Avatar of Holy Soldier

Status

Recent Statuses

9 yrs ago
Current Posted a Game Master Guide in the Guides section. If you need help with GMing, refer to it for some handy advice. If you don't need help, then don't read it.
9 yrs ago
Happy Thanksgiving!
4 likes
9 yrs ago
When you see that you no longer owe anymore posts and have nothing to write *insanity ensues* Aaaaah!HSkjhaksjhdjf
5 likes
10 yrs ago
Happy Thanksgiving!
2 likes
10 yrs ago
Happy Birthday to me.
5 likes

Bio

Hello all. I am an experienced writer who is writing my own fiction stories on the side. I can role play any genre. What I love most is being able to go-all-out when weaving tales with other writers. It just makes the story more interesting, so I can't wait to write with you. :)

Most Recent Posts

Character Name: Raven
Alias: Violet Thorn
Age: 24
Race: Half Elf (Human/Elf)
Gender: Female
Height: 5'4
Weight: 130 lbs
Hair Color: Raven has mid-back length black hair that has violet hues to it.
Eye Color: She has normal pupils, but her eyes are dark violet in color.


Written Description: One of Raven's most distinguishable features is a scar across her left cheek. She also has a tattoo of her most prized dagger on her right wrist. She has more scars across her body from various battles and contracts.

Level: 1
Class: Thief; Assassin

Abilities:
1. Teleport Strike: Flash through the shadows and ambush an enemy, dealing damage and stunning them for 2 seconds.
2. Poisoned Blades: Poisons her daggers inflicting poison damage for 5 seconds.

Skills:
1. Agility: Can climb to high places if needed (trees, buildings, etc)
2. Disarm: Detect and disarm traps.

Weapon: Dual Wield; Daggers

Personality: Raven isn't the person you want a random visit from. She started as a thief, doing what she could to make some quick and easy gold, but eventually made her way to killing for her gold. She's known as "Violet Thorn". Violet for her features and thorn, well because if you're being visited by her you can expect a dagger to be involved.

Raven is smart, you need to be for her profession. She has to think on her feet and be able to plan out her contracts thoroughly. For an Assassin, she does have morals. (If that's really possible.) She tends not to take contracts with innocent people as the target unless the gold involved is too great to refuse. She's also quite charming. Raven has learned how to use her looks to her advantage. She's been called a flirt, however, to her it's just another way to manipulate people to get what she wants.

Now, all that being said, Raven is loyal to her party, friendly even. She's aware that with them, she can make much more gold and maybe have some good company while doing it.

Quirks: Tends to fidget/play with her blades frequently and is condescending.
Likes: Gold, blades, night time, storms, manipulating others
Dislikes: Daylight, domesticated animals, clearings (open spaces)
Inventory: Empty


Your abilities are fine, but just as I've been battling with Fetzen about "time" in game, it can't be measured. So, let's make her poison affect last "2 turns." We will also allow her to use teleport every 2 turns. So she'll be able to teleport every third turn, and immediately if she hasn't used it. How does that sound?
@RaizinIt looks good so far. Are you still having him use the chain and sickle?
<Snipped quote by Holy Soldier>
I think we have to split up the blame in this case lol. I am responsible for the oversight about measurement of time, but I am not responsible for the change request to make this into a multi-level ability ;)

You are saying you are responsible, but if anyone tried to join this game, playing with in-game time, I would put them through the same situation. They have to have a way of determining "how long?" You can't just say for 15 secs because what is 15 sec in game? It wouldn't make sense.

<Snipped quote by Holy Soldier>
How do I have to understand this 'anymore' ? You're considering the CS as crap ?

I'm considering the "fluff" you keep adding to your moves that add more things that need to be limited.

<Snipped quote by Holy Soldier>
It appears that you misunderstood an important piece of the puzzle. The ability does not, at any point in time, under any circumstances grant any kind of immunity. It is in all cases merely a damage reduction, so magic damage does harm him from the very beginning, it is only a matter of time of exposure before this additional protection fails. The origin for this idea was your own proposal to make the ability 'grow inwards' to resist deeper damage: When you stick your finger into a flame it will heat up and burn out from the outside inwards and putting on gloves only delays this until the glove has heated up and is passing the heat through to the underlying level.

I don't know where you're confused, but to me, what you just wrote was the exact same thing I said in that quote. But again, that's to my understanding.

So for the sake of simplicity I would propose abandoning the idea of 'timers' altogether and instead make this a more simple on/off-switch like skill. It would save me from the uncertainty if I suddenly have to face an implementation change within the RP or not.
<Snipped quote>
So he basically really becomes much more... stony. The idea behind it is the same: He can opt to go melee due to increased protection. In the old version this was temporary, in this version it only makes sense against a certain type of enemies that he actually would have a chance to hit or if he 'just' needs to hold on for a while against an attacker that surprised him in his backwards position as an archer.


I'm going to propose this for you so that we're not spending days because I tell you now, if someone had applied for archer and had a CS that was immediately ready to be approved, I would have put them in First Party and moved you to Second Party so that we could spend more time trying to figure out suitable abilities for your character that didn't play with "loopholes."

