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RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?]
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Papers
 RE: Fyte Placan Season Five [Auditions]
#26

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Posts: 3,105
Joined: Dec 2014
Proposed changes to spinny:

[Image: PDK57B6.png]

"It's me, Spinny. Were you expecting someone else?"

[ROUNDHOUSE KICK] Standard attack ignoring DEF from target. (Cooldown 1)
[UNSCREW SLAM] Spins so fast the top half of Spinny unscrews and is launched at a target, with 90% accuracy! Attacks +3 ATK and ignores DEF. A turn must be spent reconnecting the two halves of Spinny, in which no attacks can be made. Alternatively, the halves of Spinny can each do regular attacks, with =-4 INIT and =1 ATK. Both halves take normal damage, but can't defend. (Cooldown 3)
[PASSIVE: GYROSCOPE] 15% chance to dodge harmful moves.

HP: 12 (1)
ATK: 4 (+3)
DEF: 0 (+0)
INIT: 8 (+2)

[Image: msicon1.png][Image: msicon2.png]
(This post was last modified: 09-15-2016, 04:10 AM by Papers.)
09-15-2016, 03:54 AM
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Justice Watch
 RE: Fyte Placan Season Five [Auditions close noon PST]
#27
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
GATR as THE BUFFROBO

Gave both of your actives a cooldown of 1, and gave flex a lingering effect. Which is to say:
on turn 1, you flex and take 1 damage and gain +1 DEF
on turn 2, you have +2 ATK and +0 DEF, and cannot flex
on turn 3, you have +1 ATK and +0 DEF, and can flex again.

Suplex I think will work best if it's not additional damage, and simply based on your missing HP.

I'm going to interpret GLISTENING MUSCLES as BUFFROBO leaping across the room as if to say "YOU NEED TO SEE THESE PUPPIES HERE AND NOW."

Spoiler :
(09-15-2016, 01:12 AM)Gatr Wrote: [Image: buffrobo_zps0xr3uuuj.png]

"Please, don't feel overwhelmed by my GLISTENING MUSCLES. I will give each of you a chance to kiss THE BUFFROBO's pecs."

[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 1)
[SUPLEX] Does damage equal to THE BUFFROBO's missing HP. (Cooldown 1)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.

HP: 12
ATK: 2
DEF: 2
INIT: 0

SLEEPY as CLETUS THE ARMED

I gave Sniper Shot a 40% chance to stun instead of 20%, a cooldown of 2, and clarified the effects of it being a long range attack. In most cases, anybody can target anybody with any attack, but there could be situations where the environment puts limitations on this, which includes distance.

I also gave Didn't Die for Nothing +2 HP instead of +1, and clarified the effects of the DEF buff as the Magic Shield effect.

Spoiler :
(09-15-2016, 01:56 AM)Sleepy Wrote: [Image: 6xAesmZ.jpg]
"Hey folks, I'm Cletus the Armed, and let's have a good time out there!"

[SNIPER SHOT] Attack with +2 ATK with a 40% chance to stun. Can hit even at extreme distance. (Cooldown 2)
[MAGIC SHIELD] +2 DEF to an ally that I choose for 1 round (Cooldown 1)
[PASSIVE: DIDN'T DIE FOR NOTHING] When killed, heals 3 HP to allies, and casts Magic Shield on them.

HP: 14 (+2)
Atk: 3 (+2)
Def: 0 (+0)
Init: 8 (+2)

KAYNATO as SANTAR CLOG

Uh oh.

SANTAR Clogs the Pipes is looking good to me, but I'm giving Traditional XMUX Punishment a cooldown of 1 after SANTAR CLOG breaks his own paralysis.

I'm editing Spreading HOLE-DAY CHAR to make more sense for the environment system I'm going for (I'm not using tiles; it's very lax).

Your stats were looking a little wonky, so I edited them to what I think you were going for.

