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Trials of the God-Harem King [Highschool DxD/Exalted] (CLOSED)

Also, new topic: I am going to post a list of possible Essence 4 Dragon Knacks, for those who want to plan in advance. I will also make the following rules:

-The "Claws" mutation makes the hands into claws, thus the effect that enhance punches are inapplicable.
-The same happen when in Warform your kicks becomes clawed.
BFldyq said:
No. You need to decide if the damage happens every minute, action or Tick.
 
Alexander said:
No. You need to decide if the damage happens every minute, action or Tick.
No, I meant that if the damager is per tick, we add 28 to the components total, right?

Also, a new spell:
Devil Magic
[The End] Range: Anywhere on Earth (50). Duration: 10 minutes (6). Area: 1228 km radius sphere (350). Energy: Fire, Lightning and Acid (3). Damage: 200 Lethal (600). Meta-spell: Damage per tick, Antimagic (40) Components: 1049. Rank 26 spell. Full-round
Description: Creates a storm of burning, electrified acid that scours the target area clean, with every second within the afflicted area dealing damage to the unfortunates caught inside. Thanks to the Antimagic effect laced within, escape is near-impossible.

Not sure about the Area cost. Went with what seemed right.

As should be obvious, this is a nation-killer.
 
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Alexander said:
You add 16 Components for every Tick.
Okay then, I'll fix up me spells.

Edit: Yep, they'll never be seeing the light of day. Nice as theoretical spells, though.
 
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Which school of spells would be best suited for things like increasing intelligence or divination then?
 
BFldyq said:
No, I meant that if the damager is per tick, we add 28 to the components total, right?

Also, a new spell:
Devil Magic
[The End] Range: Anywhere on Earth (50). Duration: 10 minutes (6). Area: 1228 km radius sphere (350). Energy: Fire, Lightning and Acid (3). Damage: 200 Lethal (600). Meta-spell: Damage per tick, Antimagic (9612) Components: 10621. Rank 213 spell. Full-round
Description: Creates a storm of burning, electrified acid that scours the target area clean, with every second within the afflicted area dealing damage to the unfortunates caught inside. Thanks to the Antimagic effect laced within, escape is near-impossible.

Not sure about the Area cost. Went with what seemed right.

As should be obvious, this is a nation-killer.
And Exalted Sorcery has something similar known as Rain of Doom.
 
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kinglugia said:
And Exalted Sorcery has something similar known as Rain of Doom.
That's what inspired it, actually. Though notice the radius: 1228 km. Covering 4000 km, on foot, in a single hour is hard, even for the Exalted. Also, sunsets are shorter on Earth.
 
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Alexander said:
You add 16 Components for every Tick.
But you wrote them as cumulative, so does that mean that if I make a spell that deals damage per tick for two ticks, then I have to put 16+32 or 16+16 Component cost?
 
kinglugia said:
But you wrote them as cumulative, so does that mean that if I make a spell that deals damage per tick for two ticks, then I have to put 16+32 or 16+16 Component cost?
Think it's that second one.
 
Dragon Essence Domination
Repurchase: 9 Xp
Knack Slots: 4

List of new Knacks:

Welsh Dragon's Blessing
Cost: 1m
Duration: Instant
Prerequisites: Essence 4
Those that confide in the Welsh Dragon never suffer from hunger. The character can spend 1 mote to permanently double a single characteristic of a common object, like the size of an apple or the amount of sugar in a fruit's juice. The size cannot be bigger than the character's own size. It cannot be used on living beings more complex than a non-magical plant.

Refined Palate
Duration: Permanent
Prerequisites: Perception 4
The character has exceptionally precise senses of taste and smell (as the latter enhances the former). With a faint sniff or a tentative taste he can figure out what ingredients compose a certain concoction, and in what proportions. He can also sniff out drugs or poisons that have been added to what he is about to wolf down, as well as detect airborne toxins by the way they make the air taste. This Knack doesn't tell the character what an ingredient is if he isn't already familiar with it: he would realize that what's making his iced tea sweet isn't sugar, for instance, but he wouldn't know if it was Equal or Splenda if he'd never had either artificial sweetener before. Instead, the Knack registers each component separately and provides an indication whether such components would be dangerous to consume. The character also remembers the taste and smell of various ingredients he experiences so she can recognize and identify them if he's exposed to them again.

Draconic Rampage
Cost: 1m
Duration: One Action
Prerequisites: Essence 4, Strength 4
When a Dragon with this Knack wants to break something, that thing is not long for this world. This Knack enhance the "Claws" Mutation when the character attempts to destroy an inanimate object. If the target object is not under his control—such as a weapon or armor that someone else happens to be using—its Hardness and soak is considered to be halved when the character attempts to break it. If the target object is freestanding or under the character's control, the object's Hardness and soak is considered to be 0 against the character's attack.

Mighty Heave
Duration: Permanent
Prerequisites: "Hurl to the Horizon", Strength 5
This Knack automatically triples the distance the character can throw a heavy object as a feat of strength. That tripling comes after the doubling provided by the prerequisite Knack. Mighty Heave does not affect the distance the character can throw a normal-sized object, but it does intensify the damage such an object can cause. Thrown weapons or other thrown items that would normally cause Bashing damage (a coconut, for example) inflict Lethal damage and take on the Piercing quality instead when the character uses Mighty Heave. Items that would normally cause Lethal damage still cause only Lethal damage, but they ignore non-magical armor when the character uses Mighty Heave. This Knack can only be purchased two times.

Shock Wave
Cost: 3m
Duration: Instant
Prerequisites: Strength 5
Dragons are so strong that they can direct their incredible power through the ground or floor to affect enemies at range. Doing so takes two separate forms.
-First, the character can stomp or strike the ground with his fists or a weapon, which sends a shock wave outward from him along the ground across an area with a radius equal to (Strength+Athletics) in yards. Potential victims—friend and foe alike—compare their Dodge DV to the character's (Strength+Athletics)/2, rounded up. If their DV overcomes it, they manage to jump and let the shock wave pass beneath them. If their DV isn't high enough, they immediately suffer knockdown as well as an amount of bashing damage equal to however many points their DV couldn't cancel out. If his allies know the character is about to use this Knack—if his using it is part of a coordinated assault, for instance—they can jump out of the way preemptively without having to rely on their DVs. This attack inflicts no damage on the floor or the ground the Scion strikes. All the energy is expended into the shock wave.
-The second form this power takes is more selective and deliberate. As with the first form, the character strikes the ground and sends a shock wave along the surface out to a distance equal to his (Strength+Athletics) in yards. This time, though, his player targets a single opponent. Compare that opponent's Dodge DV to the character's (Dexterity+Athletics): if his Dv isn't high enough to get him out of the way of the attack, the character makes a (Strength+Athletics) roll. The damage this attack inflicts is 1 Bashing damage for success, but it has one other effect that renders the victim almost helpless for a moment afterward. Any successes on the roll that exceed the victim's soak not only inflict damage but also hurl the victim straight up in the air (one yard per unsoaked damage). The victim's rise and fall takes six ticks, during which his DVs are considered to be halved. He can make ranged attacks at a -5 penalty, but he can't move or jump or do much of anything until he lands again. In fact, if the character's s attack sends him high enough in the air, the victim might take damage from crashing back down from so great a height.

