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Topics - AndrewRogue

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1
Forum Games / The Rising Wyld (Episode 3)
« on: December 02, 2016, 04:34:31 AM »
Vol

OOC: Will continue in chat someday.

Hakuhi and her loyal band

OOC: What did you all wish to do at this point? Continue on to the capital or journey elsewhere?

2
Music Tournament / Project Diva X song rankings
« on: November 30, 2016, 07:37:03 AM »
Squeezing this in before Future Tone lands and the voting takes forever. X is a weaker game on the whole, (particularly in the video department, what with them not being fully scripted out things) but hey. Vo****id culture is still Vo****id culture, and I feel 2016 would be incomplete without someone doing this.

You all know the drill, right?

Full Playlist

The First Sound
Love Song
Satisfaction
Name of the Sin
Tale of Deep-sea Lily
LOL -lots of laugh-
Even a Kunoichi Needs Love
Patchwork Staccato
Love Trial
Strangers
Rasberry*Monster
The Lost One's Weeping
Calc.
Solitary Envy
Brain Revolution Girl
Holy Lance Explosion Boy
A Single Red Leaf
Amazing Dolce
Ai Dee
Slow Motion
Steaming Heart
Humorous Dream of Mrs. Pumpkin
Babylon
Urotander, Underhanded Rangers

DLC Songs

Sharing the World
Hand in Hand

And for completeness if you want to rank them, the Medleys!

Beginning Medley ~Primary Colors~
Cute Medley ~Idol Sounds~
Cool Medley ~Cyber Rock Jam~
Elegant Medley ~Glossy Mixture~
Chaos Medley ~Giga Remix~
Ending Medley ~Ultimate Exquisite Rampage~

3
Forum Games / A New Day Dawns (Episode 2)
« on: October 06, 2016, 06:56:53 AM »
Dawn on another cloudy day along the Yellow River.

The early risers get up and out to begin their business, while those who carried on long into the night last night perhaps sleep a few extra hours. It was a good party. The people responded well to the newcomers, as well as a night of revelry. Although, in the light of the new dawn, there is some regret. Mostly from those who reveled a little too long and hard.

Tora is among the early risers, making sure everything is set and checking that everyone from the boat is, eventually, accounted for and that nothing problematic happened during the night.

((OOC: Khun, you may arrive at your leisure this morning, provided your plan was more or less to head straight back. Rishi, you've got a bit of hiking today. If you end up wanting to chat with the samurai, you're free too, otherwise I'll just key you when you're relevant. Hang tight!))

4
Forum Games / The Town of Inaba (Episode 1 - Closed)
« on: September 22, 2016, 01:31:41 AM »
Grey clouds roil in the skies above, promising an early start to the region's normally wet autumn.

The people of the riverside town of Inaba remain undaunted, however, the traders and merchants setting up their stalls in the town square to hock wares, the boats docking to unload and load their goods. The town bustles with activity, perhaps hoping that the storm spirits will respect their efforts and hold back the rain until the day ends. Not that it really matters: rain or shine, work is never done in a trade town.

This day, however, brings something slightly unexpected to the docks: a boat laden not with goods for trade and sale, but rather a large group of people from the west.

It takes some time for it to find docking due to the day's rather heavy traffic, but eventually room is found and the boat is given a place to stop.

As the gangplank is put into place, an older woman, flanked by two guards dressed in white and blue jackets and wearing blades, will await the opportunity to greet whoever is in charge of the vessel.

((OOC: Let us begin, eh? Rat, Excal, I believe we know where you guys are. May, Magey, Soppy, you may all position yourselves freely. We'll figure out the best way to deal with chat/post hybriding as we go. Use this formatting for OOC. If you have any questions about things or need information about this moment, feel free to ask. I believe we can officially consider this a couple days after the last Akeha prologue scene - wherein soldiers were sent out on an adventure because they are getting bored.))

5
Forum Games / Feeling out interest for some RP
« on: August 09, 2016, 05:47:13 AM »
Interested
1. Sopkins
2. Mage
3. Excal
4. Carth
5. May

Maybe
1. Ash

So a certain someone on these forums has worn me down and maybe convinced me to run an RP.

I've randomly decided I'm interested in Exalted and a new edition just came out, so hey. Serendipity. I also know some people in the DL RP, so I figured I'd put out feelers and see if anyone besides the jerk is interested.

What time is the game?

Forever. More seriously, I'm not sure I can commit an evening right now, so I figure we can just bypass that whole problem and run the game a hybrid play-by-post game. What's that, I hear you asking? The fuck is a hybrid play-by-post game? The game is play-by-post, but we make allowances for hashing stuff out in IRC when time/scenes/schedules allow. Maybe even get some true sessions in at some point.

Seriously? Play-by-post? Can't you just run real time?

I might be able to be talked into it if people really are interested by absolutely hate the idea of pbp. Seriously though, my schedule kinda sucks for most people.

How much do you want me to be able to post?

A lot? I dunno. I'm mostly looking for people who want to be active. I don't need, like, Mafia level investment, but I don't want lurkers.

Okay, fine. So what is Exalted?

Exalted is probably best qualified as "anime as fuck." You are an absolute badass, godlike being. You can kung fu punch folks across the room. You can write letters so crushing that the reader literally dies. You can literally dodge a nuclear blast going off in your face. Which is good. Because the world is screwed and a lot of people -really- dislike you. Also you might occasionally snap and break down weeping uncontrollably or murdering everyone or something else awkward.

I feel this summary nails it pretty well:

"Exalted is a game where one of your main antagonists is Death, Creator of the Underworld. Except there's several of him, probably six or seven. Oh, and he's got 13 dread henchmen, one of whom was probably you at some point in time. Also, Hell has a personal grudge against you this time.

Magical Rome/Persia/China regularly trains and sends ninja-monks out for you personally. Ninjas specially trained in asskicking. And if that doesn't work, they keep giant color-coded gundams and suits of power armor as backups.

The Transformers have united under Unicron (who has robo-AIDS), and are invading because they have a shortage of souls.

The Jedi Council has corrupted Heaven and usurped your rightful place as the Masters of Everything - but nobody can remember them. The only reason they haven't hunted you down is that they're too busy trying to keep reality from imploding.

Your ex-wife dropped by; she's a two thousand year old shapechanging man-eating monster, interested in maybe going on a date next Thursday for dinner, followed by breeding a new race capable of rewriting the biosphere.

Your best friend from growing up -and your last life- now seeks to cover all the lands of Middle Earth in darkness, if he can just find this damn ring.

Your god has the world's biggest crack habit, and needs some serious rehab.

And yet, in theory, you think you can fix everything!

