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Topics - Inu-Jii

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Event Matches / The Dual Duel
« on: October 13, 2013, 08:46:33 PM »
At Inugami's untimely, but much celebrated, death, the summoned are getting rather bored with their not so eventful lives. Perhaps one would like to challenge them?

Host/Opponent: Fude-Ken

Twin Wolves - Teal and Lain
Silent Predators - Datu and Lain
Boogieman Parade - Aster and Tinto
Industrial Beats - Aster and Wren
Teller's Symphony - Teal and Aster
Bad Company - Dominikov and Datu
Shock and Awe - Wren and Rosenkrantz
Shades of Black - Rosenkrantz and Lain
Magical Warefare - Teal and Dominikov
Trauma Center - Bekho and Tinto
Bestial Tensions - Lain and Bekho
Dragon Rising - Rosenkrantz and Dominikov

Million Omnilex - Teal and Alev

Apocalyptic Arcanum - Tynni and Alev
Rainstorm - Senran and Dagg
God's Conqueror -  Cihangik and Shirogane
Frozen Clock - Tynni and Dagg
Tactical Charge - Alev and Cihangik
Calming Storm - Senran and Shirogane
Mercury Well - Dagg and Eydis
Dominance - Sno and Dagg
Beast and Beauty - Ryker and Eydis
Goddess Sisters - Eydis and Sno
The Executioners - Ryker and Sno
Ice and Fire - Dagg and Ryker
Unlikely Friends - Wyatt and Alev
Burning Winds - Yuriye and Wyatt
Rival Brothers - Ashley and Ryker
Beat'm Up - Dagg and Yuriye
Rocky Relations - Yuriye and Ashley
Down South - Wyatt and Ashley
Bringers of Ragnarok - Skoll and Hati
Odin's Wolves - Freki and Geri
Royals of the Dawn - Skoll and Freki
Royals of the Dusk - Hati and Geri

Or you can choose two OCs to fight. But beware, some combinations can be disastrous.

Objective: Defeat the pair of summons! You may fight alone or with another, or an OC. Or Two OCs!
Victorious - Bragging rights and a possible chance for them to make a contract with you.

Loser - Well, you just lose.

Stage:
Normal Arena

Stage description:
A normal arena.

History:
Kimoto and Pippa vs Calming Storm - Kimoto LOSE.

Rules:
No instant kills.
Time is unlimited, but you don't want to drag it on as it becomes disadvantageous.
No teleportation or warping, but using a two-way dimensional opening is allowed. A T-WDO is a method of movement where you do through one opening and come out of another much like Portal's Portal Gun. You are not allowed to hide in a dimension, thus once you enter an opening, anything inside will instantly come out the other end.
No OP/God-mod/power wanking/etc. Any questions regarding abilities can be explained out in the match for fairness.

2
Event Matches / Keeper of the Tome
« on: September 25, 2013, 09:08:07 PM »
Teal F. Arcana, the holder of the all-powerful tome 'Million Teller', has almost completed his data collection of most authors and OCs! At this rate, he will have access to your strongest abilities and will turn them on you, effectively making him a being closer to god (Not that he'd do that mind you). Defeat him to keep your abilities to only you!
Or become a page in his tome...

Host/Opponent:
Teal F. Arcana (Inugami/Saarloos W.Hund)

Objective: Defeat Teal
Victorious - Reduce your data by half (60% -> 30%, 100% -> 50%). Or you could fight an unlimited version for a chance to reduce your data to 0%! You may also have a peek at which abilities Teal has and choose which gets to be deleted when reducing by half.

Loser - Teal will draw out half of your data he doesn't have. If you have 50% data completion, Teal will draw out 25%. 70%, he will draw out 15%. 10%, he will draw out 45%. The lesser data he has, the more he will take; the more data he has, the lesser he can take.
On the chance you fight the unlimited version, Teal will absorb ALL of your data. Giving him 100% completion and a boost when fighting against the same opponent. If the opponent was an author, Teal will gain a slight boost when fighting any OCs from that Author. If the opponent was an OC, Teal will gain a boost against the OC's Author.

Stage:
Grand Library

Stage description:
A stage set in the Floating Castle's library. Provides great cover through bookshelves and stacks of books.
Fire-based abilities will set the arena on fire, providing great boosts to fire. After a period of time, the library will activate its security system and revert the arena back to normal.
Magic is enhanced in this arena, providing more curative/damage, knock back, and longer durations for effects.

