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Interest Check & Idea Thread

Old idea was coming back to me, so I thought maybe get it out here to see how People react, and maybe someone would be interested in picking it up.

So, a Long time ago I had the idea for a Fusion between To aru and Fate/Stay Night. It was originally a unholy multicrossover between Fate/Index/Haruhi Suzumiya and what do I know, but I later noticed that well.. the whole Thing was Kind of crazy. And I had only brought in Haruhi Suzumiya because I could.

Nothing really ever came from the idea except for old notes on potential Servants that I have lost by now. Honestly though, there was a curious idea of Tsukuyomi Komoe summoning Blackbeard who Shares her love of alcohol and Smoking.^^

The idea was that a post-Fate Route Zoken decided to work together with the Einzbern to get the Grail before Rin can talk the Association into dismantling what remains of it. So they silently and secretly get into contact with Academy City's leadership to work out a way to move the Grail to them and have the next Grail War take place in the City. Aleister is sufficiently interested and invites them, they work out a contract where the Grail gets modified to allow Servants to live off both mana and AIM. It takes some serious modifications and in the end, the Grail becomes Kind of super-charged due to the crazy AIM in the City which is used as a partial Substitute for a layline.

Meanwhile, Shirou and Co. have noticed Ilya's failing health and gone on the journey to search for someone to save her. They are looking all over the world for someone that could possibly help her, and then they hear rumours of a legendary doctor that can heal any sickness and any wound short of death or physical Obliteration. Their search leads them to Academy City where they are searching for a certain frog-faced doctor to save the declining Ilya.

The Einzbern have made a new vessel, though it is a sort of a rush Job and used Ilya as a Basis. Of course Zoken secretly calls Sakura to get ready for whenever he thinks it is time.

The whole Thing would become a giant war with countless Servants due to the Grail being overloaded by AIM and having too many modifications done to it. A Ruler would be summoned, probably along with many other Servants. Also, Aleister would secretly distribute "instant summoning rituals", stuffed into a small Piece of paper that end up all over the City as fliers. So even if a Person with a Command Seal doesn't have any knowledge of the Grail War or how to make a Summoning Ritual, they will likely end up summoning a Servant anyway so Long as they touch a flier at some Point.

It could be an interesting Fusion by having magicians on the Nasu side be one of the many "talented" People that were copied by These attempting to create Magic. The "Church" is a split-off from the Catholic Church that works Underground but has still some approval from the main church and works togehter with it to a degree. Himegami may or may not kill Nasu Vampires of any power with horrifying ease, or maybe there is a second "perfect" type of Vampire that is truly immortal.

On other Master/Servant Combo I had in mind was Hamazura Shiage summoning Gilgamesh, I guess Accelerator could summon someone weak, like Jacky Assassin to make up for his natural overpoweredness.

Maybe have Gunha summon Astolfo, just for the hilarity of it.
 
On other Master/Servant Combo I had in mind was Hamazura Shiage summoning Gilgamesh
That would result into Hamazura dying by a swift, gory death by impalement. Or sliding even more down the scale of "slave".

That aside the premise is interesting (apart from the need to pair Servants and Masters, lacking catalysts, by personality compatibility), but like with the old debate "can Shiki kill Servants":

What happen when Imagine Breaker touch Servants?
 
That would result into Hamazura dying by a swift, gory death by impalement. Or sliding even more down the scale of "slave".

That aside the premise is interesting (apart from the need to pair Servants and Masters, lacking catalysts, by personality compatibility), but like with the old debate "can Shiki kill Servants":

What happen when Imagine Breaker touch Servants?

I was thinking something like Gilgamesh trying to hurt or toy with Takitsubou and Hamazura trying to fight him. Of course he gets utterly annihilated, but he puts up a surprisingly good fight for some of these modern mongrels and his refusal to back down to protect her impresses him just a Little. Maybe he somehow remembers just a Little bit of the Fate Route and decides to Train the Boy up to actually be worthy of being his Master? You have to remember that Gilgamesh likes if People challenge him, sure he may act all arrogant and outraged, but that Kind of will is what he wants in his underlings. There is no worth to being a king if everyone backs down easily.

Edit: Though I guess he would likely still be a slave when it Comes down to it, just one that was interesting enough to maybe work into something better.

Double Edit: Gilgamesh would likely als be a bit more mellow since Academy City has some similarities to the Moon Cell.

Yeah, would have to think a bit about who to pair up, but there are many different personalities in Toaru, so I think it could work. I guess the Grail could Chose some People from outside as Masters, so for example one of the English Princesses could for example become a Master? So not all Servants would be summoned without Catalysts.

And if IB hits a Servant, well I would think he would rapidly start to leak prana as his body starts to collapse. No instant-death, that would be broken even against Servants. Still, say it being just enough that it would seriously cripple them if they get hit. And well, if he keeps touching them for too long they die, say for longer than 10 seconds? Possibly add something into the Servant programming that warns them of Imagine Breaker, some automatic warning that pops up inside their heads when they get inside 20 metres of him?
 
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Moon Cell Gilgamesh is actually okay, much less murder maniac than FSN Gil. The one to fight him will probably be Mugino, in a true clash of ego and ranged attacks ^^

I also like how IB is handled. But a warning system is unnecessary: all creatures made by magical energy
and AIM field are, by instinct, freaked out by IB. That AIM field angel girl (forgot the name) said so.
I guess that Noble Phantasms too would get damaged, like pieces falling off?
 
