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/tg/ - Traditional Games


You are Chitose Sonohara a 17 year yankii, badass, badboy, & high school student.

You’re currently attending the 1st semester of your 2nd year at Onimaru Highschool of the Onimaru Trinity Sister Schools located in the dead center of Eternal Diamond City (Located on eastern coast of Japan). While much of your time spent is just dicking around and going to school for shits and giggles, you are also currently working part-time at your mentor’s establishment near the coast within the shopping district.

While you might have led quite the rough & tumble lifestyle for the better portion of a decade, it has come to your realization that FUCKING SHIT UP might not lead to the most prosperous of futures…

So super-charged with newfound determination to change your life, you venture forth into the unknown! Perhaps today will be great progress into a brilliant future of wonders untold!

>Jus when ya thought you’se gonna has a good time some punks rolled up and started causin’ trouble! Gang members of the Downtown King’s Crew seem to be infesting the boardwalk, and a small band of this particular group of degenerates started to cause you and yer friends trouble! Prez accidentally bumped into some dude with Sunglasses and he decided that fer the trouble he and his group were gonna have to extract payment from her body! These bastards get WAY too ahead of themselves when there’s a lot of em, and there are; 12 to be exact. Ya just got smacked around some, but ya opened a path fer Prez to escape, but it seems like their “Boss” decided he was gonna chase after her himself whilst you’se was tied up with the rest of his crew!

>Archive
http://suptg.thisisnotatrueending.com/archive.html?tags=yankii%20reform%20quest

>Quest Text Only (Updated to 15)
http://pastebin.com/JFr0n1e0

>Additional Information
Coming Soon™

>Ask
http://lord-grimsley.tumblr.com/ask

>Twittersheet
https://twitter.com/Lord_Grimsley
>>
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Both you and Souichi lay there on the ground after being tossed around by the wide-framed, and slightly fat dude with a Crewcut. Just beyond your view of Crewcut and the Glasses guy, Noriko is doing her best to outrun their muscular, yet chubby Boss with Sunglasses. Noriko is no athlete from how she runs, but she’s athletic enough to keep a decent pace away from their leader who’s giving chase. Hopefully after you’re done here, you can catch up to him before he catches her. Sadly, you’ve no time to worry about her situation, as two thugs stand above you, and nine others are closing in.

Shifting your gaze to Crewcut, you can tell from how he dealt with you that not only is a bruiser, but he’s relatively fast as he attacks with dual batons. You can tell, however that he’s not -too- fast, but the strength he puts out with each strike can be dangerous. Adjacent to him is Glasses who doesn’t seem nearly as strong or fast in offence, but is holding a switchblade knife in his right hand; opposite of the baton defensively held backhand in his left.

“Fangy, I’se gonna need ya to go after Prez.” You whisper to Souichi as the two of you roll into defensive positions in preparation to get up. You can feel all of your injuries and bruises from battle as you move across the ground; they ache and sting respectively with each movement. “I’s gonna has to clear another path, butcha gotta go after him; keep Noriko safe.”

>[1/3]
>>
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“-but… Right!” Souichi responds with a sense of worry, but ends strongly with a tone of firm resolve. This is the same boy who you’ve come to call friend. You can tell he still worries about you, but seems to have enough confidence in your strength to leave your side. Hopefully you’ll come out on top; you’ve been pretty beaten already as it is.

“Alright…” You dodge by rolling to the side, and Souichi does the same in the opposite direction as both of them begin to swing their batons down at both of you. They swing hard and fast, and follow up with kicks that seem to miss. You take advantage of Crewcut’s slight slowness by kipping up and bashing in his face with your head as you ascend.

The attack catches him off guard and he stumbles backwards a couple steps, right into Glasses. Crewcut’s weight is far too much for Glasses to handle, and he struggles to keep from falling over. The entire time both of them are shouting out profanities, and the sudden assault seems to cause the rest of their crew to step up their pace a bit. “GO!!”

“Right!” Souichi rolls onto his feet and from there he dashes off after Noriko and Sunglasses who’ve only reached the end of the boardwalk, and were now heading into town; not to say that was a short distance, but Souichi could easily catch up to them within a few blocks or so.

