Star Trek: Ascendant - Shakedown Cruise IC

Hale smiles at Raphael. "Of a sort, yes. I'm beginning to think that each day on this ship is going to be a battle of one kind or another. I've got photon launchers down, training to supervise, and need to have an honor guard ready for the Admiral's arrival. I'm certainly hoping that things will calm a bit once we're underway."
 

log in or register to remove this ad

Admittedly, he hadn't gotten much sleep, not with so much work to get done. After a couple hours of fit-filled tossing and turning, Lieutenant Winters finally set about his day early, working on realigning the second buffer systems for the transporter frequencies. When Chief Nakamura finally came into the room, Winters allowed him to finish up the last of the modifications, which at the point in time were a matter of formality, the task at hand nearly complete.

Once he reaches his office, he notices the work order requests from Commander Hale and Lieutenant Crescent. He posts a notification for Lieutenants Grenadine and Singh, so that they can see on their job duties for the morning to take the lead with their respective tasks, Lieutenant Grenadine with Commander Hale and the torpedo tube, and Lieutenant Singh with the doctor and misaligned sensors.

Confident in his Junior's abilities to delegate and hoping the tasks will be simple enough to complete before the ship departs for the first time, Lieutenant Winters leaves his office and heads through the corridors toward his quarters where he can prepare for Admiral Kiel's arrival and all the pomp and circumstance that goes along with it.
 


"Well, I'd best get to training before I'm too late," says Hale, taking his leave of the doctor. "I'll catch up with you a little later."


OOC: Ready to begin training at any time.
 

Indeed. I still have half a ship to jog through. Raphael resumes his excercise only to turn back once. Oh, pop by the medbay when you have time. I want to check that spleen.
 

As Hale walks into the control room, he can see the large Security Holodeck below him through walls of transparent aluminum. The control room sits fifteen feet off the floor of the holodeck, and the holodeck is three times the size of the main holodeck. Below in the holodeck are five men in martial arts gi warming up before their training program.

"Lt. Commander Hale, I was about to ssstart the program.", Lt. Srosski said with his reptilian accent. "Computer, load Holmes training 1."

With a quick flash, the room changes to a large arena with a crowd cheering. In the center of the arena, is a large ring with a triskelon painted on it.


triskelion-arena.jpg


With a flash of memory, Jonas remembers where he has seen this before. The Triskelon games held once a year to determine the Champion of the Arena. After Captain Kirk had been kidnapped, the Triskelon slaves were freed and eventually applied for Federation membership over fifty years ago. The competition has become a high rated event on the Federation News Channel, with all sorts of alien and human fighters competing for the chance to become Champion of the Arena.


gamester.jpg


The black robed figure hovers over the arena. "I am Galt, Master of the Arena. In the name of the all-powerful Providers, who among you will face the challenge of the Arena in the hopes to fight the current champion Asarak?"
 
Last edited:

Hale nods at Srosski. "I'm just here to observe today," he says. "Please start the training when you are ready."


OOC: Sorry, was out of town for the last week!
 

Combat Example

"Petty Officer Cartwright, you may begin.", Lt. Srosski says as he turns back towards the computer console in front of him.

"I'll challenge that varmit", the young man with the fiery red hair says as he enters the Triskelon.

"First, you must defeat Mar'Kul, and other opponents to attain the honor of fighting the Champion.", as Galt waves back towards the Arena, a Klingon holding a Bat'leth appears to face Scorch.

"400 strips of Latinum on the Klingon.", a voice says out of nowhere.

"500 on the Human, I think he has what it takes." another voice echoes through the arena.

"Done, may the Providers be blessed. Let the Games begin!". Galt's voice echoes through the holodeck. The two combatant's slowly start sizing each other up waiting for the other to attack.

