I recently have an influx of ideas and plot bunnies running around my head and I want to share them! Since my writing ability is absolutely abysmal, despite having good inspirations I simply lack the power to make them true. But I can't do that by posting them as if they are stories, this is against the rules of Fanfiction. Entries not allowed:
(Got hit by 3 of those rules at once, ouch)
So I had to take a step back and put them on the profile and hope somebody sees them someday.
You are free to use these at your own discretion, and honestly I care less about whether you want to name me as the source of your inspiration, all I really want is to read what you can come up with after reading these. Doesn't matter if the product ends up nothing like what I imagined
Plots or Challenges I want to share
-Movie, Aladdin- Prince of Thieves.
Cassim embarked on his journey for the hand of Midas with his family following him. Aladdin uses his natural talent for pickpocketting and sneaking around to help his father as much as he can and does wonders for his father despite him only being 7. Cassim on a later date became the leader of the 40 bandits after Aladdin's mother passed away and her death wish was for Cassim to stop searching for the hand of Midas. Aladdin although not an official member of the 40 bandits, plays an important role in uniting the hearts of the bandits with his like-able personality, so that they wouldn't betray his father in the future and they all finally become a family of 41. After the 40 bandits expand their territory, Aladdin decides to travel by himself when he reached 15, found Abu in a group of circus performers, and stumbled into Agrabah when he is 18. All the while, Cassim and his friends are conquering a kingdom not so far away from Agrabah, wanting to make it their own and ultimately succeeding before Aladdin returned.
Aladdin is much smarter and cunning due to hanging around his 39 'uncles'. His charisma and confidence have been boosted by being around his father, and his talents of thieving around has no equals even in the 40 bandits. For safety reasons he had learnt to wield a weapon at a young age, and was almost killed when he was 13. Retaliating in self defense, he accidentally killed someone and so Aladdin felt guilty enough to try and get away. Being tired from traveling on the road, he decided to settle in Agrabah for a while.
After gaining Genie as a companion through Jafar's machination with the cave of wonders, he goaded Genie into returning him home where his father was without using up his 3 wishes. And his first wish was helping his father become a true king, granting him riches and treasures that dropped the jaws of his 39 uncles and ultimately solving the poverty issue in their kingdom and gaining much respect for the new king Cassim. A few months later, having settled the political turmoil within his Kingdom, Cassim sent Prince Aladdin journey to Agrabah with servants and riches trailing behind, to woo the princess Jasmine of Agrabah and increase the power of their kingdom as a whole.
I kind of portrayed the other 39 bandits as the thugs from 'Tangled' in the Snuggling Duckling. Where they might be brutish and a bit on the brainless side, have their own dreams and personalities. Because otherwise I doubt criminals who mass murder for the heck of it would be easy to get along, right?
-Anime & Game, Blue exorcist & Persona 4 crossover- Inaba investigation team in Assiah.
Narukami and Co. lost their battle with Izanami and their souls were ready to be carted off to the land of the dead. The residents of Velvet room tries to intervene, but could not stop their souls to be carted off. However they managed to change the destination from the land of the dead to somewhere called 'Assiah', and from what they could gather it looked much safer than the land of the dead.
Narukami and Co. were in a surprise for their life when they found out the apparently peaceful Assiah was filled with demons. Somehow being able to summon their Personas in Assiah, they helped defeating the demons running amok and caught the eyes of Shiro Fujimoto. For about a week they lived in the Church and they along with Rin Okumura enrolled into True cross academy later when Shiro died, and also became students of the Exorcist classes. While Narukami and Co. were being questioned by Mephisto for their Persona abilities and trustworthiness before enrolling, Margaret steps out of no where and begins to explain since Narukami and Co. never understood the fundamentals of Shadows and Personas. Mephisto believing the 'Persona' to be an excellent power that can be a deciding factor for the coming war, wants Margaret to teach the students more about Persona. Margaret at first refused, but Mephisto made it so that if she does not agree, Narukami and Co. cannot enroll. Margaret grudgingly accepts, and takes Narukami into the Velvet room, listening to Igor's cryptic speeches.
Please look for Birth of a Legend by Parcasious if you can't get the right feeling for the story. He is an awesome writer by the way.
Note, Narukami and Co. cannot see demons without the glasses that Teddie made for them. Everyone in their team are Tamers. Narukami is also a Knight, Naoto a Dragoon and Aria, Yukiko Aria and Doctor. etc. Since their souls have been separated from their bodies by Izanami, and were submerged in her power for extended periods, they lost a lot of power, and have to start almost from scratch. Although I am not a die-hard Rise lover, I have to admit in this setting she will become a super over powered Aria. With Himiko/Kanzeon/Kouzeon she can just stare at the demons, and read the fatal verses that only she can see in the air.
Yukiko: Black coat? Black?
Mephisto: Well, you could always custom order it in another color.
Yukiko: Is that so? *Orders EVERYTHING in red*
Margaret looks blankly at the black coat of Exorcist that was presented to her in front of the entire class*
Yukio: Here, Margaret-san. You should wear this when you are teaching. Its only proper, that blue of yours is a bit much.
Narukami: *Whisper* Oh no, you got to be kidding me?
Hanamura: Hey partner, whats wrong?
Narukami: You don't understand. Criticizing Margaret and her blue is like telling Yukiko to stop wearing red.
Chie: ... Oh dear...
Margaret: ... *Snaps her fingers, and all the coats in the room changes into velvet blue color*
-Yukio stands there gaping like a fish.-
Margaret: Right, let's resume class. Personas are generally categorized in 'Arcanas', and people who have personality or characteristics matching to those arcanas will probably wield a persona within that family. Could someone enlighten us on what these Arcanas are called?
-Rise raises her hand- : Yes, Kujikawa-san?
Rise: They are named after the Arcanas in the Tarot cards. Such as The Fool, The Moon, The World and etc.
Margaret: Excellent. Today I will introduce you to 'The Fool' Arcana. Although a fool, The Fool Arcana does not mean that it can be taken lightly. The Fool is number zero. It is the void from which all other things begin. An example here would be Narukami.
-Anime, Yu gi Oh 5Ds- Psychic Reverse. *THIS STORY HAS BEEN ADOPTED!*
Zero Reverse was prevented at the very last moment. Dr. Fudo having not much choice, had to use an infant Yusei to act as a lightning rod to absorb the excessive Energy in the Momentum that was out of control. Being a destined Signer, Yusei surprisingly came out unscathed and the Momentum completely runs out of energy. And since Yusei took all of it the Momentum stopped and Zero Reverse did not come to pass.
Yusei gained Psychic abilities so powerful that he can enter the Spirit world with his mortal body (unlike Luna who has to leave it in the real world and let her spirit wander), interact with Duel Spirits as if they physically exist, and wreak devastating destruction with his power. Yusei does not appreciate having this power, and hides it from plain sight, but never hated this power nor hated his Father. But Dr. Fudo still felt guilty for making Yusei's life 'miserable' and distances himself from him, believing that he will only hurt Yusei by being his father. Somewhat alone and neglected, Yusei enrolls the Duel Academy pre-school and meets Jack and Crow, becoming fast friends. His hobbies include spending time inside the Spirit Realm exploring, tinkering with machines or experimenting new ways to use the materials he had found inside the spirit realm, and hang out with friends.
A few years in the future, a rejected and neglected Izayoi Aki enters the Duel Academy. She sees 3 young boys at the gate who caught her attention. A short mouthy carrot top wearing a bandanna that was arguing with a tall blonde giant whose haughty arrogance knows no bounds, with a quiet black haired boy standing in the middle with piercing blue eyes and a strange tattoo on his face that and two cyan haired youngsters who are crowding around their legs; something inside Aki stirred just by looking at them...
-Anime & Game, D. Gray-man & Grim Grimoire- The Philosopher's Innocence
Allen Walker was sent on a mission to find an Innocence under a mysterious ruin. However, they found a girl holding a golden stone the size of a head to her chest, lying unconscious at the end of the gigantic maze that they had to traverse through. Being displaced into an alternate universe due to the Philosopher's stone, Lillet Blanc had to follow the Exorcists back to home base as she does not have any other reasonable choice.
The philosopher stone is an Innocence, and literally a crystal of god with immense power. Being reshaped into a big golden brooch, its accomodator is Lillet Blanc, and she uses it as a mandatory tool to perform the magics she learned from her Grimoires as the world of D. Gray-man does not have 'Mana', the most basic requirement of magic. It is a mana source, the stronger Lillet's will, the more Mana it produces. By theory, if Lillet has an unbreakable will she will have infinite amount of mana at her disposal with the stone around. Lillet needs the stone to open the gateways of different 'worlds'(The world of Fairy, Netherworld, Hell) as the distance between them is greater when compared to being in her original world, thus requiring more energy to successfully summon something.
Although Akuma are similar to demons and devils, if Mephisto sees them he would probably laugh haughtily, and claim superiority over them, but grow to respect the Noah Family members. And since the familiar all originated in a world where the power of Noah and its corruption cannot reach directly to their life source, they will not be infected and become Akuma.
The elves can heal and create magical constructs as well as do general foot work like gathering things, relaying messages with low mana cost. The simple fact that they could heal will help the Order very much, and the Talisman will simply bolster the defenses of the order. The fairies in group can be very strong and with enough Mana provided through Lillet can initiate "Astral Change" to temporarily avoid most physical attacks. Unicorns are pretty deadly with their purifying aura and magical horn. The Morning Star however takes the cake, with their powerful star blasts and wide spread magic.
Sorcerous familiars are physically powerful. With enough numbers, a swarm of imps can easily mow through Level 1 Akumas. Grimalkin can disable enemies with a sleeping curse, and a physically powerful demon will have no trouble being a power house in melee combat. If given time, once the dragon egg hatches it will wreak havoc.
Necromantic familiars do not have to fear for physical assault and are very useful when fighting against Akuma. Alchemic familiars such as the Homunculus can scout ahead with Clairvoyance.
-Game & Anime, Odin Sphere & Fate/stay night- The Crownless Lords and the Kings of Avalon
Shirou fell into the world of Odin Sphere after the grail war ended. Having nothing better to do, he joined the Ringford army, became a knight renowned for his superior skill in combat and cooking, and befriended Oswald despite Oswald's best attempt at distancing himself. Arturia was also inside the world of Odin Sphere, but ended up in Ragnanival instead, and was the strongest Valkyrie in the army. She was also second in command after Griselda, and although she was cold and aloof most of the time, her sweet side sometimes pokes through. Gwendolyn looks up at Arturia like a second sister. The battle over the Crystal Cauldron, where Gwendolyn's sister is killed happened as usual. Shirou and Arturia reunite on the battlefield, both fled the battle field after disregarding orders. They then changed the story as they go, saving the Odin Sphere main cast every time they were in danger, stopping Gwendolyn from handing the ring to Odin, and other various things.