Now that you were up on your feet, you could see that their large friend with the messy, neck-length blue-hair was moving apart from the rest of the group with one of the mooks and a Mohawk guy to separate, and go after him as well. With some quick maneuvering you bolt past both of your previous foes and cut them off.

>[2/3]
>>
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None of them stopped, but you had a plan to stop some, if not all of them. Fighting is your strongest talent, thus a plans born in battle are the most common.

The first guy to reach your line of defense was the mook; he seemed light on his feet, and even wore shoes specialized for running. Despite his advantage in speed, he was not so good at dodging you as you reached out to grab him as he tried to run by. Taking hold of him as he moved you redirected his momentum into the group of oncoming thugs, even running them into a the Mohawk guy who broke away to give chase. Two down!

As you turned to grab at the larger guy with Shaggy hair, he easily juked out of your grasp and continued onward. Before you could even try to give chase, you were surrounded. It didn’t take ALL of them to do so, but you notice that the Colorful-Mohawk guy you hit with the mook was still on the floor, and the mook was struggling to get off of him.

You are now surrounded. Souichi is now in pursuit of Sunglasses who’s in turn chasing after Noriko; following them is the guy with Shaggy hair. Colorful-Mohawk is laying, struggling under one of the mooks who’s trying desperately to get up; notably blinded as the bandanna he wore over his head was now covering his eyes.

>[3/3]
>Re-posting RURUS! [0/3]
>>
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A’ight bozos, are ya ready ta rumble?!
But, before ya start scrappin’,
ya gotta know the RRRRRRRuLLLLLLes!

With that stated, time to get into the nitty gritty:
Each encounter consists of THREE things:
>1. Success/Failure Pools
>2. Die rolls
>3. Rumble Resource Points

>>Success/Failure Pools
Each round you gain at least 1-pt of Success, or Failure. Both Success and Failure have their own individual pools that will keep adding up for each Success or Failure. Success or Failure in an Encounter is determined by which pool reaches a total of 6-pts first. There are two ways of adding to each pool: Die Rolls, and Rumble Resources.

>>Die Rolls:
Die rolls will be 1d20, and I will take the first three rolls. There will be a starting DC set for each encounter to determine Successes or Failures. Rolls will be determined by the highest roll, and if at least one of the other rolls is at least three below the DC. A Natural 1 or 20 will usually result in Critical Success or Failure, but only if it is supported by the other dice; then it is just a normal Success or Failure. Critical Successes or Failures will grant you 2-pts rather than just 1-pt. The DC to hit will permanently raise with each Failure, and lessen with each Success. Battle momentum is a hell of a thing.

>>Rumble Resources (RR)
Die rolls represent the eternal sway of battle, but Rumble Resources (RR) represent the Mind, Body, and Soul of Chitose. Each Encounter will start with 1-pt all three (RR). Each (RR) is a numeral indication of how exactly you’re , and represent different aspects of Chitose. Each round the first three to roll dice get to choose a (RR) in addition to their Rolls. You gain an additional 2-pts of Success or Failure if you reach a certain threshold of a particular (RR), dependant on the Encounter. Some fights require more brawn, but less thinkin’; more manly spirit, less brawn; so on and so forth. If you reach this threshold it will trigger events tied to each encounter.

>[1/3] RURUS!
>>
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>Hotblooded: (HB)
Hotblooded represents BODY, and is the stat that increases Chitose’s physical parameters. The more points invested in (HB) allows Chitose to dish out more pain, and greatly increases his overall brute force. Every 5-pts of (HB) adds a +1 bonus to the primary roll.

You -always- gain a bonus point of (HB) with each failure. Adversely you -lose- a point of (HB) with each success. Reaching 0 (HB) results in the secondary die’s DC to be one less than the primary DC, rather than 3 less than the primary DC.


>Spirited: (SP)
Spirited represents SOUL, and is the stat that increases Chitose’s willpower, and overall ability to do cool shit. (SP) allows Chitose to become even more inspiring to his allies, terrifying to his foes, and increases his maneuverability/agility. Every 5-pts of (SP) adds a +1 bonus to the secondary roll.