Round 1:

Scorch's declared action: Block, Block, Disarm (Three actions, -2 penalty to all rolls for multiple actions)

2d6=2,4, 2d6=1,2, 2d6=2,1

Scorch has 2 dice in Coordination, and 3 skill levels in Unarmed Martial Arts

Mar'Kul's declared actions: Overhead Smash, Strike (Two actions, -1 penalty to all rolls for multiple actions)

3d6=1,1,5, 3d6=4,1,3

Mar'Kul has 3 dice in Coordination, and 3 skill levels in Primitative Weapon (bat'leth)

Mar'Kul approaches Scorch and whips his bat'leth up and over his head to try and smash Scorch. Mar'Kul's attack is a 1 on the luck die and a 5 on the normal die, meaning Mar'Kul brings it up and tries to smash him for 5 (highest die rolled) + 3 (for levels in bat'leth) -1 (for multiple actions) - 1 (for luck die, if they were all 1's it would have been disastrous) for a total attack roll of a 6.

Scorch tries to dodge the smash with a 4 (highest die rolled) + 3 (for his levels in unarmed combat) - 2 (for multiple actions) for a defense roll of 5. The bat'leth comes down on his left upper leg (2d6=8 ) for not getting it out of the way fast enough. Mar'kul does 11 points of damage (5 + 2d6=9 ) to Scorch. Scorch has a Fitness of 3. He immediately resists 3 of the damage leaving 8 points to be applied to his wound levels. Since he has a Fitness of 3, each wound level consists of 3 boxes. So taking off the 8 points would leave him in the Injured category. This effectively throws him to the ground holding his leg and ends his turn. But, Mar'Kul still has another Strike to perform.

Sensing weakness in Scorch, Mar'Kul performs a quick strike at Scorch. Scorch can not do any actions due to injuries, that means Mar'Kul needs to hit the default target number of 9 for the combat maneuver. Mar'Kul stikes at Scorch with a 4 (the highest die rolled) +3 (for his levels in the bat'leth) -1 (for his multiple actions) for a total attack roll of 6, 3 short of the default target number. Mar'Kul mistimed the strike as Scorch fell to the floor and missed completely.

Round 2:

Scorch's Declared Action: Disarm

2d6=6,3

Mar"Kul's Declared Action: Overhead Smash

3d6= 4,6,2

Mar'Kul seizes the advantage and whips the bat'leth up over his head again for another powerful strike. Since Scorch is not defending Mar'kul must hit the default target number of 9. He brings the weapon down on Scorch for 4 (highest die rolled) + 3 (skill with the bat'leth) for a total roll of 7.

But Scorch tries to intercept the weapon and take it away from him, in which he needs a default target number of 9. Scorch reaches up for 9 (top two dice rolled since the luck die was a 6) and +3 (for his levels in unarmed combat) - 2 (for his injured wound level) for a total attack roll of 10. Scorch grabs the weapon with a surge of strength in which this institutes an opposed Fitness test with both of the combatants having a 3 in Fitness.

Fitness Test:

Scorch
3d6=5,4,6

Mar'Kul
3d6=5,4,4

Scorch also gets a +2 as being the practioner using the disarm, for a total of 6 (highest die rolled) + 2 (for using the disarm) -2 (injured condition) for a total of 6. Mar'Kul gets a 5 (highest die rolled) for a total of 5.

Scorch knocks the bat'leth out of Mar'Kul's hands as it goes sliding out of the Triskelon, no longer allowing it to be used.

Round 3:

Scorch's Declared Action: Legsweep (spending 2 courage points)
2d6=1,4

Mar'Kul's Declared Action: Draw his D'Katgh, Strike (Two actions, -1 penalty for multiple actions)
2d6=1,4

Seizing the initiative while still hurting from the wound on his left upper leg, he tries to knock down Mar'Kul. The normal target number is an 8 for this movement. The roll is 4 (highest die rolled) + 3 (for his levels in unarmed combat) -1 (for luck die) +2 (courage points) for a total of 9, knocking Mar'Kul to the floor. The damage rolled is 10 -3 (Mar'Kul's fitness for his resistance), so 7 points of damage are done clearly putting Mar'Kul now into the injured category. Mar'Kul's D'Katgh is drawn, but can not be used this round.

