Trigger warning
Strength
- Arms13
- Chest12
- Abs14
- Legs12
- Ass12
- Cock14
Size
- Height168 cm
- Biceps42 cm
- Chest117 cm
- Waist82 cm
- Thigh64 cm
- Cock19 cm
A small but extremely skilled masked wrestler who wins through discipine, heart, and technical ability
Body type: Athletic
Gear: See profile images--Blue Samurai's gear is what you see in them.
Introduction
Blue Samurai is a masked wrestler with impressive martial arts skills, particularly in forms of grappling, including Judo and Karate. He is a calm, disciplined, and efficient combatant, beloved by fans for his technical ability, his efficiency, and his aerial skills. His size is a disadvantage in most matches, but his training, reflexes, tactics, and willpower allow him to achieve victories that would be impossible for wrestlers twice his size.
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Blue Samurai is fictional. I consider cyber-fights to be collaborative improvisational storytelling, not competition. Please do not RP on first contact, instead engage with me and tell me the kind of story you think it would be interesting to tell.
In terms of results for matches, I like to decide them up front, and if possible determine them randomly. That doesn't mean they have to be purely random. I prefer to apply modifiers to rolls for factors like size and skill. Results of rolls can determine who wins and how dominant it is. If there are specific results we agree we really don't want (maybe we're okay with either of us losing, but not with either of us being squashed) we can exclude those results from the rolls. For me, the randomness creates a fun improvisational challenge, and mimics the idea that in a real fight, you don't control everything. Open to dice fights as well, and other methods of randomizing results.
I really prefer to publish matches, very much do not like to spend a bunch of time on a story then not publish it. Not an absolute no-go, but it is rare that I will agree to a match we don't intend to make public in some way.
I like matches with stakes. Happy to honor them. Willing to put Blue Samurai's mask on the line under the right circumstances, but will still likely require some element of randomness that makes an unmasking very unlikely, because if Blue Samurai is unmasked, the character is kind of erased. Probably not going to agree to mask stakes at all until Blue Samurai has fought in many matches.
Pretty much 100% pro wrestling. Blue Samurai is a masked wrestler after all. Judo and Karate are listed because Blue Samurai uses these in the pro ring, in addition to aerobatic and acrobatic pro techniques.
NARRATIVE:
Because it's story-telling, I like to have a reason that we're wrestling, a general "plot" for the match, a sense of whether we have any pre-existing relationship, etc. Happy to continue those narratives in future matches. I will try to keep Blue Samurai consistent from one match to the next so all his matches appear to happen in a continuous universe. Although I enjoy randomness and improv elements, if there is a compelling story we want to tell, I am happy to just lock down and agree on a result and a story rather than leave anything to dice. Love the erotic stuff, but for me the drama and the story heighten the erotic element.
STANDARD MATCH DETERMINATION PROCEDURE:
As I said, I like the use of dice or coins to create randomness for us to build the match in response to. I have created a standard procedure for deciding the outcome and general outline of the match ahead of time, which can be modified based on our preferences if you like the idea but not all the details. Following this procedure isn't necessary for us to fight, I'm just more likely to agree to a match if you agree to this procedure, just because I know it's fair and fun.
Under this procedure, match results and competitiveness are determined by contested 2d6 dice rolls with the !roll command, modified as described below. Ties (after modification) are ignored and re-rolled.
The wrestler with the higher score wins the match.
If the difference is 1-3, the match is very competitive, though the wrestlers can decide whether it is even throughout or back and forth.
If the difference is 4-6, the match is clear. The loser gets to show off a little and has couple of offensive runs, but the bulk of the match is controlled by the winner.
If the difference is 7-8, the match is one-sided. The loser gets very little offense in, and is essentially dominated from bell to bell, but may get the dignity of resisting for a long while despite overwhelming damage or some short-lived hope spots.
If the difference is 9 or more, the match is a complete squash. Winner is in complete control of the match, all his offense is successful, he can submit or pin the loser at his whim, avoid or no-sell all of the loser’s offense, and humiliate loser in any way winner desires.
The rolls are modified by three standard modifiers (these are negotiable, and happy to talk about other factors and how to consider them):
Size/Strength: +1 to the roll of the larger wrestler per 20 pounds of weight advantage, rounding up at 10 pounds of remainder. Max +10.
Skill/Experience: +1 to the roll of the more trained and experienced wrestler per three years of training/experience advantage, rounding up at 1.5 years of remainder. Max +5. For the purposes of this modifier, Blue Samurai has 11 effective years of training/experience. Although he began training at four, training as a young kid is not super efficient, so I only consider the training after 10. Most people don't have this on their profile, so we can talk about what is likely for your character based on your personal canon about them.
Age: -1 to the roll of the older wrestler per 5 years of age past 35, rounding up at 2.5 years of remainder. Max -3. Reflects the ravages of time and age, as Father Time is undefeated.
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Start of membership: 2 days ago
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