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ZetaRESP

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  1. 6 hours ago, Saiku said:

    ZetaRESP

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    Chaos: You did do some of the things that I did, extending the bio and aging her up, but the issue still persists that the Gunpla is the bulk of the app. Not only that, but you're trying to do too much with the gunpla, with all the weapons and the Tryon 3 combining, it's just too much for one. A gunpla should have weaknesses.

    Sai: Look, here's the thing. Your gunpla is an extension of your character, not the other way around. You can have the best gunpla ever, but without a good character behind it, it's not going to memorable, hell, it won't even be fun. You need to put more into the character beyond "stereotypical rich girl'. 

    Yeah... I guess you're right in that regard... honestly, I had a different character altogether, as well as a different idea for the Gunpla... I think I'll return to the drawing board, if you don't mind.


  2.  

    Spoiler

    Character

    Name: Amane Souto, (想人象 Sōto Amane)

    Age: 15

    Gender: Female

    Appearance: Dirty blonde hair, amber eyes, petite body (less than 4 ft. tall).

    Personality: Pretty nice girl and optimistic to no end, tends to be cheery in life and, in fact, it's very hard to see her depressed or sad. She is also somewhat innocent and not really good to read the intentions of people. Betrayal is one of the things that make her feel down. However, she has a tendency to change up when it comes to giant monsters or mechas. It's pretty common to see her fired up when it comes to Gunpla, giant monsters, etc... And she tends to get easily into the heat of the battle. She does seem more antagonistic when that happens, as she tends to slip into an "Ojou" persona, with noblewoman laugh and all included. She loves Kaijus as much as she loves Gundam. The former is her passion since little, the latter is more of a fill in (not a monster, but has advantages when it comes to rampaging). She also thinks that giant monsters can answer anything... if they can't maybe giant robots can.

    Biography: She was always curious about everything. Her first adventure was following a small snake out of her home when she was 4 and ending up in the large backyard of her neighbor, who had a large Great Dane. The moment she saw it barking at her, while initially feeling scared because she was young, she slowly grew onto it. While her parents were pretty much treating her like a regular child, including magical girl shows and all, she felt attracted to the giant creatures the girls fought. She even got into plays with other girls where she was the monster bringer queen. She even began to build some stuff like claws and the like for the games, mostly out of paper and cardboard.

    She got more and more ingenious with age, as well as more... divergent: She was a nice girl through and through, but she loved to play the role of an evil queen every now and then. While other girls grew with being the heroines, she grew with the wish of making her own Godzilla. Not for world domination, mind you, but because she just wanted to have a giant monster, or even become one. Yes, she got to know about Kaijus and even realized she wanted them because of the fighting. She began to approach boys in that aspect, usually playing the monster making villain in the plays (they tried having her playing a heroine or a damsel in distress; it did not work). She was still mainly into monsters, until...

    She was around 10 years old when she caught her older brother watching "nostalgia" anime, which was his liking... and it was an episode of Mobile Suit Gundam. While he kind of felt guilty of her catching up, she felt amazed by the "metallic monsters" in the screen. While he tried quickly to get her into the whole story and lore of the series, she was just into the robots fighting each other. He even showed her his Gunpla, which she quickly tried to have battling each other up. He got kind of in a fit, as she just mashed Gundams into each other without much of the lore of each mecha. She then got a lesson in plot, but she focused more on the mobile suits themselves and also a bit on the "Char clone" stuff, because they looked villainous enough for her liking.

    She then asked for more toys like his. He pulled out a ZZ Gundam Ver.Ka kit he hasn’t got the time to assemble yet and gave it to her. If she could make it without breaking it, it was all for her, but if she screwed it up, she would have to pay him back for the damage... She got sleep deprived, but after 10 hours of assembling, painting and even adding the water decals as the instructions said (it was a brand new model; also, her brother was kind of brainless for giving it up to her), she was done, having enough time to admire it before passing out. After waking up and seeing her brother's note saying "Good job" on her night table next to the assembled Gunpla.

    Her first Gunpla.

    She then went around the city looking for a Gunpla store, while wearing a self-made version of Char's uniform. She eventually found her brother's provider and asked him to get to his providers. She eventually got to save the little money she got from running errands and all to buy herself more models. But she didn't feel like filling her hole. She then got some stuff together, including her first build and her first buy (ZZ Gundam Ver.Ka and Wing Gundam Ver.Ka) as well as other random parts she edited herself to make herself a giant monster... which she then decided to make into a half monster, half mobile suit. She called it... Imagine. A Solid Imagine... Gundam...