Rules:
No instant kills. This includes finishers.
Time is unlimited, but you don't want to drag it on as it becomes disadvantageous.
No teleportation or warping, but using a two-way dimensional opening is allowed. A T-WDO is a method of movement where you do through one opening and come out of another much like Portal's Portal Gun. You are not allowed to hide in a dimension, thus once you enter an opening, anything inside will instantly come out the other end.
No OP/God-mod/power wanking/etc. Any questions regarding abilities can be explained out in the match for fairness.

3
Mary Sues & Terrible OCs / The OC I was asked to draw randomly
« on: December 27, 2012, 09:05:13 PM »
From dA (I barely use):

:O I like your art, but you don't update! So I'm going to give you something to draw! Think of it as a favour! I'm nice like that :3 And your art works is sooooooo good you shouldn't waste it doing nothing! So draw her! >:-D

My OCs name is Elewyn Marygold Stein. She is 13 years-old. She has beautiful pink hair that flows in the wind. She is pretty and girly. Real nice too, and just like Maka! She is really strong for her age. If this was Final Fantasy, she'd be level 70. She has been training ever since she was 4 under the eyes of Death-sama and all the Death Scythes (Yea its a Soul Eater OC :3). She's mastered three forms of fighting with a weapon and she can even turn into one that can move on its own. She's made two Death Scythes and she herself is one of the most strongest ones out there. Rivalling Excalibur in power! She is Maka's half sister and her dad is Stein. She is younger than Maka but she is very much capable of dealing with herself. Knowing that with Maka around, she wouldn't shine since everyone loves Maka ):  So she hired the witches to transport her to a different realm. They didn't agree at first so Elewyn beat them up. She's a pacifist so she didn't kill them. She's way too kind to kill someone.

The witches transported her to the realm of Bleach. There she gains the title of Shinigami and becomes a Captain of the 3rd Civision with her powers. She and Izuru didn't get along, but with her power and niceness, they become good friends. This all happened after Aizen was sealed away. Years past and she watched many good shinigami die. Shuuhei, Hinamori and Ukitake passed away. She comforted Shiro-chan and he began to call her big sister. As the days passed she began to feel homesick. She asked Mayuri to make a portal to take her back but he refused because he's an asshole. She freed Aizen on the account that he be her companion in making a portal. He agreed but when he tried to run, she beat him up and sealed his soul in a kitsune doll.

When they finally got the portal open, she awoke in looking different. She looked in the mirror to see her pink hair was shorter and that she was wearing tight fitted clothing that made her boobs strain. Looking outside she saw ninjas jumping. People kept on calling her Sakura. Aizen the fox told her that Sakura and herself switched bodies. Elewyn, in Sakura's body, vowed to look for her body and give Sakura back her body. She kept up the disguise of Sakura and found her body a few months later. Except Sakura was power hungry and with the Akatsuki. Not knowing what to do, Elewyn fought Sakura ( its so sad DX ). In the ensuing fight, Sakura was so evil Elewyn had no choice but to kill her. She got her body back but Sakura was dead. Naruto and Sasuke were horrified and fought her. The both of them soon realized that the Sakura they knew was really Elewyn, and that their Sakura was evil and now gone. That was Eleywyn's powers went out of control and she was transported to a different realm.

She awoke in a hotel and cried. She had killed someone. Lost and in pain, she wandered outside and bumped into a boy wearing a scarf. He breathed fire to cheer her up and she joined his guild, Fairy Tail. There she works as a barmaid, not wanting to unleash her power or else people will die DX. She then fell in love with Raxus who returned the feelings. They were wed years later. She was happy alongside her husband. Aizen the fox became good after experiencing how humans could be and stayed by her side as an advisor. He liked being a cute kitsune. She then became Co-Guild Master, Raxus becoming Guild Master. The two lived happily until one day a horrible tragedy happened. It was a dark and stormy night. Elewyn who was awake noticed a bunch of cloaked mages enter the guild hall. They began attacking everyone, killing them. Elewyn, who remembered Sakura and the blood she spilled, lost her mind and turned into Kusanagi-no-Sword. When she awoke, everyone had died. Even her beloved Raxus and her pet Aizen.

She wandered outside into the wilderness and wandered… When she woke up, she saw Maka and everyone watching over her. It seems Maka and Stein, alongside Shinigami-sama and the Death Scythes, were looking for her. They tracked her down and brought her back. She was gone for a year and everyone was so worried.

She lived the rest of her life in Death City. She gave birth to Raxus' child who would later grow up to be strongest in the land with both being a Meister, a Weapon, a Magi and able to use spiritual power.

