Author Topic: Riverside View  (Read 43458 times)

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Riverside View
« on: August 26, 2013, 06:49:16 PM »

Riverside View


"Dying is Loss in Death, Living is Profit in Life"-Komachi Onozuka, Riverside View mistress.

It's said that when the pure of heart die, their souls are carried to the heavens by angels.

Everybody else isn't as fortunate. For those who died with corrupted hearts (and there's quite a few of them), they're inevitably pulled to the terrible River Styx that drags them to a random place in the lower planes.
If they get lucky that is, as the river Styx is home to all sort of ancient, terrible monsters that will gladly feast on any spirits of the dead that they come upon their home.

Some Yugoloths saw in that, as usual, an excellent opportunity for business. They learned how to navigate the River Styx, to harness its power for themselves (at least partially), and to make sure the spirits of the dead reached their proper place.
For the right price of course. Yugoloths never do anything for free. The dead not fortunate enough to have close ones to hand them some coin for their last journey find themselves trying to cross the River Styx on their own.
It's still not an easy job. The Styx is the most treacherous river of all, where the wrong turn will take you to the wrong plane, all the while having to fend off its inhabitants and both "heroes" and "villains" trying to interfere with the cycle of rebirth.

Eventually, Yugoloths formed a whole business around the transversing of the River Styx. When a ferrymen finds itself in trouble, they may call in extra power in return for part of their profits.

And thus was Riverside View born, a martial school based on  travel, spirits of the dead and money.

Ironically enough, Yugoloths seem to be fine with other outsiders joining this particular business of theirs. As wars escalate in the world of mortals, there's always more spirits to carry around than what the current Ferrymen population is able to cope with, thus extra help to increase  the profits is always welcomed. Even if the newcomers may be goody-two-shoes.

Key Skill: Profession(Ferrymen). A Riverside View user must before anything else how to carry others quickly trough a watery surface.
Discipline Weapons: Sickle, Scythe, Shuriken, Kama.

Any outsider with acess to maneuvers may replace one of their schools with Riverside View.

Constructs cannot ever learn or use Riverside View maneuvers or stances, as they don't belong to the cycle of rebirth.

A creature that that has an ability that would let itself return to life (even if tecnically by work of some other entity) except for Corpse Voyage is automatically erased from existence if they willingly try to use a Riverside View maneuvers or stance. This doesn't include spells and abilities that can be used on others, just ones that would affect the self.


"Lately, there have been a lot of spirits
who go to the netherworld without achieving nirvana. "

(click to show/hide)

(click to show/hide)

New Feats

(click to show/hide)



"Aah, what a problem.
Now I'm swamped in work, and I can't possibly catch up.
Well, it'll all work out somehow.
My pace.
My pace."

Maneuvers Descriptions

1st level


Tip of Death: Strike– use coins as fast firing ranged weapon.
Nautical Sign "Flow of the River": Counter-Follow enemy movement, faster if in a water or boat.
Lonely Bound Spirit:Boost-Summons minor ghost just to mess with your opponent's skills. .
Scythe of the Reaper: Strike–Attack multiple enemies with extra reach and precision.
Boat on the Styx:Stance-Infernal boat goes in both land and water, carries others along.

2nd level
Cash Into the Night: Strike– Create a storm of coins that damages nearby enemies, pay extra to also move around.
Bound Spirits of the Earth:Strike–Attack for extra damage or may create spirits that trip and damage others.
Wind on the Last Journey: Counter–Push away enemy moving inside your melee reach.
A Human Spirit Passing By:Boost–Turn your attacks in a spiritual wave, affecting a line that persists and damges those inside.


3rd level
Scythe of Exorcism: Strike– Attack pushes away victim, creates healing spirits.
The Endless Way:Stance- Close enemies cannot get away from you.
Poor Fate "Short Life expectancy":Strike-cut opponent's life in half.
Malice Sign "Irresolute Bound Spirit":Boost-Multiple lone bound spirits.

4th level
Ties With the Deceased:Counter– Sense when others die nearby, being empowered, or speak with the dead.
Spirit Sign "Abundant Floating Spirits": Strike-Attack with improved crit creates spirits that block line of sight and effect.
Taste of Death:Strike– Pull enemies closer and slash.
Ritual of Ecstasy :Boost-Swap places with your target.

