Character:Fapple Jack Request:Trait and Technique approval/update Changes: Adding the following traits
Signature Technique (1 Trait) - This trait makes one particular technique special, a trademark move of the character. This signature technique is always of the natural maximum rank that the character is allowed, but does not cost any Technique Points. In addition, these techniques are allowed to have weaker variations, though these variations must follow the same path set by the main technique, and cannot be used to branch to techniques that do not branch into the main technique.
Advanced Shotgun Class Mastery (1 Traits) - Requires Rifle Mastery or Advanced Rifle Mastery The character has expanded their mastery from a single weapon or form of attack to encompass a broader selection. They now receive the benefit of their Rifle Mastery or Advanced Rifle Mastery to a second type of Weapon or form of attack. Additionally, they gain special technique points which may be used to create attacks that use both weapons or forms of attack at once, in the amount of 25% of their fortune.
Adding the following pictures to the Character Gallery
Farm Hands Form
Roxy's Syndrome Form
Appletinni Form
Jumbo Jack Form
Full Pony Form
Regular Technique Points: 318 Used Regular Technique Points: 296 Special Technique Points: 45 (Brilliant Mind) , 45 (Guru) , 22 (Class Mastery) Used Special Technique Points: 14 BM , 44 Guru , 20 CM
Techniques
My Little Pony (45) free Transformation Type: Transformation Range: self Stats: +23 Strength +22 Speed
Description: A form that is the result of Fapple’s Roxy’s Syndrome. A Hybrid transformation which visually leans more towards Equine in nature. This form boats a smaller frame that stands at a rather miniscule, more horizontally oriented, 4 feet tall by 4 feet long and features more human proportions and features combined with the structure of a horse. Fapple’s body is rounder and with far less detail than a horses would normally have featuring more rounded curves on the flank, larger more expressive eyes with irises like a human, a much shorter muzzle, a head that is proportionally larger and rounder than a horses and more closely resembles a humans. Her mane is a long Blond Ponytail that is similar to her human style, her tail is likewise done up in an identical format, while her body is covered in soft orange fur. Her feet end in iron hard hooves, the front two which are prehensile enough to hold things. While this form is predominantly equine in shape its skeletal structure is far more closely congruent to humans. The shape of its bones, muscles, and ligaments give it the flexibility that a human body provides. Fapple is capable of doing things like standing and walking upright on her back hooves, kneeling, crouching, rolling herself over and generally moving in any way a normal human body can move with a degree of movement and flexibility that a horse’s body does not inherently allow. This forms proportions have been specifically tweaked to make her appear more “cute” as part of the Roxy’s Syndromes compulsive mental sculpting. Being quadrapedal in nature this form boasts a sizable boost in strength and speed.
Description: A standard anthropomorphic form typical to most Zoan users. Her body is covered in soft orange fur, her legs end in iron hard hooves, and her arms end in hands with the fingers and knuckles covered in iron hard plate like segments of hooves covered in fur so as to hide the natural defense. In this form she has a tail which she can control in a prehensile manner. She stands bipedal like most hybrid forms and s a bit taller than normal standing at around 6’2 in height. This form grants her the benefits a horses strength and without sacrificing the articulation that human hands offers making it an ideal form for heavy lifting and working on delicate machinery.
Description: A standard anthropomorphic form typical to most Zoan users. Her body is covered in soft orange fur, her legs end in iron hard hooves, and her arms end in hands with the fingers and knuckles covered in iron hard plate like segments of hooves covered in fur so as to hide the natural defense. In this form she has a tail which she can control in a prehensile manner. She stands bipedal like most hybrid forms and s a bit taller than normal standing at around 6’2 in height. This form grants her the benefits a horses strength without sacrificing the articulation that human hands offers making it an ideal form for heavy lifting and working on delicate machinery.
Description: A standard anthropomorphic form typical to most Zoan users. Her body is covered in soft orange fur, her legs end in iron hard hooves, and her arms end in hands with the fingers and knuckles covered in iron hard plate like segments of hooves covered in fur so as to hide the natural defense. In this form she has a tail which she can control in a prehensile manner. She stands bipedal like most hybrid forms and s a bit taller than normal standing at around 6’2 in height. This form grants her the benefits a horses strength without sacrificing the articulation that human hands offers making it an ideal form for heavy lifting and working on delicate machinery.