So draw her ok? :3

Note: She is 13, lived YEARS in Bleach, MONTHS in Naruto, Years in FT, yet only a year passed in SE. Raxus impregnated her at 14. OR no one in SE comments about her drastic aging since they recognize her.

4
Mary Sues & Terrible OCs / The King's Daughter - Ovelia Duroi
« on: December 09, 2012, 01:24:10 AM »
Ovelia Duroi
Age: 20

The illegitimate daughter to the King of Ghilles. At birth she was raised much like a noble of high status. Her mother framed for having an affair with a guard and both were executed by the King. Ovelia was shamed and her rank dropped to that of a serf. Believing her mother was innocent, she used any tactic possible to gain information. She had no pride since the day she was cast out to the slave life. She killed her dignity in an effort to deface her traitorous father. Learning the truth, she exposed the corrupt senate and nobility and lead a revolution. The more she progressed in her effort, the more she learned about the dark truths that were hidden away by the King.

Her father was a horrid man. Power hungry and greedy, he sent millions of soldiers to die to claim land. He extorted families under his rule to help him in his conquest. He covered up truths for honeyed lies. He dabbled in heretics and made deals with the devil to further his agenda. Her mother was the price for a new robe of the finest silks.

Hatred swelled within her and she focused more on the revolution. Intent in killing her father. Many died in the ensuing months. Soldiers perished, noble houses destroyed. She threatened her friends into helping her slowly take out the corrupt senate. She took over the land her father gained and forced his supporters into helping her revolution. She made a deal with a demon for power to crush her foes, and used it on her enemies.

In the end, she killed her father. She crowned herself Queen and ruled the Kingdom of Ghilles. She took any man as her lover and had many children. She was living lavishly and happily. Her kingdom itself thrived. But as the years passed, she came to a bitter revelation that she was the same as her father. She used people, sent many to their deaths for her own agenda. Horror consumed her that what she started the revolution for had strayed significantly. She was a horrible woman. A horrible being. Ill and self-loathing, she cast herself out of the castle balcony and plummeted to her death into the court fountain.

Powers: Demon Magic. She is able to her soldiers into a berserk fervor, making them unstoppable killing machines that have no fear or hesitation.

Skills: She is a heavy user of seduction. She used this to get what she wanted. Whether it be power, lover, or information.

5
Tabletop RPG / FFU TRPG - "Descent to the Midlight"
« on: November 17, 2012, 04:11:40 PM »
This is an original story TRPG that I had made with help from some good TRPG veteran friends. I will be the GM, and this TRPG will take place on the D&D channel on chat. Sessions will be recorded and listed on this topic so no posting unless its a session record. Now, let us get on with the story.

The world is brimming with life and adventure. Everywhere you go, you can spot travelers of varying races and classes roaming. Everyday there are marks, jobs, and errands filled out, and even more added. Guilds rule the adventuring community.

There is one hot topic that has all the guilds and communities abuzz. A discovery of a hidden cave underneath an abandoned lighthouse far off in the sea near the Port Town of Ghidos. From legends around the area, the island was used as a way point for vessels to steer themselves to port and not towards the deadly waters near the lighthouse. Bu now, as technology has advanced, the lighthouse fell into disuse. Rumors flutter in the air that the cave is a secret site of a grand pirate's treasure nest, or that it holds the loot excavated from sunken ships. Some say its the nest of the devil, or that it leads to an unknown realm. Whatever lurks inside the deep cave, it has sparked the interests of adventurers looking for glory and fame.

And now, you, with a band of other wannabe heroes, have signed up to explore the mysterious depths of Midlight.

Now for the character sheets. When making a character sheet, please do it in chat when I am on. I will need to log your character data and also check if you didn't cheat and max out your stats. Not that it matter since some monsters can kill you even if you have perfect stats.

Here is an idea of what the stats are and what they affect:

Name - Your name. Very straight forward.
Age -
How old your character is. You may increase your character's age without penalty up to 40. After 40, each decade can reduce your character's STR, CON, DEX, and/or APP. Age increases can be used to train your character as well.
Job/Class - Your occupation. As an adventurer it is important to have abilities that suit your class.
Traits - These are things about your character that you may be able to use in situations. Like 'big boobs' to increase Persuasion against those of opposite sex or those that have a kink for that. It may also demerit yo in situations.

