“Hello, and welcome to the
Fifth edition of our Friday Night Fights! I’m Joe Tessatore, and with me as Always is Teddy Atlas.”
[ Spoiler ]
Hey everyone,
I started doing these back in 4th edition to get a handle on the melee rules. Basically, I create a pair of characters (generally from two different areas, like in this case with an adept and a cyber samurai), and have them fight using traditional boxing rules. In the future I may change to a “pit fight” arrangement, but those fights may be even shorter than these ones! Enjoy, and feel free to let me know where I’ve messed up!
“Hi Joe. Now, this isn’t your average street fight- these guys aren’t out to kill each other- at least not on purpose.”
“No! There are rules in Boxing, and they’re going to follow them! Of course, with this much machine and meat in the ring, people are bound to die on occasion.”
“Well, by the score may be more accurate.”
“Too true, Teddy. Well, let’s look at the tale of the tape! Up first is Sharknado!”
[ Spoiler ]
Name: Sharknado
Metatype: Ork
Body: 8
Agility: 6
Reaction: 5 (8 )
Strength: 7
Willpower: 3
Logic: 1
Intuition: 5
Charisma: 1
Edge: 3
Magic: 6
Physical Limit: 11
Positive Qualities:
Mentor Spirit (Shark)
Indomitable (Physical Limit)
Natural Athlete
Adept Powers and Qi Foci:
Improved Reflexes 2
Improved Reflexes 1 Qi Focus
Combat Sense 4
Combat Sense 2 Qi Focus
Killing Hands [From Mentor Spirit]
Improved Ability (Unarmed Combat) 1
Improved Ability (Unarmed Combat) 2 Qi Focus
Skills:
Unarmed Combat 6
Specialization: Boxing
Gymnastics 6
Intimidation 3
Swimming 3
Performance 2
Dice Pools:
Initiative: 13 + 4d6
Unarmed Combat [Physical]: 19
Evasion: 13
Dodging [Physical]: 27
Damage Resistance: 8
Physical Damage: 7P
Physical Condition Monitor: 12
Stun Condition Monitor: 10
“Sharknado hails from right here in Seattle, and I’d be lying if I didn’t say he was pretty tough looking! His eyes are just black pools of mean spirit!”
“Well Joe, Sharknado *is* a Shark Adept; making it hard to pull him off his opponents if he gets bloodied. Plus, those tattoos are for more than just intimidation- as I’m sure his opponent is about to find out. Speaking of, here’s Brickhouse entering the ring.”
[ Spoiler ]
Name: Brickhouse
Metatype: Ork
Body: 9
Agility: 3 (8 )
Reaction: 4 (5)
Strength: 5 (12)
Willpower: 3
Logic: 1
Intuition: 5
Charisma: 1
Edge: 1
Essence: 0.02
Physical Limit: 9
Positive Qualities:
Natural Athlete
Toughness
Augmentations:
Obvious Right Cyberarm with Custom Strength 6, Custom Agility 2, Agility Enhancement 3, Strength Enhancement 3, Armor Enhancement 2. Stats: STR: 12, AGI: 8, ARM: 2
Obvious Left Cyberarm with Armor Enhancement 2. Stats: STR: 3, AGI: 3, ARM: 2
Obvious Cybertorso with Armor Enhancement 2. Stats: STR: 3, AGI: 3, ARM: 2
Synaptic Booster 1
Reflex Recorder (Unarmed)
Reflex Recorder (Gymnastics)
Platelet Factory
Damage Compensator 4
Synthacardium 3
Bone Density Augmentation 3
Skills:
Unarmed Combat 6
Specialization: Boxing
Gymnastics: 6
Intimidation: 5
Performance: 4
Dice Pools:
Initiative: 11 + 2d6
Unarmed Combat [Physical]: 17
Evasion: 10
Dodging [Physical]: 22
Damage Resistance: 19
Physical Damage: 12P
Physical Condition Monitor: 16
Stun Condition Monitor: 10
“Brickhouse is more chromed out than a new go-gang crotch rocket, and weighs three times as much.”
