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Updating to standards
Topic Started: Jun 23 2012, 04:11 PM (79 Views)
Rikaru The Merc
So got me fixing stuff to line up with the guide now. And adding a BBW(probably op but lets find out). Here goes



boring human stuff not changed


Wave Conversion
 

Name: Rikaru

Element: Chaos

Sub Element: Wind

Gender: Male

Description: Little of James' appearance changes, though the part of his scarf around his neck seems to fuse and merge into his skin, now covering his face in a pseudo battle mask of sorts. Other then this, the only real notable difference, is his eyes seem to glow slightly, and his pupils seem to take a tealish hue. (his clothing may look more leathery/thinker to simulate a more armored appearance. undecided). along his back is strapped his spear, his primary weapon.

Strengths:
- A quick Mind, able to plan on the fly.

- A melee fighter for the most part, his skills in close ranged combat are honed over years of practice. This results in him being a dangerous melee weapons fighter.

Weaknesses
- Working with allies tends to have an opposite effect, unable to judge how they will act, and usually not one to communicate, he can hesitate, or end up being inefficent in battles.

- Being Primarally a melee fighter has its costs, his skill with ranged weapons is no where near his ability close range, lowering his acuracy with ranged weapons.

Weapon 1
 

Weapon Name: Chaos' Harbringer
Hands Required: 2
Weapon Description: A unique spear, spaning a full 2 meters, the shaft is a dark violet like coloration, spiraling golden designs adorning it along the entire length. The head of this weapon, is in a constant state of flux, being formed of msinly energy until the strike is about to hit. This can lead to some very...unexpected...results. sometimes benefitial, sometimes not. Truely a chaotic weapon.

1. Attack Name: Basic Attack: Thrust
Type: Spear/Lance
Element: Chaos
Description: Rikaru closes the distance between himself and his target, quickly thrusting his spear towards their chest, the spears head morphing into a spike like shape...hopefully...
Damage: Modest
Restrictions: Requires both arms/hands. Can not be used more then once per turn
Effects: Chaos of battle: When used, a 6 sided die it rolled, depending on the roll different modifiers can happen to this attack.
Possible effects


2. Attack Name: Advanced Attack: Skull Crusher
Type: Spear/Lance
Element: Chaos
Description: Rikaru brings his spear down upon his enemy, who said you can only stab with a spear? Optional: Rikaru Exagerates the swing, beginning with the spear almost touching the ground behind him, though it takes more time, if hit it stuns his enemy leaving them open for a follow up.
Damage: Modest
Restrictions: Requires both arms/hands. Optional: 1 charge required. 7 turns of cooldown. Rp draw back lvl 2.
Effects: Optional: Adds paralyze for one use.


3. Ability: Defensive Counter
Type: Reflector
Element: Null
Description: Rikaru having extensive knowledge of fighting with a spear, allows him to block and counter one attack. Projectiles being reflected back at their user.
Effects: Pathetic Health Reflector. Deals 'Moderate' Damage. Wind 2m push on reflect.
Restrictions: Requires both hands. 5 turn cooldown


Weapon 2
 

Weapon Name: Element Manipulations
Weapon Description: Primaraly uses sand, and friction thanks to crafty winds, to form glass of various sizes to attack with. primaraly Glass Blades or shards to shoot out with gusts of wind. Also able to manipulate wind to a degree, helping him balk his opponants movements to try to give him self an advantage.

1. Attack Name: Weapon Forming: Glass blades
Type: Blade
Element: Chaos
Description: Rikaru quickly forms two 1 meter blades of Glass, that he can use for what ever devious sword play he so wishes...including tossing them when he is finished with them.
Damage: Modest.
Restrictions: Requires both arms/hands.
Effects: Can be used upto Three times in a turn. Optional: 1 Charge required, to add Breaks for one use. Option has 3 turn cd.

2. Attack Name: Special Technique: Wind Blast
Type: Gun
Element: Wind
Description: Rikaru holds his palm out, summoning forth a powerful 2 meter wide vortex of wind that he fires forth, tearing into and pushing back all it encounters. Optional: Can use both hands to increase the accuracy of the blast.
Damage: Moderate
Restrictions: 1 Charge. Cannot move for the rest of the turn when used. 2 turn cooldown. Optional: Two hands required, 6 turn cooldown on option.
Effects: Wind Push 2m, Pierces. Optional: Homing.



3. Defensive Skill: Wind Barrier
Type: Barrier
Element: Null
Description: Rikaru causes a swirling mass of wind to envelope his form, repelling weaker attacks.
Barrier Health: Low
Restrictions: 10 turn cooldown.
Effects: incoming ranged attacks are lowered one damage level. Where as melee are raised one. Optional: Can remain immobile during use, and use one hand to raise Barrier health to Modest. If barrier remains after attacks are defended against, barrier can be dismissed to regain movement.


Big Bang Weapon
 

Weapon Name:True Chaos
Weapon Description: Rikaru has accepted his chaotic powers, and fully embraces them, allowing him access to a temporary enhanced form, though powerful, holds heavy draw backs as well. True to the chaotic nature of his strength, just what powers he gains can fluxuate greatly.

