Captain REX
THE SET-UP: In his search for his dreaded nemesis, Friste Tem, Xavier has fled from the Jedi Temple and come to Raxus Prime, seeking out information on the Dark Jedi's whereabouts. After finding out very little other than that the pirates had been here, he is suddenly ambushed by snipers! Xavier has killed all of his attackers except one- a Dark Jedi named Xorn Elias, who now challenges him.
HOW THIS WORKS: Xavier has fought before, but I will go through things as a reminder.
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 Xorn, 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: Xavier, a natural swordsman, and Xorn, an experienced fighter, normally would be evenly matched, even while penalized for their hazard suits. However, the ambush has done Xavier no favors; he is injured and not prepared for a lightsaber duel, fighting on a three-point impairment. This could very easily toss things in Xorn's direction, though Xavier may be able to fight back if he holds the high ground...
The arena, a trash pile! Covered with uneven ground and metal objects strewn at random across the area. It is on a slope, and currently Xavier has the high ground.
Xorn is taking the offensive, here...
Score:
Xavier- 0, Xorn- 0.
Xorn to attack, Xavier to defend.
Xorn picks his way through the garbage until you are within striking distance. He then performs a simple swipe towards your legs, striking upwards.
HOW THIS WORKS: Xavier has fought before, but I will go through things as a reminder.
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 Xorn, 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: Xavier, a natural swordsman, and Xorn, an experienced fighter, normally would be evenly matched, even while penalized for their hazard suits. However, the ambush has done Xavier no favors; he is injured and not prepared for a lightsaber duel, fighting on a three-point impairment. This could very easily toss things in Xorn's direction, though Xavier may be able to fight back if he holds the high ground...
The arena, a trash pile! Covered with uneven ground and metal objects strewn at random across the area. It is on a slope, and currently Xavier has the high ground.
Xorn is taking the offensive, here...
Score:
Xavier- 0, Xorn- 0.
Xorn to attack, Xavier to defend.
Xorn picks his way through the garbage until you are within striking distance. He then performs a simple swipe towards your legs, striking upwards.