At the end, the world was not destroyed. Oswald and Gwendolyn married and ruled Ragnanival since King Odin died during the start of the Armageddon that never came to fruition. Velvet wanted to use the Crystal Cauldron as a catalyst to sent Shirou and Arturia back to their own world, destroying the Cauldron for good in the process, but they intervened and convinced her to break the Pooka curse instead. Shirou and Arturia ultimately stayed in the world of Odin Sphere for the rest of their lives... Which was longer than anyone anticipated because of Avalon.
-Game & Game, League of Legends & World of Warcraft- Annie and friend's Wonderful Adventure in Azeroth
Young little Annie along with her friends, Lulu, Veigar, Gnar and Amumu all entered a malfunctioning summoning portal at the end of their match and ended up in the forest of Azeroth a few days before the Purge of Stratholme. Guided by the prophet, Arthas was moving towards Stratholme when all 5 of them were found. With all 5 of the (arguably) young league-ers decked out in full mystical gear fresh from the store (Rabadon's Deathcap hint hint), together they will make massive waves around the land of Azeroth that ultimately changed the fates of countless lives. Annie might potentially end up being adopted by either Jaina or Arthas.
What is probably going to happen is that although Arthas still came into contact with Frostmourne and became the Lich King, Annie's influence has made him hold onto his sanity, making the Lich King have a split personality disorder with one part of him controlled by Ner'zhul. Ultimately Annie and co. frees Arthas from Ner'zhul without dying, but Arthas still retains the dark powers. Having grown much more mature about good and evil, light and darkness, Arthas knew he could still do good with this power.
Annie is friends with Veigar because Annie finds Veigar's 'evil' schemes to be fun. She often laughs delightedly whenever chatting with Veigar, talking about various different ways they would destroy their enemies on the Summoner's Rift over tea. Lulu Gnar and Amumu are no brainer to why they are friends with Annie.
Because everyone had their abilities limited while in the League of Legends, once they were not in the League anymore, this restriction has been lifted. Annie's truly impressive magical power ends up shocking Jaina (and through the recounting and description from his student, Antonidas) by learning Pyroblast with nothing but a few pointers, and with only half of the amount of time needed to cast it. She loves summoning Tibbers to fight and scaring the hell out of people with cute creepy comments about burning, ashes, and tea parties.
Annie's items are
Rabadon's Deathcap: Powerful magical hat that can make the wearer's magical power sky rocket by tapping into the mystical properties of the hat. It is still a powerful magical headgear even without the active effect. However the active has the downside of making all magic and spell costs triple. Oh, it can also talk and sing. Arthas sings like there is no tomorrow whenever he is drunk, so Annie's Deathcap managed to learn quite a few native songs. Whenever it decided to be annoying it will sing in the horrible off-key way that Arthas would sing in.
Zhonya's Hourglass: Defensive artifact that functions similar to 'Intervention' from WoW which can protect the wearer from danger for a brief amount of time. When activated, the sands inside the Hourglass are moved from bottom to top. One must wait until the sands all fall downward completely before it can be used again. It takes 3 minutes.
Rod of Ages: Does not have a stacking limit anymore! It can grow stronger and stronger indefinitely! Although it no longer grows stronger every minute, but grows stronger every birthday (depending on the wielder) instead. Since it was at stack 10 (which most likely was Annie's Age any way) it makes it a very valuable weapon for Annie and will become her signature weapon. It also changes shape from a wand into a staff depending on how many years this staff has accumulated.
Athene's Unholy Grail: Would be treated as a cup that produces infinitely replenish-able mana potion that helps Annie by regenerating part of her Mana slowly in WoW whenever drunk from it. She can certainly share it with others.
Will of the Ancients: A book of spells that was previously locked and unreadable while inside the League of Legends. Inside details arcane knowledge long lost. Most notably teaches some technique that can make spells absorb a small portion of enemy's life force whenever the spells hit.
Lulu's imaginative powers run rampant and hilarity ensues. Lulu was already a Pseudo-Druid in a sense with Polymorph as an exception, so learning to wield Druidic magic will be easy and its simply going to make her even more powerful. Pix will under go a transformation due to the abundant energy in Azeroth and became the first of the Fae in Azeroth, Lulu will later create another Fae with the help of Alexstrasza and more fairies were born into the world. Being the spirits of nature and life, they became important companions to Druids, and some non-Druids also appreciate their company. No one in Azeroth can commune with Nature quite like Lulu ever could though. Her favorite Druid spells are Starfall and Wild Growth.
Lulu's Items are
Talisman of Ascension: A lucky charm with mysterious powers that slowly increase the amount of gold you have inside your inventory, or makes it much easier for the wearer to find stray currency on the ground and produces several harmless butterfly effects that makes the wearer tiny bit richer (things like merchants suddenly feel more charitable and lower their prices slightly, winning a small price from the lottery etc). Speeds up healing process slightly, and with a burst of light could grant a speed boost to allies around Lulu.
Ruby Sightstone: Without the League of Legends to power this artifact, it has lost much of its previous powers. It now functions as a camera and recorder (only visual, no sound) with limited memory, as well as looking glass/magnifier or telescope capable to look for anything regardless of distance or size, as long as it is in your line of sight.
Twin Shadows: A magical cloak that houses a twin of spectral wraith. The wearer of this cloak can command these spectral wraith to do their bidding. However as they have limited substantial, there isn't much they can do by physical means. They are excellent for scouting and good distraction.
Banner of Command: This banner will empower allies around it, and you can focus this effect onto a specific target to give them a boost since the boost is no longer limited to minions.
Mikael's Crucible: Don't know what a crucible is? Think of it as something similar to a cauldron. This can be used for Alchemy and all products produced from this crucible will always have an invigorating effect that can cure sickness or maladies (it cures them to a certain extent, or make you feel better for the least). Have I mentioned that Lulu will make a philosopher's stone and make a heart of gold instead of heart of fire?
Veigar is already a Pseudo-Warlock with Dark Magic. Veigar found his candy shop when he learned spells that induce fear. With his own brand of dark magic from the original world of League of Legends, he wreaks havoc to any of his enemies... And Lulu's enemies.
Veigar's Items are
Archangel's Staff/Seraph's Embrace: Grows stronger the more Mana the wielder has decided to store into the staff, and since you are no longer in LoL, there is no limit! Plus Veigar passively regenerates more mana than most people, so it grows much more effectively. It could enter an 'ascension' phase turning into Seraph's Embrace that gives more power to the wielder. This phase lasts longer depending on how much Mana was stored into the staff, and when the wielder wants it to revert to the Archangel's Staff it will still have however much Mana that is still inside it. You can also withdraw Mana from it in a pinch.
Zhonya's Hourglass: Same as Annie.
Deathfire Grasp: THE VERY LAST EXISTING DEATHFIRE GRASP IN THE WORLD!1!!1! It can mark a target, and they will receive more magical damage from every source. Instead of being the skeleton hand staff with a green soul specter flame, it is instead a glowing skull shaped amulet. (I know that the old DFG was still a staff, I just removed the handle and everything...)
Morellonomicon: Forbidden book of spells locked by yours truly. It was forbidden for a very good reason... Loads of knowledge about powerful necromatic and dark spells. Annie and Veigar sometimes trade their books.
Athene's Unholy Grail: Same as Annie.
Amumu the crying mummy is a friend of Annie's. He usually cries all alone in the jungle. Being undead, he was looked down upon by most of the people in Azeroth. Thankfully he still has his friends from LoL to help him out. He can feel the Lich King's power, but was never directly controlled by it, thus giving a lot of insight about its working.
Amumu's Items are
Liandry's Torment: Amumu's favorite item. A white mask with a trail of bloody tears running from the eyes. Enemies coming into contact with Amumu's magical energy will feel sorrowful, weak and drained.
Sunfire Cape: A cape with billowing flames. Burns whatever that comes into contact with it. Can be turned on or off to prevent mundane objects to be burned down.
Locket of Iron Solari: This magical locket can boost defensive abilities, and with a flash of light can produce a mini divine shield that can absorb limited amount of damage. This recharges by absorbing ambient mana.
Frozen Heart: A protective plate made out of extremely cold ice that is placed at the chest area where the heart is. Since Amumu is dead and doesn't feel the cold, he can place it under his bandages for protection without anyone knowing the wiser or feel uncomfortable. Whenever a person that Amumu deems as enemy comes into a certain distance of him, they will feel an unexplainable chill that unnerves them.
Warmog's Armor: Armored vest crafted out of vines and plants. It is very much like leather armor, that serve only limited amount of protection. It has magical properties that increase natural healing for the wearer though, and massive boost of stamina and health.
Gnar the super hyper active ancient yordle is friendly and fun loving whenever he is not angry. He has problems communicating with people, but thank's to one of Lulu's accidental spells, he can finally talk and understand other people. Be careful not to anger him!
Gnar's Items are
Trinity Force: A trinket with 2 yellow blades (Zeal), an Azure Blade (Sheen) secured on a wooden hammer with a wooden handle (Phage). Grants myriad of abilities to whoever wears this. And yes, it looks really awkward, but at least its not a weapon!
Bloodthirster: A great sword with an irremovable blood stain that can changes size depending on Gnar's mood. It is not quite as big when he is mini, but when he is angry it becomes the size of Trundle's club.
Randuin's Omen: Tower shield made of unknown substance. Enemies can easily end up staggered when their attacks are blocked by it, and when worse comes to worst, they get bashed by it and become slow and sluggish.
Spirit Visage: Armor that grants more protection to magic than physical protection. Also speeds up all healing.
Zephyr: A sword shaped pendant that has the power of the wind. Speeds up the wearer considerably.
1. Annie Learns Pyroblast!
Annie: Hey pretty lady Can you teach me that fire spell that blew off the Abomination's face you shot off just now?
Jaina: *slightly disturbed by how cheerfully the little girl worded such a gruesome death* Well... Its called a Pyroblast, and not everyone can learn it since its a hard spell to master. You have to - *insert long slew of magical instructions, with some hints of what is correctly done such as 'caster must concentrate' or 'not too much of this and not too much of that', which bores Annie to tears* you understand little one? Pyroblast is by no means a simple-
Annie: Pyroblast! *executes a perfect Pyroblast that blew off another Abomination's face, also cutting Jaina's impromptu magic lesson short* You see that Tibbers? *lifts and angles the teddy bear straight forward so he can see the devastation his master just caused* Its not as hard as pretty lady made it out to be.
Jaina just stands there flabbergasted gaping like a fish.
2. Amumu surprises everyone with a Consecration mixed with Curse of the Sad Mummy
Veigar: Amumu! Now is a good time stop those freaks from moving in!
Amumu: Right! *Cue a big yellow circle indicating the activation of Curse of the Sad Mummy that binds every enemy as well as dealing holy damage over time*
Arthas: What!? Did I just see an Undead use consecration!?
