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Post by Team Active Star on Nov 16, 2006 6:22:12 GMT -8
Quickman is a V9...if you want to use a couple lower V navis...by all means go for it...>_>
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Post by Raven8 on Nov 16, 2006 7:07:27 GMT -8
*With a loud clang, the Navi entering the battlefield quickly becomes obvious.... the armored form of the giant Navi, KnightMan, slowly enters the field*
KnightMan: Ah, I feel it's time these old bones feel the thrill of a battle.... would you mind if I take you up on your offer?
*KnightMan raises his flail slightly, standing ready to defend*
KnightMan: ....though I must warn you, I won't be quite as simple to defeat as you may recall....
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Post by Team Active Star on Nov 16, 2006 7:20:57 GMT -8
*Quickman Grined at his old friend and nodded*
Sure...lets see what you can do...
*Quickman holds his hand to his golen Boomerang on his helm, as it glowed briefly, and a replica is now in Quickmans hand, he then twirled it on his figer a couple times and sent it flying through the air aimed at knightmans chest, almost immetiatly after this he used his other had to send out a small blast of sonic energy towords KNightman, a small remnent remained in his hand, following this he charged energy into his systems as a wave of energy was sent out at KNightman in the process, he then spun and swung his arm sending a second boomerang screeching at Knightman at a high velocity, Quickman the nstops for a second and takes out a small chip and held it in his hand, as the chip glowed and seemed to grow, as a transparant image of Resonance apeared fomr behind quickman fora split second, then dissapeared as the chip now resembled a large bomb, which Quickman threw stright at Knightman, while sending the small remaining Sonic energy in his left hand at knightman as well*
HP:1500
Quick start up Quickman is allows +1 Attack on his starting turn (Speed element advantage)
Quick Boomerang XK-I S-Attack Blade Quick man uses his signature move, and throws a golden boomerang at his foe Auto Strikes each turn 220 DMG, Cuts Auras Breaks shields (If enemy ended last turn with a C-Attack, this attack gains a second hit that is dodge/block sepratly)
Sonic Charge S-Attack Sonic Quickman Fires a blast of sonic energy keeping a charge to use at a later time 170 DMG Undodgable Cuts auras Allows Sonic ray to auto fire at the end of this turn useable once a turn
Hyper charger S-Attack Speed Quickman charges energy into his Hyper drive system releasing a energy wave in the process 110 DMG Unddogable, Cuts auras Gains 5 Points reguardless 3 turn cooldown
Sonic Boomerang S-Attack Sonic Quickman throws a Boomerang that makes ripples through the air as it flys 220 DMG Unddogable, Cuts auras Gains one Hyper point reguardless
Energy Bomb S-Attack Light element Gift from Resonance: Bomb of energy strikes with light-based force. 50 DMG, 8x, cuts auras, breaks shields.
Sonic Ray S-Attack Sonic Quick fires off a ray of sonic energy that distorts his enemy 110 DMG Cuts auras Breaks Shields +1 DRC to enemy if hits for Each time his enemy is hit by this attack they get a Disray counter. the more disray coutners are on them, the more of an efect the enemy will be under, and at any time they can remove all the counters by paying 70 HP X # of coutners on them at that time List of effects: NOTE: DRC = Disray counter 1 DRC: Enemys attacks deal -10 DMG 2 DRC: Enemys attacks do -10 DMG and they take +10 DMG from all attacks that hit them 3 DRC: Enemys attacks deal -30 DMG 4 DRC: Enemys attacks deal -30 DMG and they take +30 DMG from all attacks that hit them 5 DRC: Enemy loses 1 attack slot 6 DRC: Enemy loses 1 attack slot and attacks deal -20 DMG 7 DRC: Enemy loses 1 attack slot and all attacks deal -60 DMG 8 DRC: Enemy loses 2 attack slots 9 DRC: Enemy loses 200 HP but all DRC's are removed at this time
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Post by Raven8 on Nov 16, 2006 7:57:07 GMT -8
*KnightMan raises an arm and buffers the attacks, but doesnt bother to block them*
KnightMan (2470/3700): Ah, a fine opening, just as I would expect....
*KnightMan raises his flail, a golden energy begining to form around it...*
KnightMan: Now then, I think it's time to try my newest upgrades...
