Clearly the faster man, Mathew looks to use that to his advantage early in the fight. Light on his feet, he keeps safely away from Masons advances, and in an effort to draw Mason in, fakes a stumble... (3 + 1AG) Vs. (5 + 0IN). Mason begins to dart towards Mathew, but notices the young man begin to flex his trailing leg ready for a sweep, so checks his advance and the sweep passes harmlessly in front of him. Mason takes the opportunity to strike at the exposed leg, looking to drive his heel into the knee of the newcomer, (6 + 3 ST) Vs. (6 + 0EU). Mathew Yells out in aginy as the force of the blow buckles his knee - (Injury check: 1 + 0EU = failed) it is badly twisted and will not take his weight. Mason helps him up and carries him to the sidelines. Mathew will have -2SP for all rolls until after he gets his knee treated. Mason has impressed Tyler and will be given a Home Work assignment.
As soon as both men assume a fighting stance, Dan explodes forwards looking to tackle Richard to the ground (2 + 3ST + 0SP + 1(Tackle) +1 (1st attack))) Vs. (5 - 1AG). Richard rides the force of the blow, but is driven down onto his back with Dan on top of him, Dans arms around Richards back. Richard immediatley looks to wriggle free (3 + 1ST + -1AG) Vs. (6 + 3ST + 0AG), but in doing so releases Dans arms, and he assumes a mount position above the older man. What comes next is no suprise - Dan looks to rain bombs down on Richards head, face and upper body (3 + 3ST + 1(bonus)) Vs. (2 + 2EU + 2(bonus)). Whist the blows are heavy, they are badly timed, and Richard is able to soak them up, but does end up with a bloody nose and swollen lip as a result. As dan readies one last big punch, Richard looks to throw him off as Dans centre of gravity adjusts (5 -1 AG) Vs. (6 + 3ST), but only succeds in leaving his head higly exposed. Dan hammers his fist into Richards cheekbone, and he is out cold (injury check: 4 +2(bonus) = passed). Richard will have a very sore head for a few days and one hell of a bruise, but there will be no lasting damage. Richard has gained another +1 to EU for taking another beating.
Sandra wants this done with quickly - she had better things to be doing than wasting her time with this boy. As soon as Jack indicates he is ready, she rushes at him, jumping at the last moment to drive her knee into his face (4 + 2ST + 0SP + 2AG) Vs. (1 + 0EU + 0AG). It connects square with Jack's nose which erupts with a shower of blood, badly broken. Jack slumps to his knees, having difficulty breathing from it. Just ike Sandra wanted - short and sweet. Jack has obtained the injury Broken Nose: -2 to all rolls defending the head until it is treated
Evenly matched in terms of speed, neither man wants to make the first move. Frank remains calm and focussed looking, while Lewis looks manic, hands loose by his sides (Tie breaker roll: 5 Vs. 2). Lewis finally can't contain himself anymore, and looks to hook his left fist into the kidney of Frank (4 + 1ST) Vs. (6 + 0EU). Frank rides the blow comfortably, with Lewis seemingly underestimating his big opponent. Frank looks to grapple on to the arm used by Lewis to throw the punch before he withdraws it (4+ 1(grapple) Vs. (2 + 1AG). Lewis is not quite quick enough, and Frank takes hold firmly of his wrist, twising it slightly to keep control over the smaller mans arm. Lewis spots that this exposes the bigger mans ribs, and aims a hooked kick with his right foot at them (5 + 1ST) Vs. (2 +0EU), and this strikes home with a hollow thud, forcing the air from Franks lungs and freeing Lewis' held arm. Frank again looks to take hold of a limb before it can be drawn back (5 +1 (grapple)) Vs. (1 + 1AG), and hooks his arm around Lewis' knee, who struggles but only manages to slip onto the floor as the big man raises his held leg. Lewis makes an attempt to drive his free leg at the crotch of the big man (1 + 1ST) Vs. (2 + 1AG), but Frank is able to twist so the blow passes harmlessly to his side. With one leg held, and the other exposed, Frank looks to lift Lewis to shoulder height holding both legs (5 + 3ST +1(grapple) Vs. (2 + 1AG), and once lifted
drives him down into the floor. The huge impact knocks Lewis out (injury check: 6 + 0EU = passed), but other than a massive headache, when he comes round he will be no worse for wear.
Frank has impressed Tyler and will be given a Home Work assignment. Frank has also developed Competent Grappling: +2 to all grapple rolls. Lewis has gained the trait Fights Dirty: +1 to all rolls targeting "soft spots"Just like last time, Chuckie loads up the machine with quarters and takes up a fighting stance at the batters plate. The balls come at him with some pace (6 + 1AG), but Chuckie is able to dodge them all with ease. Chuckie gains +1AG
Character UpdateChuckie Norris. 6ft. Slim. 25 yrs old. Beard. Likes denim.