3.Lulu's hilarious Wild Growth
Lulu: Hmm... Hugify! *Uses Wild Growth on one of the Draenei Paladins surrounded by a group of Abominations*
the Draenei Paladin suddenly grew triple his size, and continued to grow bigger and bigger... Until even Cho'gath at his largest would have felt a bit small in comparison. The fighting all around seized with this change of events. Said Draenei Paladin reacted quickly and decided to stomp the Abominations around him flat, and went off to stomp some more undead down the ground.
Until Gnar accidentally clipped his footing with one of his boulder throws, which made the big Draenei Paladin lose balance and collapse onto the army of undead, wiping out 70% of the enemy army and sending all the other undead scattered and running.
4. Veigar strikes fear into the hearts of... Murlocs?
Veigar: Yehahaha! BEHOLD MY EVIL POWER! *Casts Fear repeatedly on the Murlocs*
Amumu was not amused when the murlocs trampled over him to try and get away from Veigar.
Lulu: Hey stop that! You are hurting Amumu! *shoots several moonfire and roasted the Murlocs*
Annie: Ooooh, Roasted Fish! *Uses Incinerate to burn a group of Murlocs, but ended up burning them to dust* Awww...
- Game & Game, Elder Scrolls 5: Skyrim & World of Warcraft- Deathwing's Bane
Our most esteemed Dragonborn was bored enough to mess around with the Wabbajack, and ended up creating a portal into Azeroth by pointing the staff of madness to a cheese. At first he was wary of this portal in the middle of his house in Whiterun that still hadn't fade away after several days. He talked to Sheogorath and Uncle Sheo told him about how the portal is a one way ticket to a different world. Having nothing else to do after defeating Anduin and bored out of his mind (he pretty much completed the whole game 100% and DLC with all skills and perks at max), stepped into the world of Azeroth carrying most of his possession inside an enchanted pouch with unlimited space.
(OR have Azura talk to Elune, and have her send Dragonborn over instead.)
Nozdormu was predictably upset by this new anomaly in the timeline, Alexstrasza was afraid of him exuding an unidentifiable aura that is neither life or death along with the countless unintelligible sounds from Dragon souls, Ysera was troubled because she couldn't walk into his dreams, Malygos was enraged that he used magic. And Deathwing? Well Deathwing is writing his last will.
-Optional-: Dragonborn end up becoming the new Lich King after defeating Arthas. With the impossibly powerful strength of will through accumulation of dragon souls, as well as letting Frostmourne sever one of the many dragon souls within him (probably Anduin, haha) instead of his own, remain uncorrupted. Got rid of most mindless undead with a few exception made by people from other kingdoms to still have some around to be treated as free practice dummies, and built a kingdom with the sentient undead like the Forsaken and Ebon Blades, as well as allowing people to join the undead after his approval.
-Optional2- After defeating Deathwing and absorbing his soul, the Dragonborn became the new aspect of the Black Dragonflight. The Dragonborn 'persuaded' the dragons to become earth dragons again. Then he tried his best to bring Onyxia back into the light, in who he later marries. He later became the executioner to all the rouge dragons (Hi Malygos) who refused to keep balance of the world and absorbed countless dragon souls and humongous power. Later he was crowned king of all dragons after unanimous vote from all the other aspects.
-Game & Anime, Bayonetta & Fate/stay Night- In the Hands of the Creator
It has already been several years after the Holy Grail war, and Shirou became one of the top enforcers within the clock tower. One day on an assignment in America, he stationed himself in a small church right at the outskirt of New York. There, he found an extremely tall lady dressed in a white nun outfit of peculiar design resembling hippy outfits... strangely woven out of hair if Shirou's structural analysis did not lie to him.
One night, Shirou woke up from a magical disturbance in the night, and heard several crashing sounds and gunfire coming from the graveyard in the church. He ran out in full gear only to find Enzo on the ground scared sh1tless, and Rodin standing casually over an open coffin casket, while invisible shock waves and seemingly ethereal feathers fly about. Shirou's gaze rested on Rodin, and his instincts told him to run far far away. Shirou and Rodin underwent a tense conversation while Bayonetta was having her fun with the angels in the graveyard. The big flying Applaud came over and tried to take Enzo away. Although he couldn't see where the enemy's exact location, Shirou intervened by sending some projected blades flying into the air hoping it would stop the Angel. Rodin was surprised with the weapons that came out of thin air, and even more so when the Angel was harmed. Bayonetta came over to kill the Applaud, but alas, Enzo's car was still damaged in the process because Bayonetta kicked it over the edge of the hill and it landed on the car.
In the Gates of Hell, knowing Shirou is aware of the supernatural to a certain degree, Rodin saw no problem with sharing about Angels, Devils and other information. At the mention of Rodin's weapon crafting abilities, Shirou grew intrigued and they struck a conversation over various weapons and their properties.
Shirou will then get dragged by Bayonetta along the journey into Vigrid as a tour guide, since Shirou has been there before on another assignment from the clock tower. With the magical glasses he got from Rodin (after trading some Japanese Sake, and giving him some projected weapons that he warned would degrade and disappear altogether after a while, in which Rodin said it was perfectly fine to him, since he just needed those weapons for new ideas to brainstorm), he became an effective fighter when fighting angels with his projected weapons.
At the end of the Jubileus fiasco at Vigrid, Shirou officially detached himself from the Clocktower and lived in Bayonetta's town and become an employee at Rodin's bar full time. Rodin enjoys his company immensely, and together they crafted lots of interesting things. He met Dante the devil hunter in the bar sometime in the future when he was serving him drinks as Enzo and Dante were playing cards, and found a comrade in 'Horrible E-grade Luck' seeing Dante losing everytime from just a simple game of cards.
Despite Rodin once having equal, if not more power than Jubileus, he is very carefree, and tried his best to regain his power through the help of both Bayonetta (cough cough PLATINUM TICKET OF DOOM cough cough) and Shirou. Rodin felt obligated to teach Shirou about the ways of the Lumen Sages, especially after hearing about his relationship with 'King Arthur' (Rodin couldn't stop himself from laughing at Enzo and Luka's expression when they found out Arthur was actually a girl in disguise. Rodin himself knew of course, and actually had a small hand in creating Excalibur since the Lady of the Lake came to him to seek advice on weapon making). So Shirou became the only Lumen Sage after Balder's demise.
With the help of Rodin, Shirou became a very powerful individual with mighty magic. He had trouble learning them at first, with his mind still shackled by a Magus's concepts of magic. But soon got a hang of it with tips and advice from Bayonetta and Jeanne, as well as Luka who believed Shirou was trying to make things too complicated. Through this he finally unlocked his pure magic potential and has the power on par with Bayonetta and Jeanne, individuals who could destroy the Creator Jubileus.
When Jeanne went down into hell because Gomora went out of control, Shirou stepped in and did his best to preserve Jeanne's body with a copied Avalon. Rodin was once again amazed, and appreciated Shirou's effort which saved him countless bottles of rare magical potion. The copied Avalon was doing a very fine job once its power was reinforced by Rodin who had some of his divine powers restored thanks to the Platinum Tickets, and didn't degrade for a very long time.
-Game & Anime, Trickster Online & Sword Art Online- Trickster VRMMO
After the SEED was spread across the internet, someone decided to create a virtual reality game. Whomever that found the ultimate objective of the game: The treasure of Don Cabalier, will also gain several million gold in the real life, so it became a popular game really quickly. The person who created the Trickster Virtual Reality Online goes by the name of Don Cabalier, but he is recently deceased. The CEO of the Megalo company (the company that controls the game) is his brother Don Giuvanni. Kazuto and Asuna decided to take a spin and dig around inside the game, finding out Don Cabalier copying Kayaba Akihiko by saving his consciousness inside the game data before he died also didn't help easing his mind any bit.
Now with Animal Ears and Tails (or other Traits), our main cast goes through the adventure of finding the lost treasure of Don Cabalier, in order to win the grand prize of Trickster Online and discover the truth behind Caballa Island.
Some important things about this story:
1. Since the incident with SAO, all Virtual Reality games now have a very strict age limit of 15 and above.
2. Players can come back to life after dying, or be resurrected. There however is the penalty of reduced EXP from monster hunting for a few days in game time, as well as losing portion of wealth and EXP. Skill EXP are still gained normally during this time.
3. Most common Skills are learned through skill cards, and they are categorized into different types. People cannot learn skills from another type. However, skill cards can be manually created by the Player to make up new skills exclusive from the common skills as long as they have the material. So if you make a 'new skill' that has the exact effect of another skill from another type, you can still technically learn skills from other types. In this case, those skills will be slightly inferior than the original (Cure that heals 20% of a person's health is a magic type skill, recreated through custom skill card creation it will be called First Aid that heals only 10% instead and is possible to be learned no matter what type you are)
4. Boss can drop exotic items and skill cards. Bosses will respawn and are not mandatory in finding the Treasure of Don Cabalier unless it is the requirement to complete a certain main quest. An example of exotic skill cards are summoning monsters to help you fight depending on which boss you killed (One of the Tutankhamen exotic skill can summon a Sphinx, while the exotic summon skill from Tombeth summons Arachne). All Boss can use the ability 'Banish' to send players back to the closest town, and the exotic version of this card is Teleport: 'Town Name', like Tutankhamen will drop a Teleport: Desert Beach card, and whenever you use the skill will be transported to Desert Beach.
5. The Player's perception of time is altered. And 3 days inside Trickster Online is 1 day in the real world. There are Day and Night, with some items or quests or mobs that only appear during a certain frame of time. Holiday patches are automatically applied whenever the holidays in real life time happen, and the holidays event last for a whole week in the real time, which is about a month in game time.
6. Sword arts and Weapons level similar to SAO exist because the SEED that was used to make Trickster was originally used to create SAO. Weapon Levels can be increased by using the weapon more often. Like how a person with lv1 One hand Sword will have a harder time fighting someone with lv20 One hand Sword. Sword arts can be incorporated and changed into new abilities if mixed with the skills from Trickster Online. Sword Art is a common skill that can be used as long as the user has the corresponding weapon equipped, regardless of type or class. Even though you can technically still use Sword Art as a Magic Type, the effectiveness is poor when compared to other types. In compensation, all Sword Art performed by Magic Type users have increased range and no action freeze set backs. Power Types using Sword Art will have their plain damage increased, Sense Types have increased critical chance and less motion freeze Set back and cool down and they have ranged Sword Art when wielding guns that function the same way as a Magic Type using Sword Art, Charm types will induce various status effects, or have increased chance of inflicting status effect from the one existing in the Sword Art (Like a Power Type using a sword art that has 30% chance of stunning the enemy, when a Charm Type use it, it will be 60% or more. Skills that only deal damage will somehow be able to inflict poison or other things if a Charm type used them).
7. Several Classes are limited to certain types. What Animal a person chooses to be are no longer restricted or related to Types or Classes. (Like Sheep and Dragon don't have to be Magic type anymore, and Sheep won't be restricted in learning elemental magic only until the 3rd job change) There are also new classes that did not exist in the old Trickster game, such as Warrior, Knight, Berserker and they are obviously limited to Power types, and so on. There also exist some secret classes (like Ninja with increased agility, or Drill Maniac with increased effectiveness in drilling), but they grant you permanent titles which passively increase your stats that will always be active whether or not they were equipped, so you keep your original class, as well as sell you special skill cards called secret skills that cannot be traded to any one else, and cannot have their effects be recreated through custom skill card creation.
