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 DTG: Chaos (v.1.0) (Complete), The show is over.
teag2
 Posted: Aug 11 2018, 06:37 PM
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I attack that C. Saber 1. I then run to J8, because vents act as boosters.

Originally posted on 2016-01-22 01:21:00

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PitTheAngel
 Posted: Aug 11 2018, 06:37 PM
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<br>[color=#005199]Disciple of Polybia<br>[/color]
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((so i finished MegaDEU on my blog. big whoop. and that actually still leaves one important question:

Should I do the extra level?))


Originally posted on 2016-01-22 05:04:00

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Eris
 Posted: Aug 11 2018, 06:37 PM
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I love the special mechanic. I'd vote for it.

(/spook)

Originally posted on 2016-01-22 06:19:00
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pionoplayer
 Posted: Aug 11 2018, 06:37 PM
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I like the special mechanic, I kind of want to have a multi-tiered limit break kind of thing, but I guess we're only allowed to have one right now.

The one I have in mind is Runes: Aaron speaks in a tongue unknown to him or any around him but engie, golden runes glow in the air and float towards an enemy, dealing a specified type of damage and inflicting a status debuff equivalent with it.
Fire: inflicts Burn
Ice: Inflicts Slow
Lightning: Inflicts Stun
Air: Inflicts Prone
Earth: Inflicts Root
Light: Inflicts Blind
Dark: Inflicts Curse
Psychic: Inflicts Fear
Non-elemental: Inflicts Primed
Healing: Heals rather than dealing damage, Inflicts Blessing

differences in raw strength make up for differences in strength between the different effects (all start out at 2 duration).
Begins with Range 3.
Special stat increases increase damage and effect duration, as does Intelligence. Having both can increase the range.
SPC raises over time through Aaron dealing damage, stealing things or otherwise wreaking havoc in Chaos's mindscape.


So, heh. Anyone care to hazard any guesses about Aaron now?

Originally posted on 2016-01-22 11:39:00

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PitTheAngel
 Posted: Aug 11 2018, 06:37 PM
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((and megadeu's extra stage was completed. all you need to know is that GLaDOS recited the Navy Seal Copypasta to think "I NEED TO SEE THIS".

and of course, there's the top secret stage we can go to now. wheeeeee-))


Originally posted on 2016-01-22 22:38:00

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Adria
 Posted: Aug 11 2018, 06:37 PM
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/null
So, SPECIAL abilities, huh? I support them.
For mine, Let's see here...
(Buff/nerf as you see fit)

DRAGON FORME
Spoiler Alert
SP: 250
Filling method: Dealing damage, taking damage, diplomacy/persuasion (x2), SPAREing (x4)
Temporarily change form to a small dragon. Gain (3) AC, (5) DMG, and (3) HP regen. Become 25% more resistant to everything. Gain flight. Lasts (3) turns.
MODS: (+1 DMG per 1 SPC and STR)(+1 HP regen per 2 SPC)(+1 AC per 3 SPC)(+1 duration per 5 SPC)(+25% resistances at 6 SPC)(-25 SP per 3 SPC and STR)


Originally posted on 2016-01-22 23:02:00

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Talist
 Posted: Aug 11 2018, 06:37 PM
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G.Endo 1 moves to G8. If it can guard, it does.
G.Endo 2 moves to H9. Again, it guards if it can.
G.Endo 4 attacks C.drone 2. If it can, it moves to O10 afterwards. Otherwise, it retreats to S9.

Listen, we all have loyalty to friends. I came here to fight for them and protect them from, you know, dying. I'm not going any farther than that.

Wilson moves to B6 and leaves. Whatever is going to happen at the Makeshift shack is probably going to happen now, so he goes there. I definitely take Willow with me, but if I can, I leave the G.Endos. I don't think I can.

=-Potential edit for special here-=

Originally posted on 2016-01-22 23:43:00

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PitTheAngel
 Posted: Aug 11 2018, 06:37 PM
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Everyone else is doing it, so here's Patch's SPECIAL MOVE.

Pair Up: Patch calls in one of his five brothers to team up with an ally, giving them a random buff.

[COST: 85 SP]

[FILL METHOD: DMG Dealt, DMG Taken (x1.5), Being Buffed (x3)]

[RANGE: Infinite, TARGETS: Allies/Players/Self (Choose only one)]


INSTRUCTIONS: Roll a 1D10. The resulting brother and buffs are as follows:

6 or 7 - Blue: +3 AC
5 or 10 - Green: +20% Dodge
4 or 9 - Red: +2 DMG (+2 Upper Limit)
1 or 3 - Pink: +3 MP Regen
2 or 8 - Yellow: +3 HP Regen

Each effect lasts 3 turns at default.

