THE KINTSUGI FRAY PRESENTS

FIGHT NIGHT

3 - ROUND MIXED MARTIAL / AETHERIAL ARTS BOUT

THE VOLKIN SUPER ARENA || MATEUS - MIST - W23, P2
3.20 SATURDAY || 7PM CST - MIDNIGHT

INFORMATION


SCHEDULE

7PM - 8PM CST
PRE-FIGHTS SOCIAL HOUR. OPEN BAR AND BETTING WINDOW OPENS. MEMBERS AND GUESTS CAN MINGLE AND FIND SEATS BEFORE THE MATCHES BEGIN.
8PM - 9PM CST
BAR AND BETTING WINDOWS CLOSED. FIRST ROUND BEGINS.
SAPPHIRE VS OGEDEI
9PM - 10PM CST
SECOND ROUND BEGINS. BAR AND BETTING WINDOW RE-OPENS MOMENTARILY BEFORE MATCH.
XAN VS IOLA
10PM - 11PM CST
LAST CALL BAR & BETTING WINDOWS REOPEN MOMENTARILY, FINAL ROUND BEGINS.
11PM - MIDNIGHT CST
WINNER ANNOUNCED AND PRIZES GIVEN. POTENTIAL GRUDGE MATCH
MIDNIGHT ONWARD
AFTER PARTY DOWNSTAIRS IN THE ENGINE ROOM NIGHTCLUB AND BAR.


BARTENDERS

TWO OF OUR BEST BARTENDERS WILL SERVING FROM 7PM - 8PM CST BEFORE THE MATCHES BEGIN AND MOMENTARILY BETWEEN MATCHES AT THE OPEN BAR; LOCATED ON GROUND LEVEL.

SERVERS

TWO BUNNY-CLAD SERVERS WILL BE CIRCULATING ONCE PER HOUR TO REFILL DRINKS AMONG THE CROWD, NO NEED TO LEAVE YOUR SEATS.

MEDICS

IN THE EVENT OF A FULL KNOCK-OUT AND IN PREPARATION FOR UPCOMING BOUTS, WE HAVE THREE OF OUR HIGHLY TRAINED MEDICS ON DUTY AFTER MATCHES; LOCATED ON TOP LEVEL.


HOUSE RULES

• NO MINIONS ARE ALLOWED AT THE VENUE.
• NO PUBLIC ERP IS ALLOWED AT THE VENUE.
• PLAYER CHARACTERS MUST BE 18+.
• OOC CHAT MUST STAY IN PARTY CHAT OR IN TELLS.
• DO NOT USE SHOUT OR YELL.


SEN TSURUGI

Job(s) MNK/SAMTraining History: Trained in Eastern fighting styles throughout Othard, favors handheld weapon range during combat. Seasoned mercenary and gladiator. She has a reputation for violence and is known for goading and escalating it when engaged in combat.Weapon & Armor Proficiencies:
-Manriki and tessen (primary weapons)
-Tachi and fist-fighting (secondary weapons)
-Light and medium armor
Advantages:
-Physically strong and powerful, especially for a female Au Ra.
-Swift and agile
-Maintains an icy cool and focused demeanor
Disadvantages:
-Armor not suited to defend against large blunt weapons or heavy blows
-Little defense against magick
-Rarely channels or uses aether during combat


IOLA TARIAN

Job(s) WAR/MNKTraining History: As a wanderer, Iola's traveled far and wide. She's learned from watching and mimicking many different fighting styles she's seen over the years, developing one that's entirely unique to her. Iola makes heavy use of momentum and her gargantuan strength to guide her through battles. And she's never afraid to fight a little dirty. Add in her fire-aspected soul, and her fighting style is certainly spicy.Weapon & Armor Proficiencies:
-Axes and clubs (primary weapons)
-Fisticuffs and feetsies (secondary weapons)
-Any armor will do
Advantages:
-Ridiculous strength and unmatched vitality, stemming from years of wandering and training.
-Sharp senses, including aether sense, making her more able to spot incoming attacks
-Can generate heat and flame to augment her attacks
Disadvantages:
-Lacks precision, often relying more on brute strength
-Reckless to a fault. She doesn't care about winning as much as she just cares about having a good time.
-Definitely not the fastest outside strength-fueled bursts of speed, and so not the greatest at dodging hits.


XAN LIONHEART

Job(s) MCH/GBRTraining History: Trained from a young age by Ala Mhigan warriors, Xan spent several years as a champion gladiator, retiring after six years at the age of twenty-one. She then worked with the Ala Mhigan resistance. She first took up marksmanship, then the newly imported gun blades in the last few years.Weapon & Armor Proficiencies:
-Gunblade
-Hand to hand combat training
-medium and heavy armor
Advantages:
-Tall and long limbed with a long reach
-Physically strong with excellent stamina
-Calm and focused during most fights
Disadvantages:
-Unable to sense aether
-Little defense against magic
-Only fights physically, no magical abilities.


