Avatar of BrokenPromise

Status

Recent Statuses

19 days ago
Current Isaiah 41:10
1 like
1 yr ago
The virgin "My post was so bad it killed the RP!" VS the chad "My post was so good it concluded the RP."
16 likes

Bio


W I T H R I G H T E O U S H A N D S





Did you know that Dante's inferno is called a divine comedy because things work out for the protagonist? Back in the day, the only two genres were comedy and drama. The only difference was that in a comedy, the protagonist is better off at the end, and a drama is the opposite. So that's why a story about going through hell can still be considered a comedy, even if it's not funny.

Name:
Broken Promise, BP, Boss

Age:
Old enough to know better, too young to care. (that is to say 30's)

Preferred RPs:
I Prefer to make my own, but will occasionally join something if it looks interesting. I'll join just about anything so long as it isn’t overly edgy/sweet, though it's rare for me to do. I don't do 1x1s too often either.

Preferred Roles:
I tend to play adorable characters everyone wants to befriend or proper assholes everyone wants to stay away from. I try not to play moral paragons or prime evils.

RP Conquests:
I've completed quite a few RP's off site, but most of them are on private forums or have simply been lost to the ravages of server crashes. As for stuff here, I'm sure everyone who sees me post in the off topic sections has seen me find an excuse to talk about Danganronpa: Tower of Carnage. It's a project that took over 4 years to complete and I feel pride not only for myself but all the wonderful people who helped make it enjoyable during its run. Re: Zero: The High Council Is technically my first, but it was just something I kind of took over and ended up ending the story after just six months. It finished, but eh...

Last RP I finished was Symphony of Espers which turned out pretty good.

RP's in progress:
For some reason I can't seem to stay away from Ari's magical girl RP, even if I'm not sure why I'm still in it.

As for my own projects, I'm doing Symphony on High to continue the gigachad adventures of the espers in Pax Septimus.

RP Graveyard:
I've been pretty fortunate on this forum. I think I joined one when I first came on the site that didn't really do anything, and there are a few 1x1 things that didn't go anywhere. It's disappointing when an RP ends before it can be finished, but I've come to look at them as learning experiences.

And then there's that london magical girl RP, and that dark magical girl RP. I think I'm done joining magical girl RPs for a while.

Other interests:
Videos
I watch a lot of educational videos on youtube. Usually as research for something I’m writing or purely because a topic interests me. I like channels like Tier Zoo and Daryl Talks Games, and I’ll also watch things like Critical Drinker or Literature Devil to deepen my understanding of story telling. Though I also like memes and jokes, to which I’ll find myself watching stuff like Sseth, but usually find myself surfing through meme videos. I gotta work on that.

Games
I have a rather long history of playing virtually every platformer to come into existence during the indie boom, as well as quite a few other indie games. I’ve played Meatboy, Binding of Issac, Gunvolt, Cuphead, Princess Remedy in a World of Hurt, Classic Metroid, Warcraft 3, Final Fantasy 7,8, and 14, Left 4 Dead, Shantae, Celeste, Danganronpa, God Eater, the list goes on. What I’ve played is kind of all over the place. I don’t play many games these days, I tend to pick things that look interesting and go on a decent steam sale.

Painting Minis
I do this in moderation. Otherwise, it's a pretty expensive hobby to start...

Music
I listen to everything, save most country/rap songs. I have too many favorites to name.

Personality:
Not one to take life or the internet too seriously. Is only serious about writing well and having a good time.

People to Insult:
Dalton is a Dingus.

Most Recent Posts



A Tale of Hormones

Uh, yea, this is a sort of off shoot to the canceled RP "Kurai Majokko." We just kind of felt like playing our characters more and exploring the interpersonal relationships of a lusty blood witch, a dark code enforcer, a brooding misanthropist, and an emotionless drug dealer. Who knows what sort of nonsense these delinquents are going to get into?


Event Records

They were the first one to sign up, they were just sneaky about it.
@The World@Lonewolf685@Ponn Might as well re-post your character sheets in the character tab here. I'll see about getting a starter up in a few days.





Those in the Darkness



Those out of it



A Tale of Hormones

Uh, yea, this is a sort of off shoot to the canceled RP "Kurai Majokko." We just kind of felt like playing our characters more and exploring the interpersonal relationships of a lusty blood witch, a dark code enforcer, a brooding misanthropist, and an emotionless drug dealer. Who knows what sort of nonsense these delinquents are going to get into?


