Not worth the hassle.
Why isn't it worth the hassle? Seriously, if we get it up that high, why keep it mundane?

Edit: I mean, we made the one we're going to be flaunting in a tournament supernatural, but the one that uses environmental attacks, dirty tricks, and low blows that could be useful in life or death fights that don't have rules is the one that's to be kept mundane?
 
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Nope, all must be supernatural! Everything!

Edit: Street fighting was actually my first choice for an SMA. But when everyone wanted to make MMA supernatural, I felt that we should go all in and make everything supernatural. We shall have supernatural arts and crafts if I can help it!
Genuine question, are you being serious? It's kind of hard to tell thanks to internet being, well, the internet.
 
Genuine question, are you being serious? It's kind of hard to tell thanks to internet being, well, the internet.
Since the option to turn Karate and Kendo supernatural seems to be coming up, then I'm going for it, that is me being serious. The arts and crafts is an exaggeration, though if the option comes up I'd probably take it as well.
 
i think we should have at least one mundane martial art, to avoid unwanted attention. Hose is already curious about Hayato abnormal strength, which is fine since he's our friend, but i don't want to draw the organization attention to us.
 
i think we should have at least one mundane martial art, to avoid unwanted attention. Hose is already curious about Hayato abnormal strength, which is fine since he's our friend, but i don't want to draw the organization attention to us.
Look, if we can get away with our main style in this tournament being supernatural, we may as well go all in. What's the point of keeping a single martial art mundane when our go to style is already supernatural?
 
It going to depend on perks for me, but unless the Mundane perks are much better than the Supernatural ones, there really is no reason to keep MAs as mundane, since you can still use them as mundane arts as well, but without the supernatural perks.
 
It depends on what we want, we could make it supernatural and then learn another martial art (we will end up being a master of everything, an apprentice to nothing ... hahaha)
 
Hayato will become a Little God of Fighting at this rate. I swear that if this accidentaly ends up with us having a cult inside the Club, I'll cackle like a madman while cursing you all.

P.S: Congrats for a hundred pages, QM.
 
It is not for nothing but we are raising enough flags to go down a path similar to ace and kamina.
Especially with that phrase from the memory of Yamato (from a long time ago chapters) I want to say "don't worry I'll always be with you" sounds like a typical phrase that an anime mc remembers when the one who said it died or is at risk of dying


LOL
 
This is why i want to level thoughness next. Hayato should be invincible.
But think about how much fun it would be to die and for reason (our power could be) to become a yokai / monster, we would be a villain (possibly) and the toughest that Yamato and his allies have faced, we would be defeated and hired by Yamato ( we would be his kurama)

LOL
 
But think about how much fun it would be to die and for reason (our power could be) to become a yokai / monster, we would be a villain (possibly) and the toughest that Yamato and his allies have faced, we would be defeated and hired by Yamato ( we would be his kurama)

LOL
Nah Hayato is basically high school kamina his sheer badassness would break any form of mind control.
Also is a great joke when a plan from Yamato suposedely kill hayato and before everyone can properly freak out Hayato just walk off of it, all according of his brother plan.
 
Week 10.1
Karate:

78 to 80:
It was difficult to tell the difference between Karate and MMA at first.

You mean, it's in the latter's title. Mixed Martial Arts. All about mixing every fighting style you have together and making something more efficient out of it. You already do that now at your current level of MMA. You couldn't see what made them different.

Then, as you began working with Sakura...the answer became clear to you.

To put it simply, MMA is a jack of all trades. It mixes everything together so that it can have an answer to every situation.

Karate, on the other hand, is specialized for a single thing.

Defense.

The stances you take always ensure your arms are positioned to intercept incoming blows.

Your legs are mainly used to keep your balance, while your hands are used to attack.

Most of your kata are focused around precision strikes meant to bring the enemy down before they become a problem. A style of fighting that was perfect when mixed with counters.

When you made this assessment before, it was on a base level. After all, most Martial Arts were created for self-defense.

Karate, however, is specialized for that express purpose.

It's why Sakura is able to strike back despite her injuries. She just has to defend herself from every attack you throw at her. Even with an injured leg, she can pull off attacks as long as you make the first move. With this understanding you begin to incorporate it into your training. Your movements, your stances, your strikes. All things are dedicated not to attacking the enemy and bringing them down. But simply to defend yourself from everything they throw at you.

You begin to understand how Karate is truly used for "Self-Defense". Perk Added: Sanchin-dachi: Enemies suffer a -15 Debuff to Martial Arts Melee Attacks against you.

80 to 85: You're just below a Master of Karate now. You feel like you could block the attacks of all unskilled fighters. Perk Added: No Weapons: You can now disarm enemies if they attack you with Basic (read, not metal) Melee Weapons. This will debuff their Skill Check based on the weapon they are using.





