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knock_and_walk [2025/01/03 05:56] – [Historical Background] adminknock_and_walk [2025/01/06 06:21] (current) – [Related Pages and Further Information] admin
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   * **Origins on the Last Frontier:** Knock and Walk originated among rebellious teenagers aboard the Last Frontier. The game was a life-threatening challenge, played in secret and relentlessly pursued by the Guardian Troopers as an illegal activity. Despite its danger, the sport cultivated a reputation for testing courage and endurance.   * **Origins on the Last Frontier:** Knock and Walk originated among rebellious teenagers aboard the Last Frontier. The game was a life-threatening challenge, played in secret and relentlessly pursued by the Guardian Troopers as an illegal activity. Despite its danger, the sport cultivated a reputation for testing courage and endurance.
  
-  * **Reemergence in the Gamma Age:** Thought forgotten during the [[beta_age|Beta Age]], Knock and Walk reemerged in Firetown after the [[great_war|Great War]], adapted into a professionalized, high-stakes betting sport. The Jane Mendoza Gang capitalized on its visceral appeal, turning it into a profitable underground enterprise. The gang organizes up to three fights at least three times a week, ensuring a steady flow of entertainment, gambling opportunities, and income. Fighters earn a prize of 500 Kourou for each victory, further incentivizing participation. [[federal_sheriff|Federal Sheriff]] estimates place the gang’s annual earnings from Knock and Walk bets at 220,000 Kourou. While the game remains a violation of the [[civil_code|Civil]] and [[criminal_code|Criminal Code]] of the [[federal_confederation|Federal Confederation]], the gang’s system of bribes and kickbacks ensures law enforcement rarely intervenes, allowing the fights to persist as a grim hallmark of Firetown’s underworld.+  * **Reemergence in the Gamma Age:** Thought forgotten during the [[beta_age|Beta Age]], Knock and Walk reemerged in Firetown after the [[great_war|Great War]], adapted into a professionalized, high-stakes betting sport. The Jane Mendoza Gang capitalized on its visceral appeal, turning it into a profitable underground enterprise. The gang organizes up to three fights at least three times a week, ensuring a steady flow of entertainment, gambling opportunities, and income. Fighters earn a prize of 500 [[kourou|Kourou]] for each victory, further incentivizing participation. [[federal_sheriff|Federal Sheriff]] estimates place the gang’s annual earnings from Knock and Walk bets at 220,000 Kourou. While the game remains a violation of the [[civil_code|Civil]] and [[criminal_code|Criminal Code]] of the [[federal_confederation|Federal Confederation]], the gang’s system of bribes and kickbacks ensures law enforcement rarely intervenes, allowing the fights to persist as a grim hallmark of Firetown’s underworld.
  
 ===== Rules ===== ===== Rules =====
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   * **Lighting:** The room is dimly lit with [[luminofera|Luminofera Dualis]], adding an eerie, otherworldly glow that heightens the drama of each fight.   * **Lighting:** The room is dimly lit with [[luminofera|Luminofera Dualis]], adding an eerie, otherworldly glow that heightens the drama of each fight.
  
 +**Access Management and Security Measures**
 +
 +__Entrance Process:__
 +
 +  * Entry to the Knock and Walk area begins at the men’s restroom inside the Firetown Bowling Alley. Fighters and bettors must locate the far-right toilet cubicle.
 +  * The cubicle functions as a soundproof sluice. Entry is granted only when a volcanic stone token is pushed through the slit under the locked door.
 +
 +__Soundproof Sluice:__
 +
 +  * Once inside, the door seals shut, isolating entrants from the outside world and preventing any noise leakage.
 +  * The sluice leads directly to an anteroom, where the first interaction with the doorkeeper takes place.
 +
 +__Doorkeeper__
 +
 +  * The entrance is guarded by a doorkeeper (e.g. [[Udu|Udu]]) of the Jane Mendoza Gang, 
 +  * The doorkeeper ensures strict adherence to entry criteria. Only those intending to fight or bet are allowed inside.
 +  * Fighters and bettors are separated immediately after stating their purpose, with fighters directed to one door and bettors to another.
 +  * Bettors are required to wear plain white masks provided by the doorkeeper
 ===== Illegal Betting and the Role of the Jane Mendoza Gang ===== ===== Illegal Betting and the Role of the Jane Mendoza Gang =====
  
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   * **Gang Control:** The Jane Mendoza Gang uses Knock and Walk as a demonstration of their power and influence in Firetown, cementing their dominance in the Shadow District.   * **Gang Control:** The Jane Mendoza Gang uses Knock and Walk as a demonstration of their power and influence in Firetown, cementing their dominance in the Shadow District.
  
 +===== Fighters =====
 +
 +Knock and Walk fighters come from a variety of backgrounds, each drawn to the fights by different motivations.
 +
 +  * **Amateurs:** Many participants are workers from Firetown’s [[federal_copper_plant|Federal Copper Plant]] or [[federal_courier_service|Federal Courier Service]], tempted by the 500 Kourou prize for each victory.
 +  * **Gladiators:** These are individuals indebted to the Jane Mendoza Gang, fighting to pay off their debts. Gladiators are often forced into frequent fights, sometimes with deadly outcomes.
 +  * **Semi-Professionals:** Over time, some amateurs have transformed into semi-professional fighters, training regularly and honing their skills to increase their odds of survival and victory.
 +
 +==== Demographics ====
 +
 +90% of fighters are male, reflecting the sport’s dangerous and physical nature.
 ===== Tactical Advice for Dungeon Masters ===== ===== Tactical Advice for Dungeon Masters =====
  
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   * [[kittens_from_space|Kittens from Space]] ([[beta_age|Beta Age]])   * [[kittens_from_space|Kittens from Space]] ([[beta_age|Beta Age]])
   * [[jane_bold_gang|Jane Mendoza Gang]]   * [[jane_bold_gang|Jane Mendoza Gang]]
 +  * [[udu|Udu]] (Hoa Foluvinta Zapor Udu)
knock_and_walk.1735883805.txt.gz · Last modified: 2025/01/03 05:56 by admin

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