BUFFS: +1 Stat Boosts (+5% Dodge for Green) each 4 SPC and 4 INT, +1 Duration at 7 SPC, Elemental Resistances added at 9 SPC and 6 of ANY STAT.

Elemental Resistances, once added, go: +25% Ice Resist for Blue, +25% Fire Resist for Red, +25% Lightning/Light Resist for Yellow, +25% Psychic Resist for Pink, +25% Earth/Nature Resist for Green.

What do you think?

Originally posted on 2016-01-23 02:46:00

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Irecreeper
 Posted: Aug 11 2018, 06:37 PM
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>SHALL WE TRY TO DO THE SPECIALDOP NOW?
>LET'S DO THAT.

v 0.9: Sleeping Penguin
>Added the SPC stat: SPECIAL!
-All players obtained +2 Skill Points as an update present, and to maybe invest some stats into their Special skill.

>Gave Piono, Darkside, Tazz, Patch and Teag their specials.
-Piono's was somewhat unchanged.
-Darkside's had some stat alterations.
-Tazz got a few slight changes. It's too fun to pass up.
-Patch had the "d10" numbers changed slightly, for simplicity.
-Teag's got a huuuuuge buff.

There won't be a conventional update today, but I'll be sticking around, adding specials as people send them in.

Originally posted on 2016-01-23 03:48:00

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The_Nonexistent_Tazz
 Posted: Aug 11 2018, 06:37 PM
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SPECIAL:

Aura of Smooth.
SP Required: 200. (primarily, nerf this via increasing it if it's OP.)
[FILL METHOD: DMG Dealt, Enemies Debuffedx2xTurns debuffed (In other words: If I debuff one entity for 3 turns, this is 6.)]
Type: Psychic.
Effect: Splash 1 centered around Caster. Enemies within range have a chance to turn to the user's side, acting as friendly summons permanently, until death at least. Chance to resist is (User's HPx5% + Psychic Resistance/Weakness). Cannot be used while there are already allies charmed in this manner-in other news, all charmed allies must die for the spell to deactivate. Elites have 50% resistance on top anything natural they may possess. Bosses have 100% resistance on top of anything natural they may possess (meaning the boss must be weak to Psychic to have an effect). Can only charm three entities at a time-Elites and bosses count as all three at once. Elites and bosses may be subject to Redemtion Demotion, AKA nerfing.
Modifications: +25% chance of being Charmed to non-Elite/Boss enemies at 4 SPC and 2 INT; charmed enemies healed for 10 HP upon joining at 6 SCP and 4 INT.

Probably OP as heck, but hey.

Also, itching to get Neurotoxin to go with the Debuffer thing going on now. Probably will; A persisted AoE Control to hold down a fort or push is NEVER a bad idea.

Also, right now I don't really have anything to say that'll really help our situation out, and I'm not in a real position to do much, so...Sorry. Just keep the enemies at bay!

Originally posted on 2016-01-23 04:20:00
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Adria
 Posted: Aug 11 2018, 06:37 PM
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Also, as for those skill points I was going to throw into INT?
I throw it into SPC instead.
I also take one out of MP and place the remaining 3 skill points onto SPC as well.
I also drop my current AGI and INT by 1 and add 2 to my SPC.

Originally posted on 2016-01-23 04:37:00

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teag2
 Posted: Aug 11 2018, 06:37 PM
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Yay! Update hasn't happened yet, but I'll put my 3 points int to SPC.
My Special: Make Reference
Becuase I couldn't decide on any one game to reference, so I decided that this would be best for me. (I make a lot of references IRL)
Costs 75 SP.
This attack has several reference modes:
Horror Game Reference: Inflicts Fear for one turn and deals (4-5) DMG to target.
FNAF Reference: Inflicts Stunned for one turn, and causes enemies to become angry (Like with the Splinters.)
Glitchy Game Reference: Inflicts Glitch for 2 turns.
Undertale Genocide Reference: Roll a D4...
1: Inflicts Depressed for one turn.
2. Deal (5-7) DMG to target.
3: Inflicts Curse for one turn.
4. Inflicts Weaken for one turn.
Undertale Pacifist Reference: Roll a D4...
1. Inflicts Blessing for one turn.
2. Inflicts Enchant for one turn.
3. Heals target for (5-8) damage.
4. Clears any debuffs on target. If they have none, they gain 25% resistance to all damage for the next turn.