Moon Cell Gilgamesh is actually okay, much less murder maniac than FSN Gil. The one to fight him will probably be Mugino, in a true clash of ego and ranged attacks ^^

I also like how IB is handled. But a warning system is unnecessary: all creatures made by magical energy
and AIM field are, by instinct, freaked out by IB. That AIM field angel girl (forgot the name) said so.
I guess that Noble Phantasms too would get damaged, like pieces falling off?

Yeah, I haven't played CCC, but I heard much about him being less agressive due to the differences in modern day world and Moon Cell. I thought Academy City could be similar enough that it takes away the worst of his temper.

I am treating IB sort of like a Baptism Rite on Steroids in this situation, it can instant kill spiritual beings on the Level of an Archangel, but a Servant gets a bonus at resisting because he has a contract and is grounded in the world so to say. It is also so that the Servants cannot just grab Touma, throw him at each other and use him as a living death ray like weapon. And yeah, I totally forgot about Kazakiri. In that case the Servants would naturally want to stay away from him, wonder what would happen if Tamamo got summoned by Index. She doesn't want to be around him, but her Master is her, but he is her....

Would depend on rank is my guess, low Level just vanish, but something on the Level of Excalibur just takes damage and loses some of its power. It would also likely depend on whether they are gathering energy right now for some attack or if they are just using them as weapons. I am not sure whether it would be better to rule a Noble Phantasm as gone, or just dematerialized and a Servant being able to call it up again later though.
 
Yeah, I haven't played CCC, but I heard much about him being less agressive due to the differences in modern day world and Moon Cell. I thought Academy City could be similar enough that it takes away the worst of his temper.
Probable. I think he would like how they're developing human potential and those who strive to become strong. Worthy subjects and all that.
I am treating IB sort of like a Baptism Rite on Steroids in this situation, it can instant kill spiritual beings on the Level of an Archangel, but a Servant gets a bonus at resisting because he has a contract and is grounded in the world so to say. It is also so that the Servants cannot just grab Touma, throw him at each other and use him as a living death ray like weapon. And yeah, I totally forgot about Kazakiri. In that case the Servants would naturally want to stay away from him, wonder what would happen if Tamamo got summoned by Index. She doesn't want to be around him, but her Master is her, but he is her....
Hilarious sitcom comedy? :D
Would depend on rank is my guess, low Level just vanish, but something on the Level of Excalibur just takes damage and loses some of its power. It would also likely depend on whether they are gathering energy right now for some attack or if they are just using them as weapons. I am not sure whether it would be better to rule a Noble Phantasm as gone, or just dematerialized and a Servant being able to call it up again later though.
Considering Zero!Lancer broke his own weapon and it didn't come back, I think the realistic option is to have it gone.
 
So I came across this pic:
IfXfE7W.jpg

Zelrech in a Hood?

Except:
bj6CduR.jpg

In SAO.

Incidentally, he sells bows in a game without ranged weapons.

If thats not Zel i'll eat my hat.
 
Kung Fu Cult Dynasty Quest

This is the Land of Jade and Silk. Here, the Emperor of the Han rules over the great kingdom, as they have for generations past. Here, the land is peaceful. Calm. Here is a time of stasis, as peasants and nobles do much the same as their ancestors did…

Or is it?

The Emperor has grown weak. Court bureaucrats and noble courtiers conspire in the imperial palace for their own advantage, and the burden upon the population grows greater each year as ruinous taxes are demanded in order to finance the grand projects the Emperor's advisors have convinced him to begin. Bandits once again roam the countryside, and the imperial army has grown weak and indolent, conducting minimal patrols and being far too lazy to chase the the brigands back to their lairs.

This is a time of opportunities. This is a time when nobles eye their neighbors for weakness, when cities relearn the virtues of high walls, when peasant unrest drags their lords from their beds and sets their manors aflame.

For the first time in a hundred generations, things are changing. Life is no longer a certainty of the same things, day in and day out. The Mandate of Heaven is wearing thin, and who knows how fair a smart, skilled, competent, and ambitious man could rise?

But you are no noble, greedily grasping the land. You are no imperial magistrate, stealing scraps of power from the imperial court, or sly advisor, whispering poison into the ears of the powerful.

Because you know Kung Fu!

And you even have your own cult…

Yes, few good things get said about Kung Fu Cults, but you're still the leader of one.

In these troubled times, who knows what opportunities chance may direct into your grasp? Or what troubles may beset you? Either way, you're going to have to deal with them.

And probably do more than your fair share of Kung Fu Fighting too.

But first, before we can get on with kicking people so hard they fly into the sky and leave a little twinkling dot behind, we'll have to answer a few useful questions.

For example… Just who are you, anyway?
[ ] Fate-Chosen Heir
You are the heir chosen by the gods and fate itself. Your Kung Fu Cult followed the signs across the lands until they found you, whereupon they swore their eternal servitude. You are yet young, and have little time to learn the secrets of Kung Fu, but your cult is loyal and you have shown astounding potential, silencing naysayers.

(6 Style Points, 12 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

[ ] Young Prodigy
You are a young prodigy, found and chosen by the former master of the cult only a few years ago. While your youth and relative inexperience has some in the cult doubtful about your leadership, your ability to Kung Fu people in the face is undoubted by all.

(9 Style Points, 9 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

[ ] The Chosen Successor
You are the chosen heir of the cult, trained from a young age in all the many secrets of Kung Fu. Your fists are furious, your rivals are cowed into submission, and your cult stands behind you. Now that your master has gone on to the next great adventure, you have entered into the springtime of your reign. Unfortunately, your cult has hit upon hard times.