    Gunpla: ASMS-010WS Solid Imagine Gundam (MG kit-bash of MG models MSZ-010 ZZ-Gundam Ver.Ka and XXXG-01W Wing Gundam Ver.Ka with custom parts)

    Misc. info

    • Her name in Japanese is a remake of the Japanese word for "imagination" (想像 Sōzō), which is also the origin for the name of her Gunpla.
      • Her full name's last two kanjis (the one for her name and the second one for the last name) combine to form the second kanji in the word.
      • Her being a female was kind of a need due to the whole naming convention from earlier, as I only found a female name for it.
    • Given her MS is red and her personality may fit that of a rival, she can qualify as a "Char Clone", making her the first female in that role if that's the case.
      • Her "Char Clone" deal, however, is less about having an actual rivalry but more of villain homage. Even if she has a rival attitude in battle, she's not really antagonistic.
      • She even has a uniform a la Char, with a matching helmet and uniform (her helmet was a copy of Char's before she got her own style).

    Gunpla

    Name: Solid Imagine Gundam

    Model Number: ASMS-010WS

    Machine Classification: Custom Transformable Multipurpose Mobile Suit

    Manufacturer: It was made by Amane herself, by modding her first built Gunpla and the first one she ever bought. She got the other pieces by mostly altering the ones she had already.

    Appearance: The base of the model is the MG MSZ-010 ZZ Gundam Ver.Ka, with added stuff from the XXXG-01W Wing Gundam Ver.Ka, as well as some machined parts made to kit-bash both together. Its wiehtIt was repainted all red with several golden details. It has two modes: Suit Mode and Kaiju Mode.

    • Suit Mode: In this mode, the Gundam has a humanoid appearance, which shows clearly the hybridism between both ZZ and Wing Gundams. It has the same size as the ZZ Gundam, but it weighs more (80 tons over ZZ’s 68), mainly due to the new torso having extra mass for the other mode. This mode is less “blocky” than the ZZ, but has less propulsion, so it’s likely to be slower than the ZZ in MS mode.
      • Head: It's the ZZ Gundam's head with a new V-fin that is actually an X and can extend and be detached to be used as a throwing weapon and a hexagonal jewel in place of the High Mega Cannon.
      • Upper Limbs: The arms are the ZZ Gundam's arms with the Wing Gundam's shoulders. The shields on the arms were replaced with shorter shields that can allow the sitting of the modified Wing Gundam shield.
      • Torso: It's a heavily modded Wing Gundam's torso, the chest having been replaced with separate panels that seemingly can expand, which serves the transformation. The large jewel from the Gundam is now in the cross section of the expandable panels.
      • Back: It has the Wing Gundam's wings in a modified support in the form of a foldable frame that also connects the arms and the head. The wings seem to sport a kind of extra support on the top on the form of forearms. It also seems to have a kind of backpack, noticeably smaller than ZZ Gundam’s backpack, which can fit between the wings and hold the beam blaster with no problems. Also, the new backpack no longer connects the torso with the pelvis, allowing for waist rotation.
      • Waist and Legs: It's the same waist and legs as the ZZ Gundam, but modified with a foldable claw on the shins. Also, the connection with the torso was altered to be fixed rather than mobile and it no longer connects to the backpack, allowing for waist movement.
    • Kaiju Mode: In this mode, the Gundam has the form of a bird-like creature, which makes the hybridism a bit more obscured. It’s at least 50% taller than the Gundam mode and also makes sense for the weight it was added. This mode is slower and has less mobility that is compensated for a stronger build. It can still be airborne thanks to the extra boosters it has.
      • Heads: Two made out of the arms of the Gundam, which had been repositioned closer to the clavicle area thanks to the new shoulder frame, the last one made out of the shield, which latches right on top of the Gundam head. They look like bird heads, the middle one looking like having a longer neck due to the unfolding of the neck from underneath the shield. Their beaks seem like drills, the middle one being bigger than the other two.
      • Upper limbs: These are the wings, which are now attached to a pair of arms that are collapsed in Suit Mode. The whole thing moves from the back and relocate right under the Gundam’s shoulders. They have claws that match the ones on the feet and are only available when the arms extend.
      • Torso. The same one as the Gundam, but now it’s expanded outwards to fit the shoulders of the new forearms, as well as extended upwards, in order to give the Gundam a bit of extra height.
      • Back: The space left in the back is filled with the beam blaster, secured in the same port for the backpack, with its muzzle actually being covered by the shield in the neck of the middle head. The backpack moves down to form a tail that extends once it unhooks from the back. It has still access to the boosters that used to be underneath the wings.
      • Legs: They look the same as the transformed legs of the ZZ Gundam, but the vernier on the feet are replaced with an extendable “heel” claw that can form a talon with the knee claws to allow the figure to stand properly, while the center of the soles has the now slightly reduced boosters from the Core Base. The pelvis looks different, though, as it now can split and expand to accommodate the tail between the legs and has new thrusters on the sides in lieu of the side skirts to push the larger Gundam around.

