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Post by kehaul on Apr 24, 2010 12:34:28 GMT -6
Thanks. Any feedback is good, and good feedback is even better. I think I've got three and a half of them done, thought all of them have stats now. I did cut back a star from Akiko once I realized just how many skills and abilities having 5 Fairies would give me. So all total, my skill set would be under the 'jack-of-all-trades' level, with a specialization towards combat. If I get another crack at it either tonight or tomorrow I should be able to finish it. If the RP hasn't started by then, I'll see if I can't kick it off. I don't know if you can expect all that much from me though. I've been out of the game awhile now, and work is picking up in preparation for next month. If I get picked for Jury Duty on top of that, that'll be an extra two hours of travel time on top of time serving (8-hour a days?), and I might still be expected to go into work after that unless we can get some extra help. I don't know if I'd have anything left after a couple of those days.
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Post by rumor on Apr 28, 2010 7:43:54 GMT -6
Ok here's the last FX unit for critique...
[shadow=red,left,300][/shadow][glow=Silver,2,300]FX Series-Healer[/glow]
Description: One of a small number of healing units for the FX series. This model appears robed and carries a shielding system that makes them very difficult to destroy, as it severely weakens most if not all attacks tossed the unit's way. It works quickly to repair any damage another unit has suffered, doing so quickly and efficiently. To further annoy matters, if one or more of this type are on the battlefield, the other units will make it a point to protect them. Above all else, deal with this type quickly!
Physical Description: Cream White with orange joints. The torso, arms and legs have a "robe" like metal covering and extending from them, possessing the FX series Emblem on their upper right bicep area. Their heads are modeled after a priest or bishop and have a rounded "hat" helmet adorning their heads. Walks gently but carefully as this type is only around to heal.
Stats: CON+3, INT+3
Armor
Parts-
Head: Sage's Helm-Allows the Unit to scan allies, and determine what injuries/damage they have.
Area Scanner- Utilizes Brant Corp. satellites to generate a map of the current field, and the locations of every allied unit, allowing the Healer the capability to teleport and rush right to an injured unit’s side.
Savior Bank-A internal memory unit separate from the unit’s main mind that has all known medical and repair knowledge stored within, giving the Healer the ability to aid humans and reploids alike, in any situation.
Body: Defender’s Robes- The vestments of this unit act as a powerful barrier inducing armor. It blocks small shots entirely and cuts everything else based on power. Medium attacks by ½, and Heavy by ¼.
Pure Generator- Using internal tanks of various energies, the Healer can convert them into a restorative force. The more severe the injury, the more energy tapped to heal it.
Arms: Healer’s Touch- Actually located near the wrists, this part channels the energy generated in the body through the arms and more specifically the hands to the target to fix damage.
Medical Tools- Stored in the large, ornate left shoulder of the Healer are the same set of instruments a surgeon would expect to find upon entering an operating room. Mainly used for human allies.
Repair Kit- Stored in the large, ornate right shoulder of the Healer is a tool kit one would expect to be used when repairing sensitive, heavy machinery. Mainly used on reploid allies.
Legs: Warp Jump-A system in the legs allows the Healer to briefly “hop” out of space and time to reappear in a different location up to several feet away. This is used primarily to traverse the battlefield in a matter of seconds as time is upmost to those that dispense medicine.
Ability: For exactly 120 seconds, the Healer can overcharge it’s internal generator to create a field that extends just over 3 feet from it’s body. Any allied units within this field will begin to automatically regain their health and have damage begin to slowly repair itself. Nonallied units will gain no benefit. After using this power, the Healer will be immobile for another 120 seconds while it cools down and recharges.
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Post by kehaul on Apr 28, 2010 21:57:40 GMT -6
Looks good to me. The only thing though, does it have a second form? One of the mainstays of the series was that each unit had a second form that changed up the way the unit operated.
This one's ability just extends its regular function to the extreme, rather than mix up the equation with it. It's fine though, just something I noticed.
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Post by rumor on Apr 30, 2010 11:07:17 GMT -6
Well in general all the FX units have an ability, it just happened that all of the others's was a form change. There will be some that have a extreme boost like the healer or some that do things to affect their foes.
The only thing shared is that every one can do something truly epic when called so to do.
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Post by kehaul on Apr 30, 2010 21:22:53 GMT -6
Fair enuff.
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