Captain REX
THE SET-UP: Having been assigned to rescue the daughter of Senator Wojaine from the clutches of the evil Pirate Lord Svidrigailov, Xavier has gone above and beyond the call of duty... and completely massacred the pirate forces with an instigated slave rebellion in a pivotal battle above the colony world of Varloucant. But he had a secondary mission: discover the fate of Friste Tem, a fellow Jedi. As it turns out, Friste joined the pirates and has fallen to the Dark Side. Having just defeated Ko Cabas, Xavier's Master, the young Jedi is out for revenge...
HOW THIS WORKS: This will be Xavier's first fight, so I will go over things for him.
The duellists take turns to attack each other. The attacker and the defender each describes their attack or defense respectively. The winner of the round is decided by four things- the Lightsaber skill of the fighters, the style they are fighting with, how their moves play off of each other, and a small random factor known as the competency bonus. As I control Friste, I will determine how he goes about his actions.
The winner of a round scores a single point, followed by the attacker and defender switching places. Only one move or countermove can be made per round (excluding taunting, do that as much as you please). If the round is a draw, the attacker wins.
The victor of the duel is the first person to make it to five points, but it must be a win by two clear points over your opponent. The amount of points you win by dictates the fate of the loser- a two point loss is a superficial wound, a three point loss is a lost limb, a four point loss is multiple lost limbs or a crippling injury, and a five point loss is an outright kill. If you lose the duel by survive, you can always escape without being re-engaged.
At the start of any round, either combatant may try to flee. In fleeing, the duel carries on as normal, but whomever makes it to two points first, winning by one clear point, determines the success of the endeavour. If the person running away wins, they escape. If not, they don't.
ANALYSIS: The two combatants- the Dark Jedi Friste and the Padawan Xavier- are evenly matched as far as skills with a lightsaber goes, though it comes naturally to Xavier; Friste has trained hard his entire life. However, the battle prior to this duel has worn Xavier down and he is fighting with a point of impairment. On top of this, Friste is an athletic man with great pride in his well-honed physique. This could lend him an advantage.
The arena, the bridge of the pirate ship, is open and spacious, though littered with the carnage and debris of battle.
Xavier, moving to engage the Dark Jedi that has defeated his Master, finds himself on the offensive...
Score:
Xavier- 0, Friste- 0.
Xavier to attack, Friste to defend.
Friste turns toward you as you move to engage him, holding his lightsabers out before him defensively. He says nothing, only smiles.
HOW THIS WORKS: This will be Xavier's first fight, so I will go over things for him.
The duellists take turns to attack each other. The attacker and the defender each describes their attack or defense respectively. The winner of the round is decided by four things- the Lightsaber skill of the fighters, the style they are fighting with, how their moves play off of each other, and a small random factor known as the competency bonus. As I control Friste, I will determine how he goes about his actions.
The winner of a round scores a single point, followed by the attacker and defender switching places. Only one move or countermove can be made per round (excluding taunting, do that as much as you please). If the round is a draw, the attacker wins.
The victor of the duel is the first person to make it to five points, but it must be a win by two clear points over your opponent. The amount of points you win by dictates the fate of the loser- a two point loss is a superficial wound, a three point loss is a lost limb, a four point loss is multiple lost limbs or a crippling injury, and a five point loss is an outright kill. If you lose the duel by survive, you can always escape without being re-engaged.
At the start of any round, either combatant may try to flee. In fleeing, the duel carries on as normal, but whomever makes it to two points first, winning by one clear point, determines the success of the endeavour. If the person running away wins, they escape. If not, they don't.
ANALYSIS: The two combatants- the Dark Jedi Friste and the Padawan Xavier- are evenly matched as far as skills with a lightsaber goes, though it comes naturally to Xavier; Friste has trained hard his entire life. However, the battle prior to this duel has worn Xavier down and he is fighting with a point of impairment. On top of this, Friste is an athletic man with great pride in his well-honed physique. This could lend him an advantage.
The arena, the bridge of the pirate ship, is open and spacious, though littered with the carnage and debris of battle.
Xavier, moving to engage the Dark Jedi that has defeated his Master, finds himself on the offensive...
Score:
Xavier- 0, Friste- 0.
Xavier to attack, Friste to defend.
Friste turns toward you as you move to engage him, holding his lightsabers out before him defensively. He says nothing, only smiles.