Welcome to Creation, kid! Hope you've got enough Essence!

Have Fun."


Anything else I should know?

Well, the game does originate from White Wolf. So, there's that. Means it uses the Storyteller system (so there are a lot of d10s involved). The book does apparently features some really mild sex stuff in the event that that bugs. Again. White Wolf. From what I've gathered thus far, it is a reasonably crunchy system. A less than DnD I'd say, but it definitely has crunch.

Okay. I'm interested. What do I need to do?

Posting here would be a good start.

Then read the rules, probably. But I can provide those for you.

If this happens, when are you planning on starting?

Not for a bit. Right now I just want to see if there are people interested. I'm personally still acquainting myself with the book and we've got this whole DLCon thing coming up.

So, couple weeks after DLCon, at least. No rush.

What if I know someone from some other part of the internet that might be interested?

Feel free to toss them at me. Just know if they suck I will be mad at you.

This idea is dumb, you are dumb, and you're wasting precious space on a dead forum.

Kinda.

6
This is a topic I've been meaning to do for a while, since, honestly. I love Pokemon. I love monster raising sims in general. But Pokemon was my first and that makes it special.

Plus, the game has some great visual designs. And honestly, what's more important in a collecting game than aesthetics?

As mobile games have proven time and time again, nothing.

So yeah, I'm just gonna chat Pokemon looks when I get bored, because I feel like it.

~~~

First batch of Pokemon now starts in the next post, since I think, with 2 Gens down, we can use the first post for stats!

Generation 1 - R/B/Y

Average Score
3.09

Best of the Best


Absolutely Shameful


Generation 2 - G/S/C

Average Score
2.58

Best of the Best


Absolutely Shameful

Generation 3 - R/S/E

Average Score
2.66

Best of the Best


Absolutely Shameful

7
Discussion / DLC X: Stuff to Do/Things Possessed
« on: July 15, 2015, 06:49:26 PM »
IF YOU NEED TO GET IN CONTACT WITH ME, YOU CAN USE THE FOLLOWING PHONE NUMBER: (510) 542-9511

Figure we need one of these.

Things We Have
PS3 + 2 Controllers
-Persona 4 Arena Ultimax
-BlazBlue Chrono Phantasma
-Ultra Street Fighter 4
-Project Diva F 2

PS2 + 2 Controllers (mostly fite games)

Elfboy's Wii U + X Controllers w/
-Smash
-Mario Kart


About a billion board/card games

Places We Can Go
Bowling (Walking distance)
Karaoke (Bar option is walking distance, non-bar option is not walking distance)
Mini Golf (San Francisco or South Bay, both require driving)

Food (Walking Distance)
Grocery Store (Trader Joe's, Lucky's)
Farmer's Market (Saturday Only)
Chiptole
Rubio's
Pasta Pomodoro
Starbuck's
Wing Stop
IHOP
The Junket (deli sammiches)
Nation's
Jamba Juice
Panda Express
KFC
Taco Bell
Macaroni Grill

Food (Driving Distance)
Pretty much anything.

Banks
Chase
Wells Fargo
Bank of America

This would also be a good place to do a vague schedule thing. So if people have anything they super want to do (bowling, mini-gold, music quizzes, touristy stuff, whatever) they should express interest here so we can create a rough schedule of events.

Schedule
Friday
Saturday
Sunday

8
Forum Games / One Night Ultimate Werewolf (Mafia-like) interest?
« on: April 20, 2015, 10:58:26 PM »
So, we've had a few relaunch attempts at Mafia/Werewolf, so I figured I'd throw my hat in the ring and see if we couldn't use this variant to a little more success.

One Night Ultimate Werewolf is a fairly popular variant to Mafia/Werewolf that condenses the game down to a single night and single day, making for a much shorter game (the real life version is supposed to play in 3-15 minutes) and removing player elimination. At the end of the day period, everyone simultaneously casts a vote for who they want to eliminate and the player with the most votes is offed. If multiple players are tied for most votes, then they all die.

The villagers win if they kill at least one wolf (or, if there are no wolves, if no villagers die).
The wolves win if no wolves are killed.

So how does this end up working? Well, for starters, the game does lean a bit more towards role deduction puzzle and confirming what happened during the night through cross comparison. It does require a little bit of a different thought process than normal Mafia/Werewolf though as you need to be a little more secretive and a little more reserved about your information. See, there are a couple roles that allow you to switch people's cards. Which is excellent for creating confirmation situations!

Less excellent if it turns out you became a wolf overnight and just confirmed your own guilt. Whoops.

So yeah. I dunno. Would people be interested? The biggest plus here is that the required investment here is obviously going to be much lower. Night phase will take a bit longer than average because there is probably going on, but the game only has a single day phase (that I'd place at 48-72 hours, prolly). If people were interested, I'd also by happy to run in Skype/IRC (it'd be superior). Game can accommodate 3-10 players.

Caveat: I've heard great things about One Night Ultimate Werewolf. A lot of people have claimed it has completely replaced Werewolf/Mafia for them. I have not been able to play it because my RL group is not much for Mafia style games. So this would be my first experience with the game.

Anyhow, Anyone interested?

9
Forum Games / Tragedy Looper S#3, Day 0, Loop 0 (Spoilers)
« on: December 18, 2014, 11:24:05 PM »
Loop: 0/4
Day: 0/6

FOUL EVIL is scheduled for Day 3.
INCREASING UNEASE is scheduled for Day 4.
A SUICIDE is scheduled for Day 6.



10
Forum Games / Let's Play Tragedy Looper... wait, this seems familiar.
« on: December 16, 2014, 01:53:45 AM »
Worked pretty well. Seems I can run the game either live or PbF. So yeah. Let's open another sign-up. If I have a lot of interest, I can run more than one game. Will probably run Script 3.

Mastermind
Yours Truly

Loopers
1. Alex
2. Soppy
3. Mage

11
Loop Closed.

Tragedy Averted.

12
Forum Games / Let's Play Tragedy Looper
« on: December 10, 2014, 09:42:43 PM »
Things have been strange since you found that antique watch.

For starters, you gained the ability to travel back in time.

You don't know how or why, but all that matters is that you have the power. You have the power to change things. Now, when terrible things happen, you have the power to go back and change them. But it seems something has changed. Now, no matter what you seem to do, things seem to keep going wrong. No matter what you do to change the course of events, it seems that you can't avert a tragic end.

You've found others with powers similar to yours. Could there be another who is manipulating things to make sure these tragedies occur?

If there is, then you and your companions must cut the puppetmaster's strings and end this tragic play.


Tragedy Looper is a team game where three heroic time travelers will try to stop an evil mastermind from carrying out his sinister plots.

The trick, of course, is that you don't know what those plots are.

Thankfully, you have an ace up your sleeve: the ability to loop. Even if the Mastermind is able to carry out his dastardly plot, you can go back in time and try again, using whatever information you gained in the previous loop to try and thwart the mastermind. Of course, magic isn't without its flaws. You'll have a set number of loops before the events become set in stone.

Gameplay is pretty simple.

For starters, you win by not losing. If you can prevent all loss conditions in a single loop, you have thwarted the Mastermind and are victorious. If you lose every loop, well... things are pretty bleak. In the normal scripts you will be given a final chance to guess the role of every character in the tragedy and, if successful, the heroes will still win. In these simpler scenarios, you get no final guess.

So, each scenario takes place over a number of days and allows a set number of loops. On certain days, incidents (we'll get to that) may be scheduled to happen.

There are four set locations and a number of characters spread between them. These characters, in addition to their public identities, may or may not have secret roles in the tragedy that grant them additional abilities. There will also be a secret plot and secret subplots. Using information gleaned during the game, the Loopers will (hopefully) be able to figure all of this out.

Each day plays out quite similarly: the Mastermind will secretly play a total of three cards onto either one of the board's four locations or one of the many characters populating the boards. Each of our heroic loopers, starting with the day's leader, will be given a chance to play one card on a location or character. The loopers may only play one card per character/location. So if Looper A plays a card on the student, Looper B may not play there.

So what do these cards do? Move characters, add/remove Paranoia to characters (used in triggering Incidents), add/remove Intrigue to characters/locations (trigger other things), add/remove Goodwill (allows the Loopers to use the character's abilities).

And that's kinda the core of the game. For the most part it is a game of deduction. The full rules are here: http://zmangames.com/rulebooks/Tragedy_Looper_Rulebook.pdf If you are interested in playing, do not read the Masterbook! Since this is a game of deduction, if you know the scripts (and I'll only be using the premade scripts so far) you know the game! Don't do it.

So is anyone interested in playing? I could use three Loopers.

Mastermind: Andrew

Loopers
1. Alex
2. Soppy
3. Mage

13
Unranked Games / Disquiet: The Ridiculous and Silly Director's Cut
« on: October 02, 2014, 01:15:35 AM »
Work in progress. Because why not making up an imaginary stat topic? Considering doing another one or two of these just out of boredom. If anyone wants to contribute suggestions, feel free. Vaguely trying to make interesting duelists while staying within the area of what Disquiet had been doing, combined with a dash of SRPGing.

Noemi Seredova
“I really don’t think it’s that hard to figure out.”

HP: 846
SP: 20
SP Regen: 4

Str: 59
Vit: 65
Mag: 80
Spr: 65
Spd: 75
Eva: 25%
Mov: 4

Focus: Noemi gains 20 Focus on using a skill (60 is using Analyze). At 100 Focus, she can afford to use one of the Crescendo versions of her skills.

Equipment

Basic Attack

Skills

Analyze (0 SP): Full Turn. 4 Hex Range. Increases all of Noemi’s damage against the target by 20% and reduces damage from them by 20% for 5 rounds. Analyzing a new target removes the effect from the previous target.

Flare Shot (6 SP): 4 Hex Range. Hits 5 times, dealing 46 Fire damage on each hit (230 Fire damage) to a single target. Crescendo: Doubles the number of hits (460 Fire damage) and hits all enemies adjacent to the original target.

Spark Cluster (8 SP): 4 Hex Range. Deals 237 Lightning damage to a single target. Has a 50% chance of dealing increased damage (296 Lightning damage). Crescendo: Increases the damage dealt by 300% (711 Lightning damage/888 Lightning damage).

Rock Burst (6 SP): 4 Hex Range. Hits 3 times, dealing 65 Bludgeoning damage on each hit (195 Bludgeoning damage) to enemies within two Hexes of the target Hex. Crescendo: Stuns all affected enemies for one round and transforms the spaces affected into Difficult Terrain (Move Rate reduced to 1).

Advise (10 SP): 1 Hex Range. Increases the target’s damage by 50% for 3 rounds. Crescendo: Increases the target’s damage by 200% for 1 round. Cannot be used on herself.

Deep Freeze (6 SP): 4 Hex Range. Decreases the target’s speed by 50% for 3 turns. Crescendo: Also affects all enemies adjacent to the target.

Silence (12 SP): 1 Hex Range. No effect. Crescendo: Deals 492 Damage to a single target and reduces all of their stats by 75% for 1 round. Only works on Abominations.

Disquiet (12 SP): 1 Hex Range. Crescendo: Deals 492 Disquiet damage to a single target and reduces all of their stats by 75% for 1 round. Only works on non-Abominations.