Spoiler :
(09-15-2016, 03:00 AM)Kaynato Wrote: [Image: clog.png]
It's SANTAR CLOG, the "DEVIL OF XMUX."

HP: 10 (+0)
ATK: 4 (+3)
DEF: 1 (+2)
INIT: 4 (+1)

[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3)
Santar Clog performs a vicious clog dance to the sound of pipes.

[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 1 after leaving paralysis)
Santar Clog performs the traditional XMUX PUNISHMENT.

[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.

QWERX3 as AN OVERCOOKED TRAINING DUMMY

I'm concerned that Target Practice might be too weak, since there is no inherent miss rate. I may change this to be 5% for all attacks, though, I'm unsure.

Compel looks nice, but I clarified it a little bit.

Firewall is looking good too.

Spoiler :
(09-15-2016, 03:27 AM)qwerx3 Wrote: [Image: I4IB9hE.png]

Wait, it's one of our tutorial dummies. Looks like some mage was overly enthusiastic experimenting on this one though...

HP: 10 (+0)
ATK: 1 (+0)
DEF: 3 (+6)
INIT: 0 (+0)

[TARGET PRACTICE] Buffs an ally; their next attack gets +1 ATK and cannot miss. (Cooldown 0)
[COMPEL] Compels an enemy to basic attack you next turn; they are unable to do anything else. +1 DEF against this attack. (Cooldown 1)
[PASSIVE: FIREWALL] Enemies that attack or cast damaging spells at you take 1/3 damage, rounded up (minimum 1 damage, even for attacks that end up doing no damage)

PAPERS as SPINNY

We discussed some of this on Discord, but I decided to make Unscrew Slam 80% accurate instead of 90% and reduce the cooldown to 2, after reforming. You upper and lower halves will also share a health pool, but I'm making a separate reference for their stats and moves.

Each half also now has the passive Unwound, which removed the ability to defend, but effectively gives them a chance to do 2 damage instead of just 1.


Spoiler :
(09-15-2016, 03:54 AM)Papers Wrote: [Image: PDK57B6.png]

"It's me, Spinny. Were you expecting someone else?"

[ROUNDHOUSE KICK] Standard attack ignoring DEF from target. (Cooldown 1)
[UNSCREW SLAM] Spins so fast the top half of Spinny unscrews and is launched at a target, with 80% accuracy! Attacks +3 ATK and ignores DEF. A turn must be spent reconnecting the two halves of Spinny, in which no attacks can be made. Alternatively, the halves of Spinny can each do regular attacks, with =-4 INIT and =1 ATK. Both halves take normal damage, but can't defend. (Cooldown 2 after reforming.)
[PASSIVE: GYROSCOPE] 15% chance to dodge harmful moves.

HP: 12 (+1)
ATK: 4 (+3)
DEF: 0 (+0)
INIT: 8 (+2)


SPINNY'S TOP/LOWER HALF

[REFASTEN] Both of Spinny's halves come together to reform as a whole being.
[PASSIVE: GYROSCOPE] 15% chance to dodge harmful moves.
[PASSIVE: UNWOUND] Cannot defend, but attacks have a 50% chance of gaining +1 ATK.

HP: 12 (Shared)
ATK: 1
DEF: 0
INIT: -4

IXCALIBUR as ...

We discussed some of this already.

Spoiler :
(09-14-2016, 04:45 PM)Ixcaliber Wrote: [Image: blank_zpsdgogni5u.png]
"..."

[DUPLICATE] Creates a level 1 duplicate. (Cooldown 1)
[SHELL GAME] Switches places with a random duplicate. (Cooldown 0)
[PASSIVE: INSTABILITY] When ... is killed, the attacker takes damage equal to the number of active duplicates plus 1, and destroys them.