1.Name: True Chaos
Type: Ability/Transformation
Description: Rikaru glows briefly, his appearance changing. His spear vanishes, his open shirt folds closed and seems to thicken into a armored chest piece. Atop each of his wrists form two curved half meter long blades that extend forward, pulsing with chaotic energies. His eyes charge colors to a deep purple, a sign if the chaotic power freely flowing through him.
Restrictions:
  • Cannot activate before health drops below 50%.
  • Cannot use any Multi use cards that require being held, or transform the arm. (Guns, Swords, axes, busters etc.) Though he can still use single use cards such as bombs or other thrown weapons, or those that require no hands.
  • Loses access to all his other weapon's and attacks, with the exception of "Wind Barrier" and "Wind Blast.
  • Gains a pathetic Health bug while in this form
  • Lasts a maximum of ten turns

Effects:
  • All Unstated attacks have their damage increased by two levels
  • Decreases all incoming damage by one damage level (minimum of Pathetic)
  • Minor Increased Speed and agility
  • If hit by an attack that results in Low or less damage per hit, it is treated as he had super armor, and wont flinch.
  • Can warp 3m in any direction. With a 5 turn cooldown between uses.

Chaotic: Roll three 15 sided dice. The effects below applying based on what is rolled. Effects can stack upto twice, if triples are rolled, Rikaru may choose which three effects he desires.
Results


Edited by Rikaru, Jun 24 2012, 01:38 PM.
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Van of Team Dai-Gurren
Well then, without further delay, we'll get on to these revisions.

Your entire first weapon, as well as Glass Blades are good by me.

For Wind Blast, you'll need to make the attack immobilize you for the rest of the turn in order for it to count as a tier 3. You need the whole tiet 3 for Pierce. The 2m diameter I consider worth 2/3 a damage level, at least for the time being, so the 2 turn cooldown covers that. You optional attack for this requires two damage levels of drawbacks for homing, though, and you have none. The extra hand covers the flexibility. If the 2 turn cooldown extends to this option, you'll still need 4/3 damage levels of drawbacks more on it.

For Wind Barrier, you need to bump the cooldown up to 10 turns since Low health is now the baseline. And you're requiring a hand and that you be immobile for as long as the Barrier is up when you use it as a Modest barrier? If so this is fine.

AS for the BBW, we're still working out specifics and kinks on these right now, as you know, so I can't exactlyt approve this. But I will say none of the persistant effects seem very far fetched, I don't thing this would be hard to approve and make work. It looks good, probably just some fine tuning later on. As a note though, I'll advise you now to just remove the Auto-Lock effect in your passive, as there maybe be some severe changes to Auto-Lock coming in the future.
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Rikaru The Merc
Wind blast, can do with immobile for the rest of the turn, will edit that after I double check on the optional. You said the second hand covers the optional, but I thought thebopional already had a 3 cd tied to it for the flexibilty? So the extra hand should cover one damage level no? Also I swore when I made this homing was one damage level. Gg self. Lol. I will add it is based on where the second hand stands.

I missed the change to barriers being low base now. 10 cd it is I guess. I would like less but any lower and the effect already is borderline useless. <.<

Could I swap out for just a regular warp on cd instead of auto lock on the BBw? It was sorta a last minute add on cuz I felt it needed something more manuverability wise. And if so, what kind of cd would it be if it wasnt able to avoid attacks vs if it can?
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Van of Team Dai-Gurren
Well you didn't state the 3 turn cooldown on the Wind Blast so I assumed otherwise. If you add it in that will take care of a damage level yes.

Swapping out for a regular warp is fine. Regular warps can dodge attacks by fault, so I'd say you can put an 8 turn cooldown on something like a 6 meter warp(Big-ass BBW sizes, yep yep), Or 5 turns on a 3 meter warp(5 turns is still the min CoolDown on warps)
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Sniper
Van covered mostly everything here, but I have a couple of things to say myself. First, Defensive Counter is underpowered by a damage level the way I see it. Reflectors generally require one hand, and yours requires two, so you can either buff the shield's health to Pitiful, or add a Tier 1 Status Effect of your choice to the reflected attack.

Second, regarding your BBW, though Van is right in saying we can't approve this just yet as we're still discussing some details on it, there's something in the random effects that I simply cannot bring myself to accept:

True Chaos
 
2: One Single use card may be used a second time on the same turn it is activated.
I'd be more comfortable with this if you limited this only to Standard Offensive cards. As it is you could double up on stuff like Barriers, Aura, Area/Double Eater, Recovery cards, Megas, Gigas and Illegals. I know the nerf I'm asking for limits a lot of the usability behind this, but the sheer potential of this effect is too strong even for a BBW.
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Rikaru The Merc
Actually that is fine sniper, I was actually planning primarally on offensive cards. I didnt even think about being able to use double recov 300. Hahaha.

The reflector normally is 1 hand, but being tied to the spear which is 2 handed for length, I assumed it was automattically 2 hands required. No complaints on adding a status though.

I will clairify wind blasts optional having a cd. Can you swap cd with other equal effects like extra limbs then? good to know and will have to keep in mind.

Ok edited to take care of issues presented I believe. Just checking, as far as wind blast, if I used the optional use, can I use the reulgular use and have both on CD? or one at a time?
Edited by Rikaru, Jun 24 2012, 01:39 PM.
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Van of Team Dai-Gurren
You would only be able to use one at a time, the cooldown on the option should apply to the attack as a whole, thus why you can trade it for other drawbacks like limbs and such.

At anyrate, your character weapons, though not the BBW, are good by me, and thus they are:

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Sniper
Everything (minus the BBW for now) checks out by me. Approved.
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