Alright, what weapon should Akemi have?

  • Let her keep the gun!

    Votes: 9 33.3%
  • Give her a sword!

    Votes: 10 37.0%
  • More Magic!

    Votes: 6 22.2%
  • Hand to Hand!

    Votes: 2 7.4%

  • Total voters
    27
  • Poll closed .
Two dark magical girls led by a kaijin rider. That's great, lol.

I'm imagining their first encounter with a 'normal' sentai or magical girl team, and considering that big malus we're lugging around, it won't probably won't go well thanks to how we're all void-touched. But then the team's leader starts talking about "Burning bright against the consuming darkness!", and the team's motto is apparently "We'll burn bright enough to quench the void!" which, uh, is likely to give them some tonal whiplash, haha.

I really like how the team's theming has come about, overall. They all have awful backstories where they've committed evils, and even now that they've been making attempts to move past them they're still now touched by the void, attempting to influence them to commit atrocities in its name. But instead of giving in and returning to the darkness, or attempting to reject their past and earn the right to stand in the light, they accept their darkness and turn to face the shadows, light shining at their backs as they protect it from the darkness with darkness. They seek neither redemption nor rejection for who they were, instead accepting everything that they are and attempting to walk forth into a better future carrying it together with them, no matter what obstacles stand in their way.

If they get a little better known, then with the right spin I could see them getting really popular and inspiring with all those kaijin riders and dark magical girls who've lost hope in themselves. Lots of them would probably reject recruitment to normal teams on account of them 'not thinking their sins can be forgiven' and so forth, but our team is out there blaring the message that even without forgiveness, you can still do good, that light can exist even in the darkness and that darkness can repurposed to empower even the light, and... Yeah, I like the theming we've started building here a lot.
 
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Hmm

I'll have to think on all of this, give it a good thunk.
I do like what Dol is saying though- we have really strong branding here. Honestly with all of our backgrounds, how Rei has been, and the evidence that we're fighting against Umbra and doing what's right not in spite but because out trio was dealt with their cards is just... inspiring really.

Those two guilds hopefully won't be mean when they take all of that into account!
 
I'm in the middle of something but i do have some new team names that are only slight rip offs.
Night Fang- I like Digimon Dusk ok? This is kind of let field but it is a good name for a group of ex assassins. A slight nudge to their origins and the fact that they will fight tooth and nail (Claw) against the darkness.
Cold Steel- I have not played a single trails game, but cold Steel would be a cool team name. Another reference to their past and all three of the girls do wield steel in some way or form. Especially once Himari gains her armor.

Although Re-Alight does sound awesome.
 
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We're going to Tokyo next update, so i need two d10s so that i can roll from the random event tables. One for Jun and Himari at home, and one for Rei exploring around.
 
Yeah, don't worry, i meant d10 specifically.
 
Okie dokie! Ill take the second roll.

Edit:
....................................... why do 1d10 hate me?
SolarGemX threw 1 10-faced dice. Reason: Rei Exploring Total: 1
1 1
 
Don't worry! It's a rewards table, nothing's bad!

...though uh, I don't think Rei needs any more Social.
 
Ok... its official. Im not touching 1d10's. You would think the rolls at the Lightsworn beacon would had clue me in, but noooooooooooo. Im so sorry Rei...
 
Well other than finding out 1d10's are not my friend, Ive had a good day. Studied a bit, was able to make some head way in a group project and read a new chapter of this quest. Also saw some 2 cool omakes from Kermie over at Project Prometheus. Hmm... speaking of which...
Level 4: EXP (300/400)... Lets fix this, shall we?
 
