[?] The first rule of Meguca Club is: You do not talk about Meguca Club. The second rule of Meguca Club is: you do not talk about Meguca Club. Third rule of Meguca Club: Someone yells stop, goes limp, taps out, the fight is over. Fourth rule: only two girls to a fight. Fifth rule: one fight at a time. Sixth rule: no dress sense, no magic. Seventh rule: Fights will go on as long as they have to. And the eighth and final rule: If this is your first night at Meguca Club, you have to fight.
 
Also, we really do need to practice more with magic by the way. Maybe try and incorporate it more in future fights. We only tried enchantment twice and the roof hopping trick once. Of course we're not that good at it yet. You actually need to practice at something repeatedly to be good at it. Who knew?:V
Put grief plates under the soles of our feet and try to TK ourselves for greater mobility? Probably would need to practice, but it could work as 'there's always a platform to jump from, under our feet'.

EDIT: In other words, air-step.
 
She's also got the super spear.

[] "First one to get incapacitated loses. Unless you give up."
[] Don't use gem-pulling, and don't just restrain her with grief.
[] Try to get some extra use out of your hammers, throw them at her, use them when she gets too close, etc.
[] Other than that, play to win; no one likes someone letting them win.

How's that look?
That really doesn't restrict us all that much. We have to seriously handicap ourselves or we just steamroll Kyouko. Maybe something like:

[] Only use your grief defensively and not for attacking. (tripping her up with sudden grief trip wires or so is ok I guess.)
 
I don't think we need to restrain our grief manipulations to just defense. As long as we're not aiming for overkill or gempulls, using a fair balance of grief manipulations and our hammer should be fine.
 
I don't think we need to restrain our grief manipulations to just defense. As long as we're not aiming for overkill or gempulls, using a fair balance of grief manipulations and our hammer should be fine.
Really so long as we don't go abusing the mobile oppression fortress or something it should be fair. Keep in mind this girl sparred with Mami. She may not have won, but she's not inexperienced with fighting someone with battlefield control powers.
 
Guys, guys. Simple: multiple rounds. So what if Kyouko wins in the first 10 seconds? Do it again, and see if we can last 15.

We certainly don't mind letting Kyouko beat us up with Yuma right there to heal, and we actually get some practice in that way. Forget grief bending; it ruins the whole catharsis factor for Kyouko.
 
Guys, guys. Simple: multiple rounds. So what if Kyouko wins in the first 10 seconds? Do it again, and see if we can last 15.

We certainly don't mind letting Kyouko beat us up with Yuma right there to heal, and we actually get some practice in that way. Forget grief bending; it ruins the whole catharsis factor for Kyouko.

Discussed. This wasn't framed as a practice. Getting our assess kicked in this context isn't going to help us get better. I'd rather give Kyouko a bit of a challenge here. She can still work off her frustrations that way.
 
Guys, guys. Simple: multiple rounds. So what if Kyouko wins in the first 10 seconds? Do it again, and see if we can last 15.

We certainly don't mind letting Kyouko beat us up with Yuma right there to heal, and we actually get some practice in that way. Forget grief bending; it ruins the whole catharsis factor for Kyouko.
I don't mind getting our asses kicked either; I'm just worried that limiting ourselves to our melee weapon will come across as "I'll fight with one hand behind my back, you know, so it's fair".
 
I thought we were framing it as practice? We badly need some experience in using our melee weapon instead of just relying on grief bending, and Kyouko would like to beat the shit out of someone (and we don't mind). Win-win. Just tell her that. If we need to, we can ask Kyouko to just use one hand so that she doesn't kick our asses too quickly.
 
I thought we were framing it as practice? We badly need some experience in using our melee weapon instead of just relying on grief bending, and Kyouko would like to beat the shit out of someone (and we don't mind). Win-win. Just tell her that. If we need to, we can ask Kyouko to just use one hand so that she doesn't kick our asses too quickly.
We did use the word "spar" though, and that implies a no-consequence fight for fun, practice, and bragging rights, not a training match. We definitely haven't framed this as training yet.
 
How 'bout something like this:

10-minutes non-stop, we try to beat the ever loving shit out of each other as long as we can with just our weapons until the time runs out.

Just avoid the gems, and no cranial dismemberment.

We'll foot any grief costs during the fight or for healing.


No need for any win condition, because I really think '10-minute fight' will probably mean '10 minutes of Sabrina trying to stay on her feet'.
 
How 'bout something like this:

10-minutes non-stop, we try to beat the ever loving shit out of each other as long as we can with just our weapons until the time runs out.

Just avoid the gems, and no cranial dismemberment.

We'll foot any grief costs during the fight or for healing.


No need for any win condition, because I really think '10-minute fight' will probably mean '10 minutes of Sabrina trying to stay on her feet'.

I stopped reading after 'just our weapons'.

No. Let's not.
 
I agree that hammers only is a good idea. At least at first. If Kyoko starts getting dissatisfied, we can slowly start ramping up our grief use to match her.

Also we should either use the martial-art point system, point for every hit to body, or go with a simple 'if you fall on the ground, you lose the round'
 
I agree that hammers only is a good idea. At least at first. If Kyoko starts getting dissatisfied, we can slowly start ramping up our grief use to match her.

Also we should either use the martial-art point system, point for every hit to body, or go with a simple 'if you fall on the ground, you lose the round'
Again, why with the point-keeping system? We have a healer. Kick your opponent's ass until they can no longer defend themselves, or until they give up.

Again, though: Kyoko's not stupid. She'll figure out that we suck with our hammer real quick, and she'll get annoyed at us for holding back so much for her sake. It'll feel like we're coddling her, and that takes the whole catharsis benefit away.
 
[x] Rules:
-[x] Non-lethal attacks only.
-[x] First to yield loses. Spar ends if one of us is unable or unwilling to continue.

[x] Sabrina:
-[x] Follow the rules.
-[x] Try to use your hammer more but don't abandon your grief manipulations.
-[x] Aim to give Kyouko a challenge.
-[x] Raw grief manipulations only.
-[x] Avoid overkill.
-[x] No gem pulls.

[x] "Oh, just one moment."
-[x] Pull out Aurora. Make some instruments for a battle theme.
 
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[ ] Rules:
-[ ] Non-lethal attacks only.
-[ ] First to yield loses. Spar ends if one of us is unable or unwilling to continue.
-[ ] If it ends too quickly, fight more rounds. Aim for at least 10-15 minutes of fighting

[ ] Sabrina:
-[ ] Follow the rules.
-[ ] Try to use your hammer more but don't abandon your grief manipulations.
--[ ] No using Witch stuff - it creeps people out
-[ ] Aim to give Kyouko a challenge.
-[ ] Avoid overkill.
-[ ] No gem pulls.

Edit, vote changed
[x]Muramasa
 
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