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Remora
Aug 15, 2010

Let’s All Play At the House of Spirit: Jiujitsu Orc Tycoon

Please stop by #at-the-house-of-spirit on the Discord!

At the House of Spirit is a game about building the most prestigious clan of fighters in a fantasy mixed-martial arts league - fantasy as in genre. You play the manager of a stable of fighters, recruiting new talent, developing your fighters, and trying to get as many pieces of metal into your trophy case as you possibly can. Perhaps, you could even aspire to win the Brutality Magazine Lifetime Achievement Award - the Golden Playbook itself, a ticket to a lifetime of lucrative consulting jobs.

How do we play?

Signups are open through Wednesday, April the 24th. There are an unlimited number of slots, but the details of the game depend on how many of you want to play. Post that you want to manage a clan, call it whatever you want, give yourself a specific name if you want (I will default to your forum handle), write a little blurb if you want, and when time elapses we’ll organize a draft so you can pick your fighters for the first in-game year. I don’t want people to be overwhelmed, so your clan will probably max out at ten fighters, less if there’s a good number of players interested. And by no means do you have to run with the maximum - if you only want to deal with managing three fighters (or whatever), just make a note of that and I’ll respect it.

The loose cycle of play goes as follows. I’ll put out the House’s fighter rankings, and a list of the fights the House would like to make. You all agree, or disagree, and we go back and forth until we have a full stack of fights. I go run the fights, come back with write-ups of the fights and results, and you get the opportunity to spend some of your fighters’ hard-earned experience on upgrades. I will be writing up the fights, not just listing the bare results.

Sometimes fighters will retire, sometimes we’ll get new fighters, sometimes a horrific scandal will hit the streets, sometimes we’ll have special one-off tournaments, and I’ll try to write some little flavor articles about the city and stuff that’s going on as we go. Flavor and style are the order of the day here - I want something weird that people will enjoy reading and participating in, and I encourage you all to write content - if you want to run it past me first, you can PM me on the forums or send an email to soyouwannaclickheads at gmail, but you can :justpost: too.

I think an in-game year will have chances for each fighter to fight up to five times, and earn enough points to spend them on two things (or more, if the fighter does quite well). At the end of the year, Brutality Magazine will do their annual awards, and some of you will wind up with more bragging rights than others. Then we start again, next year.

This is a totally homebrewed thing, loosely based on a table-top roleplaying fight engine called Full Impact MMA (I’ve made a lot of changes). The first in-game year is going to be kind of a test run, and I’ll be explicitly soliciting feedback at the completion of the first in-game year - what works, what doesn’t, what changes everyone would like to see. I want this to be a fun thing for everyone. If we need to make changes mid-year, that’s doable too.

What if I miss signups?

Well, post anyway. Either I’ll take pity, or I’ll put you on the shortlist for the next expansion. I figure adding new players after each in-game year will probably be about right - it depends on how long this stuff actually winds up taking. This is new to me too, frankly.

Who's signed up now?

The Slam Sector, led by Waroduce (played by Waroduce)
The Order of the Emerald Flame, led by Sandy Ravage (played by Liquid Communism)
The Fivefold Way Monastery, led by Oki the Pentamaster (played by Plutonis)
The Rough and Tumbles, led by Yiiradru (played by Jossar)
The Infinite Dragon Blood Typhoon Dojo, led by Ultimate Supreme Grand Master Blackbane, Deadliest Drow Alive (played by Coward)
The Most Noble Order of the Squared Circle, led by Lady Giliea Lightblade (played by Shogeton)
The Stakehouse, led by Root Krass (played by Tyrannosaurus)
The Brawler's Parliament, led by Unit 7160523 (played by Rhyos)
Nirvana Ultimate League Limited, led by TOCS (played by Tricky Dick Nixon)
The Brotherhood of the Ring, led by Fillifa Tuck (played by Everything Counts)
The Toolbox, led by Chak Queztal (played by Not Alex)
Slamonomicon, led by "Mister" Nedrazeer (played by TheNabster)
The Golden Hoard, led by Vaelastraszeryx (played by The Lord of Hats)
Demon Clergy Traveling Tavern, led by Libationer Hu (played by AnAnonymousIdiot)
World Wildlife Wrestling Federation, led by Barnabus T. Brackenleaf (played by Prince of Space)
The Path of Fire and Shadow, led by High Magus Fitzjeed (played by I R SMART LIKE ROCK)
The Stoned People's Army, led by Coach Mergoyle (played by KhediveRex)
The Long Fight Clan, led by Fabero (played by Aabcehmu)
The Incentive for Kulturally Expanded Assault, led by Kalle Anka (played by Swedish Thaumocracy)
Da Krew, led by Da Biggest (played by Apocron)
The Circus of Fools, led by Two Suns (played by AJ_Impy)
The Dick Kickers, led by Virg InCel (played by Spermy Smurf)
Borris's Brawlin' Beggars, led by 'Blind' Borris (played by Arcanuse)
The Menagerie, led by Marquise Adelina Francesca de Neraglia (played by paradoxGentleman)
Hero Souls, led by Sezethsiel "The Stone Snake" Ezlanti (played by Tias)

What are we doing right now

Well, there's a list of fighters over yonder, in preparation for the coming draft - 64 from each weight class right now. Biographical blurbs will be coming, but I figured - no reason to make you guys wait if I have everything except that done. You can export that document so you can play around with it. What format the draft will take is up for debate, but I'm leaning towards a randomly-seeded snake draft. After the draft, we'll start the first tournament, so we can crown three lucky so-and-sos champion.

So what does a fighter look like in this system?

I will be randomly generating beginning fighters - I will supply them with a little blurb, when we get there, but feel free to write your own. There will also be opportunities later on to submit fighters to be recruited. There will probably be 32 fighters for each of the three weight classes when we start the draft - maybe more, maybe less, depends on how many people we get. Here’s what I have right now as far as player-facing export, this is an example of a starting fighter:

FirstName 'NickName' LastName
Manager: Shepherd of the House
Middleweight (Wood Elf)
Striker: Eijixsjir/Moonlight
Record: 0-0-0, 0 DQ
Workrate: Moderate
Health: Poor
Offense: 144
Defense: 85
Finishing: Bronze
Chin: Silver
Heart: Bronze
Tenure: 0 years
Career Strength: 10
Signature: Clinch Knee to Head (0)
Experience: 0 (0 available)
Biography: As a child, FirstName’s village was burned to the ground by bandits...

When the draft hits, I will post every generated fighter in this approximate format, and probably write a little biographical blurb for them. Let’s go down the list.
Manager: If this is a player, your name goes here. The Shepherd of the House is the NPC manager - if a fighter doesn’t belong to a human player, he’s being taken care of by the House. The Shepherd always agrees to fights and never spends experience.
Weight and Race: There are three weight classes recognized by the House: Featherweight (<100lb), Middleweight (100-185lb), and Heavyweight (185+lb). Generally there is no movement between weight classes, heavyweights as a rule are well over two hundred pounds, and featherweights are races that can’t really get bigger than eighty pounds or so. There are seventeen races: aasimar, dragonborn, drow, gnome, goblin, halfling, high elf, hill dwarf, human, kobold, mountain dwarf, orc, tabaxi, tiefling, triton, wood elf, and yuan-ti.
Type and Style: Fighters are either Strikers or Grapplers, reflecting their primary area of emphasis. I put together a list of fantasy martial arts styles, because listening to arguments about real world style matchups is something I don’t think is going to be super fun for the thread. There are 21 striking and 12 grappling styles, which are currently mechanically identical. Every fighter has a striking style and a grappling style.
Record: Wins, losses, draws, and disqualifications within the House of Spirit. Most every fighter good enough to make it in the House has a record elsewhere, but the House has a real “if you’re not here, you aren’t anywhere” perspective.
Workrate: Rated on a five-point scale: Minimum, Low, Moderate, High, Maximum. Workrate is how frequently a fighter is on the attack. A low workrate is not necessarily bad, if coupled with a high Defense. Likewise, a high workrate won’t deliver good results without a high Offense.
Health: Rated on a three-point scale: Poor, Average, Good. Health is a representation of how frequently a fighter suffers injuries in the ring. It happens to everyone, but some people more often than others. Injuries range in severity from virtually unnoticeable to life-threatening.
Offense: A numerical rating of how powerful a fighter’s attacks are. Starting fighters range from 139 to 148. Offense has no actual ceiling. Higher Offense ratings, generally, give better chances for favorable decisions and TKOs.
Defense: A numerical rating of how good a fighter’s defense is. Starting fighters range from 70 to 140, and theoretically maxes out at 240. Not all fighters are capable of achieving that level, and there will be a note when a fighter has achieved their maximum possible defense level. The higher a fighter’s Defense is, the more often they will block (or even counter) an opponent’s attacks.
Finishing: Rated on a five-point scale: Bronze, Silver, Gold, Platinum, Legendary. Higher Finishing ratings mean that a fighter has a better chance of getting a knockout or a submission during a fight.
Chin: Rated on a five-point scale: Bronze, Silver, Gold, Platinum, Legendary. A better Chin means it’s harder to knock a fighter out, but everyone has an off day.
Heart: Rated on a five-point scale: Bronze, Silver, Gold, Platinum, Legendary. A better Heart means it’s harder to submit you, but it’s never impossible.
Tenure: How many years you’ve been in the House. If you finish a year with a Tenure higher than your Career Strength, it’s time to find another vocation. The Elvish Foreign Legion’s always hiring...
Career Strength: How long you’ve got to stay in the game. Things that can drop it: scandals, injuries, particularly bad losses. Things that can boost it: wins, awards, title fights. Starts at 10 by default.
Signature: Everybody’s got their special move. Here’s yours. The number at the end reflects the strength of your signature move - your signature move is always one of your strongest, but you can polish it further.
Experience: How much you’ve earned, and how much you have to spend. This is how you improve as a fighter.
Biography: Your story, as well as any awards you’ve earned.

How about fights?

They look mostly like real-world MMA fights right now. Three five-minute rounds, three judges using a ten-point must scoring system (each possibly bringing their own biases to the table), and a referee. The primary difference is that since there won’t be multiple title fights on a single night, there’s no time limit on title fights - they go on as long as they have to. In testing, I ran one title match that ended in the eighth round. There’s also the possibility of special matches or tournaments that follow different rules.

Surely we can level up?

What form the managerial upgrades will take is still coming, but I can say that I can show you some of the ways your fighters can earn experience and spend it! ... It's not a long list right now. Bear with me.

Lose a match: 1 point
Win a match: 3 points
Lose a title: 2 points
Win a title: 6 points
Win by KO/Sub: +2
Win by TKO: +1
Lose by decision: +1
Win a tournament: Varying depending on size and "difficulty", but the 64-man tournament coming up will probably award 7 points to the eventual champion and 3 points to the rest of those finishing in the top eight.

Increase Primary Style Offense: Varies based on Offense Rating, usually <5 points but specific amount is listed on each fighter, cost increases as you purchase more, increases your Offense Rating
Increase Secondary Style Offense: Varies, usually <10 points but specific amount is listed on each fighter, cost increases as you purchase more, increases your Offense Rating
Improve Defense: 15 points, makes it more likely you will entirely block an opponent's attack
Improve Countering: 15 points, makes it more likely you will counter an opponent's attack
Increase Finishing: 20 points, makes it more likely that you will score knockouts (for Strikers) or submissions (for Grapplers)
Increase Signature Power: 6, makes your signature move more powerful
Improve Chin: 10 for Strikers, 15 for Grapplers, makes you harder to knock out
Improve Heart: 15 for Strikers, 10 for Grapplers, makes you harder to submit

Remora fucked around with this message at 21:07 on Apr 30, 2019

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Remora
Aug 15, 2010

:siren::siren::siren:Everything below this line is optional worldbuilding material. Read it if you want, don’t feel obligated.:siren::siren::siren:

The House of Spirit

The House of Spirit is a generations-old institution in the city of Goresbergh, the most prestigious unarmed combat championship in the entire world. The most promising unarmed fighters from around the world come to Goresbergh in the hopes of being crowned the House Champion, and perhaps one day joining the ranks of the Eternal Champions - and they need someplace to sleep and train while they make their dreams come true. That’s where you come in. As a manager, you have facilities and experts in Goresbergh to turn raw fighters into polished prospects.