Description: A specialized MLP form, similar in structure and proportion to the classic Roxy’s form, but significantly reduced in size. At this point she stands on all fours at a meager 2 feet tall. This sharp reduction in size makes it much easier for her to slip into and out of tight spaces, as well as significantly increasing her evasiveness.
Description: A specialized MLP form, similar in structure and proportion to the classic Roxy’s form, but significantly reduced in size. At this point she stands on all fours at a meager 1 foot tall. This sharp reduction in size makes it much easier for her to slip into and out of tight spaces, as well as significantly increasing her evasiveness.
Description: A specialized MLP form, similar in structure and proportion to the classic Roxy’s form, but significantly reduced in size. At this point she stands on all fours at a meager 6 inches tall. This sharp reduction in size makes it much easier for her to slip into and out of tight spaces, as well as significantly increasing her evasiveness.
Description: A specialized MLP form, similar in structure and proportion and function to her classic Roxy’s Syndrome form, but significantly expanded in size. On all fours she stands at 15 feet tall making her a rather imposing figure to have to face. Her sheer size also significantly increases her vitality and endurance. Her sheer increase in size also benefits her melee attacks by increasing her natural reach and striking surface area.
Description: A specialized MLP form, similar in structure and proportion and function to her classic Roxy’s Syndrome form, but significantly expanded in size. On all fours she stands at 20 feet tall making her a rather imposing figure to have to face. Her sheer increase in size also benefits her melee attacks by increasing her natural reach and striking surface area.
Description: A specialized MLP form, similar in structure and proportion and function to her classic Roxy’s Syndrome form, but significantly expanded in size. On all fours she stands at 22 feet tall making her a rather imposing figure to have to face. Her sheer increase in size also benefits her melee attacks by increasing her natural reach and striking surface area.
Description: A specialized MLP form, similar in structure and proportion and function to her classic Roxy’s Syndrome form, but significantly expanded in size. On all fours she stands at 24 tall making her a rather imposing figure to have to face. Her sheer increase in size also benefits her melee attacks by increasing her natural reach and striking surface area.
Description: A standard full form, she becomes a horse with an orange fur, blond mane and tail, and apple shaped birth marks on her butt. She has iron hard hooves and is the size of a normal horse.
Martial Techniques
Shotgun (4^) Type: Offensive Range: short AoE power: 0
Description: Fapple blasts a target area with one of her shotguns, firing off a spray of pellets in a short range area in the direction her shotguns are pointed, one capable of hitting multiple targets. (Short AoE 8)
Shotgun 2 (12^) Branched from Shotgun, +8 Type: Offensive Range: short AoE power: 8
Description: Fapple blasts a target area with one of her shotguns, firing off a spray of pellets in a short range area in the direction her shotguns are pointed, one capable of hitting multiple targets. (Short AoE 8)
Shotgun 3 (20^) Branched from Shotgun, +8 Type: Offensive Range: short AoE power: 16
Description: Fapple blasts a target area with one of her shotguns, firing off a spray of pellets in a short range area in the direction her shotguns are pointed, one capable of hitting multiple targets. (Short AoE 8)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignights stored powder to release a burst of fire in the area to boot, causing targets in the area to burst into flames as well (Short AoE 8, Medium Range 4, Elemental (fire) 14)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignights stored powder to release a burst of fire in the area to boot, causing targets in the area to burst into flames as well. Fapple Unleashes a successive series of shots, blasting targets in the area multiple times with fire and metal. (Short AoE 8, Medium Range 4, Elemental (fire) 14, Gattling 8)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignights stored powder to release a burst of fire in the area to boot, causing targets in the area to burst into flames as well. Fapple Unleashes a successive series of shots, blasting targets in the area multiple times with fire and metal. (Medium AoE 16, Medium Range 4, Elemental (fire) 14, Gattling 8)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignights stored