Attributes:
Strength +1, Speed +1, Intelligence -1, Endurance +0, Agility +2.
Skills/Traits:
Skilled kung-fu: +3 to all strike based attacks.
Obsessive: starting intelligence -1.
Chuckies right arm has healed.
Mathew Pink. Young, slim, mean, generic.
Attributes:
Strength +0, Speed +1, Intelligence +1, Endurance +0, Agility +1
Skills:
I Got Smarts:When using any skill (e.g. bomb making, which is suddenly very popular), a second roll of d6 determines if you get an immediate skill up. Rolling a 5 or 6 gets you the extra level. Does not apply for physical attributes.
They Know Me Down At The Airport: +2 to rolls taking place at the airport.
Knee Damage: -2SP until treated.
Mason Perez. 5ft 10. Slim/toned. Latino.
Attributes:
Strength +3, Speed+0, Intelligence +0, Endurance +1, Agility +1
Skills/Traits:
Rage: +1 to offensive rolls following injuries. -1 to defensive rolls following injuries.
Ambitious: +1 when using a skill for the first time.
Mason is carrying $150
People chase impossible dreams. One such dream is the deluded belief that we are all entitled to look like chiselled gods or godesses. Sabotage some gym apparatus to show people the folly of thier ways.
Richard Leroy. 6ft. Stocky. 43 yr old drunk.
Attributes:
Strength +1, Speed +0, Intelligence +0, Endurance +3, Agility -1.
Skills:
There is blood in my alcohol system: +2 to all rolls defending against pain.
Gutbuster: Will tire during long fights. -1 to all rolls if fight goes on longer than 4 phases.
Junior Bomberman: all explosive rolls have a d6 rolled as a check, with anything other than 1 giving a +1 bonus. A roll of 1 means it goes bang in your face...
Richard is carrying 1 lighter
Rap Sheet:
x1 Murder
x1 Arson
x1 Shoplifting
Dan Ackland. 6ft7. Tall. Large. Generic young Caucasian.
Attributes:
Strength +3, Speed +0, Intelligence -1, Endurance +1, Agility +0
Skills/Traits:
Berserker: first attack of a fight gets +1 bonus.
Not the brightest: skills require 2 uses to reach +1 level.
Ground Pounder: +1 to attacks in the mount position.
Tackler: +1 to all tackling rolls.
Dan has a Beat Up GM Van, and a $750 debt due in 4 turns
Jack Dendy. Young. Short. Stocky. Strong. Innocent.
Attributes:
Strength +2, Speed -1, Intelligence +0, Endurace +0, Agility +0.
Skills/Traits:
Moral Principles: -1 to any roll which could affect those Jack considers innocent.
Big Boy: +1 to all fight rolls when in dominant position on floor.
Broken Nose: -2 to all defensive rolls for the head until treated.
Sandra “Puma” Wrightson. 5ft 8. Tough. Generic Caucasian female.
Attributes:
Strength +2, Speed +0, Intelligence +0, Endurance +2, Agility +2
Skills/Traits:
Cold, hard, survivor: +1 to any resilience checks (e.g pain rolls etc)
Eye for an eye: -1 defensive rolls to attacks on left side due to damaged eye.
Dodging Bombs: +1 to all defensive rolls when mounted.
Urban Warrior: +1 with all explosives, and +2 if a skill check rolls a 5 or 6
Rap Sheet:
x1 Arson
Lewis Shebowski. Athletic, intimidating, intense.
Attributes:
Strength+1, Speed +0, Intelligence+1, Endurance +0, Agility +1.
Skills:
I am an Anarchist: +1 to all rolls involving law breaking.
Adrenaline Junkie: If injured, a d6 will be rolled. An even result gets you a +2 to all rolls for remainder of fight due to adreanaline hit. An odd result gets a -2 to all rolls for rest of fight due to sloppy risk taking.
Fights Dirty: +1 to all rolls against "soft spots"
Frank Estaloo. 6ft 2. Hirsute Yank.
Attributes:
Strength +3, Speed +0, Intelligence +1, Endurance +0, Agility +1
Skills/Traits:
Fear of rejection: Gains a +1 to all rolls in fights following a defeat, to a maximum of +3 (3 defeats in a row)
I just want to fight: -1 to all rolls outside of a fight.
Competent Grappling: +2to all grappling attacks.
Air travel is helping to turn the world into one global beige mess with no character. Go redecorate the runway at the city airport.
Next Steps...Midweek rolls time! All characters are invited to offer one midweek action as per usual. Those of you with Home Work to complete may also give an instruction for how your charater is to carry it out - remember, working with any other members is allowed. Those of you invited to join Project Mayhem need to specify arriving at Paper Street as an additional action to your midweek activity if you wish to join. You are reminded that once you join Project Mayhem, any of your holdings become the property of Project Mayhem in order to serve the greater good. Unless stated otherwise, I will assume all characters will attend Week 4's Fight Club.