“He's your typical heavy bruiser, compared to the counterpunching Sharknado. It’s going to be interesting to see if Brickhouse can catch up and tag Sharknado with one of those big fists. He’s going to have a tough time keeping up with those fast twitch muscles, that’s for sure. If he can land one of those huge rights though, Sharknado is going to be in trouble.
“Now that both fighters have been introduced, let’s light this candle!”
[ Spoiler ]
Initiative for Turn 1.
Sharknado rolls 13 + 4d6
13+4d6 → [13,4,3,4,1] = (25)
Brickhouse rolls 11 + 2d6
11+2d6 → [11,6,1] = (18 )
Sharknado goes first on 25. Brickhouse goes on 18.
Sharknado attacks Brickhouse with an unarmed attack. His unarmed attack is 19, with a Physical Limit of 11.
19d6.hits(5) → [2,3,4,2,2,1,3,5,1,5,6,6,3,3,5,5,4,1,2] = (6)
6 Hits.
Brickhouse chooses to Dodge, adding his gymnastics skill to his defense. His Initiative is now 13.
Brickhouse is avoiding Sharknado’s attack with his Reaction, Intuition, and Gymnastics Skill. His quality “Natural Athlete”, as well as his Synthacardium and Reflex Recorder also contribute to this test. His total dice pool is 22.
22d6.hits(5) → [1,1,1,5,4,4,6,2,3,1,4,1,6,4,3,3,4,5,3,6,5,2] = (6)
6 Hits. Brickhouse manages to evade the attack.
“No surprise, Sharknado gets the first punch in, but Brickhouse manages to duck underneath it just in time!”
“He’s known for being a bruiser who can take a punch, but even Brickhouse knows it’s always better to avoid getting hit in the first place.”
[ Spoiler ]
Turn 1, Round 1.
Sharknado went on 25.
Brickhouse’s new initiative is 13.
On 13, Brickhouse attempts to hit Sharknado with an unarmed attack. His unarmed attack is 17 dice, with a limit of 9.
17d6.hits(5) → [2,5,2,5,1,4,2,5,6,3,4,2,4,4,2,1,5] = (5)
Sharknado chooses to Dodge, adding his gymnastics skill to his defense. His initiative is now 20.
Sharknado is avoiding Brickhouse’s attack with his Reaction, Intuition, and Gymnastics Skill. His quality “Natural Athlete”, as well as his adept power and Qi Focus for Combat Sense also contribute to this test. His total dice pool is 27.
27d6.hits(5) → [5,4,5,5,1,5,4,1,6,4,5,2,2,3,6,6,3,4,5,3,5,3,3,2,6,3,1] = (11)
11 hits. Sharknado easily avoids the attack.
“Brickhouse counters with a MASSIVE right hook, but Sharknado ducks under it easily.”
“So long as he’s able to avoid that right, I don’t see how Brickhouse is hoping to get a punch in Joe.”
[ Spoiler ]
Turn 1, Round 2.
-10 to the initiative score.
Sharknado goes on 10.
Brickhouse goes on 3.
Sharknado goes first.
Sharknado attacks Brickhouse with an unarmed attack. His unarmed attack is 19, with a Physical Limit of 11.
19d6.hits(5) → [4,2,1,1,2,1,2,4,4,4,1,3,4,3,4,4,5,5,4] = (2)
2 hits.
Brickhouse chooses to attempt to evade without dodging. His dice pool is 10.
10d6.hits(5) → [2,3,3,4,4,6,1,1,6,6] = (3)
3 Hits. Brickhouse avoids the attack.
Brickhouse goes on 3. Brickhouse attempts to hit Sharknado with an unarmed attack. His unarmed attack is 17 dice, with a limit of 9.
17d6.hits(5) → [4,3,5,6,2,2,2,4,2,5,4,5,1,1,5,2,6] = (6)
6 hits.
Sharknado chooses to Dodge, adding his gymnastics skill to his defense. His initiative is now 5.
Sharknado is avoiding Brickhouse’s attack with his Reaction, Intuition, and Gymnastics Skill, along with other modifiers. His total dice pool is 27.