Dramatis Personae

:catholic: The Master of the House: An elf of indeterminate but advanced age, the current Master is a flamboyant showman who speaks rarely and bewilderingly. Often seen eating whole bell peppers.
:psyduck: The Shepherd of the House: The current Shepherd is a perpetually exasperated halfling, as might anyone responsible for running a halfway house, world-class gymnasium, and mental asylum all at the same time.
:science: The Herald of the House: A short and wiry human, the Herald of the House is responsible for making fights happen.
:cop: The Guide of the House: The House employs several, but the Guide is responsible for the long-term health of every fighter who steps into his arena. Any decision to end a fight early is his, and it is unimpeachable.
:eng101: Oswalt Porridgepot: A reporter on House-related issues for Brutality Magazine. Mostly sticks to write-ups of House events.

In addition, the House currently has a bank of twenty judges to draw upon. They come and go. Each night, three are selected, and they all have their own biases.

:agesilaus:: Leshanna Selevarun. A former House Champion, Leshanna is partial to her fellow elves.
:banjo:: Myria Underfoot. A bard, she is partial to Faereisliesen fighters, ground-dancers, and Dance of Death stylists.
:angel:: Baramiel. An aasimar priest, he is partial to practitioners of both Aehamar and Laikat.
:devil:: Kali Laughter. A retired tiefling master thief, she is partial to both tieflings and aasimar - mostly because her “charity” infuriates Baramiel.
:clint:: Torbera Lutgehr. A dwarven paladin, she is partial to practitioners of Duchess and Lyssae.
:chef:: Ander Cherrycheeks. A renowned halfling chef, he is considered an impartial judge.
:geno:: Wuni. A goblin politician who reportedly involves herself in the House’s affairs as a hobby, she is considered an impartial judge.
:niggly:: Orryn Silverthread. A gnome mage, he is partial to practitioners of Rithad.
:ninja:: Vadania the Spry. A drow who ostensibly retired from a lucrative career as a jeweler, she is partial to practitioners of Zhauraj, Nightstalker, Moonlight, and Umbranox.
:reject:: Arnold Alder. A wizened old wizard, he is a great believer in seniority.
:zombie:: Quarethon of Pyraxtallinost. A dragonborn lich, he is partial to practitioners of Eijixsjir and Sjir Darastrix.
:jebstare:: Shulali. A yuan-ti warlock, she is partial to practitioners of Tss’Ulatasss.
:smug:: Aramil Horineth. An elven silversmith, he is partial to practitioners of CORIMDA and Paura.
:wooper:: Caspian. A merfolk sage, he is partial to mer-wrestlers and druidic earth-fighters.
:mil101:: Chrola. A kobold who retired from the Dwarven Free Companies, she is partial to Akor-rin, Gentle Art, and Mageslayer stylists.
:ironicat:: Endless Reflection of the Musing Glades. A tabaxi traveler who has semiretired to Goresburgh, he is considered an impartial judge.
:orks101:: Throkk. An orcish barbarian, he is partial to practitioners of Khaanukh and the Way of the Warg.
:smaug:: Gurgorrhim. An ancient green dragon who self-nominated to his position as a judge, he is partial to kobolds and dragonborn.
:iit:: Gimmert Ungart. A dwarven sorcerer, he is partial to his fellow dwarves.
:shobon: Agatha Butler. A human doctor, she is usually very forgiving towards the losing fighter.

Venues

The House will hold its events in varying locations in and around Goresburgh. A non-comprehensive list follows.

Anthe’s Glade: A dryad named Anthe maintains a place of power near the city, and fortunately for the House, she enjoys nothing more than watching humanoids hurt each other. The House cleans up after the event, and in exchange, she doesn’t kill anyone.
The Badlands: Sometimes, the House just doesn’t want to use any of its money or influence arranging a venue for an event. In those cases, they trek out to a spot on the nearby scrub plains, set up the cage, and let anyone who wants to watch figure out their own seating arrangements. The atmosphere at a Badlands event is decidedly laissez-faire, but often other entertainment companies get in on the action and turn it into a multi-day carnival.
The Blight: The Blight is the local slum, and although many well-to-do spectators won’t be seen there, the rent is cheap and the seats are good. The House has a standing arrangement with a few landlords to put a cage in one of the wider streets, with bleachers put up on the adjoining rooftops. Just watch your purse.
The Boneyard of Wee Jas: The local cemetery. Wee Jas’s priests have a long-standing arrangement with the House “in the pursuit of knowledge”. An amphitheatre at the center of the cemetery is padded and fenced in, with seats looking down into the ring.
The Burgher’s Manor: The house of the local lord. Goresbergh is ruled by a semi-hereditary noble called the Burgher, who lives in a manor he couldn’t possibly hope to use all of. Sometimes, the House makes a donation to the Watchman’s Ball, and coincidentally, the Burgher decides he would love to have a night of spectacle in his massive courtyard. One wing of his house has been semipermanently converted to bleachers for these (and similar) events.
Central Theatre: During the slow season, Goresburgh’s Central Theatre will sometimes lease its space to the House. The cage is half in the orchestra pit so the judges can get around the back of it, but the seating is the cushiest around, and the House makes a mint off the opera boxes.
Dock 14: The Thieves’ Guild has donated occasional use of their waterfront warehouse on Dock 14 to the House as part of a ... settlement for past inconveniences. Best not to inquire, really, just enjoy the fresh fish kebabs and the rafter seats.
Drut Ruins: A canyon about half a day’s travel outside the city used to be a city, and the walls of the canyon still have buildings carved into them. Local laws prevent permanent occupancy, but as far as the House is concerned, it’s a free stadium for those willing to make the trek out.
The House Garden: For truly special events, the House maintains a picturesque garden on its grounds. These events are usually an invitation-only affair for a single, special fight.
Lop Island: Out in the local Whitecliff Harbor, there is an island with a permanently open portal to the Elemental Demiplane of Rabbits. The House, through some local druids, has negotiated use of part of the island every now and then for their use. Just don’t try to snack on any of the local wildlife - the dire buns have been known to take down mindflayers.
Pelor’s Cathedral: From time to time, the priests of Pelor can be persuaded (usually with money, sometimes with favors) to open their expansive cathedral for especially large and important events. An event put on at Pelor’s Cathedral has certain expectations around it.
The Temple of Kord: The god of athleticism, the priests of his Goresbergh temple are always willing to lend the House a space for a night. The seats aren’t very good, but the atmosphere must be experienced to be believed.
Whitecliff Harbor: On rare occasion, the House will hold an event out on a rented raft in the middle of Whitecliff Harbor, with seating aboard chartered galleons and a friendly water elemental named Razhag to keep the raft steady. The House doesn’t like going to this much trouble, so it’s usually to spruce up an event that they don’t expect a lot of people to want to see in a more traditional arena.

Striking Styles

Aehamar (Striking): A formerly-secret style taught in certain activist churches, aehamar is an aggressive close-quarters fighting style using the “eight weapons” of fists, elbows, knees, and feet. Clinch-fighting is common, but long-range kicks are taught as well. Aehamar practitioners consider mercy to be an unfortunate accident that happens to other people.
Barak-rin (Striking): “The way of strength”, a traditional dwarven martial art so prolific it’s barely considered an art at all. Barak-rin might best be described as “the greatest hits of bar brawling”, an art noted for its heavily improvisational style and emphasis on one-hit solutions. Barak-rin champions are especially noted for their defensive techniques and strong guards.
Bondtzi (Striking): “The Great Leap”, bondtzi is a tabaxi style focused on controlling distance - moving in and out at will while denying the opponent the ability to change distance. The style’s attacks are much less effective if your hands lack claws, but the general ethos is applicable for anyone.
CORIMDA (Striking): The martial art of elven marines, CORIMDA was developed by common enlisted consensus from the results of innumerable bar brawls and cathouse fights, with help from opposition reports courtesy of elven shore patrol, and was formally adopted by the Elvish Foreign Legion. It emphasizes close-quarters fighting, with heavy use of elbows and knees. CORIMDA is supposedly an acronym, but nobody is willing to say what it stands for.
Dance of Death (Striking): A style by bards, for bards, the dance of death is almost exclusively a kicking style. Hands? Hands are for lutes. You’re not plucking anything with your legs, use those instead. Arm movements in the dance of death are almost purely defensive, but it turns out a kick from someone who would do a jig from sun-up to sun-down is not a joke.
Duchess (Striking): At one point, Duchess was named after an actual duchess, but that name has been lost to history. Duchess is the favored fighting style of many paladins. It features a strong, wide stance that makes for powerful punches, but loses a lot in the kicking and takedown defense departments. Duchess fighters also have strong guards and typically substitute a strong sense of balance for takedown defense - meaning they can hop on one foot and hit an opponent who is trying to take the fight to the ground.
Eijixsjir (Striking): “The Scroll of the Bloody Claw”, Eijixsjir is bareknuckle (scaleknuckle) boxing for dragons. The biting attacks don’t translate well for most species, nor do the various set-ups for breath attacks, but there’s nothing quite like Eijixsjir for wading in and putting fist to face all day long. The downside is that a lot of its defensive techniques assume that you possess a thick layer of scales.
Ekolanukh (Striking): An orcish clan of knights single-handedly originated this one-on-one school of honorable fisticuffs, emphasizing positioning and strong defenses to wear an opponent out and set up a knockout punch. Unfortunately, in most practical situations, anyone coming to blows with an orcish knight is not interested in an honorable resolution, and ekolanukh floundered in the discourse of combat until finding a place at the House of Spirit and similar enterprises.
Faereisliesen (Striking): The elven art of stage combat, “art-killing” is surprisingly effective when you stop pulling your blows. Its focus on acrobatics is not always productive, but it usually makes for an entertaining sight, and faereisliesen fighters generally have exceptional energy levels.
Jarghalaur (Striking): “Idiot’s Gift” is not a dwarven style, despite the dwarven name and outlook. The central idea of Jarghalaur is that whatever you think your opponent thinks you might do - don’t do that, do literally anything besides that. Jarghalaur is difficult to employ well, since “normal” strikes like “punches” are considered to be things you shouldn’t do, but doing a handstand and kicking your opponent in the face is considered excellent form. Most successful jarghalaur fighters instead simply add the catalog of strange, unnecessarily athletic maneuvers invented over the style’s lifetime to the established list of successful martial strikes and use all of them, but “pure” jarghalaur fights are a truly bizarre spectacle.
Khaanukh (Striking): “Style” is a strong word, but khaanukh is the word given to the combat style taught by most modern barbarian circles. Its emphasis is on an unending slew of all-or-nothing strikes, which is both easy to plan for and difficult to defend against - knowing the strike is coming and being able to do anything about it are worlds apart, and it turns out that being a one-trick pony is only a problem if the trick isn’t good enough.
Kherek-nor (Striking): The gobbish school of fighting, kherek-nor assumes that you will lose, and the true victory is in doing as much damage as possible to your opponent before the inevitable. Its fatalism has certain advantages - for example, a kherek-nor champion has effectively given up on the concept of fear.
Lyssae (Striking): A variant of Duchess, Lyssae fighters prefer a tighter stance and a looser, more eclectic approach to striking, mixing punches up with elbows and hammerfists. Lower-body movements still do not feature very much, but knees are often employed as a takedown defense where a Duchess fighter would not. Lyssae also has a number of techniques for striking off of one’s back.
Paura (Striking): The elven “path of peace”, paura is more of a method of meditation than a martial art, but paura monasteries have developed a defensive style that is now synonymous with it. Paura emphasizes outmaneuvering an opponent and breaking their stance, and places value on a single accurate strike to a vital location than simply hammering away at your opponent.
Rithad (Striking): The name is an untranslateable utterance - Gnomish has a word specifically for shouting after you’ve hammered someone in the wedding tackle without warning. Rithad fighters specialize in using minor illusions to set up their attacks while evading their opponents.
Sjir Darastrix (Striking): The “Scroll of Dragons”, sjir darastrix is a collective term for dozens of kobold martial arts based on the movements of dragons and dragon-like beings. The most currently popular is Bahamut-style, but the Chroma and Deathscale schools aren’t far behind. The common heritage of these styles include high activity rates, an emphasis on precision and economy of movement, and excellent footwork.
Thousand Cuts (Striking): Thousand Cuts is a martial art based around pure speed. Move faster, hit faster, dodge faster, win faster - if you hit an opponent three times for every time they hit you, you’re probably okay. A Thousand Cuts double-jab is a thing of beauty.
Tss’Ulatasss (Striking): Yuan-ti “mirror-fighting” is actually a mental technique. The style focuses on getting into the mind of an opponent and anticipating not only their movements, but their thought process to arrive at their movements. Fighting a tss’ulatasss master, it is said, is like fighting your own mind. Most practitioners favor a highly eclectic approach to their attacks.
Ulimaanze (Striking): The “noble art”, ulimaanze is the flagship martial art of the Gray Company, an international consortium of “differently abled paladins”. Allegations of war crimes, smuggling rings, extortion, and state-level bribery schemes follow the Gray Company constantly, but never seem to make it anywhere. Their style is more of a way of thinking about fighting - namely, how do I bend the rules to my advantage without actually breaking them? A common slogan of ulimaanze practitioners is “it’s only a crime if you get caught.”
Umbranox (Striking): Umbranox is a common sight on city streets, being a collection of street-fighting techniques built for the common thief and cutpurse. The focus of the style is on maintaining range and avoiding grappling attacks, with the eventual goal of escape. In most competitions, fleeing the arena is considered a forfeit, but being able to prevent a grappler from executing their game plan is a valuable skill.
Way of the Open Hand (Striking): At one point, the Way of a Open Hand was a coherent style, the go-to method of dispensing hand-to-hand pain for anyone from anywhere. That has not been the case for a couple of centuries now. Everyone who could find something to improve on, did so, and what was once a respected juggernaut in the martial arts world slowly became a many-faced gibbering mouther with no coherent philosophy whatsoever. Fortunately, the core philosophy is still there no matter how much you pile on top of it, and the core philosophy is “go fast, kick rear end”.
Way of the Warg (Striking): The Way is a style of fighting taught by totemic barbarians and druids, with an emphasis on body strikes. The Way has twelve (or so) relatively distinct “animal styles” underneath it, and a Way fighter switches between them as needed. Need a little more mobility? Try eagle style. Only one opponent standing? Maybe give bear style a chance. Fight not going so well? Gazelle style is here for you.