INFORMATION
The RP takes place in Hibusa Town and features some of the most backwards magical girls to ever grace the world. The only thing that keeps them loosely in check is being a part of the Detention Club. Without this, Hibusa Town may as well not exist. In an unusual twist, it's the dark girls that are forced to work in teams and the light girls that usually go at it solo. There's also some amorphous blobs that are made out of dark emotions called Miseria. Otherwise it's all very magical girl standard.


SETTING
We just mentioned Hibusa Town in the last section. But in short, if you can think of it, it's probably in or near the town.


RULES



CHARACTER SHEET TEMPLATE
You literally already have one of these from the last RP If you're an eligible participant. Just slap it in the character tab for reference. And by golly, make sure none of the links are broken. Otherwise, Ponn might point it out with the tone of a disappointed parent.


Codex of Terms












THE ELEMENTAL NOTE BUFF IS LIVE!

The DoCS has already been updated to reflect the changes, but if you want a side by side breakdown, just click on the link above for the patch notes. Some of you may wish to change your notes up due to this.

I gave a decent write up on why the changes were made, and I won't repeat myself here. But I will say a few words on the direction the DoCS is moving in.

Arcane defense is kind of strong. Most of your opponents use magic based attacks of some kind and many espers only use arcane weaponry. At the same time, your primary foes are monsters, and they all have very low magical defenses. This does make it difficult to justify using stronger notes against monsters. This wasn't an issue in the last RP because everyone was locked to silver glamors and couldn't get very strong. But it's possible to cast S rank melodies now. It's just not always clear if it's necessary to do so. Even if some of you just like big numbers and will always use the strongest abilities at your disposal.

Moving forward, you're going to notice a lot of notes are going to start relying on factors other than magical resistance, especially when it comes to monsters. Arcane resistance is always going to reduce damage from spells, it's just not always going to be the deciding factor on weather an effect works or not.

And Blink/Transplace/Purify/Dispel are due for a rework, maybe next downtime.

Other than that, Operations should start again in 1-2 weeks. I'll probably have a poll up later today asking what everyone wants to participate in. Hopefully you have your collabs most the way done. If you've written with someone, you can start brainstorming Backups with them if you'd like.

The elemental note buff is here!

Since the last RP, a lot of the elemental notes have not gotten too much use outside of a certain girl using them to stylishly skate all over the palace. We wanted to make elemental notes a more integral part of everyone’s play style. But a lot of them are too situational, too confusing, and the bulk of them can be replaced by regular notes. Hopefully this update will give espers more reason to use elemental notes.

The goal with the elemental note update was to:

-Make all notes useful regardless of your genre’s grade.
-Make elemental notes more powerful/interesting.
-Make them cost slightly less than if they were scaled with other notes. This did make some of them more expensive...

And without further ado…

Fire: The giver and taker of life, but it’s always been a destructive and dangerous magic for espers. Only Ignite is an expensive and weak DoT note with easy counters and Fever is a confusing “STR Down” Debuff. The new Ignite might convince some espers they don’t need to carry around Damage X. Fever is getting replaced, which will mark the third time Fire had one of its notes totally reworked. Rather than focusing on a debuff or fire protection, “Ferver” leans hard into Fire’s offensive play style and lets espers get a little more wild.

OldNew
Ignite: Mana cost (4)
Causes the target to burn with an intense flame. Ignite initially causes a minor wound (no wound on espers/magi) and then inflicts a moderate wound (minor wound on espers/magi) for every 6 seconds they remain aflame. Flames can spread across the body and to other targets, but will never cause extra wounds. Fires created with Ignite can be suffocated like real fires, or stomped/patted out by espers and monsters. Only targets that can catch fire can be affected by Ignite.

Fever: Mana Cost (2)
Causes the target’s body to heat up, which results in a loss of strength. Melee weapon attacks go down a rank in damage, ranged attacks go down one rank in sentinel, and it is more difficult to lift heavy objects for 6 seconds.
Ignite: Mana cost (4)
Causes the target to go up in flames, doing the same amount of damage as a damage note, but over an entire human sized target or a monster up to three times as big as a human. Damage is reapplied every 6 seconds.

Ignite usually lasts 6 seconds, but can be extended or put out early just like normal flames. Rolling, moving to a body of water, or entering an oxygen free environment are a few ways to extinguish Ignite. However, targets that are splashed with oils, gasoline, or other flammables will burn for an extra 6 seconds.

Ferver: Mana Cost (4)
The target is filled with fiery emotion and becomes indomitable. They ignore all debuffs and can fight on as if they were in perfect condition, minus any limbs they may be missing. Lasts 6 seconds.