Also, if you look back on my "recommendation":

Everything is good. As for that one ability, I want you to have the option to improve/upgrade it. So let's say the Petrify Skin ability grants him protection against cuts, scrapes, and nicks. Things that would easily tear the skin of a human being, but wouldn't for your character. You'll be able to upgrade it to resist deeper damage maybe into the dermis to subcutaneous level, and even more into resist status ailments and magic attacks. How does that sound? But remember, this is just an idea. You would have to choose to spend a level to upgrade it or spend a level to get new abilities.


I said I wanted you to be able to upgrade it, but if you didn't want to make it upgrade-able or had no interest, you could have easily said I rather not. If you still want to go with the upgrade route, then this is what I propose:

Petrification - This is an active ability that doesn't last long, but grants him increased damage resistance so he can engage in melee combat and make full use of his physical prowess.
Level 1: Kerylun's upper layer of skin becomes tough as granite. It becomes very resilient to superficial damage like cuts and scrapes. Exposure to excessive heat that would cause 1 degree burns, mild frostbite, mild electrical shock or other elemental effects to minor extent causes reduced damage.
Level 2: The effect expands inwards, now involving the entire thickness of his skin. Damage reduction is also applied to stabbing/impalement, deep cuts that an average being would need stitches for, second degree burns, severe frostbite, and nerve damage that would be caused by electrical attacks.
Level 3: The effect expands further inwards, including his muscles and tendons. Damage reduction is now granted against all kind of physical attacks except very heavy blunt weapons. His dense defense can be shattered by continual bombardment from level 3 non-elemental magic spells.
Level 4: Kerylun now basically has the consistency of a tank. Damage reduction is granted against all kinds of physical or elemental attacks/effects. Level 4 non-elemental magic spells are the only spells that can harm him.

So this is the abilities without dealing with time duration. This allows you to know what can harm him and what can't without you determining "Hm, I guess I'll let him get injured just because it feels right for him to in the story." With those abilities, we've lessened the subjectivity to give you some freedom so that you don't have to feel "obligated." It'll be mostly concrete what he is and isn't impervious to. I'm sure some debatable things might come up in game, but I'm sure those things will be very rare. It's not mentioned, but after level 1, I'm sure he'll be mostly immune to applied poisons/toxins, diseases, etc. Things that normally could pierce the skin with hypodermic needle sharpness and depth. :)
@RaizinI'm not going to allow you to have a serial killer character who does nothing but kill people for the hell of it. He also doesn't fulfill any of the remaining roles Second Party needs to get off the ground.
@RaijinslayerJaden is more than likely going to take a beating, but not a bad one. He makes a good martyr for a good cause. :)
@RaizinI am going to look more in depth at this tomorrow. Your SK class seems no different than the thief category, which is taken but again. I'm gone. I'll look at this game in the mirning.
@Bright_OpsThat's up to you to decide. If you make it 10 drains total for being a level one skill and just subtract 2 drain requirements each upgrade, then you have that plan. The amount of drains should be at minimum 4 drains when maxed because I think killing by using life drain every 2 drains would be extremely powerful and easy to abuse.

But yeah, I'm hitting the hay. I will check this game in the morning before I go to work.
@Shadow DaedalusSword Dance does cancel out the Charm lol, but if you keep using Sword Dance to counter Charm, then how are you going to battle the other Pokemon that actually can harm him?
@Cyrania@Halvtand@Fetzen@JackalopeLove@KoL@Fetzen@Raizin@Bright_Ops@PhoenixEye9@Ayemdar

Hey Everybody GM Mass PM, ;)

Three days left of training not to include the weekend. My schedule is like 5:30 in the morning until 8 o'clock at night. This weekend, I am going to want to finally start this game. As I said, if your party isn't finished yet, then just patiently wait but I won't have you guys wait and suffer too long because I know people disappear without a care. They do it a lot on this site, and no one should suffer for it. But yes, this weekend. I hope everyone can find time to get their profiles in.

I didn't have time to properly get online. I am typing from my phone super tired because that long day is about to start again tomorrow morning, so if you see errors, then that explains that. Thank you all for taking interest in this game. I hope we can all enjoy it and make it our own. :)
@RaizinAs long as it fulfills the warrior category, which I don't think Second Party has. Warrior, Tank, and Cleric are open. Maybe archer. You got one player who hasn't decided yet.

@FetzenThe more you add, the longer you delay approval lol. Let me go ahead and say this for anyone:

Time cannot be properly measured in-game. It just can't. So if you add any "duration" to a skill or ability, then you will record the duration in "turns." How many turns does it take for "X" to take affect?

If you put the turn restriction in your CS and do not add anymore crap, then your CS should finally be good to go. But I have to see how you are going to record the duration. Duration being what you said how long your character can resist magic damage before it harms him. It doesn't have to be anything punishing, but it can't be anything overpowered either. A balance is all I'm looking for.
© 2007-2026
BBCode Cheatsheet