You -always- gain a bonus point of Spirit with each Success. Adversely you -lose- a point of Spirit with each Failure. Reaching 0 (SP) results in the encounter’s DC being raised by 2.

>Justice: (JP)
Justice represents the MIND, and increases both your ability to be a clever little shit, as well as your awareness amidst the throes of combat. (JP) let’s Chitose analyze a situation as to find alternative means to end a conflict, weak points, or to catch wind of a change of his opponent's tactics. Every 5-pts of (JP) lowers the target DCs by 1.

You -always- gain 5 bonus (JP) with a Critical Success, and lose -all- of your (JP) with each Critical Failure. You also lose 2 (JP) for each failure. Reaching 0 (JP) results in a -1 penalty to each die roll.

>>TL;DR
Choose Hotblooded, Spirited, or Justice in addition to rolling 1d20.
First three are counted.
Earn 6 Successes before you get 6 Failures.
Gain benefits from raising Hotblooded, Spirited, and Justice points high enough
Accrue penalties if Hotblooded, Spirited, or Justice reach 0 points.
You can stack however many points of whatever you desire.

>[2/3] RURUS!
>>
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>Start dropping the inexperienced-looking mooks.
>Monologue for intimidation purposes.
>Try to surprise one or two of the more experienced-looking thugs by throwing your jacket into their faces, and strike while they’re momentarily blinded.
>Other [Suggestion]?

>Choose Hotblooded, Spirited, or Justice in addition to rolling 1d20

**

>Success! Success burns 1pt of HB, and raises your SP by 1pt.
>1 Missing Roll; it was counted as a 10, and defaulted to +1 HB pt.
>Telling Souichi to leave the party raises the DC of the encounter, but grants +1pt JP & +1pt SP.

>Success 1/6 / Failure 1/6

>[+1]Hotblooded: 3pt
>[+2]Spirited: 3pt
>[+2]Justice: 4pt

>[3/3] RURUS!
>>
>>43609838
>Try to surprise one or two of the more experienced-looking thugs by throwing your jacket into their faces, and strike while they’re momentarily blinded.

>Spirited
>>
Rolled 11 (1d20)

>>43609867
Adding roll.
>>
Rolled 14 (1d20)

>>43609838
>Try to surprise one or two of the more experienced-looking thugs by throwing your jacket into their faces, and strike while they’re momentarily blinded.
>Spirited
>>
Rolled 1 (1d20)

>>43609838
>>Try to surprise one or two of the more experienced-looking thugs by throwing your jacket into their faces, and strike while they’re momentarily blinded.
justice
>>
Rolled 15 (1d20)

>>43609838
Hotblooded

. >Try to surprise one or two of the more experienced-looking thugs by throwing your jacket into their faces, and strike while they’re momentarily blinded.
>>
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>>43610032
You are not Justice.
>>
>>43610032
>>43610098
This is the opposite of Justice. Ecitsuj!
>>
I hope the dc was low
>>
>Writing

Reading through Da Rurus, I actually just realized how ambiguous the Nat 1/20 rule was:
> A Natural 1 or 20 will usually result in Critical Success or Failure, but only if it is supported by the other dice; then it is just a normal Success or Failure.

As written, it sounds like a natural 1 can be bypassed if the other two rolls are good.

I've amended that part of Da Rurus for future rolls into:
>A Natural 1 or 20 overrides the other rolls and will result in a Success or Failure; it will result in a Critical only if it is supported by the other dice.

Since anon-who-didn't-read-Da-Rurus made a comment yesterday, I've been thinking of updating Da Rurus a bit more. Hopefully there won't be any confusion, if any, regarding this particular Ruru.

If you find a Ruru dat seems kinda ambiguously worded, call me out on it. I'll fix it. Dis is a team effort my fellow delinquents.