Any damage that someone under the effect of Ferver might suffer is reduced by 10%, and an additional 10% for each rank over D. If an attack would kill a fervered target, they instead fall unconscious, ferver ends, and they are critically injured by the attack.


Aqua: The only player who used this genre ICly performed well, but the DOCS has been evolving and a lot of the notes could use a bit of clarity as well as a reason to use these notes above bronze. Also it just makes sense to add a speed debuff to freeze.

OldNew
Freeze: Mana cost (2)
Causes part of the target to freeze over. Frozen targets can move, but are brittle. Non-melody attacks such as instruments, mundane weapons, and hard falls create more severe wounds. Lasts 6 seconds.

Slick: Mana Cost (2)
Human sized Targets or a 2X2 area becomes slick for 6 seconds. A target can be made partially slippery or fully slippery. As an example, an esper can make their shoes slick to allow them to slide like an ice skater, or they can make an enemy entirely slick to make climbing stairs difficult. Slick affects one's movement, rather than finer motor movements. They will not drop their weapons due to slippery hands nor lose any weapons or equipment they are wearing/carrying. Slick targets can be moved three times as far by push/pull effects if they aren’t airborne.
Freeze: Mana cost (4)
Causes the target to freeze over, reducing its movement speed. Frozen targets are brittle and treat all sources of damage as being 1 rank higher. Frozen targets move 10% slower and an additional 10% for each rank over D. Lasts 6 seconds.

Slick: Mana Cost (4)
Human sized Targets or a 2X2 area becomes slick for 6 seconds. A target can be made partially slippery or fully slippery. As an example, an esper can make their shoes slick to allow them to slide like an ice skater, or they can make an enemy entirely slick to make climbing stairs difficult. Targets will not drop their weapons due to slippery hands nor lose any equipment they are wearing/carrying. Slick targets can be moved three times as far by push/pull effects if they aren’t airborne.

When cast as a buff, Slick’s rank can be used in place of speed or sentinel for escaping grapples, avoiding projectiles, or any other use where being faster or more slippery can help avoid damage. When used as a debuff or obstacle, slick’s rank is used to determine how difficult it is to traverse and is contested by an appropriate stat.


Wind: Flying has always been powerful, but storm could use a bit of a rework to make it functionally different than barrier and reflect. We could use a defense VS rapid fire attacks.

OldNew
Storm: Mana cost (4)
The target of this note is surrounded in spinning winds which can deflect attacks, increasing SENTINEL against Physical and Ranged attacks by 1 rank. This bonus stacks if the attack is both Physical and Ranged. Lasts 6 seconds.

Also during storm’s duration, it can deflect a single ranged attack/melody that is equal to the rank of the melody. Two attacks that are a rank lower, three attacks at a rank below that, etc. Melodies like projectiles and beams are curved to fly past the intended target. Storm cannot protect from spawned melodies or attacks without projectiles.
Storm: Mana cost (4)
The target of this note is surrounded in spinning winds which can deflect attacks, increasing SENTINEL by 1 rank. Lasts 6 seconds.

Also during Storm’s duration, it can deflect ranged attacks such as machine gun fire and melodies. Any ranged fire aimed at the target must be closer than 75 feet to hit the target. Every rank Storm is over D decreases this range by 15 feet. Storm cannot protect from spawned melodies or attacks without projectiles, such as laser beams.


Lightning: It’s fine, but Paralysis is weirdly complicated and Speedster is just too expensive for what it offers. Now Paralysis is simpler and easier to understand while Speedster is less expensive.

OldNew
Paralysis: Mana cost (4)
Causes the target to briefly lose the ability to control the part of their body that was struck. Limbs lose the ability to move, the torso affects the respiratory system, and a headshot causes the target’s vision to blur, drastically reducing accuracy over distance. If used with an AoE, the note can only activate a single debuff on the target(s) based on what part of them it touched first. Lasts 6 seconds.

Speedster: Mana cost (4)
Target’s speed ranks up once for 6 seconds, and they can run across “less than ideal” surfaces, such as bodies of water and walls, so long as they don’t stop running.
Paralysis: Mana cost (4)
Causes the target to lose control of their body, briefly becoming a ragdoll. A target will fall prone, drop any items they are holding, and will fail tasks that require concentration, such as entering a password or casting a melody. An esper will never drop their instrument unless they choose to do so. A target with high arcane resistance can resist some of the effects, and might be able to remain standing or maintain concentration. More vulnerable targets will be helpless for longer.