Strength - Represents the physical power of your character. This affects your physical damage output and bonuses.
Magic - How magically capable your character is. This attribute does NOT imply that your character has any knowledge of powerful spells from the get go. Especially if your job isn't magic-oriented.
Constitution - The basic ruggedness of your character. It is your vitality. This factors in how many turns your PC can stay 'KO'd' before they die. As well as give certain bonuses or demerits to some abilities.
Dexterity - Generally represents how agile and adept your character is. This factors your turn order and evasion.
Appearance - The general attractiveness of your character. Low APP might imply scars or deformities. This stat provides bonuses outside of combat and to gender or races. It might also work on some enemies in battle.
Will Power - Shows how willful, manipulative, or easily manipulated your character is. This is your mentality. The higher you are, the more you can withstand. The lower, makes your mind as soft as tofu.
Education - How educated your character is. Helps determine the likelihood of a character having heard or read about a specific topic that is not otherwise referred to by other factors on the character sheet. This will calculate your Core SP.
Size - Represents the body shape to some extent. If you decide that your character is tall, a low SIZ will make him/her thin. If you decide that your character is short, a high SIZ will make him/her fat. This might give you advantages or disadvantages depending on the terrain or situation.
Intelligence - How smart your character is. Note that intelligence is not education. This calculates your Sub SP.
HP - Based on your character's CON and SIZ, this number represents how much damage your character can take from physical attacks before he/she dies.
MP - Your character's maximum in Magic Points is equal to his MAG attribute. If your character knows any powerful spells (Rank 5~7) or Finishers, he/she must use Magic Points to fuel the spell.
Idea - Based on the character's intelligence, this attribute is designed to help your character think through problems, and notice things that the player might miss.
Luck - Based on the character's magic attribute. This represents how well or ill disposed the universe is to your character, in that it is a reflection of how well you can relate to the true nature of the universe. Luck rolls can help your character succeed when he would not have, or to assist other characters in some action.
Knowledge - Based on the character's intelligence. Knowledge can never be more than 99%, to represent the fact that no investigator can know everything. This attribute helps to represent all of the trivia that the character may have picked up through his or her lifetime. It also affects what and how much information the GM will tell you.
Sanity and SAN - This statistic, which can fluctuate depending on roleplay, is based on the SAN attribute. When play begins, unless the character's background dictates otherwise, Sanity will have the same value as SAN. As your character is forced to recognize the reality of otherworldly and inhuman concepts, his Sanity will drop. Once it reaches zero, the character has gone completely insane and will not be able to function in human society for many years, if ever. Psychoanalysis can repair some of the damage to a character's psyche, but can never give more Sanity points than the SAN attribute. Success sanity, gained by thwarting an evil plot, can also recover Sanity, and CAN boost Sanity above SAN.
Dodge - Determines how well and how often your character can get out of the way of things. This skill can be increased with skill points and roleplay.
Credit Rating - Most often, people are judged by first impressions. Credit Rating helps to establish how good a first impression a character can make, especially among well-to-do company.
Note: The calculations will give you your character's BASE Credit Rating. You may spend skill points to raise Credit Rating.
Damage Bonus Calculation - Due to your character's strength and size, or lack thereof, he or she is allotted a bonus for all physical attacks.
Magic Bonus Calculation - Due to your character's magic potential and intelligence, or lack thereof, he or she is allotted a bonus for all magical attacks.

Here is a table for the bonuses:
2 to 12 -1D6
13 to 16 -1D4
17 to 24 0
25 to 32 +1D4
33 to 40 +1D6

Money - Helps determine how wealthy your character is. It generally shows how much money you can expect to get in a normal year of work, and how much you have managed to purchase and save over the years.
Note: This Stat can be changed by roleplaying and background information.

Core & Sub SP, or Skill Points - This is determined by your EDU and INT for Core and Sub, respectively. The more in those stats means more you can allocate to your skills. Core skills are abilities used in combat. Sub skills are your latent abilities that help you both in and out of combat. Subs only add boosts to your abilities or skills. Some Sub skills can be passive, thus having no Sub SP cost. Please check with GM for skills.
The minimum value for skills are 30 and maximum 90.

All Purpose & Proficiency SP, or Skill Points - This is determined by your DEX, EDU, INT and CON, DEX for All Purpose and Proficiency, respectively. The more in those stats means more you can allocate to your skills. All Purpose skills are abilities used in combat that can also be used out of combat. Some of these skills may give bonuses to your class. If you are a healer, having skills in Biology or First Aid is a good idea. Proficiency skills are your basic combat skills. These help you in combat when dodge is unavailable. Please check with GM for skills.
The minimum value for skills are 30 and maximum 90.

