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    1. Kestrel 11 yrs ago

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Yeah I am replying on my phone. I miss stuff :p Also hi Hedya, Alta.
But axes and lances can have widely different purposes. I can't have rooks and allow that. And bishop would be fine. Statswise I'll need 20 though.
Yeah... This needs fixing for a number of reasons.

Like I mentioned, you can become a type of hybrid by dedicating spellslots or adapting your spirit to work with it (although the spirit armour has a huge weakness to blunt force) but just saying "So, yeah, hybrid." doesn't work. Being able to summon an immortal spirit (it's dispelled when it takes too much damage) is a very versatile tool, so giving the holder the same kind of power as a bishop, even with a spell or so less, is completely op. In fact the versitality of the knight is compromised by the vulnerability of the holder.

Besides, judging by your abilities, Eidren works just like a Bishop anyway

EDIT: 8+7+6=21 and I assume that by LEAP you mean JUMP?

Also light equipment and armour are a gigantic amount of spells. Specify them. Also add a CD to the active.
What's the radius increase to the holy beam?
What is the numerical value of the stat boost to active of the angel transformation?
Yeah, something like that. Though I do have to warn you, both players and enemies level up as the game goes along. So using static numbers would scale rather poorly for your abilities in the long run. Think of something like, SPI-7 for high effect, SPI-1 for low effect.

And I'm not implying you are a godmoder or anything, but that these kinds of stats help us cover some of the weaknesses of the 'by ear' method ;p
The stats do nothing outside of what is described on the OP. Generally we try to keep it as simplistic as possible (usually that works well until we start rolling formulas around) but it's mostly in check to compare power levels and prevent godmoding. Quantifying things like willpower and intelligence leaves up a lot for interpretation.

The problem with nightmare having no statistical resistance check is simple. If you're fighting one giant monster with a team of 3-4 people, one of your allies distracts them and Charles casts Nightmare, then your team can basically kill without any risk the moment it kicks in, which wouldn't be very interesting more than once. Support abilities are some of the easiest to go OP with ;p
Of course.

EDIT: Most of it looks good, but there's two points in the abilities I wanna adress;

Because intelligence is such a tricky concept to define and measure, I'll assume Psychic Overload's resistance will depend on SPI. Nightmare would also need a resistance check, as would it's active. Else you could just take people out of the fight regardless of the conditions of the encounter and power levels of the opponents. So if you could take care of that, it'd be great.
The hub seems like a great advantage over the listed skill, another big advantage would likely be that it might bypass spirits and go directly from holder to holder (because well... It's gone wrong before relying on spirits like Jester, Koko and Medusa...) and of course some skill points you could spend elsewhere.
Fallenreaper said
*dives into OOC* Here!!!!!


Heyo!

chukklehed said
i tried to join the RP a LONG time ago back when you were full, and now i'm going to take this chance to snatch up a spot here. silver linings and all that jazz. I'll have a CS up soon.


Oh right, I remember that. Sure, hope to see it soon.
Golemancy. Dibs.
We do have a knight who has a spellslot dedicated to fusing with her spirit, and we had a character whose spirit was a living armour that she wore. So if you come up with something around those lines, yes.
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