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5/9/2020 7:17:33 PM
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  • [b]"HIIIIIIIIIIIIII!"[/b] A woman yelled, suddenly appearing behind you. "My name's Molly, communications officer of the Black Egrets! I'm here to help you set up your character sheet! So, first thing's first, let's talk about your attack slots! You have 5 of them, and can fill them with any attacks you want! Bear in mind, though, that this 5 limit is divided between regular attacks, and special ones. What's the difference? Well, regular attacks can be used as many times as you want! Melee strikes will always be singular powerful hits, and ranged strikes will strike at least 2+ times, but with lighter hits. They'll also always add up to the same attack total (20). Special attacks have to have some sort of limit on them. An regenerating mana bar, a certain amount of shots before needing to refuel at an ammo station, simply needing to reload, etc. Can be whatever you want! They can also break the 'melee single powerful strike', 'ranged multi weaker strike' rule, and their damage values can be higher (the less you can use it = higher damage). These also include things like heals, status buffs, and the ability to analyze enemies. Things to keep in mind when choosing powers; Enemies will either be Melee (M), Ranged (R), and/or Visible (V). You'll need to match up your attacks with the enemy type to hit them. Most attacks will only be able to hit Visible enemies, but if something does hit invisible ones (like a homing missile or something), then it'll be MUCH weaker than standard moves. Enemies can have Defense (DEF), and Multi-Thresholds (MLT). DEF means they'll knock off a certain amount of damage with each strike, meaning single powerful hits will be more effective. MLT means they'll be able to tank a certain number of strikes each turn, so multiple weaker strikes will be better. You'll always have a move to raise your own DEF by 1 for that turn, and a move to raise your MLT for 2 for that turn. (Defend and Dodge respectively) So, no need to worry about sacrificing an attack slot for these! You can't see enemy health bars by default, but you can give yourself some sort of scan ability if you'd like to! In addition to these you'll have Blockbuster attacks, which is where you'll want your super cool finisher moves. So, save those. Damage values will be determined by Aifos, so don't bother listing those. Just say what you want the attack to be, and what targets (M)(R)(V) you want it to hit!"

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  • Editado por UnwiseGeoduck84: 5/9/2020 7:34:31 PM
    R-101: Visible, Ranged. New Rose swing: Melee, Visible. New Rose sniper shot: Ranged, Visible, must be reloaded after five shots, which takes an action. Arc Grenade: Visible?(It’s an arc grenade, so it should be able to go around cover.) Ranged, sticky, stuns target (lowers defense?) Only have 2-4, depending on how large the battle is(skirmish, war etc.) Analyze: You already know what this does. Blockbuster: Ranged, visible. Fires New Rose to propel myself at high speed around the target, while firing at them as well. (New Rose is based of Crescent Rose from RWBY, and the recoil can propel the wielder perhaps it can allow me to quickly change from melee range to a distance?)

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  • R-101: 10x2 DMG (R)(V) Rose Slash: 20 DMG (M)(V) Rose Shot: 20 DMG (R)(V)(5/5 Shots) Arc Grenade (talk) Analyze: Learn an enemy's HP total, and weaknesses. So, with the Rose Shot, we can raise its damage to 30 for 3 shots, or 50 if you want to drop it to 1, but with 5 I feel like putting it above 20 is basically going to turn it to your main attack, which it's not supposed to be as a special. The only issue, is this kinda makes the R-101 useless, so you could switch that out for something else if you'd like to keep the Rose Shot at 5. Or you could make it dive further into just for dealing with MLT enemies, and have it do 5x4 rather than 10x2. As for the arc grenade, we've got a few options. If you'd like, we can have the explosion hit invisible enemies, but have it be unable to stick. This would, of course, come with different damage values for whether or not it sticks to a target. As for whether it lowers defense, I'll leave that up to you; either it can lower the defense stat of a target it sticks to, or it can do an AoE blast to all nearby enemies. And we'll get to Blockbusters in a moment, so we'll come back to that. Other than that, look good?

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  • Have the R-101 go to 5x4, and arc grenade be aoe, lowering defense.