HP: 10
ATK: 1
DEF: 3 (+6)
INIT: 0


LEVEL 1 DUPLICATE

[DUPLICATE] Creates a level 2 duplicate. (Cooldown 1)
[CHARGE] Acculumate one unit of charge. (Cooldown 1)
[PASSIVE: INSTABILITY] When this duplicate is killed, the attacker takes damage equal to the number of charges, plus 1.

HP: 2
ATK: 0
DEF: 0
INIT: 0


LEVEL 2 DUPLICATE

[CHARGE] Acculumate one unit of charge. (Cooldown 2)
[PASSIVE: INSTABILITY] When this duplicarte is killed, the attacker takes damage equal to the number of charges.

HP: 1
ATK: 0
DEF: 0
INIT: 0

[Image: tN4CQnw.png][Image: 6miAxpY.png][Image: xrt4V73.png]
[Image: LAbvoew.png][Image: kHYNSyp.png][Image: 2xEY8jD.png]
(This post was last modified: 09-15-2016, 10:26 AM by Justice Watch.)
09-15-2016, 08:49 AM
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Justice Watch
 RE: Fyte Placan Season Five [Auditions close noon PST]
#28
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
So far there are fifteen entries, but only six will be selected for the first match. If anyone else wants to DM a match, feel free to do so. We don't want this wonderful work to go to waste!

[Image: tN4CQnw.png][Image: 6miAxpY.png][Image: xrt4V73.png]
[Image: LAbvoew.png][Image: kHYNSyp.png][Image: 2xEY8jD.png]
09-15-2016, 09:00 AM
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qwerx3
 RE: Fyte Placan Season Five [Auditions close noon PST]
#29
post maker

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If Target Practice is too weak, could toss in a +1 ATK boost as well.
09-15-2016, 09:47 AM
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Robust Laser
 RE: Fyte Placan Season Five [Auditions close noon PST]
#30
chillbug

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Posts: 2,646
Joined: Jul 2011
Kelowna, BC, Canada, THE MOON
character update:
Spoiler :
[Image: ZoIQuR6.png]
Spoiler :
i don't know what the hell sai did to put that thing in the bottom left

s'all i wanted to say

edit: i guess i'll just say here so it's on the record: in discord we buffed Tracking Software to have +1 attack, and also smash its way through obstacles on the way to the target.
(This post was last modified: 09-15-2016, 10:32 AM by Robust Laser.)
09-15-2016, 09:53 AM
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Justice Watch
 RE: Fyte Placan Season Five [Auditions close noon PST]
#31
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
qwerx, I considered that a few hours ago when I was going over it, but I was hesitant for one reason or another. Whatever, approved. Duckreport

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(This post was last modified: 09-15-2016, 09:58 AM by Justice Watch.)
09-15-2016, 09:56 AM
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Justice Watch
 RE: Fyte Placan Season Five [Auditions close noon PST]
#32
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
QWERX3 as AN OVERCOOKED TRAINING DUMMY

+1 ATK buff added to Target Practice

Spoiler :
(09-15-2016, 03:27 AM)qwerx3 Wrote: [Image: I4IB9hE.png]

Wait, it's one of our tutorial dummies. Looks like some mage was overly enthusiastic experimenting on this one though...

HP: 10 (+0)
ATK: 1 (+0)
DEF: 3 (+6)
INIT: 0 (+0)

[TARGET PRACTICE] Buffs an ally; their next attack gets +1 ATK and cannot miss. (Cooldown 0)
[COMPEL] Compels an enemy to basic attack you next turn; they are unable to do anything else. +1 DEF against this attack. (Cooldown 1)
[PASSIVE: FIREWALL] Enemies that attack or cast damaging spells at you take 1/3 damage, rounded up (minimum 1 damage, even for attacks that end up doing no damage)

BIGRO as :)

Changes discussed in Discord

Spoiler :
(09-14-2016, 02:34 PM)bigro Wrote: [Image: londxt.png]
*Horrible noise of rubber on rubber*

[OMINOUS SQUEAK] Drops INIT by 0-6 and ATK by 0-2 for all those who can hear it on their next turns. (Cooldown: 1)
[EARSPLITTING SCREECH] Deals damage for every 5 INIT the target has less than :), rounded down. (Cooldown 2)
[PASSIVE: WHO LET THIS THING IN HERE?] Every 7th move is redirected to this balloon, and always misses (does not include :)'s moves.)

