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4 yrs ago
Current I think watching fight scenes can help in general terms with writing combat, since it can give you an idea of flow and choreography.
4 yrs ago
At least if you're writing something you know, with knights.
4 yrs ago
I mean, depends on what you're writing, and the tone and theme of what you're writing. Trained armored knights were legitimately monstrous on the battlefield, so looking up how they fought helps.
4 yrs ago
As much as there's a lot of reasons twitter sucks, I genuinely don't want to see it die for the sake of all the artists who now rely on it. Hoping the shithead stops trying to directly administrate.
1 like
4 yrs ago
roleplayerguild.com/posts/5… If anyone's up for fighting some kaiju, why not try out my new RP, Godzilla: YATAGARUSU?

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@Dead Cruiser: Sorry, but there's some real problems here.

Firstly, I can't accept death as an Affinity. This is largely because, if it were corrected to fit with the Death Affinity already present in the setting, it would be extremely broken and unacceptable for usage. In its current state it already edges on broken. He doesn't appear to need to use spells at all, and the ability to rot things because he feels like it I don't really think is acceptable. Accessing the afterlife is not acceptable and it is also impossible for a human to do. "Death spirits" is extremely ill-defined, and I can't accept that either.

I will be honest, this is information I didn't realize I would need to include in the OP.

@RainehDaze: Accepted.

@TheFake: Okay, there's a couple of things I need to point out, but overall not bad.

Firstly, spells are required to do magic. They can be cast mentally though, this just makes the process faster. Thinking about what you want rather than the spell won't achieve anything, though.

The Blackout Spell needs a little more defined on its limitations and area of effect.

Also this is a more minor thing but I haven't worked on werewolves yet for this setting so it might be for the best to avoid involving them for now. ^^;
Working on something, bio judgement soon. For the moment I'll edit the new claim in.
I don't mind.
I haven't so much covered potions in this setting. If they're in, it's probably not video game "health potion" kind of things.
I'll put your number claim in for now.
Well, animals seems a bit hard to work but isn't invalid.

Non-elemental things, well, as long as it's not completely manmade/artificial, you have a lot of options.
I had trouble picking an affinity and I created the setting. ^^;

It's not always easy unfortunately.
I'll reply again once everyone has posted!

Alternatively if it seems like it's going on too long. ^^;
We do need a pilot.
@Blackbeard: I'm sorry, but there's no chance. Rogue magi are essentially this RP's monsters of the week.

@TheFake: Sounds workable, Senses is a perfectly valid affinity.

@Dead Cruiser: I'm... a bit sketchy on that.

... Also I didn't think it'd be immediately relevant, but in this setting the "Soul" is life, something that appears in the body to make it alive. It's why you need a soul for homunculi. Ghosts are human consciousness without a body(thought they have a solid state).

Anyway, hopefully she'll be a good example:

Name: Eliza Valstelt
Number: 1
Age: 20
Gender: Female
Appearance: "I can't abide people like that."(May be replaced by my own art eventually)
Personality: Eliza is not entirely an unfriendly person. She will talk and hold conversation, especially with fellow members of the Citadel Six, and can be somewhat friendly. However, in the back of her mind, Eliza's intent is success. She has a strong drive to succeed in all her pursuits, likely put there by her training even before entering the Tower. This can sometimes lead to rather cold treatment of others, but Eliza is not a cruel person in most scenarios. Her drive can cloud her interactions with others and certainly make her appear so, however. She is confident and determined, and absolutely despises rogue magi. As many rogue magi become so due to magical experiments they attempt to run, she feels they are "Slipshod cowards who won't work with the resources provided by their Circle". An improper mage to her is little more than trash. She doesn't speak of improper magi as people, merely of their capabilities as magi. It doesn't matter what kind of person they are to her, she only views the magical capabilities of an improper mage as trash and believes they shouldn't even bother going to a Circle. In spite of her sometimes harsh attitude, the one thing Eliza despises above all is those who would involve innocent people in their schemes for their own gain. She feels it is disgusting beyond belief and ceases to view such people as human. The defense of the uninvolved and of her fellow Citadel Six is a priority, alongside the elimination of the target.
Unrelatedly, Eliza has a fondness for baked goods and can be persuaded to perform minor tasks in exchange for them.
Abilities: As a child of the prestigious Valstelt mage family, Eliza's affinity is Light. In addition, she has a high amount of extremely high quality mana, allowing her to cast potent spells quickly. She is also capable of mentalcasting, the art of casting spells mentally to allow her to cast without speaking. However, to utilize the full power of the spell, the name must be spoken at least. Eliza's spell library includes spells involving illumination and clarity, but light is also a potent weapon. Chief among Eliza's offensive spells, a signature spell of the Valstelt family, is Scintilla Sagitta, "Spark Bullet". The spell has been translated from Latin to English and can be cast in either. It functions by bending light into a cohesive projectile and firing it. Spark Bullet's most basic form is a round projectile fired from the fingertip, but it can be cast as a larger and more dangerous wave of light at the cost of further casting time being required. Eliza also practices defensive spells, producing magical shielding to defend herself from harm, though they are not impossible to break or bypass. She is also capable of performing counterspells to break closed spaces or barriers, though that is a secondary focus. Finally, she is capable of enscribing runes and performing rituals, carrying chalk and other ingredients on her person to do so.
Equipment: Eliza owns a motorcycle, and the "badge of her family", the Laminas Scintilla or "Spark Blade". Seemingly a simple, silver, bladeless hilt, the object is actually an engine for mana processing. By passing her mana through the hilt, Eliza can materialize a blade of her mana measuring three feet in total length. This blade possesses several attributes as a result of it being formed from mana. Chief among these is its cutting power. Even mana filtered through an affinity can be destructive and it shows, slicing through mundane materials easily, though it can be countered with defensive spells. The power against other magic largely depends on how much mana Eliza feeds into it. She can also extend the blade up to twelve feet temporarily be giving it a large enough boost in mana, allowing it to pierce more distant targets. However, this prevents her from casting other spells, as the mana is being fed into Spark Blade. As a blade of mana, it is capable of permanently harming familiars being sustained via excessive mana by their creator. Eliza carries chalk and other minor ritual ingredients in order to inscribe runes or perform minor rituals when necessary.
History: Eliza was born into the Valstelt Mage family, an old and powerful family with a great deal of influence. Deeply rooted in the pursuit of success as magi, Eliza entered a strict training regiment from a young age, which ingrained her family's pursuit of success in her as well as the skills to use the family's spells. Eliza was also highly educated in other matters throughout her childhood, before being sent to the Tower for further education as a mage. Prior to being sent to the Tower, Eliza was given Laminas Scintilla, the magical weapon considered a badge of the Valstelt family. She excelled at the Tower, and due to her excellent progress and the subtle hints and manipulations of her family, she was offered the recently-vacated position of Number One in the Citadel Six. After all, the Valstelt family's opinion on rogue magi is well-known, why wouldn't they want a member of their family in the Citadel Six?
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