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/qst/ - Quests


You are in an elevator.

You fade back into consciousness as the doors slide open. A crowd of people are waiting by the elevator. They see the state you’re in and gasp. They speak to each other rapidly in Chinese, one reaches out a hand to you. You ignore it and weakly climb to your feet. There are people in the back. You see the flash of someone’s camera. You can feel pain in most of your head and face, it was where you got hit the most and the pain is still pounding at you.

The people move past you into the elevator. A few are asking you questions, but you can’t understand. It’s all you can do to stay on your feet and press the button to go to your floor. As the elevator rises, you gingerly touch your face. It’s far more lumpy than you remember. You have at least one black eye and you have bruises on both temples.

How did Belladonna beat you this badly? She’s got an iron defense, you feel like you were taken apart bit by bit. You struggle to remember. The music she listened to...it had some kind of effect on her. That must be her trick. But the headset is sealed on...

The elevator dings as you arrive at your room, and you head in to the bathroom to look at yourself in the mirror. It’s bad.

It’s roughly noon, you have about 24 hours exactly before your official fight with Belladonna begins.

What are you going to do?

>Research Belladonna using the internet
>Sit down and have us a good think about how to beat her.
>Apply some ointments and take care of our bruises. We don’t want to look like a victim.
>Head to the gym to try and get into a routine of working out
>Travel around Hong Kong, seeing the sights
>Modify your apartment to your liking
>Modify your outfits
>Refine your Special Moves (Rename and refluff any of them)
>Get your hands on some drink

>Write-In
>>
>>3271788
>Sit down and have us a good think about how to beat her.
>>
>>3271788
>Research Belladonna using the internet
>Sit down and have us a good think about how to beat her.
>>
>>3271788
>>Research Belladonna using the internet
>>Sit down and have us a good think about how to beat her.
>>Apply some ointments and take care of our bruises. We don’t want to look like a victim.
We can do all three at once I think
>>
>>3271806
support
>>
>>3271806
This is a solid point.

A healthy coating of creams and a whole tin of band aids are used up, as well as some acetaminophen and liberal application of a styptic pencil go into your work. It feels better but likely won’t look much better until hopefully morning. Likely to be a rough night sleep wise, but rather than dwell on it, you sit down with your laptop and start to do some research. You go into a popular search engine and click the box.

What do you search for?
>>
>>3272455
Search her history, fighting style and her previous opponents.
>>
>>3272887
This and watch videos of her previous fights too. Look for weaknesses.
>>
>>3272455
Any matches that she lost recently, so we can see how her opponent beat her.
>>
>>3273673
A quick search reveals she has a rather comprehensive wiki page, filled with details about her personality, personal relationships, hairstyles, various outfits, preferred makeup brands, and other useless stuff. More interesting is a series of videos on fights she has had.

There’s one where she takes on Candy Pop, from the UK. Candy seems way out of her league from the get go, but starts to adapt later in the fight, managing to secure her in an armbar at the end. You rewatch and rewatch the moment Belladonna starts to lose out...her movements seem less snappy, her footing is less sure...hm.

You watch the audience. You see a man in the back with sunglasses and a bandanna holding up a device. You’ve seen one of those before, arrested someone with one. it jams Bluetooth signals.

That tells you a few things about Belladonna, and at least one important fact about Candy Pop.

Still, getting a device like that on short notice might not be feasible.

You redouble your search and try to find out if anyone’s ever removed her headphones.

It takes another hour but you find it. Someone pulled it off in an amateur fight last year. You see her halfway through a spinning back kick when her opponent accidentally kicks her in her lower back. The headphones just pop off.

She kicks him in the teeth and has the headphones back on in seconds though, and they stay on for the remainder of the fight.

It looks like the locking mechanism is placed deliberately in a difficult area to hit. Getting to it will be tricky...
>>
>>3273837
Now that we’ve gathered a bit of info, time for a good think.

I’d kinda like you guys to kick around ideas. When I get three votes for

>Enough thinking, let’s get some sleep

We’ll call it and move on to the following day.
>>
>>3273842
How sturdy are the headphones? We could try breaking them directly with a hit.

If they're too sturdy, we could argue that they're practically armor and she can't use them in an official fight.