HP: 10
ATK: 1
Def: 0
INIT: 24 (+6)

ROBUST LASER as CA55-ED

Changes discussed in Discord, again

Spoiler :
(09-14-2016, 12:50 PM)Robust Laser Wrote: [Image: QJc7Oab.png]
"So this is like a fight or something? Cool. I'm CA55-ED."

[APATHETIC CHARM] Specified enemy cannot target specified ally on their next turn. (Cooldown 0)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.

HP: 12 (+1)
ATK: 3 (+2)
DEF: 1 (+2)
INIT: 4 (+1)

GATR as THE BUFFROBO

Changes discuuuuuuusssed in....... DISCORD

Spoiler :
(09-15-2016, 01:12 AM)Gatr Wrote: [Image: buffrobo_zps0xr3uuuj.png]

"Please, don't feel overwhelmed by my GLISTENING MUSCLES. I will give each of you a chance to kiss THE BUFFROBO's pecs."

[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 1)
[SUPLEX] Does damage equal to THE BUFFROBO's missing HP. (Cooldown 1)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.

HP: 12
ATK: 2
DEF: 2
INIT: 0

GUARDIAN TEMPEST as GERTRUDE STAMPIAN

This character was just fucking created in discord, why not.

Spoiler :
[Image: RfgKgzW.png]
"Hi I'm Gertude Stampian and I'd like to thank my loyal fanbase for bringing me here. Be sure to check out my fanventure and feed me lots of fanart based on this experience!"

[PHYSICAL OVEREXERTION]: Gain 3 extra stat points to distribute, where 1 point = 2 HP, 1 ATK, 1 DEF or 4 INIT. After her next turn, these extra stats become negative, except for HP. If Gertrude would negative ATK, she is additionally stunned for the next round. If she would have negative DEF, she would take the appropriate amount of extra damage per attack. Stats return to normal after another turn. (Cooldown 2)
["THAT'S ENOUGH!!"]: Deal double the damage dealt to Gertrude since her last turn. (Cooldown 1)
[PASSIVE: INCREASING DESPERATION]: Gains INIT based on damage taken, and also +1 ATK, +1 DEF, and one more stat point for use with Physical Overexertion if HP is 3 or below.

Cosmetic effects: Beret comes off at 10 HP and jacket comes off at 6 HP.

HP: 16 (+3)
ATK: 2 (+1)
DEF: 1 (+2)
INIT: 0

[Image: tN4CQnw.png][Image: 6miAxpY.png][Image: xrt4V73.png]
[Image: LAbvoew.png][Image: kHYNSyp.png][Image: 2xEY8jD.png]
(This post was last modified: 09-15-2016, 01:50 PM by Justice Watch.)
09-15-2016, 12:32 PM
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Supernerd
 RE: Fyte Placan Season Five [Auditions close noon PST]
#33

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Posts: 97
Joined: Mar 2013
From what I can tell, your latest changes to Psychic control make it terribly underpowered. On average it would be highly disadvantageous to use it in combat. If the skill is used as it is now, the following things happen over the course of 2 turns.

Self: Consumes 2 turns. Average action loss: 200%
Opponent: 50% chance to consume 1 turn. Average action loss 50%

Self: 60% chance to take 1 action that does something over two turns. Average attack effectiveness: 60% of a regular attack.
Opponent: 50% chance to take 2 actions, 100% chance to take at least 1 action. Average attack effectiveness: 150%.
09-15-2016, 12:38 PM
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Justice Watch
 RE: Fyte Placan Season Five [Auditions close noon PST]
#34
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
Alright, fair enough. Here's the move in question.

