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Posted: Mon Sep 05, 2011 11:32 pm
Yo! Since I've left so much responsibility on Kaorini, I've decided to put up this topic so that everyone can contribute to the skills of each class. If you have any skills you think could fill in for a class don't afraid to speak them out loud.
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Posted: Mon Sep 05, 2011 11:53 pm
I'd be most grateful for any help ^^
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zeckos33995533 Vice Captain
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Posted: Wed Sep 07, 2011 3:51 pm
Class Stitch : Thread Stitching - Attaches threads to what the caster wishes. Minimum Technical Point Cost
Class Stitch : Cat's Cradle - Infinitely increasing ravor sharp fibers that surround you. Moderate Technical Point Cost
Class Stitch : Lynx's Cradle - Stronger Cat's Cradle that also attacks at a distance. Larger Technical Point Cost
Class Stitch : Limb Encumberment - Slowing down the tartget by stitching extra limbs to them or by stitching their limbs together. Minimal Technical point cost
Class Stitch : Limb Harvesting - By using the needles to surround the area of the limb to take, they all slice at once to cut off the limb in question. Paralysis is an option. Moderat Technical Point Cost
Class Stitch : Shadow Stitching - By adding the fibers to the enemies shadow, you can control their movement and actions. Moderate Magical Point Cost
Class Stitch : Limb Stitching - If a limb had been torn off, you are able to stitch it back on. Moderate Technical Point Cost
Class Stitch : 1000 Needles - Sends 1000 needles at the opponent. Moderate Technical Point Cost
Class Stitch : 1000 Attached Needles - Attaches thread to all 1000 needles to control while attacking with them. Larger Technical Point Cost
Class Stitch : Mortal Stitching - Using the fibers to attach to the enemy, you can take control of them while causing them pain and tearing them apart at the same time. Larger Technical Point Cost
Class Stitch : Trap Ensnarement - Using fibers in an array similar to a spider, you are able to trap the enemy. Minimal Technical Point Cost
Class Stitch : Arachnid's Way - Noted after the spider, webs show up for an enemy to stop at or get caught in. Once they appear in the trap, multiple webs appear, surrounding the target. Paralytic needles fly towards the opponent from the only opening. Larger Techinical Point Cost
Class Stitch : Finite paralysis - Paralytic needles fly at the opponent from multiple directions. Minimal Technical Point Cost
Class Stitch : Thread Clinging - Using threads to grab onto something, you are able to hold on to objects or surfaces. Minimal Technical Point Cost
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Posted: Wed Sep 07, 2011 4:40 pm
Harvester Class : Seed Darts - Uses seeds to create darts to attack the target(s). Minimum Technical Point Cost
Harvester Class : Rose Whip - Creates a whip from the thornier parts of the rose to attack with while the rose is used as the base. Minimum Technical Point Cost
Harvester Class : Floral Steps - Creates steps in midair in any direction the caster wishes. Moderate Magical Point Cost
Harvester Class : Bark Bit - Bits of tree barks sail off trees to cause an attack, defense, or steps, depending on the casters wishes for it to do. Larger Magical Point Cost
Harvester Class : Leaf Ball - Gathering leaves form a spherical shapped ball to attack. Minimum Magical Point Cost
Alchemist Class : Dust Ball - Gathering sand form a spherical shapped ball to attack. Moderate Magical Point Cost
Havester Class : Sunflora Bounce - Giant sunflowers appear to bounce you high upwards. Moderate Magical Point Cost
Harvester Class : Edged Grass - Every blade of grass becomes ravor edged blades. Larger Magical Point Cost
Harvester Class : Shroom Blanket - Mushrooms cover the caster against attacks. Every attack chips away the mushroom though. Minimum Magical Point Cost
Harvester Class : Shroomy : Mushroom spores surround the area to cause hallucinations. Moderate Magical Point Cost
Harvester Class : Daizyed - Causes the target(s) to become dazed for moments at a time by using daisies to reflect sun light into the eyes of the target(s) Minimum Magical Point Cost
Harvester Class : Grapes of Influence - Uses the fermented grapes to create an intoxicating fume causing the target(s) to become drunk. Moderate Technical Point Cost
Harvester Class - Wandering Whey - Wheat blows in the way of an attack causing a sticky mess around the target(s). Minimum Magical Point Cost
Harvester Class - Bamboo Shoots - Really large bamboo shoots upward to cause a maze to defend the caster. Larger Magical Point Cost