Here is my house rule.
1~5 is a Critical Hit.
95~100 is a Fumble.
In the case of a 99 stat like KNOW, 100 will be an auto-fumble.
If your KNOW is over 99, any remaining values will be converted into Skill Points or Stat Points.
You may only have 12 All Purpose, 6 Core and Sub, and 4 Proficiency skills until further notice.
You may also have 19 Base skills. These are All Purpose skills that do not take SP and stay at their base levels. You may try to roll the skill. Any successful attempts will increase their success rate.

As for the RP part, the GM will reward risk takers who live with bonuses sufficient. Be as creative as possible in situations for some hidden dialogues.

Here are numerous skills for All Purpose:

Accounting 10
Anthropology 05
Archaeology 05
Art 05
Astronomy 05
Bargain 05
Biology 05
Chemistry 05
Climb 40
Conceal 15
Demolition 05
Drive 20
Electrical Repair 10
Fast Talk 05
First Aid 30
Geology 05
Hide 10
History 20
Jump 25
Library Use 25
Listen 25
Locksmith 05
Martial Arts 05
Mechanical Repair 20
Medicine 05
Natural History 10
Navigate 10
Occult 05
Operate Heavy Machinery 00
Language 05
Persuade 15
Pharmacy 05
Photography 10
Physics 05
Pilot 05
Projectile 25
Psychology 05
Psychoanalysis 05
Ride 05
Sneak 10
Spot Hidden 25
Swim 25
Throw 25
Track 10

I will add more to this list when players add in unique skills.
Magic oriented skills will be in teal. Craftsmen skills in green.

Core Skill: Destruction (00), gives the PC access to powerful arcane spells of the elements.
Core Skill: Conjuration (00), gives the PC access to powerful espers that follow their command.
Core Skill: Mysticism (00), gives the PC access to powerful ailment spells that wreck their enemies.
Core Skill: Alteration (00), gives the PC access to powerful buff spells that support the party.
Core Skill: Restoration (00), gives the PC access to powerful healing and restorative spells.
Core Skill: Illusion (00), gives the PC access to powerful spells that distort the senses.
Core Skill: Great Magics (00), allows the PC to cast the most ancient arcane spells to devastate.

Core Skill: Disassemble (00), allows the PC to break down a mech-type opponent's body to lower def and res.
Core Skill: Interference (00), the PC uses a high frequency wave to distract opponents. On mech-types, it will cause them to shut down for a short duration.
Core Skill: Shrapnel Shot (00), the PC utilizes a small ballista to launch a projectile at an enemy.
Core Skill: Power Vice (00), the PC uses a mechanical arm to hold down an enemy.
Core Skill: Catastrophe (00), the PC uses their mecha to launch a powerful and devastating attack on the area.

Sub Skill: Arcane Studies (00), gives the PC +1d4 Magic Bonus if successfully rolled.
Sub Skill: Discard Chant (00), allows the PC to cast a spell without having to wait a turn(s) if successful.
Sub Skill: Ailment Immunity (Passive), the PC is immune to all negative ailments.
Sub Skill: Resistance (Passive), the PC has an innate +10 to their resistance rating.

Sub Skill: Sabotage (00), if the PC is familiar with a machine type foe, a successful roll will award +1d4 to damage. If the PC is not familiar, the roll will add knowledge on the enemy weak point. Any Sabotage rolls then after will have a +1d4 per successful roll.
Sub Skill: Salvage (00), the PC has a chance to obtain materials from defeated mech-types to use for upgrading their mechs or item creation.
Sub Skill: Analyze (Passive), the PC is able to understand the workings of a machine from any era and operate it.
Sub Skill: Reprogram (00), the PC is able to rework the entire code of a machine and turn it to their side. Enemy must be 'knocked out' to use.


Here are a list of Proficiency Skills:

Wpn: ----- (00), a necessary skill for any combatant. The PC attacks with his/her weapon of choice.
Block (00), the PC blocks an attack with their gear, shield, spell, or weapon.
Parry (00), the PC parries an attack and stuns the enemy with their shield, spell, or weapon.
Run (00), the PC runs from the battle.
Cover (00), the PC covers an ally and takes the damage for them. A -1d3 to damage.
Provoke (00), provokes the enemy into attacking and targeting the PC.
Roll (00), the PC rolls away from an attack.
Counter (00), the PC counters an attack.
Magic Counter (00), the PC counters with a spell.

Any questions, please ask me, Inugami the GM, when I am in chat. Or send a PM

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