~~~

Erastus Sebrle
“Oh no! Whatever will a decrepit old man like me do?”

HP: 1249
SP: 30
SP Regen: 1

Str: 31
Vit: 29
Mag: 94
Spr: 78
Spd: 32
Eva: 10%
Mov: 3

Focus: Erastus gains 10 Focus whenever he is attacked.

Equipment

Basic Attack

Skills

A Warm Fire (Passive): Erastus heals for 1% of the damage he deals. This increases by 2% for every 10 Focus he has.

Master of Flames (Passive): Erastus reduces all fire damage he suffers to 0.

Let An Old Man Rest... (0 SP): Full Turn. Restores 5 SP and reduces the time until Erastus’ next turn by 50%.

Flare Shot (1 SP): 5 Hex Range. Hits 7 times, dealing 59 Fire damage on each hit (413 Fire damage total) to a single target.

Fireblast (4 SP): 3 Hex Range. Hits 4 times, dealing 59 Fire damage on each hit (236 Fire damage total) to everyone within 3 Hexes of the target Hex.

Sear (3 SP, 10 Focus): 6 Hex Range. Hits 4 times, dealing 27 Fire damage on each hit (135 Fire damage total) to a single target and increases the Fire damage taken by the target by 10% on each hit for 5 rounds. Refreshes duration on hit. Cannot exceed 50%.

Burn (3 SP, 10 Focus): 6 Hex Range. Hits 3 times, dealing 105 damage on each hit (315 Fire damage total) to a single target and decreases their Strength by 50% for 5 rounds.

Incinerate (3 SP, 10 Focus): 6 Hex Range. Hits 3 times, dealing 105 Fire damage on each hit (315 Fire damage total) to a single target and decreases their Vitality by 50% for 5 rounds.

Flame Field (4 SP): 3 Hex Range. Creates a wall of fire that spans 3 Hexes. Lasts 5 Rounds. Difficult Terrain. Any target starting their turn, ending their turn, or moving through the wall suffers 242 Fire damage.