8. The Cash Shop filled with special items that are only available with real money has been disabled, and instead it became a shopping mall filled with ultra expensive super items that can be accessed by holding the Shop Medallion to teleport into. They will not go short on stock, but since its soooo incredibly expensive, not many people have them. You can also purchase new portable homes and furniture as well as clothing, alter appearance etc. You cannot Alter Gender or Type. You can buy a Class Switch Coupon, but you will lose all the skills you know (included exotic skills or secret skills), with all the skill points given back to you.
9. The Level Cap is 500. The TM level has no Cap, but technically it cannot reach over 999. You will still gain skill points, but the level will stay to be 999.
10. Various Crafting skills are also available to players, such as black smithing, cloth crafting, alchemy, cook, Jewel Crafter for accessories, Tamer for Pets etc. Only Black Smith can Refine items, while only Alchemist can Compound Items. Increase effectiveness and success the higher level they have in the certain category of crafting skills. High Level Black Smith can perform Temper, and High Level Alchemist can perform Item Fusion that can make an item's appearance change but retain the stat and effect of another item. Jewel Crafter can make sockets for compounding on items with High Level Jewel Crafter having more success doing so. Tamers can train Pets for other players and High Level Tamers can reinforce pets, as well as Breed pets or hatch eggs. Pet fusion is not available in this game.
11. Trickster as a game is not as big as SAO and that tower with 100 floors. The Tower of Chaos is not related to the main quest, thus it is not mandatory to complete it. So it will not take several years in the real world to free the players. It will be quicker with the quickest being 6 month but will never take longer than a year.
12. The Game can be observed, edited and patched by the outside world. But due to a malfunction in the SEED, and there is a bug where a player would suddenly be unable to log out for a certain amount of time, ranging from a few hours in the real world, or a full day in the real world. The moderator can't shut the server down or log people off when the bug occurs. They also cannot directly interfere with the game by logging in as GMs, but they can punish players through the program, so Laughing Coffin or other similar cases will not happen to terrorize the game. The people from Megalo Company can still control the NPCs however, and they can create various NPC that will make things easier for players if worse comes to worst. Announcements can still be made without problems.
13. To complete the game, the player must finish all 12 episode and the quests in them, discover the truth about Caballa Island from finishing the episode quests and becoming a true Trickster, have all 3 secret space maps, have a soul guardian from completing the first secret map and its quest for enlightenment, possess the Secret Vault Key from finishing the second secret map and its quest, Find the location of the Secret Vault from the third secret map and use the Vault key and utilize the power of their Soul Guardian to open it.
Kirito is a Panther, Asuna is a Jaguar, Argo is naturally a Rat, Silica is a Dragon, Agil is a Bear, Lisbeth is an Otter, Klein is a Red Panda, Sinon is a Kangaroo, Suguha is a Tiger. Yui is going to be treated as a Pet Item and can join the battle as a pet.
Possible types and classes for everyone:
Kirito - Power, Sword Master or Berserker
Asuna - Power, Knight or Duelist. OR Charm, Dancer.
Argo - Power, Martial Artist. OR Sense, Spy.
Silica - Magic, Elementalist or Minstrel. OR Charm, Singer.
Agil - Power, Warrior. OR Sense, Combat Merchant.
Lisbeth - Power, Warrior. OR Sense, Combat Merchant.
Klein - Power, Sword Master.
Sinon - Sense, Engineer or Gunslinger.
Suguha - Magic, Elementalist or Minstrel or Priestess.
Sword Master- Uses swords, are not limited to only one sword. Good agility and slightly lower than average durability, main strength is high damage potential.
Berserker- Uses any kinds of weapon, uses Rage instead of Mana for specific abilities. Abandons all defense to have a massive boost in offense during certain circumstances. But otherwise has higher than average durability, a bit slower than average agility and balanced offensive strength that can be increased by sacrificing durability.
Knight- Mainly uses swords or Rapiers. Higher than average mobility, but otherwise a perfectly balanced class for Power type.
Duelist- Incredible Agility off set by slightly inferior but still higher than average power, and low durability. Best known for their multi-hit skills.
Martial Artist- Can equip knuckles and hand guards etc. that augment hand to hand combat. Balanced Agility and offensive strength, but slightly lower than average durability.
Warrior- Can use any kinds of weapon, but usually stick to two handed weapons. Very high durability with healthy offensive strength but abysmal agility.
Spy- Expert in tricks and sabotage. High Agility, average power but low in everything else. Superb critical chance and good dodging. Has several unique stealth skills as well as some poison skills. Every player also has the passive Enemy Information skill, too be able to know how much HP the enemy has and what status effect they currently have. Spies have High Enemy Scan that shows them exactly how much HP, MP and other information about the monsters. They can know the number of abilities the enemy has, but won't know what those abilities exactly do until the enemy use it. Once they do use it, the Spy will know all the statistics related to it.
Combat Merchant- Have you ever played Ragnarok Online? Merchant class characters can pull a cart around with them that can store items in it, and use it for battle by slamming it into enemies or do other funny things like sacrificing 1000 gold to do strong damage, throw items at enemies to deal damage or throw healing items at allies to heal them. They have passive haggling skills to either increase or decrease costs from shops.
Engineer- A tinkerer who uses machine construct and gadgets in combat. Bombs, stun guns, machine gun turret, and all different kind of things.
Gunslinger- specialization in using guns. Has the longest attack range in the game, but each attack has a certain cool down treated as a reload. Low level gunslingers will be interrupted during the reload.
Elementalist- Uses elemental magic. Choose 2 out of 5 elements. Pretty much the same as the Bard in the original game.
Minstrel- Uses song magic that have different elements depending on the song. Players can learn lots of songs but only equip 10 song with 5 being offensive magic songs and the other 5 being supportive at the same time during combat. You can switch songs during combat although it will take time.
Priestess- Specializes in supportive magic, but has some Light Elemental offensive magic. All magic users can use Cure that can heal up to 20% of a person's health, but Priest and Priestess have Heal that heals up to 50% with lower cool down than the normal Cure and Group Cure that heals 20% to a group. Also has spells like Protection and Barrier to increase ally defense, or Sharp Eyes for accuracy and at higher level some slight bonus for critical hit, Fleet Feet for dodge chance, Empower for attack etc.
Dancer- High agility with highest amount of dodge chance in the game, usually uses small weapons like daggers. Abilities mainly cause Confusion on the enemies when attacking them. Also has some supportive buff dance, but can only actively use 1 at all times. To use another dance will replace the effect of the previous one.
-Game, Bayonetta- The Prophet of Chaos
It was several decades after the events of Bayonetta 2. Without the balancing forces of Light and Darkness, the world is about to come to an end. Bayonetta, Jeanne have both perished. Luka and Enzo succumbed early in the conflict, while Rodin is locked away. Having no other choice, the reincarnated Loki decided to forsake his human identity and take up the mantle of Aesir once more. Using the Remembrance of Time, he recreated the world just as it was when it was during the 1400s, but decided to tweak a few things, such as making a reincarnation of Luka and Enzo.
Aesir appeared out of thin air right in the middle of a Lumen Sages and Umbran Witches council meeting where both sides were bickering aimlessly. He tried his best to promote the harmony between Light and Darkness, for the discord was the prelude of the end of the world. Not many listened despite him being the god of humanity. Instead, he formed a new faction named the Balance Keepers and recruited many Sages and Witches.
The Elders of Lumen and Umbra caught wind of Balder and Rosa's affair, and just as they were to announce the punishments, Aesir interfered. He stated that the two of them will become the keys to save the future, and granted them his protection. Balder and Rosa officially joined the Balance Keepers, and shortly after, Cereza was born. Aesir searched for Rodin and employed him to work for the organization.
Luka is one of the Lumen Sages that had above average power and talent. Jeanne is the heir of the Umbran Throne. Cereza befriended both of them, and due to her unique heritage she was able to use the power of both Light and Darkness. However, the majority of the Denizens of Paradiso and the Infernal Demons of Inferno did not wish to form contracts with her. Madama Butterfly was curious to what changes Cereza would bring, while the Fallen Angel Kazbiel who turned into a demon took an interest to her nature. Cereza frequently summons Harmony through her angelic powers, but had no specific angel contracted to her at all times like Madama Butterfly, although she did catch the eyes of Cassiel.
Luka has an animal form, which is a jungle cat, and a Harrier.
-Game, Dragon Nest- You are the Prince of Lagendia
Edan the Priest, during his Trial to become an Inquisitor, received a red ruby ring with a golden skull emblem placed upon it from his mother in which she stated it was one out of the pair of rings owned by his father. Wearing it on his person ever since, he fought bravely against the onslaught of the Dragon Followers and their armies. After finally defeating the King Feather who possessed both Red and Black Dragon jewels with his friends, he gave chase with the help of Merendiel and arrived in an area of Anu Arendel.
King Feather after that intense defeat from the New Seven Heroes (Warrior, Archer, Sorceress, Cleric, Academic, Kali, Assassin) in Saint Haven was gravely injured. Despite his conditions he still moved forward and retained his wish to acquire the Monolith. Merendiel tried her best to dissuade him, but failed. During the conversation, the ruby ring on Edan's finger was slowly glowing brighter and brighter, until the glow caught the eyes of King Feather. King Feather ignored his grievous wounds through rage and sheer force of will, moved towards Edan and tackled him onto the ground with a choke hold so quickly that any other man might have thought he flew.
"Where. Did. You. Get. That. RING!?" King Feather's voice grounded dangerous and slowly, word by word, until it turned into a feral snarl at the word 'Ring'. Edan thrashed on the ground helplessly and somehow managed to choke out an answer. "Eclair... Mother..." in which King Feather's response was another lightning fast action, but this time falling back and away from Edan. Edan gasped and coughed on the ground, while King Feather was staring intently at the glowing ruby ring on his own fingers.
After finally regaining his composure, Edan looked up and found King Feather sitting on the ground right in front of him, just a tad bit too close for him to feel comfortable, with his fingers fingering a glowing ruby red ring identical to the one Edan is wearing now. Edan was mind blown, and stuttered out a sentence "M-Mother gave me this ring and told me it was once owned by my Father..." King Feather's eyes stared directly into Edan's eyes. "Then it seems that I am your Father. I was the one who gave that ring to Eclair... Oh my sweet Eclair..." King Feather's eyes were filled with longing.
Edan was trying his best to wrap his mind around the fact that this man in front of him who was rightfully over one hundred years old, conquered and almost united the entire continent of Lagendia, an old relative to the Royal Family of Cassius, started all this messed up Dragon Cultist nightmare, indirectly started the Black Dragon Raid from 50 years ago, harming Velskud extremely deeply who has became a friend to him despite their rocky past and had revealed his past to Edan, hurt Geraint through his machination over Bishop Ignacio, destroyer of countless lives and main culprit of the Second Black Dragon Raid that happened a scant few hours ago, was his father.