Since this entire thing is quite a Process, Imma give you this one as a Success. Rejoice.
>Gain 1 Success Pt.
>>
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>>43610496
>>
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This is a tough situation, but you feel more assured about everything now that Souichi is off to try and protect Noriko. Though Souichi is most likely out-gunned in the toughness department due to who he’s pursuing, and who’s pursuing him, you’re fairly confident in your lil’ bud’s agility. Hopefully at the very least he’ll be able to keep them busy long enough for you to help him out; in the best case scenario he’ll take both of them down before you even catch up.
A huge weight is lifted off of your shoulders, and gives your mind some much needed clarity to pay attention to the predicament you find yourself in. You feel pumped now that you look at the situation you find yourself in. You’re surrounded by thugs and mooks of varying degrees of badassery, and you can feel the thrill of imminent violence welling up in you.
With the current situation as it is, you find your mind kicking around ideas on how to obtain victory, but you’re able to keep them under wraps. Bow-chick swings out with her baton as you snap yourself out of your planning, which is soon followed up by two of the mooks and the Plain-Mohawk guy to swing as well. Dodging their strikes you decide that the number of enemies around you is too damn high, and plan on reducing that shit; perhaps putting in some nice flair to scare a couple of the lower-end guys in the process.
“Stand still, brat!” Glasses yells as he tries to get you with the knife, but his stab finds only open air; his wrist, however is met by your hand as you grab onto it. The maneuver surprises him as you pull him forward and use his own momentum against him, and use his thrust to distract a couple of the mooks as you toss his ass into them. They jump back as they try to avoid his knife.

>[1/3]
>>
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The commotion is more than enough to distract the rest of the long enough for you to unclasp your jacket from your shoulders, and toss it at in the faces of Crewcut and the Bow-chick. They seem startled for a moment as the unusually long, cape-like jacket blocks their vision. Each of them work against each other as they try to swat it away, but their batons catch it in oposite directions. The perfect opportunity.
“RAAAAAGH!!” You roar with intensity, further startling the two you turned to as you lunge forward with your fists of fury, and jab them in the solar plexis. Three blows land solidly, and open up the rest of their bodies as they reflexively go to cover their stomachs from further assault.

It’s easy to bash their heads together from under your jacket as it falls atop of them, giving you room to grab at the back of their skulls and slam them together. With a loud thud both of their legs give out from under them and they fall.

>[2/3]
>>
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As gravity takes them, you pluck your jacket off of them, and swing it over your shoulders once more. It is a brilliantly, bloody majestic sight to behold as you turn to the rest of them with fire in your red eyes.
“Who’s next?!” You cry out with a toothy grin and a spatter of blood as you turn to face the rest of the group. All of them take a few steps back from your show of violence, and one of them, another mook, stumbles back into the mook that had finally gotten off of Colorful-Mohawk’s body, only to cause the BOTH of them to fall on top of him again.
>Event GET!! Spirited (Positive): You’ve shaken the entirety of their forces! You can see it in their eyes that they don’t want any part of whatever business you can do to them, but due to their larger number continue to stick together in feeble hopes of being able to down you! Gain 2pts of Success!
>Success! Success burns 1pt of HB, and raises your SP by 1pt.
>Success 4/6 / Failure 1/6
>[+0]Hotblooded: 2pt
>[+2]Spirited: 6pt (+1 Bonus to Secondary Roll)
>[+1]Justice: 5pt (Lowers Target DCs by 1)
>Choose Hotblooded, Spirited, or Justice in addition to rolling 1d20

>[3/3]
>>
Rolled 4 (1d20)

>>43611259
justice
>>
Rolled 6 (1d20)

>>43611259
Hotblooded.
>>
Rolled 20 (1d20)

>>43611259
>Justice
>>
Rolled 15 (1d20)

>>43611259
Spirited
>>
>>43611379

The hero we all needed!!!!
>>
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>>43611379
Now this. This is Justice.
>>
>>43611379
I've long waited for this day.
>>
>>43611379
Good job anon
>>
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>Writing
>>
Hopefully with this crit we can go save pres.
>>
>>43611735
I wish that VN was in English
>>
>>43611850
I believe it's not actually a crit. Just a auto success. If the other rolls were good, then it would be a crit.
>>
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>>43611862
So do I. I'm almost certain that if nobody picks it up (official or unofficial) anytime soon, Imma Atlas it.