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  • Oh, sorry, I meant AoE or lower defense, not both! Whoops! And I also forgot to say anything about its attack charges! Does 4, that refuel at camps work?

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  • Editado por UnwiseGeoduck84: 5/9/2020 7:56:13 PM
    Have it lower defense. Yes, everything sounds pretty good. Actually, just swap R-101, and have it reload, while Rose Shot takes its place.

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  • Arc Grenade: 40 DMG, lowers target defense by 2 for 3 turns (R)(V*)(4/4 Charges) *Arc grenades can hit invisible targets, but DMG gets lowered to 10 "Okay, and, done!" Molly yells, scribbling something on a paper. "Now let's talk about Blockbusters! These are your big awesome finisher moves! They still have to have the same limiters, like (M)(R) and (V) as your basic attacks, but they're much, MUCH more powerful! There are three types; Level 1s, Level 3s, and Level 5s. The higher the level, the stronger it is, but the more BB it'll take to use! You'll gain BB at a rate of 1/3 per turn, and it takes 1, 3, or 5 BB respectively to pull off a Blockbuster! Blockbusters can do pretty much anything (within reason), so go crazy! You can have 2!"

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  • Keep the old one at 3, (we might get complex here) then have another at level 5 that has my Titan drop in. When I enter it, my HP is increased, but I’m larger, and gain a different move set. It’s a giant mech. All move limits are shared, so if I have move a and move b at 3/3, then use move a, both will drop to 2/3. Does that sound okay?

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  • That works. What moves did you have in mind for the titan?

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  • [spoiler]Sorry, had to go.[/spoiler] Splitter Rifle: V, R. Doesn’t drain power. Stomp, Punch, whatever you want to call it: M,V, doesn’t drain power. Laser shot: V, R drains power 3/3. Vortex Shield: Can catch incoming fire and send it back. 3/3. Can’t catch energy fire. Splitter Rifle split shot: fires the splitter rifle in a horizontal spread of 3 shots, increasing damage.. Drains power, 3/3 Blockbusters: Laser Core, Level 3, giant laser shot out of the chest that deals continuous damage as long as it hits the target. Eject:, level 1, self destructs the Titan, and launches me high into the air. I take no damage from falling due to my jump kit, which lets me double jump and wallrun. (I didn’t include it as an ability because it’s more of a traversal tool, like my grapple.)

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  • On the Vortex Shield; most of the fire you'll be taking will be energy fire. Did you want to swap that out? And since it's a level 5 Blockbuster, and you get 1/3 BB per turn, at most you'll have 1.6 BB on your last turn in the mech.

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  • Maybe make it a 3 blockbuster then? The Vortex Shield can still block energy fire, it just can’t return it.

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  • The direct damage output of a level 3 blockbuster (i.e. when it's just a big strong hit) is somewhere around 150. I'd have to lower the Titan's damage pretty exponentially, which might ruin the whole "big scary robot" feel. I still can if you'd like, though.

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  • The Titan is more of a stat change than a direct attack. Maybe have it be a level 4 if that makes sense? If not just have it at 3.

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  • Yeah, I know. It lasts for 5 turns right now, though, which means in order for that 150 number to be held basic attacks would have to get set to 30, which isn't much tougher than the regular basics. It's okay for the other moves to deal a bit more, since they also consume charges, and such, but y'know. But yeah, I'll set it to 3. With that done, this is what I've got: Titan Duck: HP: ???/??? 100/100 Shield BB: ??? TP: 5/5 (Shield begins taking damage instead of you, once you fall below 50 HP, Titan is destroyed if Shield hits 0) Splitter Rifle: 15x2 DMG (R)(V) Titanic Strike: 30 DMG (M)(V) Laser Shot: 60 DMG (M)(V)(4/4 Charges) (Shares charges with Arc Grenade) Split Shot: 20 DMG to all available targets (R)(V) (4/4 Charges) (Shares Charges with Rose Shot) Vortex Shield: Raise defense by 2, and gain thorns against physical attacks (max returned DMG: 50 per enemy). This turn only. BLOCKBUSTER: Eject (1BB): Self destruct the titan, dealing 30 DMG to all opponents. This ends Titanfall. BLOCKBUSTER: Laser Core (3BB): 20x6 DMG (R)(V) Does that look good?