Grappling Styles

Akor-rin (Grappling): “The way of valor”, a constructed martial art taught by the Dwarven army. It emphasizes clinch grappling and takedown maneuvers, with preference given to fast and aggressive limb disablement. Akor-rin also emphasizes positioning in the clinch, the better to let your buddy hit your opponent in the back with a handy axe, but this is not typically relevant in nonlethal competition.
Alhion (Grappling): A fighting style of devilish origin, alhion teaches swift and automatic redirection of an opponent to set up a deathblow. Alhion champions have nigh-unstoppable throws and trip attacks, and are equally difficult to take to the ground. Stopping power is a problem in competition, since the classic alhion finishing move involves a rapier, but modern alhion practitioners are having a vibrant conversation on acceptable substitutes.
Earth-fighting (Grappling): Druidic earth-fighting is a semi-performative martial art used for non-lethal dispute resolution, entertainment, and exercise in many druidic circles. Blows to the face and broken bones are considered poor form, but whaling on someone’s liver and choking them unconscious are perfectly acceptable, and fights end when one fighter gives up or is unable to stand.
Ground-dancing (Grappling): Developed and favored heavily by halflings, ground-dancing is an evasive and acrobatic style based around nullifying attacks until the opportunity for a limb-lock presents itself. Halflings know better than to try to fight an entire opponent perhaps four times their size, but fighting a single limb is generally workable if you’re fast enough.
Laikat (Grappling): A celestial school of ground-fighting, the name is a word in a divine language that loosely translates to “no you will not”. It focuses on positional dominance over setting up specific attacks, giving it a reputation as an extremely patient style. Getting to the ground is generally accomplished through headlong, charging takedowns.
Mageslayer (Grappling): Mageslaying is a clinching art designed around a single purpose: kill the caster. Mageslayers use body blows and strangles to rob the mage of their ability to speak, limb breaks to remove their ability to make gestures, and eye gouges for... well, that’s just something mageslayers do for themselves. It does have to be cleaned up to be used in competition, but “no-nonsense” does not even begin to cover the mageslayer’s approach to combat.
Mer-wrestling (Grappling): The ancient mermish art of positional wrestling, mer-wrestlers have few tools for finishing a fight, but many ways to make an opponent wish that they weren’t in one - or at least that they could spend more of it on their feet. Mer-wrestling traditionally takes place entirely submerged, and fighting the added density of water makes fighting on land nearly relaxing by comparison. Above sea level, the real danger of fighting a mer-wrestler is gravity - eventually, you’re going to land on something that’ll break.
Moonlight (Grappling): An urban variant of Nightstalker, Moonlight fighters use more clinch-range strikes and limb attacks, but preserve the emphasis on quiet finishes. The primary difference is that Moonlight teaches “the Approach”, a system of fighting your way inside an alert opponent’s guard in the shortest possible amount of time, to secure a finishing hold.
Nightstalker (Grappling): A ranger-centric school, Nightstalker is as much a collection of stealth techniques as it is a fighting style. A Nightstalker fighter seeks to get into clinching range, and end the fight quietly and decisively, with a dizzying array of highly specialized chokes. Limb attacks are clearly the style’s lesser priority.
The Gentle Art (Grappling): It goes by many names, but when the town guard puts your face into the gutter, they’re almost certainly using some flavor of the Gentle Art. It’s a positional grappling style designed to gain control over the arms, ideally on the ground. Getting to the ground is generally accomplished with trips and throws rather than takedowns, but the Gentle Art has some excellent thoughts on the single-leg. The acceptability of a genteel elbow to the face varies by jurisdiction, but is generally “all right, as long as you don’t get too crazy”.
Zhauraj (Grappling): Drow tunnel-fighting. The real focus is on clinching, not so much on groundwork. Zhauraj fighters have a real advantage working against the cage, but a certain weakness in that small knives are not permitted in most competitions. It also loses a lot of its real-world applicability due to its emphasis on fighting opponents with unusual numbers of limbs.

Remora fucked around with this message at 03:02 on Apr 21, 2019

Remora
Aug 15, 2010

I might suggest submitting Seven as a fighter later and going with Ras as your manager now, if you're really keen on both, but if you're okay with Seven not actually fighting that's a perfectly cromulent manager concept too.

Fake edit because I got ninja'd: That is a marvellous idea and I will set up a discord when I get home - but I would like the good stuff to make it to this thread, I like the idea of this place being the "official record".

Remora fucked around with this message at 18:16 on Apr 19, 2019

Remora
Aug 15, 2010

It's totally cool. You've got a few days to think about what you want to go with.

Remora
Aug 15, 2010

So, I asked for a channel on the Discord Shogeton linked, when we get it I will add it to the OP. I'm going to keep signups open until Wednesday, but I will say I'm probably going to expand to 64 fighters per weight class based on current levels of interest. The draft will probably be snake-style - I'll probably give everyone a few days or a week to review the fighter list, then hand over a list of their top ten choices (or an algorithm, if you're that kind of person), run the draft until I hit a roadblock, rinse and repeat until everyone has their ten.

This first year will probably be all about the tournament to select our first champions - fighters knocked out of the tournament will get the chance to fight just as often, so they won't be penalized for crashing out. I am open to ideas on how the tournament works - my initial thought for simplicity was a straight-up single elimination tournament, but the Master is a crazy person, so anything could be on the table. We could even have different structures for different weight classes, now that I think about it.

By the way, if anyone has any thoughts on how to best to disseminate 192 of those statblocks, beyond just posting the Wall Of Text To End All Walls Of Text, I'm listening.

Remora
Aug 15, 2010

Tricky Dick Nixon posted:

You're going to run into just limitations of how many people can pay attention to. You're the guide here but if it helps at all it may be worth having people go from 10 fighters each to a smaller number as a base. I know that 192 fighters is already pushing it and if you want to have later expansions it might make sense to start smaller and build up.

I would recommend using a spreadsheet for all the vitals for choices. At least, that would be the easiest for me to sort through and make decisions based on.

Google docs spreadsheet is looking like a winner. I will re-iterate - I'll take your top ten choices in the form of an algorithm, as long as you can coherently explain it.

"I want to pick Sjir Darastrix strikers by best Offense regardless of weight class, break ties with Defense. Then Sjir Darastrix grapplers by the same rules. Then just find me the highest Offense ratings still available regardless of other factors."

"I want gnomes who use Rithad, highest Defense rating first. Then Rithad fighters of other races, starting with Featherweight and moving to other weight classes when they run out. If I don't make it all the way to ten, I don't care. Rithad 4 Lyfe."

"Deliver me the thickest chins available - heavyweights first, then going down the classes. I honestly don't care about anything else."

I would take any of those as legitimate instructions - and I have all these in a single referenced database, so filtering is easy for me to do.

Edit: And I want to re-iterate this as well - it's no more than 10. If you want to only run 4, hey dude, totally, I'm not here to soak your time, this is supposed to be a fun game for everyone regardless of how many fighters you're running.

Remora fucked around with this message at 22:54 on Apr 19, 2019

Remora
Aug 15, 2010

Welp, I went ahead and posted the initial roster of fighters minus the biographical blurbs here - no sense in making you guys wait for those. One thing I'm going to try out - each fighter has a randomly generated amount of experience, which, if you pick them up in the draft, you will be able to spend before we start the tournament. Just one thing I'm trying to make fighters behave a little less identically.

I also posted an initial and non-conclusive list of things that earn your fighters experience and how that experience can be spent. Let me know if you have any suggestions.

Edit: Oh, and, duh, I added our discord channel to the OP - many thanks to DogKisser(?!) and Shogeton.

Remora fucked around with this message at 06:13 on Apr 20, 2019

Remora
Aug 15, 2010

Hey, guys, quick mea culpa. Ya'll helped me find two errors in the output, which have been fixed and the output reuploaded.

First, I programmed the Health function backwards, so Poor was Good and Good was Poor. It's fixed now.

Second, Lyssae was marked as a Grappling style, not a striking style. All fighters who had Lyssae as a Grappling style have been changed to a random grappling style. I don't want to change any fighter's Striking style arbitrarily, so furthermore, any drafted fighter can have their striking style changed to Lyssae, just let me know. I might change some random undrafted fighters over to Lyssae later, but only AFTER we finish the draft.

Sorry about that, I'm only human.

Remora
Aug 15, 2010

Hey, everyone! This is your reminder that signups close at 8:30 Eastern, so get those apps in!

Edit: 8:30 PM. I'm not a monster.

Remora fucked around with this message at 12:56 on Apr 24, 2019

Remora
Aug 15, 2010

All right, everyone, signups are locked! Here are our initial 25 players, immortalized for posterity:

The Slam Sector, led by Waroduce (played by Waroduce)
The Order of the Emerald Flame, led by Sandy Ravage (played by Liquid Communism)
The Fivefold Way Monastery, led by Oki the Pentamaster (played by Plutonis)
The Rough and Tumbles, led by Yiiradru (played by Jossar)
The Infinite Dragon Blood Typhoon Dojo, led by Ultimate Supreme Grand Master Blackbane, Deadliest Drow Alive (played by Coward)
The Most Noble Order of the Squared Circle, led by Lady Giliea Lightblade (played by Shogeton)
The Stakehouse, led by Root Krass (played by Tyrannosaurus)
One of two promising concepts (played by Rhyos)
Nirvana Ultimate League Limited, led by TOCS (played by Tricky Dick Nixon)
The Brotherhood of the Ring, led by Fillifa Tuck (played by Everything Counts)
The Toolbox, led by Chak Queztal (played by Not Alex)
Slamonomicon, led by "Mister" Nedrazeer (played by TheNabster)
The Golden Hoard, led by Vaelastraszeryx (played by The Lord of Hats)
Demon Clergy Traveling Tavern, led by Libationer Hu (played by AnAnonymousIdiot)
World Wildlife Wrestling Federation, led by Barnabus T. Brackenleaf (played by Prince of Space)
The Path of Fire and Shadow, led by High Magus Fitzjeed (played by I R SMART LIKE ROCK)
The Stoned People's Army, led by Coach Mergoyle (played by KhediveRex)
The Long Fight Clan, led by Fabero (played by Aabcehmu)
The Incentive for Kulturally Expanded Assault, led by Kalle Anka (played by Swedish Thaumocracy)
Da Krew, led by Da Biggest (played by Apocron)
The Circus of Fools, led by Two Suns (played by AJ_Impy)
The Dick Kickers, led by Virg InCel (played by Spermy Smurf)
Borris's Brawlin' Beggars, led by 'Blind' Borris (played by Arcanuse)
The Menagerie, led by Marquise Adelina Francesca de Neraglia (played by paradoxGentleman)
Hero Souls, led by Sezethsiel "The Stone Snake" Ezlanti (played by Tias)

Rhyos, I think you were going with the warforged thing but I need you to confirm that.