    Armaments:

    • Suit Mode:
      • Vulcan Guns: The same guns located in the head of the ZZ Gundam. Specifically two 60 mm. double Vulcan guns, for a total of four guns. The purpose of the Vulcan guns is to serve as a mid-close range defensive weapon. While they can normally do little damage against the armor of a mobile suit, they work better as a means to shoot down incoming missiles. The Vulcan guns can also act as an offensive weapon for small, lightly-armored targets such as ground combat vehicles or attack helicopters. The 60mm double Vulcan guns are operable in mobile suit mode only.
      • X-Wind (Crosswind) Shuriken: A short range throwing weapon that forms from the new V-Fin. It works similar to the Boomerang Stagger from Tryon 3, the difference being that the X-Wind can extend its tips. It’s capable of slicing through small opponents and works as an alternative when the opponent is well protected against beam weapons. It can also be used as a make shift knife for melee combat.
      • Imagine Buster: The main and most powerful weapon of the Imagine Gundam. The Buster Rifle S is stacked on the back of the Imagine Shield, the former acting mostly as the trigger and the latter deploying a custom barrel made out of the ZZ Gundam’s Double Beam Rifle and the High Mega Cannon. Unlike the Buster Rifle, this mode uses the Gundam’s inner reactor to fire a devastating blast, stronger than the ZZ Gundam’s High Mega Cannon and capable of one-shot almost everything in its path. The main drawbacks are the charging time for the blast and the toll it has on the Gundam’s reactor, making it only a weapon for the final attack.
        • Buster Rifle S: Wing Gundam's main weapon, the Buster Rifle, only had cosmetic changes on the frame to fit its storage in the back when not in use. It can fire either a narrow beam akin to that of a beam rifle or a huge beam cannon-like blast that is capable of destroying multiple enemies in one shot. Its energy supply allows only three shots in the latter mode. The power of the buster rifle creates a 150 meter (or cm. in Gunpla size) diameter of high heated energy, and also an electromagnetic field effect. The rifle can be reloaded with spare energy cartridges through a break-action similar to a double-barrel shotgun. Because it is not powered by the Gundam's reactor, it is capable of being used by other mobile suits as well.
        • Imagine Shield: The modified Wing Gundam's Wing Shield, with a new, sharper tip. As a shield, it can not only protect from enemy fire, specially beam attacks, but can also be used as a piercing weapon. It’s the main melee weapon the Suit Mode has available.
          • Flare Breaker: A particle emitter on the front of the Imagine Shield. The emission looks like a fire and has a way to work similar to the Super Napalm projectile that was used once by the RX-78-2, coating the enemy in a flare that can also immobilize a target. It can only be used when the Imagine Cannon is assembled and it’s mainly use to prepare for the finisher, as a way to counter the weakness of the loading.
    • Kaiju Mode:
      • Sever Claws: The feet and hands of the Kaiju Mode, strong metal claws that were designed to grab and hold. They are strong enough to cause severe damage on a mobile suit by pressure alone. In Suit Mode, the claws can be used as knee knives, due to the limited mobility they have on that mode
        • Burn Claws: The hand claws, as a compensation for their smaller size and the fact the arms must also carry the weight of the wings, can heat up to maximize damage they cause.
      • Solid Wings: The wings attached to the forearms of this mode can be used as makeshift shields to block incoming attacks, able to resist better heavy attacks than the Imagine Shield.
      • Pierce Heads: The beaks on the heads of the Kaiju Mode can rotate like drills and deal heavy damage enough to pierce through a medium armored Gundam.
      • Heavy Tail: The new backpack of the Suit Mode becomes a tail for the Gundam in Kaiju Mode. It has strong hydraulic system allowing it to lift a MS as heavy as the Solid Imagine Gundam itself (which in itself is actually 1.5 times heavier than the ZZ Gundam) and its tip is sharp as a blade, even sharper than the Imagine Shield’s tip.

    Equipment and Features:

    • Mode Change System: It’s the ability it has to change its modes. Its magnetic reactors allow for a rather quick transformation sequence, faster than the ZZ Gundam’s but not as fast as Wing Gundam’s mostly due to the Gundam’s size. The call for Kaiju Mode is “Kaiju Drive” and the call for Suit Mode is “Mobile (Kidō) Drive”.
    • Search Eye: Adapted straight from the Wing Gundam. Focused on data gathering. When the antennas and main cameras do not suffice, the Gundam's secondary eye comprised of the large jewel on the Gundam’s Chest is used to gather visual and radio-wave data.
    • Self-Destruct System: The system was designed to overload its power systems and has enough explosive power to destroy several city blocks. It's a last option tactic, used mainly to force a draw.