*KnightMan's armor shines, instantly giving it a gold plating and bring it to a lusterous shine*[glow=silver,2,900] Royal Guardian[/i][/u][/glow] -KnightMan gains one extra use of each defense move. -KnightMan gains one extra use of his speed move. -KnightMain's max HP gains 1000 HP, this stays even apon cooldown. -One attack gains +100 DMG. -User is allowed to add two hits, block/dodge sepratly, to one attack of their choice when this hyper mode is entered. -KnightMan can attack a set 2x per turn. Lasts 2 1 turn. (-1 from "KnightMan" card) KnightMan (3470/4700): ...now then.... enguarde!*KnightMan begins in his normal fashion. He jumps high into the air, comes down like a ton of bricks, instantly destroying the ground and leaving massive holes everywhere. He then does something slightly diferent... he charges his energy! Charging up, he throws three spiked flails into the sky, impacting the celing and walls of the arena, causing them to take heavy damage and slowly crumble..... the area then begins to shake.....* Panel Crusher[/u] Speed move KnightMan jumps high into the air and moves his flail under himself, causing it to crash into the ground with his weight, crushing every panel in the area. Custom type, enemy cannot use speed moves for 2 turns. 2x use per battle, 1 turn cooldown between uses, effects end if any stage-change chip is used. Broken Wall [/color] SP[/b] [/u] S-Attack Stone element KnightMan fires his flail into the sky, causing large rocks to rain from above. 540 DMG, cuts auras, undodgable, attacks all. Used on one turn, auto-strikes for next 5 turns. Effects do not start on turn used, 3 turn cooldown. (3x, hyper mode effect)[/color]
+: Hyper Evolution: User is allowed to end a hyper mode on the turn it's activated, and enter a new one instantly[glow=gray,2,900]Steel Guardian[/glow]
-Minus 1 attack per turn (Card effect) -+100 DMG on one attack per turn -KnightMan recovers 100 HP per turn. -+1 use of "PowerCharge" and "Iron Body" -All recovery effects (save the +100 HP per turn) are doubled if activated in this hyper mode. _"Broken Wall" is automaticly activated when entering this hyper mode. -User is allowed to add two hits, block/dodge sepratly, to one attack of their choice when this hyper mode is entered. -One attack gains an additional +100 DMG -All attacks are instantly cooled down apon entering this hyper mode.
Lasts 4 3 turns. (1 turn from "KnightMan" card)
*Now in silver armor, KnightMan once again raises his arm and fires his flail into the sky.... only this time FOUR times! This time, they each impact main supports of the building, causing the entire area to shake as if a powerful earthquake had just hit... the entire area had already been reduced to near-rubble, and the threat of being crushed was imenent!*
Broken Wall SP[/b] [/u] S-Attack Stone element KnightMan fires his flail into the sky, causing large rocks to rain from above. 540 DMG, cuts auras, undodgable, attacks all. Used on one turn, auto-strikes for next 5 turns. Effects do not start on turn used, 3 turn cooldown. (3x, hyper mode effect) Broken Wall [/color] SP[/b] [/u] S-Attack Stone element KnightMan fires his flail into the sky, causing large rocks to rain from above. 440 DMG, cuts auras, undodgable, attacks all. Used on one turn, auto-strikes for next 5 turns. Effects do not start on turn used, 3 turn cooldown. (Auto-strike from hyper mode)[/color]
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Post by Team Active Star on Nov 16, 2006 8:24:40 GMT -8
* Quickman looks stunned for a split second from the unstability of the area, but quickly regains his composure and Quickly throws a chip to the ground repairing hte floor at least so he had room to move *
Nice plan KNightman...we will have ot see how well it works for ya...
