Ushgarak
THE SET-UP: The Dark Siders, determined to eliminate Faylar, their old colleague who betrayed them in the first story, have broken into his Palace on the Civil-War torn world of Damagran in order to pay the debt personally. The Jedi, also in the Palace for different reasons, were mostly removed from the Dark Siders way when Edna betrayed their position, but Faylar's people know the Dark Siders were coming and have been working hard to stop them.
Quam (queeq), after sneaking in, found himself confronted by two old enemies- Krisha, a Dark Jedi and sabotage expert and one time pupil of Kuylen's who joined with Faylar last story after irritating the hell out of all her 'friends', and also Arashan, pirate hit man and deadly shot. Quam stalled, goading Krisha into making an error but not wanting to fight both at once. But now Galder (Rex) has attacked Arashan, queeq can deal with Krisha alone. His taunts have the desired effect and Krisha loses her temper and attacks him.
HOW THIS WORKS: First duel of this game, so a quick re-cap of the rules:
The duellists take it in turns to attack each other. The attacker describes his attack and then the defender describes his defence. One person will succeed- a decision I make based on the skill of the fighters, the quality and appropriateness of their post, and a small random factor.
The winner of the round scores a point, and then the attacker and defender swap places. Aside from taunts, no other moves can be made except the single move or countermove you make each round!
First to five points wins the duel, but like in tennis you must win by two clear points. The amount of points by which you win a duel is how dictates what happens to the loser- a two point loss is a superficial wound, more is losing a limb, a five point win kills your opponent outright. Regardless, you cannot pursue a defeated opponent no matter what; if yoiu lose a duel (and survive) you can always escape.
At the start of any round, either combatant may try to flee.
One small rule change- there will be no more drawn rounds. If a round is drawn, the attacker now wins.
As Krisha is controlled by me and not a player, I randomly determine whether she makes a good move or not (I have the systm all worked out). It is also far easier to kill her than it is a player.
ANALYSIS: Krisha and Quam are similar types- all rounders with their own specialities. Krisha's sabotage skills have always been one of her defining assets, along with her beauty (she looks like Trinity from The Matrix) and bitchiness.
But in the end, Krisha always lacked the intelliegence and patience to reach her full potentual. Though a good swordfighter in her own right she lacks Quam's deadly instinct and he has the edge in this fight. Krisha fights with a very athletic style; Quam prefers a slow style with plenty of intimidation.
Queeq, you make the first move as Krisha charges you.
Score: Quam- 0 Krisha- 0. Quam to attack.
Quam (queeq), after sneaking in, found himself confronted by two old enemies- Krisha, a Dark Jedi and sabotage expert and one time pupil of Kuylen's who joined with Faylar last story after irritating the hell out of all her 'friends', and also Arashan, pirate hit man and deadly shot. Quam stalled, goading Krisha into making an error but not wanting to fight both at once. But now Galder (Rex) has attacked Arashan, queeq can deal with Krisha alone. His taunts have the desired effect and Krisha loses her temper and attacks him.
HOW THIS WORKS: First duel of this game, so a quick re-cap of the rules:
The duellists take it in turns to attack each other. The attacker describes his attack and then the defender describes his defence. One person will succeed- a decision I make based on the skill of the fighters, the quality and appropriateness of their post, and a small random factor.
The winner of the round scores a point, and then the attacker and defender swap places. Aside from taunts, no other moves can be made except the single move or countermove you make each round!
First to five points wins the duel, but like in tennis you must win by two clear points. The amount of points by which you win a duel is how dictates what happens to the loser- a two point loss is a superficial wound, more is losing a limb, a five point win kills your opponent outright. Regardless, you cannot pursue a defeated opponent no matter what; if yoiu lose a duel (and survive) you can always escape.
At the start of any round, either combatant may try to flee.
One small rule change- there will be no more drawn rounds. If a round is drawn, the attacker now wins.
As Krisha is controlled by me and not a player, I randomly determine whether she makes a good move or not (I have the systm all worked out). It is also far easier to kill her than it is a player.
ANALYSIS: Krisha and Quam are similar types- all rounders with their own specialities. Krisha's sabotage skills have always been one of her defining assets, along with her beauty (she looks like Trinity from The Matrix) and bitchiness.
But in the end, Krisha always lacked the intelliegence and patience to reach her full potentual. Though a good swordfighter in her own right she lacks Quam's deadly instinct and he has the edge in this fight. Krisha fights with a very athletic style; Quam prefers a slow style with plenty of intimidation.
Queeq, you make the first move as Krisha charges you.
Score: Quam- 0 Krisha- 0. Quam to attack.