We are now starting the Draft! It will be a seeded snake-style draft (1, 2, 3, 3, 2, 1), with players wanting lower numbers of fighters receiving higher seed priority than those who want more. This is to make sure that somebody who only wants to run one or two fighters gets one they really want, whereas people who want to run lots of fighters can comfort themselves with piles of thugs. Here's what I need from each one of you to proceed, I think two of you have already given me this stuff.

:siren: The number of fighters you ultimately wish to run with! This may be no higher than 10. I don't know how much time you want to try to sink into this, but lower numbers of fighters will take less of your time. I know some people have talked about running as few as four, and that's OK by me.
:siren: How you want me to choose your fighters! You can give me a specific list of dudes, or the criteria by which you want me to pick for you, or both, or you can literally tell me to pick randos for you according to my dangerous whims. I will stop the draft and come get ahold of you if I run into a situation where I can't make an informed choice.
:siren: Your vote on the next expansion! Currently we have 25 players, which could potentially be as many as 250 fighters. We only have 192. If we need an expansion, I will only be expanding one weight class, but which one should that be? You decide for me.

:siren:Your deadline for this information is 8:00 AM Eastern, Sunday April the 28th!:siren: I know that's a little weird, it's to give me some time to work on the draft before I DM that day. I will post a naughty list in the thread on Saturday to give you all a reminder. You can PM it to me, email it to soyouwannaclickheads at the google mails, PM me on the discord, post it in the thread, whatever.

We have the list of potential fighters :siren:here:siren: for everyone's perusal. I want to be clear that I have not been able to write all the bios yet, featherweights and middleweights are done, the heavyweights are a fourth of the way done and I am working on them, but I would encourage you not to wait for them just in case. You can blame City of Heroes for my laxity. But don't you dare blame it for anything. It's a tiny beacon of joy in the gently wibbling melancholy of existence and I love it so much.

I also want to open discussion for the initial year's tournaments. Any special tournaments you guys want to run for those no longer in the running for the title, the general format if you have strong opinions. Right now, if nobody has an opinion or a cool idea, I will run a straight single elimination tournament for each weight class, semirandomly seeded according to my secret sauce. Fighters who have been knocked out will continue to get the same opportunities to fight (subject to injury) that everyone else does, forming kind of an undercard for the main card tournament-relevant fights. If we do that, I will be awarding smaller just-for-fun titles to the eight finalists in each weight class. You'll see how that works later, if we go that route.

Remora
Aug 15, 2010

Apocron posted:

Da Krew isunt a bunch of pals trainin ta get stronger. It is 4 of the strongest. Can you choose us 4 strong greenskins or is that too vague?

I mean, it's vague so you'll get what my brainworms say you get, but "4 orcs please" is pretty straightforward.

Remora
Aug 15, 2010

They're done - all the bios for the first 192 fighters are done and dusted. Jesus. 10,625 words all told.

Edit: Working on the draft, and I believe I'm right in saying that we have dodged the expansion for this first year. With four people left to submit, if my math is right, we have a maximum possible draw of 189 fighters, leaving at least 3 to be managed by the House.

Remora fucked around with this message at 05:19 on Apr 27, 2019

Remora
Aug 15, 2010

Draft signups close tomorrow at 8 AM - three players have yet to supply their draft instructions. They are:

The Slam Sector, led by Waroduce (played by Waroduce)
The Stakehouse, led by Root Krass (played by Tyrannosaurus)
The Stoned People's Army, led by Coach Mergoyle (played by KhediveRex)

Friendly reminder that a lack of instructions leaves your stable's makeup entirely to my brain worms.

Remora
Aug 15, 2010

That's everyone. I'll hope to start the draft tonight, might not be until tomorrow. Good luck, everybody!

Edit: You saw nothing.

Remora fucked around with this message at 18:21 on Apr 28, 2019

Remora
Aug 15, 2010

Sorry for the double post, the draft is proceeding - Hey, Spermy Smurf - I know you want an even mix of weight classes, but if you have a perfectly even mix, what weight classes do you have a preference for, in order? If you don't have a preference I'll determine it randomly.

Remora
Aug 15, 2010

OK, I hit a stop instruction in the draft, so we are now waiting on :siren:Prince of Space:siren: to supply additional instructions for the 122nd pick of the draft.

The following stables have finished in the draft:
The Long Fight Clan, led by Fabero (played by Aabcehmu)
The Infinite Dragon Blood Typhoon Dojo, led by Ultimate Supreme Grand Master Blackbane, Deadliest Drow Alive (played by Coward)
Nirvana Ultimate League Limited, led by TOCS (played by Tricky Dick Nixon)
Borris's Brawlin' Beggars, led by 'Blind' Borris (played by Arcanuse)
Hero Souls, led by Sezethsiel "The Stone Snake" Ezlanti (played by Tias)
Da Krew, led by Da Biggest (played by Apocron)
The Fivefold Way Monastery, led by Oki the Pentamaster (played by Plutonis)

The current draft status has been uploaded to the spreadsheet at the usual location, if you want to review what's been done, check out who you have so far, that kind of thing.

Remora
Aug 15, 2010

We are now waiting on :siren:Rhyos:siren: for additional instructions for the 133rd pick of the draft, given that no Aehamar stylists remain available.

The following stables have also finished:
The Circus of Fools, led by Two Suns (played by AJ_Impy)
Slamonomicon, led by "Mister" Nedrazeer (played by TheNabster)

Remora
Aug 15, 2010

Sorry for the double post. We are now waiting on :siren:Spermy Smurf:siren: for additional instructions for the 148th pick of the draft, given that we've run out of his stated picks. In addition, I am waiting on direction from :siren:Liquid Communism:siren: given that I messed up Sandy Ravage's relatively simple instructions.

There are a few stables that *may* have finished depending on Liquid's instructions. I'll keep you posted.

Remora
Aug 15, 2010

Those are under contract elsewhere. The fighters listed as being managed by the Shepherd of the House are available.

Remora
Aug 15, 2010

Given that we're in the last round of the draft with 168 fighters selected and all of six picks left, I'm hoping that this is everyone I need alerted, in a single post.
:siren:I R SMART LIKE ROCK:siren:, there are no longer any available fighters meeting your criteria. You have one pick left and you're next, so just pick the one you want.
:siren:Tyrannosaurus:siren:, there are no longer any available dwarves. Please supply your top four choices.
:siren:Lord of Hats:siren:, I will assume that if there are no heavyweights left you would be willing to take someone from another weight class. If I'm wrong, let me know, otherwise you're good.

I think that will do us.

The following stables have finished, and all stables not yet specified have only one pick left. Liquid Communism elected to take an additional fighter to reconcile my mistake - again, my apologies.
The Most Noble Order of the Squared Circle, led by Lady Giliea Lightblade (played by Shogeton)
The Stoned People's Army, led by Coach Mergoyle (played by KhediveRex)
The Order of the Emerald Flame, led by Sandy Ravage (played by Liquid Communism)
Demon Clergy Traveling Tavern, led by Libationer Hu (played by AnAnonymousIdiot)
The Slam Sector, led by Waroduce (played by Waroduce)
The Incentive for Kulturally Expanded Assault, led by Kalle Anka (played by Swedish Thaumocracy)
The Dick Kickers, led by Virg InCel (played by Spermy Smurf)
Edit: Somehow I never mentioned it, but these stables are also all finished:
The Brawler's Parliament, led by Unit 7160523 (played by Rhyos)
The Brotherhood of the Ring, led by Fillifa Tuck (played by Everything Counts)
The Menagerie, led by Marquise Adelina Francesca de Neraglia (played by paradoxGentleman)

The sheet has been updated, of course.

Remora fucked around with this message at 15:38 on Apr 30, 2019

Remora
Aug 15, 2010

All righty, everyone, we are finished with the draft! The sheet has been updated and everyone has their own tab.

What we're doing next:
Anybody who wants to spend their fighters' experience before we start the tournament, go ahead and think about how you want to do that, post when you have what you want. Table reproduced from the OP:
Increase Primary Style Offense: Varies based on Offense Rating, usually <5 points but specific amount is listed on each fighter, cost increases as you purchase more, increases your Offense Rating
Increase Secondary Style Offense: Varies, usually <10 points but specific amount is listed on each fighter, cost increases as you purchase more, increases your Offense Rating
Improve Defense: 15 points, makes it more likely you will entirely block an opponent's attack
Improve Countering: 15 points, makes it more likely you will counter an opponent's attack
Increase Finishing: 20 points, makes it more likely that you will score knockouts (for Strikers) or submissions (for Grapplers)
Increase Signature Power: 6, makes your signature move more powerful
Improve Chin: 10 for Strikers, 15 for Grapplers, makes you harder to knock out
Improve Heart: 15 for Strikers, 10 for Grapplers, makes you harder to submit

I'll be posting the tournament info when I have it compiled.

Remora fucked around with this message at 21:08 on Apr 30, 2019

Remora
Aug 15, 2010

”House of Spirit to Host Gargantuan ‘Tournament of Jewels’”
:eng101: “The House of Spirit has released the first wave of information on its upcoming ‘Tournament of Jewels’, intended to shake up its recently-fossilized title scene. All one hundred and ninety-two fighters under its banner will fight in a two-tiered tournament to crown a new champion in each of the House’s three recognized weight divisions.

“The first tier of the tournament, the so-called ‘Jeweled Stages’, see each weight class organized into eight eight-fighter competitions. The winners of each ‘Stage’ will compete in the ‘Grand Tournament’ to determine the ultimate champion. Additionally, the winner of each of the ‘Stages’ will receive a unique prize. Brutality’s sources have revealed that no less than Ivan & Sons, Growley’s, and Cambria-upon-Main have been contracted to deliver these curiosities. The featherweight champions shall receive a jeweled cloak, the middleweights a jeweled shoulder-belt, and the heavyweights a golden chain with a jeweled pendant.

“The first leg of the ‘Jeweled Stages’ has been revealed to be eight fight-cards of twelve fights each, with their details available for perusal in our Events Calendar, beginning on page 72 of this issue. Future fight-cards for the tournament shall have knocked-out fighters from previous legs as an under-card.

“The Master of the House opened the draft for the tournament with a short speech, reproduced below in every particular.”

:catholic: “If my memory serves me correctly, it was one of our greatest Eternal Champions who said, ‘Change is the beginning of triumph.’ How true! The warriors arrayed here shall ride the whirlwind of this tournament into history, in victory, or in disgrace. We await the coming trials with anticipation, anticipation for an undertaking not seen in over two centuries. Let all who gaze upon this procession do so with awe, and humility.”

“The Master then marked the official beginning of the tournament by accompanying a traditional Urororzumi throat-singing circle at some length.”

“Tickets for the so-called ‘Openers’ are available from TicketThug, or directly from the House of Spirit or individual venues where applicable.”
Oswalt Porridgepot for Brutality Magazine

Remora
Aug 15, 2010

Trades are permitted if both players agree.

Edit: also, yes, there is something like a fame stat, everyone is equally famous right now.

Remora
Aug 15, 2010

I need to carve out some time on other projects, so we're going to set the deadline for trades, fight changes, and experience spending to :siren:Sunday, May the 5th:siren:. I'll load the DB changes on Monday and start running the fights then.

Thus far, the only request for a change of fight I have seen has been from Slamonomicon, and would need to be approved by both Stoned People's Army and Dick Kickers to go through. Slamonomicon would like to change Heward Hawthrone vs Traula Netyoive and Drifting Smoke in the Fragile Storm vs Aldous Whitney to Drifting Smoke in the Fragile Storm vs Traula Netyoive and Heward Hawthorne vs Aldous Whitney. Deadline for your approval or disapproval is above.

Remora
Aug 15, 2010

Quick reminder that anybody can change any of their fighters' striking school to Lyssae if they want.