We could shout really loud as we attack.

We could find out if we have fans and get them to cheer super loud.

Those are ordered by feasibility.
>>
>>3273837
If we hit it hard enough will it break?
>>
Try to find out what she's listening to and sounds we can make to counter it. In the future we should get a manager because this is the kind of thing they do and prepare for.
>>
>>3273924
They're big headphones
>>
>>3273947
Smash the batteries?
>>
We could break into her room tonight while she's asleep and steal/sabotage them.
>>
>>3273964
We don't even know where it is. And if we got caught and lose she won't be as nice.
>>
>>3274006
Just spitballing ideas senpai. We could make an effort to find out where she's staying before it gets too late, and try doing it while she's out instead of sleeping. I also don't think it's a guaranteed loss if she catches us, really doubt she wears the things to bed. But if there's no support there's no support.

>Enough thinking, let's get some sleep
>>
>>3273842
>Enough thinking, let’s get some sleep
>>
Just discovered the quest, reading through the archives and I had to pop over and say
>all that blocking in thread 3
Isn't our dodge considerably better than our block?
Why did anons keep picking the worse defensive option?
>>
>>3274873
May be remembering wrong but I thought they had the same bonus. I also thought that in thread 1 we voted to increase super points on attacks and blocks, but it looks like attacks and cool things won instead.
>>
>>3273837
>Enough thinking, let’s get some sleep
>>
>>3274873
I was wondering that myself, to be honest.

You have a few ideas in mind, but it won’t do you any good to keep dwelling on it right now. You need your rest if you’re going to be in any state to face Belladonna tomorrow.

You curl up in bed. Your dreams are much more troubling. Failure, defeat, shame, going back home and hearing a chorus of “You did your best” from your fellow officers.

You feel tired when you wake up.

>Get ready for your fight and head to the match
>Write-in
>>
>>3277499
>Get ready for your fight and head to the match
>>
>>3277499
>Get ready for your fight and head to the match.

Do we at least look pretty again?
>>
>>3277706
Somewhat. What bruises there are can be concealed with a bit of makeup.

Your appointed cab is coming to pick you up and take you to the HK Battle Arena, an extremely wide open ring, where walls are much less a factor, and slightly cushioned floors to better prevent death and serious injury.

What are you going to wear to this fight?

>Our gray training gi
>Our modified Politsiya uniform

>Write-in
>>
>>3277499
>Get ready for your fight and head to the match.

>>3277499
>Do we at least look pretty again?
When do alcoholics ever look pretty?
>>
>>3277763
>training gi

Better to be all standard if those headphones look too tough to break, and we need to argue that she shouldn't be allowed to use them.

>>3277770
Are we alcoholic? Either way we picked attractive appearance.
>>
>>3277785
>Are we alcoholic?
Considering that we're a 'Drunken Master' I assumed it was a given.

>>3277763
>Our gray training gi
>>
>>3277763
>Our gray training gi
Reminder that we need to find a manager and form a team. The problems with the headphones can be solved if we had someone else to do the research and jamming. We can fully focus on training and practicing instead.
>>
>Our gray training gi
>>
>>3277763
>Our gray training gi
This bitch whupped us, and that earns her a modicum of respect.
>>
>>3278313
You dress in the more humble but serious gray gi.

The cab picks you up at ten, and you arrive at eleven through a back entrance to the stadium. You still don’t have a solid plan on neutralizing Belladonna’s headset, but you know she has been defeated even with them on.

You’re left waiting in what used to be an old locker room, with a few couches and cushioned benches added. The room has only one real exit, leading out to a hall and then to the arena. Time drags on. It feels like this is your first real chance to establish yourself, to truly become feared. You try not to dwell on the pressure.

Finally, the time comes and you step out into the ring, and hear a thunderous cheering. The stands are packed. Some people in the stands are wearing one red contact lens. They seem to be fans of yours, holding up signs that read “Kill her, Natalya!” and “In soviet Russia, music beats you!”

You briefly entertain the idea of appealing to the judges that Belladonna’s headset is unfair, but this is not her first Erupting Dragon Tournament. She has worn it in the past, and it’s probably ruled as a costume. Your Politsiya shirt and badge would likely be permitted as well.

