• Last Seen: 4 yrs ago
  • Old Guild Username: NarayanK
  • Joined: 12 yrs ago
  • Posts: 4370 (0.96 / day)
  • VMs: 11
  • Username history
    1. NaraK 8 yrs ago
    2. ████████ 12 yrs ago
  • Latest 10 profile visitors:

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

Well, I am busy with my studies, but I'm using most of my creativity towards my studying in the first place, so that's why I'm not posting at the IC. and i have lots of plans. I just haven't shown them to anyone yet, let alone think about releasing them atm.
Good to hear that the CS is updated. Might update mine later.
NK I like how you requested abreak from RP and you are more here than ever XD
Ey, I said I can't get creative on the IC. I can talk in the OOC frequently. xP
Good to hear that the CS is updated. Might update mine later.
Well, I did say "add a Weakness section" because I heard Destiny saying something about updating the CS (which never got updated eventually), so I thought "'Ey, let's make Unfortunately's characters a good example of what the updated CS could look like." Hopefully, my innocent little plan would spring into fruition very soon. :D
@Unfortunately Much better! The CS seems good. Just make sure to add in the Weaknesses category later and it'll be complete. :D
@Unfortunately You're on the right track, and we're definitely getting there! Alright, so far, good attempt on the Abilities category. However, it seems that my explanation was a bit too vague without any visual presentations, so let me give you a sample.
Sol Badguy
Powers Fire Manipulation: Sol has the power to manipulate fire from both his own body and his own sword. The range and strength of the fire depend on how much physical strength he uses to activate his fire abilities. Gear: As a unique being known as "Gear," Sol Badguy has an innate enhancement to his strength, magic power, and nervous system. His status as a Gear makes him susceptible to Gear-specific counter-abilities, but he has his own share of attacks to defend himself with. Abilities Volcanic Viper: Sol slashes vertically as he lifts himself into the air, encasing his sword, Fireseal, in a powerful coat of flames. The jumping slash can be used to attack airborne targets who attempt to get closer to Sol. Volcanic Viper can allow Sol to avoid certain projectiles, as well as simply using it to connect other attacks with it to create a powerful combo. Gun Flame: Sol slashes the ground, causing a series of fiery eruptions to explode one-by-one toward a single direction. Up to five explosions erupt form the ground, and each flame erases projectiles by either incinerating them or simply absorbing them if the opponent's projectile involves fire. Deals moderate damage and can slightly burn a target. Bandit Bringer: An evasive attack involving Sol lifting himself into the air before spiraling down diagonally towards the ground like a missile. Sol avoids all projectiles not auto-locked onto him when he jumps off the ground and splits through projectiles sent upward at him. While this move is great at counterattacking moves that requires the opponent to recover for a noticeable amount of time, it also has an equally large risk, as Sol could leave himself open to attacks after he lands and slides through the ground. Sol cannot use this ability out of reactions due to its slow startup, so he needs to anticipate an attack beforehand in order to actually hope to attack an opponent who could potentially block his attacks. Kudakero: A powerful dive kick that coats Sol's leg in flames. Its moderate startup and recovery delay allows Sol to chain Kudakero into other attacks as long as he is able to attack and perform more abilities. Kudakero cannot be used twice in a single combination attack due to how it carries the opponent's momentum away from Sol. This also means that Sol must be quick enough to chain small attacks before the opponent is flung away from him.
Sol Badguy
As you can see, Abilities are actions, and Powers are the sources of the actions. So "Eternal Rest," for an example, would be considered as a "Power" because it allows "Abilities" to be cast by Samael. There are some power descriptions you need to alter because some of them are abilities mixed into the Powers category, which looks a little awkward. If you do that, I'm sure your CS will be organized correctly! Also, make sure to add in a separate Weaknesses category. It lets others know more about other characters' certain info faster without having to dig through piles of descriptions. :P
Is there a god character that can remove it?
-points at Shezmu- Though Shez himself might not be able to unlock seals, the villain character inside him probz can. Only if the villain ever does come out, however.
Maids and Lamborghinis
@Unfortunately Though I highly doubt Orean Cause will ever be fully combat-oriented at any time, I'd like to give some input on the most recent CS. - Put the abilities within the Powers category into its own category (ie. Abilities category). Powers do not = what someone can do with their own strengths. Powers = their strengths. - You should directly state that Samael can't be killed. There's not point in explaining that it's possible to kill her by "turning her into ashes only to have her come back anyway." From what I understand, she can't die at all. Removing Odd Injury would clarify some misunderstandings. - The severe lack of any kind of weakness is something to consider, especially after seeing the scale of the characters' powers (even after they are sealed). They have perfect defense and offense, so there's literally no point in having anyone challenge them in the first place; this also emphasizes the fact that Orean Cause is really not combat-oriented at the moment. The seals on the characters are weak too, which basically means that if they take it off, one side will win by a landslide. I mean, the characters themselves are really good, but I'm mostly wondering whether the Abilities will actually see the light in the IC. And they outshine many other characters in so many ways, it really is something to look over. My recommendation is to give them equally significant Weaknesses or simply tone the scale of the powers. There's no strategy at all against them in combat, they can shut anyone up at any time, and they're somehow looking way stronger than the overpowered villains I made for combat-specific roleplays. Either way, something needs to change. ____________________________________ @liferusher "If you don't like it, don't use it" is a good term to use here. Mahz had good intentions in putting the feature into the site, and regardless of whether he removes it or not, everyone has the right not to use the Like/Laugh/Thank system. It's for people who enjoy using such features, and I'm sure that there are people who genuinely wanted them for an extremely long time because they can't express themselves that well. I know where you're coming from, but we should first see how the system develops before complaining. ____________________________________ Quick question for any US History peeps out there: Ya think the Temperance movement was stupid or good? I think the intentions behind the Temperance movement was good, but what the movement did was stupid.
© 2007-2026
BBCode Cheatsheet