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/qst/ - Quests


You are in an elevator.

It’s a large elevator, with plenty of room for the two suitcases and backpack you have. There are golden colored hand rails along the walls and a floor that resembles marble. It’s an elevator towards the center of the Island Shangri-La hotel in Hong Kong. It’s an elevator that contains you, and a rather uncomfortable looking young man, probably a local. He’s two inches shorter than you, weak looking, with long dark hair tied up in a knot and secured out the back of a baseball cap. Early twenties at the latest. He’s visibly nervous in your presence.

In two days you have your first internationally televised fight. This stage of the tournament is double elimination, so the stakes aren’t quite as high, and it’s likely you will see the same opponent down the road. You’re facing off against Belladonna, a fan favorite fighter. She’s a jpop idol who got into fighting as a publicity stunt. She shocked Akibahara when she ended up not just winning, but devastating her opponent, a professional MMA fighter from the US. She’s got a natural knack for combat, which she has since supplemented with training in judo.

The elevator is headed for a penthouse apartment. You’ve brought with you several sets of civilian clothes in case you wanted to check out the local scene under cover. You have a practical, modest swimming suit for training purposes, and two different fight outfits. The first is the grey gi you wore during your fight with Anatoly. The second is a modified Politsiya uniform, dark blue in color, and with the official slacks replaced with similarly colored sweatpants. Keeps movement free but has an official look to it. You may yet acquire or create more fight outfits as you progress.

Cont.
>>
>>3236584

You also have access to a gym of training and sparring equipment, just down the road. You've brought a laptop, a journal, sun-tsu's "Art of War" in russian, and a good amount of healthy food.

If you pass this stage in the tournament, sponsorship options may open up, as well as chances to meet with past fighters in the tournament.

Your apartment will be catered, clothes washed for you, and transportation offered. Which just leaves you with what you want to do with the time you have.

>Research Belladonna using the internet
>Enlist the young man in the elevator to serve as a more realistic punching bag
>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
>>
>>3236611
>Enlist the young man in the elevator to serve as a more realistic punching bag
>>
>>3236611
Ah yes, one last thing. You have earned 6 points of destiny from your sound defeat of Anatoly. Destiny is experience points. Each six can buy one advancement. I'm going to try to paste the game's chart in here, but in case I fail, it can be found on page 80 of Thrash 2.0.

Trait Cost
+1 to Attribute/Technique (New Rank of 1-5)
1 Advance

+1 to Attribute/Technique (New Rank of 6-8)
2 Advances

+1 to Attribute/Technique (New Rank of 9+)
3 Advances

New Super/Special Maneuver
2 Advances

New Support Trait
1 Advance

Adding 3rd or Higher Stacking Support Trait
2 Advances
>>
>>3236643
So if you all want to vote on something to spend it on or save it, you can do that
>>
>>3236643
Do you guys want to see our stats?
>>
>>3236681
yeah
>>
TFQ Character sheet

Natalya

We were born into a normal family and were bullied in school, until we learned that all it really takes to gain the upper hand is a little quick thinking, playing to the crowd, and a bit of sabotage. From then, we were addicted to the thrill.


We got into a fight with an old man in town and got the crap kicked out of us. The next week, we tried again, and again the next week, and again until he was teaching us.

We're split between being a vagrant and a Politsiya, so I'm leaving the voting open for a bit longer. From this point on, the next choice to get 5 votes wins it. Alternatively, you could combine them and vote to be a former politsiya, current vagrant or vice versa.

Long Blonde hair
Blue Eyes
Pale White skin
Medium Height
Weight 2

One Red Eye and Shark like Teeth

Agility 7
Stamina 4
Strength 5
Intelligence 3
Presence 2
Will 4

Finesse 4
Force 4
Precision 5

Acrobatics 4
Block 3
Evade 5
Focus 3
Grapple 1
Kick 4
Punch 5

HP 36

Ki 24

Super Foci
Attack
Cool

Justice Fist
Multi-Kick
Rising Kick

Disruptive Taunt
Fist Sweep
Leap Dodge
Lock
Multi-kick upgrade: Forceful
Justice Fist upgrade: Power Flash
Alertness
Presence Sense
Appearance: attractive
Rapid Healing


>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)
>>
>>3236693
+1 intelligence
>>
My apologies, I know I've given a whole lot of options.

I will leave this open for the night, then we'll count votes in the morning.
>>
>>3236693
+1 Stamina Is my vote.

Hey DM, any chance we could re-vote on our super foci If the other anons were Into It? Cool doesn't seem very useful for us IMO.