    Special Attacks:

    • Suit Mode:
      • Hold-up Strike: The claws in the shin stab the enemy, which is later strik with either the tip of the Imagine Shield or the X-Wing Boomerang. It’s mainly used with moderately armored MS and it’s the main hand-to-hand technique it can use in Suit Mode.
      • Grapple Lariat: A flying knee kick, where the Sever Claws are deployed to hold the target before leaping into the air and ramming it on the floor. It can crush light MS, thanks to the extra weight of the Gundam.
      • Shield Roll: A defensive move. The Gundam spreads its wings and rotates quickly its torso, allowing the wings to swat everything away from its surroundings. This mode leaves the lower body unprotected, though.
      • Imagine End: Solid Imagine Gundam's finisher attack. It fires both its Buster Rifle and its Flare Breaker at full power, after a 20 seconds charge from the Gunpla's reserve of Plavsky particles. It has 3 times more power than both weapons together firing normally. It can only be fired once in this way, as it quickly depletes the power of the MS.
    • Kaiju Mode
      • Sever Strike: It gives a big leap with the help of the boosters it has and lands over the target with all claws deployed.
        • Sever Wheel: The same attack, but now doing a roll on the target, adding the Heavy Tail and, sometimes, the Pierce Heads.
      • Breakthrough: It strikes with all three heads in a single point and then uses the raw power on the side heads to split apart the target.
      • Pierce Fire: The beaks on the three heads open and can shoot fire, the power output of each being that of a regular booster (not enough to lift the big thing, but can damage some slightly armored Gundams).
      • Blaze Claws: Using the Sever Claws on the feet to grab an enemy, it turns on the boosters to set it ablaze.
      • Blazing Inferno: The Blaze Claws combined with the Burn Claws and the Pierce Fire attack over the same target for maximum damage. It’s the closest thing to a finish this mode has, though it’s limited to only one target and only at very close range. It’s also risky if the target can withstand the attack and strike back.

    Misc. Info:

    • The name of the Solid Imagine Gundam comes from the fact it's a solid (i.e. physical) representation of the one she imagined herself to have..
    • Its Serial Number is made after the ZZ Gundam (the number is the same, 010) and the Wing Gundam (the identification after the number is the same, W).
      • The first part means "Amane Souto's Mobile Suit", while the S in the end is to indicate this is an enhanced version of her first Gunpla, the ZZ Gundam (mirroring the fact that the Enhanced ZZ Gundam also ended the same way, MSZ-010S).
      • The three headed winged Kaiju Mode was inspired by King Ghidorah, though the use of bird heads instead of dragon heads is inspired by the Wing Gundam and its Bird Mode.
        • Incidentally, the mode change feature is a homage to both this mode and the G-Fortress mode of the ZZ Gundam.

    This one has to work better. I did as much as possible to both make it simpler and not lose any detail of the suit that, so far, only exists in my mind. That's the main reason the Gunpla description is still longer than the character description: It's hard to make a visual representation with just words.


  3. @o_smily from YCM I understand your points, of course. Let me remind you, though, of some things:

    • This mechanic came from a dream I began to have while I was in from study anxiety. The whole mechanic's conception was hidden from a dream I had in the form of an episode of the series (UPDATE: The character, in my mind, ended up being pretty androgynous for a child, so if I ever make a story updating this, I will change him into a she, because it makes more sense for me).
    • Each box has an application. The reason there are three is due to the "Download" mechanic, which alters a card that links to it, mainly link cards.
    • I'm not fan of those either, but the reason for that is obvious: Arrows and DEF are incompatible. Cards must stay fixed for arrows and they can't go to DEF mode because they can't be tapped, ergo, DEF is a useless stat in them. I know the risk, everybody knows them, but the risk is irrelevant to the mechanic. Also: wrong again. Terminal Monsters are not meant to be LESS rare than Links, but rather MORE rare. MR4 kind of forces you to play Links, but you are not in the need of play Terminals. At least not until the Mainframe comes in the way, of course.
    • Yeah, no, this mechanic can't be compared to Pendulums in the same way Links can't be compared to Pendulums. This mechanic is here only as a Link response and counterpart. It's partly a Synchro/Tuner relationship, in that one needs the other to exist (Synchro needs Tuners, Terminals need Links), with the difference that in one case, one of them has a meaning outside of making the other exist (Links have the whole Linked Zone thing going on, Tuners are only there for Synchros to be summoned). Pendulums not only do something different (swarming EVERYTHING THEY CAN), but also they have a lot more of uses. You can compare Links to Pendulums, but you can't compare Terminals to Pendulums because of those two concepts are too different.