Devourer
Duration: Permanent
Prerequisites: "Inner Furnace", Stamina 4
The character will never lack for sustenance again. Any liquid that can exist at as a liquid at room temperature can sustain him as water sustains a mortal—even such distasteful liquids as gasoline, blood, pine-scented disinfectant or diet cola. The same goes for food. Whereas Inner Furnace requires that the character at least consume organic matter in order to fuel the inferno at his core, this Knack loosens even that restriction. He could fill his belly with sand, polystyrene, harmonicas or suture needles and not feel so much of a pang of indigestion. This Knack confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down his gullet with no harmful effects and fuels him just as efficiently as normal food.

Draconic Fortitude
Duration: Permanent
Prerequisites: "Iron Fortitude", Stamina 4
This Knack doubles the amount of time the character can work at a strenuous task once more after the prerequisite Knack doubles the base amount of time. This Knack also completely obviates a Scion's need for food or sleep or water. The character's player chooses which necessity the Knack takes away when he first chooses the Knack. When he does so, the character may still indulge in the activity, but he never suffers deprivation effects if he chooses not to. A Scion character may take this Knack three separate times after he takes the prerequisite, each time obviating one of the three listed necessities. Taking the Knack multiple times does not, however, double the amount of time he can work at a strenuous task each time. That period doubles only once, the first time he takes the Knack.

Supreme Regeneration
Duration: Permanent
Prerequisites: "Infinite Factory of Life", Essence 4
Not even the most grievous wound last long on a Dragon's body. This Knack permanently enhances "Infinite Factory of Life", allowing the character to instantly heal a Crippling wound as if he's healing a single Lethal Health level.

Instant Hypnosis
Cost: 1wp
Duration: Indefinite
Prerequisites: Essence 4, Manipulation 3
With a moment of eye contact and the expenditure of a Willpower point, the character instantly plunges a non-enlightened mortal into a hypnotic trance. Attempting to hypnotize any other creature of lesser or equal (Willpower+Essence) requires not only a Willpower expenditure but a (Manipulation+Presence+Essence) roll contested against the victim's (Willpower+Integrity+Essence). Users of this Knack cannot instantly
hypnotize non-enlightened mortals of higher (Willpower+Essence). Should he successfully hypnotize a victim, the character can implant one hidden command that the victim must obey at the time of the character's choosing. The command must be something that the victim can accomplish in one scene, and the trigger condition that compels him to attempt it must occur within a number of months equal to the character's Essence. He can give as specific an order as he pleases, and a mortal cannot interpret it in any way other than the spirit in which it was intended. A non-enlightened mortal can interpret it loosely to his own advantage, but doing so costs him a point of Willpower. The victim remains unaware of the ticking time bomb in his subconscious, but he does have a chance to resist it when the trigger condition occurs. At the moment when he has been commanded to perform the action in question, the victim's player may make a (Wits+Integrity) roll. If the roll garners more successes than the hypnotist has
dots of Essence, the compulsion is broken. If the last minute resistance roll fails, the victim must attempt to do as he was commanded. Whether he succeeds or fails, the compulsion ends after he makes the attempt, and he has no memory of what could possibly have convinced him to do as he did.

Broad–Spectrum Reception
Cost: 2m
Duration: One scene
Prerequisites: Essence 4, Perception 4
This Knack not only magnifies a Dragon's mortal senses, but steps beyond them altogether. His eyes can now perceive waves in the infrared and ultraviolet ends of the electromagnetic spectrum. He can see magnetic fields, hear electricity humming within insulated wires and detect ultrasonic vibrations. He can smell the free electrons of a radioactive substance. He can even feel television and radio waves, though he can't quite translate them into discrete pictures or sounds. The only catch is that the character must be actively searching for each sensation—the default assumption is that his senses are those of a regular mortal. Attuning his brain for this higher awareness and overlaying it on his mortal consciousness costs 2 motes for the scene, but he can switch between the various sensations freely during that time.

Environmental Awareness
Duration: Permanent
Prerequisites: "Instincts of the Beast", Wits 4
The character is so in tune with his surroundings, that he can detect even the most minute changes around him well before anyone else. He can feel the barometric pressure rise or drop (and describe it accurately), giving him an acute sense of what the weather is going to do in the next hour. He can feel the tiniest tectonic vibrations from deep within the earth, allowing him to accurately presage an earthquake. Changes in temperature are no mystery to him either. His awareness is so complete that should some unnatural factor change one of these elements, he's the first to notice and can even track the disturbance back to its source. Also, if enemies are lying in ambush in the nearby area and are not concealed by supernatural means, it is impossible for their surprise attack to catch the character unaware. He may join battle and react accordingly without his player having to roll to notice the hidden attack. If he reflexively spends 1 point of Willpower, he may call out a warning for his cohorts to be ready and react accordingly as well. As an added benefit, the Scion is unfailingly aware of the passage of time. Without even thinking about it, he can accurately say how much time has passed from any reference point that he has personally experienced.

Spatial Attunement
Duration: Permanent
Prerequisites: Perception 3
The character is so aware of his surroundings that his other senses (primarily those of hearing and smell) compensate for his eyes in identifying nearby objects outside his line of sight. He could recognize the person sneaking up on him by that person's telltale scent and mark exactly how far away that person is by the sound of his passing. With one quick glance around the room, he could mark in his mind exactly where every wall and piece of furniture is within. Having done so, he could then navigate the room with his eyes closed, even slipping through a milling crowd of people without bumping into anyone or anything. To a certain extent, the character can perceive what's going on around him in a 360-degree arc. Also, he suffers no penalties for fighting blind as long as he can hear or smell his opponents.