Flame Puppets (4 SP): 3 Hex Range. Surrounds the target in dancing flames, causing them to suffer 156 Fire damage to target every turn. Lasts 5 Rounds.

Nidhogg (10 SP, 30 Focus): 2 Hex Radius. A great serpent of flame surrounds Erastus. Lasts 5 Rounds. Any target starting their turn, ending their turn, or moving through an affected Hex suffers 376 Fire damage.

~~~

Kasia Jandova
“Please! Be more careful!”

HP: 971
SP: 20
SP Regen: 2

Str: 68
Vit: 69
Mag: 68
Spr: 79
Spd: 58
Eva: 20%
Mov: 4
Focus: Kasia gains 20 Focus when physically attacking or using a physical skill. She loses all Focus when she uses a magical skill.

Equipment

Skills

Surgical Precision (Passive): Kasia accuracy and crit rate increases by 1% for every 1 Focus she has.

Wait (0 SP): Reduces all damage taken by 25%. Reduces the time until Kasia’s next turn by 50%.

Recovery (4 SP): 1 Hex Range. Heals the target for 647 and inflicts Heal Block for 3 rounds.

Rejuvenation (6 SP): 1 Hex Radius. Heals all allies in range for 429 and inflicts Heal Block for 3 rounds.

Cleansing (2 SP): 1 Hex Range. Cures all physical status on the target and prevents them from being afflicted by others for 3 rounds, but reduces their Vit by 25% for 3 rounds.

Purge (2 SP): 1 Hex Range. Cures all mental status on the target and prevents them from being afflicted by others for 3 rounds, but reduces their Spr by 25% for 3 rounds.

Bolster (4 SP): 1 Hex Range. Increases the target’s Vit and Str by 50%, but decreases their Spr by 30%, Lasts 5 rounds.

Lucky Shot (6 SP, 50 Focus): Unlimited Range. Crossbow only. Deals 498 Piercing damage. Ignores defense. Cannot miss.

Vital Blow (6 SP, 50 Focus): Melee range. Sword only. Deals 498 Slashing damage. Ignores defense. Reduces the target’s Str and Vit by 30% for the remainder of the battle. Stacks.

~~~

Mirek Sebrle
“Fine. I’ll help.”

HP: 798
SP: 15
SP Regen: 2

Str: 82
Vit: 46
Mag: -
Spr: 93
Spd: 37
Eva: 30%
Mov: 5

Focus: Mirek gains 10 Focus at the start of every round.

Equipment

Skills

Guardian’s Shroud (Passive): Mirek decreases all damage from Dissonant and Disquiet sources by 1% for every 5 Focus he has. All allies within 7 hexes of Mirek are protected from most Disquiet field effects.

Guardian’s Blade (Passive): Mirek’s damage and crit rate increases by 1% for every 5 Focus he has.

Prepare (0 SP): Full Turn. Increases Mirek’s Evade by 20% and causes him to do 50% more damage with his next attack. Reduces the time until his next turn by 50%.

Brilliant Soul (5 SP): Stance. Increases Mirek’s Spirit by 50%. Enemies will prioritize Mirek when attacking. Ends all other stance effects. Costs 1 SP a turn.

Sheltering Soul (5 SP): Stance. Reduces damage from Dissonant and Disquiet sources by 1% for every 5 Focus Mirek has to all allies within 5 Hexes of Mirek (excluding himself). Ends all other stance effects. Costs 3 SP a turn.

Reactive Soul (5 SP): Stance. Mirek counters all attacks originating from within melee range, dealing normal attack damage. Ends all other stance effects. Costs 2 SP a turn.

Naturalize Soul (0 SP): Ends all stance effects on Mirek. Restores 5 SP.

Pommel Strike (2 SP, 10 Focus): Melee. Deals normal attack damage. Stuns the target for 1 round.

Mail Cleaver (2 SP, 20 Focus): Melee. Deals normal attack damage. Ignores defense.

Sweeping Blade (4 SP): 3 Hexes adjacent to Mirek. Deals normal attack damage.

Banishing Edge (2 SP, 50 Focus): Melee. Deals normal attack damage. Increases to 2044 damage against Abominations.

~~~

Eirwen Glass
“Yes? Can I help you?”

HP: 701
SP: 7
SP Regen: 2

Str: 55
Vit: 51
Mag: -
Spr: 43
Spd: 89
Eva: 40%
Mov: 5

Focus: Whenever Eirwen uses a skill, she gains 10 Focus.

Equipment

Basic Attacks

Skills

Busy! (Passive): The first skill used by Eirwen in a round does not take up her action.

Defensive Stance (0 SP): Full Turn. Cannot be used with Busy! Eirwen’s evade increases by 50%. Reduces the time until Eirwen’s next turn by 50%.

First Aid: 10 Charges. 1 Hex Range. Heals the target by 176. Cures Bleed. Provides 10% Regen to the target for 2 rounds.

Antidote: 5 Charges. 1 Hex  Range. Cures Poison.

Knife Toss: 10 Charges. 5 Hex Range. 98 piercing damage.

Blinding Powder: 5 Charges. 1 Hex Range. Decreases the target’s accuracy and evade by 25% until the end of their next turn.

Guard (1 SP): 1 Hex Range. Stance. Eirwen will preemptively counter any attacks against the target with Knife Toss or a basic attack depending on their range. Costs 2 Stamina a round.

Cheap Shot (1 SP): Melee. Basic attack damage. Lowers the target’s stats by 10% until the end of their next turn. Stacks.

Deep Cut (1 SP): Melee. 185 Slashing damage. Inflicts Bleed (10% damage a round, lasts 3 rounds) on the target.

Overtime (50 Focus): Free Action. Eirwen takes another turn immediately after this one.

~~~

Isolde Stolz
Quote

HP: 1233
SP: 20
SP Regen: 4

Str: 89
Vit: 74
Mag: 85
Spr: 71
Spd: 49
Eva: 10%
Mov: 3

Equipment

Skills

Oversurge (308 HP): Free Action. Increases the damage of Isolde’s next attack by 50%.

Cold Snap

~~~

Bartol Broz
Quote

HP: 1145
SP: 20
SP Regen: 4

Str: 94
Vit: 92
Mag: 48
Spr: 53
Spd: 43
Eva: 10%
Mov: 3

Equipment

Skills

~~~

HP
Isolde (1233) > Bartol (1145) > Erastus (1049) > Average (953) > Kasia (903) > Noemi (846) > Mirek (798) > Eirwen (701)

14
General Chat / Would anyone be interested in a DL writing group?
« on: September 23, 2014, 03:45:55 AM »
Yep. Everyone does some writing, everyone workshops, maybe we do some skyping and stuff. All that sort of stuff. Just excuses to write and get your writing read.