Harvester Class - Pollen Tracker - Using pollen to track the location. Moderate Magical Point Cost
Alchemist Class - Sand Trap - Creates quicksand to suck down whatever is in contact with it. Moderate Magical Point Cost
Alchemist Class - Sand Tsunami - Sand creates a tsunami to engulf the target(s). Larger Magical Point Cost
Alchemist Class - Sand Blade - Sand creates a blade to attack. It uses the strongest materials within the sand to create the blade. Is able to extend and retract by adding and taking away sand from the blade. Moderate Techincal Point Cost
Alchemist Class - Shield of Sand - Creates a shield of sand in a small form that the caster desires. Moderate Technical Point Cost
Alchemist Class - Sand Shielding - Creates a shield of sand in a larger form of the casters desires. Larger Technical Point Cost
Alchemist Class - Sand Shirking - Uses some sand underneath the feet to dodge attacks and random miscellaneous things. Not affective against all things. Minimum Technical Point Cost
Alchemist Class - Dust Attack - Causes sand to fly up at the target(s). Causes blindness and distraction at best. Minimum Magical Point Cost.
Harvester Class - Leaf Blade - Leaves create an extending blade to attack with. Not very durable. Minimum Technical Point Cost
Harvester Class - Wood Chipper - Wood chips fly at the target to impale them from the surrounding trees. Larger Magical Point Cost
Harvester Class - Solar Life - Sunlight shines upon the flowers around and creates a warm glow. Solar life can be used for multiple purposes. Increases blinding techniques, strenghens the healing properties of healing techniques, increases the length, durability, and strength of fighting techniques. Larger Technical Point Cost
Harvester Class : Flower Power - Flowers form a small shield in front of the caster. Minimum defense. Minimum Technical Point Cost
Harvester Class : Live Vine - A vine extends from the casters hand and is used as a weapon or to grab. Minimum Technical Point Cost
Harvester Class : Stumps of Stumbling - Tree stumps come up from the ground to trip or jump on. Minimum Magical Point Cost
Harvester Class : Fruit of Plenty - Fruit from plants are used to somewhat heal someone. Minimum Magical Point Cost
Harvester Class : Veggie Fail - Veggetables grow and explode to cause distractions. Minimum Technical Point Cost
Harvester Class : Fruits of Valor - Increases the strength of those that eat it. Minimum Magical Point Cost
Harvester Class : Abundant Bouquet - Multiple bouquets of flowers are thrown in the way of advancing parties to obscure the vision. Minimum Technical Point Cost
Harvester Class : Vineyard - Vines catch others around the legs to immobolize the opponent. Moderate Magical Point Cost
Harvester Class : Poiz-Ber - Poisonous berries are created to fly at the opponent. Must be inside of the body to poison. Ex: Eyes, Nose, Ears, Mouth... Minimum Technical Point Cost
Harvester Class : Para-Ber - Paralytic berries are created to fly at the opponent. Unlike Poiz-Ber, is able to paralyze by contact to sensitive areas of skin. Ex: Inner areas of body (underarm, inner arm, back of knees, etc.), Moderate Technical Point Cost
Harvester Class : Shadow Berries - Causes a darkened view of the world like a veil over the eyes. Moderate Technical Point Cost
Harvester Class : Vine Shield - Causes a vine to spiral into a shield. Moderate defense. Moderate Technical Point Cost
Harvester Class : Limb Snatch - Causes tree limbs to attack or defend. Moderate Magical Point Cost
Harvester Class : Pollen Dazzle - Causes vision to be confused and causes multiples of all in sight. Larger Magical Point Cost
Harvester Class : Tree Shield - A tree sprouts up immediately to defend against an attack. Moderate Magical Point Cost
Harvester Class : Tres Shield - Multiple trees sprout up to defend against an attack. Larger Magical Point Cost
Harvester Class : Venus Blight - Venus flytraps come up from the ground to swallow the victim in it's acids. Moderate Magical Point Cost
Harvester Class : Poison Ivy - Poisonous ivy attacks from random locations to poison the victims and attempt to esnare the opponent. Minimum Magical Point Cost
Harvester Class : Rose Vines - Thorny vines go after the target from every possible location. The thorns are sharp enough to go through a tree with the slightest of ease. Larger Magical Point Cost
Harvester Class : Florarama - Flowers of all kinds surround the target(s) to confuse and confound. Minimum Magical Point Cost
Harvester Class : Floral Revival - Flowers of all kinds are emitted to heal the selected target(s) of physical wounds. Larger Magical Point Cost