Supernatural Hunter
Duration: Indefinite
Prerequisite: "Predatory Focus", Perception 4
This Knack makes the character into an unstoppable pursuer that prey animals have nightmares about. If he can find a location where he is absolutely certain his prey has been within the last 24 hours, he can follow that prey's trail unerringly no matter where the prey goes. If the prey takes flight—either because it's a bird or because it's a man with a plane ticket—he can track it through the air. If it swims away in a raging river, he can follow it through the water. If it gets into a car and drives uptown through rush hour traffic, he can retrace its path. Usually, the hardest part of the hunt lies in knowing where to start; after that, it's just a matter of catching up. The one hitch to using this Knack is that, unless the character has the Knack Telescopic Senses, he must be able to travel within 100 yards of the prey's path of escape. If the prey flies higher, swims deeper or burrows farther than 100 yards from the nearest path the character can take to follow, he loses the trail.

Telescopic Senses
Duration: Permanent
Prerequisites: Essence 4, Perception 3
This Knack allows the character to hear, see and smell things from much farther away than mortal senses do. He can not only perceive these sensations, but perceive them as if they were happening right in front of him. If he's within the range at which the sound of someone's voice can travel, he can not only hear that voice, but follow its conversation as clearly as if he were participating. If a sniper is crouched high up on a ridgeline within his line of sight, he can not only see him but also recognize him and count the notches on his rifle stock. If he's wandering in the woods and the wind brings him the distant scent of someone's camp fire, he can not only smell it but tell what kind of wood they're burning, what brand of marshmallows they're roasting and how long it's been since they've had a good bath.

Language Mastery
Duration: Permanent
Prerequisites: Essence 4, Intelligence 3
The character can understand any language that is spoken to him. Once he's heard a few sentences, he can then speak that language back as if he grew up among native speakers. Writing the language is a bit trickier, as he can only transliterate his written words in the alphabet of his native language until someone teaches him the alphabet and punctuation of the new language. For instance, say a character with this Knack whose native language is English has picked up French at Orly Airport in Paris and would like to leave a thank-you note for a bartender who gave him helpful information. He might write, "Maresee du mah-vay zayday" to express his thanks, when what he really means is "Merci de m'avez aidé". Likewise, reading the new language can be difficult if that language uses characters that don't appear in an alphabet with which he is already familiar.

Multitasking
Duration: Permanent
Prerequisites: Essence 4, Intelligence 4
The character can carry on as many separate primarily mental activities as he has dots of Essence simultaneously and with his full attention. A character with Essence 6 could play a game of chess against a recognized master while also playing go against a ninth-dan professional, translating a James Joyce novel into a different language, reprogramming his computer, planning a raid against the Stray Devils entrenched in the historic ruins across town and itemizing his various businesses' tax deductions for the year. The character never suffers distraction penalties for mental actions, nor are his separate simultaneous mental actions penalized as per the multiple action rules.

Instant Assessment
Cost: 1m per target, 1wp
Duration: Instant
Prerequisites: Essence 4, Wits 4
With a quick glance the character can size up a foe. This assessment comes across in terms of how the foe's combat abilities compare to his own. He gets a sense of whether the foe has more or fewer dots of Physical Attributes than he does. The same goes for their relative number
of dots in Martial Arts, Archery, Melee and Thrown, as well as their relative Join Battle dice pools and their soak totals. Also, the character discerns the strength and aspect of the target's Essence relative to his own. This information occurs reflexively to the character who uses the Knack, and he may assess as many foes automatically as he spends motes.

Cobra Reflexes
Duration: Permanent
Prerequisites: "Predator Reflexes", Wits 4
This Knack permanently enhance the prerequisite Knack. When an unexpected attack targets the character but he fails to get enough successes on the (Wits + Awareness) roll to notice the attack coming, instead of defending he can decide to attack his attacker back at the same time. This counterattack is so lightning quick that it catches the attacker off guard as if he were also being caught by an unexpected attack. The character himself might not realize he's taken the attack action until the ambusher's attack has already hurt him.

Mountainous Beast Form
Duration: Indefinite
Prerequisites: Essence 4, Stamina 4
With this Knack the character may increase the size of his War Form. The size increase requires no extra effort or motes—the War Form doubles in size. Strength, Stamina and health levels increase as if the War Form carried the "Large" mutation (Strength +1, Stamina +1, -0 Health level +1).

Emperor Dragon Declaration
Cost: 3m, 1wp
Duration: One scene
Prerequisites: "Deadly Dragoon Warrior", Essence 5, Stamina 5
The character transcends the War Form—he becomes a true dragon, the superior race. He assumes the shape of a Western Dragon and gains all the benefits of "Deadly Dragoon Warrior". Furthermore, his size is now large enough to engage in mass combat as a unit with a Magnitude equal to the character's Essence. represent the character's size outside of mass combat by increasing his Strength and Soak by an amount equal to his Essence.

For now those.
 
on the subject of Sona and our "Sorry for the Trouble" Lunch, it should be amusing when she wonders where we had it catered from, only for someone to tell her we hand made the whole thing, three cheers for 2nd craft excellency /laugh

Probably be an idea to Ask Rias for advice so we know what her and her peerage likes first however, best to know your target audience after all
 
Can you make a list of all the knacks we can get on the front page or something alex?
 
Just for testing, but if approved, awesome.

Sacred Gear
[Solar Dragon's Burning Barrage] Range: 33 yards (5). Duration: One action (1). Area: 6 yards cone (6). Damage: 20 LHL (60). Energy: Fire + Earth + Wind (3). Conjure: Stone Object (Lance), Appropriate materials from Energy component (10). Metaspell: Discriminating, Silent, Still, Speed 3, 4 ticks (121). Components: 206. Rank 6 spell.
Description: A barrage of stone lances superheated with fire energies and boosted by the wind is fired towards a cone-shaped direction, dealing 20 LHL damage per tick for 4 ticks to enemies caught in its path.

...I think I have been spoiled by the stuff here in DxD spell creation stuff. Can someone make a compilation of the spells, or has Alex-kun already done so?
 
Alexander said:
Dragon Essence Domination
Repurchase: 9 Xp
Knack Slots: 4

List of new Knacks:

Welsh Dragon's Blessing
Cost: 1m
Duration: Instant
Prerequisites: Essence 4
Those that confide in the Welsh Dragon never suffer from hunger. The character can spend 1 mote to permanently double a single characteristic of a common object, like the size of an apple or the amount of sugar in a fruit's juice. The size cannot be bigger than the character's own size.

