• Last Seen: 4 yrs ago
  • Joined: 11 yrs ago
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    1. Haeo 11 yrs ago
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Recent Statuses

5 yrs ago
Current Pirates, monsters, magic, islands and no civilization to steal from. Hmm.
7 yrs ago
Now, what happens when you have a bunch of monsters that were living in a forest and they get transmigrated into a futuristic urban setting?
8 yrs ago
I know that few, if any, people on this site would be interested in it... but... I just got an idea for a SAO/GGO/XCOM/UFO crossover... fun tingles...
8 yrs ago
Life has never given mankind sufficient time... nor sleep... nor comprehension. If it had, we would have stopped trying.
2 likes
8 yrs ago
It can be greatly refreshing to return to a thing that one has long loved.
3 likes

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Most Recent Posts

Username: Tailpin
Level: 11

Age: 30
Gender: Male
Hair color: dull black
Eye color: Blue like dark glass
Skin tone: Pale enough it seems that he should glow
Height: 5' 10"
Build: thin but defined with dense muscle and long fingers
Starting outfit: White shirt, white pants, leather hauberk, leather greaves, soft leather boots, leather long gloves that go up to the elbow, leather headband

Current Armor: Crafted Leather; Vest (+ Piercing Res), leggings (+ Run Speed), Boots (+ Jump), Long Gloves (+ Skill Activation Speed), Skull Cap (+ Night Vision)

Current weapon: Crafted Composite Bow (+ Range)

Passive Skills: ((Approved by Zelosse))
Cold Blooded- Party members gain increased damage.
Soft Soul- The player is harder for monsters to notice and less likely to be attacked by monsters they haven't damaged.

Craft Skills: ((Approved by Zelosse))
Refining- Improves the quality and attributes of a component material by a value relative to skill level.
Synthesis- Allows a single attribute of a component material to be transferred to another material

Level 10 Skill: Elite Fletching = The crafting of arrows, particularly arrows that require rare components to craft and have special or unusual effects.
People got sick and grumpy and now I totally missed the conversation! Agh!

As for bows and exp/skills, the system looked like practice improved specific skills but Exp improved base stats. That's why a master smith could just be competent as a fighter.

And now I'm way behind on designing my CS... grr.
Welcome to the show then! Drink up!
@PyroDash888, I hope she replies soon. I need to know the answer to my question from earlier before I can design my CS.
Your weapon set makes a lot of sense then, being defensive and with a bit of extended reach. You wouldn't just be protecting yourself but all the gear and materials that you'd be carrying.
I want my character to be more of a in-the-back type. Like a merchant or peddler or something like that.


So kinda like Lizbeth? Limited combat ability but high special skills and some influence over item or money drops?
I have a couple drool worthy options like combining a high piercing skill with a homing skill. Nothing quite like hitting the same target six times with the same arrow. Then of course there's scatter shot/multi-shot and arrow rain. Hmm... happy place.
It's always up to the GM but it would add an interesting twist. The downside would be that it would definitely make this an AU as opposed to Canon. It would open up bow skills though, which can be awesome. It might also allow larger, field scale, battle scenes with dozens of monsters at once. That would normally be impossible for five or seven person parties to beat with only melee weapons.
I'm interested but I read through the profiles that have already been submitted and two of them included bows. While guns existed in GGO and bows existed in AOL there were no such specifically ranged weapons in the original SAO. If you are adding them in, that's fine. I don't actually have a problem with it. I actually would be more interested since I prefer archer classes and firmly believe in the power of support fire. Still, I wanted to know for sure whether that was oversight or intentional.
@TTNoobs, Indeed. If that were the case we'd be close to the two page mark IC by now.
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