5th level
Floating Spirits of The Indolent Dead:Strike-Create moving spirits that exhaust and slow nearby creatures.
Exchange "Unpitiable, Pitiable Life": Counter-Trade life with your enemy when you would be harmed, ignore negative conditions.
Old Rain "Rain in the Afterworld Journey":Boost-Call mystic Rain that quenches all fires and reduces vision, hearing, and ranged.
Scythe of Wandering Spirits:Strike-Area attack leaves healing spirits behind.

6th level
Throw Away:Counter- Money protects you before exploding.
Spirit Sign "Awakening of the Ancient Earthbound Spirits" :Boost– Creates spirits that count as difficult terrain, cover and concealment.
Way of Avici "Infinite Nightmare": Stance–See other's natural lifespan, first attack each round extra damage unless victims are willing to doom themselves.
Death Price "Price of Life":Strike-Attack may instantly kill enemy, higher chance if they're low on life or you pay extra.


7th level
Soul Sign-Boost-Your melee attacks teleport enemies around, can increase your melee reach.
Money from the Yesterday: Strike– Attack deals extra damage the more coin you already spent on the victim, cannot be healed.
Death Sign "Scythe that Chooses the Dead":Strike-Area attack to kill multiple victims, extra damage even if they save.

8th level

Spirits of the Firm:Boost- calls ghosts that block line of effect for others and explode over anyone trying to pass through them.
Hell "Narrow Confines of Avici": Stance– Nearby opponents are forced to move with you, gain defensive bonus against those far.
Death Song "Ferriage in the Deep Fog": Strike- Charge with your spirits, bring your spirits along for extra effects depending in their kind.
Game of the Soul:Strike-Attack binds locks target's afterlife to you, they'll be forced to serve you as ghost after they die.

9th level
Death "Styx Retour":Stance–Bring forth the Underworld River, and the biggest monsters within.
Death Sign "Scythe of Final Judgement":Strike-Your target is killed, then dies and stays in the afterlife for some years at least.


"Why don't I tell you something to keep you from ever contemplating suicide?
Do not think of yourself going to hell after death.
If you think that a paradise beyond that of your wildest imaginations, on the contrary the will to live will spill forth. "
« Last Edit: July 20, 2017, 08:28:32 PM by oslecamo »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Riverside View (still very WIP)
« Reply #1 on: August 26, 2013, 06:50:28 PM »
Maneuvers explanations:
(click to show/hide)
« Last Edit: July 26, 2017, 11:08:17 AM by oslecamo »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Riverside View (still very WIP)
« Reply #2 on: August 26, 2013, 06:51:13 PM »
Reserved just in case,

Offline Raineh Daze

  • Epic Member
  • ****
  • Posts: 10577
  • hi
    • View Profile
Re: Riverside View (still very WIP)
« Reply #3 on: August 26, 2013, 07:15:54 PM »
When you finish this, please find and replace all instances of apraise with appraise. ... think the shortcut is generally ctrl + h in a word processor.

Tip of Death: do all the coins target the same enemy?

Boat on the Styx is... fast.  O_o

Looking at the first level 2 maneuver, I'm rather concerned that you'll basically end up bankrupting yourself in order to get a decent amount of effectiveness out of things at the level you get 'em. Alternatively, if you get given a lot of items but not a lot of cash, then you'll be unable to really use things. Unless they're meant to be used really sparingly, but...

Hell, let's look at Wind on the Last Journey: level 3, you can pay 60 gold for +3 to hit. Okay. That's... rather a lot. For one hit. Potion of Bull's Strength gives a +2 for three minutes, on any attack, costs five times that. Yeah, it's a smaller bonus and the difference goes down as you level, but you can get better stuff at the same time, so...

Not too good at evaluating maneuvers in detail, so I'll leave it there.

Guess I'm curious if there'll be something like Payday (yes, the pokemon move) at some point; maybe in one of the feats? Even if it's restricted to providing money for the maneuvers, it'd certainly help with needing large volumes of cash at all times. :lmao
« Last Edit: August 26, 2013, 07:17:45 PM by Raineh Daze »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Riverside View (still very WIP)
« Reply #4 on: August 28, 2013, 12:39:18 PM »
When you finish this, please find and replace all instances of apraise with appraise. ... think the shortcut is generally ctrl + h in a word processor.
Duly noted.