Refined Palate
Duration: Permanent
Prerequisites: Perception 4
The character has exceptionally precise senses of taste and smell (as the latter enhances the former). With a faint sniff or a tentative taste he can figure out what ingredients compose a certain concoction, and in what proportions. He can also sniff out drugs or poisons that have been added to what he is about to wolf down, as well as detect airborne toxins by the way they make the air taste. This Knack doesn’t tell the character what an ingredient is if he isn’t already familiar with it: he would realize that what’s making his iced tea sweet isn’t sugar, for instance, but he wouldn’t know if it was Equal or Splenda if he’d never had either artificial sweetener before. Instead, the Knack registers each component separately and provides an indication whether such components would be dangerous to consume. The character also remembers the taste and smell of various ingredients he experiences so she can recognize and identify them if he’s exposed to them again.

Draconic Rampage
Cost: 1m
Duration: One Action
Prerequisites: Essence 4, Strength 4
When a Dragon with this Knack wants to break something, that thing is not long for this world. This Knack enhance the "Claws" Mutation when the character attempts to destroy an inanimate object. If the target object is not under his control—such as a weapon or armor that someone else happens to be using—its Hardness and soak is considered to be halved when the character attempts to break it. If the target object is freestanding or under the character's control, the object's Hardness and soak is considered to be 0 against the character's attack.

Mighty Heave
Cost: 4m
Duration: Permanent
Prerequisites: "Hurl to the Horizon", Strength 5
This Knack automatically triples the distance the character can throw a heavy object as a feat of strength. That tripling comes after the doubling provided by the prerequisite Knack. Mighty Heave does not affect the distance the character can throw a normal-sized object, but it does intensify the damage such an object can cause. Thrown weapons or other thrown items that would normally cause bashing damage (a coconut, for example) inflict lethal damage and take on the Piercing quality instead when the character uses Mighty Heave. Items that would normally cause lethal damage still cause only lethal damage, but they ignore armor when the character uses Mighty Heave. This Knack can only be purchased two times.

Shock Wave
Cost: 3m
Duration: Instant
Prerequisites: Strength 5
Dragons are so strong that they can direct their incredible power through the ground or floor to affect enemies at range. Doing so takes two separate forms.
-First, the character can stomp or strike the ground with his fists or a weapon, which sends a shock wave outward from him along the ground across an area with a radius equal to (Strength+Athletics) in yards. Potential victims—friend and foe alike—compare their Dodge DV to the character's (Strength+Athletics)/2, rounded up. If their DV overcomes it, they manage to jump and let the shock wave pass beneath them. If their DV isn't high enough, they immediately suffer knockdown as well as an amount of bashing damage equal to however many points their DV couldn't cancel out. If his allies know the character is about to use this Knack—if his using it is part of a coordinated assault, for instance—they can jump out of the way preemptively without having to rely on their DVs. This attack inflicts no damage on the floor or the ground the Scion strikes. All the energy is expended into the shock wave.
-The second form this power takes is more selective and deliberate. As with the first form, the character strikes the ground and sends a shock wave along the surface out to a distance equal to his (Strength+Athletics) in yards. This time, though, his player targets a single opponent. Compare that opponent's Dodge DV to the character's (Dexterity+Athletics): if his Dv isn't high enough to get him out of the way of the attack, the character makes a (Strength+Athletics) roll. The damage this attack inflicts is 1 Bashing damage for success, but it has one other effect that renders the victim almost helpless for a moment afterward. Any successes on the roll that exceed the victim's soak not only inflict damage but also hurl the victim straight up in the air (one yard per unsoaked damage). The victim's rise and fall takes six ticks, during which his DVs are considered to be halved. He can make ranged attacks at a -5 penalty, but he can't move or jump or do much of anything until he lands again. In fact, if the character's s attack sends him high enough in the air, the victim might take damage from crashing back down from so great a height.

Devourer
Duration: Permanent
Prerequisites: "Inner Furnace", Stamina 4
The character will never lack for sustenance again. Any liquid that can exist at as a liquid at room temperature can sustain him as water sustains a mortal—even such distasteful liquids as gasoline, blood, pine-scented disinfectant or diet cola. The same goes for food. Whereas Inner Furnace requires that the character at least consume organic matter in order to fuel the inferno at his core, this Knack loosens even that restriction. He could fill his belly with sand, polystyrene, harmonicas or suture needles and not feel so much of a pang of indigestion. This Knack confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down his gullet with no harmful effects and fuels him just as efficiently as normal food.

Draconic Fortitude
Duration: Permanent
Prerequisites: "Iron Fortitude", Stamina 4
This Knack doubles the amount of time the character can work at a strenuous task once more after the prerequisite Knack doubles the base amount of time. This Knack also completely obviates a Scion's need for food or sleep or water. The character's player chooses which necessity the Knack takes away when he first chooses the Knack. When he does so, the character may still indulge in the activity, but he never suffers deprivation effects if he chooses not to. A Scion character may take this Knack three separate times after he takes the prerequisite, each time obviating one of the three listed necessities. Taking the Knack multiple times does not, however, double the amount of time he can work at a strenuous task each time. That period doubles only once, the first time he takes the Knack.

Supreme Regeneration
Duration: Permanent
Prerequisites: "Infinite Factory of Life", Essence 4
Not even the most grievous wound last long on a Dragon's body. This Knack permanently enhances "Infinite Factory of Life", allowing the character to instantly heal a Crippling wound as if he's healing a single Lethal Health level.

Instant Hypnosis
Cost: 1wp
Duration: Indefinite
Prerequisites: Essence 4, Manipulation 3
With a moment of eye contact and the expenditure of a Willpower point, the character instantly plunges a non-enlightened mortal into a hypnotic trance. Attempting to hypnotize any other creature of lesser or equal (Willpower+Essence) requires not only a Willpower expenditure but a (Manipulation+Presence+Essence) roll contested against the victim's (Willpower+Integrity+Essence). Users of this Knack cannot instantly
hypnotize non-enlightened mortals of higher (Willpower+Essence). Should he successfully hypnotize a victim, the character can implant one hidden command that the victim must obey at the time of the character's choosing. The command must be something that the victim can accomplish in one scene, and the trigger condition that compels him to attempt it must occur within a number of months equal to the character's Essence. He can give as specific an order as he pleases, and a mortal cannot interpret it in any way other than the spirit in which it was intended. A non-enlightened mortal can interpret it loosely to his own advantage, but doing so costs him a point of Willpower. The victim remains unaware of the ticking time bomb in his subconscious, but he does have a chance to resist it when the trigger condition occurs. At the moment when he has been commanded to perform the action in question, the victim's player may make a (Wits+Integrity) roll. If the roll garners more successes than the hypnotist has
dots of Essence, the compulsion is broken. If the last minute resistance roll fails, the victim must attempt to do as he was commanded. Whether he succeeds or fails, the compulsion ends after he makes the attempt, and he has no memory of what could possibly have convinced him to do as he did.