Harvester Class: Mage Tulip - Tulips are soaked in magic to restore some magic. Minimum Technical Point Cost
Harvester Class : Tulip Frenzy - Multiple Tulips are soaked in magic to restore magic. Moderate Technical Point Cost
Harvester Class : Valley Lilly of Death - Lillies float on a beautiful breeze towards the target(s) to cause sleep. Minimum Magical Point Cost
Harvester Class - Protection Pollen - Pollen surrounds the target(s) and thickens when neccasary to soften blows against enemies attacks. Moderate Technical Point Cost
Harvester Class - Thorn Blade - Causes the strongest thorns from vines to connect and come together to create a weapon. Minimum Technical Point Cost
Harvester Class - Vine Upheavel - Tree-like throned vines sprout up from the ground in a multitude of areas. Moderate Magical Point Cost
Harvester Class - Weeds of Multiplicatives - Clones of yourself are created using weeds as the base. Not very durable. Minimum Technical Point Cost
Harvester Class - Floral Multiplicative - Clones of yourself are created using a mass amount of flowers as the base. Moderately durable. Moderate Technical Point Cost
Harvester Class - Vinal Multiplicative - Clones of yourself are created using thorns and vines as the base. Durable. Larger Technical Point Cost
Harvester Class - Nature Manipulation - Manipulates all of nature to do what is neccassary to live. MAJOR Technical Point Cost and MAJOR Magical Point Cost
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zeckos33995533 Vice Captain
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zeckos33995533 Vice Captain
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Posted: Wed Sep 07, 2011 9:37 pm
Reliever Class : Poiz-Heal - Heals a target(s) of poison. Minimum Magical Point Cost
Reliever Class : Para-Heal - Heals a target(s) of paralyisis. Minimum Magical Point Cost
Reliever Class : Epi-Heal - Heals a target(s) of poison, paralysis, and blindness. Moderate Magical Point Cost
Reliever Class : Drop-Heal - Heals a target(s) of blindness. Minimum Magical Point Cost
Reliever Class : Cure - Heals a target(s) of some life. Minimum Magical Point Cost
Reliever Class : Mid-Cure - Heals a target(s) of life. Moderate Magical Point Cost
Reliever Class : Maj-Cure - Heals a target(s) of a lot of life. Larger Magical Point Cost
Reliever Class : Epi-Cure - Heals a target(s) of all life. MAJOR Magical Point Cost
Reliever Class : Revive - Revives a target(s) with half life. Moderate Magical Point Cost
Reliever Class : Mid-Revive - Fully revives target(s). Larger Magical Point Cost
Reliever Class : Steady-Cure - Slowly heals a target(s) over time. Moderate Magical Point Cost
Reliever Class : Mana-Heal - Recovers some magic. Lower Technical Point Cost
Reliever Class : Mana-Healer - Recovers magic. Moderate Technical Point Cost
Reliever Class - Mana-Revive - Recovers all magic. Larger Technical Point Cost
Reliever Class - Mana-Max-Revive - Recovers all magic for self and allies. MAJOR Technical Point Cost
Reliever Class - Poizon Powder - Poisons an enemy. Usually used to defend against unwanted attacks without resorting to violence. Minimum Magical Point Cost
Reliever Class - Paralytic Powder - Paralyzes an enemy. Usually used to defend against unwanted attacks without resorting to violence. Minimum Magical Point Cost
Reliever Class - Darkness Powder - Creates a smog that blinds an enemy. Usually used to defend against unwanted attacks without resorting to violence. Minimum Magical Point Cost
Reliever Class - Epi-Powder - Creates a cloud that poisons, paralyzes, and/or blinds the target(s). Usually used to defend against unwanted attacks without resorting to violence. Moderate Magical Cost
Reliever Class - Holy Tower - Creates a barrier for self to defend against physical attacks. Moderate Magical Point Cost
Reliever Class - Holy Castle - Creates a barrier for self and allies to defend against physical attacks. Larger Magical Point Cost
Reliever Class - Light Arrow - Sends an arrow of light magic to attack an enemy. Minimum Magical Point Cost
Reliever Class - Arrow Barrage - Sends a swarm of arrows of light magic to attack enemies. Moderate Magical Point Cost
Reliever Class - Bright Arrow - Sends a swarm of rebounding arrows of light magic to attack enemies. Larger Magical Point Cost
Reliever Class - Holy Belle - Sends a sonic wave of magic to attack enemies. Moderate Magical Point Cost
Reliever Class - Angelic Belle - Sends multiple sonic waves of magic to blast enemies. Larger Magical Point Cost
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Posted: Thu Sep 08, 2011 3:04 am
Alchemist Class- Kitten O' Nine Tails- Summon a baby chimera with special flame powers.
