Once correction that I should make after some re-reading. I'm not sure about the possible perks below 90, but at levels 90 and 100 what we gain from the MA aren't perks but techniques specific to that MA, like the ones we've gained from training UMT.
Close enough in my book, but thanks for the correction anyway.

At work so, not yet.

Will do so when I can.
Sorry for bothering you at a bad time, then. Thanks for the upcoming clarification, though; until then, consider this discussion postponed.
 
We'll also be presented with a "Take This To Supernatural Levels or Keep It Mundane" decision, and there's ambiguity about whether or not we'll be able to turn them into Supernatual Martial Arts while avoiding maiming people.
If by ambiguity, you mean completely and totally clear
You can use Supernatural Mortal Arts on a Mortal Level. No one will notice, but they'll lose their Supernatural Properties. You can switch and choose how/what you're going to use before a fight starts. If a new combatant or new fight starts after or while the current fight is happening, you'll get a chance to switch.
Then yeah, it's real ambiguous on if we can use Supernatural Martial Arts on a non-maiming level against Not Supernatural people.
 
If by ambiguity, you mean completely and totally clear

Then yeah, it's real ambiguous on if we can use Supernatural Martial Arts on a non-maiming level against Not Supernatural people.

3. You will get a choice of whether you want to use the Supernatural Version of your Mundane Martial Art during the Tournament. If you do, you'll win every fight easily. But, everyone will notice you're not normal and you may get into some trouble with the other schools and judges because of it. Not to mention you might maim some of the normal students.

Not to mention you might maim some of the normal students.

And then there's what you quoted Dark.

So yes, I feel as though there's some amount of ambiguity about if simply transforming our MAs into SMAs will risk maiming people or if we'll be given the options to transform and then stay within Mortal limits.

I'll just @LinkOnScepter to confirm about it, because if it's the former then I can't in good conscience advocate for going All-90+ before the tournament.
 
She shakes her head, "No. It's just...I mean....I'm the first one who wants the guy to be able to learn everything he needs to learn in time for the tournament. But this ain't a manga or something. No one can learn all that in a couple of days. Especially not if their teachers aren't up to snuff."

Challange Accepted!

It's time to get Swole guys!
 
And then there's what you quoted Dark.

So yes, I feel as though there's some amount of ambiguity about if simply transforming our MAs into SMAs will risk maiming people or if we'll be given the options to transform and then stay within Mortal limits.

I'll just @LinkOnScepter to confirm about it, because if it's the former then I can't in good conscience advocate for going All-90+ before the tournament.
Considering how that quote you threw back at DarkKing explicitly says we can choose to stay within mortal limits before a fight, I'd say that we'd need to be either actively trying to cause serious injury or vastly overestimating our opponents to maim someone. Plus, y'know, we don't even need to turn them into supernatural martial arts anyway, so if you're really that worried about it just vote to keep them mundane and accidentally injuring opponents becomes a non-issue.

Basically, you're worrying about nothing, and calling it ambiguous when previous QM statements have debunked everything you're worrying about, with absolutely no room for interpretation.
 
On Combat/Martial Arts Part the Final/Luck Rolls
Ok, I'm back at home and at my computer. And since I feel I have been confusing people with how Martial Arts work in general, I'm going to go ahead and lay out the final version of how they work right now. Disregard anything else I've said before, as this is after I've had some time to think about it and figure out EXACTLY how I want this all to work. I'll be sure to handle the other Threadmarks later. I'm also going to use this opportunity to talk about two other things: Combat and Luck Rolls.

Combat:

Combat will have three different forms:
  1. Basic Form. Basic combat is essentially when I just perform a Combined Skill Check and compare it to a DC. That's it. It'll mostly be done when you guys don't really need to try or when it's only based on your skills alone.
  2. Roll Form. In this combat, I will ask for people to roll a certain amount of d50s. This will mainly be used for times when there's either uncertainty, when you're working with others to see if they can manage to accomplish their goals, or when there's an element of luck to the battle. It's first come, first chosen on the rolls.
  3. Partner/Single Form. This combat is when you either fight someone who also has a Partner, a single Supernatural, or a very skilled mortal. In this case, I will ask you all to roll 1d50, also first come, first chosen, and then roll one myself for the enemy.
Martial Arts:

Unlike other Skills, regular Mortal Martial Arts don't give Traits or Perks until rank 80. After that, you'll unlock a Perk related to the use of the Martial Art for 80 and 85. Then when you hit Rank 90, you'll have the option of turning it into a Supernatural Martial Art. If you do this, the 80 and 85 Perks you gained before will transform into a single rank 90 Perk. If you don't, you'll just get a lesser version of the 90 Perk while keeping it as a Mortal Martial Art.

Ranks 100 and 150 still give Perks as well.