powder to release a burst of fire in the area to boot, causing targets in the area to burst into flames as well. Fapple Unleashes a successive series of shots, blasting targets in the area multiple times with fire and metal. (Medium AoE 16, Medium Range 4, Elemental (fire) 14, Gattling 8)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignites stored powder to release a burst of electricity in the area to boot, causing targets in the area to become suggested to high voltage electricity as well (Short AoE 8, Medium Range 4, Elemental (electricity) 14)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignites stored powder to release a burst of electricity in the area to boot, causing targets in the area to become suggested to high voltage electricity as well. The discharge of metal and electricity is so intense that the pellets can pierce through untiered surfaces in the area while the lightning can pass through conductive materials in the area. (Short AoE 8, Medium Range 4, Elemental (electricity) 14, Piercing 8)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignites stored powder to release a burst of electricity in the area to boot, causing targets in the area to become suggested to high voltage electricity as well. The discharge of metal and electricity is so intense that the pellets can pierce through untiered surfaces in the area while the lightning can pass through conductive materials in the area. (Medium AoE 16, Medium Range 4, Elemental (electricity) 14, Piercing 8)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignites stored powder to release a burst of electricity in the area to boot, causing targets in the area to become suggested to high voltage electricity as well. The discharge of metal and electricity is so intense that the pellets can pierce through untiered surfaces in the area while the lightning can pass through conductive materials in the area. On impact the dust forms the shape of a wicked looking Unicorn before the lightning begins to arc out with bluish purple electricity. (Medium AoE 16, Long Range 8, Elemental (electricity) 14, Piercing 8, Flavor 0)
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignites stored powder to release a burst of frost in the area to boot, causing targets in the area to become subjected to freezing cold as well (Short AoE 8, Medium Range 4, Elemental (Cold) 14)
Deep Freeze (32^) Branched from Blizzagun, +8 Type: Offensive Range:Medium Range/short AoE power: 24
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignites stored freezing powder to release a burst of frost in the area to boot, causing targets in the area to become subjected to freezing cold as well. Enhancing the chill even further cause the area to fill with ice, possibly encasing anything inside in a layer of movement hindering ice. (Short AoE 8, Medium Range 4, Elemental (Cold) 14, Hazard 8)
Blizzaga (40^) Branched from Deep Freeze, +8 Type: Offensive Range:Medium Range/Medium AoE power: 24
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignites stored freezing powder to release a burst of frost in the area to boot, causing targets in the area to become subjected to freezing cold as well. Enhancing the chill even further cause the area to fill with ice, possibly encasing anything inside in a layer of movement hindering ice. (Medium AoE 16, Medium Range 4, Elemental (Cold) 14, Hazard 8)
Ice Age (44^) Branched from Blizzaga, +4 Type: Offensive Range:Long Range/Medium AoE power: 24
Description: Fapple fires a hollow slug filled with buckshot, which erupts at range into a spray of pellets that can hit multiple targets in the area. The initial impact ignites stored freezing powder to release a burst of frost in the area to boot, causing targets in the area to become subjected to freezing cold as well. Enhancing the chill even further cause the area to fill with ice, possibly encasing anything inside in a layer of movement hindering ice. (Medium AoE 16, Long Range 8, Elemental (Cold) 14, Hazard 8)
Fire Works (16^) Branched from Shotgun 2, +4 Type: Offensive Range: short AoE power: 12
Description: Fapple fires her shotguns in an arra around her by spinning them like nunchaku, and allowing her to hit multiple targets in every direction around her. (Short AoE 8, Omnidirectional 10)
Fire Works 2 (22^) Branched from Fireworks, +6 Type: Offensive Range: short AoE power: 18
Description: Fapple fires her shotguns in an area around her by spinning them like nunchaku, and allowing her to hit multiple targets in every direction around her. The blasts hit hard enough that targets struck are sent flying back. (Short AoE 8, Omnidirectional 10, Displacement 8)