Remora
Aug 15, 2010

So, today's the last day to spend XP, :siren:here's who I still don't have instructions from:siren:. If you don't want to spend XP, that's fine, just making sure you're aware in case you do.
Hero Souls, led by Sezethsiel "The Stone Snake" Ezlanti (played by Tias)
The Menagerie, led by Marquise Adelina Francesca de Neraglia (played by paradoxGentleman)
Demon Clergy Traveling Tavern, led by Libationer Hu (played by AnAnonymousIdiot)
The Slam Sector, led by Waroduce (played by Waroduce)
The Stakehouse, led by Root Krass (played by Tyrannosaurus)

Also, :siren:I would like approvals or denials from the following:siren: relating to the fight change requests in from Slamonomicon and WWWF, if you don't post, that's a denial and the fight request will not go through.
Stoned People's Army
Fivefold Way Monastery
Most Noble Order of the Squared Circle
Brawler's Parliament

Remora
Aug 15, 2010

Database locked!

Fights start now. With no response from Stoned People's Army, Heward Hawthrone vs Traula Netyoive and Drifting Smoke in the Fragile Storm vs Aldous Whitney STAND UNCHANGED. With approvals from both parties required, Konka vs Scah and Aston Quillsharpener vs Ribeh SHALL CHANGE to Aston Quillsharpener vs Scah and Konka vs Ribeh.

I was unable to raise Shautha Rudescar's (Order of the Emerald Flame) Finishing, she is in fact one point short.

The spreadsheet has not been updated. I will update it once the first fights have been posted. I do need to ask - :siren:PLEASE POST IF YOU USE YOUR PERSONAL TAB ON THE FIGHTER SPREADSHEET.:siren: Pulling out those tabs is a minor headache, so I would like to make them opt-in.

Remora
Aug 15, 2010

The Alabaster Openers at Lop Island (Grautreme 3rd, 1219)

It’s a clear day out on Lop Island, if a little on the nippy side. The House has set up braziers to help the fighters deal with the chill, and the locals are enjoying the attention. There’s only been one mauling all day, which means we’re ahead of the curve - a most auspicious beginning.

Our judges for this event will be :niggly: Orryn Silverthread, :agesilaus: Leshanna Selevarun, and :clint: Torbera Lutgehr. The diviners have rated today’s matchups at one loaded die out of ten, a staggeringly low margin of potential chicanery.

Beba (Slam Sector) vs Zanna Umden (Path of Fire and Shadow)
The two fighters feel each other out, and after a few exchanges, Beba connects with a flying kick to the head, and the fight goes to the ground. There’s a scramble, Beba lets go of a guillotine and Zanna is forced to abandon an armbar. They’re struggling on the ground, and Zanna creates some distance and rolls away back to her feet, but Beba connects with a single-leg that picks Zanna off the ground, and as they come back down Beba switches to a kneebar, and Zanna taps out.
Beba wins over Zanna Umden by Submission due to a Kneebar after two minutes and twenty-one seconds of the first round.
Beba: Submission of the Night! Career +2, Experience +5.
Zanna Umden: Career -1, Experience +1.


Bero Melorel (House) vs Chadei Haurineth (Path of Fire and Shadow)
Chadei takes things down to the ground immediately, and Bero seizes a leg but chooses to escape back to the feet. The two exchange a few shots, and Bero takes it back to the ground with a double leg, and opens a cut on Chadei’s forehead. Chadei tries to escape, but Bero picks her up as he attempts to escape and slams her back down, where they stay for the rest of the round. Bero is very active with submission attempts, and Chadei is defending but not creating any opportunities. With less than a minute to go, Bero locks in a triangle choke, and supplements it with excellent hammerfists. The Guide is clearly thinking about stopping the fight, but Chadei survives until the end of the round. All three judges score the round 10-9 in favor of Bero Melorel.
The next round starts with a tentative exchange on the feet before Bero shoots in. Chadei grabs Bero by the throat to stop from going to the ground, and the Guide steps in to separate the fighters and warn Chadei. They start back up, and Bero slips, letting Chadei dive into side control and deliver some punishing elbows. Bero uses the cage to work his way free and they exchange submission attempts before Chadei works her way back to the feet. Bero tries to drop her down again with some clinch wrestling, but Chadei accidentally headbutts him and opens a cut on Bero’s forehead. The Guide steps in again and this time deducts a point. The blood is in Bero’s eyes quite badly, but he defends well before managing to get the fight back down. Both fighters are very active on the ground, but neither one can lock in a submission before the gong. Accounting for the Guide’s deduction, all three judges score the round 9-9, technically in favor of Chadei Haurineth. Leshanna Selevarun appears to be making the jerk-off motion behind her desk.
The third and final round opens with a clinch takedown from Bero, but Chadei rolls with it and comes away with an arm triangle which becomes a rear naked choke over the course of a minute or so. Eventually Chadei is forced to let it go, and Bero rolls out to his feet. Bero again goes for clinch and tries to force a flying triangle choke, but Chadei throws him off and comes away with a magnificent heel hook for her trouble, which she works for almost a minute before letting go. Bero almost catches her in a triangle, and the crowd is roaring for blood, but Chadei escapes and tees off on Bero on the feet for the last ten or twenty seconds of the round. All three judges score the round 10-9 for Chadei Haurineth. The combined score is 28-28, a resounding draw, and the crowd roars louder. Chadei Haurineth has no-one but herself to blame for that deduction, if it hadn’t been for the earlier foul the ref might have let her off with a warning.
Bero Melorel and Chadei Haurineth draw after three rounds.
Bero Melorel: Experience +2.
Chadei Haurineth: Experience +2.


Driinda of Phyraphynsh (Dick Kickers) vs Guy Grove (Most Noble Order of the Squared Circle)
Driinda and Guy come out slowly and tap gloves. Driinda lands a solid kick to the midsection, and Guy grabs it and shoots in. Driinda rolls with it and there’s an extended scramble. Guy has a hold of a promising omoplata for a while, but Driinda escapes to her feet and catches Guy as he comes up with a devastating flying knee. Guy manages to grab ahold of her again and get her on the ground, but is unable to make anything happen before Driinda springs back to her feet and catches him again as he comes up with an uppercut. Guy clinches with her and tries to wrestle her back to the ground, but Driinda is teeing off on his head with hooks and elbows, and as he lets go, she fires a front kick straight into his stomach and he drops. Driinda wraps one arm around his midsection as he turtles up, trying to survive to the gong, but her arm is relentless, and the Guide is forced to stop the match amid the cheers of the crowd - and Torbera Lutgehr, it seems.
Driinda of Phyraphynsh wins over Guy Grove by Technical Knockout due to Strikes after four minutes and forty-nine seconds of the first round.
Driinda of Phyraphynsh: Career +1, Experience +4.
Guy Grove: Career -1, Experience +1.


Clunk (Dick Kickers) vs Igor Goodearth (Brawler’s Parliament)
It’s unclear who takes down whom, but both fighters are trying for submissions within the first ten seconds. Clunk appears to have taken the fall badly, but soldiers on, and fortunately, Igor accidentally grabs the fence and forgets to let go. The Guide stands the fighters up and gives Igor a warning as a result, and the two trade blows eagerly for a few seconds before stumbling back and feeling each other out for an extended period. The two have the same idea and attempt to duck under each other’s uppercuts, which works to neither’s advantage. Igor makes a clearly involuntary noise and the Guide stops the fight to check Igor’s jaw, which would later turn out to be fractured, but he manages to fool the Guide. Igor takes the offense for the remainder of the round, perhaps to keep from taking any more blows on the chin, but gets a good clobbering from Clunk’s right hand and again grabs the fence to stay upright. The Guide stops the fight to deduct a point, and the two fighters trade blows until the gong. All three judges score the fight 9-9, technically in favor of Igor Goodearth.
The second round is very brief. Igor comes out rushing, and Clunk plants his feet and swings for all he’s worth. The blow lands directly on Igor’s jaw, and he crashes to the canvas. The Master of the House, sitting atop his traditional elevated throne, appears to be having what must be termed “a guffaw”.
Clunk wins over Igor Goodearth by Knockout due to a Punch after twelve seconds of the second round.
Clunk: Knockout of the Night! Career +2, Experience +5.
Igor Goodearth: Career -1, Experience +1.


Traula Netyoive (Stoned People’s Army) vs Heward Hawthorne (Slamonomicon)
Both fighters come out on the attack, trading kicks and punches. Traula is pushing the pace, but Heward is defending excellently, and Traula pulls guard to try to work for a leg lock. Heward picks her up and drops her hard, and they work on the ground fruitlessly for a minute, neither able to advance position. Heward eventually backs off and waves her to her feet, and they each make solid exchanges, including a particularly good uppercut from Traula and a hook from Heward. Traula eventually loads up on a heavy right, and Heward’s forward hand winds up poking her in the eye. The Guide rules it inadvertent and issues a warning to Heward to watch his forward hands, and the fight continues. Heward decides to try to take the fight back to the ground, and wrestles Traula down. They exchange ground and pound until the gong. All three judges score the round 10-9 in favor of Heward Hawthorne.
Both fighters come out strong again, but Traula picks up a slight edge just before an accidental head collision. The Guide rules it inadvertent and the fight continues. Traula takes it into the clinch, and looks like she’s thinking about pulling guard before Heward breaks out of the clinch with a mean uppercut, which unfortunately creates the distance she needs for a good head kick. Heward backs away quickly and re-engages, lighting Traula up with several good jabs as she backs up. Heward pushes her against the cage and clinches again, and Traula works shots around him into the back of his head. The Guide issues a warning to stop, but Traula continues hitting him, and after an additional warning, stops the fight and declares a disqualification due to ignoring his instructions. The crowd boos, and Heward remarks several times that he didn’t think the blows were very hard. The Herald of the House appears to be making his way over to the Stoned People’s Army’s section, and he doesn’t look pleased.
Heward Hawthorne wins over Traula Netyoive by Disqualification due to Ignoring the Guide’s Instructions at four minutes and thirteen seconds of the second round.
Traula Netyoive: Career -4, Experience +1.
Heward Hawthorne: Experience +3.


Shautha Rudescar (Order of the Emerald Flame) vs Paatrin of Vartheturgys (Menagerie)
Shautha taps Paatrin with a straight right hand, which he walks through to wrap his arms around her head and pulls her to the ground in a tight choke. Shautha defends it well, and works to half guard, dropping shots on Paatrin as he tries to work for an arm. It doesn’t go as well as he hopes, and Shautha is clearly starting to get the better of him with her hammerfists. He escapes to his feet, and trades a few shots with Shautha before they start stalking each other. Eventually, Paatrin abandons his tepid offense and throws her to the ground. She seizes an armlock and uses it to escape, and he almost immediately slams her down again. She escapes again, and Paatrin eats a mean body blow for his trouble. Paatrin looks to be tiring, and Shautha closes the round strong. The judges score the round 10-9 for Shautha Rudescar.
Shautha comes out with a purpose, and Paatrin tries and fails to dissuade her with a technically excellent spinning back kick. She walks through it and drops a hard shot from clinch range, and blocks the return shot. Paatrin tries to clinch up in preparation for a throw, and Shautha counters hard with a body blow. Paatrin staggers back and tries to go on the offensive, but Shautha is taking everything he tries and firing back harder. The exchange continues for almost two full minutes, with Paatrin taking more and more damage. Finally, Shautha lands a jab on his chin as he’s backing up, and he falls back. She jumps all over him and rains down hammerfists. Paatrin is trying to defend, but the Guide yells instructions to defend, and Paatrin just can’t keep up. After almost thirty seconds on the ground, the Guide throws himself in between them, and the crowd jumps to their feet.
Shautha Rudescar wins over Paatrin of Vartheturgys by Technical Knockout due to Strikes at three minutes and nineteen seconds of the second round.
Shautha Rudescar: Fight of the Night! Career +2, Experience +4.
Paatrin of Vartheturgys: Fight of the Night! Experience +1.