(12 Style Points, 6 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

And of course, perhaps most importantly, what kinds of Kung Fu do you know?
Here is where you spend style points to earn mastery of Kung Fu. You may spend up to four points in a single style. You must have at least one style at rating three or higher, unless you are the Fate-Chosen Heir, in which case you must have at least one style at rating two or higher. Four points is the maximum you can spend on a style during character generation.

One dot is equivalent to 'I've dabbled in the style and know the basics. Two dots is 'I possess a solid grounding in the style, and am competent in its practice'. Three dots equals 'I am a senior practitioner of this style, and only masters are more skilled than me in its practice'. Four dots is what is widely considered to be mastery of the style.

[ ] Weapon Expertise (Blank)
To be a weapon expert is not, precisely, to know Kung Fu, but it tends to be useful anyway. Weapon Expertise is the fundamental knowledge of how to use a weapon outside the mandate of Styles, used most commonly by soldiers, bandits, and other such folk with the need to fight and the lack of years to learn Kung Fu. It maxes out at Two Dots, for beyond that you have left normal skill with a weapon and started designing a new style. While less directly powerful than a Kung Fu style do to its lack of specialization, Weapon Expertise is also far more flexible from that same lack of specialization, and can be safely utilized in public without revealing to any interested watchers your skill in Kung Fu. It's also the only way to learn how to use weapons Kung Fu doesn't have anything to do with. Like bows.

[ ] Tyrant's Sword Style
The sword is the king of all weapons, and you are the king of all swords. This style doesn't know the word subtle, but tends to utterly dominate any blade using foe, or ill trained rabble, you might run into. Against other weapons it is less useful.

[ ] Raging Tiger Style
The raging power of the tiger has entered your spirit, and allows you to rend flesh and crush bone with your hands alone. This highly aggressive relies on powerful pounces and rapid flurries to rip foes apart, but is less well suited for husbanding your stamina in a long fight. Still, with the sheer power it commands, ideally you will never face a long fight.

[ ] Cauldron of Envy Style
The power of the Cauldron of Envy is the power of negative emotion. It allows a practitioner to channel the hatred, pain, and anger of both themselves and other combatants into their sedate looking open palm style. The more grievances and dark passions combatants have, the greater its power waxes, but a fighter with no unresolved issues is this style's bane.

[ ] Raging Furnace Style
Using one's body to cultivate a furnace of Yang energy, practitioners become highly resistant to the powers of cold, as well as being able to add the force of heat and passion to their attacks, leaving enemies with strange burns and horrible fevers.

[ ] Glacial Messiah Style
Using one's body to cultivate a pressure cooker of Yin energy, practitioners become uncannily resistant to the powers of cold, as well as being able to add the power of utter cold to their strikes, inflicting unnatural lethargy and hypothermia on their foes.

[ ] Vengeful Cobra Style
Meditating on the motions of snakes, users of this style gain an unworldly agility and flexibility of motion. They focus on avoiding harm through dodging enemy assaults, and lethal counterattacks. While deadly, this reactive focus does not lend itself to short fights.

[ ] Unbreakable Monolith Style
Rooting a practitioner to the stone beneath their feat, users of this style are famous for their unpierceable defenses. Utilizing long polearms, practitioners ward away all attacks with the whirling length of their weapon, and those who would penetrate that defense are often punished with crushing blows. But without firm footing, this style is less than useful, and to move is to forsake one's footing.

[ ] Shadow Typhoon Style
The result of interaction with a type of covert warrior native to an island across the sea, this style focuses on stealth, misdirection, and ambush. People claim that masters of this style can stand in the middle of a crowd and be noticed by none. However, for all its lethalness, the style is less than impressive in open combat.

[ ] Oncoming Monsoon Style
Emulating the power of a raging storm, a user's Ki transforms into waves of physical force. Practitioners can create gales with the wave of a fortified fan or other suitable, and others can feel the pressure steaming off them with their moods. Not for use by those with less than large reserves of energy.

[ ] Myriad Directions Style
This specialised style occupies itself with meditation on the nature of momentum, and on how one can manipulate it. Users can do things such as transferring their velocity into other objects to stop on a dime, or redirecting enemy attacks into their own allies, but the main weakness of this school is its inability to alter flows of Ki.

[ ] Kaleidoscope of Eternity Style
Disciples of this style progress into the strange depths of mastery of time. Users can do such strange feats as 'putting off' taking a wound until later (preferably when they have a medical kit out), causing their blows to have the power of past and future strikes, accelerating their own time stream to move at outrageous speeds, and more. But beware the fate of those who venture too deeply into the horrible labyrinth of paradox...

[ ] Pearl Heaven Dreamer Style
An ancient style, said to have been taught to mankind by the gods themselves, this art is actually not very useful against other Kung Fu Fighters. This is not a flaw in the art, but a side effect of its focus. For the chosen enemy of masters of this style are not humans, but evil spirits and foul ghosts. Users find themselves protected from such evil creature's power, and well equipped to send them on to their final end.

[ ] Fairy Sleeve Style
With every demure and proper gesture, a dozen deadly projectiles leave your sleeve. This style was not born in the battlefield, but within the imperial courts themselves. There, it is a remarkably deadly style that combines grace and stealth with lethalness, all without the practitioner making a single crude gesture. Of course, on the field of war the art finds itself holding somewhat less of a dominating position.

[ ] Howling Devil Dog Style
This style was designed for use in the close press of boarding combat by imperial marines. Users focus and store their energies, awaiting the time to release their bound power in a single frenzy of furious destruction. Within this state, they can shatter walls and flesh with the shockwaves their fists leave behind, and even throw lightning resulting from the temporary imbalance of their energy. But when the tide of power wanes, users find themselves greatly weakened.