15
General Chat / Anyone interested in some PS/PS2 RPGs?
« on: August 13, 2014, 12:21:44 AM »
Totally random, but since I'm prepping to move and clearing out stuff, I think I might clear out some of my game backlog since I'm not doing much with it. So I figured I'd ask here first if any of ya'll would be interested in them. Want to sell them obviously, but I'd be happy to let 'em go pretty cheap since they're missing cases/books.

Thousand Arms
Tales of Destiny
Tales of Destiny 2
Star Ocean 2
Threads of Fate
FF7
Wild Arms
Wild Arms 2
Final Fantasy Anthology
Breath of Fire IV
Persona
Persona 2
Suikoden
Suikoden 2
Valkyrie Profile
Rhapsody
Lunar Silver Star Complete
Lunar 2 Eternal Blue Complete
Koudelka
Arc the Lad
Arc the Lad 2
Crono Cross

Digital Devil Saga
Atelier Iris
Atelier Iris 2
Tsugunai Atonement
Ephemeral Fantasia
Nier

Fire Emblem: Path of Radience

16
Game Design and Modifications / Disquiet: The Post Mortem
« on: July 23, 2014, 06:30:10 AM »
I should have done this ages ago.

So, Disquiet is pretty dead. It has been for a while. The reason is honestly pretty simple: I really hate game development. After two years of on again/off again work, this is an unfortunate, but important, discovery.

See. I like design. That stuff? Blood fantastic. It is fun. It is engaging. It stretches your brain. It lets you explore awesome concepts. I'm also a huge fan of writing. Crafting stories is something I adore doing. I even love playing around with words, mincing them, breaking them down, building them back, and all the other minutiae of writing.

But actual development? Holy shit is that a drag to me. I can't stand scripting. I loathe coding. Mapping is the worst thing ever. I found absolutely no joy in any of that nonsense. Which brings us to the first point: unless you really love everything about building an electronic game? Independent game design is probably not for you.

Independent projects are efforts of love. If you don't love them, your chances of actually finishing them diminish greatly. If you absolutely can't stand large swathes of the work required in an independent project? You're really unlikely to finish it.

This isn't to say you have to love absolutely every moment of what you're doing. I mean work is going to be work eventually. That's how things work. You just need to like enough of it to keep your motivation high. Because, when it comes down to it? Most of the project is going to be riding on your back.

Which brings us to the next point: help. Everyone on Disquiet was fantastic. They did great work. No joke. But ultimately, they all had their own things going on. They had jobs and lives and all that sort of nonsense to concern themselves with, which meant that I couldn't necessarily rely on them to do everything I needed or when do it when I needed them to. And that bypasses the complications that stemmed from only being able to work with them online.

It just isn't easy to always be on the same page when you can't be in the same room.

Speaking of groups. Design by committee sucks. You end up with a lot of disparate elements since everyone has their own agendas, ideas, vision, and the like. This isn't to say you can't have input from other people. That's always good. You just need to have a leader, a central arbiter to really guide everything. You shouldn't really be throwing stuff at people and going “you got ideas on what to do here?”

I cannot stress this enough. Projects need strong leadership and strong vision, otherwise you end up going every which way. I think trying to con people into working by acquiescing to their designs isn't the right way to approach this sort of project. People need to be involved because they want to be involved.

Tangentially, working with like minds is somewhat important. Let me get this out there now: echo chambers are bad. You should never surround yourself with mindless Yes-folks. At the same time you shouldn't surround yourself with folks who disagree with everything you want to do either. It just isn't helpful. You end up sparring too much over individual decisions and waste a lot of time.

Woof. I think that's a pretty good breakdown of on the people front. What about the game?

Well, first and foremost, I still find pure turn-based games to be problematic on the design front. It is just hard to create really interesting game decisions in pure turn based games. There just aren't that axes to operate along. Each character gets a turn and the choose a skill on it. That's all. You have to rely entirely on skill effects to create interesting gameplay, and skills can only do so much here.

This is compounded a bit by enemy design. Without being able to develop more complex AI, you're stuck with two options: rely on randomness to generate challenge or rely on reliable patterns to generate challenge. Both have their own issues and neither ends up feeling quite satisfactory. In one case you risk the player just getting wrecked on a guess, the other creates a fight that is solvable. Both are kind of suboptimal.

A lot of this comes down to issues of visible information. Creating interesting decisions relies on players having real agency in their decision making. If a player doesn't understand what an action will actually do, then they aren't really making a decision. Unfortunately, we still had a lot of that going on:  damage, status, oh... and Dexterity.

Dexterity was our biggest mechanical flaw I think.

First, and foremost, it is way too central a stat. Functioning both offensively and defensively means that it is incredibly centralizing. You can't range it too far or you'd spread damage values out immensely. We saw this happen with Erastus who, despite being relatively durable on most fronts, was actually incredibly squishy thanks to a low Dex.

The ingame effect was also incredibly lackluster. It had been intended as a way to make equipment options more interesting (by offensively altering Dex), but the lack of feedback kinda defeated this. Players had no way of knowing how much switching a weapon would actually change anything. I feel we could have achieved a similar desired effect by simply giving weapons a swing trait. Simpler, easier to balance, and more immediately understandable.

So, given infinite freedom, what would I have done differently? We'll save that for another post.

17
Game Design and Modifications / Disquiet: Episode 1
« on: January 20, 2014, 08:32:09 PM »
[Practitioners and the art of Dissonance have made life so much easier. Their magic has enabled the Empire to grow unbounded: construction, comfort, farming, even the production of minerals and metals... all improved thanks to Dissonance.

Of course, progress is not without a price. The Disquiet - a deadly byproduct of Dissonance - poisons the world, twisting and transforming it into a nightmare. Every grand spell, every little trick, all of it adds to the growing threat. Every effortto abate its growth has proven nothing more than a stopgap, a delaying tactic. Slowly but surely its presence grows.

Noemi of the Imperial Flow Academy is convinced that there is a way to purify the Disquiet. Although her years of study haven't yielded anything conclusive, she hasn't given up and has continuously pushed the bounds of knowledge regarding the substance. Now, she believes there is only one unexplored frontier: the Throne of the First. The home of the strongest, and oldest, Disquiet in the world. Could the answer be hidden there?

Her only choice is to gather a group willing to assist her on this dangerous expedition and find what secrets the Throne of the First has kept for so long...
]

Disquiet: Episode 1

The long and short of it is that I'm looking for a couple of voices to maybe playtest/examine our systems as they currently exist so we can get a bit of outside feedback. We also could always use another hand or two for more indepth help.