    I studied the way Pendulum were made and I understand how they work. But this is Yu-Gi-OH! method, where the mechanics are made out by the anime makers and then Konami just steps in and sees what it can do with it. THAT is how this game works. Are Terminals a lousy concept? Yes. The origin is sketchy and strange? Yes. Does that make them less valid mechanics for a game that's literally made up by anime writers? Uh... I'll go with no.


  4. 14 hours ago, Mr. Hyde said:

    Yes, but what is the purpose?  Why is it aesthetically like a kitsune, and her parents are both Fox people, regardless of the fact that you are the second generation of Quirk users?  Like I said prior, it's too early to have such a complex layer of Quirks on top of a portal quirk (which are rare in their own right in the modern day Hero Aca).  If you can rework the Quirk, and make it either she's a fox person or has a seperate quirk entirely, then I might consider accepting it.  Until then, it's not going to cut it. 

    In that case, let's cut it right away, then.


  5. Basically, she makes portals with her body, mainly her hands and feet. The portals look like flames. The other end is a light source (though, personally, that's a part I want to alter). Her appearance is mostly thematic, because foxes with fire illusions are common in Japanese Folklore (i.e. Kitsune devils). In story, her look's the leftover of a mutant quirk on her family (people may have a look not related to their quirk, as Mutant quirks's body alterations are inherited even though the quirk is not; just remember Fumikage's quirk was not tied to his look, though the latter influenced the former's appearance).


  6. 11 hours ago, Princess Raven said:

    I'm a little confused here... U don't really have a plot set forth, rather, in your plot section u have simply the backstory of Faerids and a mere explanation of what Faerids r doing nowadays. While the latter could be implemented into the plot, the former simply doesn't belong in the "Plot" spoiler. It's also worth noting that, even if u were going for a more casual kind of RP, there would still need to be a basic plot element, to keep players interested. Doesn't have to be anything complicated, but maybe a simple antagonistic character for the players to have to take down at some point thru the bond of their Faerid could do the trick. Other than that, looks great, and, provided we get some sort of plot going, u have my interest.

    I think I fixed the plot thing...


  7. These are basically random card ideas that... I dunno, they just came to my mind a while ago. I dunmno if it's possible to make these into a proper archetype, but maybe...

    Spoiler

    Weirdz Warlok
    Lv.4 - DARK
    [Spellcaster/Effect]
    Once per turn, during your Main Phase 1: select a set Trap Card you control; treat it as a Spell Card and activate it; change this card to Face-down Attack Position. If this card is in face-down Attack Position during Main Phase 2: You gain 400 LP.
    ATK/1500 DEF/1800

    Weirdz Singing Damsel
    Lv.4 - LIGHT
    [Fairy/Effect]
    FLIP: you can target a Tuner monster you control and a non-Tuner monster your opponent controls: Synchro Summon a Synchro Monster of the same attribute from the first target whose level is the same or lower than the combined level of both targets; banish both targets rather than send them to the graveyard; both players gain LP equal to half the ATK of the Synchro Summoned monster.
    ATK/1400 DEF/1600

    Weirdz Hex - Lighten Up
    Spell - Field
    Every monster in the field loses 2 levels.

    Weirdz Hex - Gag Reflex
    Spell - Counter
    When a card effect would inflict damage to your LP: you can target a monster you control; said target's ATK and DEF become 0 for the rest of the turn.

    Weirdz Blade
    Spell - Equip
    Equip this card to a "Weirdz" Monster you control. Once per turn, if he haven't attacked yet: the equipped monster can attack the opponent directly; it inflicts damage to your LP equal to the half of the damage dealt to the opponent's LP

    Weirdz Hex - Elemental Reinforce
    Trap
    When a monster you control is destroyed in battle: you can target the attacking monster; summon a Level 4 or lower monster of the same attribute; increase the ATK of the summoned monster by half the ATK of the destroyed monster.

    I'm open to any suggestions. ANY. Just... tell me what you think of this and where should I go to.


  8. Okay, after I warmed up to the idea of Link (I still think it's a crazy idea, but now I know it was made because of the anime and that all mechanics actually come from the anime) and thanks to both a crazy dream doing homage in a way to the first episode ever of Yu-Gi-Oh! Duel Monsters as well as some other of my favorites from that era, I designed a brand new mechanic. It's a crazy mechanic, but I got it from translating a dream to real life (so, if it works, hold on your horses, Konami). Anyway, let's get upgraded, people. A Link Monster counterpart from the main deck is on the way.
     