Rank 200 is only obtainable with Supernatural Martial Arts. This is because you're well beyond the realm of mortals by this point.

Getting three Martial Arts to Rank 100 will earn you a Class Change Opportunity and special Perk.

One major difference between the Martial Arts is how they interact with opponents in Combat. Specifically, Mortals and Supernaturals.

VS Mortals:

Against Mortals, Mortal Martial Arts are a Flat Combined Skill Check Bonus. It's simply Hayato using everything he knows to win a fight. Cause, that's how he's been fighting since...forever.

However, should you turn a Mortal Art into a Super Art, it changes from a Flat Bonus, to a Multiplier that is added to whatever other skills you're using for the fight. If you don't have any points in an appropriate Skill, the Multiplier will change to a Flat Bonus.

The Multiplier advances like so:

90 = 1.0
100 = 1.5
150 = 2.0
200 = 2.5

While this ensures you'll win just about any fight against a regular Human, it also means that you're essentially maiming them. Cause by this point you're hitting them with enough strength, speed, or otherwise that there's no way their body can withstand it. However, you are able to choose which version of the Art you use in a fight. Due to his character up to this point, Hayato will instinctively refuse to use his Super Art against normal foes. He will always default to the Mortal Version. But when he comes across a Supernatural Opponent, or someone who can actually keep up with him, then you will have the option to switch.

Against a Mortal, it remains a Multiplier.

Basically, if you were to train MMA up to 90 and turn it into a Super Art, Hayato would outright refuse to use his full strength against anyone (who couldn't handle it) in the Tournament. Thus MMA would remain as a Flat +90.

It also becomes clear to people who know what they're looking at that you're not a normal person in the slightest. This can have various affects based on the person who sees this.

VS Supernaturals:

Against Mythical Opponents, Mortal Arts are just about useless. They can be used, but suffer Severe Debuffs.

Like, -100 Level Debuffs.

This also goes for enemies with Partners like you. And you if you ever used Yato against normal people.

However, Super Arts are fully effective against these opponents. They are only considered Flat Bonuses though.

Much like Partner Arts, you need to get a Partner's SL to at least 8 to be able to use a Super Art alongside their Partner Art.

Luck Rolls:

Lastly, while I won't be doing Event rolls anytime soon, I will be bringing in the "Sage Quest Luck Rolls!"

It will be the same usual in those Quest. Roll a certain number of 1d20s, sometimes with a modifier.

Nat 20s explode.

And, with all that said:

Roll me 2d20s. First come, first chosen.
 
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Unlike other Skills, regular Mortal Martial Arts don't give Traits or Perks until rank 80. After that, you'll unlock a Perk related to the use of the Martial Art for 80 and 85. Then when you hit Rank 90, you'll have the option of turning it into a Supernatural Martial Art. If you do this, the 80 and 85 Perks you gained before will transform into a single rank 90 Perk. If you don't, you'll just get a lesser version of the 90 Perk while keeping it as a Mortal Martial Art.
Just to be clear (because I'm not quite getting it; this may or may not be related to sleep deprivation since I've had insomnia all week): Does this mean the Perks only apply when using the Martial Art in question, or what?
 
Combat will have three different forms:
  1. Basic Form. Basic combat is essentially when I just perform a Combined Skill Check and compare it to a DC. That's it. It'll mostly be done when you guys don't really need to try or when it's only based on your skills alone.
  2. Roll Form. In this combat, I will ask for people to roll a certain amount of d50s. This will mainly be used for times when there's either uncertainty, when you're working with others to see if they can manage to accomplish their goals, or when there's an element of luck to the battle. It's first come, first chosen on the rolls.
  3. Partner/Single Form. This combat is when you either fight someone who also has a Partner, a single Supernatural, or a very skilled mortal. In this case, I will ask you all to roll 1d50, also first come, first chosen, and then roll one myself for the enemy.
Sounds good.
While this ensures you'll win just about any fight against a regular Human, it also means that you're essentially maiming them. Cause by this point you're hitting them with enough strength, speed, or otherwise that there's no way their body can withstand it. However, you are able to choose which version of the Art you use in a fight. Due to his character up to this point, Hayato will instinctively refuse to use his Super Art against normal foes. He will always default to the Mortal Version. But when he comes across a Supernatural Opponent, or someone who can actually keep up with him, then you will have the option to switch.
This is very good to know, so no using Super Arts in the tournament.
 
Just to be clear (because I'm not quite getting it; this may or may not be related to sleep deprivation since I've had insomnia all week): Does this mean the Perks only apply when using the Martial Art in question, or what?

The Arts themselves? Yes, they are limited to Combat only and only work when using that Martial Art. The special perk you get for getting Three Super Arts to 100 is the one that lets you use all the Perks regardless of Super Art.