Broad–Spectrum Reception
Cost: 2m
Duration: One scene
Prerequisites: Essence 4, Perception 4
This Knack not only magnifies a Dragon's mortal senses, but steps beyond them altogether. His eyes can now perceive waves in the infrared and ultraviolet ends of the electromagnetic spectrum. He can see magnetic fields, hear electricity humming within insulated wires and detect ultrasonic vibrations. He can smell the free electrons of a radioactive substance. He can even feel television and radio waves, though he can't quite translate them into discrete pictures or sounds. The only catch is that the character must be actively searching for each sensation—the default assumption is that his senses are those of a regular mortal. Attuning his brain for this higher awareness and overlaying it on his mortal consciousness costs 2 motes for the scene, but he can switch between the various sensations freely during that time.

Environmental Awareness
Duration: Permanent
Prerequisites: "Instincts of the Beast", Wits 4
The character is so in tune with his surroundings, that he can detect even the most minute changes around him well before anyone else. He can feel the barometric pressure rise or drop (and describe it accurately), giving him an acute sense of what the weather is going to do in the next hour. He can feel the tiniest tectonic vibrations from deep within the earth, allowing him to accurately presage an earthquake. Changes in temperature are no mystery to him either. His awareness is so complete that should some unnatural factor change one of these elements, he's the first to notice and can even track the disturbance back to its source. Also, if enemies are lying in ambush in the nearby area and are not concealed by supernatural means, it is impossible for their surprise attack to catch the character unaware. He may join battle and react accordingly without his player having to roll to notice the hidden attack. If he reflexively spends 1 point of Willpower, he may call out a warning for his cohorts to be ready and react accordingly as well. As an added benefit, the Scion is unfailingly aware of the passage of time. Without even thinking about it, he can accurately say how much time has passed from any reference point that he has personally experienced.

Spatial Attunement
Duration: Permanent
Prerequisites: Perception 3
The character is so aware of his surroundings that his other senses (primarily those of hearing and smell) compensate for his eyes in identifying nearby objects outside his line of sight. He could recognize the person sneaking up on him by that person's telltale scent and mark exactly how far away that person is by the sound of his passing. With one quick glance around the room, he could mark in his mind exactly where every wall and piece of furniture is within. Having done so, he could then navigate the room with his eyes closed, even slipping through a milling crowd of people without bumping into anyone or anything. To a certain extent, the character can perceive what's going on around him in a 360-degree arc. Also, he suffers no penalties for fighting blind as long as he can hear or smell his opponents.

Supernatural Hunter
Duration: Indefinite
Prerequisite: "Predatory Focus", Perception 4
This Knack makes the character into an unstoppable pursuer that prey animals have nightmares about. If he can find a location where he is absolutely certain his prey has been within the last 24 hours, he can follow that prey's trail unerringly no matter where the prey goes. If the prey takes flight—either because it's a bird or because it's a man with a plane ticket—he can track it through the air. If it swims away in a raging river, he can follow it through the water. If it gets into a car and drives uptown through rush hour traffic, he can retrace its path. Usually, the hardest part of the hunt lies in knowing where to start; after that, it's just a matter of catching up. The one hitch to using this Knack is that, unless the character has the Knack Telescopic Senses, he must be able to travel within 100 yards of the prey's path of escape. If the prey flies higher, swims deeper or burrows farther than 100 yards from the nearest path the character can take to follow, he loses the trail.

Telescopic Senses
Duration: Permanent
Prerequisites: Essence 4, Perception 3
This Knack allows the character to hear, see and smell things from much farther away than mortal senses do. He can not only perceive these sensations, but perceive them as if they were happening right in front of him. If he's within the range at which the sound of someone's voice can travel, he can not only hear that voice, but follow its conversation as clearly as if he were participating. If a sniper is crouched high up on a ridgeline within his line of sight, he can not only see him but also recognize him and count the notches on his rifle stock. If he's wandering in the woods and the wind brings him the distant scent of someone's camp fire, he can not only smell it but tell what kind of wood they're burning, what brand of marshmallows they're roasting and how long it's been since they've had a good bath.

Language Mastery
Duration: Permanent
Prerequisites: Essence 4, Intelligence 3
The character can understand any language that is spoken to him. Once he's heard a few sentences, he can then speak that language back as if he grew up among native speakers. Writing the language is a bit trickier, as he can only transliterate his written words in the alphabet of his native language until someone teaches him the alphabet and punctuation of the new language. For instance, say a character with this Knack whose native language is English has picked up French at Orly Airport in Paris and would like to leave a thank-you note for a bartender who gave him helpful information. He might write, "Maresee du mah-vay zayday" to express his thanks, when what he really means is "Merci de m'avez aidé". Likewise, reading the new language can be difficult if that language uses characters that don't appear in an alphabet with which he is already familiar.

Multitasking
Duration: Permanent
Prerequisites: Essence 4, Intelligence 4
The character can carry on as many separate primarily mental activities as he has dots of Essence simultaneously and with his full attention. A character with Essence 6 could play a game of chess against a recognized master while also playing go against a ninth-dan professional, translating a James Joyce novel into a different language, reprogramming his computer, planning a raid against the Stray Devils entrenched in the historic ruins across town and itemizing his various businesses' tax deductions for the year. The character never suffers distraction penalties for mental actions, nor are his separate simultaneous mental actions penalized as per the multiple action rules.

Instant Assessment
Cost: 1m per target, 1wp
Duration: Instant
Prerequisites: Essence 4, Wits 4
With a quick glance the character can size up a foe. This assessment comes across in terms of how the foe's combat abilities compare to his own. He gets a sense of whether the foe has more or fewer dots of Physical Attributes than he does. The same goes for their relative number
of dots in Martial Arts, Archery, Melee and Thrown, as well as their relative Join Battle dice pools and their soak totals. Also, the character discerns the strength and aspect of the target's Essence relative to his own. This information occurs reflexively to the character who uses the Knack, and he may assess as many foes automatically as he spends motes.


For now those.