Crazy Fire Works (30^) Branched from Fireworks 2, +8 Type: Offensive Range: Medium AoE power: 18
Description: Fapple fires her shotguns in an area around her by spinning them like nunchaku, and allowing her to hit multiple targets in every direction around her. The blasts hit hard enough that targets struck are sent flying back. (Medium AoE 16, Omnidirectional 10, Displacement 8)
Firing Squad (20^) Class Mastery Special TP Type: Offensive Range: Medium Power: 12
Description: Fapple Jack fires a simultaneous shot from hr shotgun and Rivet Rifle. The Rivet Rifle shot flies fastest and cuts through drag while the multishot pellets from the shotgun fall into a V shaped formation behind the Rivet Bolt. This results in the spread of pellets being realigned from a scatter to a straight line as well as having greater penetrative force and stabbing through objects like a blade point, as opposed to blunt damage like a normal pellet. (Damage Type Change 4, Gattling/multishot 8, Medium Range 4, Piercing 8)
Nailgun (4^) Type: Offensive Range: medium Power: 4
Description: Fapple Jack Fire's a bolt from her Rivet Rifle, stronger than normal. (medium Range 4)
Nailgun 2 (8^) Branched from Nailgun, +4 Type: Offensive Range: medium Power: 8
Description: Fapple Jack fires a bolt from her Rivet Rifle, stronger than normal (Medium Range 4)
Nailgun 3 (12^) Branched from Nailgun 2, +4 Type: Offensive Range: Medium Power: 12
Description: Fapple Jack fires a bolt from her Rivet Rifle, stronger than normal (Medium Range 4)
Bulls Eye (20^) Branched from Nailgun 3, +8 Type: Offensive Range: Medium Power: 20
Description: Fapple Jack fires a bolt from her Rivet Rifle, stronger than normal and can curve its direction mid flight (curving 14, Medium Range 4)
Sniper (28^) Branched from Bullseye, +8 Type: Offensive Range: Long Power: 24
Description: Fapple Jack fires a bolt from her Rivet Rifle, stronger than normal and can curve its direction mid flight (curving 14, Long Range 8)
Wild Stallion (32^) Branched from Sniper, +4 Type: Offensive Range: Long Power: 28
Description: Fapple Jack fires a bolt from her Rivet Rifle, stronger than normal and can curve its direction mid flight. In addition it generates a powerful illusion depicting a gigantic majestic stallion barreling down on all in its path which can intimidate those who see it. (curving 14, Spirit Generated Illusion 14, Long Range 8)
Raging Stallion (40^) Branched from Wild Stallion, +8 Type: Offensive Range: Very Long Power: 28
Description: Fapple Jack fires a bolt from her Rivet Rifle, stronger than normal and can curve its direction mid flight. In addition it generates a powerful illusion depicting a gigantic majestic stallion barreling down on all in its path which can intimidate those who see it. (curving 14, Spirit Generated Illusion 14, Very Long Range 16)
Stampede (44^) Branched from Wild Stallion, +12 Type: Offensive Range: Long Power: 36
Description: Fapple Jack fires a rapid fire barrage of shots from her Rivet Rifle. The Bolts generates an intimidating illusion of a stampeding stallion, and creates a slipstream that carries the shotgun pellat's along its range without the usual loss in power and distance, and with it adding to the illusion that it is an entire herd of gigantic stallions stampeding. (curving 14, Spirit Generated Illusion 14, Long Range 8, Extra General Effect 4, Gattling/multishot 8)
Nailed to the wall (14^) Type: Offensive Range: medium Power: 0
Description: Fapple Jack fires a bolt from her Rivet Rifle, stronger than normal and punches into Iron quality materials (T1 breaker 14, Medium Range 4)
Nailed to the Wall 2 (28^) Branched from Nailed to the wall, +14 Type: Offensive Range: Medium Power: 0
Description: Fapple Jack fires a bolt from her Rivet Rifle, stronger than normal and punches into Steel quality materials (T2 breaker, Medium Range 4)
Nailed to the Wall 3 (44^) Branched from Nailed to the wall, +16 Type: Offensive Range: Medium Power: 0
Description: Fapple Jack fires a bolt from her Rivert Rifle that can punch into T3 materials. (T3 breaker 44, Medium Range 4)
Buck (28) Type: Offensive Range: Melee Power: 0
Description: A full power kick with one of Fapple's Legs. It doesn't matter how tough you are, you get kicked with this you WILL feel it. (Defense Bypassing 28)
Description: A full power kick with one of Fapple's Legs. It doesn't matter how tough you are, you get kicked with this you WILL feel it. Not only will you feel it, you will feel it again next round, because the only thing worse than getting kicked by a horse, is getting kicked by a horse twice. (Defense Bypassing 28, Duration Damage 1 round 8)
I'm Sorry Did You Need Those Organs? (44) Branched from Unlucky Horseshoes, + 8 Type: Offensive Range: Melee Power: 0
