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    1. SiliconColt 10 yrs ago

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9 yrs ago
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Here I am talking about terms and conditions when you pointed out something I missed. hehe. You're wonderful at it.

The way I create them is through perspective of a lawyer in a court.

You have to be precise with your words number one, use terms that hold meaning in the court, and explain the terms and conditions clearly.

Although this isn't a court the same principles apply.

With your technique I can clearly see how the process of the technique works as well as its effect and the termination of the effect. The limitations are pointed out and it seems like there will be rarely any questions about how it will work when you actually want to use it.

At the moment I can't see anything wrong with it, which is a good sign, but as the gm i need to see what weaknesses can be exploited from this technique when you do use it... hmm now that I think about it, this technique is risky. You have to get close to heartless. Unless they are especially weak or slow you can be harmed easily. I recommend picking up Stop or asking any ally to restrain the heartless for you. You'll be able to net stronger heartless while avoiding the innate risks of the technique. And if you get any ally to work with you, there might be a keyblade somewhere in that relationship.
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beacuse he's cheap and uses doom like a dick! without negative combo no combo plus on, and 2 finisher plus he was an asshat


I am the type of person who'd use these abilities. Got to remember, honor in battle is a personal choice. It's up to you to fight clean or dirty. It can be quite the experience learning a person through battle.

I think I've been watching toooo much hunter x hunter but it's really funny how people's personalities often correlate to their abilities.

I almost want to run a hunter x hunter rp but i need to watch the rest first. hehe.

uuh but my point was, these characters are already fitting those personality to ability molds. Nero is confident and rash and so is that ability to get his foe's attention.

Tera is analytic and cautious, so she's getting her enemy to battle itself.

While this is a good thing... it can be too much. It keeps your personality a weakness for high level opponents who can expect what you're going to have based off the type of person you are, like reading a book and knowing the genre very well.

uuh here I am on a tangent....

@SiliconColt I'll have it up to three then. Don't want too many otherwise it'll be hard for me to keep track of everything.

Was originally thinking just the single one so it'd be easier but eh

So where do I put this?


3 is good. However this is a Major Milestone, I can accept some strong abilities for now. But if you are content, put it under your skills in the CS. Make sure you put it in a spoiler through. The ability list will grow longer.

Oh that reminds me! Your skills can contribute abilities if you want them to. You'll have to wait until your small milestones in order to turn them into things but they were supposed to give you some ideas in the first place! You shouldn't really waste them on this major milestone but eh xD
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@SiliconColt Uh I think you missed this


o.o huh i did. You may increase that to 5 if you want.
If you can find it, I doubt you'll like fighting them. I am brutal with their abilities and can emulate them mercilessly. In the party's current state most of you will die fighting Marluxia, even as a group.

You'll probably want to wait a long time before getting those materials anyway.
Reprogram
Technique - Getting up close and personal with an enemy Heartless, Tera removes her data disk and, instead of flashing it into her Keyblade to attack, holds it over the Heartless instead to access its innate "programming". With a quick edit in its programming, Tera is able to turn a single enemy Heartless to their side for the duration of a fight. Once the fight is over the reprogrammed Heartless spontaneously destroys itself. Note: does not work on bosses.

Is this good?


YES. But I need a condition here that's more than not working on bosses. Because it is written to work on heartless I assume it can only work on them, that counts as a condition but I still need a maximum number that can be affected at a time.

@SiliconColt Lol nah I always do that no clue why also your correct on magnet burst it's a KH2 final mix skill basically in game it's one of Sora's many aerial finishers here he sucks enemies towards him then unleashes a shock wave surprisingly useful in the data vexen fight.

Anyway ok might give lucky lucky beacuse if synthesis I imagine that we can get Ultima from it and maybe some custom keyblades?

also thanks for saying finishers can work beacuse I have alot of Idea's probably gonna go with Explosion or guard break for Fion's ability or maybe vicinity break which again KH2 final mix move which essentially it just means you will release a shock wave attack hitting all nearby enemies if your surrounded.