:eek:

I it hink I'm about to cry. Alex this so beautiful

We need to repurchase Dragon essence dominance as soon as possible.
 
Diller said:
:eek:

I it hink I'm about to cry. Alex this so beautiful

We need to repurchase Dragon essence dominance as soon as possible.
And I am not even done :D

Anyway, kinglugia asked for a list of all custom spells:


Kinglugia spells

Sacred Gear-based:
[Infallible Daystar] - Area: 1 (Single Target), Duration: 5 (10 minutes, trigger condition - An opponent the user is aware of attacks him, but works for a single action that particular opponent uses, whether normal attack or flurry), Range - 8 (Medium range, originates from caster), Damage - 90 (30 LHL damage), Energy - 1 (SOLAR), Metaspell: 22? (Silent, Still, Reflexive, Target Consumed, Perfect Defence/Counter-attack/Flurry-Breaker?*). [Total Components: 127++, Rank 4, possibly Rank 5 spell.
- Fluff: The caster's stance subtly shifts, allowing him to perfectly parry and counter-attack a single opponent's offensive action taken upon him that he is aware of, heavily damaging said opponent from the full power of SOLAR ENERGY. The spell dissipates either after 10 minutes or after an attack is parried/countered.

* Requires ST to calculate the components involved, and then add them to the List of Spell components.
Magician's notes: It is built to be quite the OP spell, though I was taking as much from the eroge as possible, due to it being a skill that attracts my attention for its dangerous counterattack speciality and its capability to act as both a Perfect Defence and a Flurry-Breaker, though it would have higher mote cost than other spells of its rank. *shrugs*
And I really love it when we eventually return to Creation and use it to kick asshole Dawn/Dusks which makes them cry bullshit due to it being not a combo, but a single attack.


Devil Magic
[Lightning Blast] Range: 6 (Medium range). Duration: 1 (One Action). Area: 11 (6 yards radius). Damage: 60 (20 LHL). Energy: 1 (Lightning). Metaspell: Discriminating, Still (6). New Power: - 2 attack penalty, caster no penalty (18). Components: 102. Rank 4 spell.
Description:
A bolt of lightning leaves the caster's fingertips and is hurled towards a target location. Enemies within the location will be damaged. In addition to it, arcs of electricity will run through their bodies, thus imposing a penalty on them for one action.

Dragon Magic
[Welsh Dragon's Brilliant Scales] Range: Originates from caster, Touch opponents (4). Duration: 1 minute (3). Area: 1 yard radius sphere (3). Damage: 10L (30). Energy: 1 (Fire). Enhance: +10 Hardness (15). New Power: Causes the clothing to have [Burning] properties, opponent suffers -2 penalty when attacking target, but not target attacking opponent. (28). Protect: 1 level of Soak (15). Components: 99. Rank 3 spell.
Description: Turns the current armor/clothing the caster wears into powerful armor on fire that imposes a penalty upon enemies that try to hit the caster due to the heat of dragonfire, as well as damaging them every tick they stay in the radius of the spell.
[/quote]

Devil Spell
[Azure Blast] Range: 6 (33 yards, medium range). Duration: instantaneous (0). Area: 1 (Single target). Energy (Plasma): 1. Damage: +30 (10L Health damage). Meta-spell: 15 (Speed 3, Silent, Still, Target consumed) Components: 53. Rank 3 spell, Speed 3, 6 motes.
Fluff: User fires a potent blast of azure energy towards his opponent, severely damaging, even destroying it with the blast of plasma.

Sacred Gear Spell
[Crimson Lotus Blade] - Range: 2 (Touch attack), Duration: 0 (Instantaneous), Area: 1 (Single target), Damage: +48 (16L damage), Energy (Fire): 1, Enhance (Strength +2): 30, Metaspell: 14 (Reflexive, Silent, Still), New Power: +4 (New natural weapon - Sword). Components: 100. Rank 3 Spell, borderline Rank 4. Reflexive attack.
Fluff: A blade of fire extends from the user's Sacred Gear, in which he can use to attack his opponent with. The attack will be treated as though as it is made by a character with 2 additional dots of Strength than the user's own.
(Not sure if it is supposed to be like that, especially on the New Power part, since the blade of fire is extended from the character's Sacred Gear, but he will have a proficiency with said blade, and the cumulative for both Protect and Enhance confuses me a little (on if the component at +1 is worth 10 components, but what about +2, +3, etc? Is it +20, then +50, or...?). Uguu...)

Sacred Gear
[Solar Dragon Emperor's Brilliant Plumage] Range: 15 (166 yards). Duration: 3 (One minute). Area: 25 (16-yards radius sphere). Damage: 120 (40L). Energy: 2 (Fire + SOLAR). Metaspell: Discriminating, Silent, Covert, Target Consumed, Antimagic (33). Components: 198. Rank 5 spell.
Description: The caster invokes the full might of the Unconquered Sun upon an area, unleashing the wrath of the GLORIOUS SOLAR INCARNA upon those whom he judged as enemies for a full minute, thus roasting them in the GLORIOUS SOLAR NUKE. The area will also cancel out all enemy magical effects/spells.

Sacred Gear
[Solar Dragon's Burning Barrage] Range: 33 yards (5). Duration: One action (1). Area: 6 yards cone (6). Damage: 20 LHL (60). Energy: Fire + Earth + Wind (3). Conjure: Stone Object (Lance), Appropriate materials from Energy component (10). Metaspell: Discriminating, Silent, Still, Speed 3, 4 ticks (121). Components: 206. Rank 6 spell.
Description: A barrage of stone lances superheated with fire energies and boosted by the wind is fired towards a cone-shaped direction, dealing 20 LHL damage per tick for 4 ticks to enemies caught in its path.


Made by BFldyq

Devil Magic
[Disarmament] Range: Touch (2). Duration: A one-use effect that occurs on or before your next turn, trigger (-1). Area: 1 medium targer (1). Energy: Air (-1). Damage: 15 Lethal (45). Meta-spell: Speed 3, Silent, Discriminating, Target consumed (17) Components: 63. Rank 3 spell. Speed 3.
Description: A spell that creates a wind that destroys and scatters anything the target is carrying on them. Damage is applied to all items the target has on them, with anything not destroyed being flung away as per the disarming rules.