[ ] Crane and Spider Style
Any user of Kung Fu can run across the rooftops or up a wall. Users of this style can cling gracefully to ceilings, stride up stairs made of falling petals, and run across a placid lake without leaving a single ripple. However, when confined within close quarters, the legendary maneuverability of this style is less than useful.

[ ] Faceless Cosmos Style
Raising a shroud over their Ki, users of this style hide the fact they are the source of their blows and separate themselves from the universe itself. While exceedingly stealthy, allowing masters to stride through the world akin to a ghost, this style's main drawback is that the separation of self and universe also prevents most known defensive techniques from being usable.

[ ] Sublime Force Style
Infusing objects with your Ki, users of this style impart their actions with incredible force. Put a leaf through a tree, counter a sword with a slender branch, or flick a throwing dart through solid plate armor. Sadly, this style only works on inanimate objects.

[ ] Jade Sentinel Style
An ancient demon hunting style, adepts of this school practice arts designed to let them fight enemies bigger, stronger, tougher, and altogether greater than themselves. While a user is a deadly foe versus dark dragons and foul oni, they are less practiced against enemies with equal capabilities to themselves.

[ ] Thousand Slayer Style
It is said that a man who kills a thousand demons will become a demon themselves. Whether or not this is true, it is commonly agreed that those who practice the Thousand Slayer Style become akin to demons themselves. Forsaking subtle arts, a Thousand Slayer's every motion is dedicated towards only one end. Death. While this makes them a supremely lethal foe to face, their defenses are known to be… lackluster.

[ ] Imperial Dragon Style
Until recently associated only with the Imperial Family, this style was said to have been taught to its original students by a dragon. While the truth of this has long been lost, it does teach its practitioners how to harden their skin as if it was made from dragon scale, strike with the power of a dragon's limb, and even allow masters to breath fire! While powerful, this style does not include the use of weapons and other tools within its secrets. After all, a dragon needs no swords.

[ ] Ever Thirsting Void Style
A school focused on the all consuming hunger born in the darkness between the stars, users of this style are infamous for their ability to sap away the energy of others, devouring their enemies' precious Ki and rendering their Kung Fu impotent. Almost as impressive is a master's ability to warp space and gravity with the eternal hunger they bear, physically pulling people or objects to them.

[ ] Cauldron of Creation Style
This meditative school teaches practitioners to be one with the world around them, walking in harmony with nature. While poetic, this has very real results in allowing a student of this style to rapidly absorb natural energy to refill their own reserves and granting practitioners an unmatched sense for danger. It is said that masters can even call upon the power of creation to back their strikes, and become as hard as the mountains themselves. However, for any true use of this style, one must keep to the right mindset and maintain their internal balance.

Surely you are not the only interesting individual within your Kung Fu Cult. What sort of allies and fellow travelers must you deal with?
This is where you spend your Ally Points. Each Ally Point allows for the selection of a single ally to join your cult.

[ ] Loyal Rival
The Loyal Rival possesses Kung Fu almost as good as yours, and is utterly devoted to the cult. He or she is not convinced you are the best leader the cult could have, but you can trust that the rival will never betray the cult. And his Kung Fu is almost as good as yours...

[ ] Childhood Friend
An acquaintance that followed you into the cult, the Childhood Friend has unquestionable loyalty and will believe in your good nature until you descend to the state of public saturday morning cartoon level villainy. Possesses an outside perspective that might prove useful, but has little training and experience with Kung Fu.

[ ] Ritual Attendant
An indentured maidservant who came with the position, the Ritual Attendant is sheltered and eccentric, as well as having no talent for Kung Fu, but possesses an encyclopedic knowledge of the cult you are supposed to lead. As long as you act as the destined leader she imagined, her loyalty will be unshakable.

[ ] Lone Survivor
Once part of another Kung Fu cult, this individual is the last survivor of that organization after their enemies tore them apart. He possesses noticeable Kung Fu skills foreign to your cult, and is skilled with wilderness survival. As long as you keep him safe from his enemies, he can be counted on to be loyal to the cult.

[ ] Bandit Chief
This wandering bandit has been taught the basics of Kung Fu in exchange for doing some 'favors' for your cult. While mercenary, his connections can be quite useful and some of the goods he offers to sell are interesting and hard to get.

[ ] Wandering Master
A wandering master who believes he has been guided by the spirits to aid your Kung Fu Cult, his skills are unquestionable and he possess vast stores of trivia from his decades wandering, but he is more loyal to the spirits then you.

[ ] Rogue Assassin
A shy willowy handmaiden who found employment in your cult because she seemed harmless enough. What no one else needs to know is her amazing fleet-footedness, her genius with razor wire, and on how a few of the more interesting imperial agencies would like her dead. If her true identity gets out, be prepared for trouble, but you can be assured of her loyalty unless you betray her to her enemies.

[ ] Exiled Advisor
Once this man advised nobles and eunuchs in the imperial court itself. And then his rivals fouled his good name, stole his good ideas, and drove him in disgrace from the center of high society. He may still be holding a grudge, but his knowledge of formalities, the imperial court, court intrigue, and stewardship are immense, and as long as you can host him in even a shadow of his former luxury he will serve the cult well.

[ ] Sage of the Forbidden
This wandering sage has progressed far into matters and lore generally forbidden for mortals to inquire into. His skills and knowledge have risen more than his sanity has suffered, and he knows many secrets long lost to civilized land. Just keep him away from imperial scholars.

