FPL HOME  *  Characters  *  Current Battles  *  FPL Forums  *  Player Utilities   

The Arena of Khazan
Played By: speakeasy

The Arena of Khazan by speakeasy

TEAM: The Syndicate

SECTOR: Lowtown

KIT CLASS: Cyberware


Hall Of Fame!

Survival - 12 wins!

Brutal - 2 fatalaties!

Fight Record
League Wins: 9
League Losses: 4
Out Of League Wins: 3
Out of League Losses: 3
Total Wins: 12
Total Losses: 7
Sakura Kurohara:MGH - Win 0-0
Cybortus - Win 0-0
Jeramy Stone - Win 0-0
the Jones Brothers - Win 0-0
Magnet Bob - Win 0-0
StumpBot - Loss 0-0
Jonathan "Law" Taylors - Win 0-0
Death-In-A-Box - Loss 0-0
Jayme Lloyd - Win 0-0
Malcolm - Loss 0-0
Santa Fett - Win 0-0
Sebastian Dover - Loss 0-0
Metalneck - Win 17-12
The Fairview Fires - Win 13-10
The Fairview Fires - Win 13-10
Zoot Suit Riot - Loss 10-12
Forte - Loss 9-11
Devyn Soyokaze - Win 10-9
Crossbow Cupid - Loss 3-11

The Khazan Daily News calls it the most nefarious and ingenious act of villainy to hit Khazan in ages: In a daring hijack scheme, several prominent members of the outlaw gang The Marauders have taken control of the Khazan Arena, trapping a full seating of 20,000 spectators along with some of the most well known fighters in the FPL!

Corrupting and reprogramming the Arena mainfraime computer, the Marauders have seized all Arena Pit weapons systems, survellence cameras, exterior defense systems, access controls and hot dog warmers. Now, the Marauders have set in motion a murderous, marathon series of deathtrap battles - forcing the many FPL Fighters trapped down in the Arena gladiator pits up into the game grid where a captive audience watches in horror as they fight for their lives.

The Marauders have issued no demands as of yet. When asked for comment on this heinous action, the Marauders response from Arena Central Control was: "Dude! This ROCKS so HARD!" 24 hour coverage of the disaster is being broadcast on KNN Khazan News Network. Or log on to KOL.com... keyword "Arena Crisis".

 

Personality: The once helpful Arena of Khazan personality program has been modified by the Marauders in their hi-jacking of the stadium for the worse. One part carnival barker, one part efficient computer taskmaster and all psychotic, the Arena gleefully announces and masterminds a neverending show of death for the Arena spectators and fighters trapped within it's walls.

 

Strength:

 

Standard Normal human strength.Agility:

 

Weak BELOW normal human agility.
Slow and uncoordinated.
Body:

 

Supreme Extremely tough.
This fighter is built to last.
Mind:

 

Standard Normal human mental resources.

Cyberware

The Arena of Khazan is a technological marvel of bristling, state of the art weapons systems. Most of it is very hush-hush to keep future contenders from gaining an unfair advantage.

Arena Deathtrap System

  • Power: Weapons Creation
  • Level:Ultimate
  • Area Effect This attack causes damage in a large area.
  • Seeker This attack hunts and follows its target.
  • Ranged and Melee Attack! Attack is equally effective at range and up close.
  • Armor Piercing This attack ignores normal defenses which are not Reinforced.
  • Multi Attack Attack can hit multiple times during one strike.
The Arena Deathtrap System is state of the art weapons technology. Weapons are produced on the fly: concieved, designed and produced by the Arena, during combat. The Arena has a detailed profile stored in its databanks on every fighter to ever arrive in Khazan. The Arena will typically begin the destruction of a new fighter (read: victim) unlucky enough to come up from the Gladiator Pits to the the Game Grid by analyzing the power profile on that fighter. Appropriate weapons to deal with the fighter (read: victim) are produced in quantity based on the profile analysis. If the fighter (victim) displays any new tricks, new weapons immediately are considered and produced to nullify the threat. Queue janitors with sponges to wipe the red paste from the walls and send in the next fighter... er... victim.

Instant Retribution System

  • Power: Counter-Attack
  • Level:Standard
  • Melee Attack Attack usable only hand to hand.
  • Weakness: Power in Item -Hard to Loseitem
  • Weakness: Limited Uses -Multi-Use
Tied into the 360 degrees of death that is the Arena Deathtrap System is the dreaded Instant Retribution System. Every single attack made against the Arena will immediately be met by a blazing counter-attack of weapons fire. The net effect of this is constant, constant pressure on the victim trapped on the game grid to keep moving... keep moving... keep moving. Only the most nimble or the most well armored can be expected to survive in this environment for long. Unfortunately, the Retribution System only has enough power for about 10 bursts, and it can be disabled if a potential victim can manage to find and remove the Retribution Control Chip from the Arena Deathtrap System.

Arena Rangemaster Unit

  • Power: Marksman
  • Level:Superior
  • Kit Power Link: Cyberware
  • Melee Attack Attack usable only hand to hand.
  • Weakness: Power in Item -Hard to Loseitem
The active targeting control which guides the Arena Deathtrap System. While the Arena's natural agility may be weak (it's a building, right?) the Rangemaster makes up for this with a rapid lock-on and fire control which persues victims on the Game Grid unmercifully with a barrage of whatever weapon the Arena Deathtrap System has come up with to deal with the vermin. Hasta Lasagna, don't get any on ya'. The targeting system can be disabled by removing the hard to locate control chip from the Arena Deathtrap System.

Arena Tactical Unit

  • Power: Tactician
  • Level:Superior
  • Melee Attack Attack usable only hand to hand.
  • Weakness: Power in Item -Hard to Loseitem
  • Weakness: Limited Uses -Multi-Use
The Arena Tactical Unit analyzes and compensates for behavior and powers exhibited by a victim on the game grid. Like a chessmaster, the computer determines what weapon will most quickly disable or destroy the target, picking them apart bit by bit or all at once. Unfortunately, due to the Marauders meddling in the Mainframe computer, the system logic breaks down in about 10 analysis... leaving only the computers native (standard Mind) intelligence to destroy the target. Unfortunately for the victim, 10 analysis chances is usually more than enough. This unit can be disabled by removing the hard to locate control chip from the Arena Deathtrap System.

Immunity: Electricity

The Arena of Khazan Emergancy Damper Field protects the sensitive electronic componets of the Arena Deathtrap System from Electrical Overload. A wise precaution by the designers, considering that the last thing you want is 20,000 spectators stampeding about in the dark.

Immunity: Magnetism

The Arena of Khazan Emergancy Damper Field protects the sensitive electronic componets of the Arena Deathtrap System from EMP Pulses and magnetics. Precautions needed to protect the crowd from those fighters that can level small cities with their power.

Radar

  • Power: Radar
  • Level:Standard
Tied into the Arena of Khazan Deathtrap System is the and Rangemaster Unit is the Locator Unit, keeping track of those pesky hard-to-find targets that try and hide.