It looks too good not to try'n read, even if the translation is shit-tier. Sadly, my Moon isn't strong enough.
>>
>>43611862
>>43611982
What's the VN? It looks interesting and I need a few more.
>>
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>>43612046
辻堂さんの純愛ロード
Tsujidou-san no Jun'ai Road
>>
>>43612162
Thanks, I found the moonrunes but I couldn't find the English one.
>>
>>43612162
still alive boss?
>>
Your wild show of power from taking down two of their lieutenants in one go seems to have shaken the entire group’s resolve. One solid stroke was all it took to make their entire group begin to have second thoughts about attacking you, but you notice how nobody actually retreats. Each individual probably wants to just back away and run, but you understand their thought process well enough. If somebody tries to run and ditch their allies, he’ll be seen as a traitor to the group and be hunted down as such. At least they’ve given you enough room to think your next step through, or so you thought.

“Don’t just stand there! Get him!” Plain-Mohawk cries out as he swings his baton at you from behind. You notice that the tip of his catches fire and leaves a trail of smoke behind in its wake. You duck out of the way and take a step to the side, avoiding it completely, though you can still feel the intensity of its heat.

After he’s forced to end that first swing, you notice the fire extinguish, but it soon ignites once more as he tries to get you with a backswing.

In that same moment in time, one of the mooks gets brave enough to lurch forward to try and grab at you, but with his shaking, clumsy hands he fails to grab at you. You of course take advantage of his shaken resolve and grab hold of him, and pull him into the direct path of Pain-Mohawk’s fiery baton.

FWOOM!

>[1/4]
>>
“SHIT!! SHITTTT GHAAAH!” When it connects with the mook’s face, it explodes into a small, blazing nimbus for a moment and catches the poor bastard on fire. He quickly drops to the ground and begins to flail around wildly in panic, and pain.

The small explosion of intense heat and brightness blinds you for a moment, as well as everybody else apparently as you hear the pained groans of being hit with a bright light emanating from everyone around you/

Once the glare in your vision clears up a bit, you can see that the area is still slightly covered with smoke; or at least enough that you cannot see the next swing that Plain-Mohawk attempts. He misses, as it simply cuts through the smoky area and clears it slightly. From beyond the hazy veil, you can see Plain-Mohawk grinning angrily at you.

He continues to attempt his approach of wild swings, and you’re unable to really find an opening as the other bastards block off any room to do otherwise for the time being; that is until you see Colored-Mohawk finally from the corner of your eye. With an angry flick of his wrist he too unfolds a collapsing baton, and with a secondary flick the end of his baton erupts in a shower of white sparks and a sizzling noise.

Colored-Mohawk knocks one of the mooks aside that were on top of where he got piled on top of with a powerful kick. You notice that it actually causes some serious injury to the mook as there is an audible crack, and he goes to grasp at his chest. Under where he was, however, is a skateboard. Colored-Mohawk quickly steps atop it and begins to roll at you with incredible speed!

>[2/4]
>>
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“Idiot.” You say to yourself as you take the situation into context. While he might be charging at you with incredible speed atop a skateboard, you’re currently already under melee assault. One particular weakness of being atop wheels is that if something is in your path, you tend to lose control or trip.

You duck under another heated swing of Plain-Mohawk’s flaming baton, and notice THREE such stick-like objects laying on the ground nearby; Crewcut and Hairbow’s own batons. It only takes a quick moment to sidestep to avoid another swing of Plain-Mohawk’s wild attacks, and kick one of the unattended batons into the path of Colored-Mohawk’s path.

CLANG!

In an instant you see Colored-Mohawk fly through the air after watching his skateboard’s wheels and trucks get jammed by the rolling, and bouncing baton. His airtime causes him to fly towards Plain-Mohawk who seems to have failed to notice his ally flying right at him, and with a flick of his wrist his baton ignites once more.

FWOOM!!

SSSSSSH!