* Quickman Then started floating a inch or two of the ground to keep himself stable and off the rubling floor so as not to throw off his accuracy, while his body glowed and parts of his armor changed, making him self looks much more Combat built, the boomerangs on his arms now stick out like spikes, he feet now have small blade like claws, and his large boomerang atop his head now seems to have a razor sharp edge...he Quickly throw one of his Boomerangs at KNightman once more, as soon as he let go of the first he spun and in a instant threw a second at KNightman as well, teh second almost passing the first as both seem to near their target at the same time. Next Quickman Again Sent out anotehr Sonic blast while dashing at Knightman, as he got closer Quickman seemed to vanish, then reapear behind knightman his arm over his shoulder much like protoman does as it started glowing, after Slashing along Knightman's side. he arm then seemed to morph into that of Protoman's Beam sword arm, the pink blade pulsing with energy, he quickly teleported and reapeared slashing at knightman 3 times, one infront and twice in his back at 2 differant angles, after which he apeared in front of Knightman once again and swung hte blade arm down as a glowing Triange around Knightman apeared each tip endign where quickman had been. Quickmans arm reverted to normal as he quickly finshed by sending anotehr small blast of sonic energy at knightman*
Repair Returns panels to normal Can be used X2 per battle
Super Sonic Warrior
- Quickman can naturaly dodge upto 2 attacks a turn - Quickman can not be effected by any negative effect - Gains +1 atack slot a turn - Gains +1 use to all Speed & Defense moves ( Uses stay after HM ends )
Lasts 2 turns
Quick Boomerang XK-I S-Attack Blade Quick man uses his signature move, and throws a golden boomerang at his foe Auto Strikes each turn 220 DMG, Cuts Auras Breaks shields (If enemy ended last turn with a C-Attack, this attack gains a second hit that is dodge/block sepratly)
Sonic Boomerang S-Attack Sonic Quickman throws a Boomerang that makes ripples through the air as it flys 220 DMG Unddogable, Cuts auras Gains one Hyper point reguardless
Sonic Charge S-Attack Sonic Quickman Fires a blast of sonic energy keeping a charge to use at a later time 170 DMG Undodgable Cuts auras Allows Sonic ray to auto fire at the end of this turn useable once a turn
Sonic Slash C-Attack Sonic Quickman slashes at sonic speed 220 Damage, undodgable, cuts auras, Confuses If hits Quickman can naturaly dodge next turn
Delta Ray Edge C-Attack Blade element RARE SPECIAL EMULATION Gift from ProtoMan: Sword slashes in delta form. 220 DMG, Cuts Auras, Undodgable, attacks 3 times, each hit must be blocked/dodged individualy.
Sonic Ray S-Attack Sonic Quick fires off a ray of sonic energy that distorts his enemy 110 DMG Cuts auras Breaks Shields +1 DRC to enemy if hits for Each time his enemy is hit by this attack they get a Disray counter. the more disray coutners are on them, the more of an efect the enemy will be under, and at any time they can remove
all the counters by paying 70 HP X # of coutners on them at that time List of effects: NOTE: DRC = Disray counter 1 DRC: Enemys attacks deal -10 DMG 2 DRC: Enemys attacks do -10 DMG and they take +10 DMG from all attacks that hit them 3 DRC: Enemys attacks deal -30 DMG 4 DRC: Enemys attacks deal -30 DMG and they take +30 DMG from all attacks that hit them 5 DRC: Enemy loses 1 attack slot 6 DRC: Enemy loses 1 attack slot and attacks deal -20 DMG 7 DRC: Enemy loses 1 attack slot and all attacks deal -60 DMG 8 DRC: Enemy loses 2 attack slots 9 DRC: Enemy loses 200 HP but all DRC's are removed at this time
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Post by Raven8 on Nov 16, 2006 8:52:28 GMT -8
*KnightMan's armor instantly hardens, causing all of the attacks to simply deflect as they strike*
Iron Body Defense KnightMan's body hardens to solid iron, leaving him totaly invulnerable to enemy attacks! CUstom type, unbreakable, negate one FULL turn of damage (Including all team-mates), and all added effects. 2x use per battle (+1 from "KnightMan" card)
KnightMan (3670/4700): Thank you very much... I've been attempting to patch my weakness.