Qaurk (Demon Clergy Traveling Tavern) vs Vrikka (Rough and Tumbles)
Vrikka comes out shooting, and wedges Qaurk up against the cage, fighting for a takedown which she eventually gets. Vrikka works a kimura for a little while, but lets it go, and Qaurk eventually escapes back to his feet. He punishes Vrikka with an excellent uppercut, but Vrikka counters with another takedown and the two wage a war on the ground. Vrikka delivers excellent shots, but Qaurk keeps escaping and securing position. Both fighters are defending very proficiently, and to be honest, while it’s very technical, it’s not very exciting to watch. A number of members of the crowd seize the opportunity to take a concessions break. They miss the very end of the round, where Vrikka escapes and may be said to have stolen it away with a last-second and desperate flying kick that leaves Qaurk flat on the mat, gasping, but saved by the gong. All three judges score the round 10-9 for Vrikka.
Both fighters take it straight to the mat again, both fighting for submissions before Vrikka secures an excellent sweep off of Qaurk’s poor posture while throwing a left hand that never lands. Qaruk is quick to reverse the reversal, although Vrikka doggedly holds onto an armbar, making Qaruk sweat. The two continue a technical battle on the mat. Highlights include a slam escape from Vrikka, and a slick sweep while defending a kneebar from Qaurk, but it’s a slog. Both fighters are exhaausted, but Qaurk starts to limber up towards the end of the round, finally keeping Vrikka on the bottom while hammering her with shots right up until the gong. All three judges score the round 10-9 for Qaurk.
They keep it standing for a little while this time. Qaurk gets the better of Vrikka on the feet, but is clearly tiring, and dives for a takedown which Vrikka doesn’t bother defending. Qaurk is laboring to breathe and Vrikka bides her time, wrapping up her guard and keeping active with smaller shots while he tries to pass. He finally slips into what would be side control, if not for Vrikka seizing the opportunity to take his back. He scrambles well and winds up on the bottom in half-guard, with Vrikka working for his arm. He keeps active from the bottom with shots, but Vrikka passes into side control and begins laying knees into Qaurk’s ribs. He escapes back to his feet and Vrikka, now nearly as tired, chases him across the cage with slow but powerful shots, mostly missing, until the round ends. All three judges score the round 10-9 for Vrikka, making the combined score 29-28 for Vrikka.
Vrikka wins over Qaurk by Unanimous Decision after three rounds.
Qaurk: Career -1, Experience +2.
Vrikka: Experience +3.


Iluya (Order of the Eternal Flame) vs Sassang Mem (Stakehouse)
Sassang comes out swinging, but Iluya deftly counters into a takedown and wrenches on his arm from side control. He manages to shrimp out and get back to his feet, and Iluya makes the mistake of chasing him, eating several hard shots before driving into a takedown and inadvertently leaving herself open to a triangle. She defends it well and scores an excellent body blow that opens Sassang’s guard enough for her to jump to her feet, where she eats an upkick. Sassang gets back to his feet, and they feel each other out on the feet for almost the rest of the fight, neither scoring any significant strikes until Sassang moves in too close to hit her with an uppercut, which gives her the chance to get him down with a trip from the clinch. She can’t make anything happen on the ground, and the gong sounds. The judges score the round 10-9 for Sassang Mem.
The second round opens quietly. They exchange a few jabs, then Iluya shoots for a takedown. Sassang is waiting with a devastating hook, and Iluya crashes to the mat. Sassang dives onto her, but the Guide beats him to it - Iluya is unconscious.
Sassang Mem wins over Iluya by Knockout due to a Punch at twenty-three seconds of the second round.
Iluya: Career -1, Experience +1.
Sassang Mem: Career +1, Experience +5.


Hagren Redfist (Da Krew) vs Jequba (PIT-TV)
Hagren seizes a hard, driving takedown after the opening exchange, and Jequba grabs onto the cage to try to defend it to no avail. The Guide shouts a warning over the sound of Hagren’s ground-and-pound, and Jequba throws up her legs to grab a weak triangle that gives Hagren no pause at all. They spend almost the rest of the fight on the ground, with Hagren switching from submission to submission as Jequba just focuses on defending and keeping active with shots from the bottom. First an arm triangle, then a leg lock, which gets used to pass and work on an arm, which gets used to take the back. Jequba lucks out and slips out the back door when Hagren adjusts his legs, and she bounces back to her feet just in time for Hagren to seize her around the midsection and drop her heavily to the mat, nearly in sync with the gong. Leshanna Selevarun scores the round 10-8 for Hagren Redfist, the other two judges score the round 10-9 for Hagren Redfist.
Hagren seizes the takedown again, but this time Jequba is ready for it and spins for a kneebar as Hagren tries to posture up. It’s not going anywhere, but Hagren takes awhile to get out of it, and eats an excellent upkick in the process. Hagren creates space and Jequba tries to get to her feet, but Hagren dives on top of her and seizes her neck, rolling back into full guard. Jequba doesn’t have anything to defend with, and reluctantly taps out.
Hagren Redfist wins over Jequba by Submission due to a Guillotine Choke at one minute and eleven seconds of the second round.
Hagren Redfist: Career +1, Experience +5.
Jequba: Career -1, Experience +1.


Umper Gobblefern (IKEA) vs Wobbles Timbers (Slamonomicon)
Wobbles gets into the clinch very early, and scores some good elbows before Umper appears to panic and pulls guard. He very nearly sets up a triangle before Wobbles sets up his own leg-lock attempt. Umper attempts to kick free, and Wobbles lets him, aiming to take his back - which fails, but looked very good. Umper whomps Wobbles with a great hook as they both rise to their feet, and they both back away. They circle the cage for a minute, feeling each other out, and Wobbles tries to break the cycle with an aggressive jumping knee, which Umper slips and contemptuously sends his left hand right up the middle into Wobbles’s chin. Wobbles turn and tries to pull guard, but merely allows Umper to set up an excellent uppercut. Wobbles clinches up and works his way into a solid throw, landing Umper on the mat just before the gong. Torbera Lutgehr scores the round 10-9 for Wobbles Timbers, the other two judges score the round 10-9 for Umper Gobblefern.
Umper keeps the fight standing to start, winning several exchanges handily before Wobbles manages to close and secure a throw. He appears to be focusing on preventing Umper from standing, rather than attacking, but he manages to work on a convincing armbar for a while. Umper escapes and they go back to circling the cage, and he manages two knockdown punches, waving Wobbles back to his feet. Wobbles finally gets his chance for a single leg, and lands in half guard, where he tries and fails to take Umper’s back, letting Umper take dominant position. He spends the rest of the fight being held by Wobbles, but landing solid shots. Wobbles throws a knee off his back just before the gong, and it lands in Umper’s wedding tackle. The Guide refuses to believe that it was an accident, and deducts a point. All three judges score the round 10-8 for Umper Gobblefern.
Umper tries to keep the fight on the feet, but Wobbles scores a lucky counterpunch, and Umper falls badly. Wobbles dives into guard, and fights like a man possessed. Umper is clearly rocked, possibly from the punch, possibly from the unfortunate way his head bounced, and Wobbles postures up and drops hands onto Umper. He throws Umper’s legs aside to dive into side control, and drops elbows for everything he’s worth. The Guide yells for Umper to defend himself, but he can’t quite block Wobbles’s shots. The Guide steps in, and the crowd howls for blood. Even Orryn Silverthread is frowning, and that’s a man who can appreciate a good kick in the fork. The Master leans over to murmur something in the Herald’s ear as the decision is announced.
Wobbles Timbers wins over Umper Gobblefern by Technical Knockout due to Strikes at one minute and twenty-one seconds of the third round..
Umper Gobblefern: Experience +1.
Wobbles Timbers: Career +1, Experience +4.


Paelas Orandus (Menagerie) vs Vanenthe Floshern (Rough and Tumbles)
Both fighters come out and tap gloves, then move straight into a brutal exhange that Paelas wins, but leaves the door open for Vanenthe to win the next one. They separate, Vanenthe closing in first and trading a body blow for a body blow, but Paelas getting another good hook in on the exit - but she slips, and Vanenthe jumps on her back. She tries for a choke, but Paelas tucks and turtles, and Vanenthe latches on and starts putting in knees. Paelas gets a hold of her own and works her way to face Vanenthe and manages to work her way to a standing clinch, where it’s not clear who is getting the better of whom. Vanenthe pushes Paelas against the cage, and they grind away at each other until the gong. All three judges score the round 10-9 for Vanenthe Floshern.
Paelas comes out strong, taking the fight to the ground on her terms, and setting up ground and pound from guard. Vanenthe is firing back with punches, and one across Paelas’s jaw makes her drop down onto one knee. Vanenthe rolls with it and takes Paelas into mount, and starts hammering away with elbows. Paelas is defending intelligently, but clearly in trouble. She spins around and lets Vanenthe take her back, eating more shots, and finally gets back to half guard, where she clings to her opponent as she recovers. Vanenthe breaks the grip, and starts swinging again. Paelas is hurt, but swinging back and trying to improve her position. Vanenthe is breathing hard, and abandons her attack in favor of a kimura. Paelas makes a mistake with her free arm, and Vanenthe secures it between her legs and begins dropping elbows onto Paelas’s face. The Guide gives Paelas every chance, but she’s too tired to overcome the position, and the fight is stopped.
Vanenthe Floshern wins over Paelas Orandus by Technical Knockout due to Strikes at four minutes and fifty seconds of the second round.
Paelas Orandus: Career -1, Experience +1.
Vanenthe Floshern: Career +1, Experience +4.


Thumisa (Golden Hoard) vs Emmeline Kirk (Path of Fire and Shadow)
Both fighters feel each other out for the first minute, before exchanging a series of elbows and punches that leave both fighters bleeding. Wiping the blood out of their eyes, they continue to stalk each other around the ring, neither one landing anything definitive. Thumisa begins to build momentum, scoring an elbow and a solid tail strike, and while Emmeline finds a few strikes of her own, it continues to build. Emmeline is clearly trying to line up a counter, but Thumisa isn’t giving her the opportunity, and clinches her against the cage. Thumisa steadily works in blows while Emmeline tries to escape, and Emmeline finally secures an out with seconds to go. Thumisa circles away, but Emmeline charges with a flying kick, and Thumisa takes it straight on, rolls across the mat just before the gong, but it’s not enough. All three judges score the round 10-9 for Thumisa.
The two fighters come out strong, but rock each other with solid blows to the head, and both back off. Emmeline is still trying to find the counter, but Thumisa isn’t giving her anything to work with, and they circle fruitlessly against the cage for two minutes. Finally, Thumisa loads up too heavily on a wild tail swipe, and Emmeline circles out and into a hook that staggers Thumisa. She recovers well and sends some fast shots Emmeline’s way, but leaves herself open to a devastating counterpunch. Thumisa continues swinging, but Emmeline trades her blow for blow and then some, and the Guide has to break them apart at the gong. All three judges score the round 10-9 for Emmeline Kirk.
Emmeline opens with an aggressive clinch attempt, but this time it is Thumisa who counters with a smart elbow. Emmeline appears slightly dazed, but maneuvers out of range quickly, and Thumisa denies to pursue her. Emmeline circles back in with a hook and closes into the clinch, and Thumisa tosses her to the side and brings the fight to the ground for the first time. Thumisa tries working an arm, but Emmeline is actively striking off her back, and Thumisa abandons the arm and postures up. The two of them exchange blows, Emmeline throws her back and lands an upkick, but Thumisa dives right back into Emmeline’s guard. Emmeline starts to fade, and is unable to escape back to her feet, but hangs in the fight. Thumisa simply can’t put her away, and eats another upkick, and the two of them stay locked where they are until the gong. All three judges score the round 10-9 for Thumisa, making the aggregate score 29-28 for Thumisa.
Thumisa wins over Emmeline Kirk by Unanimous Decision after three rounds.
Thumisa: Experience +3.
Emmeline Kirk: Career -1, Experience +2.


Addressing the crowd after the card, the Herald of the House promised to release a further statement on the Melorel/Haurineth draw, the controversial disqualification of Traula Netyoive, Wobbles Timbers’s shocking third-round comeback over Umper Gobblefern, and the proposed matchups for the next leg of the Alabaster Stage. The Master of the House appeared pensive, as he boarded the House’s junk for the return trip to Goresbergh proper, as befits such an eventful night.

The four fighters honored for their performances tonight (Bebe, Clunk, Shautha Rudescar, and Paatrin of Vartheturgys) received on this occasion a sculpted white stone rabbit of the lop-eared variety, in what Brutality Magazine is reliably informed is called a “loaf” pose, sculpted by the Friends of Gaia druidic circle, who may be contacted at 4144 Hottentrot Lane in the Western District.