OGEDEI KHA

Job(s): BLU/MNKTraining History: Self-trained and with no known instructors, Ogedei fights with a mixture of an eclectic mix of forms and mimicked spells and abilities. There does not seem to be any unifying or overarching school, and his errors in forms indicates a level of inexperience utterly incongruous with the skill of his strikes.Weapon & Armor Proficiencies:
-Talented blue mage, has a wide variety of abilities at his disposal
-An eclectic and wide-spread mix of spells and physical abilities
-No armor proficiency, relies on aether
Advantages:
-Mix of talents makes him unpredictable
-Has a remarkable amount of personal power and aetheric reserves
-Seems to have an intuitive and cunning grasp of both combat and his opponent's abilities
Disadvantages:
-His emotions often get the better of him, whether it's his pride causing him to make mistakes or it's anger which makes him reckless.
-While he's powerful, Ogedei has numerous errors in his forms, leaving him vulnerable
-Ogedei's eclectic style makes him unpredictable, but it also means that he can get flustered and mess up his techniques, especially when stressed


SAPPHIRE QESTIR

Job(s): GNB/MNKTraining History: Trained by a mentor in Reunion in the art of combatting larger foes in unarmed combat, and a mentor in Hingashi in the ways of the samurai. Has since abandoned the katana for the gunblade, and is self-taught in its usage. Has a reputation for being particularly ruthless and bloodthirsty, revelling in receiving and inflicting wounds alike.Weapon & Armor Proficiencies:
-Bozjan style gunblade (primary weapon)
-Bladed leg prosthetic, fisticuffs (secondary weapons)
-Light and medium armor
Advantages:
-Superhuman levels of endurance, owing to an obscenely high pain tolerance.
-Speed and power, combined with her training, allows her to excel at combatting targets larger than herself.
-Frenzied fighting style that renders her highly unpredictable.
Disadvantages:
-Missing left arm and foot, rendering her left side a massive weak spot.
-Unfamiliarity with magic tends to leave her susceptible to being caught off guard by it.
-The same frenzied fighting style that makes her unpredictable also leads to her deliberately getting hit or hurting herself in the middle of a fight.


SPECIAL MENU


FRONT ROW

Vodka, Absinthe, Lime Juice, and our house made cinnamon syrup are shaken together and poured over ice. We then top it off with gingered beer, a spring of mint and a candied lemon. This drink will be sure to keep you on your toes and ready for all the front row action!

THE COME BACK

We take our house brewed liqueur; an alcohol soaked in herbs, roots, and citrus rinds with added caramel; combine it with vodka, White Crème de Cocoa and add a shot of espresso. The concoction is vigorously shaken together, poured into a coupe glass, and garnished with coffee beans. One sip and you'll back on your feet and ready for more!

FINAL ROUND

In a flute of champagne, we drop a cube of sugar to dissolve slowly as you drink, add a few dashes of orange bitters to liven it up, and garnish with a lemon twist. A nice clean finish for a battle well fought.

ICE BATH

A hard drink that can either to help you keep rolling with the punches or knock you out flat. We shake together Gin, Silver Rum, Tequila, Vodka, and Blue Curacao Liqueur, pour it over ice and top with Aether carbonated liquid. Garnished with a lemon slice for an extra kick.


BETTING INFO


RULES TO BETTING

• Bets on fighters can be made in 1 of 3 of the following amounts before each round:1.10,000 Gil
2. 25,000 GIL
3.50,000 GIL
• If your fighter wins the match, your betted amount will be doubled for your winnings.• If your fighter loses the match, your betted amount is forfeited and lost.• You may only bet on one fighter per round.• Any bets made outside The Kintsugi Fray rules are between individuals and will not be honored by the FC.• Betting is not required to attend the event.

WINNING BET EXAMPLES

• If you bet 10k, your payout will be 20k if your fighter wins the round.• If you bet 25k, your payout will be 50k if your fighter wins the round.• If you bet 50k, your payout will be 100k if your fighter wins the round.

HOW TO PLACE YOUR BETS

• Our bookie will be seated in a booth inside the venue upon entry.• You will need to speak with our bookie before and after the round to place your bets and potentially collect your winnings.• We will announce when betting windows are opening and closing before and after each match.


MATCH RULES


RULES FOR COMBAT

We'll be using a simple tournament bracket to host 3 matches, with a possible 4th grudge match if time allows at the end of the night.Example:Match 1 - Fighter A vs. Fighter B -> Fighter A won.Match 2 - Fighter C vs. Fighter D -> Figher C won.Match 3 - Fighter A vs Fighter C -> Winner claims the tournament.Match 4 (if time allows) - Fighter B vs. Fighter D• Opponents will face off, using /random until one combatant reaches the three strikes required to win the match.COMBAT EXAMPLE:Fighter A and Fighter B both roll for initiative, the higher roll will go first.Fighter A posts their RP text and uses another /random roll to determine if blow hits.Fighter b rolls to defend. If Fighter A's roll is higher, the attack lands, if Fighter B's roll is higher, the attack misses.Regardless of outcome, Fighter B posts their RP text in response to the attack, and includes their attack back. Fighter B then rolls and combat pattern proceeds until one combatant has successfully landed 3 hits.

SUDDEN DEATH


In the event that a match goes on longer than scheduled, the bout will be entered into a sudden death match.• Any prior strikes made will still count.• Opponents will face off, using /random until one combatant reaches the three strikes required to win the match.• Combatants will not be writing and posting RP during these Sudden Death blows.• Once a fighter has reached the three strikes required to win the match, they will post their final strike against their opponent, and the defender will post the final hit landing as they take the blow.• Combatants will be writing and posting RP during these Sudden Death blows.• Once a fighter has reached the three strikes required to win the match, they will post their final strike against their opponent, and the defender will post the final hit landing as they take the blow.