>>3236611
>Enlist the young man in the elevator to serve as a more realistic punching bag

I suspect who this Is but I also feel like It might be bait because 'he' certainly doesn't look weak.
>>
>>3236611
>>Travel around Hong Kong, seeing the sights
>>
>>3236611
>Travel around Hong Kong, seeing the sights
+1 INT
>>
>>3236611
>Get your hands on some drink
>>
>>3236611
>>Travel around Hong Kong, seeing the sights
+1 stamina
>>
>>3236611
>Travel around Hong Kong, seeing the sights

Nice oponent, if we don't end up breking her too much she could meet her after the event.
>>
>>3236611
>Enlist the young man in the elevator to serve as a more realistic punching bag
+Int
>>
>>3237526
Votes counted. We’re seeing the sights, but it’s split between 1 int and 1 stamina. I need a tiebreaker vote there.
>>
>>3237686
STamina. Drunken masters are supposed to be ridiculously tough.
>>
>>3237688
The people have spoken!

This will change our HP from 36 to 42.
>>
>>3236693
I would have voted +Will, as it ups both Hp and Ki, but Stamina is also solid.
As for the vote
>>3236611
>Travel around Hong Kong
Random encounter ahoy!
>>
>>3236693
I would've gone with +1 Intelligence, but Stamina is good considering our fighting style.

>>3236611
>Travel around Hong Kong, seeing the sights
>>
The elevator doors open and the young man scurries our. He takes a parting glance at you, and you give him a grin, showing teeth. His eyes widen a bit and he turns quickly to leave.

You ride the elevator one more floor up. Your room is very spacious, and from here you can see a good amount of the city. You unpack your clothes, set up your laptop, and start looking over some places to go. You were given a pamphlet when you got here of activities the Tournament will pay for. Since you’re still not as well known, the list is scarce right now, but it does include cab fare to other locations if you hear of any place.

>Go to the Hung Shing Yeh beach
>Go shopping at the Peak Tower
>Go to the Correctional Services Museum
>Go for a wander

>Write-in
>>
>>3238282
>>Go to the Hung Shing Yeh beach
>>
>>3238282
>Go to the Correctional Services Museum

we are a cop, this seems right up our alley
>>
>>3238282
>Go to the Correctional Services Museum

As tempting as the beach is, this seems like a better choice.
>>
>>3238282
>Go to the Correctional Services Museum
>>
>>3238282
>Go to the Hung Shing Yeh beach
>>
>>3238282
>Go to the Correctional Services Museum

Whatever we go we should look like the most stupid turist as possible. I'm wary of beating random people and getting expelled from the tournament, but if its a mugger no one will bat an eye
>>
>>3238282
>Go to the Hung Shing Yeh beach
>>
>>3238306
switching to>>3238312
>>
You get some civilian clothes on, deciding to dress as touristy as possible. Denim baseball cap, yellow long-sleeve shirt, and the sweatpants from your Politsiya fight outfit. It all comes together quite nicely to scream "Easy Mark"

You empty out your wallet except for a single 500 ruble bill and bring only a cheap disposable camera. The only vital items you will need are your ID card and hotel room key, which you hide on your person. Anyone who gets close enough to take them will get to learn a new game you call "Hospital or Grave?"

Heading back down the elevator, you see the young man again, sitting in the lobby, wearing a set of headphones. You give him another smile, like a shark smiling at a meal. This time, he meets your gaze, face blank.

When he looks away, it seems to be from disinterest. Odd.

You'd like to put some fear in him, but the room is crowded. Beating up a random kid in a hotel lobby will be detrimental to your long term goals. Maybe you'll get another chance to show him his place.

The cab takes you to the correctional services museum, which proves to be quite interesting. Instruments of punishment were certainly more interesting in times past. They have a display for where people would receive a caning, several mock cells and mock gallows, which are starkly simple.

You snap a few pictures of the mock cell and gallows. The crowd around you is composed of a lot of Americans and people from other parts of Asia, as well as a few locals dressed in black. You wait, seeing if you will feel the characteristic tug of a rookie pickpocket.

However, it doesn't come. The thieves don't seem to be interested in you. However, there's a large man in a Hawaiian shirt in front of you that they keep passing near.

You see it. One hoodlum snakes his hand in the man's pocket quick as a flash and grabs the man's wallet, right in the middle of the museum.

What do you do?

>Go for a hold, something to immobilize.
>Swift kick to the jawline
>Kick his legs out and go from there

>Shout loudly about what you see
>Do nothing and keep watching the punk kids

>Write-in
>>
>>3238977
>Kick his legs out and go from there
>>
>>3239010
adding >Shout loudly about what you see
>>
>>3239034
Calling the vote here.

https://www.youtube.com/watch?v=-kwqyckF4a8
>>
>>3239050
You shout out loud.

"You think I didn't see that!?"

The kid doesn't have time to respond before his knees are kicked out and he stumbles gracelessly to the floor, wallet going skidding across the floor. The other two look up at you furiously. One draws a knife.

You split your attention to keeping both at bay at once. A kick to the ribs on the left stuns that brat, the one on the right comes at you with a knife and gets a Justice Punch to the nose, driving him backwards and downwards with the force of it. His nose must have broke, because there's a mess of blood.