OMNIVISION™ recordings of tonight’s fights are available directly from the House of Spirit, and from licensed OMNIVISION™ dealers. Unauthorized copies of these recordings may be punishable by a civil fine or referral to the Guild of Assassins.
Oswalt Porridgepot for Brutality Magazine

Remora fucked around with this message at 00:26 on May 8, 2019

Remora
Aug 15, 2010

The Ruby Openers at the Central Theatre (Grautreme 10th, 1219)

The quiet gravitas of the Central Theatre is no match for the screaming fans here tonight. Some of the nobbiest nobs in the city are here tonight, peering quietly from the opera boxes, and the floor seating has been traditionally dismantled for the evening. The acoustics here are second to none, letting you hear every muffled swear word in the cage - or at least they would, if people would remember not to talk at the theater.

The :catholic: Master of the House has a few announcements before the beginning of the card.

:catholic: “Tonight, history continues, but as is the way of things, we must sadly improve upon it.’

:catholic: “In the heat of battle, even the greatest warrior can lose his way. Victory drowns the sonorous melody of honor beneath a sweet perfume of promises. But it is sickly, and it tainted our great enterprise this past week. Who can say what is worth the sacrifice of honor?”

:catholic: “I can. Chadei Haurineth shall proceed in this tournament, and Traula Netyoive shall be given the opportunity to lessen her dishonor in the eyes of the House. But these mercies shall not be extended to them again.”

:catholic: “Now, we begin, and I bid you all to raise the doughnuts of anticipation, and firmly dunk them in the brandy of realization!”

Tonight’s judges are :devil: Kali Laughter, :wooper: Caspian, and :shobon: Agatha Butler. The Certified Independent Diviner this evening has come back with a crookedness coefficient of 3 two-headed coins out of 10.

Daniel Fatrabbit (Shepherd of the House) versus Kevin Warmwater (Rough and Tumbles)
Daniel scores in the opening exchange with a hard straight left, but Kevin closes to a clinch and scores a slick trip into half guard. He starts working for a choke, but Daniel is defending well, and works his way back to full guard. They exchange strikes, each looking to create an opportunity, and Daniel finds it by pushing away and getting back to his feet. Kevin starts working leg kicks, while Daniel loads up on his punches and wades in. He’s winning the fight on the feet, but Kevin shoots as Daniel overextends himself and scores another takedown, bringing Daniel down hard into side control. Kevin turns up the ground and pound, hitting with hard knees and elbows, and while Daniel is firing back, he can’t get to a position to make those strikes effective. Both fighters are very active, but Kevin closes out the round by switching to a very convincing armbar. All three judges score the round 10-9 for Kevin Warmwater.
Daniel comes out hard again, and Kevin clinches back up. Daniel keeps the fight standing a little longer, working some good elbows and knees to Kevin’s legs, but Kevin hauls Daniel over his hip and takes him to side control. He starts working on Daniel’s far arm right away, and Daniel scores with a few knees, but they’re not heavy shots. Kevin nearly passes to mount, and loses the arm in the attempt, and Kevin defends the position well enough to get out and back to his feet. Daniel goes straight back to throwing heavy leather, and Kevin can’t close the distance. He settles for sparring at range, and Daniel starts making up ground, scoring an excellent kick to the stomach before the end of the round. Agatha Butler scores the round 10-9 for Daniel Fatrabbit, and the other two judges score the round 10-9 for Kevin Warmwater.
Daniel sticks to the apparent game plan, and catches Kevin with a hard uppercut as he closes in. He tries to land a vicious knee to the body, but goes low. Kevin goes down and the Guide waves for a stop. After a minute’s deliberation, Kevin’s cup turns out to be cracked and in need of replacement, and after five minutes, he is still unable to continue. The Guide calls a stop to the fight and deliberates briefly ringside with the Master and Herald, before returning with their decision.
Daniel Fatrabbit and Kevin Warmwater fight to a No Contest at thirty-second seconds of the third round.
Daniel Fatrabbit: Experience +2.
Kevin Warmwater: Experience +2.


Griel (Circus of Fools) versus Aerdeth Orfandrus (Infinite Dragon Blood Typhoon Dojo)
Both fighters come out slowly, feeling each other out for an extended period. Griel breaks the dance with a body blow from long range, and Aerdeth moves forward and seizes a double-leg takedown into full guard. Griel defends several attempts to pass guard, and Aerdeth postures up and starts raining down hands. Griel answers with punishing elbows, but Aerdeth is hitting a lot of body shots, and Griel starts to slow down. Aerdeth creates a bit too much distance, and Griel seizes the opportunity to escape back to his feet, but it’s a trap - Aerdeth grabs him by the midsection and suplexes him into a turtle. Aerdeth goes for a few more strikes, and then goes for a Lolthian necktie. It’s in tight, and Griel is too tired to fight it off. The Guide grabs Griel’s arm, pauses, and shoves Aerdeth away.
Aerdeth Orfandrus wins over Griel by Technical Submission due to a Lolthian Necktie at three minutes and eighteen seconds of the first round.
Griel: Career -1, Experience +1.
Aerdeth Ofrandrus: Career +1, Experience +5.


Sazadonhiel (Most Noble Order of the Squared Circle) versus Elashil (Infinite Dragon Blood Typhoon Dojo)
Both fighters come out and immediately go to the ground. They’re scrambling on the ground, Sazadonhiel is being very aggressive, but Elashil is playing a very smart counter game and putting Sazadonhiel on the back foot. Elashil is working an arm lock for the better part of a minute from top half guard, but Sazadonhiel escapes and takes his back. He’s not really doing much with it, though, and Elashil flips him off in both senses. Elashil starts ground-and-pound from fullguard, but Sazadonhiel grabs a punch and throws up his legs. It’s a tight triangle armbar, and Elashil takes a long time to finally work his way free. He somehow channels his frustration into a sitting haymaker that hits Sazadonhiel in the face. It looks like Sazadonhiel put all his hopes into that triangle, and he’s slowed down significantly. Elashil passes to half guard and ground-and-pounds comfortably for the last minute of the round. All three judges score the round 10-9 for Elashil.
They both agree to continue the fight on the ground. After the initial scramble, Sazadonhiel winds up on top in half guard, working an arm. Elashil wiggle-waggles his way over to the cage and flips his way back on top, trying very hard but not effectively to grab Sazadonhiel’s neck and do... something probably quite violent to it, but he can’t get it. Sazadonhiel hurriedly works his way back to guard before Elashil figures anything out, and tries to spin for a leg before remembering that tail-locks are very difficult and giving up. Elashil punches him in the face, more out of a commentary on how silly that was than a sincere desire to do harm, but decides it worked last round and hunkers down to do some work with elbows. Sazadonhiel spins again, this time to try to escape, and winds up getting a cut opened up over his right eye. Elashil’s eyes can only be described as hungry, and he cranks up the elbows, aiming right for Sazadonhiel’s cut. He’s trying to defend, but the bleeding is getting worse, and worse, and the Guide pauses the fight to look at the cut... and signals the stop.
Elashil wins over Sazadonhiel by Technical Knockout due to a Cut at three minutes and fifty-one seconds of the second round.
Sazadonhiel: Career -1, Experience +1.
Elashil: Career +1, Experience +4.


Igden Cobblebob (WWWF) versus Grugtik (Slamonomicon)
Igden wins the initial exchange on the feet, and Grugtik backs away. Igden is expecting retaliation and is clearly waiting to counter, but Grugtik is waiting him out. Igden finally goes back to aggression, and hits Grugtik with a jab. Grugtik mistimes the counter and Igden catches it in his guard. Now Grugtik is looking for the counter, and Igden isn’t giving him anything to work with. Kali Laughter appears to be trying to tie a cherry stem into a knot with her tongue, head in her hands, dead-eyed, watching what can be loosely termed a fight. Igden and Grugtik meet for a solid exchange, and then back away and circle each other for a full thirty seconds. There is an audible sigh from someone in the crowd. Igden dives in for a takedown, but Grugtik sprawls and gets in a good series of hooks, before Igden releases and scrambles back to his feet, where they continue circling. A few more tepid exchanges occur before the gong mercifully rings. All three judges score the round a draw, almost as if in protest.
Every cornerman in attendance has yelled at their fighter, and Igden comes out swinging. Grugtik ducks the worst of it, but his attempts to fire back miss until he and Igden hit each other at the same time, Igden with a haymaker and Grugtik with a knee to the stomach. Igden winces and creates some distance, and Grugtik presses the advantage with a big flying knee that knocks Igden to the floor. He’s awake, but Grugtik dives on top of him, catching an upkick and holding position on top of Igden. Igden is working elbows, and Grugtik is just holding on. He finally bothers to defend some of those elbows, and Igden starts trying to work to a better position. They spend some time working, but the round is already leagues better than the last one, so they get away with it. Igden scores a reversal and starts dropping fists on Grugtik, but he escapes and it’s back to the feet. Both go at each other hard, crossing the cage twice in an unceasing mutual barrage of punches, and Igden ends the round with a big knockdown punch on Grugtik’s chin. All three judges score the round 10-9 for Igden Cobblebob.
Both fighters come out hard again, and Grugtik catches Igden with another good knee. Igden backs away and Grugtik chases him, clinching up and throwing more knees, pressing him against the cage. Igden slips and Grugtik follows him down, working for an arm. They’re struggling hard against the cage, and Igden is tying Grugtik’s offense up in knots. They’re not getting a lot done, but that’s because they’re both trying so hard. Igden finally escapes back to his feet and keeps Grugtik at range with leg kicks before rushing in and pasting Grugtik across the jaw, but Grugtik seizes him around the midsection and throws him into side control, working big elbows. Igden is trying to escape, but Grugtik scoots him back to the center of the cage and keeps active. He’s not dropping huge shots, but Igden keeps letting them land and can’t get away. They spend over a minute in the center of the cage, Igden wiggling, Grugtik punching, before Igden finally gets back to the feet. Igden catches him with one good hook, and the gong bangs the round to a close. All three judges shamefacedly score the round 10-9 for Grugtik, making the aggregate score 29-29. The Master is laughing himself sick as the decision is read.
Igden Cobblebob and Grugtik fight to a Draw after three rounds.
Igden Cobblebob: Experience +2.
Grugtik: Experience +2.


Giselle Dale (Path of Fire and Shadow) versus Theren Mellerelel (Rough and Tumbles)
Giselle starts things off with a quick jab, snapping Theren’s head back, but Theren turns it on after that. They circle the ring, keeping active, but Theren is landing all the good shots, first a straight right that stumbles her, then a left hook that bounces her off the cage. After two minutes, Giselle has had enough and shoots in, winding up in fifty-fifty guard, with both fighters working for leg locks. Theren gives up working for the submission and tries to get top guard, but Giselle escapes and they’re back to their feet. Giselle tries for the takedown almost immediately, but Theren has her number and springs forward with a flying knee that makes an audible pop against her skull, and she stumbles back, hands in motion, but Theren still has her timing down and counters with a tremendous haymaker, and she drops like a stuffed animal. The Guide doesn’t even have to step in, Theren is raising his arms in victory.
Theren Mellerelel wins over Giselle Dale by Knockout due to a Punch at three minutes and fifty-three seconds of the first round.
Giselle Dale: Career -1, Experience +1.
Theren Mellerelel: Knockout of the Night! Career +2, Experience +5.


Harael (Demon Clergy Traveling Tavern) versus Finellen Rubyeye (Golden Hoard)
Finellen swings twice, not connecting, but it doesn’t look like he intended to, because he ducks down into a double-leg and immediately drops back into a heel hook. Harael escapes, but that was tight. He scrambles on top of Finellen and has both arms around his head, but Finellen pops his head out and grabs an arm. They’re working hard on the ground, chaining submissions into each other. Harael escapes and tries for that heel hook again, but Finellen thrashes his way to north-south and clings on trying to find a choke. Harael pushes him off and they’re back to their feet just long enough for Finellen’s left hand to find Harael’s chin and shoot in to get back to the ground. Harael is working an active guard, but Finellen is delivering tons of body shots and Harael is slowing down. The Guide is eying the clock, and Harael’s entire body jerks as a punch finds something important. Finellen postures up and starts hammering Harael with hordes of heavy hands, and they’re hitting hard. Harael is covering up but he’s not blocking enough. The Guide yells a warning, and Harael’s head bounces off the canvas once, twice, and the Guide steps in.
Finellen Rubyeye wins over Harael by Technical Knockout due to Strikes at four minutes and forty-six seconds of the first round.
Harael: Career -1, Experience +1.
Finellen Rubyeye: Career +1, Experience +4.