*KnightMan's body once again blasts into the air, and comes down like a ton of bricks, smashing every panel in the area. He then raises his flail, and swings it around his head quickly in order to crush QuickMan, while rubble continues to rain down*
Royal Wrecking Ball SP[/b] [/u] C-Attack Metal element KnightMan swings his massive flail around himself with such force that it destroys everything it touches! 350 DMG, cuts auras, breaks shields, confuses, shatters all unbreakable defenses, instantly ends all auras/barriers, enemy cannot use attacks that require cooldown for 2 turns, cannot be countered. Counts as one full turn of attacks on turn used, cannot be used before "Panel Crusher" has been used once, gains "attacks all" once "Panel Crusher" has been used twice. 1 turn cooldown. Cooldown is negated if "Panel Crusher" is used 2x. Can be charged for 2 turns to deal 2 hits, block/dodge sepratly. Broken Wall [/color] SP[/b] [/u] S-Attack Stone element KnightMan fires his flail into the sky, causing large rocks to rain from above. 540 DMG, cuts auras, undodgable, attacks all. Used on one turn, auto-strikes for next 5 turns. Effects do not start on turn used, 3 turn cooldown. (5x, 4 turns remaining) Broken Wall [/color] SP[/b] [/u] S-Attack Stone element KnightMan fires his flail into the sky, causing large rocks to rain from above. 440 DMG, cuts auras, undodgable, attacks all. Used on one turn, auto-strikes for next 5 turns. Effects do not start on turn used, 3 turn cooldown. (1x, 4 turns remaining)[/color]
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Post by Team Active Star on Nov 16, 2006 9:10:02 GMT -8
*Quickman pahzed in and out of sight as sevreal rocks fell towords him form above, eahc itme a small slash was made towords Knightman, finaly stoping while near knightman, but soon seeing it was a bad idea as the NAvis large mace was swinging towords him, in a split seocnd reflex he jumped back the spikes on the mace inches from his face as it passes him*
Sub-Sonic speed Speed Move: Dodging type Quickman uses his INcreadible Speed to Avoid Attacks And counter OMni-Dodges a full turn of attacks Counters for 75 DMG per attack used X1 use (+2 Uses from Giga Speed) ( 75 DMG X 7 = 525 DMG)
HP:1500
haha...almost had me there Knight...almost had me...
*
Overdrive Speed move: Effect type Quickman Sends out a wave of Energy that Enhances his and all navis in his team Speed All navis Effected gain this effect: Allows them to naturaly OMni dodge one attack and gain +1 attack (Quickman gains
+2 Attack slots) Can only be used once a turn X1 use (+2 from Giga Speed) Gains 2 Hyper points when used
Duel Speed activated
~~~~~Hyper Drive System~~~~~
Quickman unleashes his true potential and can use various attacks at high speed
All normal attacks Give one Hyper point Reguardless if they hit or not ( attacks marked gains X points are in addition
to the 1 gained) On turn this system is activated, Quickman can sacrifice 1 Attack slot for 4 points per attack slot sacrificed It costs 3 Points to activate this drive This system can be used untill ALL points are used/or does not have the points needed to keep it active, then it is
deactivated and can not be used again for 2 turns To keep this drive running it costs 2 points a turn ALL Hyper drive attacks take up no attack slots Unless markled other wise
Hyper Drive system Activated: ALL Attack slots are converted into Hyper drive Points
Card effect: + Hyper Driver: All Hyper drive points gained are Doubled
had been in play. so total Hyper drive points availible is: 21+ 4 points X 6 attack slots ( 28) =49 X2 for card effect = 98 -3 to activate drive = 95
Quick Boomerang XK-I S-Attack Blade Quick man uses his signature move, and throws a golden boomerang at his foe Auto Strikes each turn 220 DMG, Cuts Auras Breaks shields (If enemy ended last turn with a C-Attack, this attack gains a second hit that is dodge/block sepratly) (gained 2 Hyper drive points: total 97)
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Post by Raven8 on Nov 16, 2006 9:17:34 GMT -8
*With careful timing, KnightMan barely moves out of the way of the boomerang*
(Natural Dodge)
+: Armored Body: When Navi attacks less than twice in a turn, he/she takes 50% damage that turn
KnightMan (3307/4700): This battle isn't quite over yet Im afraid, I still have a move or two up my iron sleeve...
+: Recovery Mode: User is allowed to auto-recover 10% of his/her max HP per turn at the cost of 100 DMG per attack used this turn (X# of hits) This mode can be activated/unactivated at the start of any given turn.