(I theorize your birth! Edan! Since all Priestess of Darkness by all rights and purposes were infertile, they shouldn't have been able to produce you in the first place! Which means either they no longer had eggs or the specific organs needed for birth are gone with no trace whatsoever, or their eggs became so different that no normal human sperm could have made it react. Since King Feather had a Dragon Jewel, he isn't quite human. Plus having the power to conquer the whole land of Lagendia shouldn't make him normal even without the Dragon Jewel.)
King Feather however collapsed on the ground from his injuries, and Edan was fighting himself over whether or not he should heal him. Merendiel begged for Edan to heal him. "Please, my Prince! Save him!" Merendiel seem unfazed by the fact that King Feather had a son. Edan moved a bit closer to his Father, and saw that he was still conscious.
"You look so much like her. The hair, the eyes..." King Feather murmured, reaching out a palm to touch his 'Son'. Edan flinched away slightly from seeing those clawed fingers, but held his ground and avoided his Father's gaze. "Look at me." Edan obliged, and what he saw was a dying man, a broken man who was his father lying on the ground. Edan started to try and heal him, but the injuries were too severe for him to heal completely. King Feather wouldn't die right there right then, but if something doesn't change soon, he wouldn't have more than a few day's time. Having healed a lot of people before, Edan knew that the healing process more often than not felt painful to others, but his father did not grunt or even look uncomfortable. All he did, was continuously staring at Edan, unnerving him greatly.
Edan tried to take the armor off and heal some more, but remembered what Velskud had once told him how someone who absorbed the Dragon Jewel, will be encased in scales and armor of the dragon. Those scales and armor became a part of the person just as much as they were limbs. So Edan dejectedly stopped healing him. King Feather was quiet and passive during all this time, not uttering a sound. Edan tried to stand up and get away from King Feather, but found out he couldn't unless he wished to stumble and fall down after a few steps; the healing took out more of him than he had realized.
"Tell me about yourself." King Feather's voice intoned. It was a rich rumbling sound, and felt more solid than mere sounds as if they were physically existing objects instead. 'The words of a King.' Edan realized, having made friends with Cassius III, he had access to some royal journals and remembered how it was described that a true king's voice sounded very different to others. Edan not finding any reason to refuse, proceeded to tell King Feather about all he could remember. Such as the first memory he had was under the cupboard of a stair inside an Orphanage, because there was no more room for him to live in; the Patron who told him about someone finding him in the forest inside a beautiful basket (which she had to sell in order to help the Orphanage meet ends with all the children) with the name 'Edan' written on a piece of paper. He looked King Feather in the eyes and told him that he often wondered if he had parents, and if his parents loved him. The King's face remained impassive, but a twinge of something briefly flashed past.
Edan continued his narrative about how he joined the Cleric at a young age because he did not want to impose on the Orphanage. Training to become a Cleric, he also mailed the money he earned to the Orphanage whenever he could, until one day the mail was returned, stating that the Orphanage was destroyed in a raid. Edan told him about his friendship with Cleric Jake who later became his Foster Brother, and how Jake secretly became a Dragon Cultists, as well as how he was forced to kill the only family he ever had because they stood on the other side of the war. Edan's tone started to became negative as the words tumbling out of his mouth became sarcastic and more angry, but he didn't want to care. Edan mockingly told King Feather that he must know all the rest of the story, because all of the rest involved his subordinates. Edan humorlessly described the events over Rose's abduction and Elena's invasion of Carderock Pass, and about Ignacio's ritual to resurrect Leviathan and subsequent death of Geraint, and so much other things that happened for the past year.
Close to the end of the narration, Edan said "And now I am sitting here, talking to a man who is supposed to be my father, who is rightfully over one hundred years old, conquered and almost united the entire continent of Lagendia, an old relative to the Royal Family of Cassius, started all this messed up Dragon Cultist nightmare, indirectly started the Black Dragon Raid from 50 years ago, harming Velskud, hurt Geraint through his machination over Bishop Ignacio, destroyer of countless lives and main culprit of the Second Black Dragon Raid that happened a scant few hours ago."
Edan then turned around facing King Feather directly, his face morphed into an angry snarl. "WHY!?" He screamed. The sound heartbreaking and somewhat desperate for an explanation.
King Feather looked at his son's eyes which are threatening to burst into tears at any moment. He closed his eyes and began to tell his own story. How he grew up all alone in a castle as a young boy, with no one to befriend him, also questioning whether or not his parents ever loved him. How he once learned some Ancient/Holy Magic but not enough to be counted as a member of the Cleric Order. How he unwittingly conquered the land of Lagendia when he went on adventures after adventures, simply to fill the gaping hole inside his heart. All the lands swore allegiance to him, and knowing that his own father would abuse this situation simply because he was his son, he killed his own father and took up the throne. He was in the middle of writing the official treaty of peace when a jewel he found on his adventure suddenly flashed brightly, and a vision came upon him. How he found the truth about the world created by the Goddess, and knowing the hearts of man, would ultimately doom all existence. Knowing that he should not delay any longer, he went on another journey to try and stop the end of the world. He stumbled upon a dying dragon, and took the dragon jewel. How King Feather came to the conclusion that only creating a new world for all to live in is the best solution, and how he created the Dragon Cultists with this goal in mind. He knew that darkness is not always evil, and light is not always good; so he recruited several questionable people to his cause. Prime example being Ignacio, and Karahan.
Edan told him "You are a fool, Father... The road to hell is often paved with good intentions"
King Feather replied "I know now, Son. And I regret many things that I have done, but for the good of man kind-"
Edan interrupted him heatedly "So killing countless people is for the good of man kind!? Do not justify your horrible actions, Father! You know better than that, don't you?"
King Feather "... That I do."
Edan "... What do we do now, Father? I cannot take you to my friends, neither will I follow your path to fight the goddess. But, I wish to be with you."
King Feather "Even when my actions condemned millions of lives these past hundred years to death?"
King Feather closed his eyes "... Its not as if I do not understand how you feel. I too, would have turned heaven and earth to earn my parent's affection. My dream was always to have a family who loved me. I did all that I ever did all because I selfishly wanted my family to be able to live in peace, in a perfect world."
Edan "Then you were misguided, Father. Nothing more, and nothing less."
King Feather "I suppose you are right."
Edan "Father, you said that you managed to earn the respect of all the kingdoms in the past, and could have made a long lasting peace. I realized that my influence are also very far reaching. What if we do it my way and make peace, instead of your way?"
King Feather "... Very well, son."
-Anime & Anime, Natsume Yuujinchoi & Kamisama Hajimemashita- Another Human Land God!?
Nanami was surprised to hear from the gossip mill one day that another Human Land God has appeared. Its said to be a shy boy with several powerful Youkai familiars helping him manage the land. There was also something about 'the book of friends' that she keeps hearing, but it all flew over her head. She was simply too eager to meet this new person who shares the same (miserable) fate as her! Tomoe was not thrilled to find Nanami bouncing off walls just so she can meet this new Human Land God.
Natsume on the other hand, was panicking. He was just returning another Name to one of the Youkai, and walking outside for a breath of fresh air that he found a person collapsed on the ground. Being the kind person that he is, Natsume helped him up and invited him into his home. As it turned out the person was a mountain god, and he bestowed his Mark, Land and Powers to Natsume, deeming him worthy. Madara was furious to find out not only had Natsume once again naively invited a non-human into his home again (Some Youkai cannot enter residents unless invited), but he has become a God now. Seeing no other choice, Madara appointed himself to become Natsume's familiar.
Natsume's friends were shocked in hearing him saying that he became a mountain god, and even more so when they found out there actually was a shrine there. Natsume had no choice but to explain everything to the Fujiwara, his relatives that were kind enough to let him live with them, about the situation. They were very understanding and told Natsume that even though he is moving out, he will still always be welcome to stay with them. Natsume was really touched.
When moving into the mountains, the local Youkai all became curious to see Natsume walking into their territory. With most Youkai having seen or heard of him before, they just let him be. It was not until he started to get closer and closer to the shrine, did they realize something has changed. Natsume asked for the local Youkai to spread the news around, as well as tell them that he possesses the Book of Friends, and wishes anyone who has ever had their name taken, to come and retrieve them under one condition; bear no ill will and their name will be returned with no strings attached.
-Anime & Game, Fate/stay Night & World of Warcraft- The Lich King, King of Avalon
After the Grail War, Shirou Emiya moved to Britain in order to hold onto his memories of Arturia. One day, he was called to the Lake of Avalon by the Lady of the Lake. She warned him that his peaceful days will soon be over, for fate has decreed an extremely harsh road for him to walk on. Shirou asked what this road entailed, but The Lady of the Lake could not tell him much more about it, although she guaranteed that at the end of the road he shall meet Arturia again; in what state will they meet is entirely up to him however. She herself voiced her skepticism over his success to this destiny.
Shirou said that he would gladly accept this hardship so he can meet Arturia again. The Lady of the Lake gave him her blessings by granting him the parameters of a powerful Servant (namely, Saber's and Archer's combined) and absolute control over Avalon (no longer limits itself from only feeding magic from Arturia, Shirou can now use it freely). Shirou went home to prepare and it did not take much time for him to be whisked away against his will. Dreadlord Zanareb was trying to summon a human for him to torment, and he ended up summoning a very nasty surprise. Shirou with his new parameters managed to kill the Dreadlord with some effort by copying the Dreadlord's weapon. It was a nameles weapon that could cut souls apart and thus managed to kill the Dreadlord even though it was physically impossible to do so, and after taking the original and dismissing his copy, he named the Soul-cutting Blade Zanareb in memory of a worthy opponent.
Using the knowledge he gleamed from Zanareb, he moved himself into Azeroth through teleportation. Shirou was giddy from his new found powers, but knows not to abuse any of it. Shirou then settled into Stratholme, the nearest place he could find which is a busy city in the Kingdom of Lordareon. He lived here in peace for several months and learned much about the world of Azeroth. Hearing the tumultuous situation of the world, he knew he was in the right place to fulfill his purpose by coming to this world. Many people in Lordareon continuously mispronounce his name despite his insistence, and he ended up being named Siro Emiram by the general populace.
Siro unwittingly copied many weapons, one among them was Ashbringer. It was easy because Shirou would walk past the Order of the Silverhand headquarters every day when he goes to work in a nearby forge, and all it took was one glance when Alexandros Mograine runs past him with the sword on his back. He started to gather information about the Order of the Silverhand, and found it to be interesting. He joined the Order and breezed through the training, then being promoted rapidly through the ranks due to his amazing exploits. Siro committed himself into the order, believing this to be the first step in bringing peace into this world. Siro's superior skills in smithing also garnered attention and many people commissioned him to create weapons for him but this is a task that Siro did with mixed feelings; on one hand he enjoyed to create weapons (especially swords) but on the other they are used to harm others and bring conflict.
