wkks
But thats all I've got on this computer...A handicap programme called Paint...In which it causes the user to become handicap...Back to maincourse,The idea of tarot -- The TowerOn the left is The Tower in the form of a tower /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> -->when The Tower comes into play it rises from the ground-->then The Tower is struck by lighting and blown in to parts-->reform into the battle formWhich on the rightIt is planned to become Gely's tarot, so...--> NO LEGS /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> P.S: This it my FIRST time creating with handicap Paint... Okay, may be not the EXACTLY FIRST time but the FIRST time taking it SERIOUSLY.P.S.2: I hate to admire, my spelling is crap, please don't mind:P P.S.P: An, Ge.Ne.Sis. is a sparkling star amoung other games, I really like it, so don't let us do
an
he battle form looks sweet! It is pretty decent art work for MS. Paint =). WHen we are at it, you should come up with abilities and battle strategy for the tower too. It is fun creating thi
mokona96
And if we are creating abilities, one of them should be Defense Br
chamomileess
Mokona, before you go about naming things, could you please tell us what the ability does? O-oI get confused eas
mokona96
t's either a perk that halves the defense of all adjacent enemies, or a battle/field ability that nulls defense. Easy peasy lemon sque
plaguexroamer
Perhaps Cham is asking for the reasoning behind suggesting Defense Break in the first place. The effects would be pretty obvious with the naming.
wkks
Massive immobile cannonMassive deffending wallor evenDouble-edge dealing unit...Perks name nature requirement Tarot black None This character is a Tarot. Tarots need to be conjured into battle and can be dismissed by using Soulburst. Depair Wall black None This character's defence and resist will increase when he/she is wounded. However, he/she will take damage from healing abilities. (does not apply on leeching and auto-recovery) Essence of Demolishment yellow None As long as this character is on the battle field, defence and resist of all enemies on Defensive Position is reduced by one f
wkks
Lighting Rod yellow noneThis character attracts all Field Abilities and will only damage he/she. Protecting all friendly units from
plaguexroamer
Several nitpicking notes with this set:Despair Wall: Too similar to The Hanged Man's Pain Eater concept.Lightning Rod: Name is just too similar to The Fool's Thunder Rod. Also, this is not Pokemon.
wkks
As the Fool leaves the throne of the Goat God, he comes upon a Tower, fantastic, magnificent, and familiar. In fact, The Fool, himself, helped build this Tower back when the most important thing to him was making his mark on the world and proving himself better than other men. Inside the Tower, at the top, arrogant men still live, convinced of their rightness. Seeing the Tower again, the Fool feels as if lightning has just flashed across his mind; he thought he'd left that old self behind when he started on this spiritual journey. But he realizes now that he hasn't. He's been seeing himself, like the Tower, like the men inside, as alone and singular and superior, when in fact, he is no such thing. So captured is he by the shock of this insight, that he opens his mouth and releases a SHOUT! And to his astonishment and terror, as if the shout has taken form, a bolt of actual lightning slashes down from the heavens, striking the Tower and sending its residents leaping out into the waters below. In a moment, it is over. The Tower is rubble, only rocks remaining. Stunned and shaken to the core, the Fool experiences grief, profound fear and disbelief. But also, a strange clarity of vision, as if his inner eye has finally opened. He tore down his resistance to change and sacrifice (Hanged man), then broke free of his fear and preconceptions of death (Death); he dissolved his belief that opposites cannot be merged (Temperance) and shattered the chains of ambition and desire (The Devil). But here and now, he has done what was hardest: destroyed the lies he held about himself. What's left is the bare, absolute truth. On this he can rebuild his s
wkks
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> The point is the tarot was once originally named as The LightingThis tarot represents false structures, false institutions, false beliefs are going to come tumbling down, suddenly, violently and all at once.The main theme of the tarot is only destruction of old beliefs could bring up the truth.The idea of Depair Wall comes from breaking old beliefs is hard and depairing. The idea of Lighting Rod comes from the basic card symbols-->A tower on a rocky outcrop-->a powerful bolt of ligtning-->one or two figures falling from the tower /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> -->sometimes waves crashing be
joshyface
Oh, an idea to compensate for the tarots lack of mobility it could be having a field ability that switches the towers position with enemies. (I think that would work better with a tarot like The Wheel of Fortune because it seems ris
chamomileess
ust so we're all clear... the Tower is a tarot that represents misfortune... it should not have any connection to protection whatsoever. Generally when the Tower is drawn for you, something very bad is about to happen. So, try to work your abilities, attacks and perks around the theme of ill-fate and misfort
wkks
Connection to protection-->drawing the bad luck to you means that those beside you are prevent from bad luck-->in some ways this a kind of protection-->high defence should work...Field AbilitiesName Nature EnergyProjectile black 4The Tower throws a friendly uint nearby with extreme force at an enemy. Since his strength is uncontrollable, it sends the friendly unit air-born for one turn. Causing damage to the enemy at the landing position on the very next turn of the friendly unit and moves to the nearest free square. But if there is no enemy at the landing position, the friendly unit is hit with an recoil.(it could be use twice a t
wkks
nother coloring of The Towe
joshyface
elvin, I personally prefer your other design better because the color flows better. Whereas, this design's 'head' clashes with the other pieces of your design. (Although, in the end its not really what either of us like that matters. An is probably just going make his own design for the tower but your design is becoming of interest to
mokona96
Projectile doesn't sound like a very good move. Doesn't make a lot of sense eit
joshyface
QUOTE (Mokona @ May 6 2010, 07:58 PM) quotecI agree with Josh.Projectile doesn't sound like a very good move. Doesn't make a lot of sense either.QuoteEndQuoteEEndActually I think that the projectile idea isn't bad in certain instances. Such as sending a tank to stall and then buffing with other characters. I just feel that it would be a little awkward because already has a lot of clicking and i think that move would just annoy many players making them think that the tarot isn't useful. (Kinda like how many people just throw away the high priestess because she doesn't hit as high as other tarots. Completely ignoring her excellent movement, healing ability, and soul burst. But that is another topic entirely.) I also feel that it still wouldn't compensate for the lack of movement like dark gravity or castling do. Especially, since the towers description does not fit a support role; making it need compensation even more so it can get close to attack. (Thats why i suggested the ability to switch places with an enemy.) Although, that could be reliant on its range because it it has the range of a sniper Gelyan has then it probably wouldn't need to move making the catapult idea viable.In the end, its really just making sure the tarot is balan
wkks
Thanks for your opinionsProjectile is just something came up my mind...The sources comes from figures falling from the tower + the ancient war theme(the thing that throws stuff at enemies)(The truth was Physics were killing me on the previous night...)Moreover The Tower is stuck to the ground and I can't think of his moving move.Appearently wrapping won't work nor draging enemies would...Any better ideas?About the protection thingI've thought over it last night and the conclude it does not fit The Tower...Maybe switching to the belief of "maximium offence is the best defence" would be betterSoulburstName Nature Energy Divine Bolt yellow 20+n*5Drains all reamining energy to summon powerful bolts from heaven. After n blots have hit, the finisher bolt nulls its defence for one t
mokona96
kay, that's pretty much a OHKO to any enemy, but costs too much energy. Would be more useful if either the n bolts hit all enemies, or all bolts hit adjacent spa