Belladonna approaches you. Her outfit this go around consists of a knee length black and white skirt, bike shorts underneath, a purple wig under the headset, and a tank top. Her fans outnumber yours almost ten to one, but yours look like wild fans of blood sports and hers look...less interested in combat.

Quality over quantity.

Belladonna gives you a serious look, her arms up in a defensive stance. You can definitely outpace her if you want to. Do you, though?

>Go first
>Go second
>>
>>3280323
>>Go first
>>
>>3280323

>Go first
>>
>>3280323
>>Go first
>>
And so we go first! You have 3 AP and are up close to her.

HP 42, Ki 26, Super 0

>Block (0 AP, 1d10+7, -1 after each successive block)
>Dash (2 AP, move 12 feet in any direction)
>Defense Reset (1 AP, removes all block penalties)
>Dodge (0 AP, 1d10+8, move up to 4 feet in any direction)
>Heavy Strike (Modifies a move, +1 AP, –1 Accuracy, +3 Damage, –1 Move)
>Jump (1 AP, move 12 feet in any direction, can use attacks before landing)
>Kick (2 AP, 1d10+8, damage 7, move up to 2 feet)
>Move Boost (Gives a maneuver the following: +1 AP, Move +3)
>Punch (2 AP, 1d10+10, damage 6, move up to 2 feet)
>Throw (3 AP, 1d10+6, damage 9, Move up to 2 feet)

Special Maneuvers

>Justice Fist (3 AP, 5 ki, Reach 1, 1d10+9, counterattack vs. standing, damage 14)
>Multi-Kick (4 AP, 1d10+8, 2-5 kicks, damage 7 each, causes light Knock-back)
>Rising Kick (3 AP, 1d10+8, counterattack vs. aerial, damage 10)

>Disruptive Taunt(Sap super points, our Presence + Taunt vs their Will x 2)
>Fist Sweep (3 AP, 1d10+4, damage 6, Crouching move, causes Knock-Down)
>Leap Dodge (1 AP, 1d10+5, move 12 feet, gives us Defense Reset)
>Lock (3 AP, 1d10+6, damage 6, causes Extended Hold)

SUPER MOVE

>Final Murder(4 AP, 10 super, 1d10+5, damage 17, causes knock-down, move up to 12 feet)
>>
>>3280323
>Go first
>>
>>3280359
Posting rules and link to archive at the beginning would be good.
>>
>>3280381
Fair enough. I’ll start doing that.
>>
>>3280359
Fist sweep then lock
>>
>>3280418
Since you’re going first, you only have 3 AP.
>>
>>3280429
Just fist sweep then
>>
>>3280359
Can we attack the headset itself to break it? Like throwing a kick to the side of her head?
>>
>>3280446
Too early, it'll give our intent away. Start off with >>3280439.
>>
>>3280439
support
>>
Rolled 9 + 12 (1d10 + 12)

>>3280802
Roll for that, I’ll roll for her block.
>>
Rolled 9 + 4 (1d10 + 4)

>>3281043
>>
Rolled 1 (1d100)

>>3281043
Holy hell, do we need crits to hit until we break her headphones?
>>
File: 1550205889670.png (48 KB, 350x339)
48 KB
48 KB PNG
Rolled 6 + 4 (1d10 + 4)

>>3281200
Thank god that wasn't a proper roll.
>>
Rolled 1, 10, 7 = 18 (3d10)

>>3281200
No. You just need to think with her defense in mind.


So you go in fast and try to sweep her legs out like you tried in your last brawl. She seems to have learned since then, and simply kicks your arm away.

She then gives three lightning quick punches, aiming to knock around your already bruised head.

Each roll is at a plus 10.

Choose your means of defense and roll it.
>>
Rolled 6, 1, 2 + 8 = 17 (3d10 + 8)

>>3281228
Dodge backwards.
>>
>>3281238
>all these low rolls
I feel like I need to stop posting.
>>
Rolled 2 (1d10)

How the fuck is she so lucky
>>
Rolled 1 + 8 (1d10 + 8)

>>3281228
If blocking is worse no reason not to triple dodge
>>
>>3281238
All right.