If you're interested, just poke me.

Otherwise, this topic is for ongoing discussion.

18
RPGDL Discussion / Disquiet (Working Title) - Mapping
« on: November 29, 2012, 05:53:24 AM »
Topic to do this so I don't forget

19
RPGDL Discussion / Disquiet Battle Test 3 Rambling
« on: October 13, 2012, 07:30:23 AM »
Nama has finished some initial enemy design for us, which has provided us with some super rough gameplay. Still buggy and still sloppy, but hey, it is something.

Please use this space to ramble about it.

I will consider creating a demo version of it so other people can see it at rough levels, but it is super rough and quite buggy at this moment so...

[20:06] <@AndrewRogue> <Namagomi> Sloth/Unwanted/Verminous: Level 1, Tier 1 gear (knife/crossbow), Noemi+Kasia.  Corpulent: Level 2, otherwise as before
[20:06] <@AndrewRogue> <Namagomi> Raider/Thrasher/Smasher parties: Level 3, Tier 1 gear (knife/sword/staff/crossbow), Noemi+Kasia+Erastus.  Gang Leader fight: Level 4, otherwise as before.
[20:06] <@AndrewRogue> <Namagomi> Hired Asshole: Level 4, Tier 2 gear (Guardian Blade, Knife), Mirek+Eirwen
[20:06] <@AndrewRogue> <Namagomi> Ephemeral/Ambivalent/Repugnant/Enslaved parties: Level 4-6...I'd probably say Noemi+Erastus+Eirwen+Mirek.
[20:06] <@AndrewRogue> <Namagomi> Tier 2 gear (knife/sword/staff/g-blade/crossbow)
[20:06] <@AndrewRogue> <Namagomi> Legion fight: Level 6, optimal would be...Noemi+Kasia+Eirwen+Mirek
[20:06] <@AndrewRogue> <ARogue> (I assume you expect the correct tier armor as well?)
[20:06] <@AndrewRogue> <Namagomi> Yes
[20:06] <@AndrewRogue> <Namagomi> lobsterpeople/anglegger/Envious parties: Level 7, I'd argue anything with Noemi+Eirwen
[20:06] <@AndrewRogue> <Namagomi> Tier 3 gear
[20:06] <@AndrewRogue> [7:47:40 PM] Namagomi: <Namagomi> GIANT ENEMY BEE: Level 8, I...think Noemi/Kasia/Mirek/Bartol would be optimal here.  Tier 3 gear.

20
Forum Games / Perhaps we could spread some Chaos in the Old World?
« on: August 24, 2012, 08:40:28 PM »
Putting out feelers for this.

Chaos in the Old World a Warhammer Fantasy game that is, ostensibly, a cooperative game in which 4-5 players take on the roles of the gods of Chaos and do their best to ruin the everloving shit out of the Old World, while the Old World does its best to survive and persevere. Of course, the trick is that the gods of Chaos don't particularly like each other either and are, in the end, each in it for themselves.

That is to say, there is only one winner.

So, while it is fully possible for the Old World to successfully defend itself and beat back the threat of Chaos, what this game is really about is the Gods of Chaos striving against each to corrupt, dominate, and slaughter in a much better fashion then each other while simultaneously making sure the Old World is a smoldering wreck.

In general, Chaos in the Old World is a territory control game with players competing in specific regions of the Old World to Dominate them, Corrupt them, and finally Ruin them.

The full rules for the game (and expansion) can be found at the following links:

http://fantasyflightgames.com/ffg_content/chaos_in_the_old_world/chaos-in-the-world-rule-book/chaos-in-the-old-world-rule-book-web.pdf
http://fantasyflightgames.com/ffg_content/chaos_in_the_old_world/horned-rat/HornedRat_rules_english_web.pdf

So yeah. Just wanted to see if I could round up 4-5 players who might be interested in playing!

21
RPGDL Discussion / Disquiet (Working Title) - Writing Dump
« on: July 18, 2012, 06:36:58 PM »
Just getting out chops back and working to sort out character voices and thought processes. These are all rough, quickly written, and demonstrate more then a little rust, but comments are appreciated.

Noemi

“…what is really holding back the advancement of our studies regarding the Disquiet is the ability to study what I would consider ‘true’ Disquiet,” Noemi Seredova spoke easily and confidently as she introduced her thesis to the listeners.
   
Despite the immense size of the room and the hundred or so seats, there were only three people attending, all watching her attentively from the front row. Of course, anyone familiar with the Imperial Practitioner Academy would have instantly recognized them as the masters of the school.
   
“Our understanding of the phenomenon known as the Disquiet, as well as how it functions and reacts to our magic, is formulated entirely from our experience with Disquiet generated by modern practitioners and modern forms of Dissonance.” A brief clearing of her throat barely halted her delivery as she continued, “While we have been able to make incredible advances in techniques used to mitigate, weaken, and control the movement of the Disquiet, we have remained unable to distinguish the actual cause behind the phenomenon. We understand the correlation between the use of Dissonance and the generation of the Disquiet, but the actual mechanisms that cause it remain a mystery to us. In a sense, we are attempting to treat a disease by attacking the symptoms.”
   
She let the words rest in the air. She wanted the three practitioners to have time to digest that.
   
The man in the center, Achim, was the first to speak. “You believe that the Disquiet generated by our use of Dissonance is not… real?”
   
“I believe that, in some way, it is lacking. By studying a more ancient source of Disquiet-“
   
The woman next to Achim, Professor Dana, cut Noemi off, earning looks from her companions, “You cannot be suggesting that we consider further investigations of the Throne of the First.”
   
Noemi quickly concealed her frown. She didn’t appreciate the interruption, nor did the tone sit well with her. “Yes, I am. The history of the Throne of the First dates back to our inception myths. There is little historical record of the island. The volume and intensity of the Disquiet is so far beyond the scope of anything that modern practitioners have ever generated that it is not surprising many people believe it was actually created by a god. What I do know, however, is that if we are going to ever find a way to fully control the Disquiet, we need to fully understand it. The Empire’s failures to adequately-“
   
“The failures to properly study the Throne of the First are because of the phenomenal dangers presented by the location, Practitioner Seredova!” Professor Dana barked fiercely. “While I respect the contributions you have made to the study of the Disquiet in recent years-“
   
“Dana. Let her finish,” Achim said.
   
The older woman nodded curtly.
   
“Continue, Practitioner Seredova.”
   
“Thank you, Master Achim.” Noemi took a deep breath. She had practiced the delivery of this proposal a hundred times. She had expected interruptions, so restarting was of no difficulty. “I believe that the Empire’s failures to adequately explore the Throne of the First, as well as the failures of our leading practitioners to appropriately study the Disquiet on the island, are a severe oversight.”
   
