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Posted: Thu Apr 29, 2010 9:29 pm
1) Well, basically, you just sort of focus on the grapefruit-sized sphere in your hand, and it should envelope you (usually in your element; I was enveloped in light, Dawn in a mini-twister), and voila. Magic clothing. And no, actually, the summon remains pretty quiet, still adjusting and awakening- it tends to come out during the first real battle.
2) Phoenix would only know that she was awoken. She would not know about being there before the dress sphere- she wouldn't even have memories of existing before the dress sphere. It would be just as Bahamut described it: the dress sphere was a catalyst that bound the summoner and summon, awakening it for the first time in its memory.
3) Well, the immediate problem with Clarity is that, without the sense of feeling, you can't exactly move... or breathe, for that matter. xD So I'd just say 'forgoes sight and sound', and smell/taste if you insist. As well, just as clarification, you wouldn't be able to sense the 'darkness' or anything; merely the actual power/amount of magical essence. Also, perhaps 'lack a significant magical component' should be any special attack by someone with a magic strength of less than half your magic defense (rounded up).
As for accessing the Limit Break, that won't be necessary- Limit Breaks occur at any point that you've taken enough damage. If you want to say that he goes INTO Clarity at the time of the Limit Break, that's fine, but making it a requirement puts an unnecessary limitation on you and doesn't make sense with the Limit Break rules.
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Posted: Fri Apr 30, 2010 7:10 am
You can move and breath without needing to feel. Breathing is mostly reflex anyway. o_o
Anyway, I was envisioning sacrificing the five major senses. I think I'll have him keep his sense of pain and vestibular system. Otherwise he'd just be falling down all the time, and that would just be embarrassing.
For 'lack of a significant magical component', I was envisioning most physical attacks in general. Even if its used by someone with high magic power, Alan can see something magicky coming at him, but without being able to gauge the precise spatial location of the actual sword they're swinging, he's at a disadvantage to dodging it.
In gameplay terms, it's pretty much a persistent detect/scan spell at the cost of normal perception.
I don't see how the requirement of Clarity for Doublecast doesn't make sense given the rules. It's just an additional requirement to use that limit break - he has to be in an appropriate situation/have taken enough damage, and also he has to be using Clarity. I intend for Doublecast to be fairly character significant, so I think giving it more strenuous requirements is fair.
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Posted: Fri Apr 30, 2010 11:34 am
Well, that sort of depends on how in-depth you take 'feeling' to mean, but I suppose if you wanted to include the other senses as well, then it wouldn't matter.
As for the magical component, I figured you meant physical attacks, but since you specifically said a 'significant' component, I figured you could include some low-magic-strength attacks, too.
And I just meant that it seemed to be completely unnecessary as a limiting factor. I mean, if you -want- to give yourself more limits, that's fine I suppose, just... uncommon, especially considering its just your level 1/2 Limit Break, and you get another one every level.
However, there is one limit the mods agree on, which we want to clarify since we don't see it in the description. Until someone actually casts a spell, uses a special ability, or otherwise gives their magic form, you cannot distinguish individual magical energies. Mana is mana is mana until it is actually given form. My mana is identical to Joe's mana. There is only a difference when we use the mana to form our magic- only then does it become 'elemental' and distinguishable. This includes both allies and enemies, meaning it will be harder to distinguish between the two.
Another thing we want to clarify- the range of the actual sense. You say 360 degrees (I'm assuming this is to be a 3d sphere and not just a planar circle, though), but never clarify the radius or diameter. For level 2, the Moderators suggest a radius of 30 feet in any one direction, and increasing as you level up.
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Posted: Fri Apr 30, 2010 4:59 pm
I'm assuming that there's a bit more to mana than that. . . enough to tell different sources of mana apart, anyway. Shouldn't different people have different 'shapes' to their inherent mana? Possibly not to the point where it's detectable to someone relying on conventional senses, but . . . that's kinda the point of this ability. Magic sense with a comparable acuity to sight or hearing. In general, I'd assume that the physical world leaves a sort of imprint on the flow of mana, and the sense granted by Clarity has a high enough fidelity to just barely navigate it.
If an attack is a magic based attack, the only reason I can think of that I wouldn't see it coming is if it's drowned out by huge amounts of ambient mana. My Magic Defense shouldn't have anything to do with it. o_o
And, 30 feet is . . . . a little nearsighted, but alright. I'll just have to hope that I never get into a long range battle. As this is an ability I thought up after character creation, I'm not really in a position to demand upgrades. xD
Anyway, don't iconic abilities often have restrictions associated with them? For me, that would be Doublecast, I guess. And I do plan to have eventual evolutions of it as I gain limit breaks.
(For the record, I don't really anticipate ever using Phoenix Heart at all. It was just a buff spell that you insisted be a limit break, after all. >_ >)
Anyway, sorry to be all exacting about this. I mostly want it because of the fluff and style - I'm really not trying to powergame at all. ((And besides, my character already used something like this in his first fight razz ))
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Posted: Fri Apr 30, 2010 6:56 pm
The only differences people have in their mana is how much they have inside them (Energy stat). If an ether can heal mana, regardless of who it is used by, then all mana is universally identical until given form by the caster. At least, that's what we're going with for this roleplay. However, I do see where you're getting at. So, we'll go with the same compromise that we gave Evan.