27d6.hits(5) → [3,6,6,2,5,1,1,1,6,3,5,5,5,1,1,1,3,1,5,1,1,2,4,6,3,6,2] = (10)
10 hits. Sharknado avoids the attack.
“A sloppy exchange; neither fighter is able to land a decent shot; they’re trading punches, but both are pivoting and parrying attacks easily.”
“This could be a long fight if neither is able to land a punch.”
[ Spoiler ]
Neither fighter has enough initiative for a 3rd round. New initiative.
Turn 2 Initiative.
Sharknado rolls 13 + 4d6
13+4d6 → [13,1,1,1,1] = (17)
Brickhouse rolls 11 + 2d6
11+2d6 → [11,3,3] = (17)
A tie. To resolve the tie, use ERIC (Edge, Reaction, Intuition, Coin Toss)(NOT Reaction, as I would have presumed). Sharknado has an Edge of 3, so he goes first.
Sharknado attacks Brickhouse with an unarmed attack. His unarmed attack is 19, with a Physical Limit of 11.
19d6.hits(5) → [2,3,4,6,1,6,1,1,1,6,6,5,5,1,2,3,4,4,4] = (6)
6 hits.
Brickhouse chooses to Dodge, adding his gymnastics skill to his defense. His Initiative is now 12.
Brickhouse is avoiding Sharknado’s attack with his Reaction, Intuition, and Gymnastics Skill, plus other modifiers. His total dice pool is 22.
22d6.hits(5) → [1,5,5,6,2,1,2,5,2,6,3,5,2,3,4,3,3,3,4,6,6,3] = (8 )
8 hits. Brickhouse evades.
On 12, Brickhouse counter punches.
Brickhouse attempts to hit Sharknado with an unarmed attack. His unarmed attack is 17 dice, with a limit of 9.
17d6.hits(5) → [5,5,3,1,4,6,2,1,4,1,5,4,6,3,1,2,5] = (6)
6 hits.
Sharknado chooses to Dodge, adding his gymnastics skill to his defense. His initiative is now 12.
Sharknado is avoiding Brickhouse’s attack with his Reaction, Intuition, and Gymnastics Skill, along with other modifiers. His total dice pool is 27.
27d6.hits(5) → [3,1,1,3,3,4,2,4,5,4,5,5,4,6,2,2,5,3,2,3,2,6,4,2,6,2,2] = (7)
7 hits. Sharknado evades.
“Normally, Sharknado is much faster, but it looks like both swung at the same time there.”
“Still, neither is getting a clean shot in; mostly glancing blows and minor jabs that aren’t doing any real damage to their opponent.”
[ Spoiler ]
Turn 2, round 2.
-10 Initiative.
Both fighters go on 2, but Sharknado goes first because his Edge is higher.
Sharknado attacks Brickhouse with an unarmed attack. His unarmed attack is 19, with a Physical Limit of 11.
19d6.hits(5) → [1,3,5,6,1,3,5,4,4,1,5,5,3,1,4,6,4,5,3] = (7)
7 hits.
Brickhouse does not have enough initiative to Dodge, so he attempts to evade. His dice pool is 10.
10d6.hits(5) → [6,6,6,6,6,5,3,1,6,5] = (8 )
8 hits. Brickhouse evades (!!).
“Another exchange, and SOMEHOW Brickhouse avoids getting tagged- that was amazing! Sharknado is exposed to a counter!”
[ Spoiler ]
Turn 2, Round 2.
Brickhouse attempts to hit Sharknado with an unarmed attack. His unarmed attack is 17 dice, with a limit of 9. Brickhouse is using his 1 Edge pool to “Push the Limit”, adding it to his test and making his 6s subject to “the Rule of 6”. His dice pool is now 18.
18d6.hits(5) → [6,4,2,1,5,4,4,6,5,1,4,1,6,2,2,5,1,3] = (6)
3d6.hits(5) → [6,5,5] = (3)
1d6.hits(5) → [5] = (1)
10 hits.
Sharknado does not have enough initiative to Dodge. He will attempt to evade, and add his Edge to the test. His dice pool is now 16, with exploding 6s.