Sounds good, my synthesis post took somet time to write but even when you ninja'd me i answered a couple questions.

I'm asking a bazillion question but reaction commands? just wondering beacuse if an OK see a chance for reaction boost


Reaction Commands... like pressing triangle? o.o there's no way that I can emulate Reactions in a forum rp. If you can make it work tell me.

Synthesis.

You can obtain a recipe then find ingredients to create items. Items serve just a few purposes but i know everyone is excited to work toward the Ultima. However, there can only be 1 ultima at a time. It will look difference depending on who's using it but you can be sure it's not to be ignored.

You're first thre free recipes are: Potion, Chain, and Bracelet.

Currently everyone has 3 item slots that are all a mix of item, accessory, and armor slots. What's important is that you consider the utility of your things and the number of slots you have.

Items are like techniques, but activating once.

Accessories and Armor are like Passives.

A few rare items will act like Limits and Autos.

Uh anyway the recipes.

Potion: any shard + 1 MP point. Simple and effective. A potion heals a small portion of your health.
Chain: any stone + 1 MP point. Simple and small. A chain that enhances your defense through a charm.
Bracelet: any gem + 1 MP point. Simple and empty. A bracelet that allows a for resistance toward 1 element provide you place a material inside the slot.

As you can see this is an extremely simple synthesis method. You also pay in MP points. Each character is capable of spending 1 MP point per synthesis also only 1 MP point per day. You can find new recipes or experiment with materials and MP points if you'd like. However, I don't recommend using the wiki. As an anti-"cheat the gm cause info is wide spread" if you don't know a recipe in character but its something from the games then you may discover it doesn't work the same way or is much weaker. In many cases you won't have enough MP points to cover the cost of synthesis.

Also I will be using KH2 materials. Their drop rates are similar to those of the enemies of KH2 but I'll be adding much more cause it's not that easy to obtain many materials when you're in a forum RP.

Lucky Lucky will have a standard effect which I'll define now.

Lucky Lucky: Passive. Luck is increased for the drop rates of certain materials. From 1 to 7 able to affect the party as a whole, increase listed drop rates of materials by 10% per Lucky Lucky passive in the party. This means anything 100% or more will drop. It is possible to obtain more than 1 drop from the same enemy under a certain condition.
That condition is simple, while you have 3 or more Lucky Lucky passives in the party the mechanic for randomized dropping changes. Normally a small die is rolled to determine which item is dropped from an enemy then a percentile is rolled to see if the drop occurs. For each Lucky Lucky Passive after 3, that small die roll is repeated. Therefore the maximum number of items dropped is 4.


Remember Lucky Lucky is a party wide effect. If everyone in the party has 1 Lucky Lucky passive then it's maxed out with no need of anyone taking a second Lucky Lucky Passive. If the party separates then Lucky Lucky will treat the parties as two different entities therefor separate groups need more Lucky Lucky passives.

There's something else I need you to know.

Stats don't exist, so things that increase attributes of a character are not measurable. "Increases speed, Increases Resistance, Increases Defense" don't have a real meaning so that's up to you to write into your character's perception. Over time you'll notice formerly strong enemies are weak, this is due to character growth and your items together. I wont be making a huge distinction between having items and not having them so they aren't going to save you unless they have abilities that matter.
Perfectly acceptable. I meant to introduce synthesis anyway. However, there's a stunning lack of drops from Firework Cannons.

You'll just need to show me how those work, like with Leol i'll "suggest" a better option if I think it's not good enough. I have.... terribly high standards. e.e i think i just scared him away.

uuuuh anyway, combo finishers... :o those are possible, just word them right so they function for you. I don't remember magnet burst but it sounds like it draws your enemies to you. If you immediately enter sonic blade then you'll have a huge advantage against opponents.

.... hmm not to be weird but why are there suddenly so many people with numbers in their username....
Hmm a technique without a condition. I like it, it makes you the bait and you chose shield so that puts you at a considerably good place to defend yourself. However, that's a long winded way of saying your opponents will target you instead of anyone else. Im not criticizing it! No, I just want to make sure I've got what your mean.