    TERMINAL MONSTERS

     

    INCEPTION:

    Spoiler

    As I said, it came from a dream. I was dreaming an episode with a lot of drama. In one moment, the main character, a jumper wearing small fry named Yuu Kaido (who, unlike 15-yo Yugi, is actually a small kid), who was facing a Kaiba knock off called Frederic Star, draws a card he never had in his deck and had never seen before, at the same time a wind blows his hair forward giving him a more YGO Main Character cut (funny scene related to it), and he decided to play it with inspiration from the whole scene. As everybody else called shenanigans and cheating, an AI that was the acting judge shone some light on it, allowing it to be played and thus his victory came. And with that, I woke up. I got that dream, stronger and stronger, the entire week. Now, with the thanks to Discord User 345boneshoss#8427, I got to make the template of these cards in the proper way (as well as a kind of rough draft of the actual card that was used .

    DESCRIPTION:

    Spoiler

     

    A Terminal Monster is a type of Monster card originated from the main deck. It can either be a Normal or an Effect Monster and it has the same background color as those, but its frame has an overlay of black and white circuitry lines. The art had been extended and the text boxes have a layout similar to the Pendulum Monster boxes, with the set number located in the ATK/DEF line as well, but with a different form to showcase both the Terminal Effect and the Download Effect. Like with Link Monsters, these cards have arrows called "Gate Arrows" that are cyan colored rather than red coming from the now extended art box, no stars to indicate their level/rank, which they lack of, and the ATK/DEF line has no DEF in it, instead having a "GATE" label with the card's Gate Rating.


     

    MECHANICS:

     

    Spoiler

     

    Terminal Monsters are Special Summon monsters, as they can't be Normal Summoned or Set. Their way to be summoned is the "Terminal Summon". This summon is strange in the way it works:

    • First than all, it doesn't require a sacrifice, but rather an equilibrium: Any player can do a "Terminal Summon" at any time during their Main Phase as long as the total Gate Rating in the field remains equal or lower to the total Link Rating in the field at all moments. This is known as the "Link/Gate Balance"
    • In case the total Link Rating is lowered by monster removal or other effect, the Terminal Monsters will be sent to graveyard at the end of that phase starting with the player with the highest Gate Rating total in his side of the field starting first. This is a condition of the summon and cannot be avoided.
      • Example: There's a total Link Rating of 9 in the field and a Gate Rating of 7 split in one Gate-4 Terminal monster in one side and a Gate-2 and a Gate-1 Terminal monster. If one of the Link Monsters were to leave the field and lower the total Link Rating to 6, then the Gate-4 Terminal monster would leave, as it's the only Terminal Monster of the player with the highest total Cate Rating on play.
    • Terminal Monsters have three types of effects on them instead of two:
      • Monster effects, which are the regular effects they have if they are Effect Terminal Monsters;
      • Terminal effects, which are effects that are active if they are in a zone a Link Monster points to;
      • and Download Effects, that are effects the Terminal Monster grants to any Link Monster it's pointing to and that remain on said monster while it's on the field (hence the name Download Effect).
    • Normal Terminal Monsters, just as Normal Pendulum Monsters, are considered Normal Monsters in regards to effects from other cards. Effect Terminal Monsters are also considered Effect Monsters in the same regards.
      • However, it should be noted that effects that special summon Normal Monsters would deal with the limitation of Link/Gate Balance at the end of that phase.
    • Terminal Monsters have a "Gate Rating", which is like a counter-Link Rating and, just like its counterpart's, it's equal to the amount of Gate Arrows it has. These arrows are basically to work around the Download Effect. As mentioned before, this is what bases the Terminal Summon, as the total Gate Rating on the entire field must be equal or lower as the total Link Rating in the field.
    • Terminology Extra (the lore includes them; it's all part of the same inception):
      • If a Terminal Monster is summoned to a zone a Link Monster points to and it also points to that Link Monster, both monsters become "Connected".
      • The network of linked zones formed by the Link Monsters and the Linked Monster is called a "Link Chain".


     

     
    Sample Cards
    Spoiler

    Z8E7POGl.pngNNWjvoll.png

    I would like to hear your critiques and any advice you have to perfect them (it's an archetype featured in a dream, any help is welcomed).

    EDIT: Given the fact there are Terminal Arrows aiming down, I'll add a corollary: Terminal Monsters can be summoned in the ED Zones. However, that's a risk in itself, because it would leave the player without the ability to summon from the Extra Deck.