Left is getting up and rushing you, and you give him a kick in the throat for his trouble. He stumbles back, clutching his throat and making a horrible, beautiful retching noise. The pickpocket who started the whole matter tries to stand. You grab him and force him to the ground, face down, then pin his hands.

You stand back up and plant a foot on him, pinning both his hands and keeping him from standing back up. The other two look rough, but stand up and ready themselves to charge in again. Taking your foot off pickpocket will allow him to re-enter the fight.

How would you like to destroy these brats?

>Go into a drunken stance and start using items around you to defeat and humiliate them
>Start breaking limbs
>Let loose entirely and use a Final Murder
>Just delay them enough for the police to come clean up. They're next door, after all.

>Write-in
>>
>>3239086
>Go into a drunken stance and start using items around you to defeat and humiliate them
>>
>>3239086
>Go into a drunken stance and start using items around you to defeat and humiliate them
>>
>>3238977
>Do nothing and keep watching the punk kids

>Follow them and see if you can fight them all at once in a quieter place.
>>
>>3239086
>Go into a drunken stance and start using items around you to defeat and humiliate them

Jackie Chan is a motherfuckin' russian now, boys.
>>
>>3239086
>Let loose entirely and use a Final Murder

We haven't seen this move yet, and this Is ''''''Self Defense'''''', right? One of them has a knife. Let's be In character and have some well deserved 'Fun'.
>>
>>3239086
>Go into a drunken stance and start using items around you to defeat and humiliate them
>>
>>3239086
>Final murder
This name makes me wonder if there's such a thing as a nonfinal murder in thrash.
>>
>>3240202
Half murder?
>>
>>3239086
>Go into a drunken stance and start using items around you to defeat and humiliate them

While we're at it, tell them that we don't want no trouble in Russian before we start.
>>
>>3240600
She'd be lying through her shark teeth though.
>>
>>3241337
Exactly.
>>
>>3239086
>Let loose entirely and use a Final Murder
>>
>>3239086
>Final Murder
>>
>>3239086
>Go into a drunken stance and start using items around you to defeat and humiliate them
>>
>>3239109
switching to
>Let loose entirely and use a Final Murder
>>
>>3241693
Oh shit, nvm I already voted yesterday. I forgot.
>>
>>3239086
>>Just delay them enough for the police to come clean up. They're next door, after all.
>>
It's a narrow margin, but drunken stance wins the day. I'm writing it up now.
>>
>>3243378
"Я нe хoчy никaких пpoблeм!" You yell to them, as they look at you, bewildered.

You release the one under your feet and move backward pushing the crowd out of the way. The large man in the Hawaiian shirt gasps. "That's MY wallet!"

He puts two and two together along with the rest of the crowd. "Those kids stole it from me! Take 'em down!"

You didn't need any encouragement. You're headed for the caning stand, followed closely by the knifeless hoodlum. You pick up the cane and, in mock drunkenness, you stumble/dodge his punches as they come in. With the next few dodges, you put him in between you and the caning stand, then you kick out, pinning him to in with your foot.

You let loose with the cane, a flurry of lashes that each elicits a louder scream than the last. When the pickpocket himself comes in to approach, you finish the boy with a kick to the temple, dropping to the ground in the process.

Predictably, the pickpocket tries to kick you while you're down, only for you to force his foot into your armpit and hold it there, then stand up, putting him off balance. You push him backwards, forcing him to hop just to keep from falling over. He doesn't notice that he's headed for the manacles on the wall until you have already slammed him into them and locked him in place. Rather than knock him out, you give him a painful slap across the face and turn your attention on the knife wielding boy.

He dashes in, as expected, but to his surprise, you run into the next room over, containing the gallows. He follows you, making rabid jabs. You move to the hanging noose, and put it between you and him. He jabs and slashes a few times, then tries reaching through the noose to stab you.

You grab the other end of the rope and pull tight, pulling his hand up and crushing it against the beam. The knife falls at your feet. You tie off the rope, leaving him stuck there.

The crowd watching you claps and cheers. You give them a smile.

The man in the Hawaiian shirt approaches. "That was amazing! Who the heck are ya!?"

"I'm Natalya. I'm competing in the tournament." You offer, with just a bit of false modesty.

"Well I'm Jacob Gallant. I simply must return the favor."

You glance in his eyes. You don't see lust, but perhaps a bit of greed...Interesting.

Cont.
>>
Jacob approaches and offer his hand to shake. “Let me show you some appreciation for your help back there. You’re an amazing fighter and I just have to talk business with you.”

The police storm in and start shouting at the boys in Chinese, but you get the feeling that justice will be pretty harsh on them. Serves them right.

As for Gallant...

>Shake his hand and tell him he can treat us to a fancy dinner.
>Shake his hand but decline payment or reward.
>Refuse the handshake and tell him you didn’t do it for his sake.
>Write-In
>>
>>3243459
>Shake his hand and tell him he can treat us to a fancy dinner.

