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Hidden 9 yrs ago Post by Eklispe
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HEAVILY BREATH mind you
Hidden 9 yrs ago 9 yrs ago Post by Genni
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@Eklispe Would any attack trigger a Lockon, or only damaging attacks which made it past the enemy's Defence do it?

Personally I'd say any attack which hits, regardless of whether it gets through the defence or not, since that way extremely defensive enemies (like the Bush :p) would find their Defence being chipped away as Shinon learns their weaknesses.

HEAVILY BREATH mind you

A woman who can make men collapse by breathing heavily on them... there's a name for someone like that.
Hidden 9 yrs ago Post by rush99999
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A woman who can make men collapse by breathing heavily on them... there's a name for someone like that.


A woman with halitosis?
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Hidden 9 yrs ago Post by SimplyJohn
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@rush99999

Got it in one.
Hidden 9 yrs ago Post by Genni
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When you're at 0 HP, you'll gain a K.O debuff, which means you cannot take any actions nor be healed normally. You lose that debuff, and gain 1 health point in the rest phase.

Anything I've missed? Any questions?
All Better Now; Cost: 4 Energy; Nightingale may remove one persistent status effect from herself or an ally.

Given the way the 0 HP K.O effect occurs, would Nightingale be allowed to use her 'All Better Now' Skill to revive a fallen teammate, returning them to 1 HP and allowing them to rejoin the fight? She'd obviously need to heal them in a subsequent round, if she had the Energy for it, but at least they'd be back on their feet.

The only problem I can see would be if the teammate managed to get themselves immediately KOed again, as Nightingale wouldn't have enough Energy to revive them again and heal them faster enough to stop them getting KOed a third time.
Hidden 9 yrs ago Post by Eklispe
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Yeah any attack seems best to me since as you said the idea is that Shinon is finding the chinks in their defense

@Genni
Hidden 9 yrs ago Post by BBeast
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My proposed level two skill (essentially, the alternative version of Quick Draw):

Showdown - Pierce gains the Showdown buff. Pierce enters a state of heightened alertness. When Pierce is next targeted by an attack, Pierce shoots first, dealing damage to the attacker using Pierce's Attack stat. Provided the attacker is still conscious, the attacker's attack then proceeds as normal. This buff expires after its effect takes place. This buff does not stack with itself. Energy Cost: 5

Should there be some sort of turn limit on its duration as well (if so, how long?)? Or is it fine?

Also, with Quick Draw, there is an ambiguity in its wording, one which I'd like to sort out. Would I, or would I not, be allowed to trigger Quick Draw multiple times on the same turn? Each use would, of course, use energy, but maybe using it multiple times on the same turn may be considered too powerful. I'd like to get a verdict on this before I try to use it as such.
Hidden 9 yrs ago Post by Genni
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Name: Shinon "Valkyrie"
Stats: 15/11/0
Last modification: 6/13/15 +4 atk and added trait Lockon

If you increased Attack by 4, why has Shinon go 0 Attack and 11 Defence? :?

Should there be some sort of turn limit on its duration as well (if so, how long?)? Or is it fine?

I think it's fine as it is, since you'd have to wait for an enemy attack before triggering it.

Would this skill work for any enemy attack though, or only attacks which directly target Pierce? If an enemy was using an area attack or a field attack it might not work in the same way.

Also, with Quick Draw, there is an ambiguity in its wording, one which I'd like to sort out. Would I, or would I not, be allowed to trigger Quick Draw multiple times on the same turn? Each use would, of course, use energy, but maybe using it multiple times on the same turn may be considered too powerful. I'd like to get a verdict on this before I try to use it as such.

Since as it's worded now Quick Draw doesn't count as an action at all you could just keep activating it as many times as you liked as long as you had Energy to power it. This could make for a very powerful 'alpha strike' attack where you pump all your bullets into an enemy in one turn, but would leave your Energy depleted for the next few rounds.

Personally I'd be happy with that, since you'd be able to hit the enemy for 24 damage (before Defence is taken into account) in the first turn, but would then be unable to use any other abilities until the sixth turn. If we're facing an enemy who can regenerate health being able to pull out a heavy attack like that would be vital, while a well defended enemy would still be able to shrug off the attack since their Defence would still kick in three times as well, once for each shot.
Hidden 9 yrs ago Post by Behemoth542
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@Penultimate_Pi Hmm, seems good.