Originally posted on 2016-01-23 04:38:00

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engie
 Posted: Aug 11 2018, 06:37 PM
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SPECIAL

Assassin's Judgement
SP required: 120
FILL METHOD: Damage dealt, splash damage dealt (X2), normal enemies killed (X10), miniboss enemies killed (X40), boss enemies killed (X80)
Type: Explosive
Effect: The next attack made while this effect is active deals X(Strength/3) damage to the target and X(Strength/4) damage to adjacent targets as splash. 20% chance to crit if the attack is made while Augmented.
Modifications: Multiplier changes to X(Strength/2) damage at 3 INT, splash damage multiplier changes to X(Strength/3) damage at 6 INT, attack has double crit chance at 9 INT, attack ignores line of site and armor at 12 INT
Additional note: Damage done with an Assassin's Judgement boosted attack does not start stacking a new Assassin's Judgement charge. This is to minimize the risk of me doing something as dumb as soloing Zetta.


I suspect I may have spoilered my future build plan a little with those modifications.

Originally posted on 2016-01-23 05:04:00

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Eris
 Posted: Aug 11 2018, 06:37 PM
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[/color]/b]
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Special: Shadowstep
Spoiler Alert

SP: 110
Fill Method: Dealing damage (x2), casting spell (MPx4), casting shifting sands (x5+regular amount)
Damage Type: Dark
Effect: Teleport behind an enemy, dealing attack damage (x0.7). If this would kill the target (ignoring dodge or similar effects), the user gains 2 Move and this can be cast again for no SP cost. Range 4.
(+0.1x Damage Multiplier per 1 SPC) (+1 Range per 3 SPC.) (At 5 SPC ignores AC) (At 7 SPC can be cast through walls.) (At 10 SPC can target allies, healing them for half the damage amount and allowing the spell to be cast again (allies cannot be healed consecutively).)


Ok. Got it. I just need some help balancing with rifles or similar burst weapons.

Man, this is such a good mechanic, I keep getting ideas.

EDIT#67: Ire's sig changed.
EDIT#68: This is different to what I have, but I'm just keeping it here for later. See the character page for my current special (idk why I deleted Rise Up on this post)


Originally posted on 2016-01-23 05:48:00
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NumberSoup
 Posted: Aug 11 2018, 06:37 PM
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I'll just, uh... take this one for now. I put one point into SPC.

AURORA HEAL:
SP needed: 120
Filling Method: HP Restored to allies (x2), DMG Dealt
Bathes the area around you in a rainbow light, restoring (11-13) HP to all allies within Range 2 of you.
MODS: (-10 SP per 2 SPC) (+1 HEAL per 2 SPC) (+1 HEAL per 2 INT) (+1 Range per 4 INT and SPC)

Originally posted on 2016-01-23 15:49:00
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teag2
 Posted: Aug 11 2018, 06:37 PM
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Uh... I think you forgot to raise my SP Stat.
Anyways I attack C. Saber 1 and retreat to J5. If that Temmie Rocket Launcher wants to shoot me, it will have to shoot itself too.

Originally posted on 2016-01-23 16:20:00

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Irecreeper
 Posted: Aug 11 2018, 06:37 PM
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(I'll do stat distributions during the actual update.)

Originally posted on 2016-01-23 18:04:00

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pionoplayer
 Posted: Aug 11 2018, 06:37 PM
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Um... hold on, isn't SPC a stat that takes 3 to upgrade? Is it not?
...
I dunno, anyways, I equip the spare HP orb, drop my health by two, and up my Int by two. Also, since I have lightning as a weapon type already, could I change my enchant type to Dark since I don't have that in my repertoire without using a limit break?

Originally posted on 2016-01-23 20:59:00

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Irecreeper
 Posted: Aug 11 2018, 06:37 PM
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SPC takes 3 to upgrade. Also...
-ENDLESS DESERT CORE DUMP COMPLETE.-

Originally posted on 2016-01-23 21:43:00

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insert_generic_username
 Posted: Aug 11 2018, 06:37 PM
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Why do people make usernames like this anyways...
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Special: Genesis
Fills by: Healing, casting spells
??? SP needed
A stupidly OP special. Revives everyone in Splash 2. Also deals 6-7 light-type damage within range to enemies.
+1 Revive HP and Damage per 1 SPC and 1 INT
Gives Autorevive status at 5 SPC and 5 INT


Originally posted on 2016-01-23 21:54:00
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