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graphic The Discipline Thread... And More! graphic
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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Mon Dec 08, 2003 9:14 am    Post subject:

Those who thought that Concentra Bio was a little on the weird side, well, Blood is even more extreme. The skill tree is chaotic at best, the skills have lots of quirks, and it's guaranteed to have a few tricks in the bag!

http://www.geocities.com/mistertabarnak/Soul/Blood.htm

_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
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Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Tue Dec 09, 2003 9:14 am    Post subject:

http://www.geocities.com/mistertabarnak/Soul/Reli-Style_Unholy.htm

This particular discipline is extremely rigid but very, very powerful. I went with some Gunstar-esque moves and a couple of crazy attributes, like the ability to see what some monsters see on your map.

_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
Reply with quote
Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Fri Feb 20, 2004 11:24 am    Post subject:

I have begun work on Skills this time. Unlike Discipline, Skills don't need SP to operate. There is a skill chart for each race, class, and weapon type, so that means I have a lotta work to do! Razz

Generally, Skills are costlier, weaker and have more restrictions than Disciplines, since they can be done infinitely. Therefore, some of the more powerful Skills will require a charge-up, will sacrifice HP, cause you to swing at a slower speed, reduce your accuracy, etc.

http://www.geocities.com/mistertabarnak/Soul/Human.htm

The Human character is able to learn many small skills to aid himself in battle. He may get some schooling on biology, or engineering to heal teammates, operate systems or change the damage type dealt to a particular monster type. However, the Humans have no real strengths per se.



http://www.geocities.com/mistertabarnak/Soul/Saber.htm

Saber skills are easy to learn but aren't that all powerful. However, with good mastery, a person can chain a combo and deal a respectable amount of damage.




http://www.geocities.com/mistertabarnak/Soul/Sword.htm

Sword skills are costlier to learn than Saber skills but are much more powerful - take the Supraspinner as a good indicator!

_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
Reply with quote
Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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Viper
Now on sale for $19.95!



Gender: Gender:Male
Joined: 29 Sep 2004
PostPosted: Sat Oct 02, 2004 10:13 pm    Post subject:

Every little bit I hear about this game makes me like it more and more. Is there a dual weapon system in the planning? Also, do you have one website where everything is compiled?

_________________
In the name of God, may impure souls of the living dead be banished into eternal damnation. Amen.

http://www.bobandgeorge.com/Archive/0209/020911.gif
Courtesy of www.bobandgeorge.com
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Wins 4 - Losses 1
Level 3
EXP: 375
HP: 1950
Eligible for battle!
STR: 600
END: 675
ACC: 725
AGI: 700
Cobra and Adder (Sabers)
(242 - 318)
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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Sun Oct 03, 2004 12:17 am    Post subject:

I have no website for it yet. The concept is still in early development stage and I honestly don't expect it to become a reality unless I one day get contacts among the gaming industry. As well, the RPG is quite humongous and would take an above-average time to actually make, compile and test.

The player will have the ability to equip a weapon in each hand, and sometimes even strap a weapon on each of his arms. Of course, some weapons will restrict the use of double-equip. As well, double-equipping weapons result in slower, more difficult fighting techniques and skills, and depending on the situation, might even put the user at a disadvantage. However, it is possible to equip a weapon in each hand and use one or the other as the situation calls with no double-equip special techniques. As well, the user might choose to equip a shield instead of a weapon.

_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
Reply with quote
Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Tue Oct 19, 2004 8:51 am    Post subject:

Had to clean up my webspace and the Discipline files were deleted in the process. So if you want to view them, just give me a buzz and I'll E-Mail them to you.

_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
Reply with quote
Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Mon Nov 08, 2004 11:03 am    Post subject:

A few updated notes about monsters.