Tip of Death: do all the coins target the same enemy?
No.

Looking at the first level 2 maneuver, I'm rather concerned that you'll basically end up bankrupting yourself in order to get a decent amount of effectiveness out of things at the level you get 'em. Alternatively, if you get given a lot of items but not a lot of cash, then you'll be unable to really use things. Unless they're meant to be used really sparingly, but...

Hell, let's look at Wind on the Last Journey: level 3, you can pay 60 gold for +3 to hit. Okay. That's... rather a lot. For one hit. Potion of Bull's Strength gives a +2 for three minutes, on any attack, costs five times that. Yeah, it's a smaller bonus and the difference goes down as you level, but you can get better stuff at the same time, so...

Not too good at evaluating maneuvers in detail, so I'll leave it there.
Gold prices and/or their specific bonus may end up being tweaked, however the basic idea is to make it so that you're not afraid to use it now and then, but you can't just spam it willy nilly.

Guess I'm curious if there'll be something like Payday (yes, the pokemon move) at some point; maybe in one of the feats? Even if it's restricted to providing money for the maneuvers, it'd certainly help with needing large volumes of cash at all times. :lmao
Funny you mention that, because I had the rough idea for the basic feat to be something that gives you a daily "allowance/subsidy" that can only be spent while on a Riverside Stance to power up its maneuvers. But extra money got from defeating enemies (in return for you ensuring their souls at least get to go free) but having to spend said extra in riverside stuff also sounds interesting.


Offline ketaro

  • Epic Member
  • ****
  • Posts: 4243
  • I'm always new!
    • View Profile
Re: Riverside View (still very WIP)
« Reply #5 on: August 28, 2013, 02:35:44 PM »
I don't really get the math behind how much money you can use to power up a maneuver via Death's Due. Using the example of being 5th level and Tip of Death, it looks like you're investing gold equal to your IL(5) a number of times equal to twice your IL(5) to reach that 50gp investment. Is that right? I dunno, it should be explained/the math shown a bit to make it easier to know how much you can invest with Death's Due.

A feat or something for some kind of "daily allowance" would probably be really helpful for this one. Immediately I'm already kind of put off by the very first maneuver, Tip of Death. The coins you throw are said they can be as low as copper value, but then the Death's Due effect is a whopping 5 gold per 1 extra damage. Plus then at merely 1st level, assuming I'm understanding your example usage of Death's Due, you can throw up to 10gp into the maneuver for a guaranteed 20 extra damage (+10 per coin and 2 coins at 1st level with 4 ranks) on top of the 2d6 to oneshot anything you'd run into that you are meant to fight at 1st level. Shoot, you could even have a decent chance at one-shotting two targets with the 1d6+10 each at 1st. Whoops, I totallys misread shit  :lmao
5gp for a +1 damage per coin, assuming I'm getting the current Death's Due math right you can burn 10gp the money spent on the base maneuver, as you can use coins of such little value as copper for it it says, for 2 extra points of damage at 1st level......
Hmm, 7th and 10 ranks for 5d6 and assumedly able to burn up to 70gp for +14 per...5d6+84 at 7th level vs. a single target.....Now I feel like this scales too quickly for a 1st level maneuver ><

I just don't know  :???
This seems like it'd be a tricky martial school to balance.
Like, you're gonna need some Profession (Accountant)  :p

Um, wow, a 3rd level maneuver to automatically halve the target's HP if you hit. That is a different kind of scary  :twitch

Also I noticed you put Profession (Ferryman) onto the 1st level Scythe of the Reaper instead of Appraise. Was that a skill you also wanted to incorporate into this? If so, I think having the stances use that instead of Appraise (those that have an effect based on Appraise anyways) could work for that  :)
« Last Edit: August 28, 2013, 03:02:59 PM by ketaro »

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Riverside View (still very WIP)
« Reply #6 on: August 28, 2013, 04:29:40 PM »
Profession (Ferryman/Boater) or (Guide) or similar would indeed probably be a better idea than Appraise.
While some shinigami are specialized in accounting and number management, Komachi has a more hands job.
She took the ferryman/guide job apparently more for the social aspect of it and perhaps also because she wasn't fit for the calculation jobs, preferring to work at her own pace.
As such, an intelligence-oriented school for a kind of creature that inspires awe and fear feels a little odd.
It also isn't like she has to appraise the money they have to pay her. The money is made as part of their soul-administration system anyway.