You wince this time, prepared for the flash of bright light as Plain-Mohawk attempts to swing wide at you, but instead catches Color-Mohawk’s face mid flight. In the same moment, Color-Mohawk begins to flail wildly after realizing he got hit and is now catching fire, and clocks Plain-Mowhawk in the chest with his own sparking baton as he tumbles to the ground.

It’s a brilliant show of violent bafoonery, as it seems like Colored-Mohawk’s baton’s sparks were caused by electricity, and causes Plain-Mohawk to collapse to the ground.

It’s only after you’ve really dealt with those two that you see Glasses staring wide-eyed up at you. There’s some sweat on his brow, and he backs up into the two remaining mooks. He’s shaking. His trembling knees are only allowing him to take a few wobbly steps, and only with the aid of the two minions at his back.

>[3/4]
>>
It’s a rather easy task to simply rush at your stunned opponents and knock them unconscious with swift strikes to their faces, and then their solar plexuses. It hardly takes even a few seconds.

With a satisfying thud, and a crack of Glasses’ namesake you scan the battlefield to see it barren of any more opponents. You find yourself pleased with a job well-done, and the urge to put into your mouth a victory cigarette.

>Event GET!! Justice (Neutral): Normally in this situation -too- much brainpower would result in a state of higher-thinking, but would lessen awareness which would lead to slower reflexes at the behest of your numerous, surrounding foes. Instead, you not only kicked logic to the curb, but told logic to work overtime and kick some ass! You still take a single point of Failure, but it seems like that’s only a minor bump in the road to your legend!

>CRITICAL SUCCESS! Success burns 2pts of Overflow, 1pt of HB, raises your SP by 1pt, and additionally grants 5pts of JP!

>Success 7/6 / Failure 2/6

>[+1]Hotblooded: 2pt
>[+0]Spirited: 7pt (+1 Bonus to Secondary Roll)
>[+2]Justice: 10pt (Lowers Target DCs by 2)

>Overflow Pts: (2)
You’re still in Overflow of Success Points! The next Encounter Critical Success will instead yield a Total of 3 Success Points rather than the usual 2 by using 2pts in this pool, OR the next Critical Failure will be Negated and will instead result in Success! Success breeds success!

It requires 2pts of Overflow to affect the outcome of a critical failure! It also requires 2pts of Overflow to add an additional 1pt to Critical Successes! Success breeds success!

**

>Continue on as Chitose?
>Perspective Swap to Souichi?

>[4/4]
>>
>>43613051
>Perspective Swap to Souichi?
>>
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>>43611850
>>43611897
Anon was actually correct, if only barely.
With Ruble modifiers, it was just -barely- enough to scrape by for a critical hit.
>JP bonus lowered DCs by 1
>SP bonus gave secondary roll +1
>Battle Momentum Modifier lowered DC a bit
>>
>>43613051
>Perspective Swap to Souichi?
Be her savior bro! Otherwise some of the others here will have your head.

No pressure.
>>
>>43613051
>Perspective Swap to Souichi?
>>
>>43613051
>>Continue on as Chitose?
I know this won't win, but I hpe fangy can hold 'em off long enough for chitose to show up.
>>
>>43613244
Who knows maybe if things get dire the girl of justice from Chitose's flashback will make a appearance.
>>
>>43613051
>Perspective Swap to Souichi
>>
>>43613244
I hope Fangy is a badass and saves Noriko himself. Why should Chitose be the only tough one here?
>>
>>43613371
Well Leech already showed he's no slouch and Fangy is supposed to be on the same level. Of course I wouldn't be adverse to Noriko going berserker tears on the would be rapist with a large blunt object either.
>>
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>Writing
Time for you to don the mantle of Souichi Akamatsu.

>>43613371
We will see.
We.
Will.
See.