HUMANS
Humans can be among the most dangerous enemies for the unprepared fighter. When in groups, they will work together to coordinate an attack on you and plan it out for maximum efficiency, using recon and support attacks to aid in accomplishing their objective. Solo travelers are even worse, as they usually showcase a frightening versatility in their fighting and adapt to almost all conditions. Their only weak point lies in the surprize factor. When caught off-guard, a human becomes relatively easy to defeat.

MUTANTS
They are by far the most unpredictable bunch. Some of them will travel in groups and coordinate their attacks just like humans, while others have fallen to a near animal state. Their strength lies in their variety; it is never possible to accurately predict the behavior and abilities of a mutant never seen before, not to mention that some of them feature mind powers that defy all theories. However, as the mutant database grows, so do the methods of killing.

ANIMALS
Animals are naturally strong but do not show any organization whatsoever, with the exception of some of the more socially oriented like wolves, who will stage a basic mass-attack against their target. Because they use no weapons, no armor and have dim intelligence at best, they are relatively easy to defeat. However, some mutated animals can borrow behaviors from other races and become more of a challenge.

RELI
These demonspawns summoned by a cult in the early 1800s are the perfect soldiers. They obey to any and all command, are guided by a militaristic hierarchy and work together with perfect synchronicity. The Reli themselves do not have a soul or a form of intelligence, but rather act as drones and do exactly what they are told to by their superior. If no such leader is present, they form a team, or go off alone and kill anything that moves. Because of their strength and unusual powers, they have always been considered among the most difficult enemies to defeat. However, their rigid form of strategy is predictable and it is possible to throw off an entire regiment of Reli simply by sniping the leader.

ANDROIDS
Enemy androids are of two kinds: either berserk, or programmed to kill. Androids of the same sort are able to plan attacks from a limited array of strategies, while the roamers will simply use straightforward methods. If they are easy to predict by an experienced fighter, they remain extremely tough opponents due to their strength and armor.

ASTRAL
These phantoms have begun appearing only recently. While most of them are simply bypassers, some of them will form a material representation and attempt to interact with the physical world. Some of them will gladly help those in need, while others are there for the sole purpose of draining souls of their energy. Because they have absolutely no organization and feature powers beyond standard comprehension, the best way to deal with them is through mass attacks and psychic skills.

_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
Reply with quote
Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Mon Nov 08, 2004 11:22 am    Post subject:

A few updated notes about weapons.

BODY
Gear for the fists and feet. They usually act both as weapons and armor, or even fighting aid by providing systems to increase speed, power and accuracy.

KNIFE
The most versatile of the blades. Used for swings, stabs and throws, they are weapons almost anyone can use with at least a moderate degree of efficiency, while remaining potentially deadly in the hands of a master.

SABER
These short swords are the most versatile after knives. Their classic and light design allow for a healthy balance of speed and power, and most of them feature special properties for particular combat situations.

CLUB
The only weapons that can deal blunt damage. What they usually lack in speed, they make up for in power and shock, often dizzying opponents. Many fighters will use the club for a preemptive attack in order to throw off their opponents, to then follow with a clean blade swing.

SPEAR
They have a classic appearance and a limited array of moves. However, unlike other weapons of their length, they can be thrown and recuperated easily. In the hands of an accurate thrower, they can pierce through armor as if it was nothing.

LONG BLADE
The longest-ranged blade weapons in terms of swing. They usually feature great speed at the cost of power, and are an advantage to the fighter who wants to use wild swings as a screen against enemy attacks, while dealing sniper hits at the same time. Lighter weapons won't get through the screen of a long blade, but a heavy sword or a gun will!

SWORD
The heaviest and most powerful blades, adapted for the most extreme situations. Many of them feature additional modifications and odd properties that both aid and restrict the wielder. They come in all shapes and varieties, from short and quick blades to immense slabs that could rival a sledgehammer in earthquake value.

BOW
Stealthy, classical, and hard to use, bows have few set designs, but they are tried and true. Though extremely inacurrate at first, they can become powerful and always on target in the hands of a seasoned bowman. Their only weakness lies in the time to pick up another arrow.