Charisma and Wisdom would probably be a better fit (though a charisma-linked skill that hasn't been taken yet might be problematic. Intimidate would have been appropriate, I imagine).

Not sure why you mention Yugoloths in the fluff instead of shinigamis, which is what they are.
I thought this place was about Touhou, not the typical Dnd setting.
« Last Edit: August 28, 2013, 04:32:34 PM by Anomander »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Riverside View (still very WIP)
« Reply #7 on: August 29, 2013, 11:58:10 AM »
I don't really get the math behind how much money you can use to power up a maneuver via Death's Due. Using the example of being 5th level and Tip of Death, it looks like you're investing gold equal to your IL(5) a number of times equal to twice your IL(5) to reach that 50gp investment. Is that right? I dunno, it should be explained/the math shown a bit to make it easier to know how much you can invest with Death's Due.

A feat or something for some kind of "daily allowance" would probably be really helpful for this one. Immediately I'm already kind of put off by the very first maneuver, Tip of Death. The coins you throw are said they can be as low as copper value, but then the Death's Due effect is a whopping 5 gold per 1 extra damage. Plus then at merely 1st level, assuming I'm understanding your example usage of Death's Due, you can throw up to 10gp into the maneuver for a guaranteed 20 extra damage (+10 per coin and 2 coins at 1st level with 4 ranks) on top of the 2d6 to oneshot anything you'd run into that you are meant to fight at 1st level. Shoot, you could even have a decent chance at one-shotting two targets with the 1d6+10 each at 1st. Whoops, I totallys misread shit  :lmao
5gp for a +1 damage per coin, assuming I'm getting the current Death's Due math right you can burn 10gp the money spent on the base maneuver, as you can use coins of such little value as copper for it it says, for 2 extra points of damage at 1st level......
Hmm, 7th and 10 ranks for 5d6 and assumedly able to burn up to 70gp for +14 per...5d6+84 at 7th level vs. a single target.....Now I feel like this scales too quickly for a 1st level maneuver ><

I just don't know  :???
This seems like it'd be a tricky martial school to balance.
Like, you're gonna need some Profession (Accountant)  :p
One of the reasons why I posted it earlier than usual. :p

Altough notice that for Tip of Death, any kind of DR will greatly reduce the damage dealt.

Um, wow, a 3rd level maneuver to automatically halve the target's HP if you hit. That is a different kind of scary  :twitch

Also I noticed you put Profession (Ferryman) onto the 1st level Scythe of the Reaper instead of Appraise. Was that a skill you also wanted to incorporate into this? If so, I think having the stances use that instead of Appraise (those that have an effect based on Appraise anyways) could work for that  :)
It was a leftover, but on second toughts, Profession(Ferrymen) may have been a better idea all along, so changed it back to that.

As such, an intelligence-oriented school for a kind of creature that inspires awe and fear feels a little odd.
It also isn't like she has to appraise the money they have to pay her. The money is made as part of their soul-administration system anyway.

Charisma and Wisdom would probably be a better fit (though a charisma-linked skill that hasn't been taken yet might be problematic. Intimidate would have been appropriate, I imagine).
Komachi isn't very charismatic. Nobody during Phatasmagoria of Flower takes her in any kind of serious way. In her SWR ending she has trouble geting the attention of the random spirit of a child.

Komachi isn't that wise either. She doesn't realize her work piling up all around her until people are knocking on her door complaining.

Komachi is however  quite smart. She's always finding ways of slacking off in her job and knows quite a lot of facts outside her direct field of work.