Speedster: Mana cost (2)
Target’s speed ranks up once for 6 seconds, and they can run across “less than ideal” surfaces, such as bodies of water and walls, so long as they don’t stop running.


Nature: The red-haired stepchild of the esper world. Unless you’re Oros the Mad, there’s almost no reason to use these notes. Even with a stackable slow debuff, Poison takes waaaaaay too much effort for what it offers, It’s just a DoT that takes half an operation to activate, while Transform is an underwhelming melee buff/weapon transformation with no reason to cast above bronze. Let’s change that. Activating neurotoxin/acid is actually possible on a single cast, and transform offers a reason to use it above bronze.

OldNew
Poison: Mana cost (2)
Causes the target to become poisoned, which ranks down their speed for 6 seconds. Stacks refresh the duration and stack up to three times provided it is cast by the same esper each time. The third stack also inflicts “neurotoxin,” which does severe damage to arteries near the target area after 6 seconds. If the target has no arteries, it will instead inflict “acid” and vaporize a large portion of the target's form in 6 seconds.

Transform: Mana cost (2)
The target can transform parts of their body into claws and such to be used as weapons or tools. Attacks like this are a single rank higher than an esper’s base weapon. Transformations last 6 seconds.
Poison: Mana cost (4)
Causes the target to become poisoned, which ranks down their speed as the debuff persists. After 3 post cycles, the debuff becomes “neurotoxin,” which does severe damage to arteries near the targeted area. If the target has no arteries, it will instead inflict “acid” and vaporize a large portion of the target's form. The number of post cycles required for the Poison debuff to transform goes up or down depending on how many ranks the target’s arcane defense is over/under the rank of this note.

Poison activates instantly on monsters, and does as much damage as a “Damage X” note would cast at its rank.

Transform: Mana cost (2)
The target can transform their limbs to be used as weapons or tools, such as tendrils, living vines, claws, or other shapes related to your element. The new length of anything made from this note can be 1 foot longer than the existing weapon/limb, and add an extra foot for every rank the note is over D. Attacks from transformed weapons/limbs are a single rank higher than an esper’s base weapon. Transformations last 6 seconds.


Earth: What’s here is good, it’s just not nearly versatile enough. Quake now has a damage component that makes it really good for armored or hard targets. Mass is also getting an upgrade to make it more than something to grief gravity/push/pull gamers. It’s cost is going up, but it’s a substantial upgrade!

OldNew
Quake: Mana cost (2)
The effect causes a target to get knocked down, or can cause a surface to shake in a range of 15 feet. Will cause brittle materials like stone and glass to shatter.

Mass: Mana cost (2)
Increases physical and chaos defense by one rank for 6 seconds, provided the rank of this note is equal to or greater than the target’s chaos defense. During this time, they are also impervious to movement effects like push, pull, and quake so long as the spell's rank isn’t greater than the rank of this melody. The target’s weight also doubles.
Quake: Mana cost (2)
Uses seismic-like force to damage a target. The damage dealt is comparable to a damage note but does significantly more damage to structures and hard targets such as shields, shells, or hard bodied constructs. A D rank note is enough to blow a 3x3 foot hole through a sheetrock wall. It can do this with wood at C rank, stone at D, and metal at B, with respect to the varying thicknesses those walls are usually made to. Targets with magical defenses and/or are extra thick will need 1/2 extra ranks for the desired effect. If Quake’s rank is too weak, the target will only shake on impact. If Quake is stronger than the material, the hole will get 1x1 bigger for every rank over the material.

This note does not have the same effect on targets with construction-like attributes, such as espers or monsters with more durable flesh. It does bypass those defenses and does as much damage as a damage note normally would to a target.

Mass: Mana cost (4)
The target becomes more dense, and their flesh hardens. Increases chaos defense by one rank. Physical defense also changes to this note’s rank if it’s higher. The target is also impervious to movement effects like push, pull, slow, and gravity notes. The target’s weight also doubles. Lasts for 6 seconds.


Light: Reveal is too situational, so it’s going to reveal a lot more to the caster now. Purity… will get its update later. It’s fine for now.

OldNew
Reveal: Mana cost (2)
The target is unable to use spells to hide it’s position, and their body is wreathed in a glowing light for 6 seconds.
Reveal: Mana cost (2)
The target is unable to use spells to hide it’s position, and their body is always visible to the caster for 6 seconds. In addition to this, they know if the target is a monster or human, and can get a rough idea of its durability and magical might. At C rank, the caster also learns its strongest and weakest attributes for defense (its stats, essentially). At B rank, the caster also learns the nature of its weapon and its strongest and weakest attribute. At A rank, the caster also gains a rough idea of any specials the target might have. At S rank, the caster also knows what the target is thinking, but the target is also aware of this.