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  • Editado por UnwiseGeoduck84: 5/9/2020 9:48:44 PM
    I mean all the Titan abilities are shared. Spilt shot, vortex, and laser shot all share charges with each other. But yes, that’s good. I don’t completely understand the part we’re the Titan insta does if it’s below 50 though.

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  • Ohhh, that's what you meant! I thought you meant they share charges with your basic abilities.. Hold on a moment.. Titan Duck: HP: ???/??? 80/80 Shield BB: ??? TP: 5/5 (Shield begins taking damage instead of you, once you fall below 50 HP, Titan is destroyed if Shield hits 0) (All Titan charges are shared between one another) Splitter Rifle: 15x2 DMG (R)(V) Titanic Strike: 30 DMG (M)(V) Laser Shot: 40 DMG (M)(V)(4/4 Charges) Split Shot: 20 DMG to all available targets (R)(V) (4/4 Charges) Vortex Shield: Raise defense by 3, and gain thorns against physical attacks (max return damage is 30 per target, per turn). This turn only. (4/4 Charges) BLOCKBUSTER: Eject (1BB): Self destruct the titan, dealing 30 DMG to all opponents. This ends Titanfall. BLOCKBUSTER: Laser Core (3BB): 20x6 DMG (R)(V) There! I made a couple alterations (mainly I nerfed the shield and laser shot slightly), but does that still look good? I think's a little above the power curve as far as level 3s go, but not by too much, so it should be fine!

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  • It looks good, I don’t understand how it instantly dies below 50 though. Can you explain that? I’m sure you have a good reason for it. The shield is not full body. It emits from the hand.

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  • So the Shield acts as a separate health bar to your standard HP. Your standard HP (which is by default, 150), will still be the one taking damage at first. However, if your HP falls below 50, then you'll stop taking damage, and the Shield will start going down instead. If the Shield hits 0, then the Titan gets destroyed. The reason for this is I wanted to give you extra health while in the Titan, but a direct buff to your HP bar (such as +100 when you get in -100 when you get out) would sometimes lead to a situation where you step out of the titan and instantly get KO'd. So, I decided to give the Titan it's own HP bar, which I called Shield. But, this had another problem; if the Titan had a separate HP bar, then on top of some pretty high damage output, you're ALSO getting complete damage immunity up to a certain point, which is blatantly op. So, I decided to still have it there, but just have it so it kicks in if you're already at low health.

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  • Editado por UnwiseGeoduck84: 5/9/2020 9:59:47 PM
    I see. This looks good. Thanks. Sorry it was OP.

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  • "HOOOOLD ON!" Molly yells. "Don't go yet, we've still got one more thing to talk about! Abilities! Abilities are passive effects that automatically activate under certain conditions! However, there's a catch! Positive abilities will lower your max HP total, and negative ones will raise it. If you'd like you can put one on your titan, too, to raise or lower its shield in the same manner! Abilities are also optional, so you don't have to have one if you don't want to! They can be almost whatever you'd like, though, so go crazy!"

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  • Well, I have my jump kit, which allows me to wallrun and double jump, in addition to removing fall damage. I also have my grapple, which is just a grappling hook that pulls me towards things or things towards me. My character is afraid of the dark, so maybe a disadvantage on attacking enemies in there?

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  • I've been using MLT to represent things like dodging, so if you'd like I can give you something similar to Blaze, where you gain 2 MLT under 50 HP. I think the afraid of the dark thing could work, too, but I'd have to think on what that could be. You'd probably gain +30 HP for whatever it is, though!

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  • Editado por UnwiseGeoduck84: 5/9/2020 10:37:57 PM
    Okay. Most of my passives are for traversal, but I guess this could work. Maybe I gain MLT while wallruning in combat?

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  • Hm.. How about removing your defend ability to increase dodge?

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