User:Ark: Difference between revisions

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Hi, I'm Ark. There's not really a deep and mystical etymology to the name, it just stuck one day as a nice, fast, memorable single-syllable handle to use on the internet. If you played on SRTMUSH from 2010-onwards, you might know me as Ibis Douglas's player. I dipped into the revival of FFMUSH and a game called Final Kingdom briefly as Barbariccia on both games.  
Hi, I'm Ark. There's not really a deep and mystical etymology to the name, it just stuck one day as a nice, fast, memorable single-syllable handle to use on the internet. If you played on SRTMUSH from 2010-onwards, you might know me as Ibis Douglas's player. I dipped into the revival of FFMUSH and a game called Final Kingdom briefly as Barbariccia on both games.  


==About Me==
I play Maya and Harken here.
I'm pretty boring and normal, I'm sorry. I'm actually pretty new to this MUSH circuit even still--SRT was my first MUSH ever, and the first time I'd ever played a Feature Character in an RPG of any kind. I try to play my characters (fairly) seriously but wind up orchestrating contrivances of comedic timing around them when it wouldn't be tone-deaf. I love total nonsense and melodrama. Yuritopia is a real place, and it's in our hearts.


==My Characters==
{| class="wikitable"
*[[Maya Schrodinger]]
! colspan="4" style="font-weight: bold;" | Resource & FP
I think Maya is actually really, really interesting. I didn't finish WA3 when I first picked it up, and had to chew through an LP to see the rest of the game to see if her character would ever go anywhere. Like a lot of the plot hooks in the game, she never really gets explained very thoroughly, but what's there in the last quarter of the game or so is surprisingly good! There's no way the developers really intended for it to be the basis of a lot of deep questions, but hell, if we weren't extrapolating wildly about characters based on a few scenes in the game, what's the point?
|-
| style="text-align: center; font-weight: bold;" | Name
| style="text-align: center; font-weight: bold;" | Effect
| style="text-align: center; font-weight: bold;" | Cost (CP)
| style="text-align: center; font-weight: bold;" | Conflicts With
|-
| Forceful
| +10 to starting FP
| 4
|
|-
| Finesse
| +1 to starting Combo
| 4
|
|-
| Limit Break
| +1 to Maximum Combo
| 5
|
|-
| Supply Chain
| -5 FP Cost for Attacks using Quick, Shield, Hyper, Lock State
| 6
|
|-
| Healer
| Heal, Hi-Heal, Quick, Shield, Hyper, Lock State generate 1 Combo
| 8
|
|}


*[[Lady Harken]]
{| class="wikitable"
I was always bummed out that Harken never joined the party or anything in WA1. Now, we can also save her from becoming a waitress with all her memories wiped for no reason.
! colspan="4" style="font-weight: bold;" | Condition Green (CG)
|-
| style="text-align: center; font-weight: bold;" | Name
| style="text-align: center; font-weight: bold;" | Effect
| style="text-align: center; font-weight: bold;" | Cost (CP)
| style="text-align: center; font-weight: bold;" | Conflicts With
|-
| Healthy
| +100 (200 for Gears) Temp HP granted upon reaching CG
| 4
|
|-
| Ranger
| Critical Hit chance increased while in CG
| 4
|
|-
| Guerilla
| Power stat increased while in CG
| 6
|
|-
| Survivor
| Vitality stat increased while in CG
| 6
|
|-
| Acrobat
| Reflex stat increased while in CG
| 6
|
|-
| Master
| ARMS, Sorcery, and Tech stats increased while in CG
| 7
|
|}
 
{| class="wikitable"
! colspan="4" style="font-weight: bold;" | Critical Hit
|-
| style="text-align: center; font-weight: bold;" | Name
| style="text-align: center; font-weight: bold;" | Effect
| style="text-align: center; font-weight: bold;" | Cost (CP)
| style="text-align: center; font-weight: bold;" | Conflicts With
|-
| Sniper
| Critical hits occur more often, but do less damage.
| 6
| Butcher
|-
| Butcher
| Critical hits deal have an increased damage multiplier.
| 4
| Sniper
|-
| Tough
| Incoming critical hits deal less damage to your character.
| 5
|
|-
| Gremlins!
| Your critical hits apply Jam to your target.
| 4
|
|-
| Dirty Fighter
| Your critical hits apply Cripple to your target.
| 4
|
|-
| Silencer
| Your critical hits apply Mute to your target.
| 4
|
|-
| Venomous
| Your critical hits apply Poison to your target.
| 4
|
|-
| Energizer
| Your critical hits apply Hyper to your character.
| 3
|
|-
| Overclock
| Your critical hits apply Quick to your character.
| 3
|
|-
| Bulwark
| Your critical hits apply Shield to your character.
| 3
|
|-
| Force Critical
| Your critical hits generate an additional +10 FP for your character.
| 3
|
|}
 