Noemi took a deep breath. Moment of truth. “I wish to launch an expedition to the Throne of the First to explore the. While I understand that previous attempts to explore the island have ended disasterously, building on the existing stigma of the location, I believe that a properly equipped and prepared team should be able to safely explore the whole of the island. I have prepared a number of plans for how to approach the expedition, as well as what I would require from the Academy in terms of support and funding, should you like to see my proposal in detail.”
   
Silence flooded the room as Noemi stopped speaking. The three attendants exchanged glances, hesitating. It was Achim who first broke the silence.
   
“Noemi, while you have proven yourself repeatedly as an exceptional scholar, what makes you believe you are qualified to lead such an expedition?”
   
“Because, when it comes to practical understanding of the Disquiet, I am the very best at the Academy. In addition, as I’m sure Professor Dana can confirm, my skills in combat related Dissonance are also quite impressive. I am uniquely suited to lead such an expedition.”
   
“And you are aware that previous expeditions have resulted in the death or madness of almost every member of the expedition?”
   
“Yes, Master Achim. I have studied what little information we have regarding them extensively and proposed several solutions to what I believe were their primary mistakes in my documents. If you would like-”
   
“No, that will be quite all right, Practitioner Seredova.” He shifted in his seat, looking to the two others. The glance between them confirmed exactly what Noemi had suspected. “While we appreciate the enthusiasm shown in this proposal, and respect your capabilities as a graduate from this academy, we cannot, in good faith, endorse this proposal.”
   
Professor Dana nodded. “Indeed. It would be a waste to allow a practitioner of your caliber to endanger themselves on such a foolhardy expedition.”
   
“That’s ridiculous!” Noemi snapped.  “A practitioner of my caliber is exactly what we need on this sort of expedition!  The Empire has been far too conservative in-“
   
“Practitioner Noemi! You forget yourself!” Achim snapped. “While we are appreciative of the services you have rendered for the Empire, you will remember that you are speaking to the heads of this academy.”
   
Noemi swallowed her annoyance and frustration, nodding curtly. “Yes, Master Achim. Is there any way I could convince you to reconsider?”

22
Reserved

23
Weapons

One Slot

Categories - Note, these are rough groupings of weapon types that generally share specific Atk/Dex Mod/Special Qualities

Knives: Piercing/Slashing, Low Atk, Highest Dex (Noemi, Eirwen, Jerneg/Bartol)
Swords: Piercing/Slashing, Moderate Atk, High Dex, Magic Bonus? (Noemi, Erastus)
Quarterstaves: Blunt, Moderate Atk, Moderate Dex, Eva Bonus? (Erastus, Eirwen)
Polearms: Slashing/Piercing, Higher Atk, Lower Dex, Something? (Eirwen, Isolde)
Heavy Weapons: Slashing/Blunt, Highest Atk, Lowest Dex (Isolde, Jernej/Bartol)

Bows: Piercing, Moderate Atk, Low Dex, No Counters (Kasia, Djai)
XBows: Piercing, Fixed Shot, High Damage, No Str Mod (Kasia, Djai)

Guardian Blades/Sheaths: Blunt, Moderate Dex, Low Atk (Mirek)
Crystals: Piercing, Fixed Shot/s, Moderate Atk, Based off Mag (Katarine)

Categories with Slashing: 4 (5 if you count Mirek's techs) (Noemi, Erastus, Eirwen, Jernej/Bartol, Isolde) (Mirek)
Categories with Piercing: 6 (Noemi, Erastus, Eirwen, Isolde, Katarine, Kasia, Djai)
Categories with Blunt: 3 (Erastus, Isolde, Jernej/Bartol, Eirwen, Mirek)

Rough Dex Line (Highest to Lowest)
Knives > Swords > Guardian Blades/Sheaths = Quarterstaves > Polearms = Bows > Heavy Weapons // Crystals, Crossbows

Rough Damage Line
Knives > Guardian Blades/Sheaths = Spread Crystal Formatino > Swords = Quarterstaves > Bows > Polearms > Crossbows = Focus Formation Crystals > Heavy Weapons

+Crit/Acc?
+Swords/Knives in particular likely need to be one damage type?

24
RPGDL Discussion / Disquiet (Working Title) - Episode 1 Concepting
« on: June 24, 2012, 10:58:38 PM »
All of this info is being ported to: https://docs.google.com/spreadsheet/ccc?key=0Ap9Rajy9yCOBdEhSaTRKSEVzUFlId1IwTklJUGtDakE for better organization

Basic Plot Arc
-Start of the story to leaving the Throne of the First with the journal and knowledge of the seal.

Episode Objectives
-Introduce Noemi, Kasia, Erastus, Bart, Mirek, Eirwen
-Establish basic character dynamics
-Introduce world and major concepts (Dissonance, Disquiet, Betrayal, History/Religion) and their effects
-Introduce Noemi's goal and her current means of achieving it
-Vaguely introduce the (presumed) antagonists
-Set-up the rest of the episodes!

Expected Level Range
-1-12 (capping at 15)

PCs
-Noemi
-Kasia
-Erastus
-Mirek
-Eirwen
-Bartol

NPCs
-Empress (Name her already, stupid Andrew)
-Millicent Argall

Maps
-World Map (Only the east is really necessary at this point)
--Map Size: Large

-Disquieted Dumping Grounds (Newbie Dungeon)
--Map Size: Small
--Style:
--Sprites Required: None
--Sub Maps: None

-Slummy Port City (Get name, stupid)
--Map Size: Small
--Style: Small port town, crummy, decrepit
--Sprites Required: Townsfolk, Bartol's Crewmen, Imperial Agents
--Sub Maps: (Shops/Buildings), Warehouse (Dungeon 2)
---Warehouse (Dungeon 2)
----Map Size: Small
----Style: Warehouse converted to stronghold
----Sprites Required: Thugs. Thug Leaders
----Sub Maps: None

-Brandislav
--Map Size: Large
--Style: Grand crowded capital city of the world. Direct port.
--Sprites Required: Townsfolk, The Empress, The Council
--Sub Maps: (Shops/Buildings), Sebrle City House, The Imperial Palace
---Sebrle City House
----Map Size: Small
----Style: Noble "Summer" Home
----Sprites Required: None
----Sub Maps: None
---The Palace
----Map Size: Medium (should only need a small segment for this episode)
----Style: Imperial Palace, yo
----Sprites Required: The Empress, The Council, Imperial Guards
----Sub Maps: None

-Sebrle Plantation (Dungeon 3)
--Map Size: Medium
--Style: Grand crowded capital city of the world. Direct port.
--Sprites Required: Townsfolk, The Empress, The Council
--Sub Maps: Sebrle Plantation House, Worker Bunks
---Sebrle Plantation House
----Map Size: Small
----Style: Run down, disquieted home
----Sprites Required: Phantoms/Wisps(?)
---Worker Bunks
----Map Size: Small
----Style: Run down barracks
----Sprites Required: None

-Need An Additional Location Here
--Map Size:
--Style:
--Sprites Required:
--Sub Maps:

-Point of No Return Island
--Map Size:
--Style:
--Sprites Required:
--Sub Maps:

-The Lost Sea (Dungeon 5)
--Map Size: Small
--Style: Reefy ruined ocean... on a boat!
--Sprites Required: None
--Sub Maps: None

-Throne of the First (Dungeons 6-8)
--Map Size: Large
--Style: Varying; Disquieted forest/valley/mountain, ruins
--Sprites Required: Black Noise monster, possibly
--Sub Maps: None, but is broken itself into a couple of maps.