[PSYCHIC CONROL] Forfeit control of Pisci to usurp control of a sapient target for one round. Miss your next turn to recharge. 50% chance to fail, 10% chance to target someone nearby instead. (Cooldown 2)

I can change it to only hard cooldown if the move is successful, giving you a turn loss of 150% at current chance values.

Scenario 1: Move fails, you try again next turn. 50%
Scenario 2: Move is successful, you take the opponent's next turn, and recharge on your next turn. 40%.
Scenario 3: Move is successful, but a different enemy is controlled instead. You take their turn and recharge on your next turn. 10%, depending on circumstances.
Scenario 4: Move is successful, but an ally is controlled instead. You take their turn, and recharge on your next turn. 10%, depending on circumstances.

What would you like to change? I can lower the failure rate perhaps.

[Image: tN4CQnw.png][Image: 6miAxpY.png][Image: xrt4V73.png]
[Image: LAbvoew.png][Image: kHYNSyp.png][Image: 2xEY8jD.png]
09-15-2016, 12:58 PM
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GuardianTempest
 RE: Fyte Placan Season Five [Auditions close noon PST]
#35

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Posts: 53
Joined: May 2016
[Image: RfgKgzW.png]
"Hi I'm Gertude Stampian and I'd like to thank my loyal fanbase for bringing me here. Be sure to check out my fanventure and feed me lots of fanart based on this experience!"

[PHYSICAL OVEREXERTION]: Gain 3 extra stat points to distribute, where 1 point = 2 HP, 1 ATK, 1 DEF or 4 INIT. After her next turn, these extra stats become negative, except for HP. If Gertrude would have negative ATK, she is additionally stunned for the next round. If she would have negative DEF, she would take the appropriate amount of extra damage per attack. Stats return to normal after another turn. (Cooldown 2)
["THAT'S ENOUGH!!"]: Deal double the damage dealt to Gertrude since her last turn. (Cooldown 1)
[PASSIVE: INCREASING DESPERATION]: Gains INIT based on damage taken, and also +1 ATK, +1 DEF, and one more stat point for use with Physical Overexertion if HP is 3 or below. Beret comes off at 10 HP and jacket comes off at 6 HP (cosmetic).

HP: 16 (+3)
ATK: 2 (+1)
DEF: 1 (+2)
INIT: 0
(This post was last modified: 09-15-2016, 01:41 PM by GuardianTempest.)
09-15-2016, 01:33 PM
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Supernerd
 RE: Fyte Placan Season Five [Auditions closed!]
#36

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Posts: 97
Joined: Mar 2013
Here is my proposal.

On a miss, the skill should have an extremely high chance to hit the audience instead of the current 1 in 5 chance. The Audience member that was hit does not necessarily need to be useful. This part isn't so much of a buff to the skill as it is an increase in potential shenanigans. Deliberately attempting to target an audience member should also be a legal action.
09-15-2016, 09:25 PM
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qwerx3
 RE: Fyte Placan Season Five [Auditions closed!]
#37
post maker

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Will the audience member take legal action on your character if so?
09-15-2016, 09:31 PM
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Justice Watch
 RE: Fyte Placan Season Five [Auditions closed!]
#38
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
[Image: ly5UACS.png]

The lights turn off. The sounds of hastily working construction and set designers surround you, and a cloud of dust begins to form - its complete darkness, and you can't see a thing. Stagehands bump and shove you around, as if they aren't quite sure where to place you. A man booms over an intercom that you weren't aware was there before.

"We go live in 3... 2..."

Soon enough, the stage empties and the fog settles... and the lights snap on with a blinding flash...