Though, technically Souichi was pretty decent in the tough-guy rankings. He bounces between 6 and 8th on a regular basis. He usually sits just below Hiru at 5th, but has been in the top-10 the last couple years.
>>
>>43613371
It's main character syndrome. I like Fangy, but i'd rather be Chitose
>>
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>>43613460
>He usually sits just below Hiru at 5th
That sounded kinda ambiguous.
He usually sits just below Hiru (5th) as the 6th strongest.
>>
-Chitose-sama needed me! He trusts in me enough to embark on this special mission to protect Terazawa-san on his behalf! I know that Terazawa-san is important to him, thus I cannot fail.-

I bounded across the boardwalk in pursuit of my target. It was simple enough to avoid the incoming crowd of gangsters as they tried to get at me as I left. With a turn of my head, I too saw Chitose-sama get in the way and stop a couple of them from following. Of course, there was just way too damn many for a single guy to hold back, but still he held back two out of three.

Sadly, the guy that got through looked like he was pretty tough! He had a wide frame, but seemed to be moderately bulky. His long, shaggy hair gave him an almost wild look, that is if his eyes weren’t so calm looking.

As he ran after me, I noticed that he was keeping pace with me. It’s odd since my speed was enhanced by my lean build, as there was less wind resistance. Not only that, in general my body was made for agility. No matter.

I turned my head forward as to see my targets as they continued to speed away. Terazawa-san was fairly quick for a girl of her non-athletic build, but considering the level of adrenaline and fear running through her body she must be exceeding her normal limits. Hopefully her body doesn’t break down too soon, otherwise I’d be in for quite the horrible situation!

I ran, and ran, and, ran! After a few blocks I could see that Terazawa-san was beginning to slow, and I had -almost- caught up with the their Sunglasses-wearing, bald-headed Boss-guy. Terazawa-san opted to try and dart down an alleyway after her movements caused her to stumble in her run…

>[1/2]
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Well, while I dislike the idea of being in more confined areas, I appreciate that it’s a secluded area.

I turn down the pathway just as I see Terazawa-san step out into a sunbeam shining from over the tops of the buildings as she reached the center of an opening in the middle of this grouping of buildings. I could sense the horror in her heart as I watched her look to the left, and then the right. It was the look a person got when they were backed into a corner without any hope.

-Shit. The other ways must be blocked off!-

I could see their Boss slowing to a walk once he noticed the situation, and heard his deep laughter echo off of the brick walls of the alleyway my pursuer and I were making our way down.

“Gwahahaha! Ain’t nowhere to go now, sweetcheeks! Now, why don’t we get down to business?” He began to strut forward after pulling a large knife out from one of his long, black boots.

>Call out to him; Distract him -just-long enough to arrive!
>Charge and jump-kick him; DYNAMIC ENTRY!
>Dash then slide in to try kicking his legs out from under him; trip him up!
>Other [Suggestion]?

>[2/2]
>>
>>43614529
>Dash then slide in to try kicking his legs out from under him; trip him up!
>>
>>43614529
>Charge and jump-kick him; DYNAMIC ENTRY!
Sliding his feet out from under him is asking for the knife to fall and hit us.
>>
>>43614529
>>Charge and jump-kick him; DYNAMIC ENTRY!
>>
>>43614529
>>Charge and jump-kick him; DYNAMIC ENTRY!
THE POWER OF YOUTH
>>
And that's it for today, boys! Pack it up! We'se done!

Looks like we're going to be getting into Souichi Rumble next thread! So yeah! Look forward to that!

I'll be running again tomorrow, to close out the week as per usual!

**

Credits go Here:

>Archive
http://suptg.thisisnotatrueending.com/archive.html?tags=yankii%20reform%20quest

>Quest Text Only (Updated to 15)
http://pastebin.com/JFr0n1e0

>Ask
http://lord-grimsley.tumblr.com/ask

>Twittersheet
https://twitter.com/Lord_Grimsley

**

Now is the time for Questions if ya got em!

I'll be answering them for as long as I can, and if there are any unanswered questions remaining by the time I vanish I'll make sure to get to them first-thing next thread!
>>
>>43614612
I actually do have one. would it be at all possible to hook fangy up with one of the girls? Just curious is all.
>>
>>43615231
You guys can do whatever the hell ya want. You guys drive the story, I'm just a vehicle.

If'n yer wanting to hook Fangy up, go for it.



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