You duck the first blow but she advances further, defense perfectly in tune and fakes you out, then swings low, the impact of it sounding loud as it reverberates in your skull. Then a second hit, just as bad. You stumble back, cursing under your breath. You need a good strategy, before this starts going way downhill.

HP 30, Ki 26, Super 0

>Block (0 AP, 1d10+7, -1 after each successive block)
>Dash (2 AP, move 12 feet in any direction)
>Defense Reset (1 AP, removes all block penalties)
>Dodge (0 AP, 1d10+8, move up to 4 feet in any direction)
>Heavy Strike (Modifies a move, +1 AP, –1 Accuracy, +3 Damage, –1 Move)
>Jump (1 AP, move 12 feet in any direction, can use attacks before landing)
>Kick (2 AP, 1d10+8, damage 7, move up to 2 feet)
>Move Boost (Gives a maneuver the following: +1 AP, Move +3)
>Punch (2 AP, 1d10+10, damage 6, move up to 2 feet)
>Throw (3 AP, 1d10+6, damage 9, Move up to 2 feet)

Special Maneuvers

>Justice Fist (3 AP, 5 ki, Reach 1, 1d10+9, counterattack vs. standing, damage 14)
>Multi-Kick (4 AP, 1d10+8, 2-5 kicks, damage 7 each, causes light Knock-back)
>Rising Kick (3 AP, 1d10+8, counterattack vs. aerial, damage 10)

>Disruptive Taunt(Sap super points, our Presence + Taunt vs their Will x 2)
>Fist Sweep (3 AP, 1d10+4, damage 6, Crouching move, causes Knock-Down)
>Leap Dodge (1 AP, 1d10+5, move 12 feet, gives us Defense Reset)
>Lock (3 AP, 1d10+6, damage 6, causes Extended Hold)

SUPER MOVE

>Final Murder(4 AP, 10 super, 1d10+5, damage 17, causes knock-down, move up to 12 feet)
>>
File: thrash2_beta.pdf (535 KB, PDF)
535 KB
535 KB PDF
>>3283653
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Tournament+Fighter+Quest
>>
>>3283658
That's weird. Usually it has my name in the name field by default. It has been a while since I posted via my pc instead of my phone, maybe that's it.
>>
>>3283653
We have 6 AP now?

Let's try a pair of Justice Punches.
>>
>>3283702
Yes.

How it works is this. In one round, each active participant has a turn. Every turn, each participant in the fight receives 3 AP.

So when it's Belladonna's turn, she gets 3 AP, and we get 3 AP. Then, when it's our turn, she gets 3 AP and we get 3 AP.

You can only hold a maximum of 6 AP.

You could take this to mean that each round we simply get 6 AP, but there is a small detail in how the system works that should be noted.

Because it works this way, one defensive option is to spend AP to try and counterattack. There are some attacks that are built for this. Even normal punches and kicks can be very effective if used after baiting out an attack.

One reason you might want to go first is if you plan on either inflicting some kind of knockback or knockdown on the opponent to put them at a disadvantage OR you can simply save your AP and try to counter them on their turn.


I really love Thrash.
>>
>>3283702
One vote for double justice punches, two votes makes a decision.
>>
>>3283702
support
>>
Rolled 9, 6 = 15 (2d10)

>>3283738
Two votes makes it so! Roll your punches, and I shall roll a pair of blocks.

The first roll is +12, the second is +11.
>>
Rolled 3 + 12 (1d10 + 12)

>>3283758
>>
>>3283765
I mean the two rolls I made. Your two justice punches are at a +9. I'm not going to count that roll.
>>
Rolled 5 + 9 (1d10 + 9)

>>3283781
Thank you merciful QM
>>
>>3283817
One more for your second punch.
>>
Rolled 8 + 9 (1d10 + 9)

>>3283947
Praying for a seven or higher
>>
>>3283956
Noice.
>>
Rolled 4 (1d10)

>>3283956
You rear back. You have been beaten and humiliated by this girl. You have felt the sting of frustration and the pain of defeat. In one moment all of that falls away. She is just your opponent. A simple obstacle in your path, nothing less, nothing more.

You charge a punch with your Ki, then bring it around, aiming for her headset. The force of it is exhilarating. It feels like victory.

She blocks it.

She smirks at you.

