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Sinistra Sensei

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Everything posted by Sinistra Sensei

  1. Mithril, a clandestine military organization equipped with advanced technology to thwart terrorist activities, deploys a specialized team for a critical mission. Under the leadership of commanding officer Melissa Mao, sergeants Sousuke Sagara and Kurz Weber are tasked with the covert protection of Kaname Chidori—a teenager who unknowingly possesses groundbreaking scientific insights and is identified as a "Whispered"—shielding her from intelligence entities and other groups seeking her capabilities. While Kurz and Melissa provide remote support, Sousuke joins Kaname's high school posing as a fellow student to keep a close watch on her. His military background and lack of social finesse, however, make assimilating into civilian life challenging. His behavior not only draws unwanted attention but also raises Kaname's suspicions about him. In spite of his genuine efforts to execute his mission, a terrorist strike adds complexity to Sousuke's assignment. Identifying the cruel strategist behind the attack, Sousuke disregards his original orders to guarantee Kaname's protection.
  2. Hideki Motosuwa, a diligent country boy, is striving to enter college. With limited funds, he can hardly cover his expenses, much less indulge in the latest trend: Persocoms, personal computers designed to resemble humans. One night, on his way home, he stumbles upon a discarded Persocom. He takes her home and manages to activate her, but she appears to be faulty, only able to utter the word "Chii," which he adopts as her name. Differing from other Persocoms, Chii is unable to download data to her hard drive, prompting Hideki to educate her about the world in a traditional manner, all while preparing for his college entrance exams. Together with his friends, Hideki seeks to solve the enigma of Chii, who might be a "Chobit," a mythical type of Persocom rumored to possess genuine human emotions, thoughts, and affection for their owner. The question remains: Is a romantic relationship possible between a Persocom and a human? View full entry
  3. Hideki Motosuwa, a diligent country boy, is striving to enter college. With limited funds, he can hardly cover his expenses, much less indulge in the latest trend: Persocoms, personal computers designed to resemble humans. One night, on his way home, he stumbles upon a discarded Persocom. He takes her home and manages to activate her, but she appears to be faulty, only able to utter the word "Chii," which he adopts as her name. Differing from other Persocoms, Chii is unable to download data to her hard drive, prompting Hideki to educate her about the world in a traditional manner, all while preparing for his college entrance exams. Together with his friends, Hideki seeks to solve the enigma of Chii, who might be a "Chobit," a mythical type of Persocom rumored to possess genuine human emotions, thoughts, and affection for their owner. The question remains: Is a romantic relationship possible between a Persocom and a human?
  4. When impending tragedy looms, Satoru Fujinuma is transported back in time just minutes before the event. The solitary 29-year-old manga artist utilizes this enigmatic ability, which he dubs "Revival," to save numerous lives. Yet, when he's unjustly accused of a murder of someone dear to him, Satoru is once again sent to the past, this time to 1988, 18 years earlier. He soon suspects that the murder is linked to the abduction and killing of his classmate, the enigmatic Kayo Hinazuki, which occurred during his childhood. This presents him with an opportunity to rectify the past. Boku dake ga Inai Machi chronicles Satoru's quest to unravel the events of 18 years prior and prevent his classmate's death, all while safeguarding those he values in the present. View full entry
  5. When impending tragedy looms, Satoru Fujinuma is transported back in time just minutes before the event. The solitary 29-year-old manga artist utilizes this enigmatic ability, which he dubs "Revival," to save numerous lives. Yet, when he's unjustly accused of a murder of someone dear to him, Satoru is once again sent to the past, this time to 1988, 18 years earlier. He soon suspects that the murder is linked to the abduction and killing of his classmate, the enigmatic Kayo Hinazuki, which occurred during his childhood. This presents him with an opportunity to rectify the past. Boku dake ga Inai Machi chronicles Satoru's quest to unravel the events of 18 years prior and prevent his classmate's death, all while safeguarding those he values in the present.