Nissa Burgur (Circus of Fools) versus Vees (Stakehouse)
Nissa hits at the tail end of a combination to start the fight off, and Vees is bleeding from the forehead. She clinches up and forces Nissa against the cage, and hits her with a knee to the body, but Nissa pastes her right in the cut with an elbow and she falls backward. Nissa follows, throwing vicious right hands, and the blood splatters over the canvas. The Guide pauses the fight to check the cut, and when he turns Vees’s head to get a better look, the blood pools over his wrist like paint. He waves the fight to a stop, and Vees doesn’t even look mad about it.
Nissa Burgur wins over Vees by Technical Knockout due to a Cut at forty-five seconds of the first round.
Nissa Burgur: Career +1, Experience +4.
Vees: Career -1, Experience +1.


Drusilia Ethanasath (Slam Sector) versus Plume of Smoke over the Bleak Fjord (WWWF)
Drusilia slips a jab from Smoke and clinches up, then switches to a flying armbar. Smoke drops to his knees and spins out of it, and spends a bit trying to find a way through Drusilia’s guard before he her back to her feet. Drusilia lets go with a wild haymaker and Smoke sends a huge hook into Drusilia’s side, and Drusilia crashes to the canvas, holding her ribs. The Guide steps in, and confirms that Drusilia cannot continue. Smoke flexes for the crowd over her dry heaving.
Plume of Smoke over the Bleak Fjord wins over Drusilia Ethanasath by Knockout due to a Liver Punch at one minute and twelve seconds of the first round.
Drusilia Ethanasath: Career -1, Experience +1.
Plume of Smoke over the Bleak Fjord: Career +1, Experience +5.


Zsuolia (Stoned People's Army) versus Barend Fireforge (Stakehouse)
Zsuolia weaves her way into the clinch, and tries valiantly to secure a takedown, but Barend is agily keeping on his feet, bopping Zsuolia on the temples with light hooks. She pulls back to defend herself, but Barend is having excellent luck getting through her guard. He puts an uppercut on her chin, and a great hook onto her left side. Zsuolia finally finds a path to a takedown, tossing Barend to the side, and he immediately gets back to guard and starts working for an omoplata. She finally gets him to let go with an authoritative slam, but he responds with hard elbows to the top of her head. She tries to posture up, but Barend has been waiting for it and sweeps her into side control, lining up hard knees to the body. She can’t make anything happen, but she stays in the game, taking knees until the gong. All three judges score the round 10-9 for Barend Fireforge.
Zsuolia tries again for the clinch, and Barend settles for body shots while she looks for an opportunity. He tries to mix things up with a knee, but she was waiting for it and down to the ground they go. He continues working body shots from the bottom until she drops back for a leglock. It’s tight, and looks painful, but after almost a minute of working against it, Barend escapes back to the feet. Zsuolia eats a solid front kick while they circle the cage, and Barend is the one who moves into the clinch this time. Zsusolia gets the Druish Plum around his head, but she doesn’t have knees to take full advantage. She lights him up with elbows, but Barend is still working those body shots, and manages to find an uppercut in the bargain. She finally secures a takedown into side control, and Barend gives up a decent-looking kimura almost immediately, but he manages to keep it together until the end of the round. Caspian scores the round 10-9 for Zsuolia, and the other two judges score the round 10-9 for Barend Fireforge.
Both fighters are starting the round cautiously, trading jabs and finding the range. Barend pumps a double-jab that finds its target, but Zsuolia shoots under it and secures the takedown. She finds his back and starts working a choke, but Barend is defending well and escapes into full guard, where Zsuolia finds the heel hook again. Barend escapes again and dives on top of Zsuolia, starting to work ground and pound, but Zsusolia works her tail around him. Zsuolia is working on an armlock from the bottom, but Barend is landing knees, and neither one has an advantage. Zsuolia finally has to let go of the arm, and Barend locks down in side control, working knees and hammerfists. With thirty seconds left, Zsuolia gets her tail under and her arm around his neck, and seizes a hard guillotine choke. It’s tight, but Barend manages to wait out the gong. Kali Laughter scores the round 10-9 for Barend Fireforge, and the other two judges score the round 10-9 for Zsuolia. Across all three rounds, Kali Laughter scores the fight 30-27 for Barend Fireforge, Caspian scores the fight 29-28 for Zsuolia, and Agatha Butler scores the fight 29-28 for Barend Fireforge. The Herald side-eyes the judges’ station, but shrugs.
Barend Fireforge wins over Zsuolia by Split Decision after three rounds.
Barend Fireforge: Fight of the Night! Career +1, Experience +3.
Zsuolia: Fight of the Night! Experience +2.


Wubbex (Stoned People's Army) versus Osborn Smoothhands (Hero Souls)
Both fighters come out active, tagging each other several times in the opening exchanges, but Osborn probably comes out ahead. Wubbex clinches up with double underhooks and tries to lever Osborn off the mat for the throw, but Osborn is defending well, despite hard stomps from Wubbex. Both fighters wrestle uneventfully for a little while, and try to knee each other in the body at the same time, resulting in some reasonably comical footwork as they both try to work the position. Osborn scores with another knee, but loses it and Wubbex slams him to the mat, working a neck crank to try to pass guard. Osborn secures a reasonable triangle, but Wubbex just starts putting elbows into his face in response. Osborn manages to escape to the feet, and keeps Wubbex at range with good straights. As the ten-second warning clatters, Wubbex rushes Osborn, and receives a kick that puts him straight onto his bottom. Osborn waves him to his feet just in time for the gong. All three judges score the round 10-9 for Osborn Smoothhands.
Both fighters come out cautiously, working light jabs, but Wubbex moves in with a counter hook that lands right on the button, and Osborn pirouettes to the canvas. He looks like he’s getting back up for a split-second, but he slackens out, and the Guide body-checks Wubbex, who is rushing to finish the job that’s already done.
Wubbex wins over Osborn Smoothhands by Knockout due to a Punch at fourteen seconds of the second round.
Wubbex: Career +1, Experience +5.
Osborn Smoothhands: Career -1, Experience +1.


Owl in the Morning in the Whispering Mountains (Toolbox) versus Game of Chance by the Far Dune (Shepherd of the House)
Owl wins the first tentative exchange, and starts turning up the pressure. He scores with a big right hand, and Game clinches up. They work against the cage for a minute, and Game jumps up and tries for a flying armbar, but Owl shakes him off almost immediately. Game tries to push Owl off-balance with some aggressive exchanges, but nothing is really landing. Owl shoots in and secures a takedown into full guard, but Game escapes back to his feet quickly and tags Owl with a head kick as he’s getting up. Owl staggers, and Game jumps onto his back, but is quickly shaken off. They circle each other around the cage until the gong. Caspian scores the round 10-9 for Game of Chance by the Far Dune, and the other two judges score the round 10-9 for Owl in the Morning in the Whispering Mountains.
Both fighters come out more urgently in the second round, with some rapid footwork and exchanges. Owl scores with a big body kick, and Game lands a good uppercut. Owl is trying to land the counter, but Game isn’t giving him much to work with, and Owl tries for an inside leg kick that goes high. The Guide issues a verbal warning and both fighters tap gloves before continuing. Owl lands a big outside leg kick, and Game counters with a smooth takedown into half guard, and starts working on an arm. Owl works back to full guard and pushes free, and Game scores an excellent body kick as he’s recovering. They exchange actively on the feet, Game finding success with an overhand left, and Owl finding some good uppercuts. Both fighters are slowing down, and Game clinches against the cage until the gong. All three judges score the round 10-9 for Game of Chance by the Far Dune.
Both fighters come out blazing right from the start. Owl spins as he sees Game coming in hot and scores with a big back fist, but Game gets the takedown he was after. He drops back and starts working on a kneebar, but Owl scrambles over the top and secures side control, starting with powerful knees and hammer fists. Owl tries to set up an armbar, but Game escapes and they’re back to their feet, and they start exchanging aggressively. There’s no defense at all, they’re just throwing wild, heavy leather. They wind up in a half-and-half clinch and start teeing off on each other, Owl with uppercuts and Game with hooks, until Game hits Owl in the stomach with a hard knee and opens the distance. Owl starts working leg kick combinations from distance, and Game responds with magic missile-accurate jabs. Owl shoots into the clinch off of a hard leg kick and drives into Game with a knee, and Game puts his whole torso into an elbow right on Owl’s jaw. He staggers away, and Game chases him with jabs as the ten-second warning sounds. Owl takes a running start and jumps into a flying head kick that drops Game to the canvas, and the gong sounds as Game is trying to scramble to his feet. It’s a razor thin round, and definitely the most active of the night so far. The Master of the House is standing and applauding as the fighters return to their corners. Caspian scores the round 10-9 for Game of Chance by the Far Dune, and the other two judges score the round 10-9 for Owl in the Morning in the Whispering Mountains. The overall scores are 30-27 for Game of Chance by the Far Dune from Caspian, and 29-28 for Owl in the Morning in the Whispering Mountains from the other two judges. The Master is whispering urgently to the Herald as the next fight is set up.
Owl in the Morning in the Whispering Mountains wins over Game of Chance by the Far Dune by Split Decision after three rounds.
Owl in the Morning in the Whispering Mountains: Round of the Night! Career +1, Experience +3.
Game of Chance by the Far Dune: Round of the Night! Experience +2.


Muruk Blackarrow (Order of the Emerald Flame) versus Doudra of Zzyzznaaxyroth (Slam Sector)
Muruk starts things off with a crossbow bolt of a straight right, staggering Doudra right out of the gate. He chases her down with jabs, and she’s not defending well at all. Muruk shoots in for the takedown and gets to side control, and starts working for an arm triangle. She defends it, but poorly, and as he repositions himself for ground and pound, she spins out into north-south and locks in the north-south choke. She curls into it, and Muruk is trying to defend, but it’s in so tight. Muruk’s fist hits her once, twice... and opens up, to urgently tap out.
Doudra of Zzyzznaaxyroth wins over Muruk Blackarrow by Submission due to a North-South Choke at one minute and twenty-one seconds of the first round.
Muruk Blackarrow: Career -1, Experience +1.
Doudra of Zzyzznaaxyroth: Submission of the Night! Career +2, Experience +5.


The Herald of the House announced forthcoming statements on the outcomes of Fatrabbit/Warmwater and Cobblebob/Grugtik, pending OMNIVISION™ review and internal consultation. He also announced an additional, discretionary “Round of the Night” award to be given to Owl in the Morning in the Whispering Mountains and Game of Chance by the Far Dune to recognize an extraordinary close to their contest.

The fighters recognized for their exceptional performances tonight (Barend Fireforge, Doudra of Zzyzznaaxyroth, Game of Chance by the Far Dune, Owl in the Morning in the Whispering Mountains, Theren Mellerelel, and Zsuolia) shall receive porcelain masks from the Actors Guild, painted by the renowned abstract artist Cake of Chocolate on the Faraway Shore, who may be contacted through the Illuminated Agents at 1 Contrivance Circle in the Knackers for speaking engagements, teaching packages, and financial domination opportunities. No haggling, serious inquiries only, please.

OMNIVISION™ recordings of tonight’s fights are available directly from the House of Spirit, and from licensed OMNIVISION™ dealers. Unauthorized copies of these recordings may be punishable by a civil fine or referral to the Guild of Assassins. If you have recently become unable to distinguish between multiple realities that appear to all be happening to you simultaneously, please contact your nearest OMNIVISION™ dealer to sign a retroactive waiver of liability.

Oswalt Porridgepot for Brutality Magazine

Remora fucked around with this message at 20:18 on May 19, 2019

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Remora
Aug 15, 2010

All right, so, probably every two weeks looks like the schedule I’m going to be able to keep. I’ll go faster if I can, of course.

To keep interest and the thread going in the meantime, I’m instituting Fame. Every time you make an effortpost in this thread, you get a point of Fame. The manager at the end of each in-game month (4 cards, more or less) gets something - not sure what yet, but it’ll affect fights in your favor for the next month. At the end of each in-game month, Fame turns into Influence, which you will be able to trade for stuff. I want to get a month’s worth of post data in before I establish exchange rates, but I’m betting it’ll be 1:1 to exchange Influence for Experience for any fighter, and 1 point of Influence to improve your position in a draft by one place. Any suggestions for other cool stuff to do with Fame or Influence are welcomed.

Fame will be retroactive, I'll put a tracker of current Fame and Influence levels at the end of every card from here on out.

Remora fucked around with this message at 21:50 on May 28, 2019

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