Darkness: It’s pretty unique, but there’s no reason to cast it above bronze. UNTIL NOW! The new Obfuscate features a lingering invisibility effect after something leaves a shadow, and the duration of Intangible can now be increased. However, anti-telefrag measures have been put in place to prevent it from being used as a strictly offensive ability.

OldNew
Obfuscate: Mana cost (2)
Shrouds the target in a stationary shadow that makes them invisible and silent. The shadow is almost impossible to notice if used inside another shadow or another sensible location. The shadow is only slightly larger than the target, and will not hide them if they move outside of it. Aoe and zone notes will make the shadow bigger, but everyone inside the shadow will be able to see each other clearly. Lasts 6 seconds.

Intangible: Mana cost (4)
The target becomes intangible for up to 2 seconds. During this time they can not be targeted by melodies, cannot cast melodies, cannot attack, but can pass through any solid surface at will. Should something be inside them when they solidify, their mass that occupies that space will be lost to the void. Extreme care should be used when passing through things. Intangible targets are still visible, but have a transparent appearance. Extend and full extend do not extend the duration of this note. This note can be resisted by the target if their arcane defense is greater than the note’s rank.
Obfuscate: Mana cost (2)
Shrouds the target in a stationary shadow that makes them invisible and silent. The shadow is almost impossible to notice if used inside another shadow or another sensible location. The shadow is only slightly larger than the target, and will not hide them if they move outside of it. Aoe and zone notes will make the shadow bigger, but everyone inside the shadow will be able to see each other clearly. Lasts 6 seconds.

The first time something leaves the shadow’s vicinity, it is invisible for 2 seconds. The duration for this lingering invisibility increases by 1 second for every rank over D Obfuscate is cast at.

Intangible: Mana cost (4)
The target becomes intangible for up to 2 seconds, and an additional second for every rank over D. During this time they can not be targeted by melodies, cannot cast melodies, cannot attack, but can pass through any solid surface at will. Should something be inside them when they solidify, they will simply blink in front of whatever they were inside. Intangible targets are still visible, but have a transparent appearance. Extend and full extend do not extend the duration of this note. This note can be resisted by the target if their arcane defense is greater than the note’s rank.


Gravity: What can’t gravity do? Of all the elemental notes, this is the one that’s been over-performing. There’s also hardly a reason to cast it above bronze. So this one is getting a small nerf. Rather than being contested by the target’s arcane defense, Gravity’s effectiveness is dependent on how high its grade is. It’s the only fair way to do it, as gravity has a lot of reasons to cast on self, allies, and foes.

OldNew
Weightless: Mana cost (4)
The target loses all mass for 6 seconds, causing them to float. They retain their momentum they had before becoming weightless. Push/Pull effects are very potent on weightless targets. Greater resistance means the target retains some of its weight.

Suspend: Mana cost (4)
Gravity acts on all sides of a target, suspending it in place for 6 seconds. Greater resistance allows targets to move, albeit slowly.
Weightless: Mana cost (4)
Non-monster targets become lighter for 6 seconds. At ranks D/C/B/A/S, they lose 20/40/60/80/100% of their weight, and Push/Pull effects become that much more potent on them. Weightless works as intended on targets under 400 lbs, as that is the maximum amount of weight it can affect. Thus, a rank S Weightless note cast on a 600 LB boulder will still weigh 200 lbs. Monsters on the other hand will always be rendered fully weightless so long as they are under 400 LBs, but this amount can be increased by 200 lbs for every rank the note is over D.

Suspend: Mana cost (4)
The target is anchored to its center of mass at the time this note activates, or the center of an area modification such as AoE or Zone. This has a sort of rubber banding effect where the target is always pulled towards the anchor, but much more forcefully outside a certain range. At ranks D/C/B/A/S, the target can move most easily 20/15/10/5/0 feet from the anchor before the pull of gravity inevitably yanks them back. lasts for 6 seconds.


Very well. I'll get something up later. Stay tuned everyone.
What the...

Well, whatever. I'm sure I can make this work. If I'm going to play with the three of you, I can just dump three other people to make room.

@Hornet @Bunny Ears @AyumiYume

Sorry ladies, maybe we'll catch up next time when I'm not so busy.

@Ponn

It seems my hand has been forced. If I restored the links, would you play with us?
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