Which of the other starter choices do you want to see interludes from most?

  • Dishonored

    Votes: 3 7.0%
  • Legend Of Zelda

    Votes: 9 20.9%
  • Shadow Of Mordor

    Votes: 2 4.7%
  • Tengen Toppa Gurren Lagann

    Votes: 4 9.3%
  • Preacher

    Votes: 0 0.0%
  • JoJo's Bizarre Adventure

    Votes: 8 18.6%
  • Fist Of The North Star

    Votes: 0 0.0%
  • Kill Six Billion Demons

    Votes: 12 27.9%
  • The Zombie Knight

    Votes: 0 0.0%
  • Mob Psycho 100

    Votes: 2 4.7%
  • Author's Choice

    Votes: 3 7.0%

  • Total voters
    43
  • Poll closed .
[X] Plan Cool guys don't look at explosions
-[X] Turn()- Take an extra turn, doubling all actions. All Functions besides Jaunt() are locked for 3 turns. Turn() is locked for 6.
-[X] Load(): Form a volatile Packet. Strike Packet to produce a large blast. (Batter Up: Forms a Target that must be attacked to cause damage.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Jaunt(): Transport User 3 Spaces down the Distance Meter instantly, negating any attempts to attack them in the interim. Any enemies in the path travelled have a 50% chance of gaining the Green-Gilled status effect.

Same combo, with another Crash() to ensure the status effect is inflicted, and then a Jaunt() so we don't get blown the hell up.
 
Alright, modifying the plan to account for the fact that we, ya know, actually have to worry about our own splash damage/space concerns (grumble grumble not like the game, grumble grumble reasonable modifications to make a better system).

(2nd Edit: revised plan in another comment below.)
[X) C-C-C-Combo (Now with even more space!)
-[X] Turn()- Take an extra turn, doubling all actions. All Functions besides Jaunt() are locked for 3 turns. Turn() is locked for 6.
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Swap: Simple- you're on the edge of the map, so switch places with him and get the chance for some distance that way. Free action.
-[X] Load(): Form a volatile Packet. Strike Packet to produce a large blast. (Batter Up: Forms a Target that must be attacked to cause damage.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
If I'm understanding right, then this should be using all our available actions (2 Light/1 Movement + 1 Heavy/1 Light). Plus 3 Crash()es means only 12.5% chance of not getting the debuff.

*Edit: And I'm breaking up the Crash()es like this because I think it'll look cool, and in Transistor it's always fun to bounce an enemy like this so they remain mostly stationary from the two opposing directions of knockback. I'd be using a Jaunt() for the authentic experience, but since In Character we don't really want to make Dove sick again I'm just going for a more normal movement option instead.
 
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Alright, modifying the plan to account for the fact that we, ya know, actually have to worry about our own splash damage/space concerns (grumble grumble not like the game, grumble grumble reasonable modifications to make a better system).

[X) C-C-C-Combo (Now with even more space!)
-[X] Turn()- Take an extra turn, doubling all actions. All Functions besides Jaunt() are locked for 3 turns. Turn() is locked for 6.
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Swap: Simple- you're on the edge of the map, so switch places with him and get the chance for some distance that way. Free action.
-[X] Load(): Form a volatile Packet. Strike Packet to produce a large blast. (Batter Up: Forms a Target that must be attacked to cause damage.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)

If I'm understanding right, then this should be using all our available actions (2 Light/1 Movement + 1 Heavy/1 Light). Plus 3 Crash()es means only 12.5% chance of not getting the debuff.

*Edit: And I'm breaking up the Crash()es like this because I think it'll look cool, and in Transistor it's always fun to bounce an enemy like this so they remain mostly stationary from the two opposing directions of knockback. I'd be using a Jaunt() for the authentic experience, but since In Character we don't really want to make Dove sick again I'm just going for a more normal movement option instead.
Swap isn't actually a move action, it's a free action that enables disengagement towards the other side of the arena (or you could just Jaunt() through Dove), so your plan is currently using 5 actions. Leaving Load() so late into the plan risks Load() not activating if the last Crash() fails. Personally I think it's very silly to avoid using Jaunt() just to save Dove a little trouble when we're in the middle of a fight. As huntsmen we should use every tool we have, and Jaunt() is simply the superior repositioning tool.
 