When the Plague hit Stratholme, he subtly used Avalon to cure the people who were infected but not yet turned. However, Prince Arthas decided to purge the entire city. Siro felt enraged for the very first time after the Grail War, and single-handedly defended the city. The Silverhand Knights being encouraged by his rebellious actions also stepped forward to defend their home. Arthas was furious but managed to calm himself after a lecture from Siro, Jaina and Uther. Still being frazzled by the Plague, Arthas went out to find the runeblade Frostmourne against other's wishes. Siro volunteered to follow him closely behind to prevent anything bad from happening.
Arthas and Muradin Bronzebeard found Frostmourne, and when Siro's eyes gazed upon the blade to copy it, he found out the true extent its evil. Urgently stepping out from the shadows so he could stop Arthas from taking it, they battled because Arthas refused to back down. Having no choice, he attacked Arthas until he fell unconscious and went to heal Muradin as much as he could. Before he could heal Muradin completely however, he sensed that Arthas was going to grab the sword behind his back. Turning around, it was already too late for Siro to stop Arthas from taking the blade, so he grabbed Frostmourne instead.
Frostmourne teared into his soul, trying to sever it. But Siro is made out of Fire and Steel, his Reality Marble, his soul, valiantly struggled against it. Countless blades in the reality marble clashed into Frostmourne to try and stop it from reaching the soil of the Marble. It was ultimately in vain, as Siro's soul was touched by Frostmourne. Siro was changing until he activated Avalon and decided to call upon Exaclibur inside his soul to stop Frostmourne in further tainting his soul. At the end, Siro was changed, but his Soul was still perfectly intact. Storing it into his soul now that he deemed it to be safe, he told Arthas in no uncertain terms that this was not the way to save the people, and took him back to the capital of Lordaeron.
Later when Siro was guided by Frostmourne, he found the Plate of the Damned, and donned it to prevent Arthas from getting that next. Once again his soul was tormented by the powers of the Dreadlord, but he prevailed. Arthas was still not getting the message and tried to take the Helm of Domination on top of the frozen throne while Siro went off to find the Plate of the Damned. Fortunately, Illidan came around and distracted Arthas long enough for Siro to get it instead. This time, he felt like he was going to die. In fact he did for a moment, but Avalon saved him in the nick of time and preserved his humanity. With his momentary death, his body was vacant for a period of time and this in turn allowed the spirit of Ner'zhul inside the Helm of Domination take control of Siro, and the Lich King wrecked havoc upon the land of Azeroth. The Lich King invaded the Kingdom of Lordaeron and succeeded in destroying it completely, while also turning a majority of its people into undead. With the Lich King having much more power than he would have when possessing Arthas, he turned everyone into sentient undead bound to his will instead of the mindless zombies and minions.
Siro watched all this happen deep inside his Reality Marble, shielded from the frigid presence of the Lich King. Knowing that this should not be permitted to continue any longer, Shirou took up Zanareb once again and fought the Lich King inside his Reality Marble. While his soul was submerged in a very long time by the powers of the Lich King, now Siro could wield both the powers of a Paladin and a Death Knight. Defeating Ner'zhul after a long and hard battle, finishing him off with Excalibur, Siro regained control of his body.
Siro in every sense of the word was still human, but with inhuman powers now. He released all the undead bound to his will, and encouraged them to live on as much as they could, for even the powers of Avalon could do nothing when already turned. Despite this, many still seek to kill Siro Emiram the Lich King.
The people who have been turned but were rejected by the living, slowly gathered around their King for guidance. Siro listened to every thing the people wanted to tell him, even the harsh criticism and resentful cries. He managed the Scourge as much as he could as a King, and garnered much respect from people. Some Scourge stepped forward and offered their service to their King, in which Siro accepted. The Living continuously try to attack Siro and the Scourge, but all of them were easily repelled. One does not simply kill something that is already dead after all, and all the Death Knight needed to do was drain them until they could no longer fight but still be able to live.
Siro did his best to be diplomatic and build up good relation with the Humans, this worked to a limit and the larger attacks generally stopped. However, a group of people from the Scarlet Crusade gathered together to try and vanquish Siro the Lich King. They tried to summon an entity that would be his Doom, and ended up summoning a severely injured Arturia. After healing her, they then proceeded to brainwash Arturia with propaganda and false information to goad her into killing the Lich King. Arturia made her way into Northrend and did something that no one else who tried to oppose the Lich King do, she asked for a duel of honor. Siro accepted after hearing from his subject about a petite women challenging him for a duel of honor. And was immensely surprised to find Arturia to be his opponent.
After a heated duel, Siro took off the Helm of Domination that he has worn for a long time. His hair has turned all white like Archer's and have grown much longer, due to the period of time he was under Ner'zhul's control. They conversed over what actually happened to Siro during the time he was in Azeroth. Arturia willingly joined his side after hearing everything, but decided to head back and teach the Scarlet Crusade a lesson first.
The invasion of the Burning Legion began, and the Kingdom of Northrend spear headed the effort of repelling them.
When the Burning Legion finally decided to leave Azeroth forever alone, Siro and Saber somehow managed to restore all the undead into humans with the original Excalibur of Saber, and multiple copies of Excalibur from Siro.
The following are his parameters, and numbers inside () are roughly what it would be in WoW without items if you are curious.
Physical Attacks: B (800 STR)
Endurance:C (600 STA)
Agility:B (800 AGI)
Magical Power: A (1000 INT) -Shirou was a Magus that had the power to bring another reality into the world, with Servant Parameter this is certainly justified.
Good Luck: A (passive 50% crit, and lucky things happen to him)
Noble Phantasm: E to EX Multiple different Noble Phantasms from Projection, also EX for Reality Marble
Structural Analysis: A -Being able to analyze and recognize the composition of almost all things with a glance
Projection: EX -Sole person who have ever attained this ability. Able to conjure all kinds of weapons out of thin air. Could Conjure non-weapons with slightly extra mana cost (which is insignificant after being granted insane parameters and breathing the mana rich air of Azeroth) With the lack of Gaia's presence, all of his projected objects will not degrade unless placed in a place where reality is unstable.
Combat Reflexes: B -Instinctive sense of danger, and could act accordingly. Will be able to dodge or deflect most attacks.
Reinforcement: A -By pumping energy into an object or into himself, he could strengthen something for a period amount of time.
Holy Magic: A to C -Siro was one of the Strongest Paladin in the world, but there was no stronger paladin when it comes to magic than Siro (every one else cannot go higher than C). Multiple Redemption is possible but will drain Siro's reserves. Fell down into C after becoming the Lich King, but still more powerful than any one else.
Necromancy: C to EX -Gained this ability after acquiring Frostmourne. Increased to B after acquiring Plate of the Damned. Increased to EX after acquiring the Helm of Domination. This ability was heavily abused by Ner'zhul, and Siro inherited this ability after regaining control of his body. I am not jesting when I say Siro has the power to turn more than half of the entire Azeroth's population into Zombies with a blink of an eye.
Dark Magic: A -Gained this ability after defeating Ner'zhul and gaining his knowledge. Life Drain, Spirit Steal, Mind Control and other kinds of dark spells are all easy for Siro. Would have been EX if not for the unwillingness to abandon the Light.
Magic Resistance: B to EX -With the parameters of a servant, only the most powerful and reality altering kind of spells would have been able to affect Siro directly. With the Plate of the Damned, which is heavily enchanted, his resistance knows no rival.
His body is made out of swords
(Long live the king)
His blood is of iron and his heart of glass
(May his reign last forever)
He survived through countless battles
(May his strength...)
Not even once retreating
(Fail him never.)
Not even once being understood
('O , my stalwart companion)
He was always alone
(I mourn your loss)
Intoxicated with victory in a hill of swords
Thus, his life has no meaning
That body was certainly made out of swords
-Anime & Anime, Card Captor Sakura & Yu Gi Oh Zexal- Sakura's adventure in Heartland
Sakura moves to Heartland after a phone call from Eriol telling him that strange things are happening in that place. With Eriol's advice, Sakura converted her cards into the cards that are used in a popular card game called 'Yu Gi Oh'.
Sakura's Deck - Total 53 cards, and this deck is unique in the sense that there are no magic/trap cards and only monsters who are treated as magic/trap cards. This is true except the 6 main elementals: Light, Dark, Windy, Earthy, Fiery, Watery, Hope and the twin guardians.
Clow Spirit: The Firey
Lv7 FIRE Fairy 3000/1500
You can Special summon this card from the hand or graveyard by banishing 1 FIRE element Clow Spirit monster from your hand, field, or graveyard. Once per turn, destroy a face up card on the field, and deal 500 LP damage to your opponent; your opponent cannot chain with this effect. The ATK of this card is halved the turn its effect was activated.
Clow Spirit: The Watery
Lv7 WATER Fairy 2000/2000
You can special summon this card from the hand or graveyard by banishing 1 WATER element Clow Spirit monster from your hand, field, or graveyard. Once per turn, destroy a face down card on the field, and deal 500 LP damage to your opponent; your opponent cannot chain with this effect. This card cannot attack the turn it activated its effect.
Clow Spirit: The Windey
Lv7 WIND Fairy 2000/2000
You can special summon this card from the hand or graveyard by banishing 1 WIND element Clow Spirit monster from your hand, field, or graveyard. Once per turn, change the battle position of a monster card on the field and negate its effect until your opponent's next Ending Phase. This card cannot attack the turn it activated its effect.
Clow Spirit: The Earthy
Lv7 EARTH Fairy 1500/3000
You can special summon this card from the hand or graveyard by banishing 1 EARTH element Clow Spirit monster from your hand, field, or graveyard. Once per turn, target 2 monsters on the field and switch their ATK; if at least 1 of the target monster is controlled by your opponent, they must attack using the targeted monster during their next battle phase. This card cannot attack the turn it activated its effect.
Clow Spirit: The Light
Rank 7 LIGHT Fairy 3000/3000
(Level 7 Clow Spirit Monsters x2)
Your opponent cannot chain a card to this card's special summon. If this card leaves the field, you can banish 2 LIGHT monsters in your hand, field, graveyard to special summon this card on your field in defense position. Once per turn, detach 1 Xyz unit to activate one of the following effects: Destroy a face up card on the field and deal 1000 LP damage; your opponent cannot chain with this effect. OR Target 2 monsters on the field and switch their ATK, then increase the ATK of all monsters you control by the half of the highest amount until the ending phase.
Clow Spirit: The Dark
Rank 7 DARK Fairy 3000/3000
(Level 7 Clow Spirit Monsters x2)
Your opponent cannot chain a card to this card's special summon. If this card leaves the field, you can banish 2 DARK monsters in your hand, field, graveyard to special summon this card on your field in defense position. Once per turn, detach 1 Xyz unit to activate one of the following effects: Destroy a face down card on the field and deal 1000 LP damage; your opponent cannot chain with this effect. OR Change the battle position of a monster card on the field and negate its effect, if the target monster leaves the field it is banished instead.