[ ] Itinerant Miko
A priestess of foreign lands, a long tale of woe resulted in her wandering penniless through your cult's lands, where, once her talents were identified, she soon found a new home. While foreign, and therefore looked on with suspicion by some, her knowledge and skills for spiritual matters are both broad and practical. As well as including things that the Monks of this land really prefer not to let out of their own hands.

[ ] Dispossessed Noble
This noble has survived his families fall into disgrace, and the taking of his family lands by their rivals, but not by much. Nursing a great grudge, his skills with sword, horse, spear, lance, and bow are respectable, and he is a far better commander of men than anyone else in your cult. As long as you are willing to offer him revenge against those that destroyed his family, he will serve the cult with loyalty.

[ ] Bloodthirst Swordsman
This warrior lives only for blood on his blade. His skills are as vast as his temper is short, and his reputation speaks true about the blood that follows in his wake. As long as you can promise him strong foes, he will stick with your cult, and for all the trouble he can cause, his skills are truly deadly.

Speaking of your cult, what kind of cult do you lead, and what sort of resources and followers does it command?
(Spend Cult points here to make your cult better. The more points you spend on things the better they are.)

[ ] Fortified Lair
How well defended is your Kung Fu Cult Lair? Does it have wooden walls some wandering avenger can drop kick right on through in his desire to Kung Fu Kick you in the head? Or is it a maze of stone corridors and hidden doors that could swallow an army? The more points spent on this, the better prepared you are for someone breaking into your house and trying to punch you in the face.

[ ] Hidden Lair
Your Cult Lair may be well defended (or not), but is it well hidden? Or is it a dramatic mountaintop fortress that overlooks the land for miles around and attracts the interested eye of the local magistrate? The more points put into this, the better disguised your cult headquarters is.

[ ] Hideouts
Vast and elaborate lairs are all well and good, but what about hideouts? When things go wrong, it's nice to have some hidden hideouts scattered across the land to regroup in, and they're often useful for other projects you don't want your enemies getting a good look at as well.

[ ] Farmland
Food. Food is good. You know what else is good? Not having to buy food. With this perk, your Cult not only has its own batch of farmland, but it has the tenant farmers to, well, farm them. The more points put into this, the more farmland, and the more surplus food, you control. Protects you from famine and even gives some income, what's not to like?

[ ] Secret Garden
Farms are all well and good, but sometimes you want some secret Kung Fu herbal remedies, dire poisons, and strange alchemical creations. And frankly, it can be really expensive buying the ingredients to those things. Far better to farm them for yourself. The more points put into this the more, and more elaborate and advanced, secret kung fu herb gardens your cult cultivates and controls. Besides earning you money, the products can be useful for all sorts of things...

[ ] Taxpayers
Money. Money is good. Now, one can go down and be a merchant to get money, but the imperial ministries have come up with a clever invention they call taxes. Maybe if you got a few villages or even a town or two, you could collect some yourself? For each point spent in this, the more communities de facto accept your right to collect taxes from them.

[ ] Profitable Resource
Perhaps this is a small iron mine, hidden up in the mountains. Or maybe it is the only inn for ten miles in each direction on the nearest crossing. Or even a garden full of silkworms. Whatever it is, it draws a nice profit every year. While Profitable Resources grant less income then controlling a taxbase, they give more money then farmlands or secret gardens, and they're also harder to disrupt or remove from your control then taxpayers or farmland. Each point spent in this is either a new resource or an expansion of a previously bought resource.

[ ] Illegal Income
Do you back gangs of bandits that prowl the countryside? Perhaps you run a blackmail ring, or rent your secret mountain passages to a smugglers society. Whatever it is, it gives you a large bit of money every season… and will get you into a large bit of trouble if anyone ever finds proof you are behind it.

[ ] Style Utilization (Style)
Generally speaking, Kung Fu Cult minions are only so-so at actually using Kung Fu. After all, if they were any better, they'd be a someone, not a flunky. Not so in your cult! Your minions actually have some glimmers of greater knowledge.For each point spent on this, a Style must be selected from the style listing, and the general minions of the cult will gain some advanced knowledge of that style.

[ ] Hidden Lore (Style)
While normally Kung Fu knowledge is passed down only from teacher to eager student, your cult maintains a secret stash of scrolls, books, and specialized training tools for the purposes of allowing someone to learn about a style without needing to find a teacher in it first. Each point spent on this perk must have a selected style from the style listing, and provides resources to learn said style up to the ranking of however many points were spent on it without needing lots of experimentation or finding a teacher.

[ ] Experts
Usually, Kung Fu Cults are focused on Kung Fu, but your cult maintains some specialists in other forms of knowledge as well. Each point spent on this provides a limited amount of experts in some field of study, from engineering to gardening to weapon forging to trading, that will loyally serve the cult.

[ ] Informers
In order to keep an eye out for wandering Shaolin monks and other threats to your cult, a network of loyal informers has been created throughout the surrounding area. Each point in this perk provides either more or better spies in the service of your cult.

[ ] Backers
Your cult is lucky enough to have some rich and influential backers supporting it. They will supply funding and support you in other ways, but in return they expect that the cult will repay them with Kung Fu services. Each point in this perk is either an additional backer or an upgrade in power of a preexisting backer.