Fallen Angel Magic
[Unobstructed View] Range: Extreme (25), Duration: Permanent (50), Area: Self (0), Divination: Magical View (5), Metaspell: Takes 1 hour, Discriminating (1), New Power: See-Through Vision (10), Components: 91. Rank 3 spell. 1 hour casting time.
Description: Grants the user the ability to selective "erase" things from their vision, allowing them to see as if it wasn't there. This can range from stuff like "erasing" a persons clothes and skin to observe their muscles directly, to "erasing" entire buildings, allowing them to see the other side as if it wasn't there. Anything further then a mile from the user cannot be "erased" in this manner.

Fallen Angel Magic
[EMP Bomb] Range: Anywhere on Earth (50). Duration: 10 minutes (6). Area: 34 km radius sphere (120). Energy: Magnetism (1). Damage: 2(200) Lethal (600). Meta-spell: Reflexive, Silent, Still, Discriminating, Covert (16) Components: 793. Rank 15 spell. Instantaneous.
Description: Creates an EMP burst that alters the Magnetic field in the affected area, damaging all in-sufficiently shielded or hardened electronics within continuously(every 3 seconds) until the effect ends. Due to the nature of the attack, it is not obviously magical. It causes no harm to living beings, but may cause it indirectly.

----

I think it's everything. I need to make some modifications to the Components list, so wait a little.

Today no update, sorry.
 
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TmDagger said:
Sona has a crush on Issei?
Or she's incredibly pissed off that he blew up her school. Not everyone is going to like us, even if they're normally good people.
 
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Name: Telepunt
Range: Teleportation: anywhere on Earth (5). Duration: Instantaneous (0). Area: 1 Medium or smaller target. (1). Metaspell: Reflexive, Silent, Still, Covert (no magic circle) (17). Components: 23. Rank 1 spell.
Description: With barely a glance, the target flickers and vanishes to . . . somewhere else. This "somewhere else" can be literally anywhere on Earth -- At home, a sandy beach, inside an active volcano, low Earth orbit, anywhere.
Notes: I've found this spell particularly useful in Mage games, not for people, but for grenades. Need to assassinate someone without them noticing you're there (until it's too late)? Pull a pin, and teleport it under their chair. Fighting Hunters who have an unbelievably frustrating habit of throwing around incendiaries like candy? Return to sender! Of course, you can also use this to teleport away allies or enemies.
Variant: +2 per additional object telepunted (can we create flexible spells like that?)

Name: After Image
Range: Teleportation: anywhere on Earth (5). Duration: Instantaneous and 1 action (1). Area: Self, Creates/Conjures the Target (0). Illusion: Create illusion of one object or creature up to Medium size (6), Creates a false aura that fools supernatural perceptions (1). Metaspell: Reflexive, Silent, Still, Covert (no magic circle) (17). Components: 30. Rank 2 spell.
Description: The caster vanishes, appearing behind the opponent (or elsewhere), leaving a perfect image in their place. This image can fool all normal and supernatural defenses, and can probably be used to reestablish surprise or something, I don't really remember how that works.

Name: After Image Ally
Range: Teleportation: anywhere on Earth (5), 10 yards (3). Duration: Instantaneous and 1 action (1). Area: Self, Creates/Conjures the Target (0). Damage: Does 14B (14). Illusion: Create illusion of one object or creature up to Medium size (6), Creates a false aura that fools supernatural perceptions (1), Scripted illusion (3). Metaspell: Reflexive, Silent, Still, Covert (no magic circle) (17). Components: 50. Rank 2 spell.
Description: The caster vanishes, appearing behind the opponent (or elsewhere), leaving a perfect image in their place . . . which proceeds to run up to the enemy and punch him in the face. The spell must be initiated within ten yards of the target. A nasty surprise for anyone expecting a regular After Image.

Name: After Image Bomb
Range: Teleportation: anywhere on Earth (5), Originates from you (2). Duration: Instantaneous and 1 action (1). Area: Self, Creates/Conjures the Target (0), 3-yards radius sphere (6). Energy: Creates Fire (1). Damage: Does 12L (36). Illusion: Create illusion of one object or creature up to Medium size (6), Creates a false aura that fools supernatural perceptions (1). Metaspell: Reflexive, Silent, Still, Covert (no magic circle) (17). Components: 75. Rank 3 spell.
Description: The caster vanishes, appearing behind the opponent (or elsewhere), leaving a perfect image in their place . . . which proceeds to explode, causing massive damage to everyone in the area.
Variant: Does 20L (60), 100 Components, Rank 4 spell

Name: After Image "Bomb"
Range: Teleportation: anywhere on Earth (5), Originates from you (2). Duration: Instantaneous and 1 action (1). Area: Self, Creates/Conjures the Target (0), 3-yards radius sphere (6). Illusion: Create illusion of one object or creature up to Medium size (6), Creates a false aura that fools supernatural perceptions (1), 200 dB Audio Illusion (10), Extreme Heat (1). Conjure: Creates darkness or thick fog that gives all within it a -2 penalty to Awareness rolls (10). Metaspell: Reflexive, Silent, Still, Covert (no magic circle) (17). Components: 59. Rank 3 spell.
Description: The caster vanishes, appearing behind the opponent (or elsewhere), leaving a perfect image in their place . . . which proceeds to explode, causing no damage, but deafening and leaving an obscuring cloud in its wake.

Name: Scan
Range: 33 yards (6). Duration: 1 hour (9). Area: 1 Medium or smaller target (1). Divination: Learn the capabilities and weaknesses of the target, and keep perfect track of their location (5). Metaspell: Silent, Still (4). Components: 25. Rank 1 spell.
Description: The caster scrutinizes at the target, studying him intently for a few seconds, and it all becomes clear: everything the target is capable of, everything they are weak against, and exactly where they are. This information constantly tweaks and updates for the one hour duration of the spell.
Notes: I'm not too sure about this one; it seems to work by RAW, but it also seems like to much bang for the buck. Should it be 11 Divination components -- strengths (5), weaknesses (5), location (1)?

Name: The Sun King Cometh
Range: Originates from you (2), 166 yards (15). Duration: 1 hour (9). Area: Self (0). Control: Inspire emotion in the target (7). Metaspell: Silent, Still, Discriminating (8). Components: 41. Rank 2 spell.
Description: When a Lawgiver arrives, all know his presence. This spell inspires emotions in everyone around the caster, for example Fear when in a fight, or Awe when in a throne room.
Variant: New Power: Opponents suffers a -2 penalty when attacking the target, but the target can attack without penalty (18). Total Components 59, Rank 3 spell.
Who dares attack a Lawgiver? Those who attack the caster will find their own bodes working against them, trying to prevent them from attacking the caster.