[Image: K5fQfve.png]

"GOOOOOOOOD AFTERNOON! Two teams of three contestants have been chosen to FIGHT TO THE DEATH*, in an all-out brawl here in our cosmic studios! Tonight, we have here with us, three robots, two entities beyond comprehension, and one well-loved teddy bear! It's looking to be a grueling battle, folks; will their circuits fry? Will love win over? Or will we be too scarred to remember the outcome? Whatever the case may be..."

[Image: UG9Rj0h.png]

It's The Mothmatician's turn!

The Mothmatician [6 +20] (26)
SANTAR CLOG [18 +4] (22)
Cil [10 +8] (18)
THE BUFFROBO [16 +0] (16)
Dr Ted [3 +8] (11)

CA55-ED [1 +4] (5)


Spoiler :
SANTAR CLOG

[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3)
Santar Clog performs a vicious clog dance to the sound of pipes.

[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 1 after leaving paralysis)
Santar Clog performs the traditional XMUX PUNISHMENT.

[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.

HP: 10
ATK: 4
DEF: 1
INIT: 4


THE BUFFROBO

[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 1)

[SUPLEX] Does damage equal to THE BUFFROBO's missing HP. (Cooldown 1)

[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.

HP: 12
ATK: 2
DEF: 2
INIT: 0


DR. TED

[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 2)

[MENDING HUG] Heal a friend for 3 HP. (Cooldown 1)

[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.

HP: 14
ATK: 1
DEF: 1
INIT: 8



CA55-ED

[APATHETIC CHARM] Specified enemy cannot target specified ally on their next turn. (Cooldown 0)

[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1)

[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.

HP: 12
ATK: 3
DEF: 1
INIT: 4


CIL

[DEFENSE.EXE] Take damage for one ally. (Cooldown 1)

[SYS_REPAIR] Heal 4 HP (Cooldown 2)

[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2

HP: 10
ATK: 1
DEF: 2
INIT: 8


THE MOTHMATICIAN

[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2)

[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. (Cooldown 3)

[PASSIVE: CHAETA OF FATE] 50% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).

HP: 10
ATK: 2
DEF: 0
INIT: 20

[Image: l9UUeQI.png]

"...The rest of you can go. You can find your things on the first post. Better luck next time."

Feel free to discuss strategies over PM! Or not, whatever you want!


*not actually a fight to the death

[Image: tN4CQnw.png][Image: 6miAxpY.png][Image: xrt4V73.png]
[Image: LAbvoew.png][Image: kHYNSyp.png][Image: 2xEY8jD.png]
(This post was last modified: 09-15-2016, 11:25 PM by Justice Watch.)
09-15-2016, 11:18 PM
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Papers
 RE: Fyte Placan Season Five [Auditions closed!]
#39

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Posts: 3,105
Joined: Dec 2014
Yoy! Thank you for drawing Spinny! And good luck to all the other fighters. It looks like they'll need it.

[Image: msicon1.png][Image: msicon2.png]
09-16-2016, 12:16 AM
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Schazer
 RE: Fyte Placan Season Five [Auditions closed!]
#40
Patron Saint of Normcore

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Posts: 6,759
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Ōtautahi
Our resident Lepidorktera strings together some vectors, launches their talons out into the yonder, and grabs two foes before forcibly rearranging them.

{KAFKAN DISPLACEMENT on: Dr. Ted and Santar Clog}
09-16-2016, 12:47 AM
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Kaynato
 RE: Fyte Placan Season Five [Auditions closed!]
#41
Archivist

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Joined: Nov 2011
Spoiler :
Do I go immediately after or wait until the turn is first processed?

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09-16-2016, 03:22 AM
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Justice Watch
 RE: Fyte Placan Season Five [Auditions closed!]
#42
I was once an earthexe

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Let me process it first in most cases, but you can go ahead and tell me what you're planning if what's happening is 100% certain. Like if someone defended and all that's happening is the +2 DEF buff, and you're next, then go for it.