[ ] Tame Nobles
Nobles can be very troublesome, with all those questions about why the local towns are paying taxes to some temple up in the mountains instead of them, the ability to call up armies to lay siege to isolated temples, and generally being richer and more respected then you are. It's a good thing your cult has made an effort to seduce some of the local nobles to its services, either through bribes, blackmail, or other ways. Sometimes nobles even show enough promise to be given a few interesting lessons. Points spent on this perk can be used to gain more nobles loyal to the cult, increase said nobles ranking and power, or to reinforce their loyalty (or at least how much blackmail you have on them).

[ ] Good Reputation
Normally Kung Fu Cults are viewed with a fair amount of doubt and trepidation by the local peasants. Not your cult though! For some reason the serfs tend to actually like your cult. Points spent on this perk increase your good relationship with the local peasantry.

[ ] More Minions
Most Kung Fu Cults have minions. Your Kung Fu Cult has lots and lots of minions. And I mean lots. Where in the worlds are you getting that many? Each point spent on this perk increases the size of your cult.

[ ] Veteran Mooks
Generally speaking, Kung Fu Mooks tend to be… well, kinda mockable. Not your cult's minions though! They've been around the block a few times. Besides having additional skill in actual Kung Fu, they've had a few concepts such as 'Team Work' rammed into their heads.

[ ] Enforcers
Generally every cult has a few individuals who stand out from the crowd of general flunkies but can't quite make it to full fledge Kung Fu Warrior status. Most people refer to these people as the 'Quirky Miniboss Squad'. Each point spent on this perk gives your cult one additional enforcer class minion.

[ ] Militia
Kung Fu is all grand and great and all, but sometimes being able to hit someone with an actual army also has its appeal. Luckily for you, your cult maintains a Kung Fu-less Militia among its tax paying and general peasantry population! While these people are usually even more inefficient then a normal Kung Fu Minion, they come in gobs and gobs, and can be safely used without revealing the presence of Kung Fu skills. Each point spent on this perk gives around five hundred militia in your service. You can not spent more points in this then your combined total of points spent in Taxpayers, Backers, and Tame Nobles.

Granted, this wouldn't be much of a Kung Fu Cult if you and it didn't have any enemies, rivals, or other such disadvantages. What kind do you have? (You must take at least one of these, as noted in character selection. You can take more then one, but three is the max. And really, with three of these chosen, you'll have more then enough trouble waiting for you anyway.)
[ ] Exiled Rival
Unfortunately for you, your cult had a fellow warrior almost as skilled as you in Kung Fu who objected to your leadership. While he has been driven out of your cult by your superior ability at Kung Fu Fighting, he has not given up on his ambition. (Gain +2 Style Points and a nasty rival looking to take you down.)

[ ] Rival Cult
For as long as your Cult has recorded its history, they have had an enemy. An opposite across the field, a foe that stands as their mirror image. Basically, you have a rival cult with a grudge, looking to take advantage of your inexperience at leading a Kung Fu Cult. (Gain +2 Cult Points and an enemy cult.)

[ ] The Avenger
If this was a normal quest you'd probably be this guy. Your master killed his master and he's out for righteous vengeance upon your head. (Gain +1 Ally and a protagonist out for your head.)

[ ] Roving Monks
Several meddling Shaolin Initiates have decided that your cult is unrighteous and have set out to bring the boot of justice down upon your head. Better keep an eye out. (Gain +2 Cult Points, +2 Style Points, and a few martial arts action movie heroes out to boot you in the head.)

[ ] Life Debt
Long ago, someone saved your life. Or your master's life. Or maybe your master's master's life. Whatever the story, you owe someone a life debt, either your own or passed down to you. Someday, someone is going to come calling to collect, and then things are going to get interesting. (Gain +2 Cult Points, +2 Style Points, +1 Ally, and a dangling plot hook.)

[ ] By the Gunsmoke
From across the seas, the strangers have come, seeking riches and fortune as much as any other man. While they lack the wisdom of Kung Fu, they have strange and exotic arts of their own, and wouldn't mind setting down some permanent stakes in these troubled times. (Gain +2 Cult Points, +2 Style Points, +1 Ally, and some rivals who like playing around with this strange black colored powder.)

[ ] Meddling Magistrate
A new Magistrate has been assigned to your province for whatever reason, and he is actively looking into everything now under his authority. This could be trouble, considering you haven't payed a single years of taxes since the cult was founded. (Gain +4 Cult Points and the interested eyes of the tax collectors/police.)

[ ] Forsaken Reputation
For whatever reason, people don't like your cult. They really really don't like your cult. And a lot of the other cults consider you a special kind of scum as well. (Gain +4 Style points and a long term penalty on anything that involved people getting along with your cult.)

[ ] Divine Disfavor
The eyes of heaven are upon your cult, and they are displeased. Trouble and calamity will beset you until you have earned the forgiveness of the gods for your sins. In other words, you're kinda screwed. (Gain +4 Style Points, +4 Cult Points, and some really bad luck.)

[ ] The Cartel
In these troubled times, wickedness and banditry have spread like the plague. And in the shadows, whispers of a greater organization have come. Under the power of the King of Crime, the Cartel has formed. And for reasons of its own, the biggest criminal organization in the land has decided that your cult needs to go. (Gain +4 Style Points, +4 Cult Points, and a whole lot of trouble about to land on your head.)

[ ] The Double Agent
Your cult has waxed mightily, but that brings troubles of its own. One of those you most trust has betrayed you, serving a different master and in truth seeking only your destruction. (Gain +8 Cult Points, +1 Ally and a traitor waiting to backstab you when it'll hurt the most.)