Omake: Guild Days: Intermediate Training
Guild days: Intermediate Training

The Guild, an international group of assassins that will work for anyone with enough money and connections to hire them. This organization is filled to brim with potent warriors, from the Commanders, the Lieutenant's, The Agents and even the rank and file are dangerous to most civilians and even some non-civilian forces. This reputation is well deserved, due to their access to various weapons, intelligence, glyphs and more. Not only that rumors within the organization itself say that some of the higher-ranking agents are capable of superhuman feats (And that's not counting the Bloody Kamen Riders and Magical Girls in their employ, and the Void is its own can of worms.)It makes an observer wonder what kind of being could be capable of leading such an organization? But that's speculation for another time, we heard a lot about the Guild and their "practices," in fact all three of our lovable Dark Heroines come from this entity. Rei, Akane and much later Himari, have all trained under the Guild from an early age and became agents under its rule. Luckily in the present day all three of them are out of their influence, for now. But what about when they were younger? Specifically, Rei Maruki and Kaneko Akemi, we know only snippets of their time in The Guild, it makes you wonder what sort of training they underwent to become the Women they are today… lets take a look, shall we?

???: Alright you two, welcome to your new positions in the Guild. After the initial rounds to weed out the first dregs of your potential, some Agents like to take students and "teach them the ropes" as it were. Luckily for you two, I just so happened to be interested in what the newest crop is capable of, so from today onwards I have distinct pleasure of molding you two into Agents worthy of the title. The names Agent [DATA CORRUPTED], but you can call me Sensei.

As the [DATA CORRUPTED] introduced themselves we can see two young girls looking at her with sharp eyes. The calculating Rei observes how the Agent moves with an almost inhuman grace, not even making a sound as they walked right in front of them. Whoever they were, this "Sensei" is an individual that should not be trifled with. Akemi on the other hand stares at the figure with a small smile in their face, but if one would look at her eyes they would easily notice the look of someone analyzing a potential threat and scheming possible ways to take them down (Not that they have any chance of doing so, The Agent is more than capable of neutralizing both children with a finger if needed and is more than sharp enough to figure out what they are thinking).

Sensei: Nice set of eyes, you two. Trying to determine how much of a threat I am? Good instincts need to be a lot more subtle though. But that's were I come in, you two are unrefined, and its my job to make something of worth out of you. Just a heads up? This training is going to be leagues more difficult than anything you've dealt with before this point, sometimes you really need to stress test something to its limit to make far greater than what they originally were. Now then…~let us begin~.


Week 1: Hand to Hand Combat

Sensei: Oh, we all know that one of the greatest tools in our arsenal is our own body, swords dull, guns run out of ammo and magic can dry out; but your bodies? Unless something crippling occurs, they are capable of going far longer than most would assume. We may talk about some more… "advance techniques" that can take your bodies far beyond the realm of human ken, but for now, we need to sharpen whatever skills in CQC you learned in the beginning and polishing them to the realm of masters. Most agents stick to a single type of combat and become experts in their craft, and that IS a good outlook in our line of work. You know the saying, "I don't fear the man who has practiced a 1000 different kicks once. I fear the man who has practiced a single kick a thousand times." Mastery of one art would most likely trump the average or "good enough" of a dozen different styles… but we are Agents of The Guild, Mastery of one art is just the beginning. I fully expect you two to learn and master at minimum 3 combat styles and then further that training to the point that even expert's would be in awe of your prowess. Now then, lets take a 10-minute break, make sure to hydrate.

The agent cheerfully reminds the two apprentices about the needs of proper hydration, completely ignoring how the two are nearly dead. A mix of bruises, "slightly" broken bones and quite possibly a concussion can be seen in Rei and Akemi. Their Sensei (More like Demon) have beaten them black and blue over the course of the last 6 hours, with short 10-minute breaks between rounds. The training field they were using had more "girl shaped" indents in its surface than healthy and in one corner there was a sizable hole, about a child's length. Its up to you to determine which of the two was planted like a quote-unquote "Dumbass Tree".

Week 2: Elemental Resistance

Sensei: We agents of The Guild are expected to go anywhere in the globe in order to do our jobs, be it a Caribbean Island, a random motel in America or the frozen wilderness of Alaska during the wintertime. Most targets do stay in reasonable areas and skills like acting, tracking, cleaning, stealth, sleight of hand, seduction (Which you two are still too young to bother with, and if someone tries anything do tell me, I'll "set them straight") are necessary to use. However, sometimes a target can go somewhere where the elements are your worst enemies. Mind numbing heat, bone chilling cold, torrential downpours and people throwing winds and the like. As agents you're expected to work under such conditions. So, this week I am going to expose you to several elemental conditions in order to refine your abilities under them, thankfully we have a large stock of elemental glyphs in our disposal so we have plenty of time to make sure you two can manage anything mother nature throws at you.