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09-16-2016, 04:29 AM
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Justice Watch
 RE: Fyte Placan Season Five [Auditions closed!]
#43
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
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The Mothmatician grabs hold of Santar Clog and Ted, and suddenly, the two switch places... the displacement of spacetime between them dealing 2 (3 -1) damage to them each!

Dr. Ted: 12/14
SANTAR CLOG: 8/10

It's SANTAR CLOG's turn!

The Mothmatician [6 +20] (26)
SANTAR CLOG [18 +4] (22)
Cil [10 +8] (18)
THE BUFFROBO [16 +0] (16)
Dr Ted [3 +8] (11)

CA55-ED [1 +4] (5)


Spoiler :
SANTAR CLOG

[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 0/3)
Santar Clog performs a vicious clog dance to the sound of pipes.

[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1 after leaving paralysis)
Santar Clog performs the traditional XMUX PUNISHMENT.

[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.

HP: 8/10
ATK: 4
DEF: 1
INIT: 4


THE BUFFROBO

[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)

[SUPLEX] Does damage equal to THE BUFFROBO's missing HP. (Cooldown 0/1)

[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.

HP: 12/12
ATK: 2
DEF: 2
INIT: 0


DR. TED

[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 0/2)

[MENDING HUG] Heal a friend for 3 HP. (Cooldown 0/1)

[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.

HP: 12/14
ATK: 1
DEF: 1
INIT: 8



CA55-ED

[APATHETIC CHARM] Specified enemy cannot target specified ally on their next turn. (No cooldown)

[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 0/1)

[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.

HP: 12/12
ATK: 3
DEF: 1
INIT: 4


CIL

[DEFENSE.EXE] Take damage for one ally. (Cooldown 0/1)

[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)

[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2

HP: 10/10
ATK: 1
DEF: 2
INIT: 8


THE MOTHMATICIAN

[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2/2)

[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. (Cooldown 0/3)

[PASSIVE: CHAETA OF FATE] 50% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).

HP: 10/10
ATK: 2
DEF: 0
INIT: 20

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09-16-2016, 05:07 AM
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Kaynato
 RE: Fyte Placan Season Five [Round 1: Begin!]
#44
Archivist

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Joined: Nov 2011
Santar Clog, suffering the indignant violation of the XMUX spirit, shifts wildly, seeking a target for its vile retribution. Taking out the stakes and nails, Santar Clog advances towards Cil, and performs the Traditional Xmux Punishment!!

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09-16-2016, 05:21 AM
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a52
 RE: Fyte Placan Season Five [Round 1: Begin!]
#45
the one who patented nonsense

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the woods
Just curious, how is body difference defined?
09-16-2016, 05:23 AM
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Justice Watch
 RE: Fyte Placan Season Five [Round 1: Begin!]
#46
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
Schazer initially said size. I expanded it to include size, shape, materials, etc.

Santar and Ted have what I'll say is 1 degree difference in size, have 1 degree difference in shape, and 2 degrees difference in alignment. However they're both, erm... fluffy. So 3 damage in total before DEF reductions.

If Cil swapped with CA55-ED, they would have zero damage dealt to them, because they're both robots, the same size, humanoid, etc etc.

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(This post was last modified: 09-16-2016, 06:02 AM by Justice Watch.)
09-16-2016, 06:01 AM
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Schazer
 RE: Fyte Placan Season Five [Round 1: Begin!]
#47
Patron Saint of Normcore

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Ōtautahi
My initial idea with the skill was basically a The Fly type situation where teleporting yourself where something's clogging the destination point can have serious effects on the transportee's wellbeing. I didn't want to overcomplicate the skill for earthexe's benefit so I stuck to size as the main damage decider, but as long as he's got a consistent system that works for him I'll happily take whatever Duckreport
09-16-2016, 06:08 AM
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Justice Watch
 RE: Fyte Placan Season Five [Round 1: Begin!]
#48
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
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Santar Clog skitters over to Cil and clambers on top of him to peform his proper rites! They are both unable to do anything but struggle for the next turn!