Name: Shut Up!
Range: 10 yards (3). Duration: 1 minute (3). Area: 1 Medium or smaller target (1). New Power: Silence (7). Metaspell: Reflexive, Still (10). Components: 24. Rank 1 spell.
Description: With a mighty shout of "Shut Up!", the caster silences those who oppose him. Designed more for Social Attacks, but fine for anti-mage.


I'll come up with more later.
 
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nightblade said:
We need to get multitasking. It's going to be so useful.

unfortunately we're not smart enough for it yet.

Alexander said:
Dragon Essence Domination
Repurchase: 9 Xp
Knack Slots: 4

List of new Knacks:

Welsh Dragon's Blessing
Cost: 1m
Duration: Instant
Prerequisites: Essence 4
Those that confide in the Welsh Dragon never suffer from hunger. The character can spend 1 mote to permanently double a single characteristic of a common object, like the size of an apple or the amount of sugar in a fruit's juice. The size cannot be bigger than the character's own size.


Devourer
Duration: Permanent
Prerequisites: "Inner Furnace", Stamina 4
The character will never lack for sustenance again. Any liquid that can exist at as a liquid at room temperature can sustain him as water sustains a mortal—even such distasteful liquids as gasoline, blood, pine-scented disinfectant or diet cola. The same goes for food. Whereas Inner Furnace requires that the character at least consume organic matter in order to fuel the inferno at his core, this Knack loosens even that restriction. He could fill his belly with sand, polystyrene, harmonicas or suture needles and not feel so much of a pang of indigestion. This Knack confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down his gullet with no harmful effects and fuels him just as efficiently as normal food.

Draconic Fortitude
Duration: Permanent
Prerequisites: "Iron Fortitude", Stamina 4
This Knack doubles the amount of time the character can work at a strenuous task once more after the prerequisite Knack doubles the base amount of time. This Knack also completely obviates a Scion's need for food or sleep or water. The character's player chooses which necessity the Knack takes away when he first chooses the Knack. When he does so, the character may still indulge in the activity, but he never suffers deprivation effects if he chooses not to. A Scion character may take this Knack three separate times after he takes the prerequisite, each time obviating one of the three listed necessities. Taking the Knack multiple times does not, however, double the amount of time he can work at a strenuous task each time. That period doubles only once, the first time he takes the Knack.

Supreme Regeneration
Duration: Permanent
Prerequisites: "Infinite Factory of Life", Essence 4
Not even the most grievous wound last long on a Dragon's body. This Knack permanently enhances "Infinite Factory of Life", allowing the character to instantly heal a Crippling wound as if he's healing a single Lethal Health level.


Language Mastery
Duration: Permanent
Prerequisites: Essence 4, Intelligence 3
The character can understand any language that is spoken to him. Once he's heard a few sentences, he can then speak that language back as if he grew up among native speakers. Writing the language is a bit trickier, as he can only transliterate his written words in the alphabet of his native language until someone teaches him the alphabet and punctuation of the new language. For instance, say a character with this Knack whose native language is English has picked up French at Orly Airport in Paris and would like to leave a thank-you note for a bartender who gave him helpful information. He might write, "Maresee du mah-vay zayday" to express his thanks, when what he really means is "Merci de m'avez aidé". Likewise, reading the new language can be difficult if that language uses characters that don't appear in an alphabet with which he is already familiar.

These are the only new knacks we can get with our current stats. we need to get more dots people. specifically in our mental area attributes since that where most o fhte new knacks have requirements in.
 
about sona: I would not be surprised if she's developed an interest in us. her first contact with us was us doing something that helped devil society in a round about way (increasing faith income for the shrine leading to increased charm production), the reason behind our fight is something that she agrees with (she didn't want to get trapped in a marriage she doesn't want and we just saved her friend from that) and we showed intelligence by doing a spot on analysis of devil society in the middle of a fight when most would be to focused on winning the fight to think things over like that.
 
Silversun17 said:
about sona: I would not be surprised if she's developed an interest in us. her first contact with us was us doing something that helped devil society in a round about way (increasing faith income for the shrine leading to increased charm production), the reason behind our fight is something that she agrees with (she didn't want to get trapped in a marriage she doesn't want and we just saved her friend from that) and we showed intelligence by doing a spot on analysis of devil society in the middle of a fight when most would be to focused on winning the fight to think things over like that.

Oh she has an interest in us.

We just had a fight with a devil at her school, that threatened to tear down the spell distracting mortal attention. We fought Raiser, Rias's former fiancee, by turning into a dragon. And we won decisively.

Sona will be watching us to make sure we don't make more trouble in her role as student president, or Kuoh Academy the school. She sees us a force for change & disruption, willing to initiate conflict something she can't openly condone in her role as student president. Personally? We've arranged for an opportunity that greatly benefits the Devil Faction with the Fertility charms, even allowing her to play a role in improving its effectiveness. We've raised the profile of her childhood friend Rias, allowing her to gain the recognition and respect that allows her some freedom of movement even causing an incident allowed her to get out of her unwanted marriage. We've also in the process become a symbol for reincarnated devils, and low to mid level devils one in our willingness to stand up to Raiser's blood purity stance.

So she probably sees us as a net positive force, but one which causes a headache for her and meters of paperwork as often as we solve a problem(if not both). She probably even likes us, she just likes us more in abstract then in person. Much much better when we're somewhere far away solving big problems and leaving someone else to deal with the cleanup. When we're at Kuoh Academy she'd prefer if we were less visible.

What you should be asking is not, Does Sona have a growing interest in us. It's "Oh now our cult has increased, I wonder if it has members in Sona's Peerage especially since half her peerage watched the fight?"

The called person looks behind her. Sona Sitri, her childhood friend and Student Council President, is running towards her position with half her peerage following. All of them are completely disheveled
Because be serious. What we just did falls into the Heroic Knight territory really deep and I almost certainly bet rumors of our other exploits have spread.

Did you hear what that Sacred Gear user did! He beat up Raiser Phenex, saving the Gremory heir from a loveless marriage!

"Not sure what anyone could expect. A Phenex is impressive, but can one stand up against the might of a Heavenly Dragon Reborn...

I heard he another girl from the Fallen Angels! Someone he didn't even know!

Did you seem him transform!? I wonder what other changes he can make to his body...
And so on and so forth.

We're leaning towards Folk legend stature. Side question Why did those two girls in Sona's peerage like Saji to begin with? Did he display any traits that attracted him or was it more shared experiences...
 

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