  6. Kaoru Hanabishi, a college student living alone, encountered a beautiful yet perplexed girl wearing a kimono at a train station. He offered to help her find the address she sought, which was in his neighborhood but turned out to be a vacant lot. Unsure of what to do, Kaoru invited the distraught girl to his apartment and requested any further clues to her intended destination. She presented him with a photograph of two children, which Kaoru recognized as himself and Aoi Sakuraba, his childhood friend. The girl before him was indeed Aoi Sakuraba, his betrothed fiancée who had traveled to Tokyo to marry him. Her revelation was not only astonishing but also reawakened deep memories of why Kaoru had left the Ai Yori AoshiHanabishi family initially. View full entry
  7. Kaoru Hanabishi, a college student living alone, encountered a beautiful yet perplexed girl wearing a kimono at a train station. He offered to help her find the address she sought, which was in his neighborhood but turned out to be a vacant lot. Unsure of what to do, Kaoru invited the distraught girl to his apartment and requested any further clues to her intended destination. She presented him with a photograph of two children, which Kaoru recognized as himself and Aoi Sakuraba, his childhood friend. The girl before him was indeed Aoi Sakuraba, his betrothed fiancée who had traveled to Tokyo to marry him. Her revelation was not only astonishing but also reawakened deep memories of why Kaoru had left the Ai Yori AoshiHanabishi family initially.
  8. A young wavemaster known only by the alias Tsukasa awakens in an MMORPG called The World, suffering from mild amnesia. He is unsure of his actions prior to waking up. Within The World, the Crimson Knights suspect him of hacking due to his association with a modified character resembling a cat. Trapped in the game, Tsukasa roams in search of answers, evading the knights and other players he encounters. As he navigates The World, Tsukasa discovers a magical item shaped like a "guardian," which offers him protection against all dangers. Subaru, the commander of the Crimson Knights, together with other players who have come to know Tsukasa, embark on a quest to uncover the reason behind Tsukasa's inability to log out, aiming to solve the mystery before it escalates. View full entry
  9. A young wavemaster known only by the alias Tsukasa awakens in an MMORPG called The World, suffering from mild amnesia. He is unsure of his actions prior to waking up. Within The World, the Crimson Knights suspect him of hacking due to his association with a modified character resembling a cat. Trapped in the game, Tsukasa roams in search of answers, evading the knights and other players he encounters. As he navigates The World, Tsukasa discovers a magical item shaped like a "guardian," which offers him protection against all dangers. Subaru, the commander of the Crimson Knights, together with other players who have come to know Tsukasa, embark on a quest to uncover the reason behind Tsukasa's inability to log out, aiming to solve the mystery before it escalates.
  10. A college student is reincarnated as Eumiella, a villainous noblewoman in an Otome RPG world she once played. Initially unremarkable, Eumiella soon becomes a formidable hidden boss with endgame statistics that rival those of the game's heroes. Abandoned by her parents, Eumiella's dormant gaming spirit is rekindled. She undertakes a relentless journey to level up, achieving level 99 by the time she enters the Royal Academy. Despite her desire for a peaceful, low-profile existence, the game's main character and her admirers become wary of Eumiella, suspecting her to be the infamous Demon Lord. Her exceptional skills lead to a sequence of challenges and adventures. The narrative unfolds of an overpoweringly strong, malevolent hidden boss who desires nothing more than peace and anonymity. View full entry
  11. A college student is reincarnated as Eumiella, a villainous noblewoman in an Otome RPG world she once played. Initially unremarkable, Eumiella soon becomes a formidable hidden boss with endgame statistics that rival those of the game's heroes. Abandoned by her parents, Eumiella's dormant gaming spirit is rekindled. She undertakes a relentless journey to level up, achieving level 99 by the time she enters the Royal Academy. Despite her desire for a peaceful, low-profile existence, the game's main character and her admirers become wary of Eumiella, suspecting her to be the infamous Demon Lord. Her exceptional skills lead to a sequence of challenges and adventures. The narrative unfolds of an overpoweringly strong, malevolent hidden boss who desires nothing more than peace and anonymity.