I'd say listen to what he has to say at dinner, then decide from there if this guy's worth our time and effort.
>>
>>3243459
>Shake his hand and tell him he can treat us to a fancy dinner.
>>
>>3243459
>Refuse the handshake and tell him you didn’t do it for his sake.
>>
>>3243459
>Shake his hand and tell him he can treat us to a fancy dinner.
Let's listen to what he has to say
>>
>>3243459
>Shake his hand and tell him he can treat us to a fancy dinner.
>>
>>3243459
>>Refuse the handshake and tell him you didn’t do it for his sake.
>>
>>3243459
Damn, are we getting a sponsor right away? Neat!
>Shake his hand, tell him that we can go talk in more detail.
>>
>>3243459
>Refuse the handshake and tell him you didn’t do it for his sake.
>>
Looks like we can safely call the vote here.

“Well, you can treat me to some food.” You say with a grin. You haven’t yet tried any local cuisine.

“I know just the spot. Are you busy right now?”

“I have some time.” You remark, casually.

“Let me take you there.”


The restaurant Jacob takes you to is a gourmet dumpling shop, beloved by locals as a small dive that serves amazing food. Jacob tells you the place is a total secret. So, naturally, everyone knows about it.

“So you use drunken boxing, eh? It’s an unusual style to practice.”

“Yes.” You respond. “It was taught to me by an unusual man.”

“I can imagine. It’s not common to see that in a Russian Martial Artist, but dang if you didn’t make it work for you. You’re strong enough to go toe-to-toe with the best of them, but you’ve got a mind that sees creative solutions.”

It’s hard not to like a man who is accurate in their compliments, but police training has told you there’s no such thing as a free lunch.

“I think you want something from me, Mr. Gallant.” You say.

“I knew you were smart.” He says with a big laugh that shakes his large belly. “But I think I have something that could help both of us. I’m a businessman by trade, and making deals is what I love doing. Obviously I’m not a great tourist, but I dare say I know a thing or two about working with people, and I got a lot of friends.”

That last part, you believe. Jacob is the first person you’ve met in a while that seems like more fun to talk to than maim.

“You’re new here and you want to make it big. You want to be known. I can help with that. I know people you should be talking to for sponsorships, brand deals, creature comforts, image experts, free crap, all that nice stuff. I can tell you who to trust and who’s dirty. In short, I want to your manager.”

>Your offer intrigues me. Give me a day to think it over.
>I could use a local expert. You’re hired, as long as you understand you’re my manager, not my boss.
>I don’t think I could get you the public image you’d want. Thanks, but no thanks.

>Write-in
>>
>>3248154
>I don’t think I could get you the public image you’d want. Thanks, but no thanks.
>>
>>3248154
>Laugh in his face.
>>
>>3248154
>Use Final Murder
>>
>>3248224
>>3248253
combine these
>>
>>3248154
Seconding >>3248270's suggestion.

>Laugh in his face. then say "I don’t think I could get you the public image you’d want. Thanks, but no thanks."
>>
>>3248154
>Your offer intrigues me. Give me a day to think it over.

Is there any reason not to at least consider it?
>>
>>3249029
We fight to hurt people, not "nice stuff".

The only things we'd want are some really nice/fancy hooch.
>>
>>3248154
>Your offer intrigues me. Give me a day to think it over.
A manager is useful, so long as he understands that he'll be operating on a loss.
>>
>>3248154
>>Your offer intrigues me. Give me a day to think it over.

well, I'm not exacly face material.
if he understand we have no intention the play the good girl card and still want to work with us I think its good, it will be very hard to make some money with our personality without someone spinning tales behind it
>>
>>3248154
>>I don’t think I could get you the public image you’d want. Thanks, but no thanks.
>>
Right now we have a tie between “No thanks” and “Day to think it over” so imma count the votes again when I’m done with work today.
>>
>>3248560
This
>>
>>3251404
The people have spoken!

You stare blankly at him for a solid four seconds before throwing your head back laughing.

“Oh, that’s rich. I don’t care about any of that material crap, Jacob. Thanks, but no thanks.”

He looks surprised. “You don’t want to make a name for yourself as a professional fighter?”

“Not really.”

“Then why be here at all?!” He says, incredulous.

“Oh, I’m getting exactly what I want here. Thanks for the food. Have a nice night, Jacob.”

You finish your last bite and leave the restaurant. It’s getting pretty late. You head back to your apartment.

Day after tomorrow is your fight with Belladonna. You haven’t even thought about it since this morning.

But still, the choice of how to spend tomorrow is still up to you.
>>
>>3251806
The next morning you wake up feeling rested. You dreamt of wars, of smoke, of battlefields, of blood and victory, of red skies and black suns.

Pleasant dreams.

Now, what to do today?