However, all the Arts give Perks that can help outside of Combat. For instance, Karate will give bonuses to your Culture Skills, as it's considered a form of meditation and has a long history of being used for such things.
 
The Arts themselves? Yes, they are limited to Combat only and only work when using that Martial Art. The special perk you get for getting Three Super Arts to 100 is the one that lets you use all the Perks regardless of Super Art.

However, all the Arts give Perks that can help outside of Combat. For instance, Karate will give bonuses to your Culture Skills, as it's considered a form of meditation and has a long history of being used for such things.
So Supernatural and Mundane Arts give only perks, not techniques like UMT. Only Partner Arts grant us techniques?
Unyielding Mountain Technique
Passive Boosts:
+10 to Resist Soul Based Combat Actions. +5 to Resist Emotion Based Combat Actions. +10 to Resist Mental Based Combat Actions. +10 to Resist Physical Based Combat Actions.

- Reflecting Wall Technique: Soul Version: A counter that guards your soul with a barrier made of excess bodily energy, then explodes when an enemy attempts to attack your Soul. It both deflects the attack and deals damage to the attacker. Automatically activates in Combat. +10 to Resisting Spiritual Attacks; Deals damage to Foes who strike your Soul; 2 Charges per Combat.

- Reflecting Wall Technique: Mental Version: A counter that guards your mind with a barrier made of your spiritual energy, then explodes when an enemy attempts to attack your Mind. It both defects the attack and deals damage to the attacker. Automatically activates in Combat. +10 to Resisting Mental Attacks; Deals damage to Foes who strike your Mind: 2 Charges per Combat.

- Impenetrable Soul Armor: Expands your spirit to cover your body in an ethereal armor. Gives you better defense, but puts your Soul at risk of attack. Must be activated before or during Combat. +10 to Physical Defense, but -5 to Spiritual Defense in Combat.

- Spirit Guarding Cage: Uses your mental energy to form a "cage" around your spirit. Gives you better spiritual defense, but puts your Mind at risk of attack. Must be activated before or during Combat. +10 Spiritual Defense, but a -5 to Mental Defense in Combat.
 
Week 9.2
Luck Rolls:

1d20 = 12


After learning that you'd need more training to be able to sweep the upcoming Tournament, you began to throw yourself into improving your Martial Art skills. Not just in the physical sense. You stop by the library and grab up books talking about how to apply your combat skills and the general rules regarding the Tournament. You're gonna win this thing. No matter what.

Choose 1 Martial Art Skill to add a +10 to.

Yamato: 1d20 = 18


Yamato seems to have a similar idea as he follows you to the library.

However, where you focus on your physical abilities, he chooses to focus on "something easier to hide".

When you ask what he means, he opens his uniform to reveal....twenty fucking darts hidden inside his sleeve alone.

How the fuck-?

His answer is Yameko and his recently improved ability to trick others. It is honestly scary how easily he describes the way he's been able to get all kinds of small items and weapons passed school security.

You'd be worried if he wasn't your brother.

Yamato gains +15 to Throwing Weaponry: Darts!

Discovered Yamato Trickery Perk: Out Of Sight, Out Of Mind! Yamato can keep objects no bigger than his hand completely hidden from sight!



[] Martial Art that will Gain +10

Activities (Pick Four):

[] Go Out Alone:
- [] Random Exploring (???)

[] Go out with Yamato
- [] Random Exploring (???)

Weekend Training:
[] Train Alone
- []
- []
- []
- []

[] Train with Yato
- []
- []
- []
- []

[] Train with Yamato (Yamato Only has 1 AP Left over to Train with you guys)
- []
- []
- []

- []

[] Train with Yameko
- []
- []
- []

- []

[] Train with Hose
- []
- []
- []
- []

[] Ask Ritsuko if she'd train with you

Relations:

[] Hang with Yamato (Relationship 6/10; 10/15 RP)

[] Meet up with Yameko (Relationship: 2/10; 3/3 RP: Can Rank Up)

[] Spend time with Yato (Relationship: 6/10) (Should be 9, but further increases are locked behind Special Event)

[] Go train with Hose (Relationship: 4/10; 8/10 RP)

[] Hang out with Ritsuko (Relationship: 4/10; 10/8 RP: Can Rank Up)

[] Find Elizabeth Young (Relationship: 2/10; 10/5 RP; Can Rank Up)

Research:

[] Diplomancy Level 1: Try and improve your ability to conduct diplomacy. If you can better get people to see things your way with words alone, you could start really getting better relationships. (+5 to all Diplomacy Checks)

[] Now You're Motivated: Use your understanding of basic motivation to better convince others to agree with you. Find their motive, and try to get them to back down. (+5 to all Diplomacy Checks)

[] Pinpoint Calculations: It's faster if you do it in your head. (+10 to all Mathematics Checks; Will always get above 50 on your Math Exams)

[] Like The Greats Before You: There's a reason their strategies withstood the test of time. (+5 to all Tactics Checks)

[] I Can Recall That Event!: Who knew remembering random historical facts could be so useful? (+10 to all History Checks; Will always get above 50 on your History Exams)

[] Hard As A Brick: You were always tough, but you've gotten tougher. You're skin's tough as a brick now. (+5 to all Physical Resistance Checks)

Possible Events:

[] Search the School: You go looking for Monsters or Organization members. Might lead to new Relationships.

