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Messages - IamanElfCollaborator

Pages: 1 ... 1402 1403 [1404] 1405 1406 ... 4884
21046
Good luck shipping this character, Elf.
Garnt/Motya for best yaoi coupling 2016

i'm actually okay with this
[captain falcon win theme] YESS
*subtly changes eirika to mio*

21047
goddamnit guys
i'll get on the eirika/idou fics right away

21048
alright nevermind elf is sensei shipmaster
just according to keikaku

21049
But seriously why them specifically
Idou, being the hammy shounen guy from one of the hammiest and most badass shounen series ever, goes well with the sombre swordswoman who seems to be grave and unemotional (Eirika), or the quiet, but equally determined girl who comes from a series that's almost an antithesis to badass shounen anime (Mio).

I could also make cases for Chryssa and Anna, too. And Alan. :P

A true shipper never explains. Unless pressed, in which case no explanation is too implausible.

21051
wait a minute why
you are single because i allow it
you will be shipped because i demand it

and it's that or idou/mio :P

21052
so when does game start
soon
soon we may ship idou/eirika

21053
Sefia follows nearby Lieselotte, "Don't worry. Shen will watch over her."
Lieselotte nods slowly, but you get the feeling that wasn't what she was worried about.
((Uh-oh?))
((rip))
Minako and Lieselotte are presumably in their respective classes.

21054
Spoiler: Gozer n' Dackly (click to show/hide)
Not more than 5 actions. More are only allowed with a perk and the explicit permission of the GMs.

Explain Our Power is Twofold more clearly.

There are probably a few more points of improvement, but I'll get around to them when I'm not about to drop off.

What I read was 1 attack and defend action and 5 others, Twofold deals with their first four moves, Gozer Dozer, Free Statue, Snakebutt and Move Blockhead!, instead of 1 atack action and 1 defend action, they have an extra one of each, and can use one extra one marked as Gozer and 1 marked as Dackly respectivelyper turn, but only for those four moves. if the Attack and defend actions are counted as part of the five then This revised sheet should fix that.

Spoiler: Gozer n' Dackly (click to show/hide)

*Edit "You start with 5 Main Actions, 1 Basic Attack Action, and 1 Basic Defend Action." is what the sheet said, sorry if I misread that.
Ah. I see. Twin and I meant you had five actions in addition to basic attack and defense.

I'm not sure I like the perk, but considering we have perks that grant one or two extra actions, I'm a little iffy.

However, no double actions (two actions per turn). Scrap that, unless San approves it.

21055
Spoiler: Gozer n' Dackly (click to show/hide)
Not more than 5 actions. More are only allowed with a perk and the explicit permission of the GMs.

Explain Our Power is Twofold more clearly.

There are probably a few more points of improvement, but I'll get around to them when I'm not about to drop off.

21056
Elf: We haven't even played yet.  Also, he has a teleport spell.

Maybe placing the bind point is a 30 second action, and the cooldown is 1 day long?
I've been in enough of these games and with almost all of the players long enough to know that the flow will be hectic.

Timescale is...not something we're good at keeping track of around here. Once per day sounds fair enough, but the bind point can take however long, as it remains ultimately irrelevant.

21057

As a side note, would the version of his passive I put forward be a decently balanced thing to make at some point?
Presto Live-O:  Once an IC week, the character will, immediately on their death, reincarnate at a specific bind point that takes a week to move.
There can be one such bind point per plane, and the bound mage may choose to pre-emptively redirect himself to another plane, but may not do so unless left uninterrupted during any period more than three turns of combat long.  (--or, like 30 seconds?--)
....it seems quite weak, and the flow of RP is such that if it DID trigger, you'd be out of the game for a while.

I mean, go for it, but it seems quite unnecessarily weak.

21058
Said Super Mode is also balanced out by the fact that all of its moves badly affect the wielder, do not grant double damage or double actions at all, and grants a terrible stat debuff straight afterwards.

Crazy, I'm not agreeing to letting your character in until Sanure has a look at it. That's my decision.

21059
I'll let Sanure deal with the other perks. As for PrstoLiveO....

There are two such perks in the game that allow respawning, to clear this up.
- One of them grants the wielder a super mode, but at the cost of resurrecting them at 1/2 HP with no boosts to their durability and paralyzing them after their super mode runs out in addition to lowering their defense, leaving them a complete sitting duck to being killed, permanently, again.
- The other one can always trigger, but reduces all stats permanently every single resurrection unless a rare object is used to reverse the decay. And this basically means that they will just keep being useless in a fight until their stats are fixed.

Please, just discuss a nerf with Sanure.

21060
PrstoLiveO: If he dies in battle, he can get back up with 1/5th of his hitpoints restored, After any battle.

UnstableMagicaly: If he rolls less then a 20 on a spell the GODS(GMs) can mangle his spell depending on how far away from 20 it was

Experienced: When he rolls a 20, he gains 1 XP
Changed.
Is PrstOLiveO once per battle? If it is, I must request you add another drawback. If it is not, I request you change it.

Also, Experience is useless. As is Unstable, as we are indeed using 3d6s.

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