>Research Belladonna using the internet
>Find the young man from the Hotel and put a little fear in him.
>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
>>
>>3251816
>Find the young man from the Hotel and put a little fear in him
>>
>>3251816
>Research Belladonna using the internet
>Find the young man from the Hotel and put a little fear in him.
>>
>>3251816
>>Head to the gym to try and get into a routine of working out
>>
>>3251816
>Find the young man from the Hotel and put a little fear in him

Bully the little guy. [Spoiler]Sexually.[/spoiler]
>>
>>3251988
But I want to bully him in the broken ribs way
>>
>>3252006
>implying that she doesn't get off by doing just that.
>>
>>3251816
>>Travel around Hong Kong, seeing the sights
>>
>>3251816
>Find the young man from the Hotel and put a little fear in him.
>>
>>3251816
>Find the young man from the Hotel and put a little fear in him.
>>
>>3251816
>Head to the gym to try and get into a routine of working out
>>
That brat from earlier seems like he’s trying to seem tough. He stays at this hotel, one floor down from you, and sometimes hangs out in the lobby.

You decide to take a wander through the floor he’s on. You might be lucky there. Failing that, the lobby will be a good place to wait to ambush him.

The elevator dings, and you step out. You’re in civvies again, this time with jeans and a neon yellow short-sleeved shirt. The hallways are wide and it seems there’s only a few rooms on this floor, each one spacious. There’s a laundry room nearby and you hear the blare that indicates a cycle has ended. You hear the door of a dryer open, then shut after a moment.

The young man then walks out of the laundry room, carrying a basket of clothes . He’s wearing a long T-Shirt, right jeans, and purple headphones. His hair is down, and it’s long, coming down to his shoulders.

“Hey! You come here.” You say.

“Doushita?” He says. His voice is quite high pitched. Wait, no.

He’s not a he.

Not that it matters that much. You’re not about to let anyone get the better of you.

You get close, put your hand on her shoulder to guide her back to the elevator. Predictably, she resists. She grabs your hand, but suddenly she’s turning, kicking your leg out as she does, and then she pulls hard, tossing you over her shoulder.

You land hard on the ground, and the shock of the hit reverberates through your whole body. You roll to one side just before an axe kick lands inches from your face.

You’re on your feet, but she’s ready for you, throwing out kick after kick, each one landing closer than the last. You can’t move fast enough for the last one, but you have your hands up by then and you block it, the force of it pushing you back.

There’s a pause. She stares at you, no emotion in her eyes. She’s sizing you up. Without breaking eye contact, she taps a few times on her phone. You hear a slight change in the music coming from her headphones.

Then you feel the Ki, rolling off her like steam. You can almost hear the old man berating you.

“Stupid girl!” He would have said. “You can SENSE Ki if you listen! I taught you to fight, evidently I wasted my time!”

It’s fine. We won’t make that mistake a second time.

Cont. (When I get home from work)
>>
>>3254291
https://youtu.be/EV9qUv5RZf8
>>
>>3254291
>girl
As I thought
>>
>>3254291


You are facing off with a girl who your are reasonably sure is Belladonna, the jpop idol turned world-class fighter.

I kind of want to let you guys roll in this fight. I'll just call the votes and tell you guys when to roll.

We need two initiative rolls, first for us, then for Belladonna. Initiative is 1d6+1/2 our agility. Our agility is 7, (so we'll have 3), and Belladonna's is 2, (so she'll have 1).
>>
Rolled 5 (1d6)

>>3255090
For us
>>
>>3255111
Total of 8, so she can't possibly go faster than us.

Do we want to go first or second? Two votes wins combat decisions.
>>
>>3255120
Go First
>>
>>3255120
first
>>
>>3255153
Okay, you have 3 AP.

>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)
>>
>>3255164
>Punch (2 AP, 1d10+10, damage 6, move up to 2 feet)
>>
>>3255164
>Hit her with a fist sweep
>>
>>3255164
>Fist Sweep (3 AP, 1d10+4, damage 6, Crouching move, causes Knock-Down)
>>
>>3255164
>Fist Sweep (3 AP, 1d10+4, damage 6, Crouching move, causes Knock-Down)
>>
>>3255164
>Fist Sweep (3 AP, 1d10+4, damage 6, Crouching move, causes Knock-Down)
>>
>>3255164
>>Punch (2 AP, 1d10+10, damage 6, move up to 2 feet)
>>
>>3255164
A fist sweep it is, opposed by a block. I need you guys to roll 1d10+9 for us and 1d10+12 for Belladonna's block.
>>
Rolled 8 + 9 (1d10 + 9)

>>3257339
>>
Rolled 1 + 12 (1d10 + 12)

>>3257339
>>
>>3257348
You are a lucky bunch you are.

You come in fast, then duck and trip her with a sweep. The girl lands unceremoniously on her back. She then rolls backwards, coming up on her feet and comes in with a Ki charged strike!