Aggressors automatically consider him the highest threat and will target him before assaulting others.

It reads to me that once used the ability draws their attention to you but after their initial attack they may chose to fight others. While this can be useful to me it seems a bit foolish. You're better off intimidating them than just aiming to draw attention.

By that I mean this is a provoking technique which lasts barely any time at all. Since heartless will be your opponents most of the time it can be 50/50 if they actually continue fighting you instead of just going for a weaker foe.

If you intimidate them, that's another story. You will remain in their mind through the battle. They will fear you and wish you ill.

So what's the difference? Wording.

I recommend adding intimidate to the effect part.

suggestion: Opponents are intimidated by the tremendous sound, stealing their attention from whatever they are doing.

In any way you word it, I will have to add a weakness. Your technique may no work on a foe when you are bluffing strength and they have seen through it, due to obvious power differences.

This prevents you from just screaming at high level opponents who outclass you more than reckless heartless. Also, it forces you to improve yourself further, when bluffs get called you're next on the chopping block.
Here are a few examples of abilities. Might I add that most of them are very strong! Some require a lot of time to perfect such as the technique below. Using a lot of intuition you can build up weaker techniques into signature techniques.

Technique:

Magnetic-Reflection. Meeting the first condition, the user must be at full MP. Meeting the second condition the user must be at low HP. This dual spell ability is used to counter magic techniques, magical autos, and magic styles before, after, and during their use in battle.
Magnega is used on magic instead of physical things. It draws in magic that is about to be used, was just used, or is in still in use within a minute. It must be in visible range of the Magnega spell as if the user was seeing inside the center from all directions. Once that magic has accumulated in the center Reflega sends it outwards to those who cast the spell. The reflected magic is pure, having no element even if one was already present. This is considered a magic projectile therefore has an appearance as white light. Do keep in mind the reflection happens at nearly the speed of light without much room to dodge, react, or counter reflect. This will drain the user of all his current MP.
If additional conditions are met then a new function occurs. That condition is if the user has not yet used a limit or limit-like ability. In such a case this technique can be used again where the user has both low HP and no MP. The magic obtained by Magnetic-Reflection can be stored instead of reflected. The user of this technique can draw upon one of those spells absorbed instead of reflected. This is not an Auto, therefore that magic will be used like normal except without cost nor the knowledge needed to cast it.


Style:

Chain Spells: The user chooses a basic spell, when the user would normally cast that spell it is cast 3 times at the price of 1.
The following condition must be met: the user cannot switch spells of chain spell until he casts the highest known magic spell of that family. Afterwards his MP will be fully drained. If there is an occurrence where the basic spell is the highest then Chain Spells will stop after it first use, draining the user of all MP. If the user runs out of MP before a higher level spell can be used then his HP will be depleted instead, causing him to weaken with each cast. He cannot cause his own fainting thereby when he will reach critical HP the style will nullify itself and the chain ends.
If the user knows any secondary spells they can be cast twice for the price of 1, following the same rules as before.


Passive:

Blood lust: the user, when fighting to kill, has increased speed. When fighting but not trying to kill, his speed is decreased.
Because mental state can change in battle, only the initial motivation will count before the fight begins. Satisfying blood lust will disable the passive until another battle begins. Leaving it unsatisfied will slow the user until the beginning of the next battle. It is possible to stack unsatisfied blood lust stats, thereby slowing down the user considerably over time.


Limit:

Inner Light: The user when his HP is critical low can summon inner light to empower him as a passive and style.
Passive: If his foes have any affiliation* with Darkness, he cannot take damage for a short amount of time.
Style: His actions become light based, dealing additional damage to foes who have any affiliation* with Darkness.
Affiliation: this person has sided with Darkness, used it as a tool, or is under the command of someone who is sided with Darkness.


Auto:

Inner Strength of the Heart: when the user is subject to intimidating, provoking, and/or persuading people he can resist them, and act as normal.

In STONES 9 yrs ago Forum: Casual Roleplay
In context this is the most thoughtful thing ever

out of context omg that is fucking terrifying.

I love it.
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