  12. Young Thorfinn was raised on tales from seasoned sailors who had navigated the seas to reach the legendary Vinland. It is described as a warm and fertile land, a place without the need for conflict—unlike the icy village in Iceland where he was born, and certainly not akin to his current existence as a mercenary. Now, war is his reality. Although his father once said, "You have no enemies, nobody does. It's never right to harm another," Thorfinn realized as he matured that the truth was quite the opposite. The conflict between England and the Danes worsens each year. Death has become a regular occurrence, and the Viking mercenaries relish in it. Choosing sides would greatly shift the power dynamics, and the Vikings seize the opportunity to build their reputations and claim their spoils. Amidst the turmoil, Thorfinn is driven by a singular goal: to avenge his father's death by killing Askeladd, the man responsible. For the Vikings, it appears that their only haven is the ongoing era of warfare and demise.. View full entry
  13. Young Thorfinn was raised on tales from seasoned sailors who had navigated the seas to reach the legendary Vinland. It is described as a warm and fertile land, a place without the need for conflict—unlike the icy village in Iceland where he was born, and certainly not akin to his current existence as a mercenary. Now, war is his reality. Although his father once said, "You have no enemies, nobody does. It's never right to harm another," Thorfinn realized as he matured that the truth was quite the opposite. The conflict between England and the Danes worsens each year. Death has become a regular occurrence, and the Viking mercenaries relish in it. Choosing sides would greatly shift the power dynamics, and the Vikings seize the opportunity to build their reputations and claim their spoils. Amidst the turmoil, Thorfinn is driven by a singular goal: to avenge his father's death by killing Askeladd, the man responsible. For the Vikings, it appears that their only haven is the ongoing era of warfare and demise..
  14. After sleeping through all four alarms, the energetic Narumi Momose rushes to her new job, determined to hide her otaku and fujoshi lifestyle from her colleagues. Yet, her plans go awry when she runs into her childhood friend Hirotaka Nifuji at work. In an effort to keep her secret, she invites him out for drinks, but her cover is blown when he asks about her plans for the upcoming Summer Comiket. Luckily, the only witnesses, Hanako Koyanagi and Tarou Kabakura, are otaku themselves. Later that night, while unwinding over drinks, Narumi laments about a past boyfriend who broke up with her because of her fujoshi interests. Hirotaka suggests she should date a fellow otaku, nominating himself for the role. He promises to support her, especially in her Monster Hunter quests. Charmed by his proposal, Narumi agrees, embarking on the beginning of their charmingly awkward romance. View full entry
  15. After sleeping through all four alarms, the energetic Narumi Momose rushes to her new job, determined to hide her otaku and fujoshi lifestyle from her colleagues. Yet, her plans go awry when she runs into her childhood friend Hirotaka Nifuji at work. In an effort to keep her secret, she invites him out for drinks, but her cover is blown when he asks about her plans for the upcoming Summer Comiket. Luckily, the only witnesses, Hanako Koyanagi and Tarou Kabakura, are otaku themselves. Later that night, while unwinding over drinks, Narumi laments about a past boyfriend who broke up with her because of her fujoshi interests. Hirotaka suggests she should date a fellow otaku, nominating himself for the role. He promises to support her, especially in her Monster Hunter quests. Charmed by his proposal, Narumi agrees, embarking on the beginning of their charmingly awkward romance.
  16. Kousei Arima, known as the "Human Metronome" for his impeccable piano performances, was molded by rigorous maternal discipline and exhaustive training. He dominated every competition he participated in, earning the respect of his peers and the admiration of audiences. Yet, the abrupt death of his mother triggered a trauma that left him unable to hear the piano's sound, causing him to cease performing. Currently, Kousei lives a quiet life as a middle school student alongside his friends Tsubaki Sawabe and Ryouta Watari. Struggling with the loss of his mother and his attachment to music, his world remains bleak. This changes when he encounters the free-spirited violinist Kaori Miyazono, who draws him back into the world of music as her accompanist. Through a minor ruse, they grow closer, and Kaori strives to bring color back into Kousei's monochromatic life. View full entry
  17. Kousei Arima, known as the "Human Metronome" for his impeccable piano performances, was molded by rigorous maternal discipline and exhaustive training. He dominated every competition he participated in, earning the respect of his peers and the admiration of audiences. Yet, the abrupt death of his mother triggered a trauma that left him unable to hear the piano's sound, causing him to cease performing. Currently, Kousei lives a quiet life as a middle school student alongside his friends Tsubaki Sawabe and Ryouta Watari. Struggling with the loss of his mother and his attachment to music, his world remains bleak. This changes when he encounters the free-spirited violinist Kaori Miyazono, who draws him back into the world of music as her accompanist. Through a minor ruse, they grow closer, and Kaori strives to bring color back into Kousei's monochromatic life.