  9. Plot:

    Spoiler

    50 years ago, a shooting star shower fell all over the planet, much to the dismay of scientists. The stars were actually star-like pods that fell all over the planet. These stars were capsules, bringing invisible beings, smaller than the human hand, called Faerids. These Faerids eventually began to bind themselves to children, becoming visible and slowly growing with them and their desires, granting the children abilities that are tied with these desires. These children, called Sparkles, are mostly females for some reasons, but it's not strange for a boy to become a Sparkle.

    These Faerids were not actually doing this willingly. Neither they came just to perform this union. The following sequence is in every Sparkle's minds in the moment of connection: Faerids are beings from an Earth-like planet on a double star system in the Andromeda Galaxy. This planet died due to the actual dominant species, which are called The Darkoos (names are, of course, things of the children), which are the human equivalents of the planet. They drove a lot of species to extinction in the attempt to tame their planet. Seeing this, the surviving Faerids, which were usually hunted down and forced to give psychic nurture to the Darkoos, decided to flee by gathering near a mountain of Crystal and, guided by a mysterious voice, they fused with it, turning it into a super fast meteor that broke the laws of physics in order escape the dying planet. They began to grow and mature as ethereal essences in this star until it broke down by hitting the moon (because why not). The impact shattered the crystal over our natural satellite, but the ethereal beings were called by the voice to fly to the planet and gather humans using the shards as "ships"... for the Darkoos will follow. Half a Hundred of Dances on the Star will pass.

    After this, the first Sparkles began to gather up and try to discover what may this prophecy lead to... with the smartest ones believing it to be more AROUND rather than ON and suspecting that, in around 50 years (half a hundred times Earth "dances" around our star), the beings that already wrecked a planet would come to wreck another one. The Sparkles kept coming in increasing numbers, so the oldest ones began to teach the younger ones about the new powers they were getting, the prophecy meaning and what not and not to long afterwards, an academy was made for these Sparkles, the Fae Academia.

    And now, you became part of this world. Come in, have a blast. It's time to do your best! Fairy Break!

    Lore Info:

    Spoiler

    A Faerid is a small space being being whose appearance is related to the desire of the Sparkle they are bound to (example, a candy-related desire makes the sparkle may have candy-themed looks), though they all have a pair of eyes, mouth, antennae, feet, arms and a pair of small wings. Their body state tends to match that of their Sparkle, as they are as tired, hungry or ill as them, meaning they have a symbiotic relationship with them. They float, don't need to breath and can pass through anything except crystal and they have no special abilities other than those.

    A Sparkle is a kid bonded to a Faerid, which in this case are newly bonded kids around 10-16 y-o, and they all gain a certain visible mark on their body (like a colored stripe on their hair or skin marks or even iris shapes deviating from the norm). They are mostly females (out of 8 Sparkles, only 1 is a boy) and they all have a power or "Talent" that's related to the deepest desire they had when they got bonded to a Faerid and said Talent's strength depends on both the experience and stamina of the user. They also need to be close to their Faerids for their powers to work properly and they may feel increasingly tired if the separation lasts too long.

    When the situation is dire, though, Sparkles can call for their Faerids to fuse with them, causing a temporary transformation and power boost until the Sparkle is worn out or it's willingly called off. This is called a "Fairy Break" and may be called willingly or accidentally by either party. The form of the Fairy Break is tied to both the power and the personality of the Sparkle. In this form, the Faerid is only visible and heard by their bonded Sparkle. The transformation ends abruptly when it does and always lead to a bit of hunger (the "bit" depending on the used energy). If it's ended by the Sparkle being worn out, it will also leave them powerless and tired afterwards.

    Another thing to know is that... well, Faerids are not THAT abundant, so Sparkles ARE special in the setting.

    RP Info:

    Spoiler

    This is basically me throwing out the first thing I can in the table. After remembering that this year we'll get in the 50th anniversary of the Apollo 11's landing on the moon (random data that came to my brain), as well as watching a lot of Miraculous (I... guess it was obvious from a start, though). I hope this one works. Under popular demand, this now has a proper story line: a race of aliens called the Darkoos are on the way to Earth, though they will reach the moon first, following the escape of the Faerids, and there is an emergency from whoever led the Faerids to the planet. Of course, the invasion will land and act more like in the shadows.

    Application:

    Spoiler

    Name: (Nicknames can be added too)
    Age: (10-16)
    Appearance: (add height and weight, but can put art instead of a description; add both normal and transformed)
    Backstory: (6 lines min)
    Personality: (4 lines min)
    ----
    Sparkle Mark:
    Faerid: (Name and appearance)
    Talent:

    Accepted Characters:

    Spoiler

    To be added

    Did I do this right? I'm also accepting any one to co-host.... you know, just in case.