We can see two girls facing an elemental onslaught that would impress mother nature itself. Having to regulate their bodies temperature in order to not die of heatstroke or frostbite, pushing their muscles to their limits to reach higher ground in order to not drown and moving their legs as quickly as possible to avoid debris flung by small hurricanes, by the end of this leg of their training both children would learn appreciate the fact that they are rather quick footed for their age, and the fact that sunburns suck. They do wonder if they would look good with a tan though…



Week 3: Technology and YOU

(We do not speak of week 3, also Agent Kaneko Akemi is forbidden from touching ANYTHING remotely linked to technology. Agent [REDACTED] is still glaring daggers at me for destroying their gaming console. Akemi barely touched it! How the hell, did it blow up!?)



Week 4: Swimming

Sensei: Now then, don't look at me with those eyes. This lesson is simple, we need to make sure you don't drown if you're working near a body of water. We need to make sure you can swim and hold your breath for extended periods of time, you would be amazed how many people don't bother looking in bodies of water. They are a perfect getaway point and as members of the Guild you are expected to be comfortable in land, sea, and air. Don't worry, the next few days are going to be simple. We won't add the sharks, piranhas, mines, and whirlpool glyphs until week 15! So, take it easy.

The two future assassins looked at their teacher with suspicion in their eyes, but gradually relaxed as the lessons took place. Finding some enjoyment in the water… until their personal demon decided to enlighten them of their future. Yes, enjoy the quiet times while they last, a very important lesson.

Week 5: Guild Techniques

Sensei: I'm very impressed, you two have managed to endure for little over a month and have taken my lessons to heart. It's a bit early to learn some of the things I know, but… I think you two deserve to learn a bit about some of the most important techniques in The Guilds disposal. These abilities will push your bodies into the realm of the superhuman, from attacking a opponent's Pressure Points to deal extra damage, being able to focus no matter what state you are in and even rearranging you're body's structure in order to heal wounds. Mastering these techniques will quickly raise your standing in the Guild. This WILL hurt, so let us start with a bit of anatomy…

Unlike many other days, todays lessons aren't leaving Rei and Akane in a constant state of pain; in fact, it's more theory than anything at the moment, but as they listen to their Sensei's words, they can already tell that these "Guild Techniques" are going to be tools that will help them greatly in their future… whatever that may be.


Author's note: I'm coming for that level 5 Kermie, this is not a threat, this is a promise… lol.

Anyway yeah, here's a new Omake featuring our two leads during their apprentice days in the Guild. We really do need to figure out their teachers names. Went a bit more into wilder territory than my previous Guild Day since the two are now under the personal tutelage of a Veteran member, so they need to square up or fall flat. I'm planning on making a second omake soon as to gain that level before we choose our friends names and catchphrases, also team names… How about Night Fang? (Digimon Dusk was a good game) or maybe Cold Steel? (Once Himari gets her own armor that is).
 
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Omake: Yugioh: Age of Love and Justice Duel Pack
Yugioh: Age of Love and Justice Duel Pack

The TCG/OCG scene is about to receive a storm! Inspired by the success of the hit TV series "Perhaps for Love or Maybe Justice." Konami has decided to take advantage of the series popularity and has decided to announce cards based on the titular series! Hello once again, my name is Sol Cristell and today I am with Rei Maruki, Kaneko Akemi, and Hikari Kuromi the main trio of the show and will be discussing the rumors about the new cards that will be entering the scene. Thank you for having me here girls, it's quite an honor to see never before seen cards months before their release.

Akemi: It's entirely our pleasure Ms. Cristell. Quite a surprise, isn't it? I never thought Konami would make new cards thanks to the show.

Himari: Tell me about it. Most of the time it would take years for archetypes to receive new support, if anything at all; and now we are receiving new Sky Striker cards of all things? Quite the surprise, I suppose Rei's popularity has let this happen.