Clow Spirit: The Hope
Rank 7 LIGHT Fairy ?/?
(Level 7 Monsters x2)
This card gains x100 ATK/DEF for each card in both player's graveyard. Once per turn, detach an XYZ unit from this card and activate different effects depending on the elements of the detached monster of the xyz unit; your opponent cannot chain to this effect. FIRE: Destroy a face up card on the field and draw 1 card. WATER: Destroy a face down card on the field and draw 1 card. WIND: Target a monster on the field and Negate its effect, and decrease its ATK/DEF to 0. EARTH: Target a monster on the field, and gain the ATK of target monster; the ATK of Target monster is halved. LIGHT: Draw 3 cards and special summon a 'Clow Spirit' monster from your hand. DARK: Banish 3 cards on the field, your opponent's hand or graveyard. When this card does not have any Xyz unit, target 2 cards in the graveyard and attach them to this card. Cards attached to this card through this effect are banished once they are detached.
Twin Guardian: Cerberus
Level 7 LIGHT Beast 2800/2000
You can special summon this card from the hand to your field if you have at least 1 FIRE, EARTH and LIGHT element 'Clow Spirit' monster in your graveyard. Once per turn, you can pay 1000 LP to destroy all cards on the field except this card and Twin Guardian: Yue.
Twin Guardian: Yue
Level 7 DARK Spellcaster 2000/2800
You can special summon this card from the hand to your field if you have at least 1 WATER, WIND and DARK element 'Clow Spirit' monster in your graveyard. Once per turn, banish up to 3 cards in your graveyard to banish up to 3 cards on the field.
Clow Spirit: The Silent
Level 4 DARK Spellcaster 0/2000
This card is changed to defense position when normal summoned, special summoned, or flip summoned; and cannot be changed into attack position by any means. Once per turn, negate the activation of a spell or trap card; this can be activated in either player's turn. When this card leaves the field, draw 1 card. This card can be set and activated as a trap card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard.
Clow Spirit: The Change
Level 2 DARK Fairy 200/0
You can tribute this card and target a monster on both player's field, then exchange control of them. This card can be activated as a magic card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard.
Clow Spirit: The Dream
Level 4 DARK Spellcaster 0/2000
This card is changed to defense position when normal summoned, special summoned, or flip summoned; and cannot be changed into attack position by any means. Once per turn, target a monster and flip them face down. FLIP: Draw 2 cards and discard 1. This card can be set and or activated as a quick-spell magic card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard. (The flip effect is still activated if you set it down first)
Clow Spirit: The Erase
Level 4 Dark Spellcaster 1500/1500
Once per turn, you can target a card on the field and banish it, the card is returned in the same position during the end phase; this effect can be activated in either player's turn. This card can be set and activated as a trap card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard. You can discard a card from your hand when this card in your graveyard to return a card you control that is banished to your deck (shuffle it afterwards); this effect can be used 3 times in one duel.
Clow Spirit: The Illusion
Level 2 DARK Fairy 0/0
Once per turn, activate one of the following effects: target a monster on the field and gain its ATK/DEF and effect until the ending phase; the turn this effect is activated this card cannot attack directly. OR target a monster on the field and reduce its ATK/DEF by 500 for each card your opponent has in their hand. This card can be set and activated as a trap card with the same effect of the monster's second effect, and after resolving the effect is sent to the graveyard.
Clow Spirit: The Sleep
Level 3 DARK Fairy 0/1000
Once per turn, target a monster on the field and flip it face down; the card that was flipped face down cannot change its position as long as this card is on the field, unless done through a card effect or being attacked. This card can be set and activated as a quick-spell magic card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard.
Clow Spirit: The Time
Level 4 DARK Spellcaster ?/?
When this card is summoned, reveal the top 5 cards in your deck; then arrange the 5 cards in any order that you wish and place them back to the top of your deck. Whenever a monster is revealed or a 'Clow Spirit' monster was summoned, increase the ATK/DEF of this card by x100 to the same number of the levels of those monsters. This card can be activated as a magic card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard.
Clow Spirit: The Flower
Level 3 EARTH Spellcaster 0/2000
Once per turn, you can negate the attack of a monster; this effect can be activated in either player's turn. During your ending phase, if this card is in attack position, increase your life points by x400 the number of cards you have in your hand. This card can be set and activated as a trap card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Libra
Level 1 EARTH Rock 0/0
Once per turn, add the ATK and DEF of a monster together, then divide it by two and deal half of the number as LP damage to your opponent. This card can be set and activated as a quick-spell magic card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Lock
Level 1 EARTH Rock 0/0
Once per turn, target a card on the field, if the targeted card is a monster then it cannot attack or change positions and its effect is negated; if the target card is a face down card then it cannot be flipped, if the target card is a face up magic/trap card then the effect is negated. All of this lasts until the next ending phase. This card can be set and activated as a quick-spell magic card with the same effect of the monster's effect, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Loop
Level 1 EARTH Fairy 0/0
Once per turn, when a card effect has been activated, copy the effect of the activated card and activate it. This effect can be used on either player's turn. This card can be set and activated as a trap card with the same effects of the monster's effects, and after resolving the effects you can set it back down again. (Super Imba version of Scrap Metal Scarecrow!)
Clow Spirit: The Maze
Level 5 EARTH Rock 1000/2000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's side of the field by Tributing 1 monster they control. While this card is on the field, whenever a card is placed onto the field send the a card from the top of the controller of the placed card's deck to the graveyard. This effect will not activate in result to any action of the player who controls a 'Clow Spirit' monster. This card can be set and activated as a continuous magic card with the same effects of the monster's effects.
Clow Spirit: The Mirror
Level 2 EARTH Rock 0/0
Once per turn, when a card effect that would target a card on your field is activated, you can change the designated target. When you take damage you can send this card from your hand or field to the graveyard and deal the same amount of damage to your opponent. This card can be set and activated as a trap card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Sand
Level 4 EARTH Spellcaster 800/800
Once per turn, target a face down card on the field. The targeted card cannot be activated until your opponent's third ending phase; there can only be 1 card sealed through this effect, you can seal another card but the previous card will be unsealed. This card can be set and activated as a trap card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Shield
Level 4 EARTH Rock 0/3000
Your opponent can not attack any other 'Clow Spirit' card except this card. During the Ending Phase, switch this card to attack position if it was attacked this turn. Once per turn, you can target another monster card on your field and equip this card on it. As a equip card, the equipped monster cannot be destroyed by battle but you take 500 LP damage whenever it is attacked. This card can be set and activated as an equip-able trap card with the same effects of the monster's effects.
Clow Spirit: The Arrow
Level 4 FIRE Warrior 1800/0
Once per turn, you can halve the ATK of a monster you control on the field, and the monster who had its ATK halved will be able to attack directly; this effect lasts until the ending phase. When this card leaves the field, randomly discard a card in your opponent's hand. This card can be activated as a magic card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Fight
Level 4 FIRE Warrior 1600/1500
Once per turn, target a monster on your side of the field and increase their ATK by 600 until the ending phase; this effect can also be activated during your opponent's battle phase by paying 600 LP damage as a cost. When this card as a monster leaves the field, equip this card onto a monster you control on the field and increase its ATK by 600. This card can be activated as a equip-spell magic card with the same effects of the monster's second effects (Equip it onto a monster for 600, and once per turn you can give it an extra 600, or save yourself by adding 600 during enemy battle phase)
Clow Spirit: The Power
Level 4 FIRE Warrior 2500/0
This card cannot attack directly. Change this card into defense position after it attacks; and if so, you cannot change the position of this card until your next standby phase. Once per turn, you can target a 'Clow Spirit' monster you control; until the end of this turn the target monster gains the ATK of all 'Clow Spirit' monster on your field except the target itself. Monsters other than the targeted monster cannot attack during the turn you activate this effect.
Clow Spirit: The Shot
Level 3 FIRE Warrior 800/800
Your opponent cannot attack this card so long you have another 'Clow Spirit' monster on the field. Once per turn, you can deal x400 LP damage to your opponent for every card you have in your hand. Discard 1 card in your hand after resolving this effect. This card can be activated as a magic card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Sword
Level 1 FIRE Warrior 1000/0
You can tribute a monster card on the field to increase the ATK of a monster by 1000. This card can be activated as a equip magic card with the same effects of the monster's effects.
Clow Spirit: The Through
Level 4 FIRE Spellcaster 1500/1500
This card is unaffected by trap cards and their effects. Once per turn, target a 'Clow Spirit' monster on the field and activate one of the following effects: That face-up monster is unaffected by Spell effects this turn. OR That face-up monster is unaffected by Trap effects this turn. This card can be activated as a quick-spell magic card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Thunder
Level 4 FIRE Thunder 1900/0
This card can be special summoned to your field from your graveyard if you have no monster on the field. Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon exactly 1 monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it. This card can be set and activated as a trap card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Twin
Level 2 FIRE Spellcaster 800/800
You can tribute this card on the field and target a monster on the field. Gain a Twin Token (lv1 FIRE 0/0) on your field and increase its ATK/DEF by the target monster; this effect can be activated during your opponent's turn. This card can be set and activated as a trap card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Big
Level 3 LIGHT Spellcaster 800/0
You can tribute this card on the field and target a monster on the field. Double the ATK/DEF of the monster until your opponent's third ending phase and the target monster deals only a quarter of battle damage; this effect can be activated during your opponent's turn. This card can be set and activated as a quick-spell magic card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard. While in the graveyard, you can banish this card and your opponent will receive double damage (battle and effect) for this turn. This effect can only be used once per duel.
Clow Spirit: The Little
Level 3 LIGHT Spellcaster 0/800
You can tribute this card on the field and target a monster on the field. Halve the ATK/DEF of the monster until your opponent's third ending phase; this effect can be activated during your opponent's turn. This card can be set and activated as a quick-spell magic card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard. While in the graveyard, you can banish this card and you will receive halved damage (battle and effect) for this turn. This effect can only be used once per duel.
Clow Spirit: The Create
Level 1 LIGHT Spellcaster 700/700
Once per turn, you can special summon a Level 4 or below 'Clow Spirit' monster from your deck to the field. When this card leaves the field, add a Level 4 or below 'Clow Spirit' monster from your deck to your hand. This card can be activated as a continuous magic card with the same effects of the monster's effects.
Clow Spirit: The Glow
Level 1 LIGHT Fairy 500/500
Once per turn, you can flip a face down monster face-up without triggering its effect, and reduce its DEF by 500. This card can be set and activated as a quick-spell magic card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard. While in the graveyard, you can banish this card to flip all face-down monsters on the field face up (effects are activated). This effect can only be used once per duel.
Clow Spirit: The Return
Level 4 LIGHT Spellcaster ?/?