@SimplyJohn So, what's the final version of your Float like a Butterfly thing going to be? Is it an activated buff?




@Genni Removal of K.O status should be a separate skill. Unless specifically stated that it was removed, K.O will persist.
Part of this is because of what you said, so I think that a specific skill that revives with an X amount of HP would be better.




@BBeast Trait seems fine. Regarding Quick Draw, you can only use it once per turn. Rephrase the skill to show the change.




@Eklispe Before posting your character on the CHAR tab, make sure that you have my approval, ok? Lockon shall have a 3 stack limit as you've already said before, and these shall be treated as debuffs on the enemy. Also, modify Covering Fire to reflect the changes I approved:
Covering Fire: Shinon spends an action to apply a buff, Watchful Eye to herself. At any point that an ally would recieve non-periodic damage she can instead consume this buff to prevent that damage. Energy cost: 5

Any questions?
Hidden 9 yrs ago 9 yrs ago Post by Eklispe
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Soz thought it would be more convient to look at there. Updated with all the changes as well. I am accepted right? <3
Hidden 9 yrs ago Post by Genni
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@Genni Removal of K.O status should be a separate skill. Unless specifically stated that it was removed, K.O will persist.

No problem, that was my intent when I first came up with the Skill so it fits to the plan.

The way I see it, if Nightingale used 'All Better Now' to revive a teammate from KO then they still wouldn't recover any health and so would immediately drop back into a KO state again, making the Energy she'd spent trying to do it a total waste.

I'll come up with something like 'Resuscitate: Cost X; Revive one KO'd ally and restore X Health to them.' for a later upgrade to allow the recovery of fallen teammates instead.
Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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@SimplyJohn So, what's the final version of your Float like a Butterfly thing going to be? Is it an activated buff?

I think it's best if 'Float Like A Butterfly' was a Skill rather than a Trait, and that it grants Bumblebee the 'Levitating' Status Effect until disabled.

This would give Bumblebee immunity to ground-based attacks and effects, but would also mean that it could be countered by an enemy able to cancel status effect (basically knocking her out of the air.) If this happens then Bumblebee would have to spend an action to recover and launch herself back into the air, losing the chance to attack in the same turn. There may also be enemies who can take advantage of anyone with a status effect, making the Skill into a double=edged sword at times.

The Skill would still have a continual power drain of -1 Energy/Turn, since the immunity is quite a powerful effect to have, but Bumblebee could choose to land and cancel the effect at any time, restoring her Energy regenerating but losing the immunity.

Bumblebee wouldn't get any increase for defence or evasion from the Skill, but I may take a Trait for her next level which would give her a bonus as long as 'Levitating' is in effect. That or a boost to her Energy regeneration in order to make up for the power drain from her flying.



Looking at the way the Status Effects were handled in the last battle, I was thinking of playing around with my earlier idea for combo attack Skills and Traits too (since I'd still like to use the idea if possible.) The way I thought it could work would be something like:

Skill
'Stings Like A Bee: Cost 3; If Bumblebee is Levitating she gains the Speeding Status Effect until after her next attack, target takes an extra 5 Damage when attacked.'

Trait
'Sonic Boom:: Triggers at the beginning of the turn after Bumblebee makes a Speeding attack, all enemies take 5 Damage and are Unbalanced for one turn. Bumblebee may not take an Action or make an Attack in this round.'

So basically Bumblebee would have to take an Action to activate 'Floats Like A Butterfly', then take another Action to activate 'Stings Like A Bee' before making an attack with +5 Damage on her third turn and causing a basic 5 Damage and the Statue Effect on all enemies for her fourth turn.

Of course, she could always skip all that and just dive bomb an enemy again, gaining the 'Speeding' Status Effect and triggering 'Sonic Boom' on the second turn instead, but she would then have to suffer damage when she hit the floor, as she did in this last battle. Fluffily she'd be recovering from her fall, rather than hitting the airbrakes, to explain why she wouldn't be able to act or attack.
Hidden 9 yrs ago Post by BBeast
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<Snipped quote by BBeast>
I think it's fine as it is, since you'd have to wait for an enemy attack before triggering it.

Would this skill work for any enemy attack though, or only attacks which directly target Pierce? If an enemy was using an area attack or a field attack it might not work in the same way.


I feel that, if something did global/field damage it wouldn't trigger the buff, but if someone, say, used a more local AoE at him/where he was (eg, went to throw a grenade in his direction) then it might trigger it. Of course, local AoE doesn't really mean too much in this setting, since distance is not kept track of.