PISTOL
Small firearms of classical design, which almost anyone can use without much trouble. They lack the power and capacity of real firearms, but often help into a supporting role when the short range of a sword is a bad idea.

GUN
Bigger, better and more powerful than pistols, guns feature a wider variety of shapes and modifications, and are only efficient when used by a good fighter.

RIFLE
This category groups snipers and military assault guns under one name. Bulky, powerful and featuring high-capacity magazines, rifles are among the hardest guns to use and among the most deadly. Because they are so different in design from one model to another, it is said that only one rifle is made for only one man.

SHOTGUN
Excessively deadly at short range, inefficient at best at long range. Shotguns tend to have a bark worse than their bite, with their unorthodox designs which rely on pure intimidation power, though some do prove their scary looks. Able to use explosive shells and puncher bullets, shotguns can knock almost any fighter out of comission in mere seconds.

_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
Reply with quote
Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Sun Nov 14, 2004 10:32 pm    Post subject:

Some random notes about character classes.

Races have no restrictions on class. It's up to pick for everybody.

LAW HOLDER
These sheriffs are very balanced characters, able to use all weapon types and given bonuses when attacking with guns, swords, and sabers, not to mention a good reputation that grants them better favors and shop prices. However, because of the aura they give off, they will often be the prime target against the enemy and will score less critical hits due to the enemy's urge to defeat the supposed team leader.

SCAVENGER
These adventurers look out for food and water sources, especially in places with few people and where domestication and gardening would be inefficient or difficult. Because they are travelers more than fighters, they are gifted with good agility. However, they are weak fighters, and because of their fleeing nature, tend to be near powerless against an enemy with a great intimidation factor.

FIGHTER
Basic blade wielder with a good array of attack skills. Because of his affinity for blades, he has become mediocre at projectile weapons, and his fighting instinct prevents him from using special disciplines to heal or help teammates.

TRADITIONAL
This man is even more extreme than the fighter, with even deadlier special moves and skills. However, the traditional man is completely unlearned of projectile weapons and cannot handle them at all. Moreover, along with the discipline restrictions, he is restricted to concentrated short range attacks only.

SCOUT
Teammate expert at sensing and avoiding danger. With his exceptional sight, he can detect danger from farther away than anyone else, and has great skill in light weapons like knives and pistols. When in a heated battle, it would be wiser to keep him in a retreated position and provide support fire rather than jump into the fray.

ESCORTER
The modern version of the paladin, who can both fight and handle advanced discipline skills. He is just an inch short of a full-fledged wizard. However, his slightly weakened nature prevents him from effectively using heavy weapons. Get him at middle range, where he can quickly use a large-area discipline skill to help turn the tables around before jumping in and provide a supporting blade. The key to the escorter is surprize and pre-emptive attacks.

PREACHER
He travels the continent spreading the good morals. His self-righteous conditioned mind allows him to take punishment from enemies much more powerful than he without a sweat, making him a good and stable discipline skill user. In battle, he is one who must stay firmly planted on his spot, and who cannot move quickly. It is imperative that he must be defended if he wants to serve his team well.

SNIPER
Expert at extra-long range gunning. His accuracy is unlike anything ever seen before. However, that's all he's good for. Give him a good spot where he can hide well, and he'll be able to hold off his own. Just make sure he doesn't get found. If he does, make sure he doesn't get overwhelmed!

GUNS EXPERT
Bigshot who likes weapons with a big bark and an even bigger bite. Tough and dependable, he can handle the mose immense guns with relative ease and and superb knowledge on the workings of the weapons he handles. Because this makes him unable to use most blades if at all, he must be put at medium range where he'll be able to provide cover and preliminary fire without getting too many hits.

WEAPONS TEACHER
This special class can teach weapon skills to other teammates, for a commission. This man can handle all weapons and learn all their skills, and once he masters the handling of a weapon, he becomes a traveling teacher, with opportunities to grow very rich. The downside is that he is nothing stellar in a real battle, and should pull out if the battle gets too intense.