Alchemist Class- Stalagmites- Turns ground into several spikes in the floor that can pierce enemies.
Alchemist Class- Stone Pellets- Fires spikes made out of the ground that fly toward the enemy as projectiles.
Alchemist Class- Stag Lancer- Summons multiple angled spikes from the ground that aim towards one point.
Alchemist Class- Terra Spear- Forges a spear made out of the ground that can be used as an average weapon
Alchemist Class- Terra Barrage- Upheaves cubes of the ground and sends them falling toward the enemy.
Alchemist Class- Earthly Cage- Surrounds target in a cage made out of the ground that can hold up to 3 people at once. (Lasts 3 turns)
Alchemist Class- Silent Maiden- Summons ice projectiles from the water in the air that attack a target.
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Posted: Thu Sep 08, 2011 3:17 am
Trickster Class- Bladed Bullet- User throws sword at enemy as though throwing a kunai knife. Bullet is then fired at the tip of the hilt to increase the speed of the sword.
Trickster Class- Bullet Wave- Fires multiple bullets at target in a barrage.
Trickster Class- Execution Bullets- User rapidly dashes around the target in a complete circle and fires bullets at target.
Trickster Class- Cut Time- User fires bullet and rapidly dashes after the bullet, slicing it in half and hitting two targets at once.
Trickster Class- Caged Interrogation- User throws sword like a boomerang, making it fly around the opponent. The User then fires at the sword at angles that make the bullets bounce off the sword at the target. Trickster Class- Tough Love- User dashes into close distance from target and fires both guns multiple times at vital points.
Trickster Class- Home Coming- User fires multiple bullets that when fired move in a straight line, putting a single hole in the target from its precision.
Trickster Class- Heartfelt Peace- User dashes into close distance of target and fires both guns at the same instant once.
Trickster Class- Heartfelt Calm- User dashes into enemy and kicks off, firing both guns a single time in the air.
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Posted: Thu Sep 08, 2011 3:23 am
Banisher Class- Calm before Storm- User places a talisman onto the target that clears bad conditions for a set period of time (8 posts)
Banisher Class- Bright Wall- casts a 5 wall barrier out of 5 talismans that restricts against regular attacks and a single element type of attacks of the users choosing.