[X] Plan Cool guys don't look at explosions

:D This update came at a wonderful time to pull me out of a funk.

Now let's CHECKMATO DA a birb.
 
Ok, trying to do this on a phone isn't the easiest thing ever, rip. At least I'm no longer on a plane! Actual plan this time with the right parentheses and taking the comments into account:

[X] C-C-C-Combo (Now with even more space!)
-[X] Turn()- Take an extra turn, doubling all actions. All Functions besides Jaunt() are locked for 3 turns. Turn() is locked for 6.
-[X] Swap: Simple- you're on the edge of the map, so switch places with him and get the chance for some distance that way. Free action.
-[X] Disengage: Move out of combat with a Target. Regain 1 point of Aura every round out of direct combat.
-[X] Load(): Form a volatile Packet. Strike Packet to produce a large blast. (Batter Up: Forms a Target that must be attacked to cause damage.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
-[X] Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)

I'd like to end it with a Ping(), but I'd rather have a better chance for the Crash status effect to proc, so I'm not going to take an unnecessary risk. No Jaunt() still, but now mostly because I think it might take us out of Crash() range, since Crash() is pretty short range.

*Edit: Since it's basically the same plan just with Jaunt() instead of regular movement, and the Jaunt() occurs after all attacks have been launched, I have no big issues with this other plan. If possible I'd prefer Jaune to not Jaunt() through Dove, since In Character it doesn't seem like something he would choose, but I'm hoping he can just Jaunt() at a diagonal away, and if not I understand that it is a tactically sound maneuver.
[X] Plan Cool guys don't look at explosions

(Is it OK to vote for multiple plans like this?)
 
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Being hated by default is only a problem if you don't want to be hated. There's also some information still missing, mind- Jaune has no idea if it's an uncontrolled Semblance, if it does anything other than make people hate him- just to throw a couple of ideas out there.


You know, if I had a nickel for every time players in a game or quest I run tried to goad me into writing softcore gay smut, I'd have three nickels.

It's not a lot of nickels, and frankly considering the people I associate with, it's not all that surprising either.


No recursively improving your skills through badly-coded system exploits. I'm running a quest, not a Bethesda game.

:V


Not since the system change, no- the funny thing is, he still has more Aura than any of his teammates. I didn't exactly do a proper conversion, but Lumen and Creme have 5 Aura while Ada only has 4.


Yeah, it'll work like in-game; Turn() moves so fast that it doesn't have time to explode before you've finished your set. My only problem with this is that you're trying to bring a Packet into a space that wouldn't fit a Gideons Bible, let alone a ball of volatile plasma that's looking for any excuse to blow. It's not impossible, mind, it's just probably heavily inadvisable. I would swap out a Crash() for a Swap/Disengage, put some distance between you and him either before or after you do all that. If all goes well, and so far all has gone well, you'd deal a total of 9 damage, while placing yourself outside the blast radius.

Or, you know, don't, it'll be funny


In training fights, overkill is adjusted for by cutting a plan off early. Between the Transistor, Jaune's own hyperawareness of his opponents because haha no he doesn't actually want to murder anyone, and Goodwitch, there's no way he'll actually manage to kill someone while in training fights.

In actual fights, overkill is just an excuse to break out the Dark Heresy critical hit charts.

Anyway, as before, combat votes are only open for a day, so voting will close at 8 pm GMT tomorrow.

Wait his opponent has 8 Aura, I thought jaune was suppose to have a really large reserve. Does he also have a large one?
 
(Is it OK to vote for multiple plans like this?)
The tally will only count your latest plan, and since you've changed the name, everyone who voted for your original plan is voting for that one instead of the updated one.