Not sure why you mention Yugoloths in the fluff instead of shinigamis, which is what they are.
I thought this place was about Touhou, not the typical Dnd setting.
Says the guy who made a whole school half-fluffed around sci-fi media that is from neither Touhou or D&D.  :eh

This is about fiting Touhou in your typical D&D setting, the reason I'm using the maneuver systems, spells and using varied base classes instead of making everything from scratch. And shinigami in D&D are already covered by several outsiders, Yugoloths being charged with carrying people across the river of the dead.
« Last Edit: August 29, 2013, 12:03:31 PM by oslecamo »

Offline ketaro

  • Epic Member
  • ****
  • Posts: 4243
  • I'm always new!
    • View Profile
Re: Riverside View (still very WIP)
« Reply #8 on: August 29, 2013, 01:58:43 PM »
It was a leftover, but on second toughts, Profession(Ferrymen) may have been a better idea all along, so changed it back to that.

Yeah, considering how you've got some maneuvers involving having a personal all-terrain boat, Prof.(Ferryman) does work pretty well :D

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Riverside View (still very WIP)
« Reply #9 on: August 29, 2013, 02:58:27 PM »
Quote
Komachi isn't very charismatic. Nobody during Phatasmagoria of Flower takes her in any kind of serious way. In her SWR ending she has trouble geting the attention of the random spirit of a child.
Same goes for Cirno yet her whole thing is based on Charisma. I don't that means she isn't charismatic either. More like circumstances implemented for the benefit of creating another merry mood.

Quote
Komachi isn't that wise either. She doesn't realize her work piling up all around her until people are knocking on her door complaining.
That is part of being lazy.

Quote
Komachi is however  quite smart.She's always finding ways of slacking off in her job and knows quite a lot of facts outside her direct field of work.
I could say the same of many people I know that aren't particularly smart. But since it's back to a Wisdom-keyed skill I'll just leave it at that.

Quote
Says the guy who made a whole school half-fluffed around sci-fi media that is from neither Touhou or D&D.
To explain who'd have access to it? Sure. I'm trying not to turn stuff that already exists into something else though. If I did somewhere, point it and I'll fix it.

Quote
And shinigami in D&D are already covered by several outsiders, Yugoloths being charged with carrying people across the river of the dead.
Not really. There ain't that many outsiders dedicated to guiding and organizing the dead toward their final destination since the process in some DnD settings is automatic via the Petitioner system.
Also, indeed, Yugoloths are charged with carrying people across the river of the dead. People. Not souls.
A Shinigami doesn't do that. If a soul crosses a Yugoloth's path, it would seize it since they are seen as currency. Not very shinigami-like.

Yugoloths don't cover for the shinigami, whether it be specifically those doing Komachi's job or the whole lot of them. If nothing does, then you can as you said make it from scratch to make sure it fits the bill, like you have for the Lunarians.
« Last Edit: August 29, 2013, 03:03:58 PM by Anomander »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Riverside View (still very WIP)
« Reply #10 on: August 29, 2013, 03:23:07 PM »
Quote
Komachi isn't very charismatic. Nobody during Phatasmagoria of Flower takes her in any kind of serious way. In her SWR ending she has trouble geting the attention of the random spirit of a child.
Same goes for Cirno yet her whole thing is based on Charisma. I don't that means she isn't charismatic either. More like circumstances implemented for the benefit of creating another merry mood.
Great Fairy Wars. Cirno is a living idol to her own kind. More in particular, her Int and Wis are both negative. :p

Quote
And shinigami in D&D are already covered by several outsiders, Yugoloths being charged with carrying people across the river of the dead.
Not really. There ain't that many outsiders dedicated to guiding and organizing the dead toward their final destination since the process in some DnD settings is automatic via the Petitioner system.
Also, indeed, Yugoloths are charged with carrying people across the river of the dead. People. Not souls.
A Shinigami doesn't do that. If a soul crosses a Yugoloth's path, it would seize it since they are seen as currency. Not very shinigami-like.

Yugoloths don't cover for the shinigami, whether it be specifically those doing Komachi's job or the whole lot of them. If nothing does, then you can as you said make it from scratch to make sure it fits the bill, like you have for the Lunarians.
...I'm already making a Maeroloth from (almost) scratch for the Improved Monster Classes! :psyduck
Or you mean a shinigami class? Nope. With Bleach around, it would be a fruitless endeavor.