16d6.hits(5) → [2,6,3,1,4,4,1,5,6,1,6,1,6,1,5,5] = (7)
4d6.hits(5) → [4,2,1,5] = (1)
8 hits. Sharknado is hit.
Sharknado is resisting 14P damage. He will roll his Body of 8, and add his edge (reducing his edge pool to 1 of 3). He rolls 11 dice, with exploding 6s.
11d6.hits(5) → [1,4,3,1,5,6,2,4,3,6,3] = (3)
2d6.hits(5) → [4,2] = (0)
3 hits. Sharknado takes 11P damage. He is now at 11/12 damage on his physical condition monitor.
Any character who takes 10 or more boxes of damage after a Resistance Test in a single attack is always knocked down.
“Oh, that uppercut sent him back in time! He’s throw clear off his feet and onto his back; that would have torn off nearly anyone’s head!”
“Let’s see if he wants to continue, that punch was hard enough to make anyone question their profession”.
[ Spoiler ]
Turn 3.
Sharknado will roll initiative for this round to attempt to stand up.
Sharknado’s initiative is 13 + 4d6, -3 for his wound modifiers. He rolls 10 + 4d6.
10+4d6 → [10,6,4,6,2] = (28)
Sharknado goes on 28.
Brickhouse rolls 11 + 2d6
11+2d6 → [11,3,2] = (16)
Brickhouse goes on 16.
On 28, Sharknado uses a simple action to attempt to stand. This is a Body + Willpower test with a threshold of 2 (wound modifiers apply).
Sharknado’s Body (8 ) + Willpower (3) - Wound Modifiers (3) = 8 dice.
8d6.hits(5) → [2,2,6,2,6,6,2,2] = (3)
3 hits. Sharknado is able to stand.
Because Sharknado is a Shark Adept, there is a chance he will go berserk and attack without regard for his safety. He must make a simple Charisma (1) + Willpower (3) - Wound Modifiers (3) Test (1 die). His rage lasts a number of turns equal to 3 - his hits.
1d6.hits(5) → [5] = (1)
1 hit. Sharknado will be berserking for the next 2 turns.
“Sharknado pops up like he’s got a spring in his rear, and goes after Brickhouse without any regard for his own safety!”
“The ref should stop this fight, he’s going to get himself killed!”
[ Spoiler ]
Turn 3, Round 1.
Sharknado spent his turn standing.
On 16, Brickhouse will attempt to hit Sharknado with an unarmed attack. His unarmed attack is 17 dice, with a limit of 9.
17d6.hits(5) → [3,5,1,3,6,6,6,4,3,6,4,3,3,6,1,1,1] = (6)
6 hits.
Because he is berserking, Sharknado will not attempt to dodge. He will attempt to evade using his Reaction (8 ) + Intuition (5) - Wound modifiers (3) for a dice pool of 10. He will add his last point of edge to this test, bringing his total dice pool to 13, with exploding 6s.
13d6.hits(5) → [5,4,6,5,2,3,2,2,2,3,2,3,4] = (3)
1d6.hits(5) → [2] = (0)
3 hits. Sharknado is hit.
Sharknado is resisting 15P damage. He will roll his Body of 8.
8d6.hits(5) → [5,3,2,2,4,1,3,3] = (1) hit.
Sharknado takes 14P damage. Added to his current 11P, that puts him at 25P. Any damage in his overflow over his Body score of 8 means he's dead; Sharknado is at 25P of 20 boxes.
“Dear God! Sharknado popped up and ran right into Brickhouse’s first square. Brickhouse’s hand went straight through the back of his skull!”
“This one is going to be a highlight classic!”
“I may be sick, but I can’t turn away! Brickhouse manages to get the corpse off his arm, and it’s still flopping around like a dead fish in the ring!”
“To be honest Joe, I’m beginning to wonder if we should think about making some rules about metal fists for our little fights here.”
“That seems reasonable, given the outcome.”
“Total stats for the fight: 9 seconds, with Brickhouse out punching Sharknado 2 to 0.”
“We really need to get them some gloves, or something.”
“Thanks again for watching, good night!”