[ ] Shaolin Showdown
In these troubled times, even the masters of the Shaolin Temple must sometimes walk forth into the land and fight against wickedness. Sadly for you, one such master has chosen your cult as the wickedness he seeks to fight. Better get ready for a Shaolin Showdown. (Gain +6 Style Points, +6 Cult Points, +1 Ally, and a Shaolin Master along with his students that are out for your head. Be very very careful if you choose this complication…)

Last, but not least, I must know one more thing. What is your name?
[ ] Name?
 
[ ] The Chosen Successor
Style all day.


[4] Tyrant's Sword Style
Sword gud.

[3] Shadow Typhoon Style
Stealth Gud.

[3] Myriad Directions Style
Carry rocks/coin all the times for instant turns/stops

[2] Sublime Force Style
This plus...

[2] Fairy Sleeve Style
Means we're not bad at range either.

[2] Pearl Heaven Dreamer Style
Ghosts bad. Ghostbusting gud.

[ ] Wandering Master
I like helping/interacting with good spirits.

[ ] Exiled Advisor
Court advice is always good.

[ ] Itinerant Miko
Secret Ghostbusting knowledge. Also, hot?

[ ] Bandit Chief
Rare goods and connections always gud. Can influence him to be good.

[ ] Childhood Friend
Friends are good, can be trained. Romance?

[3] Fortified Lair
We are the rock, the bastion.

[2] Farmland
Food is very good.

[2] Profitable Resource
Less vulnerable than taxing. Silk would be good for armor.

[1] More Minions
All the mooks.

[1] Veteran Mooks
Mooks that aren't trash? I'll take it.

[1] Informers
Info is always good.

[ ] The Cartel
Fuck bandits. +4 Style Points, +4 Cult Points


[ ] Lan ??? Female.
 
Highschool Persona: Be Your True Self
"Have you hear of the [Persona Game]?"

That was what Aika Kiryuu suddenly said one day. Me, my pals Matsuda and Motohama and her were working on the performance that our class was going to present at the oncoming festival, the first in the history of Kuoh Academy. All the others already left, leaving us to put up the finals details.

In a few words, the most boring job ever. I'm sure it was the same for Kiryuu, and that's why she brought up that rumor.

"Isn't that thing supposed to show you your future?" Motohama asked, fixing his glasses with a vague air of skepticism. "Don't tell me that you believe that rubbish."

"Yeah." Matsuda agrees, folding his fingers behind his head. "If that really worked and I could see my future, I would be on an easy street."

"Hehehe." Kiryuu chuckled. "Turns out there's more to it than an easy joke! Maybe not seeing the future, exactly, but weird stuff does happen. I'm willing to bet on it if you want."

"Seriously? Great!" Matsuda's expression made a 180°. "I'll have steak this evening!"

"Sorry, keep it between you two." Motohama sighed.

Kiryuu smirked smugly before turning to me. "And you Ise-kun? Who're you with?"

Uhm, tough question.

[] Kiryuu
[] Matsuda


"That's so? Well then, let's start!" Kiryuu clapped her hands.

We four went to the four corners of the room. Kiryuu was the first to start.

"Persona! Persona! Please come here!" She said before walking clockwise to the other corners, to Matsuda.

"My turn. Persona! Persona! Come here!" Matsuda repeated Kiryuu's actions and reached Motohama.

"Persona. Persona. Come here." He said without much enthusiasm before walking up to me.

"Alright. Persona, Persona! Please come to us!" I said before reaching the empty corner where Kiryuu stood before.

"I say it now, but if nothing happens in the next ten seconds I wo-" Matsuda began, only to be silenced as the room shook.

"An earthquake?!"

Following that arcs of electricity started coming out of the ceiling's lights. One of them hit Kiryuu, making her fall unconscious.

The next one hit me, and as my body erupt in pain I passed out.

----

I was falling.

All I could see around me was a sea containing all the colors of the rainbow, impossibly distant and yet so close I could almost touch it with my fingers.

In that unfamiliar place there was only me.

And a golden butterfly.

----

???

I found myself in front of a tall man wearing a brown sweater and black pants. His long brown hair was tied up in a ponytail. His face was covered by a mask, the right side styled like a butterfly.

"Welcome. It's a pleasure to meet you." The stranger bowed to me before speaking in a warm voice that made me relax. "I am Philemon, a dweller between consciousness and unconsciousness."

I reciprocated the bow.

"And now, a simple text. Can you state your name?"

My name?

"Issei...Hyodo."

"Splendid." Philemon sounded pleased. "There aren't many that can remember their identities within this domain. It seems you pass the test."

That was easy.

"But tell me this." Philemon continued. "Are you aware of the many and vary selves that harbors within you? The selves suffused with divine love. The selves capable of demonic cruelty. People lives by wearing different masks. Your current self may only be one of those innumerable masks."

"Is that so...?" I didn't quite understood what he was talking about.

"You, however, have a very firm grip on your identity." He opened his right hand, palm facing forward, and something materialized on it.

It was...a figurine of knight whose armor was stylized after a dragon. The helmet had the form of a dragon's head, with the face covered by a mask. The knight had a golden sword in its hand and a blue cape hanging from its back.

"I respect your strong will, and in return I grant you this power. Persona. It is the power to summon the selves within you, the gods and the demons you harbor."

The figurine turned into a mote of light that seeped into my chest. There was a tingle, and after that I became sleepy.

"Ah, but it seems you also possess another gift within yourself." Philemon's tone turned almost intrigued. "This is unusual, but not unwelcome. Indeed, I can tell Fate has great plans for you."

He chuckled before his voice turned somber.

"The time is soon when you will need this power. From here on, you will face a fearsome entity which threatens your existence. From time out of mind, beyond oblivion...the land of Ikegami City is now a netherworld where rumors are reality. The battle has begun....Now, you must return to your proper time and place."

