Avatar of Innue
  • Last Seen: 5 yrs ago
  • Old Guild Username: Innue
  • Joined: 12 yrs ago
  • Posts: 1478 (0.33 / day)
  • VMs: 1
  • Username history
    1. Innue 12 yrs ago

Status

Recent Statuses

7 yrs ago
Current Re-released our creature capture thread: roleplayerguild.com/topics/…
9 yrs ago
Mostly Janna is best summoner name. Sadly, Project, that is mine.
9 yrs ago
FF12 Zodiac Age players - if you want to have the optimal party, PM me. Working on a spreadsheet to determine best party makeups and I will share it once done.
1 like
9 yrs ago
Too many things I want to write right now, which is resulting in 0 writing getting done. Yaaaaaay.
9 yrs ago
Pondering re-releasing my western fantasy thread. >.>
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Bio

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Most Recent Posts

Xzayler said
Great. Thanks, also, what kind of magics would I be able to use? Like very destructive? Or like a shield from bullets?


Magic tends to be very innate and minor. The creation of a temporary thing such as a mild forcefield would be fine. Destructive abilities I am more cautious with and generally are very limited.
Shio

Shio took her position a solid forty feet away from Kasumi's initial location. It was a very standard start for most Natrelmon battles. Her Kujaku was her chosen Natrelmon and was in position 3 feet in front of her, about 4 feet off the ground. There was significant challenge in dealing with Kasumi, given her now noted abilities as a hydromancer. It almost dictated that Shio engage on the Mythin, rather than her more normal tactic of dealing with the trainer herself. Thankfully, Shio knew she had the advantage due the her opponent's Natrelmon being the first stage, rather than an evolved form, which would have given her a lot of difficulty with its variable typing.

Without any motion or vocalization from her, Shio commanded her Kujaku to begin on a right arc around the mist, moving only slightly closer to the mist. Shio had the advantage in the aspect that Shio was unable to sense Kasumi providing she remained still. However, for the Natrelmon, that wouldn't be the case and there were methods of sensing that. It would be easier, however, if she could remove the Mythin from the confines of the mist.
Essentially what Gecko said.

I'm pretty flexible if people have a rational basis for things. I also have characters spanning a wide range. I do control the Queen so I can easily interact there.
Xzayler said
Well, getting your pant stolen from your hands is still pretty bad as well...Do Natrelmon gain experience only if they fight themselves? E.g do i need to use my Volcan in combat to level him up?


Yes, if you want him to get experience, you need to use him in combat.

However, the victor in combat typically walks away with 3-7 levels at minimum.
zeke_ said
Can I not be in a faction, like as an independent agent?


Yes, this is allowed. But factions are a part of the AE/UN and are just groups of Kensai under specific leadership.

If you want faction leader equivalent of customization, I expect a very strong rationalization for it in your bio, but it would be permissible.
Zero Hex said
Taking away mech customization unless the character is a leader of a faction is a pretty bad move IMO, especially considering roleplays rarely last long enough for any kind of reasonable progression to happen. Not to mention the genre allows for plenty of people with customized machines without necessarily being leaders of a faction.


Considering you can bio as a starting faction leader, this is a non-issue. I just don't want people's less important characters running around in super custom machines.

I'm really not sure why you opted to post this, unless you are also expressing interest in joining - in which, rather then commentary, post a question.
+ Gifts +

Certain people of Arlanian blood are capable of minor magic. If you do have spells, you need to clarify them with me.

Gifts, however, are something more innate. It is something that can be done over and over (particular restrictions). Only certain people have them, but they can be gained through Arina si Kasezia, who has the power to give Gifts.

Gifts should not be overpowered and should learn along the side of things like Shimi Megumi's power over paper, or the Widow's Puppet ability. Things such as limited telepathy would be allowed.
Parser said
You skipped over Gifts, I'm afraid. So what are the mechanics going to be like? I'm assuming we'll be doing combat, but are we just going to freeform it, or what?


Fairly standard RP combat, no dice or anything.

Mechanics are what you make them.

Apparently I removed my section on gifts, but they are essentially minor 'magic'. I'll get the text SoonTM.
Still looking.
Still looking.
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