And then your second punch drives hard into her abdomen, forcing the breath from her body. She looks shocked, then falls to the ground.

She is back on her feet in a moment, but it costs her precious time. She tries to throw you over her shoulder (This post’s roll, at a +10)

Pick a means of defense. It can’t be Block, since throws can’t be blocked. Two votes for defense, then one roll after that.
>>
>>3283996
We used all our AP on those punches, so it's gotta be a dodge.

Also shit, throws cant be blocked? Have we ever seen her dodge bonus? Maybe we should try those if it isn't also high as hell.
>>
>>3283996
Dodge around to her left.
>>
>>3283996
Dodge
>>
>>3284013
Roll for it.
>>
Rolled 8 (1d10)

>>3284050
>>
>>3284056
We should try making use of the Heavy mod now that we're at an AP advantage.
>>
>>3284056
A successful dodge. Her hands can’t find a grip on you.

Your turn.
>>
>>3284097
Are we close enough for a heavy move or do we need to spend AP to close the gap?
>>
>>3284110
She just tried to throw us so we have to be close
>>
>>3284187
Oh yeah, I'm an idiot.
>>3284097
How about a heavy Multi-kick?
>>
>>3284200
If we dodged to her side then we could be hitting her back.
>>
>>3284200
We tried a multi kick last time and it didn't work out. If no one ever remembers her dodging I'd like to try a throw, since she can't block that with her insane +12 bonus.
>>
>>3284215
Yeah, a throw to get her airborne could work well for us.
>>
>>3284215
Should we try to follow up with a rising kick now or wait to see if she tries to aerial?
>>
>>3284254
We might want to save it for a counterattack.
>>
>>3284273
Alright.
>>
>>3284297
So the damage from the throw comes from the impact. I don’t think she can turn around in mid air to attack us after she’s thrown, so when her turn comes around, she’ll be standing, not airborne.
>>
>>3285175
Makes sense.
>>
>>3285337
You guys still want just a throw and save the rest of your AP?
>>
>>3285390
Yes.
>>
Rolled 9 (1d10)

>>3285397
Roll it, then. This roll is her dodge at a +5
>>
Rolled 2 + 6 (1d10 + 6)

>>3285408
Fuck that roll, seriously.

Her +5 bonus is way lower than +12 though, I'm glad we tried this.
>>
Rolled 7 + 6 (1d10 + 6)

>>3285408
Fuck her.
>>
Rolled 2 + 6 (1d10 + 6)

>>3285408
>>
Rolled 6 (1d10)

>>3285412
You go in for a grapple and she barely stumbles back out of the way. She has fast hands but she’s not nimble with avoiding attacks.

Looking a bit panicked, she charges Ki and gets ready to use her Blast Knuckle.

Choose a means of defense. You have 6 AP. Using a counterattack costs 2 additional AP, but success means doing damage and cancelling her attack.

This roll is her blast knuckle, which is +9
>>
>>3286148
Justice Fist, will wait on other anons to see if we want to make it Heavy.
>>
>>3286148
I'll back the Justice Fist counter, but let's make it a partial counter and not heavy. We need all the accuracy we can get here.

Also it's specifically a counter move, does it still have the extra AP cost?
>>
>>3286187
It does not, nice catch.

Yes, if the move mentions it counters a certain type of move, then there is no additional AP cost.
>>
>>3286255
Yea i figured I'd better read that pdf if I didn't want the quest to end right here
>>
>>3286187
Roll for Justice Punch as a partial counter. That means it has a total of +12, since partial counter gives a +3.
>>
Rolled 4 + 12 (1d10 + 12)

>>3286352
Let's fuck those headphones up!
>>
I am so glad I read about partial counters. One point!
>>
>>3286408

https://www.youtube.com/watch?v=lgdNPVhBsZY

You see her fist coming at you. You remember the force of it, knocking you into the elevator yesterday. You don't care. You don't even try to block it. Instead, you meet force with force, and your fists cross in mid-air.

There's a concussive bang that shocks the arena as you are struck and knocked flying backwards, rolling like a ragdoll but then somehow regaining your footing quickly. You remember your training with the old man.

Do not resist the blows. Move with them. Let the force of them turn you. And then bring it back tenfold.