And with that parting my world dissolved into white.

----

Something I concocted while playing Persona 2 Innocent Sin. If this isn't clear this is Highschool DxD with elements of the Persona 2 duology, when the series didn't have elements of dating sim and was way more dark.

This happens before the canon start of DxD, near the beginning of Issei's second year. Ikegami City is the place where Kuoh Academy is situated, and like Sumaru in Persona 2 a land where rumors, if enough people know and believe in them, become reality.

I don't know yet how to explain the existence of Philemon, Nyarlathotep and demons, but I will figure out something.

This is Issei's Initial Persona:

Name: Uther Pendragon
Arcana: Magician
Resist: Wind, Strike, Light, Darkness
Null: Fire
Weak: Ice

Strength: 3
Magic: 2
Vitality: 4
Agility: 3
Luck: 2

Initial Skills:
Cleave: deal Low Slash damage to one enemy.
Tarukaja: increase one ally's physical attack
(Level 3) Agi: deal low Fire damage to one enemy​
 
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I prefer P4, though any Persona crossovers are welcome.
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So does that mean that Boosted Gear can be used to boost Personas and their skills?
 
Try it out ruleswise, or try it out as a base for a quest?
 
Both, either?
Yes?

Because I know what 'I' would build, and when trying to think of other options, I am drawing a huge blank.

+is currently staring at the Mesh Build, trying to see what people would attempt with one+
 
Had an idea I can't seem to get out of my head.

Kakashi/DxD Quest:

You are Kakashi Hatake, 15 years old. Throughout your life you've been called many things. Prodigy. Genius. Cold. Intimidating. Unsocial. Lazy. Pervert.

In all honesty, you don't give you a shit. You'd always had a hard time caring, finding others your age insufferable, and even the same with quite a few adults. The only person you really respected was your father. Who was now about 9 years dead. Yeah, if you had to choose a moment where everything had changed, that was probably it. And you didn't just mean the general uncaring attitude you now sported, either. After your dad died, you started...noticing things. Weird things.

The humanoid shapes flying over head at night, some with wings like a bird, others with wings like a demonic bat. The odd little creature here and there, that sometimes roamed the night, playing mischievous tricks. Some people seemed to give off an odd aura that others didn't seem to notice. Others who walked in odd flowing robes, covered in strange symbols, unnoticed by those around them.

Of course, none of that was so prominent or obvious to you as your newfound ability. The one you had awoken that day.

Bah, that didn't really matter. What mattered was the fact you had been accepted into your new school, one that you had chosen to try and get into for it's high standards. Maybe people there wouldn't be so idiotic. They had to have passed the tests too, right?

Well, you thought, opening up your new volume of Icha Icha as you walked along, At least Kuoh Academy will probably have some decent eye candy.

Choose Race:
[] Human
[] Half-Fallen
[] Hanyou (Inugami)
[] God Blooded (Descendant of a God (Kuebiko))

Choose a Sacred Gear:
[] Lightning Cutter
[] White Fang
[] Burning Will

Allocate Stats (8 Points to allocate) :
Strength: O
Dexterity: O
Intelligence: OOOO*
Charisma:O
Stamina: O

*3 Points allocated to Int Automatically.

Min 1, Max 5. 1 = Below Average, 2 = Average, 3 = Decent, 4 = Prodigious, 5 = Master/Legend.
If it's not clear, you'd normally get 11 Points, but 3 are dedicated to Int, so you have 8 left.

Choose 4 Skills:
[] Martial Arts
[] Magic
[] Lore
[] Swordsmanshp
[] Archery
[] Thrown
[] Daggers
[] Stealth
[] Slight of Hand
[] Investigation
[] Perception
[] Medicine

No idea if I actually want to go with this, especially since I've only watched the anime. I've read fanfics and stuff, but...eh.
 
I have an idea for a different kind of Quest.

Specifically, one with more than one protagonist.

Not even sure if this is possible, but I had the idea of two or more SIs dropping into the Wormverse, either taking over the bodies of background (or foreground) characters, or starting out with new OCs. Each SI has (reasonably) full knowledge of the setting. But they don't know that the other(s) are there, and they aren't in contact. So as far as each of them knows, they alone know what's going to happen.

If I ran this, I'd have to keep those people voting for one SI separate from those voting for another, so they don't simply collude and work together.

In short, I want confusion, and people working at cross-purposes. And of course, everyone has a different idea of how to fix the 'Verse. Or one guy might be trying to fix it, while another might be just trying to screw every sexy chick in Worm.

I'm thinking of calling it Too Many Cooks. Mwahaha.

Thoughts?
 
Oh despair, Ack, for should you do so, prepare for the huge load of messages in your inbox.
Which is why i'm testing the waters. my current quests are languishing at the moment. Not going to start anything new.
 
I've seen that kind of thing work by setting up two separate threads and then telling people to just stick to one and ignore the other.

It does require people to actually do as they're told, however /shrug
Yeah, and that's gonna happen.

<le sigh>

It would be so awesome to see two knowledgeable SIs blundering around in Worm, wondering why their carefully laid plans are falling apart :p
 
Yeah, and that's gonna happen.

<le sigh>

It would be so awesome to see two knowledgeable SIs blundering around in Worm, wondering why their carefully laid plans are falling apart :p

Simple enough.

Set up a second account and run both of them as totally separate quests by two different posters. Don't let anybody know that they are connected at all.

Though yeah, maybe two different forums would be better.
 

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