Description: A full power kick with one of Fapple's Legs. It doesn't matter how tough you are, you get kicked with this you WILL feel it. Not only will you feel it, you will feel it again next round. You will also feel it again the round after that, internal organs are overrated anyway. (Defense Bypassing 28, Duration Damage (2 rounds) 8
Life Return Techniques
AppleDash (14) Guru special TP Type: Defensive Range: short Power: 0
Description: Fapple focuses her life control abilities on her hair/fur to weave together hair into stalk like appendages. Using these strands the user can lift themselves up off the ground, supporting their full weight and any additional weight that they could normally carry, with the stalks lifting them up to a short range. This allows her to more easily avoid attacks, as well as reach heights she could normally not reach by opening up a third dimension of mobility to herself. These strands, being both numerous and made of hair can easily be repaired, replaced, or shed as needed. This hair construct lasts for 4 posts and costs full AE to activate and half AE to maintain for its duration. (Hair Construct 10, short Range 4)
Air Mare (28) Branched from AppleDash, +14 Guru TP Type: Utility Range: medium Power: 10
Description: Fapple focuses her life control abilities on her hair/fur to weave together hair into stalk like appendages. Using these strands the user can lift themselves up off the ground, supporting their full weight and any additional weight that they could normally carry, with the stalks lifting them up to a medium range. This allows her to more easily avoid attacks, as well as reach heights she could normally not reach by opening up a third dimension of mobility to herself. These strands, being both numerous and made of hair can easily be repaired, replaced, or shed as needed. By altering the texture of her hair she can cause the strands to grow spine like flanges, similar to the hairs on an insects legs, allowing them to grip onto any surface and granting her the ability to use said hair stalks to easily climb vertical and even slippery surfaces with ease. This hair construct lasts for 5 posts and costs full AE to activate and half AE to maintain for its duration. (Hair Construct 10, Medium Range 8, Anti Displacement 8)
Super Mare (44) Branched from AirMare, +16 Guru TP Type: Utility Range: Long Power: 18
Description: Fapple focuses her life control abilities on her hair/fur to weave together hair into stalk like appendages. Using these strands the user can lift themselves up off the ground, supporting their full weight and any additional weight that they could normally carry, with the stalks lifting them up to a Long range. This allows her to more easily avoid attacks, as well as reach heights she could normally not reach by opening up a third dimension of mobility to herself. These strands, being both numerous and made of hair can easily be repaired, replaced, or shed as needed. By altering the texture of her hair she can cause the strands to grow spine like flanges, similar to the hairs on an insects legs, allowing them to grip onto any surface and granting her the ability to use said hair stalks to easily climb vertical and even slippery surfaces with ease. This hair construct lasts for 6 posts and costs full AE to activate and half AE to maintain for its duration. (Hair Construct 10, Long Range 16, Anti Displacement 8)
Gadget Techniques
Minor Miner (14) BM Special TP Type: Utility/Supportive Range: self Power: 14
Description: Fapple uses her drill gauntlets to rapidly tunnel through the earth. She can tunnel and bore through anything as hard as or softer than solid rock this way. Thanks to her knowledge of construction the tunnels she digs are stable enough to be used by others without risk of collapsing under their own weight, though another outside force might do so.
The tech, "Well Placed Shot" is referenced in a branch but doesn't seem to exist.
I personally really don't like the idea of a singular rifle shot being able to reduce the drag of shotgun pellets behind it to increase the range, it doesn't make any sense to me, but I think I should leave that to someone with more experience to decide.
Repulsion Emitter needs some kind of AoE, otherwise nothing is getting deflected until it's right on top of you. Same for Attraction. If that's what you were going for, cool.
On the last three techs, I'm sure you intended to put Defense Bypassing.
I'm Sorry Did You Need Those Organs? would have a power of 1
MLP to Farm Hands' doesn't make sense anymore because of you upgrading the rank of MLP, even referencing your app.