Rei: Oh, c'mon you two. If it weren't for your support and the efforts of the entire team this would never have happened. Besides, if things keep going well, we might just see new cards added to your decks in the near future.

Oh? I'm guessing from what you three have said you have an idea of potential future cards?

Rei: It's no problem. To answer your question, yes. We do in fact know of some of the cards that are going to be printed worldwide in the future. Yes, worldwide. Konami for the first time ever is planning on releasing the cards on both TCG and OCG audiences simultaneously, they don't want to delay the cards for several months so fans over in the west don't feel left out. As for the cards, the first wave is going to involve a new sister series for the Sky Striker archetype. While the original SS cards are linked focused using Raye as their focus point, the new cards will have Sky Striker Roze as the focus point, not only that, but the new cards will also feature several different Summoning methods, all inspired by the armors or characters in the show. With other cards for preexisting archetypes being considered as well.

OH, MY GOODNESS! I did not see that coming, quite the departure from the decks original structure of link summoning and spell-based control. If enough support is released, we may see an entirely new playstyle being born. Also, other archetypes!? Is Konami actually thinking of adding things from the show in non-SS cards?

Himari: Got it in one. Yeah, Big K told us if all things go well, we might get show inspired support for some of our personal decks, quite a nice deal, If I do say so myself.

Quite so. If its not to much to ask, what decks do you three use?

Akemi: Its okay. Personally, I use Swordsoul and Six Secret Samurai decks. I prefer synchro summoning over the other summoning methods, although I do dabble in links.

Himari: I'm all in on links and use a lot of link focused strategies. I have a pure Scareclaw deck, an Altergeist deck and my current deck is Maliss.

Rei: I use a Sky Striker deck, but I also have dabbled with a Madolche deck, a Lyrilusc deck, a "Rose" deck and a Luna Light deck. Although I'm more than likely going to use the new Roze cards once they come out.

That's quite a few different decks. If can guess I assume some potential support for Swordsoul, SSS and Maliss in the future. Based on what's been shown in the show at least.

Rei: Indeed. For now, we only have a couple of cards we can show you, but you can expect more in the future. Hmm… aha! Let's start with some of the main deck cards and then some of the Extra deck monsters.



Akemi: The Quieting Blade

Dark, Level 4

[Warrior/Effect]

(This card is always treated as a Sky Striker)​

If there are no monsters in your main monster zone or you only control "Sky Striker" monsters you can special summon this card from your hand. If this card is special summoned, you can add 1 "Purrson: Ally of the Sky Striker" for your deck or GY to your hand. During the Battle Phase if this card destroys a monster, it gains 500 atk points.

You can only activate each effect of "Akemi, the Quieting Blade once per turn.

[1600 ATK/ 1800 DEF]



Purrson: Ally of the Sky Striker

Dark, Level 3

[Beast/Tuner/Effect]​

If you control a face up "Sky Striker" card or an "Akemi, The Quieting Blade" you can special summon this card from the hand.
If this card is normal or special summoned, you can add "1 Sky Striker" monster card from your deck to your hand. This card can be treated a level 2 or 4 for the summoning of a synchro monster.

You can only activate each of the following effects once per turn:
  • If this card is used for the summoning of a "Sky Striker" Synchro monster and send to the GY, you can special summon this card, but banish it once it leaves the field.
  • If a "Sky Styker" Synchro monster would be destroyed by battle or card effect you can tribute this card instead, and the monster is not destroyed.
[Synchro monsters that use this card as a tuner gain an additional effect: They can perform an additional attack during the battle phase].

[500 ATK/ 300 DEF]

Himari: The Void Sung Hacker

Dark, Level 4

[Cyberse/Effect]

[This card is always treated as a Sky Striker card]​

If this card is normal or Special Summoned, you can add one monster or spell/trap that mentions "Sky Striker" in its text to your hand. During the Main Phase, you can target one random card in your opponent's Hand and gain an effect depending on what is:
Monster: Target one monster in your field, it gains 500 ATK points.
Spell: Target one Spell card in your GY and add it to your hand.
Trap: The opponent can't activate trap cards during you turn and any face up trap cards have their effects negated.