When you recover, you see the impact slammed Belladonna hard into the ground. She climbs back to her feet, looking shaken.

Your turn.

AP 6, 11 Ki, 2 Super, HP 25

>Block (0 AP, 1d10+7, -1 after each successive block)
>Dash (2 AP, move 12 feet in any direction)
>Defense Reset (1 AP, removes all block penalties)
>Dodge (0 AP, 1d10+8, move up to 4 feet in any direction)
>Heavy Strike (Modifies a move, +1 AP, –1 Accuracy, +3 Damage, –1 Move)
>Jump (1 AP, move 12 feet in any direction, can use attacks before landing)
>Kick (2 AP, 1d10+8, damage 7, move up to 2 feet)
>Move Boost (Gives a maneuver the following: +1 AP, Move +3)
>Punch (2 AP, 1d10+10, damage 6, move up to 2 feet)
>Throw (3 AP, 1d10+6, damage 9, Move up to 2 feet)

Special Maneuvers

>Justice Fist (3 AP, 5 ki, Reach 1, 1d10+9, counterattack vs. standing, damage 14)
>Multi-Kick (4 AP, 1d10+8, 2-5 kicks, damage 7 each, causes light Knock-back)
>Rising Kick (3 AP, 1d10+8, counterattack vs. aerial, damage 10)

>Disruptive Taunt(Sap super points, our Presence + Taunt vs their Will x 2)
>Fist Sweep (3 AP, 1d10+4, damage 6, Crouching move, causes Knock-Down)
>Leap Dodge (1 AP, 1d10+5, move 12 feet, gives us Defense Reset)
>Lock (3 AP, 1d10+6, damage 6, causes Extended Hold)

SUPER MOVE

>Final Murder(4 AP, 10 super, 1d10+5, damage 17, causes knock-down, move up to 12 feet)
>>
>>3286442
Would this be a good time to taunt in preparation?
>>
>>3286456
You could try and sap her super. How much do you think she has right now?
>>
>>3286456
I'd rather just try another throw. She can't have a big super charged yet.
>>
>>3286456
No, I don't think it's charged enough to worry yet
>>
>>3286529
>>3286555
Alright, dash towards her and go for a throw?
>>
>>3286560
Yeee

And save 3 for another counter
>>
>>3286595
But anon, that'd be 2 left.
>>
>>3286612
Oooph, you're right. Might as well make it a Heavy throw then
>>
>>3286690
Gonna need two votes for it
>>
>>3286690
>>3286720
Then I'll support this.
>>
Rolled 2 (1d10)

>>3286690
Roll that heavy throw. This roll is hers at +5.
>>
Rolled 9 + 5 (1d10 + 5)

>>3286922
Nice
>>
>>3286933
Nice luck anon, time to DUNK
>>
>>3286933
That's a lot of damage!
>>
You practically fly up to her, your head aching, your ears ringing, your teeth showing.

She can’t even put up a proper defense. You grab her by the neck and slam her to the ground. She pushes you off her quickly and rolls back up, then throws out a quick series of three punches.

Each of these is at a +10
>>
Rolled 7, 3, 6 = 16 (3d10)

>>3287036
I mean these rolls. These ones right here.

Decide on a defense and roll it.
>>
Rolled 2 (1d10)

>>3287042
DODGE
>>
>>3287042
Would a Heavy Justice Fist stop the combo in its tracks?
>>
>>3287055
Votes first then rolls, please. I’m counting this one, but from here on, please do rolls after we vote.
>>
>>3287042
We're out of AP? Or did we get another 3 on her turn starting?

If we can Justice Fist counter than lets, making it a partial counter again.

Otherwise triple dodge.
>>
>>3287061
Do you mean “Would it deal enough damage to end the fight?” Or “ Would interrupting one punch end all the rest?”
>>
>>3287068
You have 5 AP.
>>
>>3287074
The latter. I don't have the book so I can't check, nor do I know where to look.
>>
>>3287074
The second (I think), though the first would be nice to know as well. If we can't see her HP directly can we get a vague idea from her appearance?

>>3287077
I thought we used 2 to Dash, but I guess we didn't need to.
>>
>>3287084
We did use 2 on the dash, we gained 3 just now.
>>
>>3287084
You’re right. You’re at 3. Thank you for your honesty.