(3777/4700)
*KnightMan once again swings his flail, as the stadium continues to crumble and fall apart....*
Royal Wrecking Ball SP[/b] [/u] C-Attack Metal element KnightMan swings his massive flail around himself with such force that it destroys everything it touches! 350 250 DMG, cuts auras, breaks shields, confuses, shatters all unbreakable defenses, instantly ends all auras/barriers, enemy cannot use attacks that require cooldown for 2 turns, cannot be countered. Counts as one full turn of attacks on turn used, cannot be used before "Panel Crusher" has been used once, gains "attacks all" once "Panel Crusher" has been used twice. 1 turn cooldown. Cooldown is negated if "Panel Crusher" is used 2x. Can be charged for 2 turns to deal 2 hits, block/dodge sepratly. Broken Wall [/color] SP[/b] [/u] S-Attack Stone element KnightMan fires his flail into the sky, causing large rocks to rain from above. 540 DMG, cuts auras, undodgable, attacks all. Used on one turn, auto-strikes for next 5 turns. Effects do not start on turn used, 3 turn cooldown. (5x, 3 turns remaining) Broken Wall [/color] SP[/b] [/u] S-Attack Stone element KnightMan fires his flail into the sky, causing large rocks to rain from above. 440 DMG, cuts auras, undodgable, attacks all. Used on one turn, auto-strikes for next 5 turns. Effects do not start on turn used, 3 turn cooldown. (1x, 3 turns remaining)[/color]
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Post by Team Active Star on Nov 16, 2006 9:40:39 GMT -8
* Quickman grined as he dodges all the attacks once again
Tuned Reflexes Speed Move: Dodging Type Quickman Quickly Teleports away from enemy attacks Avoids 2 Enemy attacks Even Undodgable X5 use (+2 from Giga Speed) Gains 2 Hyper Points when used (used 3 times +6 12 Hyper drive points
NAtural dodge the last one
HP:1500
so Do I knightman...and here one comes....
Overdrive Speed move: Effect type Quickman Sends out a wave of Energy that Enhances his and all navis in his team Speed All navis Effected gain this effect: Allows them to naturaly OMni dodge one attack and gain +1 attack (Quickman gains
+2 Attack slots) Can only be used once a turn X1 use (+2 from Giga Speed) Gains 2 Hyper points when used (4 points gained)
Anticipation Speed Move: Aiming speed move Quickman Expects his enemys reactions and acts accordingly Allows Quickman to make ALL attacks for one turn Unable to be Countered AND have two of the OMni status Unomni-Dodgable Breaks Unbreakable Shields Cuts uncuttable Auras X1 USe (+ 2 From Giga Speed) Gains 2 Hyper Points when used(4 poitns gained) Chooses Breaks Unbreakabel Shields Cuts uncuttable auras
Paid 2 Custom points ot keep Hyper drive system active
NEw total: 97-2= 95: 95+ 20 = 115
+ Sonic inerferance: user can negate one Card effect for the battle
- Blocker: to keep the Effect locked Quickman must pay one attack slot a turn
Card Effect negated: +: Armored Body2: Navi is allowed to take off 100 damage from every attack the enemy used on two seprate turns
Duel Speed activate (1 turn left)
Quickman EX
- Quickman can natualy dodge once a turn - Quickman gains +50 DMG to all attacks
Lasts 7 turns
Quick Boomerang XK-I S-Attack Blade Quick man uses his signature move, and throws a golden boomerang at his foe Auto Strikes each turn 220 (270) DMG, Cuts Auras Breaks shields (If enemy ended last turn with a C-Attack, this attack gains a second hit that is dodge/block sepratly)
1337 P0k3 0f 1mp3nd1ng d00m C-Attack Blade Quickman takes a boomerang out that starts to glow mysteriously, and dashes stright at his foe, jabing it into them 380(430) DMG Undodgable, Breaks shields Can not be coutnered If this attack hits, Enemy loses 100 HP for 2 turns Gains 3 Hyper points reguardless
Boomerang trio S-Attack Blade Quickman throws 3 bommerangs at his enemy 110 (125) Damage X3 Each hit must be dodged/Blocked individualy, cuts auras, undodgable, Paralyzes 5 turn cooldown * PAralyzes even if only hits once* *Paralyze from DNA Synchro effect* Gains 2 Hyper points Reguardless; and another point if it deals DMG
Giga Slash C-Attack Blade Quickman charges and cuts through his foe with amazing power 355(405) DMG Breaks shields Undodgable 5 turn cooldown Gains 3 Hyper points reguardless
NEw Hyper drive point total: 115 +24 = 139
Hyper drive Attacks:
Hyper combo C-Attack Speed Points used:7 A fast combo attack that leaves the enemy dazed 75(90) DMG X3 hits Cuts auras Confuses if only one hit connects Dodge/Block seprately