Dodge or block?

Either way, I need us to roll a d10, and then we need a d10+9 for Belladonna.
>>
Rolled 7 (1d10)

>>3257379
Block
>>
Rolled 9 + 9 (1d10 + 9)

>>3257379
block
>>
>>3257406
Our block is 14, her attack is 18.

We pull our hands up to stop the attack, but we're hit, and hit hard. We're sent flying back down the hallway, propelled by the Ki behind her punch. We fly back into the elevator, still open, and land hard against the back wall. We also take 11 points of damage. She's still standing by the laundry room door, where her basket of clothes is splayed out everywhere. The blank expression she has is cracking ever so slightly, showing fire in her eyes, directed at us.

We're now a solid 8 feet away, so if we want to attack, we have to close that distance first.

HP 31, Ki 26 Super 1, AP 6

>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+9, 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)
>>
>>3257428
>Dash (2 AP, move 12 feet in any direction)
Can we dash and do another action?
>>
>>3257514
Yes, we just only have 6 AP to work with this turn.
>>
>>3257428
>Leap dodge
into
>Multi-Kick

4AP for loads of damage, defence reset and movement? Yes please.
>>
>>3258566
5AP, sorry.
>>
>>3258566
+1
>>
>>3257428
Backing
>>3258566
>>
>>3258826
All right. No need to roll Leap, just roll d10+8 for multi-kick and then d10+12 for her block.
>>
Rolled 4 + 8 (1d10 + 8)

>>3258923
>>
Rolled 3 + 12 (1d10 + 12)

>>3258923
These bonuses are making me feel pretty outmatched.
>>
Rolled 9 + 8 (1d10 + 8)

>>3257428
>Leap Dodge (1 AP, 1d10+5, move 12 feet, gives us Defense Reset)
Into
>Multi-Kick (4 AP, 1d10+8, 2-5 kicks, damage 7 each, causes light Knock-back)

>>3258923
Rolling for the Multi-Kick.
>>
Rolled 4 + 12 (1d10 + 12)

>>3258923
And now for the Block.
>>
>>3258937
I’m going to go with the first set of rolls, just to keep everything somewhat fair.

Also, keen observation.

Now, you jump up and rain down kicks as you fall to the ground, but she blocks each one, moving in perfect rythym. You land and try to sweep with both legs in a mock stupor, but she jumps it.

I need three d10+8 rolls for her three kicks, and then two votes for a method of defense (Dodge or block) then we’ll roll that.
>>
Rolled 3 + 8 (1d10 + 8)

>>3259169
dodge
>>
Rolled 4 + 8 (1d10 + 8)

>>3259169
Dodge
>>
Rolled 6 + 8 (1d10 + 8)

>>3259169
Looks like we're dodging
>>
>>3259278
Then let’s get three d10+8 rolls, one Dodge for each kick.
>>
Rolled 6 + 8 (1d10 + 8)

>>3259309
>>
Rolled 9 + 8 (1d10 + 8)

>>3259309
>prays in sadistic russian
>>
Rolled 9 + 8 (1d10 + 8)

>>3259309
Doing very good
>>
>>3259323
Yeah, I’ll say.

Three kicks come in, each slow enough to dodge but every bit as powerful as your own multi-kick. You’re swaying backwards to dodge and weave and one kick intended for you strikes a door, hard enough to cave hole in it.

Belladonna is openly glaring at you now, two inches shorter than you, and her face showing more and more fury.

>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+9, 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)
>>
>>3259455
6 AP, 31 health, 1 Super (I think), 24 Ki
>>
>>3259455
Alright let's show her how it's done with our own multi kick
>>
>>3259455
>>Multi-Kick (4 AP, 1d10+8, 2-5 kicks, damage 7 each, causes light Knock-back)
>>
>>3259455
>Multi-Kick (4 AP, 1d10+8, 2-5 kicks, damage 7 each, causes light Knock-back)
>>
>>3259455
I am tempted to say Heavy Multi-Kick, but regular is also fine considering she got shitloads of block.
We need more pressure, a 3 punches (as in 2AP * 3) combo would make her block three times instead of one right? Stacking maluses on her defence.
>>
>>3259566
Roll 1d10+8 for Multi-Kick and 1d10+12 for her block. You will still have 2 AP, if it's not spent, it goes away.
>>
Rolled 7 + 8 (1d10 + 8)

>>3259747
Not 3 rolls?
>>
>>3259785
No, just two. One for us, one for her.
>>
Rolled 6 + 12 (1d10 + 12)

>>3259789
>>
>>3259800
That’s another block.

You start throwing out several kicks and she has perfectly timed block for each one. You’ve been fighting at a perfectly even match for some time. You’re panting, and so is she.