As for her health, she is looking like she’s in pretty bad shape.

Interrupting one attack doesn’t interrupt the others, though.
>>
>>3287116
Ok so we had 6 at the start of last round.

3 went into the throw
1 went into making it heavy

this leaves us with 2. If we used dash, we'd have zero, and gaining 3 at the start of the round would leave us with three. But we have 5, so clearly those 2 were from an unused dash.

>>3287125
I'm happy I'm right but sad about the AP.

As for her punches, dodge the first, counter Justice punch the second, dodge the third? Full counter, not a partial.
>>
>>3287134
Need one more vote
>>
>>3287134
dis
>>
>>3287175
Sounds good. First dodge was already rolled. Roll for your Justice Punch, then your dodge.
>>
Rolled 6 (1d10)

>>3287199
>>
Rolled 7 (1d10)

>>3287199
>>
Rolled 8 + 8 (1d10 + 8)

>>3287199
Dodge 2
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>>3287042
Clean hit, countered and nicked? Dodged? I don't know what happens with the last one.
>>
>>3287227
I can't look at the pdf right now, so I can't check what happens when a attack and defense tie on rolls. But, >>3287214
beat me by a second, so that's 15 on our defense to her 16, so it's a hit. It's turning into a pretty messy brawl.
>>
>>3287212
There we are.

You are struck in the stomach by the first punch, but adrenaline is coursing through your veins. You can barely feel the impact. Belladonna’s second punch comes in immediately, but you go low, underneath it, then drive your punch up and into her shoulder.

You hear a satisfying crack, followed by a short scream. You’re not sure if you broke something or just dislocated her shoulder, but you know she felt it. The pain and shock distract her long enough for you to drive a knee into her ribs.

Her face is a portrait of shock, pain, and despair. And then she just shuts down, dropping to the ground and lying still, the music still blasting in her headset.

“Winner! Natalya Sokolov!” You hear it broadcast through the arena. Belladonna’s fans are booing, but they’re drowned out by your own fans screaming in delight at your work.

This is big, you realize. You defeated a very dangerous fighter. People will start paying a lot of attention to you now. You’ll have to think on what to do with that fame.

For now, though, it’s time to go home. As you’re leaving the stage, you notice something. It’s a small cracked music player, a really old one that’s almost worthless. The screen is cracked. It must have fallen out of Belladonna’s pocket at some point. Bluetooth kept the music playing, unfortunately, but the more you look at the tiny mp3, the more you think it would make a great trophy.

You take it with you.

End of Chapter 4.

(Could someone archive this? Suptg is still giving me trouble.)
>>
>>3287262
You got It boss man. Satisfying that we took a trophy too. We need to put In work to have a stronger defensive tool I think. Working on the basics all around Is good, but I think our justice punch/counter game Is our biggest strength right now and we should improve It.
>>
>>3287262
Thanks for running!

Things were starting to get scary, we only had enough Ki for one more Justice Fist.

Also supers seem to be super rare. It doesn't feel like we'd ever get enough points for one in a normal fight.
>>
>>3287262
http://suptg.thisisnotatrueending.com/qstarchive/3271788/
>>
>>3287287
I'd like to go ahead and say that I think our super meter Is set up In a stupid fashion.

The two factors for raising It are dealing damage (Which Is good) and... pleasing the crowd? This was voted on In chargen, and why It's so stupid Is we will *never* go out of our way to please the crowd, nor will there always be one. I believe the 'rage' option where we raise our super meter by taking damage Is much more reliable and straightforward, and allows for forcing reversals when we need them. On that note, we should probably get another super soon too more well rounded than final murder.

>>3287262
So DM, any chance we could change how our super meter fills If other anons were okay with It?
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>>3287322
nah rage sucks

cool is ok, it fills automatically on a nat 10 and I'm betting that first justice fist would net us a full 3 points
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>>3287817
To be honest I’m not always great at remembering to give super points for Cool. Would you guys be willing to remind me?

Also next chapter will start with upgrading our character.


Thank you guys so much for all the support! I’m having a great time writing this and I’m very happy you guys are a part of it.
>>
>>3288640
New thread when?



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