Avatar of Skallagrim
  • Last Seen: 5 yrs ago
  • Old Guild Username: Skallagrim
  • Joined: 12 yrs ago
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    1. Skallagrim 12 yrs ago
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notdeadyet said
Ive been rping for ages, and never knew that there were sophisticated rules to rp combat! From what I understand, ive been practicing "Ol school" rp combat. Where your rules are:
-Dont Gm
-Dont Auto
-Dont Grief

Id like to keep up to date on this, so i can continue to be a respectable opponent, and may continue earning my share of victories across the board. I just recently was insulted by someone i fought on another site, for not knowing what T-1 is. I hate when friendly spars turn into grief rants, but he had a point. I DONT HAVE A CLUE WHAT T-1 is, or anything related to it.
So anybody wanna trade fist with me and teach me by example with a series of spars? I an gla to make a character sheet to meet any requirements would be entailed.
I request only for somebody patient to teach me, because i cant be on every day.


Well I trust you may have done this many times, but as you remarked in the post above you are not skilled at fighting T1, and that is the problem. You are used to just fighting by some very simple rules, and as you said a scant two months ago you were insulted because you didn’t know T1.

Now I am sure in that time you have read the various T1 rules (there are a few variations but all adhere to the same basics premise) and feel you are confident that you can hold your own against 2-4 people. I have been doing this for an extremely long time and even the very best I have ever seen at T1 never wanted to face more than 2 people at once, even two would be a hard thing to manage. Especially if they were highly adept at T1.

In my very humble opinion, you should fight a single opponent in a T1 fight so you can learn the ins and outs of the system and learn some of the tricks that are in T1. Get a handle on how prepping powers works, how interrupts can negate some or all of an attack post, how prepped attacks and defense works in contrasting strength of attacks/defense.
Notdeadyet,

I read your revised character and it seems like you are trying to make him a high-end power character. That's fine if that is your intent, but the entirety of your powers are not cohesive. It feels like you have taken bits and pieces to make an overpowered amalgam. Your history as written doesn't account for any of those powers, your ability to apparently summon things nor does it explain how you have a mud-based body with energy eyes.

I am 'old school' T1, and I understand powerful characters, but every character I have fought or allied with has a cohesion in their powers. You label Psi as the essence of your characters existence, in your characters world, that's fine you are in effect saying you can create and destroy things with a thought. In effect you are giving yourself a shade below god-like power. Again that';s fine for a high tier power character, But because you have a scattered approach too powers and instead of focusing on one or two aspects of your powers you can do everything and apparently exceptionally well.

While I don't find your character overly powered in terms of high tier characters he is far too much for anyone to fight because you are all over the place with your powers,. IMHO you should focus on the psi and terror arts, develop those into a structured and cohesive whole and get rid of the sue. Then your character will have a much more organic feel and be far more challenging over all.

Skall
LeeRoy said
Everything is chill except Saro Ghan's total immunity to penetration make it a bit weaker and he's good to go as is.


LOL that is just wrong...we must be able to penetrate Saro Ghan!!!
I am curious, are you sure you want to do a T1-P/C fight against 2-4 other people? T1-P/C is tough enough in a one v. one, stacking the deck against yourself, leaves you little chance to win because your attacks/defense have to be divided against 2-4 people which means you cannot attack or defend everything. And using T1 rules will constrain your ability to charge your skills while allowing your opponents the ability to charge their attacks by taking turns in their attack rotations.

And what do you mean by GM? You stated a T1-P/C fight which means you may draw some very heavy hitters against you since powered characters mean just about anything.

Skall
My advice is to look at the list of known arena fighters, see who is active and then send them a PM explaining what you want. Being proactive is a far better way to get what you want.
Notdeadyet,

To glom on to Lalli I have questions:

1) You stated that you have Psi powers that allow you to do a host of things- appear through the floor, control various elements, causing nightmares and the odd bite power.

2) You have a body made of mud, not really a problem if you constitute it like any other elemental power based person who transforms into their element. But like Lalli, if you are made of mud and can absorb kinetic attacks because your body is malleable, what are your bones made of and do you actually have bones?

The first two powers seem a bit disconnected, as they don’t offer a cohesive synergy in their application. i.e. if you are mud how can you appear through a floor that presumable is not porous? How do you control other elements, specifically fire and air if you are composite of two elements, water and earth? Those are diametrically opposed elements.

Like Lalli said you need to list and describe all the powers you can use/do otherwise it will appear as if you are pulling powers outta your ass to save yourself in a fight.

Your terror psi powers that you list are interesting. Not overly powerful since I presume that when you use them you are in effect making yourself weaker, which ultimately gives your opponent a distinct advantage over you.

Then we come to the marysue-ish part of your character-


Just a small list, not ALL of his attacks.

(1) Summoning Magic May summon one of the following creatures, and up to 2 at a time.
-Basilisk Nyagna (a special snake)
-Centaur Brutus (made of stone entirely)
-swarm of "Mytes" (small insects bred to resist magic and devour flesh
-Giant Flacon Myrates
-Fang the Dragon

(2) Conjur weapon can only conjure a weapon of which he has with him. This simply saves the trouble of heathing and unsheathing a weapon.

(3) AOE effect naturally, the immediate area around Jynxs feels cold. It also pulls in a thick fog for miles about.

(4) Transformation Transforms into a "Terror Beast" which suffers no negative penalties from terror arts, as wel as boasting highly enhanced physical capabilities. Transforming back is normally fatal, however it instead leaves Jynxs exhausted.

(5) Curses Jynxs may perform various curses ranging from powerfull ruinic curses that act often as traps, to summoning clouds of acid, or controlling small shadows for a short time.

(6) Assassin's edge A move that utilizes his knowledge of anatomy. A series of physical strikes (3total) aimed to cripple a foe without killing them.

(7) What the f*** do you call this? may regurgitate many things rangingfrom animals to weapons, to usefull objects.

(8) Mass Manipulation May take in any earth (reguardless of temperature or moisture) and add it to his body to gain mass

(9) Non consistent form even though he looks human, jynxs's body dosnt always act like it. He grows extra limbs, spikes, tenticles, eyes, and more on a whim. He can also control himself as a giant mass of mud(if he gains enough mass) with no resemblance to a human body.What is a soul? You will have to define that because not all characters have souls.


Out of these ‘other powers’ the only ones that actually make any sense to the character you have presented are (4) Transformation, (7) What the f*** do you call this?, (8) Mass Manipulation, and (9) Non consistent form. These four powers fit well with the character you have established as a psi based mud elementalist.

The others really don’t make sense with the history you provided nor the core power set you established.

These are just my observations.
Well on the last part, any serious arena fighter won't fear you, they will only respect you if you fight well and that is how you'll get known. Fight in tourneys, fight in invasions, seek out the best fighters on other sites, learn T-1 so it becomes the only system you'll fight with. Fight here so the lurkers, and there are lurkers, who always drop by this site to see who is fighting can get a feel for the activity of the clan. Don't use similar fighting styles, garner a mix of styles based on ranged, melee, tech, magic and psionic abilities.
LeeRoy, you have put a lot of work into this, I am looking forward to reading how the fights pan out. Looks like a good mix of fighters and the characters are unique to say the least.
Alexio I think if you had advertised this as a tournament initially you may have drawn a large response as there hasn't been a good tourney in a while. You still might if you can layout your tournament parameters, tier limits, rule set etc. As it is now you are a little vague on everything.
I have not seen a fighting/arena clan in a very longtime. To be sure they exist still on many sites with a stong fighting community. I am curious as to the extent of activity you want or expect.
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