Cil is trapped underneath Santar Clog, and cannot do anything this round!

It's THE BUFFROBO's turn!

The Mothmatician [6 +20] (26)
SANTAR CLOG [18 +4] (22)
Cil [10 +8] (18)

THE BUFFROBO [16 +0] (16)
Dr Ted [3 +8] (11)

CA55-ED [1 +4] (5)


Spoiler :
SANTAR CLOG

XMUX PUNISHMENT (4/4)

[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 0/3)
Santar Clog performs a vicious clog dance to the sound of pipes.

[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 1/1 after leaving paralysis)
Santar Clog performs the traditional XMUX PUNISHMENT.

[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.

HP: 8/10
ATK: 4
DEF: 1
INIT: 4


THE BUFFROBO

[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)

[SUPLEX] Does damage equal to THE BUFFROBO's missing HP. (Cooldown 0/1)

[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.

HP: 12/12
ATK: 2
DEF: 2
INIT: 0


DR. TED

[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 0/2)

[MENDING HUG] Heal a friend for 3 HP. (Cooldown 0/1)

[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.

HP: 12/14
ATK: 1
DEF: 1
INIT: 8



CA55-ED

[APATHETIC CHARM] Specified enemy cannot target specified ally on their next turn. (No cooldown)

[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 0/1)

[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.

HP: 12/12
ATK: 3
DEF: 1
INIT: 4


CIL

XMUX PUNISHMENT [3/4]

[DEFENSE.EXE] Take damage for one ally. (Cooldown 0/1)

[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)

[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2

HP: 10/10
ATK: 1
DEF: 2
INIT: 8


THE MOTHMATICIAN

[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2/2)

[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. (Cooldown 0/3)

[PASSIVE: CHAETA OF FATE] 50% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).

HP: 10/10
ATK: 2
DEF: 0
INIT: 20

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(This post was last modified: 09-17-2016, 03:58 AM by Justice Watch.)
09-17-2016, 03:51 AM
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Justice Watch
 RE: Fyte Placan Season Five [Round 1: Begin!]
#49
I was once an earthexe

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Posts: 1,303
Joined: Oct 2014
Washington State
(09-15-2016, 09:25 PM)Supernerd Wrote: Here is my proposal.

On a miss, the skill should have an extremely high chance to hit the audience instead of the current 1 in 5 chance. The Audience member that was hit does not necessarily need to be useful. This part isn't so much of a buff to the skill as it is an increase in potential shenanigans. Deliberately attempting to target an audience member should also be a legal action.

[PSYCHIC CONROL] Forfeit control of Pisci to usurp control of a sapient target for one round. Miss your next turn to recharge. 40% chance to fail, 10% chance to target someone nearby instead. If a miss, no cooldown and a 75% chance to control a random stagehand. (Cooldown 2)

Scenario 1: Move fails, you try again next turn. 10%.
Scenario 2: Move fails, you take control of a stagehand with 6 points in INIT and the ability to generate or move furniture. 30%, or 50% if done so intentionally.
Scenario 3: Move is successful, you take the opponent's next turn, and recharge on your next turn. 50%.
Scenario 4: Move is successful, but a different enemy is controlled instead. You take their turn and recharge on your next turn. 10%, depending on circumstances.
Scenario 5: Move is successful, but an ally is controlled instead. You take their turn, and recharge on your next turn. 10%, depending on circumstances.

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(This post was last modified: 09-17-2016, 09:48 AM by Justice Watch.)
09-17-2016, 09:47 AM
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Gatr
 RE: Fyte Placan Season Five [Round 1: Begin!]
#50
uncomfortably muscular

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Posts: 2,498
Joined: Nov 2011
I walk over to the middle of the room, casually crushing that coffee mug under me...

THEN

I

FLEX

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09-17-2016, 10:32 AM
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