{| class="wikitable"
! colspan="4" style="font-weight: bold;" | Attack
|-
| style="text-align: center; font-weight: bold;" | Name
| style="text-align: center; font-weight: bold;" | Effect
| style="text-align: center; font-weight: bold;" | Cost (CP)
| style="text-align: center; font-weight: bold;" | Conflicts With
|-
| Marksmanship
| Hit chance with ARMs attacks improves as FP increases.
| 5
|
|-
| Gunfighting
| Damage with ARMs attacks improves as FP increases.
| 7
|
|-
| Focus
| Hit chance with sorcery attacks improves as FP increases.
| 5
|
|-
| Sorcery
| Damage with sorcery attacks improves as FP increases.
| 7
|
|-
| Quick Draw
| Hit chance with technique attacks improves as FP increases.
| 5
|
|-
| Finest Arts
| Damage with technique attacks improves as FP increases.
| 7
|
|-
| Creative
| Increases Free Attack point cap to 5 and allows for the additional flags to be used: Slow, Break, Weaken, Quick, Shield, Hyper.
| 8
|
|}
 
{| class="wikitable"
! colspan="4" style="font-weight: bold;" | Reaction
|-
| style="text-align: center; font-weight: bold;" | Name
| style="text-align: center; font-weight: bold;" | Effect
| style="text-align: center; font-weight: bold;" | Cost (CP)
| style="text-align: center; font-weight: bold;" | Conflicts With
|-
| Duck and Cover
| Your character has a bonus to Dodge against ARMs attacks.
| 5
|
|-
| Just a Scratch
| Your character has a bonus to Guard against ARMs attacks.
| 5
|
|-
| Parry
| Your character has a bonus to Dodge against Technique attacks.
| 5
|
|-
| Sentinel
| Your character has a bonus to Guard against Technique attacks.
| 5
|
|-
| Barrier
| Your character has a bonus to Dodge against Sorcery attacks.
| 5
|
|-
| Sound Mind
| Your character has a bonus to Guard against Sorcery attacks.
| 5
|
|-
| Reflexive Charge
| Grants your character's Charge reactions a small chance to partially Dodge an attack.
| 3
| Defensive Charge
|-
| Defensive Charge
| Grants your character's Charge reactions a small chance to partially Guard an attack.
| 3
| Reflexive Charge
|-
| Force Evade
| When your character performs a Critical Dodge, gain 10 FP.
| 3
|
|-
| Force Guard
| When your character performs a Critical Guard, gain 10 FP.
| 3
|
|-
| Force Charge
| When your character performs the Charge reaction, gain 10 FP (instead of 5).
| 3
|
|-
| Combo Breaker
| Your critical dodges and critical guards cause your opponent to lose 2 Combo instead of 1. You cannot reduce an enemy's Combo below 0.
| 4
|
|}
 
{| class="wikitable"
! colspan="4" style="font-weight: bold;" | Form
|-
| style="text-align: center; font-weight: bold;" | Name
| style="text-align: center; font-weight: bold;" | Effect
| style="text-align: center; font-weight: bold;" | Cost (CP)
| style="text-align: center; font-weight: bold;" | Conflicts With
|-
| Rival
| For Antagonists: grants 25 CP and 13 AP to the form with this PS. For most antagonists.
| ---
| ---
|-
| Fiend
| For Antagonists: grants 50 CP and 25 AP to the form with this PS. For rare and powerful antagonists. Chapter 1 stat caps under this form are 40. Chapter 1 attack power level caps under this form are 9.
| ---
| ---
|-
| Access
| For Anyone: grants 50 CP and 25 AP to the form with this PS. All actions taken under this form cost an additional 10 FP. Chapter 1 stat caps under this form are 40. Chapter 1 attack power level caps under this form are 8. Represents temporary transformations (Armatization, Magical Girl Transformations, etc) which grant significant power at a cost.
| ---
| ---
|-
| Nemesis
| For Antagonists: Sets CP and AP pools to end-of-Chapter maximums to the form with this PS. Can be combined with Rival or Fiend. For very rare and very powerful antagonists.
| ---
| ---
|}

Revision as of 07:26, 31 January 2018

Hi, I'm Ark. There's not really a deep and mystical etymology to the name, it just stuck one day as a nice, fast, memorable single-syllable handle to use on the internet. If you played on SRTMUSH from 2010-onwards, you might know me as Ibis Douglas's player. I dipped into the revival of FFMUSH and a game called Final Kingdom briefly as Barbariccia on both games.