Round 4:

Scorch's Declared Action: Disarm the D'Katgh using 4 Courage Points
2d6=4,2

Mar'Kul's Declared Action: Strike from Prone (-2 to hit) using 4 Courage Points
3d6=1,3,4

Scorch tries to grab Mar'Kul's knife using the default target number of 9, rolling a 4 (highest die rolled) + 3 (unarmed combat) +4 (Courage Points) -2 (for Injured) for a total of 9, resulting in another Fitness test between the two characters.

Fitness Test:

Scorch
2d6=3,5

Mar'Kul
3d6=3,2,1

Scorch still recieves the +2 for initating the disarm attempt. Scorch gets 5 (highest die rolled), +2 (initiating the disarm) - 2 (injured condition) for a total of 5. Mar'Kul gets 3 (highest die rolled) -2 (injured condition) for a total of 1. The D'Ktagh gets pulled out of Mar'Kul's hand and falls outside of the Triskelon.

Mar'Kul will strike with his bare hand since he has now been deprived of his weapon. The problem is Mar'Kul has always relied on his weapon skills to survive, and never learned unarmed combat. The base target number for this is a 9, but since he is not trained in unarmed it now becomes a 12. Mar'Kul rolls a 4 (highest die) + 0 (skill level in unarmed) -2 (prone) + 4 (Courage Points) - 2 (injured condition) for a total roll of 4, missing Scorch by a wide margin.

Round 5:

Scorch's Declared Actions: Strike, Kick
2d6=3,5, 2d6=3,6

Mar'Kul's Declared Actions: Block, Punch
3d6=5,1,5, 3d6=1,3,4


Seeing how Mar'Kul is uncomfortable with unarmed combat, Scorch tries to press his advantage. For the strike, Scorch rolls a 5 (highest die rolled) +3 (unarmed combat) -2 (injured) for a total of 6 against Mar'Kul's block. Mar'Kul rolled 5 (highest die rolled) + 0 (unarmed combat) - 2 (injured) for a 3. Scorch hits Mar'Kul squarely in the stomach (2d6=7 ) for 10 points of damage (2+2d6=10 ), but since it was in the abdomen, Scorch gets 1.5 times the damage for a total of 12 points (15 -3 for Mar'Kul's resistance) done to Mar'Kul bringing his damaged total up to 19. Since Mar'Kul only has 3 health points per wound level, this will bring him just into the 7th Wound Level and killing Mar'Kul.



"We have a winner!" announces Galt, just as the holographic version of Mar'Kul disappears. "Would you like to continue on and fight a harder opponent?"

"No thanks, I will just watch for a few minutes.", states Scorch as he limps outside of the Triskelon, his face grimacing in pain. As he leaves the Triskelon, his wound vanishes as if by magic. He straightens up and walks over to the other trainees.

"Thanks be to the Providers, for healing such a magnificent warrior.", Galt states, as he surveys the other trainees in the room. "Would any of you care to enter the Triskelon?"
 
Last edited:

From up in the control booth.

"Congratulations, Ssscorch. You did really well against your opponent. I was concerned when he hit you with the bat'leth though.", Lt. Srosski says as he marks down Scorch's score for the training session.

A buzz goes off on Lt. Commander Hale's PADD. He has a new message from Lt. D'Vassa. As he quickly scans the message, she states, that she has a record for PO3 L'thass that just boarded under the Strategic Operations department. She also wrote a quick message, just so you are aware, his talents can be quite useful.

She attached the Record, but it shows it as a security-locked record with a Secret classification on it.

___________________________________________________________

As some of you look at your watches, you will notice that it is coming up on 0800 hours. You have about an hour before the Admiral shows up.

DM's Note: Is there something anyone would like to take care of, before I move us up to the Admiral's arrival?
 

Raphael takes a quick shower after his jog and changes to the dress uniform. Hmm, I like this new style. He thinks to himself looking at the mirror. Better than the old all blue. Checking the time he hurries to the Admiral's ceremony.
 

Remove ads

Top