-Toten + Interiors
-Desert of Red Glass

Encounters

Newbie Dungeon (Disquieted Dumping Ground) (Party: Noemi, Kasia; Level: 1, End Level: 3; Equipment: Starting)
--1-2 Random Enemies (TBD)
--Corpulent (Boss)

-Second Dungeon (Thug Stronghold/Warehouse) (Party: Noemi, Kasia, Erastus; Level: 3, End Level: 5; Equipment: Starting)
--2-3 Random Enemies (TBD)
--Thug and Cohorts (Boss)

-Would-Be-Assassin and Cohorts (Boss) (Party: Mirek, Eirwen; Level: 4, End Level: 5; Equipment: Starting)

-Third Dungeon (Sebrle Plantation and House) (Party: Noemi, Kasia, Erastus, Mirek, Eirwen; Level: 5, End Level 9; Equipment: Tier 2)
--3-4 Random Enemies (TBD)
--Legion (Survival Boss)
--Legion (Legitimate Form)

-Fourth Dungeon (The Lost Sea) (Party: Noemi, Kasia, Erastus, Mirek, Eirwen; +Bartol against Boss)
--2-3 Random Enemies (TBD)
--Disquieted Crab (Boss)

-Final Dungeon (The Throne of the First: Day 1), multiple encounters (Noemi, Kasia, Erastus, Mirek, Eirwen)

-Final Dungeon (The Throne of the First: Day 2), multiple encounters (Noemi, Kasia, Erastus, Mirek, Eirwen)

-Final Dungeon (The Throne of the First: The Final Day), multiple encounters (Noemi, Kasia, Erastus, Mirek, Eirwen)

25
Noemi Seredova

HP: 300 -> 728
MP: 280 -> 680
STR: 54 -> 131
DEX: 64 -> 156
VIT: 57 -> 138
MAG: 74 (74.4) -> 181
SPR: 57 -> 138
SPD: 72 -> 175
EVA: 25%

HP: C (5th)
MP: B (3rd)
STR: D (6th)
VIT: D (4th)
MAG: B (4th)
SPR: C (6th)
DEX: B (5th)
SPD: B (2nd)
EVA: C (4th)

Weapons: Swords, Daggers
Armor: Medium

Unique Action: Analyze: Increases Noemi's Defense and identifies weaknesses/strengths of an enemy.

Build Concept: Jack of All Trades. Should have a little bit of everything (-healing). Should be slightly worse than any of her companions at any individual skills, but not substantially, otherwise they'd be pointless! MP pool should be fairly deep so she can stick to using her skills for the most part, but a decent Dex stat and solid equipment options give her a decent fallback physical.

Noemi is a modern prodigy, possessing incredible ability to manipulate and alter the flow. She learns new things with incredible speed. Although her main field of study is the Disquiet, she has made a point to explore all facets of Flow manipulation in an effort to find new ways to halt, control, and dissipate the Disquiet.

Given that she has been planning an expedition into dangerous territory for quite some time, she has made a point of keeping herself physically fit, as well as learning basic self defense.


Focus Gain/Use: Focus is built by using her spells and builds relatively slowly (filling once on average in battle). Each of her skills should have an upgraded version that costs both MP and Focus and functions fairly powerfully.

Although she lacks the raw power of some of the world's most prominent practitioners, Noemi excels at building upon her own casting to create situations in which she can create effects that are equal to even the most powerful practitioners in the world. In addition, her talent allows her to replicate effects she has seen used before (although the conditions tend to be situational, meaning it is difficult to replicate her own jury rigged version).

Flare Shot(MP) - L1 Fire spell, damage over 3 hits
--->Flare Shell(MP+TP) - Boosted fire spell, increased damage per hit
Sleeping(MP) - Inflicts sleep upon a single target
--->Knockout(MP+TP) - Hits three randomly-selected targets.  Repeat targets are checked for sleep per hit.
Spark Cluster(MP) - L1 Lightning spell, high accuracy, critical, and variance, single hit
--->Thunderstrike(MP+TP) - Boosted lightning spell, higher base damage, lower variance, ITE
Flame Blade(MP) - Makes target ally's weapon fire-element
--->Burning Armory(MP+TP) - MT version
Spell Buffer(MP) - Increases target ally's resistance to nonphysical non-Disquiet elements
--->Spell BarrierMT version
Lethargy(MP) - Lowers target enemy's speed
--->Binding(MP+TP) - Negates enemy's ability to counterattack
Flash Burn(MP) - L2 Fire spell, damage over 5 hits
--->Flash Bomber(MP+TP) - MT version, lowers enemy accuracy
Vanisher(MP) - Full-field dispel
--->Eraser(MP+TP) - Dispels effects from a single enemy
Empower(MP) - Boosts target ally's STR
--->Energize(MP+TP) - Boosts target ally's ATK
Necrolysis(MP+TP) - Deals Disquiet-type damage to a target.  Deals fairly heavy ITD damage on the next turn. Ineffective on Disquieted.
Quieting(MP+TP) - Deals Anti-Disquiet damage and stuns the target.  Ineffective on non-Disquieted.
Prodigy(TP) - Copies a spell from an ally to use for the duration of the battle.  Is replaced by copied spell.

Prodigy -- Initial
Flare Shot/Flare Shell -- Initial
Sleeping/Knockout -- Initial
Empower/Energize -- C1
Spark Cluster/Thunderstrike -- C1
Flame Blade/Burning Armory -- C2
Spell Buffer/Spell Barrier -- C2
Lethargy/Binding -- C3
Vanisher/Eraser -- C3
Flash Burn/Flash Bomber -- C4 (replaces Flare Shot/Flare Shell)
Unnamed damage ability -- C4/C5

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