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Posted: Tue Oct 04, 2011 9:26 am
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Posted: Tue Oct 04, 2011 6:52 pm
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Posted: Tue Oct 04, 2011 8:10 pm
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Posted: Tue Oct 04, 2011 8:12 pm
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Posted: Tue Oct 04, 2011 8:37 pm
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Posted: Thu Oct 06, 2011 11:10 pm
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Posted: Thu Oct 06, 2011 11:55 pm
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Posted: Fri Oct 07, 2011 12:22 pm
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Posted: Fri Oct 07, 2011 7:21 pm
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Sosiqui This is a Hunter combat question that would really only be relevant in a mission situation (with multiple battles in relatively close succession), but... how long can a weapon hold a charge/partial charge? Could you charge up your weapon (either partially or entirely) and then hold the charge without actually using it for a certain amount of time? Say, for example: A Hunter charges their weapon with weaker enemies, but doesn't use the charged attack. Later they encounter a boss. Can they use the charged attack immediately on that boss, since they took the time to prepare it earlier?
Like Halloween characters, a Hunter's weapon charge resets between battles. Charges are on a "use it or lose it" system. Thus once a battle is over, the charges disappear. It takes a LOT of concentration for a hunter weapon to hold a charge, so hanging onto it for any length of time is far too difficult.
Updated the Fear guide with it!
Quote: In addition, a Hunter's weapon is physically and mentally unable to hold onto a charge for any period of time. Just a single charge awakens a hunger in the weapon; it is like having your favorite food for the first time in a year. You savor it, you crave more of it. You want more of it, and nothing will stand between you and getting more. The more charges they get, the "fuller" and more incoherently frenzy-like they become. When a battle is over, the very act of removing the protective Fear-shield also immediately cleanses the Weapon of charged-up Fear. Charges cannot be carried on between battles; you must use charges or lose them. Currently, Hunter weapons are still relatively new technology: no one has yet figured out a way to enable a Weapon to hold a charge. That, and Weapons tend to have the bad habit of screaming bloody murder at their Hunters for "More Fear! More! MORE!" after getting a couple charges. Some Hunters are against looking into this due to the number of headaches and migranes that come as a result of charging the Weapon in the first place.
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Posted: Fri Oct 07, 2011 7:50 pm
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Posted: Fri Oct 07, 2011 10:03 pm
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Posted: Fri Oct 07, 2011 10:35 pm
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Posted: Sat Oct 08, 2011 10:22 pm
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Posted: Sat Oct 08, 2011 11:55 pm
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[ X_Bleeding Roses_X ] Two quick questions! One: Is there some kind of doodle of what Team 6's room looks like, I'm having a horrible time trying to figure it out from the description xD;; Two: The OOC instructions say: Quote: -> It being so steep and such a high drop will cost whoever tries to get down via jumping -3HP from drop damage! But ah Mandys natural ability means that long drops by themselves do not harm her, so is she exempt from this or is there something at the bottom of the drop that would incur the damage? I am your GM so I shall answer this!
Hint: That room was made for Mandy. She is the only one who can get off with not sustaining any damage. |D
Edit: Uhhh, I shall doodle something up. Gimme a minute.
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Posted: Mon Oct 10, 2011 11:21 am
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