You can see sweat on her forehead and feel it on your own. Still, you have 2 more AP, if you want to try something.
>>
>>3259823
A Punch.
With a +10 it may actually connect.
>>
>>3259823
Punch
>>
>>3259825
Roll it! And her block!
>>
Rolled 10 + 10 (1d10 + 10)

>>3259901
>>
Rolled 6 (1d10)

>>3259901
Rolling for the opponents block, not sure about her modifier.
>>
>>3260043
After an intense back and forth, you finally slam a fist into her gut. She ducks back and recovers quickly, though. She stares at you blankly for a moment and then stands up straight. Her body language says she’s done. Not surrender, more like acceptance. She doesn’t quite relax, it’s like she’s watching to see if you’re done too.

Are you?

>We’re not getting anywhere here, a fight like this is not any fun.
>We’re not done. Not by a long shot.

>Write-in
>>
>>3260117
>We’re not done. Not by a long shot.
>>
>>3260117
>We’re not done. Not by a long shot.
The only way to talk is with her defeated on the ground
>>
>>3260117
>Not done
We're gonna get whooped, but our character wouldn't stop here.

>Ask if her tongue got cut out or something.
>>
>>3260261
“We’re not done here.” You say. She raises an eyebrow as you retake a fighting stance. “What, did your pop managers cut out your tongue or something?”

“No. My English is...No good?” She shakes her head and looks like she can’t remember the word.

You nod. Well, you both speak a universal language, anyway.

Roll 1d10+10 for her Punch, then decide on a method of defense, then roll for it.
>>
Rolled 5 + 10 (1d10 + 10)

>>3261273
Block
>>
Rolled 1 + 7 (1d10 + 7)

>>3261273
Rolling for our block
>>
>>3261296
You put up your hands to block, but her fist is faster, squarely hitting us in the jaw. The hit knocks us back, and we find ourselves back by the elevator.

Our HP is now 24.

We have 6 AP.

>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+9, 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)
>>
>>3261441
punch 3x
>>
>>3261441
I'll back three punches
>>
>>3261441
>punch 3x
>>
>>3261475
All right! Roll 1d10+10 for our punch and 1d10+7 for her defense. We’ll resolve the next few punches after we see how this goes.
>>
Rolled 3 + 10 (1d10 + 10)

>>3261632
Nice to see her defense finally dropping
>>
Rolled 3 + 10 (1d10 + 10)

>>3261632
will roll for the others in a bit if there's no one else
>>
>>3261688
Fuck, I meant +7

can't get shit right today, sorry
>>
Rolled 10 (1d10)

>>3261632
>>
>>3261688
Dropping?

No.

You realize it as your fist rockets toward her.

She’s waiting for it.

She grabs your fist and moves into position to throw you.

You let her. As you are thrown, you instead focus on your training and roll with the fall, then spring back up. She looks surprised. Then, you place a good hard strike on her jawline, payback for earlier. It feels amazing.

Roll for your next two punches.
>>
Rolled 1 (1d10)

>>3261909
>>
Rolled 3 + 10 (1d10 + 10)

>>3261909

>>3261919
Oof
>>
>>3261943
Two block rolls for her at +12 please
>>
Rolled 9 + 12 (1d10 + 12)

>>3262153
The first block roll is unnecessary. Her roll will beat us no matter what.
>>
>>3262162
Ah, well, that is true, and you are correct. I forgot to mention that each successive block will suffer a -1 cumulatively. I don’t think it has come up yet.
>>
Our rolls have been terrible
>>
>>3262231
You throw two more punches but you’ve lost the element of surprise and each one is slapped away. She throws what seems like a very clumsy punch, but as you dodge it you see instead she’s just quickly reaching past you to press the elevator call button, which lights up.

I need three rolls for three of her punches, then you guys decide on what we’re doing to defend. Each punch is plus 10.
>>
Rolled 10 + 10 (1d10 + 10)

>>3264005
Voting for block dodge block
>>
Rolled 1 + 10 (1d10 + 10)

>>3264005
Dodge
>>
Rolled 9 + 10 (1d10 + 10)

>>3264009
This plan is solid
>>
>>3264025
Sounds good, roll for those.
>>
Rolled 1 + 8 (1d10 + 8)

>>3264039
Block
>>
Rolled 4 + 8 (1d10 + 8)

>>3264039
Dodge
>>
Rolled 7 + 8 (1d10 + 8)

>>3264039
Block 2
>>
>>3264141
She throws three hard elbows, two of which crack hard against your head. You’re wearing down fast and her defense seems impenetrable.

You have 10 hp remaining.


