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Post by SilverDragon on Jan 6, 2010 21:07:58 GMT -5
I have modified the "Tips and trick" thread. Basically taking out the part that says you don't have to use Pokemon. For now, please use Pokemon untill I can figure out what to do about it!
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Post by SilverDragon on Jan 6, 2010 21:24:43 GMT -5
To staff:
I'm dumping the RNG idea. Still use the lists, just pick whatever you want to appear. (Lists planned to modified too)
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Post by SilverDragon on Jan 8, 2010 0:22:08 GMT -5
Slight change to the general rules, nothing fancy you can check it out here if you want, but you probably don't have to. Took out the three character limitation. Added to the character sign up sheet Made it easier to use. Took out an unimportant thing in the Roleplay rules. Doubt if you need to check it, but if you want too...Modified some of the battle rules. Basically I took out the stuff about the percent damaging moves. Moves will just do damage now. Doesn't matter. I did keep the part about counter, Mirror Coat, and Metal burst. I think that's all I'll do for now.
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Post by SilverDragon on Jan 10, 2010 2:52:21 GMT -5
Added a new power to the banned list: Voodoo, The act of manipulating an object to affect another character is forbidden Modded the special moves rules a bit {. demonswish.proboards.com/index.cgi?board=rules2&action=display&thread=109&page=1#28Added the list of areas that will work for the evolutions that require being in a specific place (Leafeon,Magnezone) Made a few minor adjustments elsewhere. Nothing too important.
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Post by SilverDragon on Jan 11, 2010 0:53:46 GMT -5
Adjusted some races.
Gave the Bird race a better name: Avian. Identified a new group Race: Aquarion, basically any character with aqua/sea life like qualities.
I plan to do some renovating in the race and Element department that will include better descriptions, characteristics, and posiibly some spell listings.
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Post by SilverDragon on Jan 11, 2010 21:12:21 GMT -5
I made the elements look more appealing.
Fire: A character with a Fire affinity usually has the ability to manipulate the explosive power of fire and some perks may include resistance to high temperature. The spells at their disposal are usually on the offensive side. The Fire element beats Nature and Ice. It is weak against Water.
Water: A character with an affinity with Water has the graceful ability to manipulate Water. Some perks include good swimming and sometimes the ability to breath under water. Water tends to be somewhat on the defensive/Healing side. The Water element beats fire and works well in conjunction with Ice. It is beaten by Lightning.
Lightning: A character with an affinity with Lightning has the shocking ability to harness the power of electricity. Spells and abilities tend to hit quickly and frequently and deal with speed. Lightning is mostly offensive with a few worthy support skills. The Lightning Element beats Water and is good paired with Wind. It is beaten by Earth.
Nature: A character with an affinity with Nature has the ability to enhance the surrounding environment. Sometimes slow to take effect, Nature magic can cause havoc with status effects, and prolong fights with its healing. Nature is known for being mostly supportive with many healing spells at its disposal. The Nature Element beats Earth and Wind and has a resistance to Water. It is beaten by Fire and Ice.
Earth: Characters that choose Earth tend to have higher than usual offensive and defensive abilities. The spells tend to be pretty straight forward, but tend to hit hard. The Earth element beats Lightning and is weakened to Wind.
Ice: Characters with an affinity to Ice often show it in their “cool” personalities. The spells work best in cold weather. They tend to be mostly defensive with a few support enhancements. Ice beats Nature and works well next to Water and Wind spells. It is beaten by Fire.
Wind: Characters with a Wind element are usually rather pretty looking and graceful. The spells they favor can qualify as “playful”, they specialize in Healing and Support. This element beats Earth, and works well with Lightning and Ice magic. Wind is beaten by Nature.
Light: Light and Holy are two very similar elements which may eventually be combined into one. But for now, Light is the offensive side. Light destroys Darkness and works well with Holy. It is beaten by Shadow.
Holy: Holy is the Healing/supportive side. It contains many healing spells and the ever popular “Holy” spell. It Works well with Light and beats Shadow. It is beaten by Darkness.
Shadow: Shadow is another element that may end up combined with its “helper” Darkness. Shadow is usually a sneaky Defensive type of magic. Shadow beats Holy and works well with Darkness. It is beaten by Light.
Darkness: Darkness is the other end of Shadow. This one is more offensive and spells are usually powerful. Darkness beats Light and works well with Shadow. It is beaten by Holy.
Gravity: Gravity is a fun power that can partially control…the gravity. It is mostly offensive but doesn’t have very many spells. As Of now it doesn’t beat any particular element, but it works well with Earth magic. It is beaten by Wind because wind is light, where gravity does more damage to heavy things.
Dreams: This is a new idea sounds like fun to me. With the element of Dreams one will have the ability to wreak havoc in people’s dreams. You can cause nightmares, or abolish them, and the can also enduce sleep. It works well with Darkness and is beaten by Light.
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