Those you are definitely close to (good friend/best friend-ish) you can identify with ease (whether it be a distinct shade of a color, or if you give them different shapes). Those you are sort of close to, but not very (acquaintances/known allies) you will notice some barely-distinguishable differences, but unless you actually focus on them, they are unidentifiable. People you barely know, or don't know at all, however (a new ally/random person/villain) will be completely indistinguishable from one another.
This counts solely for identifying people, of course, and as you leveled up, you would be able to distinguish people easier. But you can still identify elements and spells without a hindrance.
The 30 ft range is only temporary, until you level up, seeing as your abilities can level up with you, so to speak.
As for Phoenix Heart, if you don't want it, I can just delete it. I only insisted that it could not be a normal ability- that if you wanted to use it, it would have to be a Limit Break.
And I'm sorry that we have to go through so many technicalities. These are just the decisions of the moderators as a whole, so I'm enforcing them.
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Posted: Fri Apr 30, 2010 7:10 pm
I don't mind the technicalities and stuff. Thanks for indulging me.
As for Phoenix Heart . . . it's not that I don't want it, it's just that I'm having a hard time imagining a scenario where I'd use it over Doublecast, what with the 'only one limit break per battle' rule. I mean, sure, it buffs the whole party and could potentially be a game changer, but it's just a bit . . . less dramatic? There doesn't seem to be a lot of point in deleting it, since I don't know what (if anything) I'd replace it with.
Actually, I just thought of a way to make Phoenix Heart appealing. If it only affected the party and not me as well, and if it basically took me out of the battle - made it so I couldn't cast spells or something for a while. I think if it was that sort of spell, I might actually use it for a heroic sacrifice type scenario.
I know, I'm a weirdo. What can I say? I'm drawn to abilities that have massive drawbacks.
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Posted: Sun May 09, 2010 11:07 pm
Speaking of abilities, I finally chose my 'Special Ability' that non-elemental summons get. It was talked about over Skype by moderators, and approved. I'm not trying to sneak it past anybody. xD
Invisibility - (Special Ability) Amy can become entirely invisible at will. Her shadow will still be visible, and she is not immune to magical sensing.
Profile has been updated with permission.
Also, if anyone's profiles need to be updated feel free to run that by us anytime. Sometimes we forgot. Entirely unintentional, I assure you.
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Posted: Fri Jun 11, 2010 6:27 pm
So, just edited the first post a bit about Drives. Some of that information was ooooold x_x
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Posted: Sat Jun 12, 2010 9:31 pm
Prote is such a stalker! XDD
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Posted: Sat Jun 12, 2010 9:40 pm
Prote: What's a stalker?
See, no he's not. XD
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Je suis a toi Vice Captain
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Posted: Sat Jun 12, 2010 9:43 pm
Isn't that what a stalker would say...? Wait, no, they would say, I am not a stalker. But close enough.
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Posted: Mon Jun 14, 2010 10:13 pm
ANNOUNCEMENT: We have a new rule about passives and Limit Breaks that allows for a slight help for your stats. 1) You know that you're allowed 2 passives of your choice (elemental affinities not included). One of these passives may be used to permanently increase a single stat by one point. 2) There is a similar rule about Limit Breaks. You know that you are allowed to learn one Limit Break per level. From Level 3 and up, you may pick ONE Limit Break to trade for another ( single) Stat Point. If you did not choose to make a Passive into a Stat Point, then you may choose two Limit Breaks to trade for two Stat points. These 'extra points' are special in that they may go over the Level Maximum. For example, at level 3, the maximum a stat can be is 10. Trading a Passive or Limit Break for a Stat Point will allow you to increase that stat to 11. A stat may never be 1 higher than the maximum in this way!Dark Walkers may NOT trade Limit Breaks for Stat points!If you'd like to edit your profile, feel free to ask or PM an HA Moderator. If you want to trade a Limit Break or Passive, then remember that they may only be traded if they've never been used. Considering the short life of this part of the RP, that shouldn't be too difficult, but just in case, we felt the need to clarify.
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Posted: Fri Jun 18, 2010 11:31 am
So, in effect we can trade a total of two 'things' (either limit breaks or passives) for stat upgrades. But, can we trade a limit break for a second passive? For example, let's say hypothetically that at level 3, I trade Phoenix Heart for another stat point. Then, at level 4, I decide I'd rather have a second passive rather than Triplecast, which I've never actually used. Can I then rearrange things so that, in effect, both Phoenix Heart and Triplecast are being exchanged for stat points, while I gain a second passive to replace the Magic Strength Affinity which was 'moved' to Triplecast's old slot?
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Posted: Wed Jul 07, 2010 5:40 am
OMGOMG Sephiroth fight.
That is all.
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Posted: Wed Jul 07, 2010 7:15 am
Kyla, I can't for the life of me figure out the logistics of why you would have gotten hit with Aerora there. If you're between Cloud and Jon, how could you also be between Jon's former position and the wall (i.e., Jon's new position)?
Seriously, what's up with making me hit you? o_o
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