>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+9, 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)
>>
>>3264213
Can we do final murder now?
>>
>>3264252
We get 1 super for each hit we do, and a few for each really cool thing we do. I’ll give you two for hitting her after avoiding her Intercept Counter. That leaves us with 4 super total, I believe (correct me if I’m wrong). Final Murder needs 10. I think it’s meant to incentivize weaker, more accurate moves.
>>
>>3264213
>>Punch (2 AP, 1d10+10, damage 6, move up to 2 feet)
>>
>>3264312
Another 3x punch then
>>
>>3264341
I’ll count these as two votes. Roll for those punches, and three blocks for her. First block is +12, second is +11, third is +10.
>>
Rolled 9 + 10 (1d10 + 10)

>>3264576
>>
Rolled 7 + 10 (1d10 + 10)

>>3264576
>>
Rolled 8, 5, 4, 10 + 10 = 37 (4d10 + 10)

>>3264576
>>
>>3264653
You throw out a quick three punches, drilling her midsection, and then aim a hook to her nose, which is deflected. You see the fury in her eyes return, and hear the elevator door open behind you.

Roll 1d10+9 and 1d10+8 for her two attacks, then decide on a defense and roll it.
>>
Rolled 8 + 9 (1d10 + 9)

>>3264781
I think there's too many rolls for us to roll, you should roll them, or at least for enemies.
>>
Rolled 7 + 9 (1d10 + 9)

>>3264781
Block and dodge

Be ready for her to kick us into the open elevator
>>
Rolled 9 + 8 (1d10 + 8)

>>3264781
Dodge
>>
>>3264793
Deal.
>>
Rolled 2 (1d2)

>>3264803
Okay so we rolled for defense before we decided on whether we wanted to block or dodge that first hit. This happens to be a very important moment where the difference matters a lot. Since when we rolled defense we had one vote for block and one for defense, I will be rolling 1d2. A 1 is a block, a 2 is a dodge.
>>
>>3264824
All right, successfully dodged that one. Now I need you guys to decide on a method of defense FIRST, and then roll for it. I will start rolling for enemies.
>>
>>3264830
Another dodge
>>
>>3264830
Block
>>
>>3264830
Dodge
>>
>>3265106
Nvm. Thought I had voted.
>>
>>3265109
*hadn't
>>
>>3264848
support
>>
>>3264830
I'm the interest of moving on, I vote to block
>>
>>3265125
I think that’s two for block so roll it
>>
Rolled 1 (1d10)

>>3265988
>>
Rolled 8 (1d10)

>>3265988
>>
>>3266303
She reels back and aims a Ki charged Blast Knuckle, aiming to take you down with the blast. You end up bending over backwards as a defense, which works to avoid the Knuckle, only to have her drive her heel into your stomach with an ax kick.

You are at 2 HP, 6 AP, 24 Ki, 4 Super


>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+9, 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)
>>
>>3266918
Punch then multi kick
At this rate we're going to lose
>>
>>3266918
>>Heavy Strike Multi-Kick (4 AP, 1d10+8, 2-5 kicks, damage 7 each, causes light Knock-back)
>>
>>3266923
This
>>
>>3266923
Roll them.

These two rolls I’m making are for defense, the first is plus twelve and the second plus 11
>>
Rolled 4, 10 = 14 (2d10)

>>3267108
>>
Rolled 4 + 10 (1d10 + 10)

>>3267108
>>
>>3267115
Need one more.
>>
Rolled 7 (1d10)

>>3267216
>>
Oh man

She's going to kick us into the elevator as a finisher, it's going to go down, and the whole lobby is going to see our KOed ahegao.
>>
>>3267259
at least that'll teach us humility
>>
Rolled 6, 2, 5 = 13 (3d10)

>>3267259
She blocks both our attacks, then moves in to throw a few punches. We’re dizzy, even one hit from her will finish us. I’m rolling three d10s, each of which has a +10. You guys decide on defense, and roll it.
>>
Rolled 7 + 8 (1d10 + 8)

>>3267340
Dodge
>>
>>3267361
Need one more vote and two more rolls.
>>
Rolled 17, 15 + 8 = 40 (2d20 + 8)

>>3267391
Dodge
>>
Rolled 9 + 8 (1d10 + 8)

>>3267400
Wrong dice
>>
Rolled 3 + 8 (1d10 + 8)

>>3267404
Final roll
>>
>>3267408
And so it ends.

You duck one of her punches only to find her throwing out two more that catch you in the nose and then the eye, which feels like a concussive crack accompanied by a flash of light. You’re fading from consciousness.

Then you feel her hand on your neck, pushing you back into the elevator, then against the wall. She stares into your eyes. She could kill you right now, and she knows it.

But instead she starts speaking in broken English.

“You start fight you can’t win. You aggressive, stupid girl. You are weak.” She lets go and steps back out of the elevator, pressing the lobby button as she does so.

“And soon, everyone know it.”

You fall to the ground, and you see the elevator doors shut just before you pass out.
Would someone be willing to archive this chapter? I’d be grateful.
>>
>>3267439
Archived
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Tournament%20Fighter%20Quest
>>
>>3267439
If possible, I vote to say a weak "fuck youuuuuuu" that trails off as the elevator doors close.
>>
>>3267487
Thank you.



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