<Snipped quote by Wade Wilson>
6.8 pounds
You could also watch some playthroughs.
I'll have to next month. I've already gone through 50% of my internet usage and it only just reset on the 27th of May.
<Snipped quote by Wade Wilson>
6.8 pounds
You could also watch some playthroughs.
@Vesuvius00 could you get permission from @Major Ursa to be able to like, Co-GM, or at least accept in new people? We've kept our new friends waiting for a decent bit.
So we're putting the magic pocket watch up to a vote? In that case, i say nay. It seems a little broken to be able to stop time whenever. Id be cool with it if you had to "unlock" it. Like maybe a specific monster can re-enchant it or some such. Maybe with a nerf too, like just slowing time. Otherwise, just having that as a starter item seems unfair.
And sorry for pestering you so much @Major Ursa.
A vote eh?
My vote is also Nay. An Absolute Nay.
The humans already have unique abilities from their soul colors. In my opinion, adding a watch that could stop time not only seems unnecessary and excessive, but it also breaks the lore and rules that Major Ursa already established. There's also this little question: How the heck would a human get their hands on a magic watch, in a modern day setting, before going to the Underlake?
Alright, soul effects as I see it...a work in progress, as you might have noticed. If you want to negotiate for something else, I'm open to that.
♥ Their death can reset the timeline back to their recent SAVE, and everyone back to their positions at the time of their recent SAVE.
♥ Can move through normal attacks, but no orange of cyan attacks.
♥ Can attack normal attacks, destroying part of them...and if cut through enough, can directly attack the enemy once in the turn.
♥ Can deflect attacks, and regenerates some each turn. With passively heal a team mate if they are also involved in the encounter.
♥ Can stay still and not get hit by normal attacks, but can still take damage from orange and cyan attacks.
♥ Is effected by gravity...wait, what?
♥ They are stuck on a trap grid, but are able to set a trap on the grid once per turn to catch an enemy attack to possibly return/retaliate the next turn.
@Major Ursa Looks pretty interesting. I might have suggested keeping all the canon Soul Modes for each type of Soul and/or color change, then just adding in new modes for orange and cyan; I was thinking that maybe an Orange Soul possesses Rocket Mode, forcing it to keep moving in one of the four cardinal directions a la Snake during the opponent's attack, whilst a Cyan Soul has Patience Mode, locking it in place like a Green Soul or any other Soul in Shield Mode, but letting the user move the enemy's attacks around it semi-freely rather than moving to avoid attacks like most of the other Soul colours. But I mean, whatever works.