When this card is summoned, return all cards in your hand into your deck and draw 5 cards. Whenever a monster card is drawn, you can choose to reveal it and increase the ATK/DEF of this card by x100 to the same number of the levels of those monsters. This card can be activated as a magic card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard.
Clow Spirit: The Shadow
Level 4 LIGHT Fiend 0/1900
This card can be special summoned to your field from the graveyard if you have no magic or trap cards on the field. Neither player can activate magic cards without setting them down first. During Either player's turn, if a magic/trap card was activated, you can tribute this card to negate the activation and destroy it. This card can be set and activated as a trap card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard.
Clow Spirit: The Sweet
Level 1 LIGHT Fairy 0/1200
Once per turn, place a Sweet Counter on all monsters on the field. Monsters with 1 Sweet counter will be unable to attack directly. With 2 Sweet Counters the monster cannot activate its effect. You can tribute this card to destroy all monsters who have 3 sweet counters on them. This card can be set and activated as a continuous trap card with the same effect of the monster's effect, send this trap card to the graveyard to destroy all monsters who have 3 sweet counters on them.
Clow Spirit: The Bubbles
Level 2 WATER Fairy 0/1500
When this card is on the field, monsters cannot be targeted. Once per turn, when you have less than 3 cards in your hand, you can draw cards until you have 3 in your hand. This card can be set and activated as a continuous trap card with the same effect of the monster's effect.
Clow Spirit: The Cloud
Level 3 WATER Fairy 0/1500
When this card is on the field, magic cards cannot be activated. Once per turn, when you have more than 5 cards in your graveyard, you can draw 1 card. This card can be set and activated as a continuous trap card with the same effect of the monster's effect.
Clow Spirit: The Rain
Level 3 WATER Fairy 1500/0
When this card is on the field, trap cards cannot be activated. Once per turn, when your opponent has more than 3 cards in their hand, force them to discard until they are left with 3. This card can be set and activated as a continuous trap card with the same effect of the monster's effect.
Clow Spirit: The Freeze
Level 4 WATER Fish 700/1400
When this card is on the field, monsters cannot be special summoned. Once per turn, when your opponent summons a monster, you can discard 1 card and force the summoned monster into face down position. This card can be set and activated as a continuous trap card with the same effect of the monster's effect.
Clow Spirit: The Mist
Level 4 WATER Spellcaster 1500/1500
You can special summon this card from your hand to the field if you have less than 3 cards on the field. Whenever your opponent activate a monster's effect, they can discard 1 card, or have the effect negated. This card can be set and activated as a continuous trap card with the same effect of the monster's effect.
Clow Spirit: The Snow
Level 4 WATER Spellcaster 1500/1500
You can special summon this card from your hand to the field if your opponent has less than 3 cards on the field. Whenever your opponent activate a magic/trap card, they can discard 1 card, or have the effect negated. This card can be set and activated as a continuous trap card with the same effect of the monster's effect.
Clow Spirit: The Wave
Level 1 WATER Aqua 1200/0
When a monster is summoned, you can tribute this card and destroy all monsters on the field. This card can be set and activated as a trap card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Wood
Level 4 WATER Plant 300/2300
Your opponent cannot special summon monsters that are Level/Rank 5 or above while this card is on the field. Once per turn, you can decrease the DEF of this card by 500 and special summon a Level 2 or lower 'Clow Spirit' monster from your graveyard to the field. This card can be set and activated as a continuous trap card with the same effect of the monster's effect. When activated as a trap, place 4 Wood Counters on this card. Once per turn you can use 1 Wood Counter to summon a Level 2 or lower 'Clow Spirit' monster from your graveyard. Destroy this card when there are no Wood Counters on the field.
Clow Spirit: The Storm
Level 4 WIND Spellcaster 1800/500
When a magic/trap card is activated, you can tribute this card and destroy all magic/trap cards on the field. This card can be activated as a magic card with the same effects of the monster's effects, and after resolving the effects is sent to the graveyard.
Clow Spirit: The Dash
Level 3 WIND Beast 1000/1000
You can special summon this card to the field when you normal summon a monster. This card can attack your opponent directly. Once per turn, you can return this card to your hand and normal summon another 'Clow Spirit' monster card in your hand. This card can be set and activated as a continuous trap card with the same effects of the monster's effects. (In the case of continuous trap card: Set it down, activate it, return it to hand and do another normal summon. Then you can set it down again.)
Clow Spirit: The Float
Level 1 WIND Fairy 800/800
Once per turn, throw a dice and search your deck for a 'Clow Spirit' monster whose level was lower than the number you got from the dice and add it to your hand; then return a card in your graveyard to your deck. This card can be activated as a continuous trap card with the same effects of the monster's effects.
Clow Spirit: The Fly
Level 4 WIND Winged-Beast 900/500
Double the ATK of this card during the turn when it was normal summoned. Once per turn, when a monster that was destroyed would be sent to the graveyard, you can send it to the deck instead. This card can be activated as a continuous trap card with the same effects of the monster's effects.
Clow Spirit: The Jump
Level 1 WIND Beast 400/400
You can special summon this card from your hand to the field when you have another 'Clow Spirit' monster on the field. Once per turn, you can return this face up card to your deck and special summon another Level 1 'Clow Spirit' monster from your hand or deck. This card can be set and activated as a quick-spell magic card with the same effect of the monster's effect, and after resolving the effect is sent to the deck.
Clow Spirit: The Move
Level 1 WIND Fairy 500/500
You can special summon this card from your hand if there are no Level 4 or above monsters on your field. As long as this card is on the field, increase 500 ATK/DEF to all 'Clow Spirit' monsters on the field that are level 3 or below. Send this card and 2 other 'Clow Spirit' monsters on the field to the graveyard to special summon 1 Level 7 'Clow Spirit' from your deck.
Clow Spirit: The Song
Level 4 WIND Spellcaster 0/1600
You can special summon this card when a magic card was activated. Once per turn, you can discard 1 card in your hand to increase the ATK of a 'Clow Spirit' monster card by 1600 until the ending phase. This card can be set and activated as a quick-spell magic card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard.
Clow Spirit: The Voice
Level 3 WIND Winged Beast 1600/0
You can special summon this card when a trap card was activated. Once per turn, you can discard 1 card in your hand to decrease the ATK of a monster on the field by 1600 until the ending phase. This card can be set and activated as a trap card with the same effect of the monster's effect, and after resolving the effect is sent to the graveyard.
-Game & Game, Castlevania: Lord of Shadows 2 & Touhou Project- The Prince of Darkness and the Scarlet Sisters
Remilia and Flandre Scarlet were just enjoying their tea with their subjects inside the mansion when Yukari came out of the blue and announced that the Prince of Darkness has reawakened. The sisters, being Vampires themselves, go completely starstruck and fan-girly in front of Yukari from the mere mention of his name; Remilia quickly found her composure again and questioned Yukari in what does the Prince of Darkness reawakening have anything to do with them? Yukari simply smiled, and sent the all important members of the Scarlet Devil Mansion falling into a gap opened by her that connected to the world out of Gensokyo.
Arriving at Zobek's headquarters, the sisters were very infuriated by Yukari. This did not last as they were dazzled by the interior of the place. With their sensitive hearing, the group heard the screams of humans begging for help and made their way to a locked room. Meiling decided to bust it open, and the sight of Dracula himself bathing in the blood of his victim was bore for all to witness. The Scarlet Sisters began drooling on the ground from the 'magnificent sight' before them while the others (except Sakuya, who was familiar with blood and gore) watched with distaste. Dracula collapsed once again and Zobek stepped in.
Remilia with her ability to Manipulate Fate, gleamed the future and acted accordingly when talking to Zorbek, giving nothing away. She introduced the members of the Scarlet Devil Mansion without telling Zobek their abilities or specialty.
Remilia: My name is Remilia Scarlet, I and my sister Flandre Scarlet came to pay our respect to Dracula, the prince of darkness. These are my friends and servants; Sakuya Izayoi our maid, Patchouli Knowledge our resident sorceress, and Hong Meiling the Gate Guard.
Zorbek: I welcome you, all of you to Castlevania City. As you can see, please pardon my old friend as he is still indecent from his recent awakening.
Remilia: Understandable; I doubt I could keep myself together after just waking up from a millennium year of slumber.
Zorbek: It seems that you too, are a vampire. Its been a while since I've seen your kind; they have went into decline a long time ago.
Remilia: My sister and I along with Lord Dracula are possibly be the last existing vampires now. My family was the last one to perish in the vampire hunts before we moved into a pocket dimension. You, the Shadow Lord of Death, would know that wouldn't you?
Remilia: The fates have decreed your demise at the end of Lord Draclua's Journey.
Zorbek: *frowns* And what do YOU, little girl; know of fate?
Remilia: My sisters and I were different from regular vampires. Somehow despite my parent's undeath, they have conceived us and gave birth to us. Thus, we were born with special powers. I possess the ability to manipulate fate. And by extension I could see the uncertain future.
Zorbek: And what IS the future?
Remilia: That is for me to know, and you to find out. I could do you a favor and avert your fate if you will allow me to tag along.*Remilia is lying as she does not have THAT much power to actually do it, but is manipulating Zorbek to get what she wants: an awesome adventure; Zorbek couldn't see through this lie.* After all, we have many talents that will ease this journey along the way.
-Game & Game, Phoenix Wright & Ghost Trick- Haunted Court
During one of his visits to Europe, Phoenix Wright and Maya Fey met Sissel, a strange black kitten that Maya claims to have an extremely powerful soul. Sissel proceeds to talk to the humans by possessing Maya. And then, an accident happened nearby, where a famous actor was killed in a car crash. Sissel tried to save the actor but accidentally brought Wright and Maya along.
The author has decided to discontinue it, but I would want to see it continue! So I am posting this here to anyone who is interested.
After the false alarm in Japan, Danny and Yuki return to Amity by using Danny's portal. They, along with Sam and Tucker plan out how to prank every single person in the SSI after Danny scouted the SSI by discreetly opening a portal and scout around while invisible. Danny then decided to pop into the office of the head of SSI, and tried to make some things clear with the agency.
Danny told the Agency to be truthful about their intentions in the future, treat him as an equal (no groveling, no treating him as if he is an ascended being, but also no belittling like a child. Just plain human interactions). Danny asked them if they wish to include him into the SSI. The head said yes, and Danny listed out a few things he would like to fulfill and ask them to help him in return. 1. to do their best to shut down the GIW 2. promote peace between human and non-human (especially ghost) 3. clear the name of Danny Phantom 4. DP is to be his main identity for the public.
However, Danny did not feel mollified by the deception this time, and told the head to be prepared for some mass prank-ing in the coming week. The head paled from thinking how a Campione who could appear out of no where and go invisible could do in terms of pranks.
While that was going on, Sam was sleeping her bed room, and the potted plants inside her room started to grow out of control and filled almost half of her room. When she woke up panicked and the plants grew even more. Thankfully, she managed to reach her phone and contacted Danny for help. It turns out after being controlled and gifted power by Undergrowth Sam has gained powers of her own.
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