@BBeast Trait seems fine. Regarding Quick Draw, you can only use it once per turn. Rephrase the skill to show the change.


Will do.




It was mentioned that some traits or abilities may cost more than one skill point. I may as well get that out of the way by presenting my suggested traits for Pierce.


  • Extended Clip - +5 to maximum energy
  • Keen Aim - Pierce's attacks ignore any dodging or evasion abilities.
  • Final Stand - If Pierce receives the KO debuff, on the start of his next turn he loses that debuff, all of his Energy and heals one Health. This trait may only trigger once per battle.
  • Dual Wielding - When Pierce uses the normal Attack action, he may attack twice rather than just once through that attack action. This trait does not apply to attacks done through Skills. ((This one will probably cost a fair few SkP's))
Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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  • Dual Wielding - When Pierce uses the normal Attack action, he may attack twice rather than just once through that attack action. This trait does not apply to attacks done through Skills. ((This one will probably cost a fair few SkP's))

That sounds a little too powerful to be a Trait, it's basically permanently doubling Pierce's Attack with no cost or penalty. Perhaps a Skill like this would be more balanced:

'Backup Piece: Cost -3 Energy/Turn; Pierce gains the Dual Wield Status Effect, when Pierce uses a normal Attack action, he may attack twice rather than just once while Dual Wield is in effect. This trait does not apply to attacks done through Skills.'

The continuous Energy drain would limit how long and how often Pierce would be able to maintain 'Dual Wield' for, as well as making the 'Extended Clip' Trait more useful (at full Energy Pierce would be able to maintain 'Dual Wield' for seven rounds, rather than only four.)

He'd also use a round's Action each time he activated the Skill, taking the time to draw and prepare his second weapon, unless he chose to use 'Quick Draw' to speed up his preparation which would mean he'd only be able to maintain 'Dual Wield' for two rounds (or four if he had the 'Extended Clip' Trait as well.)
Hidden 9 yrs ago Post by Genni
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  • Final Stand - If Pierce receives the KO debuff, on the start of his next turn he loses that debuff, all of his Energy and heals one Health. This trait may only trigger once per battle.

I like this one. It'll give Nightingale a great opportunity to score XP healing him back up again. :D
Hidden 9 yrs ago Post by rush99999
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Can I get a woop woop?
Hidden 9 yrs ago Post by Genni
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Can I get a woop woop?

i dunno; how much is the Energy cost, and what Status Effect do I get for it?
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Hidden 9 yrs ago Post by rush99999
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<Snipped quote by rush99999>
i dunno; how much is the Energy cost, and what Status Effect do I get for it?


It costs 10 energy, but it gives out the 'woop woop' effect, which pretty much makes you an OP ninja boss.
Hidden 9 yrs ago Post by BBeast
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<Snipped quote by BBeast>
That sounds a little too powerful to be a Trait, it's basically permanently doubling Pierce's Attack with no cost or penalty. Perhaps a Skill like this would be more balanced:

'Backup Piece: Cost -3 Energy/Turn; Pierce gains the Dual Wield Status Effect, when Pierce uses a normal Attack action, he may attack twice rather than just once while Dual Wield is in effect. This trait does not apply to attacks done through Skills.'

The continuous Energy drain would limit how long and how often Pierce would be able to maintain 'Dual Wield' for, as well as making the 'Extended Clip' Trait more useful (at full Energy Pierce would be able to maintain 'Dual Wield' for seven rounds, rather than only four.)

He'd also use a round's Action each time he activated the Skill, taking the time to draw and prepare his second weapon, unless he chose to use 'Quick Draw' to speed up his preparation which would mean he'd only be able to maintain 'Dual Wield' for two rounds (or four if he had the 'Extended Clip' Trait as well.)


I was considering that it might be a bit too powerful. I do like this alternative idea you have proposed, though. Seems better balanced.
Hidden 9 yrs ago 9 yrs ago Post by Genni
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<Snipped quote by Genni>

It costs 10 energy, but it gives out the 'woop woop' effect, which pretty much makes you an OP ninja boss.


Nightingale: "Woop Woop!"

*starts to glow faintly and rises several inches off the floor before fading away in the shadows. The sounds of brutal combat can be heard from the next room before Nightingale suddenly reappears, covered in other people's blood*

+12550 XP; Nightingale is now level 20! Nightingale gains +72StP and +18SkP!
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