I play Maya and Harken here.

Resource & FP
Name Effect Cost (CP) Conflicts With
Forceful +10 to starting FP 4
Finesse +1 to starting Combo 4
Limit Break +1 to Maximum Combo 5
Supply Chain -5 FP Cost for Attacks using Quick, Shield, Hyper, Lock State 6
Healer Heal, Hi-Heal, Quick, Shield, Hyper, Lock State generate 1 Combo 8
Condition Green (CG)
Name Effect Cost (CP) Conflicts With
Healthy +100 (200 for Gears) Temp HP granted upon reaching CG 4
Ranger Critical Hit chance increased while in CG 4
Guerilla Power stat increased while in CG 6
Survivor Vitality stat increased while in CG 6
Acrobat Reflex stat increased while in CG 6
Master ARMS, Sorcery, and Tech stats increased while in CG 7
Critical Hit
Name Effect Cost (CP) Conflicts With
Sniper Critical hits occur more often, but do less damage. 6 Butcher
Butcher Critical hits deal have an increased damage multiplier. 4 Sniper
Tough Incoming critical hits deal less damage to your character. 5
Gremlins! Your critical hits apply Jam to your target. 4
Dirty Fighter Your critical hits apply Cripple to your target. 4
Silencer Your critical hits apply Mute to your target. 4
Venomous Your critical hits apply Poison to your target. 4
Energizer Your critical hits apply Hyper to your character. 3
Overclock Your critical hits apply Quick to your character. 3
Bulwark Your critical hits apply Shield to your character. 3
Force Critical Your critical hits generate an additional +10 FP for your character. 3
Attack
Name Effect Cost (CP) Conflicts With
Marksmanship Hit chance with ARMs attacks improves as FP increases. 5
Gunfighting Damage with ARMs attacks improves as FP increases. 7
Focus Hit chance with sorcery attacks improves as FP increases. 5
Sorcery Damage with sorcery attacks improves as FP increases. 7
Quick Draw Hit chance with technique attacks improves as FP increases. 5
Finest Arts Damage with technique attacks improves as FP increases. 7
Creative Increases Free Attack point cap to 5 and allows for the additional flags to be used: Slow, Break, Weaken, Quick, Shield, Hyper. 8
Reaction
Name Effect Cost (CP) Conflicts With
Duck and Cover Your character has a bonus to Dodge against ARMs attacks. 5
Just a Scratch Your character has a bonus to Guard against ARMs attacks. 5
Parry Your character has a bonus to Dodge against Technique attacks. 5
Sentinel Your character has a bonus to Guard against Technique attacks. 5
Barrier Your character has a bonus to Dodge against Sorcery attacks. 5
Sound Mind Your character has a bonus to Guard against Sorcery attacks. 5
Reflexive Charge Grants your character's Charge reactions a small chance to partially Dodge an attack. 3 Defensive Charge
Defensive Charge Grants your character's Charge reactions a small chance to partially Guard an attack. 3 Reflexive Charge
Force Evade When your character performs a Critical Dodge, gain 10 FP. 3
Force Guard When your character performs a Critical Guard, gain 10 FP. 3
Force Charge When your character performs the Charge reaction, gain 10 FP (instead of 5). 3
Combo Breaker Your critical dodges and critical guards cause your opponent to lose 2 Combo instead of 1. You cannot reduce an enemy's Combo below 0. 4
Form
Name Effect Cost (CP) Conflicts With
Rival For Antagonists: grants 25 CP and 13 AP to the form with this PS. For most antagonists. --- ---
Fiend For Antagonists: grants 50 CP and 25 AP to the form with this PS. For rare and powerful antagonists. Chapter 1 stat caps under this form are 40. Chapter 1 attack power level caps under this form are 9. --- ---
Access For Anyone: grants 50 CP and 25 AP to the form with this PS. All actions taken under this form cost an additional 10 FP. Chapter 1 stat caps under this form are 40. Chapter 1 attack power level caps under this form are 8. Represents temporary transformations (Armatization, Magical Girl Transformations, etc) which grant significant power at a cost. --- ---
Nemesis For Antagonists: Sets CP and AP pools to end-of-Chapter maximums to the form with this PS. Can be combined with Rival or Fiend. For very rare and very powerful antagonists. --- ---