  10. 16 hours ago, Mr. Hyde said:

    So, correct me if I'm wrong, but the one end of her portal is a light source, and the other end is her fur.  So any object that comes into contact with a portal that starts at her fur, gets transported to the light source and vice versa?

     

    Also it makes them a fox, for some reason?  And the flames are flames but not flames?  I think it's a bit too much for the second generation of quirk bearers to have such a complex quirk like that.

    Yes to the first question (it's basically a moving portal), not to the second (only she is a fox) and yes on the third (the flames are an illusion in that form)


  11. I'm gonna use my Student OC (I have a Pro-Hero OC too), made after I actually watched some MHA episodes (my Pro-Hero OC was made before me actually watching MHA... I mean it).

    Name: Yoriko Kitsunebi, a.k.a. Illusion Hero "Foxtrick"

    Age: 15

    Gender: Female

    Appearance:

    Spoiler

    d87kfafyOw4jSjeDOi8deZXxOTFF0zSWyHtW0TBjl04ZBaO9bcYc3TxgOnTS8eiZa-sn72lXaDQ8Tq4Y8YWvjmpKhEz1Qgdto7kBIU3wtLtFRyjXQkbFwmzaQn-55xWD3A_-ByhM_rGPCNbDg7k5Q3vkCMeiK1VCdjOAIOqKUg9rkAWU7ClsmGccm3lkYa-O9jG99Cp8O_kvuYrcL5m5NPN6nzJApCZSJLoPdIpBXrqH7QeUOQqXwcn_e11O45-KR9GQ

    Height: 1,40 m/4'7;

    Measurements: 85C-65-83/33C-26-32

    Weight: 47 kg/103 lbs

    Personality:

    Spoiler

    Yoriko is, plain and simple, a good girl. She’s generous, kind and patient and never seems to be pissed or even slightly miffed. Her mentality can be summarized in “Prepare, know, then act”; she won’t act unless she has an idea of what she may face. This makes her perfect for exams as well as for certain tests she finds through, but also makes her unable to act upon being surprised… as well as have her take an hour to decide what to have for lunch. She can’t also be asked to personally choose anything, as she will think it thoroughly, even if it requires her to give a fast answer. She is also prone of being caught totally by surprise while she’s thinking.

    Biography:

    Spoiler

     

    Yoriko’s life had been weird. To begin with, her grand-grand-grandfather had a mutant quirk that gave him and his family a fox-like appearance. Yoriko actually adopted the quirks of both of her parents (His mother’s fire-like illusions and his father’s limited teleportation), which combined to give her a pretty unique quirk. Of course, just like her mother, Yoriko looks like a golden fox, but her quirk is not related to it. It was more normal than she thought, though. There are a lot of people whose quirks are totally unrelated to their appearances.

    Her quirk was a different story, as it’s not common two quirks combine so thoroughly. Yet her little sister is even more unique than her (her quirk is a mutant quirk that gives her wings; go figure), which actually gave Yoriko relative lenience in her life. She dreamed all her life to become a heroine, unlike most of her family, who didn’t actually went all the way to become heroes (while her grand-grand-grandfather was a villain himself), trying to be the first person in the Kitsunebi family to be a pro-hero.

     

    Quirk: Trick Fire

    Spoiler

     

    Description: The ability to create portals between her exposed fur and a source of light. These portals take the form of dark red flares on her end and bright red flares on the light source’s end and can transport inorganic things from one end to the other.

    Versatility:

    • Her portals work both ways, as she can take things from the other end of her portals.
    • Her flames are capable of transferring the glow and heat of the light source.
    • She can also use her flames underwater, as the fire is actually an illusion.
    • Her flames can actually work with energy and physical projectiles, acting as a good shield.
    • She can leave a flaming trail to portal things by waving her hands, feet or tail.
    • In order to use her powers, she can track light sources within the area of her powers.

    Limits:

    • Unlike real flames, her fire is an illusion and has no offensive capabilities.
    • The light source she uses for her portals can’t be too far from her (around a mile or so is the limit), otherwise her portals won’t work.
    • She can’t transport any kind of organic material with her portals.
    • She can’t teleport anything larger than the fire she uses.
    • She need to constantly focus on the other end when she’s making her portals.
    • She can only create portals connecting her fur and a light source, so her power is limited.
    • She can only keep one portal open at the same time.

     

    Miscellaneous: Her powers affect even what she's wearing, so her hero outfit is made of a material that acts like her fur to avoid any kind of accidents.

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