  18. Yugi Mutou, a naive and solitary high school student with a love for games, lives with his grandfather, the owner of a game shop. There, he finds an ancient Egyptian relic known as the "Millennium Puzzle," which is said to grant a wish to its solver. Yugi, longing for friendship, is determined to solve the puzzle. After years of effort, he completes it, and his wish is mysteriously fulfilled. As "Duel Monsters," a new card game, rises in popularity, duelists engage in battles using monsters, magic, and trap cards to outmaneuver their foes. Yugi masters the game and enjoys a serene life with his newfound friends. However, Yugi's peace is shattered when Seto Kaiba, an undefeated duelist and haughty billionaire, abducts his grandfather to seize the coveted "Blue-Eyes White Dragon" card. Catapulted into a world of high-stakes duels, Yugi faces growing challenges as dark forces loom. Aided by his "other self"—the spirit of an ancient pharaoh within the puzzle—Yugi overcomes Kaiba, gaining the informal title of "The King of Games." With fame comes jealousy, and Yugi must use his wits and resolve to protect what he values most. View full entry
  19. Yugi Mutou, a naive and solitary high school student with a love for games, lives with his grandfather, the owner of a game shop. There, he finds an ancient Egyptian relic known as the "Millennium Puzzle," which is said to grant a wish to its solver. Yugi, longing for friendship, is determined to solve the puzzle. After years of effort, he completes it, and his wish is mysteriously fulfilled. As "Duel Monsters," a new card game, rises in popularity, duelists engage in battles using monsters, magic, and trap cards to outmaneuver their foes. Yugi masters the game and enjoys a serene life with his newfound friends. However, Yugi's peace is shattered when Seto Kaiba, an undefeated duelist and haughty billionaire, abducts his grandfather to seize the coveted "Blue-Eyes White Dragon" card. Catapulted into a world of high-stakes duels, Yugi faces growing challenges as dark forces loom. Aided by his "other self"—the spirit of an ancient pharaoh within the puzzle—Yugi overcomes Kaiba, gaining the informal title of "The King of Games." With fame comes jealousy, and Yugi must use his wits and resolve to protect what he values most.
  20. The city is overrun by zombies, yet Akira has never felt more invigorated. After years in a joyless job, the zombie apocalypse isn't a terror for him but a welcome break. With newfound freedom, Akira embarks on a quest to accomplish all 100 goals on his bucket list. View full entry
  21. The city is overrun by zombies, yet Akira has never felt more invigorated. After years in a joyless job, the zombie apocalypse isn't a terror for him but a welcome break. With newfound freedom, Akira embarks on a quest to accomplish all 100 goals on his bucket list.
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  23. Here you can talk to everyone for just simple chit chat! How is everyone today!
  24. Keiichi Maebara has just moved to the quiet little village of Hinamizawa in the summer of 1983 and quickly becomes inseparable friends with schoolmates Rena Ryuuguu, Mion Sonozaki, Satoko Houjou, and Rika Furude. However, darkness lurks underneath the seemingly idyllic life they lead. As the village prepares for its annual festival, Keiichi learns about the local legends surrounding it. To his horror, he discovers that there have been several murders and disappearances in the village in recent years and that they all seem to be connected to the festival and the village's patron god, Oyashiro. Keiichi tries to ask his new friends about these incidents, but they are suspiciously silent and refuse to give him the answers he needs. As more and more bizarre events occur, he wonders just what else his friends might be keeping from him, and if he can even trust them at all.