means. He merely wants him out of the way so he can kill Hanza. As such, his opening strike is designed to push you back as he swings both lightsabers for your midsection.
It is hard to really maneuver on the walkway you are on. After trying to slip to the side, you find yourself up against the railing, which Vlad ends up hacking through in his effort to push you back. You narrowly avoid his attack and have to spin to the other side quickly.
Wentar's score of 14 is trumped by Vlad's 15, thanks to his Dexterity play beating Wentar's Agility.
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Wentar: 0
Vlad: 1
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Wentar to attack.
You manage to catch Vlad's lightsaber just fine, with your own blade. However, twisting it out of his grip proves to be more of an issue as he tightens his fingers around it and actually wrenches it free. With his free blade he slams your blade aside, and the attempt is foiled.
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Vlad: 2
Wentar: 0
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Vlad is continuing with that slamming motion, this time bringing his blades down heavily at you in overhanded blows.
This round is one marked with all sorts of flashy blade-whirling as both combatants play Agility moves! Vlad is certainly more agile, but Wentar's maneuver is better played and it is Vlad that takes a step back across the walkway. Sparks fly as your lightsabers accidentally pass through sections of the walkway and guardrails, with resonating clangs as the metal heats rapidly and breaks.
You both tie the round at 13; a tie goes to the attacker, so Wentar takes the point.
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Wentar: 2
Vlad: 2
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Vlad tries to rebound from one of your flashy blows by flipping toward you with a hard overhead strike from one saber.