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    1. Vordak 12 yrs ago

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Current In Soviet Russia we kick American Capitalist until they turn Red
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In Soviet Russia we kick American capitalist until they bleed
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Triborg or Johnny main?

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Obu? Didn't expect to be called here. But alright, I guess I have a bunch of questions to try for...

1. While I may be a new arena fighter, if we were to have character who "survive" their battles, could they potentially learn from such an experience? Like say if my heavily armored fighter figures out some flaws within his techniques and tactics after they've been exploited by another, could I justify having him learn how to cover those weaknesses before the next fight?

2. What are the limitations of items used for combat? Obviously an armor made of an unbreakable material is grounds for an overpowered character, but regular steel full plate does happen to do a pretty good job at keeping pointy blades out of your fleshy bits. And what about those who have magical armor or simply one of high quality? A similar deal with weapons too. As silly as it may sound, I do kinda envision a future where my brawny heavy armor fighter goes up against a modern soldier and having a good chance to deflecting/shrugging off the bullets with his armor.

3. Reasonable amount of skills/proficiencies for low level characters? My character is basically an Arena adapted version of my level 6 pathfinder orc fighter, but inventory aside, his feats and skills at least mean he's proficient in all simple and martial weapons (That's everything from clubs to spears to bows and crossbows, various swords, axes, clubs, and polearms), as well as one exotic weapon known as the double orc axe. He also has feats for two-weapon fighting (which allows him to make use of that double orc axe), toughness, and the ability to channel all his might into a single focused blow (Power attack + Furious Focus). I also had it in mind for my character to take feats to make him more proficient in heavy armor. That is to say, the usual "Weaknesses" like being slow and cumbersome becomes mitigated as he drops the armor check penalty to zero (Currently for my character it's at a -2, which is a big improvement over the usual -6 from full plate).

4. Are we limited sticky to human/humanoid fighters? Amongst one concept I have is an amorphous character who is akin to Arakune from the blazblue series, but giving up his Curse ability for greater defensive ability and agility. Not quite a stonewall in the sense he's nothing but defense, but neither is he a fragile speedster in that he can't take a hit, but fast and durable at the price of lowering his overall damage output. Also the fact he's a shapeless, amorphous being. Can't exactly grab his nonexistent arm or decapitate his nonresistant neck.

5. This one is more character dependent, but if our characters have a penchant for "Cheating" or "Dirty Fighting", do we need to inform our opponents if we chose to express that by bringing allies? Like if I create a fairly roguish character who runs with a gang, and calls on that gang to swarm my opponent while he gets a stab in between the bodies. And I don't just mean my own NPC's either: I'm wondering if I could even call in another Arena fighter if it's within my character's personality.


Learning from a battle is perfectly fine, as far as i know. That's why people often test their characters in practice matches.

Regarding questions 2 and 5 - all is fair as long as it matches your opponent's strength. Three foot thick ceramic armor that can keep you safe and sound under a tank barrage? No prob, as long as your opponent has a fair chance against it. If summoning additional characters to the field doesn't give you an unfair advantage then it's fine as well. But if it's literaly cheating, you'd need some good luck to find someone brave enough to take the challenge. Not that there aren't such people, but most arena folk prefer a fair and even fight.

A character's skill with a weapon is often just fluff in the arena, as what determines it is actually the fighter's own knowledge: saying that your character is a master swordsman doesn't mean you'll be able to have them fight as good as you imply. Things like rope walking or driving vehicles is fine though, as those aren't central to combat. If we were hosting a textual rope walking competition, where we would be comparing one's knowledge of rope walking techniques, then this skill would be more relevant, but (thankfully) this is the arena.

Having characters be capable in a wide sphere of such 'miscellaneous' skills can indeed up their power level, but it'll probably be quite obvious when that border is crossed.

And finally, no, the variety of forms your character can take on is limitless. Humanoids are just close enough to us, humans, to use real-life combat techniques, making fights a bit more interesting, but you're welcome to try anything else.
<Snipped quote by ImportantNobody>

You obviously don't have breast. You have any idea how sensitive those can be?

Don't answer that.

Anyway, in terms of actual damage would depend allot on cup size and if the person is using their bare hands/knuckles (along with where on the breast they struck.)

Edit: also, groin shots to females, depending on where/how they hit...can hurt allot too... not as much as a male probably but food for thought.


Khan, are you a woman that fights a lot?
@Vordak
Grimm is all I plan to be using on this account so you can go check out one of my older fights and see if you have anyone close to that in power level and I'll try to check the forums more.


Well, that wouldn't really be a fight i'd be interested in. Not only i am unfamiliar with the lore that the Void, Anima and ect. belongs to, meaning that i would be combating Grimm on entirely different terms that you'd expect, but beings that bring along the destruction of a universe with themselves happen to be way out of my comfort zone in regards to power levels.

Any chance you'd go for something different?
@Vordak Ayy what about our fight?


I haven't really got any powered characters i find satisfactory at the moment, so i'll be finishing the character sheets for a few newer ones quite soon. I can post some core info regarding them and let you choose one that i can focus on completing, in order to get the fight going a bit sooner. Or, if you have a character of your own you'd like to use, i can just use the one i find closest to them in power level.
I don't see why Kragimaeus would be throw off balance by his own attack though.
<Snipped quote by GreivousKhan>

How you going to logically dodge a point blank pistol shot to the chest?


You'll see. I'm plenty sure Khan knows how that's done.
@Innue

Just a quick few questions before i post: how well lit is the arena and what would be an acceptable distance from Jok to appear at?
<Snipped quote by Vordak>

Would you want people to instantly teleport, change the gravity field, create a small sun, create an instant Aoe ice/fire/air attack, gain a powerful buff, etc

without them taking the time/preps to do so?


I was talking about the offensive/defensive preps in T1, not prep-requiring abilities. A bit of a misunderstanding on my part.
<Snipped quote by MelonHead>

The major, and only, really important differences between charges and preps is quite simple. Preps exist in the T1 rules, charges do not. Charges boost damage, preps do not. Though they would naturally allow for more potent abilities to activate.

Heck, there's nothing that says attacks get stronger with more preps(or that only an equal prep is even needed to block that attack!). Because, as far as T1 Eden era rules are concerned, there is nowhere that it states more preps mean a more powerful attack. Heck even I thought it did not too long ago. Until I started branching out to others sites and realized how morphed Arena style is here. For the most part it works, but you'll get laughed out if you try using charges elsewhere.

On a unrelated note, odd you feel magic would not need preparation. The most popular form of magic settings, low magic (and even higher magic settings) often require long rituals and at the very least arcane incantations. Which is what I always felt the idea of preps originated from. It can easily translate to non-magic, as the language is loose enough that loading a shot into a chamber of a gun and knocking the hammer would technically count as a prep.

Personally I always liked magic that required time and patience to use. Makes using it allot more risky from a story telling point of view. Otherwise it wouldn't be any different than elemental bending.


The way you describe it, preps are an uninventive stalling mechanic that has no other use. Mind correcting me if i am wrong?
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