In it's current state, can't get an accurate read on the TP
Characters
Lycus Captain + CEO Martial Artist /Inventor /Carpenter /Smith White Canine Co. Strength|36 Speed|26 Stamina|25 Accuracy|22 Fortune|24
Threat: 22.5 SD Earned: 65 Beli: 14,000,000 Location: Ketsuraku Island, North Blue Color Code:#D2691E The White Canine
It would appear that when I made the last batch of Fapple techs i had originally named Nailgun 3 Well placed shot. Bullseye is a branch from Nailgun, the issue has been corrected now, thanks for pointing that out for me.
The rifle shot drag is little more than flavor text honestly. This is just Fapple firing her rifle and shotguns at the same time, all the range modifiers have been paid for so technically while unrealistic i could make shotgun techs with Long and V. Long range as easily as i could make a rifle tech with long and very long ranges. Our current technique system doesn;t take common sense into consideration for the most part.
The base form of the gadgets are basically for deflecting or attracting only things that get within melee range honestly. Its like a personal field as opposed to one ment to defend an area. I realize that it wouldn;t kick into effect until its within arms reach but thats ok as a couple of inches can mean all the difference sometime. They're also meant to be used in a semi utility purpose as well for like defending or painting targets for shots. Really they just exist to be branched into though so even then they won't be getting a whole lot of use.
Do i have to take the power of 1 by chance? I'm making this tree all about having the duration effects built in but with the wyay signature technique works i'm afraid i wouldn;t be able to do anymore since every rank that it automatically updates would otherwise go into power, and unless I'm mistaken on this branches cannot give up power from a previous branch for an elite effect. Like if I have a rank 4 punch with 4 power I can't branch that into a rank 8 punch with the piercing effect since it would require me to lose power and branches have to do everything the previous branch did, meaning the power would have to remain. If this isn't the case then I'll add the 1 point in power, if this is still the case but i can;t get around that caveat I'll begrudgingly add the point in power anyway. Otherwise can i keep it at 0 power?
Hmm your right, and I think is ee the issue. The Farm Hands' Technique currently on the app reads reversed Branched from MLP@Rank 36 when its supposed to read Reversed branched from MLP@Rank18. Reverse Branching is weird, but the technique ont he app is supposed to be branched from MLP at rank 18,which is why the +18 speed is replaced with +18 stamina. If you're ok with it I'll go ahead and fix that typo right now.
In regards to that this new farm hands technique is a straight branch of the previous farm Hands' tech and shouldn't cause any other issues.
The TP thing at the top is mostly for my benefit, as I wrote these techniques here rather than on a word document. It helps keep me from having to refer to an additional window and counting and recounting how much available TP I have to spend on new techniques.
Barbara
Barbara • Noble • Marksman • Unclaimed • Worldwide Acclaim: 160 • SD Earned: 466 • Beli: 4.5M • Location: New World • House Hydra
Jean Scoville Brickleberg
Jean • Spicy Child • President for Life • no crew yet • no ship yet • Threat: 145 • SD Earned: 400 • Beli: 108M • Location: ???
The only rules set in place for branching techs is that the second must have all the effects of the first, with more effects or more power and be 4 ranks higher. So you would have to take the 1 in power, its just a matter of the tech being rank 45.
I understand that well enough, but I did a count of my own for the TP, because I'm obligated to make sure there are no mistakes. Nothing against you, it's just a requirement.
Once everything is handled, let me know, I'll go over it again and it should be ready to be flagged.
Characters
Lycus Captain + CEO Martial Artist /Inventor /Carpenter /Smith White Canine Co. Strength|36 Speed|26 Stamina|25 Accuracy|22 Fortune|24
Threat: 22.5 SD Earned: 65 Beli: 14,000,000 Location: Ketsuraku Island, North Blue Color Code:#D2691E The White Canine
That should be just about everything. i'll fix those tech branch typos when i go about adding the techniques to the profile so i donlt end up making a million back to back edits if thats ok with ya'll.
Barbara
Barbara • Noble • Marksman • Unclaimed • Worldwide Acclaim: 160 • SD Earned: 466 • Beli: 4.5M • Location: New World • House Hydra
Jean Scoville Brickleberg
Jean • Spicy Child • President for Life • no crew yet • no ship yet • Threat: 145 • SD Earned: 400 • Beli: 108M • Location: ???