Banisher Class- Pasted Smile- User places multiple talismans at an enemy, restricting their MP. (Lasts 3 posts)
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Posted: Thu Sep 08, 2011 9:53 am
ok, i was doing a bit of digging throughout the guild and came across a few snags... the first is the "four holy beasts" while reading through the story line on the guild home i noticed that there are only Humans, Vampires, Werewolves and Dragons. Oddly enough, it appears that those who rule would be the dragons. One because the vampires are natural enemies with werewolves and humans [despite technology] are far weaker then dragons. Next, if they gained the knowledge to travel to other planets in the galaxy, wouldn't there possibly be life on those if there related to the milky way in some aspects. Despite the jabber, i suggest that we create more spices within the guild and list them. This way nobody makes like a zombie or something [you know how noobs can be] and maybe each of the species can have their own "home planet" where there dominant and all that jazz then the other planets can be like extra. Another thing is the classes, yes there very creative in the build and abilities about them. However, they seem to only focus on the "human" part of the species. I mean, i doubt a werewolf can really be a tamer (just an example, not actual opinion. Can you really see a werewolf potty training another and giving it a biscuit?)) Um what else...Oh the skill points I get the 40 points are ok, however the traits that they divide up into seem odd... Health: [can you really find a way to divide only 40 points and still have some decent HP?] Speed: [understandable] Strength: [understandable] Stamina: [understandable] Appeal: [What does this apply too?] Defense: [understandable] Intelect: [understandable] Mana: [class sensitive, so understandable] Im thinking that depending on what species you are you have a certain skill points set, then you have 10 extra points for you yourself to place. Ok, now onto the classes, theres A Lot of them. Don't get me wrong, variety is good butttttt too much vartiety can be an issue. A lot of the classes actually dervive from the personality of the Rpc. [ie. Someone who is crafty may have trickster qualities, but wanna be a juggernaught. Still they way they fight is like a trickster because of there persona] im suggesting that we remove some of those classes and the ones that we can vote on being least popular when the guild opens. This way the move making process is sped up along with freeing time to take care of other things in the guild before it opens. gimme a sec to look for otherings.... "The Galaxy" I like the idea that the VC made in there. It can be better like labing the planet in its own fourm then listing its moons and all that hooplah. If the system is like the milky then we have 9 planets [yes include pluto, it was there before and it gives more wiggle room] then there can be a few like little "hot spots" or "moons" under them. That leads me into the next topic. The organization, the main fourm can be how it is but the subfourm can look a bit like this. Role Play Profiles & Skeleton(s) Specialty Catalog (Classes) Book of the Arts (Skills) Top Secret Projects {Captain, Vice Captain and Crew} ~~~~~~The Galaxy~~~~~ -Planet- -Planet- -Planet- -Planet- -Planet- -Planet- -Planet- -Planet- -Planet- -The Void- {villians Relm}
Main Fourm Rules Q & A OCC: Grill and Chill Area Suggestions Ect.. also, final note put the guilds name as under construction so ppl don't try and join while in mid development thats about it ^^
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Posted: Thu Sep 08, 2011 10:39 am
My opinions on Renkaku's suggestions, whether supportive or otherwise, and not meant to offend anyone: Renkaku "it appears that those who rule would be the dragons. One because the vampires are natural enemies with werewolves and humans [despite technology] are far weaker then dragons." As these vampires, werewolves, and dragons are from different planets, this would be assumed to be an alternate mythology. Just because many common (mostly modern) uses have them as "natural enemies", why would they be here? In this history, they would essentially be warring nations. (Think USA vs. USSR (and Russia), who now live in peace. Also, the dragon thing is a good point. Has anyone defined what a "Dragon" is here yet? Are they some huge medieval beast? If so, they would be much more powerful than the other classes. Unless dragon means something else, I would suggest severe Class and Ability limitations on dragons."Next, if they gained the knowledge to travel to other planets in the galaxy, wouldn't there possibly be life on those if there related to the milky way in some aspects." I agree in a way, we DO have other planets capable, or possibly eventually capable of life. However, most of these planets would not have "native" life, and would be human (or possibly the other three) colonies. But you could always add others species as well."Despite the jabber, i suggest that we create more spices within the guild and list them. This way nobody makes like a zombie or something [you know how noobs can be] and maybe each of the species can have their own "home planet" where there dominant and all that jazz then the other planets can be like extra." This is an opinion, pure and simple. Some of us would like more species, and some would like this direct focus. Each individual would have their own opinions. I would suggest anyone who wishes to add specific races, type up a good deal of info, and submit it to the Mods for consideration. For sort of a compromise, if there were other races, but people want the focus on this main story, these other races could play a secondary, minor role."Another thing is the classes, yes there very creative in the build and abilities about them. However, they seem to only focus on the "human" part of the species. I mean, i doubt a werewolf can really be a tamer (just an example, not actual opinion. Can you really see a werewolf potty training another and giving it a biscuit?))" It seems reasonable for races to have class restrictions, for instance, I don't see a dragon being particularly sneaky."Health: [can you really find a way to divide only 40 points and still have some decent HP?]" "I'm guessing this would be a "Rating" maybe? Like Health: 40 would be like a thousand HP or whatever?"Appeal: [What does this apply too?]" I believe this would be a Persuasion or Speech skill."Im thinking that depending on what species you are you have a certain skill points set, then you have 10 extra points for you yourself to place." Maybe. I would suggest test runs later to check for appropriate balnce of classes, races, etc. then tweaks based on the results."Ok, now onto the classes, theres A Lot of them. Don't get me wrong, variety is good butttttt too much vartiety can be an issue. A lot of the classes actually dervive from the personality of the Rpc. [ie. Someone who is crafty may have trickster qualities, but wanna be a juggernaught. Still they way they fight is like a trickster because of there persona] im suggesting that we remove some of those classes and the ones that we can vote on being least popular when the guild opens. This way the move making process is sped up along with freeing time to take care of other things in the guild before it opens." So many could be a good, or bad thing. We'll have to wait and see. But I don't see a tricky Juggernaut. It would be a very powerful character, with the ability to also weaken the opponent, I assume. They would maintain their individual personalities. The classes are only for abilities.