Hyper Taunt C-Attack Speed Points used:2 Run aroudn hte enemy in circles while poking at them to annoy them 10 DMG X 10(15 hits) hits each hit is seprate even if only one hit connects: enemy gets beserk & confuse
Hyper Slice C-Attack Blade Points used:5 A ultra fast powerful slice through the enemy 200(250) DMG Breaks shields, Cuts auras
Hyper Roundhouse C-Attack Speed Points used:4 A Ultra fast kick that sends his foe into the air... 160(210) DMg Breaks shields, undodgable
Hyper Slam C-Attack Speed Points used:4 Can only be used after Hyper kick Then quickman teleports upto his enemy and slams them into the ground below 170(220) DMG Unddogable, Cuts auras
Hyper Dive C-Attack Speed Points used 4 Can only be used after Hyper Slam After slaming his foe into the ground Quickman dives form up in the air and rams into his foe 165(215) DMG Breaks shields, Cuts auras
Hyper Slice C-Attack Blade Points used:5 A ultra fast powerful slice through the enemy 200(250) DMG Breaks shields, Cuts auras
Hyper Roundhouse C-Attack Speed Points used:4 A Ultra fast kick that sends his foe into the air... 160(210) DMg Breaks shields, undodgable
Hyper Slam C-Attack Speed Points used:4 Can only be used after Hyper kick Then quickman teleports upto his enemy and slams them into the ground below 170(220) DMG Unddogable, Cuts auras
Hyper Dive C-Attack Speed Points used 4 Can only be used after Hyper Slam After slaming his foe into the ground Quickman dives form up in the air and rams into his foe 165(215) DMG Breaks shields, Cuts auras
Hyper Slice C-Attack Blade Points used:5 A ultra fast powerful slice through the enemy 200(250) DMG Breaks shields, Cuts auras
Hyper Roundhouse C-Attack Speed Points used:4 A Ultra fast kick that sends his foe into the air... 160(210) DMg Breaks shields, undodgable
Hyper Slam C-Attack Speed Points used:4 Can only be used after Hyper kick Then quickman teleports upto his enemy and slams them into the ground below 170(220) DMG Unddogable, Cuts auras
Hyper Dive C-Attack Speed Points used 4 Can only be used after Hyper Slam After slaming his foe into the ground Quickman dives form up in the air and rams into his foe 165(215) DMG Breaks shields, Cuts auras
Hyper Drive Finsher C-Attack Blade Points used: All thats left Quickman puts all his speed and power into one last attack DMG = 50 X # of points used This Attack MUST use all Hyper drive points remaining this attack Breaks shields, and is Undodgable This attack uses a attack slot Next turn Quickman has -2 attack slots
Hyper drive points Spend: 79 = 3950
Deadly Cut C-Attack Blade Quickman Teleports behidn his Foe and Cuts through them to finsh them off 250 DMG Unddodgable Breaks Shields Cuts undershirts 4 turn cooldown
4392 DMG AFTER 50% DMG reduction!! Breaks Unbreakable Shields Cuts uncuttable Auras CAn not Be coutnered Final hit Cuts under shirts
Hyper drive poitns remaining 2
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Post by Raven8 on Nov 16, 2006 10:06:21 GMT -8
*KnightMan hardens his armor and recovers HP as fast as he can, defending against QuickMan's onslaught the entire time.... but to no avail. As the final strike colides with KnightMan, he falls back with a mighty quake, causing the remaining walls of the arena to colapse*
KnightMan (0/4700): Uugh... well done, QuickMan.... I've.... fallen.... in a literal sence as well as hypothetical.
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Post by Team Active Star on Nov 16, 2006 10:13:13 GMT -8
* Quickman stod there panting as Knightman fell back words...then started laughing out loud*
HAhahah....that was the best match I have had in a LONG time man...you had me on the run for a bit...you did well old friend....I would offer to help ya up...but I am not sure how much a help I can be...
*Quickman said while rubbing the back of his head and walking closer to Knightman to offer his asistance if need be*
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Post by Raven8 on Nov 16, 2006 10:32:51 GMT -8
KnightMan: Um, I think there's a better chance of you breaking bones if you attempt to help lift me.... I've never been a light-weight exactly....
*KnightMan slowly gets up, planting a foot on the cracked ground as he rises*
KnightMan: ...I think it owuld be wise if we leave... this area may not be safe after our battle.
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