All the TP checks out now, but surprisingly i didn't notice this before. Can you please explain to me how you have the ability to make three different signature techniques?
Characters
Lycus Captain + CEO Martial Artist /Inventor /Carpenter /Smith White Canine Co. Strength|36 Speed|26 Stamina|25 Accuracy|22 Fortune|24
Threat: 22.5 SD Earned: 65 Beli: 14,000,000 Location: Ketsuraku Island, North Blue Color Code:#D2691E The White Canine
Signature Technique (1 Trait) - This trait makes one particular technique special, a trademark move of the character. This signature technique is always of the natural maximum rank that the character is allowed, but does not cost any Technique Points. In addition, these techniques are allowed to have weaker variations, though these variations must follow the same path set by the main technique, and cannot be used to branch to techniques that do not branch into the main technique.
I believe that the bolded portion of the trait description means that they work like backwards branches, but they can only branch into the one base signature technique. So if I have like a rank 16 gattling knockback punch, i can have a rank 8 knockback punch as part of the same tree but i can have a rank 8 piercing punch as part of that same tree. If this isn;t how it works I would appreciate it if someone could explain it to me, I admittedly don;t have a lot of experience with he signature technique trait.
Barbara
Barbara • Noble • Marksman • Unclaimed • Worldwide Acclaim: 160 • SD Earned: 466 • Beli: 4.5M • Location: New World • House Hydra
Jean Scoville Brickleberg
Jean • Spicy Child • President for Life • no crew yet • no ship yet • Threat: 145 • SD Earned: 400 • Beli: 108M • Location: ???
Big pone requires the construct effect which costs 10.
Multiballer - the numbers are right but long range says it costs 4
Meteor/thunderstorm - don't do this dumb, you know better. No each individual shotgun pellet does not turn into a miniature short range bomb, the technique works like a cluster as all gatlings do.
As far as i can tell stampede i only losing 12 power to effects. Also a heard of horses stampeding across the sky doesn't make a huge amount of sense given she won't always be firing it in the sky.
First repulsion field needs to go, theres no aoe size class that small. Start with the one that pays for short range.
Devil Fruit Type: Cush Cush no Mi Devil Fruit Type: Paramecia Devil Fruit Ability: This devil fruit turns the user into a cushion man, given them a body filled with stuffing rather than flesh and blood, though all organs are still in place. When injured stuffing themselves back up and stitching the wound closed can accelerate healing. The user is also able to make any surface they touch soften to the consistency of a pillow giving it a soft cushiony appearance.
Before I make those changes the latest update affected a number of Fapple's already existing techniques, items, and even a trait or 2. Would it be easier/more effective to do a patch scoop and just include these new techniques in them rather than having to make multiple topics to approve these new technqies, fix old ones, and reprice/readjust items and any affected traits?
Barbara
Barbara • Noble • Marksman • Unclaimed • Worldwide Acclaim: 160 • SD Earned: 466 • Beli: 4.5M • Location: New World • House Hydra
Jean Scoville Brickleberg
Jean • Spicy Child • President for Life • no crew yet • no ship yet • Threat: 145 • SD Earned: 400 • Beli: 108M • Location: ???
Should i go ahead and make those changes or should i wait for you to find out if a special case is needed. It just seems like it would be doubling the modwork necesarry and the process pending apps are backed up enough as it is.
Barbara
Barbara • Noble • Marksman • Unclaimed • Worldwide Acclaim: 160 • SD Earned: 466 • Beli: 4.5M • Location: New World • House Hydra
Jean Scoville Brickleberg
Jean • Spicy Child • President for Life • no crew yet • no ship yet • Threat: 145 • SD Earned: 400 • Beli: 108M • Location: ???
The only major change I'm seeing, unless I'm massively mistaken, is that your healing tech is no longer viable. I'd say edit or remove that, and make the other changes.
Although if you can provide a few things the update has messed up here, and if Gu/Shamma don't come back and say something, I'll ask Shamma about it, seeing as you've had no reply to my knowledge.
The Characters
Samson Hale
Samson Hale • Herb Doctor • Martial Artist/Doctor • Beast Blood Pirates • Bounty: 100,000,000 • SD Earned: 531 • Beli: 7,500,000 • Location: Birka, Sky Islands • Colour: #41A317