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Riverside View (still very WIP)
« Reply #11 on: August 29, 2013, 03:39:41 PM »
Quote
...I'm already making a Maeroloth from (almost) scratch for the Improved Monster Classes! :psyduck
Or you mean a shinigami class? Nope. With Bleach around, it would be a fruitless endeavor.
For the Improved Monster Classes, no problem. As long as it stays there.
What does Bleach have to do with Touhou's shinigami now?

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Riverside View (still very WIP)
« Reply #12 on: August 31, 2013, 07:48:54 PM »
And now you know how I feel when you bring psychopompons.

5th level Riverside maneuvers added BTW.

Offline Raineh Daze

  • Epic Member
  • ****
  • Posts: 10577
  • hi
    • View Profile
Re: Riverside View (still very WIP)
« Reply #13 on: August 31, 2013, 07:59:16 PM »
And now you know how I feel when you bring psychopompons.

5th level Riverside maneuvers added BTW.

The link between psychopomps and Touhou shinigami is rather strong, even if the exact monster isn't where appearance is concerned.

Bleach Shinigami, strictly speaking, ARE psychopomps. Not that they ever do that job any more... :lmao

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Riverside View (still very WIP)
« Reply #14 on: September 11, 2013, 08:28:09 AM »
You know what I just remembered? Marraenoloths have an Alter Self SLA. Psychopomps do not.

6th level maneuvers and feats added in. Marraenoloth class to be posted soon.

« Last Edit: September 11, 2013, 08:34:48 AM by oslecamo »

Offline Raineh Daze

  • Epic Member
  • ****
  • Posts: 10577
  • hi
    • View Profile
Re: Riverside View (still very WIP)
« Reply #15 on: September 11, 2013, 10:34:00 AM »
I... do not see how alter self is relevant.

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Riverside View (still very WIP)
« Reply #16 on: September 11, 2013, 10:37:46 AM »
Not sure how having Alter Self as an SLA means something. Or otherwise compensates for everything else.
If SLA matters, I did already mention that it has Animate Dead, which is very anti-shinigami by itself.

I like your Marraenoloth, by the way. It is to Riverside View what the Frostwind Virago is to Crystallized Silver and the Atomic Dragon is to Divine Flame.

Offline ketaro

  • Epic Member
  • ****
  • Posts: 4243
  • I'm always new!
    • View Profile
Re: Riverside View (still very WIP)
« Reply #17 on: September 11, 2013, 12:39:09 PM »
5th level Exchange "Unpitiable, Pitiable Life"'s description just cuts off at:
Quote
If this would leave you with more HP than your max, the excess

6th level Way of Avici "Infinite Nightmare"'s option for the opponent to basically suicide is kinda funny but also just seems really odd.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Riverside View (still very WIP)
« Reply #18 on: September 11, 2013, 06:19:36 PM »
Fixed Exchange "Unpitiable, Pitiable Life".

Way of Avici "Infinite Nightmare" is basically a way of saying "Is you fighting me really worth risking your soul?"

Alter Self is another nail on psychompomps because the Vanths are winged beings, while Marraenoloths may look like ugly skeletons on their natural form, but thanks to Alter Self can look like girls celestials. And shinigami were being described as humanoids even before Touhou.

Animate Dead is what Marraenoloths use to actually get the souls in the boat. What, you tought Komachi likes doing heavy lifting? No need for that when you can get the souls of the dead in a self-portable manner.
« Last Edit: September 11, 2013, 06:21:29 PM by oslecamo »

Offline Anomander

  • Legendary Member
  • ****
  • Posts: 2442
  • I did it to feel.
    • View Profile
Re: Riverside View (still very WIP)
« Reply #19 on: September 11, 2013, 06:27:08 PM »
You must have missed the whole argumentation on appearance that made it plain that that argument is invalid.
What more, it is getting difficult to take you seriously when you first pleaded Deceivingly Innocent Form as good enough to justify the bad excuse of appearance, and now you turn back and go "SLA is the only way". You can't even keep up with your own pseudo-arguments.

Komachi doesn't turn people into undead creatures to put them on her boat.
Undead creatures are abominations to the shinigami and go against the cycle of rebirth. She wouldn't employ tools, even temporarily, that go directly against her office.
« Last Edit: September 12, 2013, 12:57:49 AM by Anomander »