You can only activate the effect of Himari: The Void Sung Hacker one per turn.
[1400 ATK/ 1300 DEF]



Striker Roze: Emblema Bound Hero

Light, Level 8

[Machine/Synchro/Effect]

[This card is always treated as a Sky Striker and a Centur-Ion card]

1 tuner + 1 or more non tuner Sky Striker monsters​

] If this card is Synchro Summoned, target one spell/trap in your opponents spell and trap zone and banish it. During the Battle Phase this card can make two attacks, also the opponent's monster can't activate their effects until the end of the Damage step.
You can only activate the first effect of Striker Roze: Emblema Bound Hero once Per Turn.
[ATK 2800/ 2500 Def]

Striker Roze: HiJack Hero

Light, Link 2

Arrows pointing Southeast and Southwest

[Machine/Link/Effect]

[This card is always treated as a Sky Striker and a Maliss cards]

2+ effect monsters including a Sky Stiker or Maliss monster.​

If this cards is link summoned or special summoned, you can place a Hijack counter on all of your opponent's monsters (Max of 1). Cards with Hijack tokens lose 500 ATK/DEF during the battle phase. If a card is destroyed by battle, card effect or is used as material for an Extra deck Summon while it has a Hijack token it is banished instead of going to the GY.

You can only activate the first effect of Striker Roze: HiJack Hero once per turn.

[ATK 1500]

[Akemi: Nobelle Termina]

Light, Level 7

[Warrior/Synchro/Effect]
[This card is always treated as a Sky Striker and a Swordsoul card]
1 non tuner monster + 1 or more tuner monsters​

This card can attack while in face up defense position, if it does, apply its DEF for damage calculation. If synchro summoned, target one banished beast or wyrm monster and add it to your hand. While this card remains in face up defense position, your opponent can't target other cards you control with attacks or card effects. Every time this card destroys a monster by battle it gains 500 DEF. If your opponent add a card to their hand, except by drawing during the draw phase you can draw 1 card.

You can only activate the last effect of Akemi: Nobelle Termina once per turn.

[2000 ATK/ 2500 DEF]

Wow, what a spread…if this is only a taste of what's to come thanks to Perhaps for Love or Maybe Justice, I honestly can't wait! But sadly, we are running out of time, thank you for joining us in this special preview event. Keep your skills sharp and your eyes peeled, because Konami is cooking up some exiting things in the near future. This has been Sol Cristell, with Rei, Akemi, and Himari; signing off!

Authors note:
I try to YUGIOH, possibly failing miserably!
Also hey two omakes, quite the coincidence. I was literally making both of them in the last two hours. Have Fun!
 
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The old joke of "nope, this week DIDN'T HAPPEN!" is still going strong in your omakes.
What can I say? Noodle accidents are a thing you know.
…I miss Remnant of Arcadia, guys. I miss it a lot.
Same... it what inspired me to make an account and all that. Its was one of the only active Yugioh quests as well, most are "dead". But Im Glad Rep at least told us instead leaving it hanging. Plus the lore bits was very entertaining.
+100 EXP, +20 EP. I may have to adjust those EP rewards.

Also, I think I'm gonna have to story-gate the Level caps at some point. Level 9-10 would be good for season 1…
Oh dear... I may have caused nerfs in the quest...My bad!
 
Oh dear... I may have caused nerfs in the quest...My bad!
Nah, it would have happened eventually once I realized how many people liked this quest enough to do art and voiceovers.

Also, Dokuro needs to be at least a decent starter villain. If he isn't half as menacing as Sojo from Kagurabachi and half as foreshadowy as that guy from FMA, then I have failed.
 
Nah, it would have happened eventually once I realized how many people liked this quest enough to do art and voiceovers.

Also, Dokuro needs to be at least a decent starter villain. If he isn't half as menacing as Sojo from Kagurabachi and half as foreshadowy as that guy from FMA, then I have failed.
Ehh knowing You. Its going to be awesome no matter what.
 
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