90: Once again, you can feel the change. This time it's while you're practicing with the Wing Chun Dummy in the Karate section of the gym. Sakura's there watching you as you body starts to sing again. You hear your body calling out again. To push further than before. To leave that barrier in your way in the dust.

[] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they're using Any Mortal Melee Weapon against you. Enemies that attack you first suffer a -10 Debuff to their attacks.

[] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.



Kendo:

78 to 80:
Much like with MMA and Karate before it, practicing more with Kendo nets you more than just skills and techniques. It gives you a better understanding of the style itself and what it's meant to do. What it's meant to teach those who practice it. And, of the three, you gain the grimmest.

Kendo was made to kill people.

Well, not exactly. It's not "meant" to kill people. Especially not in this day and age. While swords are still around they aren't exactly something that everyone uses for defense or battle anymore. And as you said before, it was more or less created to make sure the techniques practiced before the decline of the samurai survived. It is not purposely used, nor taught in such a way, so that people learn how to take the lives of others. Not anymore.

However, it is still swordsmanship.

And swords were made to kill others.

Sometimes to protect those who couldn't protect themselves, sometimes as simple self defense, and sometimes simply cause there are some serious assholes out there.

As you fight you start to see it in the techniques and movements. How you're supposed to aim for a specific body part to defeat your opponent. How you're meant to try to go for blows that, if you were using a real sword, would maim or injure your opponent.

That's not the only part of it. Far from it. Like other Martial Arts, Kendo is supposed to teach discipline, respect, honor, and other virtues. You must be disciplined to be able to wield the weapon without wavering. You must give it, yourself, and your opponent the respect they deserve. So on and so forth.

But it's something you needed to understand. Otherwise, how would you get better? How would you be able to go farther than where you are now?

You begin to understand what Kendo is for. What it was, and in someways still, meant to teach. Gained Perk: A Blade In Hand: Gain +10 to Swords.

80 to 85:
Seteke seems to sense when you make this realization. His training remains the same, but you feel him get a bit more aggressive. You match him blow for blow and begin to learn how you can use this new understanding of the craft to better yourself.

After a bit, it becomes obvious.

Kendo techniques are about eliminating your enemy in as few moves as possible. And, as of now, you think you're approaching the point where you can accomplish that. You're just below a Master of Kendo now. Any untrained person coming at you with a Shinai is in trouble. Gain Perk: The First Strike: When using a Shinai in Combat, gain a +15 to your Check on the First Round. Can't be used with metal swords.




90: Once more, that feeling.

Once again, it happens while you're training.

You swing your blade through the air, shouting out the mantras Seteke has drilled into your head. All three senpai sit nearby, watching your progress.

Your body sings.

Your hands grip the Shinai tighter.

You can feel the want to go further. To break another barrier.

[] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.

[] Don't Make Kendo a Super Art. No Change. Gain Perk: A Firm Grip: You can't be disarmed when using a Shinai.




I did try with these Perks. Hopefully they work. Went back through older AGG Quest to better understand what I can do with them and how I want them to be done.

Also, I'm gonna write the part with the Midterms and such in the next update.
 
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Okay, let's stick with our promise. 👏 👏👏
We'll win it.
[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.
[X] Don't Make Kendo a Super Art. No Change. Gain Perk: A Firm Grip: You can't be disarmed when using a Shinai.
 
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[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.
[X] Don't Make Kendo a Super Art. No Change. Gain Perk: A Firm Grip: You can't be disarmed when using a Shinai.


I believe we have a limit on what we can upgrade into super arts. We already have MMA I rather use another slot for Street fighting.
 
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Okay, let's stick with our promise.
My promise was to make EVERYTHING super.
I believe we have a limit on what we can upgrade into super arts. We already have MMA I rather use another slot for Street fighting.
I don't think that was stated at all. Edit: Went to check the informationals, and it doesn't say anything about a limit on super arts.


[X] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.
 
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[X] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.

As a heads-up, we need to make THREE martial arts supernatural in order to unlock the Martial Arts Advanced Class as well as unlock a special perk. As we already have done that to Mixed-Martial Arts, these other two finish off that requirement.

Let's get that done.
I thought the point was to make them super arts
Yeah, that's why I voted for that plan in the first place.
I believe we have a limit on what we can upgrade into super arts. We already have MMA I rather use another slot for Street fighting.
I'm almost 100% certain this isn't the case, but just to check, @LinkOnScepter?
 
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[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.

We don't really have a need to turn Karate into a super art since we already have MMA and Shrouded Mountain for super hand to hand, Kendo on the other is covering something we lack. Never know when we might need a super art that's usable with swords.
 
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