STRATEGIST
Place this man far behind the front line for him to analyze and plan the battle moves. His sight and mental power are excellent at the expense of physical strength. A well-trained strategist knows what to do and when in a matter of seconds.

SAMURAI
Much like the traditional, the samurai cannot use projectile weapons of any sort. Although his weapon skills are slightly below the ones of the traditional, the samurai has a rigid code of honor, which defines a strong aura about him and allows him to take on the hardest of punishment and still have the will to go on. For a samurai, defeat is not an option, making him best at the frontline where he'll serve with a never before seen fury.

TANK
He is the first line of defense. All about him is big, and his intimidation power is extreme. Get him next to the ones you want to protect, as this man is able to dish out as much damage as he can take, not to mention his healing skills if the battle was nastier than expected.

SPY
He is at his best when complemented by a scout. His specialty lies in deception. Have him attract the attention of the enemy somewhere else and lead them into a trap.

CHIEF
Only experts apply. The chief takes advice from the strategist and the law holder and combines them into a perfect battle strategy that is guaranteed never to fail. His mental and physical capacities are well above average, making him as good a fighter as he is a leader. However, he must still be protected well, as he is definitely the leader of the team and it shows, which means many of the enemy will do anything to reach and kill him, and they will come from far and wide to do just that.

SUPPORTER
Keeps teammates in fighting order. Tough and capable, he is best when using support skills to heal and enhance his team members. He should get out of the frontline as soon as his job is done however, since his fighting skills are below par.

RANGER
User of quality guns. Attacking is his specialty, and he works best at medium range with a spread-fire weapon like a shotgun or a machine gun.

CHARGER
Much like the Tank, except that he goes forward and attacks. With his skills, he can set up a good defense system before running forward and breaking the enemy lines with his immense endurance power.

DISCOVERER
This man is more of a loner. He will scout very far ahead of the team and weave his way among enemies to determine the best route to take. Even if found, his great running speed is enough to lose any enemy, sometimes even vehicles. However, he should refrain from close-range fighting as soon as the battle starts. Pair him up with a more fighting-oriented middle-range man for best results.

POWER USER
THE wizard in charge. With his extreme mental powers, he can dish out psionic skills with deadly accuracy and damage potential. Do not be mistaken though: suffering an attack from a fighter spells "it's over" before he even knows it. Get him behind a tank, or have him stay alongside the team leaders. He should be the last man to fall due to his immense contribution to the team.

BOUNTY HUNTER
Another lonesome class. The bounty hunter is highly professional and stays alert at all times, allowing him to learn his enemy much quicker than anyone else. Because he has the ability to do his job perfectly almost all the time, he is often granted bonuses upon capture of his preys. However, the bounty hunting job is a two-faced medal, one that seriously harms his reputation.

EXPLORER
This fighting-oriented scouting class has great speed and can enhance his abilities much easier than others of similar class. He is made for when danger is expected and when he is expected to hold off until the cavalry arrives. Because he is faster than he is strong, he should be there as a preliminary central distraction (unlike the spy who stays hidden at all times) while the rest of the team gets set up.

CHEVALIER
This lonesome weapons expert can handle any situation without help. He has little reputation and little support ability, instead relying on raw power and intimidation. Because he isn't made to be a team member, he has no real place in it aside from being a heavy frontline fighter.

_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
Reply with quote
Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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kei
巡る 時 屁と 輝き 進もう



Gender: Gender:Male
Joined: 18 Oct 2004
PostPosted: Sun Nov 14, 2004 10:40 pm    Post subject:

the pages can not be found.

_________________
"In this world there are no coincidences, there is only inevitability."
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Wins 83 - Losses 79
Level 16
EXP: 13860
HP: 2580
Eligible for battle!
STR: 780
END: 900
ACC: 1100
AGI: 1220
Wandabastyle Katana (Sword)
(390 - 560)
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