[] Ask Yamato what's wrong with him?: It's time you got to the bottom of this. Locked until Relationship Rank 8 or Feelings: 30+

[] Search The City. Maybe there's something around here to do while school's out. Could lead to new locations and relationships.

[] See Hose at the School Dojo. You've got to keep up that training.
- [] Martial Art To Train
- [] Martial Art To Train

[] Go on another date with Ritsuko. She'd be willing to come with, right?

[] Analyze your Parent's Stuff: Maybe there's something here that you missed. ??? (Secrets locked behind Perception: Objects: 20)

[] A Trip Into Yato's Past: Lets see what your Partner has going on in his head. (WARNING! Will Cost 4 AP and Start a Semi-Lengthy Event Chain. However, will up your Relationship Rank with Yato by 4. Possibly more based on certain Factors) (Required To Increase Relationship Any Further)

[] Seek out those Counselors: You know Yamato said not to be reckless...but since when has that stopped you? Maybe you can find something he didn't.
 
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I'm thinking another session for each of the school martial arts, plus either Physical Resistance or Hard As A Brick. We're gonna get punched a lot in a tournament, so upping our ability to take hits can only help (especially since it's pretty much the only thing we can train that'll apply to all physical combat checks), and boosting our martial skills will help us dish them out. As for the bonus skill... Karate's probably good; we don't use swords for the most part so we can probably afford to let Kendo lag a bit, MMA's our highest martial art at the moment, and it doesn't make sense to apply it to Brawling or Street Fighting (assuming we'd even be allowed to). Only potential issue is that this one session will put us at the point where we need to decide whether to keep MMA mundane or supernatural-ify it (assuming we don't wind up getting a penalty of some kind, like Hose being unavailable), which is probably gonna be divisive; I've already made my position on that known, but I haven't seen much discussion on the topic since I haven't been here very long.

...actually, let's just put all that into a plan... Speaking of which, do you want us to put which path of martial arts to take in the plan, or should we wait to vote until we actually get there?

[ ] Plan: Tournament-Ready
-[ ] +10 to MMA
-[ ] See Hose at the School Dojo. You've got to keep up that training.
--[ ] Karate
--[ ] Kendo
-[ ] Train with Hose
--[ ] MMA
-[ ] Train with Yato
--[ ] Physical Resistance

Preferably in that order; don't want to potentially get in trouble for a fight we didn't actually get into. Assuming we can only assign 2 AP to the Dojo since Link only put 2 boxes under it instead of the 4 under "standard" training, which is why I've got training with Hose separated.

Hopefully we can find time for Ritsuko soon; I like her (and her awkward totally-not-a-crush on us), but unfortunately training for the tournament takes priority right now.

edit: Took X's out since I'm not voting for it anymore, and changed the bonus to MMA for efficiency.
 
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[X] Plan: We're Ready
-[X] +10 Karate
-[X] A Trip Into Yato's Past: Lets see what your Partner has going on in his head. (WARNING! Will Cost 4 AP and Start a Semi-Lengthy Event Chain. However, will up your Relationship Rank with Yato by 4. Possibly more based on certain Factors) (Required To Increase Relationship Any Further)

We're at SL 6, so whatever choices we make we'll hit SL 10. Higher SLs give us Perks and Training buffs.

Karate was said to have meditative benefits, so that's just relevant here.
 
[] Plan: Tournament-Ready

We already have way too many storylines running right now, we should wait to start Yato's event chain until after we are done with the tournament.
 
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Question, doesn't anyone feel like we're much more of a normal shonen protagonist than Yamato? I usually try visualizing things from his perspective as if I'm reading manga, and it's not very battle-shonen in the way that I visualize it.

With our character it feels like too much of the regular shonen, but our bro is supposed to be the protagonist. The vibe is just a bit off for me.

Don't get me wrong, I like Yamato as a character and I'm having a blast with him having a harem. But as I said, he is active in a way that is way more Death Note than something like World's Mightiest Disciple (which is more what we are right now. Booya to the core! That manga rocks!).

This is just me though. Still love the quest and will continue to love it.
 
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