:D This update came at a wonderful time to pull me out of a funk.
Funnily enough, I posted it because I finally dragged my own ass out of a major funk, and seeing any kind of response after this long is gonna keep me out of that funk for a good, long while. Who knows, maybe it'll last long enough that I actually build some momentum for the first time in three years.

Wait his opponent has 8 Aura, I thought jaune was suppose to have a really large reserve. Does he also have a large one?
Jaune in canon has an absurdly large Aura reserve, which is neat for the purposes of his Semblance. Jaune here is merely above average, while Dove's reserves actually cross into being somewhat impressive for his age. There are many reasons why this can be the case, but it certainly has no bearing on which of you is the better fighter, or the stronger Huntsman, or anything like that.

It's not how big it is, it's how you use it. Put the Aura envy away.
 
The tally will only count your latest plan, and since you've changed the name, everyone who voted for your original plan is voting for that one instead of the updated one.
Just wanted to make sure it was OK to vote for multiple plans, I know sometimes it can get really messy, especially when it's a plan/write-in instead of just picking options from a list.

And yeah, I changed the name because the new plan is different enough from the rough draft to warrant a different name imo, and if the people who voted for the original plan don't come back and change their votes when they see more discussion happening then I'm fine with it getting their votes, since the new plan isn't what they voted for anyway. If it was just rearranging things like I did for the new plan, sure, but dropping Breach() is significant enough for it to be no longer what they voted for imo.

(And because the currently winning plan is basically what I wanted as well, just with a different movement option. If a plan I disagreed with was getting support I might've just edited my original plan to keep the votes, but shh... no one needs to know that.)

Also,
Wait, so Jaunt() brings Jaune closer to the enemy? Not far away?

Then...

[X] C-C-C-Combo (Now with even more space!)
We are literally as close as you can get short of being literally touching, so Jaunt()ing in *any* direction would bring us farther away.
 
Wait his opponent has 8 Aura, I thought jaune was suppose to have a really large reserve. Does he also have a large one?
Jaune in canon has an absurdly large Aura reserve, which is neat for the purposes of his Semblance. Jaune here is merely above average, while Dove's reserves actually cross into being somewhat impressive for his age. There are many reasons why this can be the case, but it certainly has no bearing on which of you is the better fighter, or the stronger Huntsman, or anything like that.

It's not how big it is, it's how you use it. Put the Aura envy away.

Honestly, while it's a much simpler combat system. I still have reservations about it.

Jaune's aura literally only protects him from a handful of hits. It just comes across as his and everyone else's by extension's aura being way more fragile.

How does any huntsman survive fighting grimm with single digit aura reserves?


[X] Plan Cool guys don't look at explosions
 
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The tally will only count your latest plan, and since you've changed the name, everyone who voted for your original plan is voting for that one instead of the updated one.


Funnily enough, I posted it because I finally dragged my own ass out of a major funk, and seeing any kind of response after this long is gonna keep me out of that funk for a good, long while. Who knows, maybe it'll last long enough that I actually build some momentum for the first time in three years.


Jaune in canon has an absurdly large Aura reserve, which is neat for the purposes of his Semblance. Jaune here is merely above average, while Dove's reserves actually cross into being somewhat impressive for his age. There are many reasons why this can be the case, but it certainly has no bearing on which of you is the better fighter, or the stronger Huntsman, or anything like that.

It's not how big it is, it's how you use it. Put the Aura envy away.

I got no envy, just really confused about what was going on.
Honestly, while it's a much simpler combat system. I still have reservations about it.

Jaune's aura literally only protects him from a handful of hits. It just comes across as his and everyone else's by extension's aura being way more fragile.

How does any huntsman survive fighting grimm with single digit aura reserves?


[X] Plan Cool guys don't look at explosions
You have a point there, I remember hunters shown to be like one man armies, with the new system they are closer to elite soldiers then super soldiers
 
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