Edit: Tricksters are like Gunslingers, So a juggernaut would not go out, and perfectly hit every target with his precision weapons and impressive speed. A juggernaut would lumber out with high defense and powerful (but slow or inaccurate) weapon. The Juggernaut could have a trickster-ish personality, but would only be a Juggernaut CLASS."The Galaxy" I agree. Each planet should have AT LEAST it's own thread. Or, if you would like more detail, each planet could have its own subforum, and the threads would be individual places, or cities. Etc. Suggested Planetary Layout Sample
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Posted: Thu Sep 08, 2011 10:48 am
ok, i just did a run through and pulled out sone things that may cause issues/controversies within the rp. this way they can be tackled and taken care of before they become a problem
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Posted: Thu Sep 08, 2011 3:42 pm
To begin with, I can agree that several of the classes could be disposed of however its good to stay thorough. And to answer the problems with dragons, were still coming up with a species forum to explain that part. Next, me and Tsan looked over the planets and we decided to give them their own forums to begin with, he just got carried away. The Galaxy was just a signal for me to come back to so that I could come back and fix that. The class personality thing is very confusing I understand however they merely explain the way the class fights rather than how they live. Although it also gives some history to them, it doesnt go as deep as personality. Also, me and Zeckos are working on a set of stats to use for this that can be organized neatly without any kind of confusion. The Appeal stats are irrelevant as Tsan was in such a rush that he acidently made up stats while me and Zeckos were working on them. The species and classes are getting their own clever individual perks and flaws as there are also going to be base stats for the levels they go through. Leonidas and I will be working on them and completing them as soon as possible. By the way, there will be other kinds of life on other planets although that's currently unknown on when were going to put them in. We're starting off the guild as an overall story that has to start and finish.
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Posted: Thu Sep 08, 2011 7:26 pm
blaugh This is awesome. I've always tried to start these kind of dialogues that really ensure a well-rounded, well-structured Guild. Although, it seems you guys have enough going on behind the scenes to get this going by yourselves. sweatdrop All this stat and class stuff is just a little over my head though... So I'm going to just stick to the structure stuff I've been adding here and there while you guys are busy. xd
I applaud Renkaku for speaking his mind, Ometison for his clear, concise response, and eveyone who's been working to getthis stuff going. Kudos, guys! 3nodding
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Posted: Thu Sep 08, 2011 9:41 pm
Juggernaut Class- Rocket Punch- Punches enemy with the force of a falling boulder.
Juggernaut Class- Rocket Crash- Kicks off ground ground and falls down to punch the ground.
Juggernaut Class- Fist Pump- Juggernaut runs toward enemy and punches with both fists at the same moment.
Juggernaut Class- Rhino Stampede- Jugger naut runs to enemy and drop kicks ground in front of them, causing it to shatter and smach the target with painful debris. Juggernaut Class- Corkscrew Fly- Juggernaut jumps toward enemy and puts feet forward in mid air while rotating vertically.
Juggernaut Class- Scissor Suicide- User jumps to the enemy and then grabs hold of the target with legs and backflips with hands on the ground, smashing targets head into the ground.
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