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05-27-24 07:57 PM

59 Posts Found by invinible

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invinible
Level: 19

POSTS: 59/59
POST EXP: 14984
LVL EXP: 30573
CP: 1266.5
VIZ: 61906

I'm asking as I can't seem to load the RGR 2 first file and don't know how to check to see if it is still trying to load previous attempts.
I'm asking as I can't seem to load the RGR 2 first file and don't know how to check to see if it is still trying to load previous attempts.
Member

Affected by 'Laziness Syndrome'

Registered: 12-11-11
Last Post: 484 days
Last Active: 101 days
invinible
Level: 19

POSTS: 58/59
POST EXP: 14984
LVL EXP: 30573
CP: 1266.5
VIZ: 61906

Likes: 1  Dislikes: 0
Game is a combination of Action, Adventure, Board Game, Card Game, Fighting Game, Platformer, Puzzle, Racing Game, RPG, Rhythm Game, Simulation, Strategy Game, and Tactics Game.

102 training points earning in the base game. Up to 10404 training points in full game.

Each class has at least 102,000 class cards you can get somehow while playing a member of that class in the base game. With 102 of those being able to be learned in order by members of other classes if a training point is spent on learning it. Freelancer ends up with more cards than the other classes since it switches between play styles.

A total of 102,000 neutral cards everybody is giving that are not as good as what the classes their play style or even the Freelancer weaker versions are like nor are they as good as the Freelancer cards for switching between the play styles. Divided into 1,000 cards in each of the nonFreelancer play styles which are giving out just prior to when you need the card of that play style in case the player was actively avoiding those types of cards so the player doesn't get unnecessary stuck.

Maximum amount of cards and number of cards that can be started with is determined by deck equipped on that character. If a card preference is associated with the deck than it will be to the class cards of the class that can equip that deck or to neutral cards if can be equipped by all classes.

Party limit at the Player level is 103 per team.

The class trainers and class teachers only begrudgingly are tolerant of each other because of the major bad guys in the game and because the admin of the school keeps them in check.

Will only ever sell training point resets, expansions, and memberships for real money.

Classes

Spammer - Focuses on getting out a lot of troops.

Star - Focuses on having advantages by having little to no troops in play.

Accountant - Focuses on using above curve units.

Underdog - Focuses on getting benefits through below curve units.

Freelancer - Baseline to make sure the other classes are in line with their respective intended design. Has no strengths, weaknesses, or focus.

Guerrilla - Focuses on the element of surprise.

Showoff - Focuses on drawing attention to oneself and the deck user's units.

Brute - Focuses on raw power.

Guard - Focuses on resisting damage.

Ranger - Focuses on hit and run tactics.

Lobbyist - Focuses on keeping things stationary.

Technician - Focuses on giving nasty special abilities.

Enchanter - Focuses on applying boons.

Maker - Focuses on building things very quickly.

Demolisher - Focuses on destroying units on the field.

Economist - Focuses on getting bonuses.

Trader - Focuses on spending money, resources, and materials to get stuff from opposing deck users.

Scientist - Focuses on research.

Cultist - Focuses on achieving ignorance.

Diplomat - Focuses on getting others to do your work.

Assistant - Focuses on providing help to teammates.

Saboteur - Focuses on crippling others.

Enchanter - Focuses on improving others.

Empath - Focuses on caring about others.

Politician - Focuses on putting yourself first.

Corrupter - Focuses on making a mockery of cards and units.

Restorer - Focuses on reversion.

Kineticist - Focuses on doing stuff at a distance.

Gladiator - Focuses on doing stuff up close.

Pacifist - Focuses on achieving new noncombat means of victory.

Fighter - Focuses on prolonging the battle.

Wizard - Focuses on synergy.

Chosen - Focuses on units and cards that work better solo.

Hunter - Focuses on setting traps and ambushes.

Janitor - Focuses on cleaning up the environment.

Necromancer - Focuses on bringing back lost troops.

Assassin - Focuses on killing troops and finishing off opposing deck users.

Sniper - Focuses on keeping opposing units from flying.

Marshal - Focuses on having friendly units flying.

Archer - Focuses on keeping opposing units unmounted.

Rider - Focuses on having friendly units mounted.

Wrecker - Focuses on keeping opposing deck users from using vehicles.

Mechanic - Focuses on keeping vehicles running for friendly deck users.

Mage - Focuses on effects on areas.

Antibody - Focuses on specific target effects.

Cartographer - Focuses on revealing the map(s) to friendly deck users.

Security - Focuses on hiding the map(s) from opposing deck users.

Transformer - Focuses on changing up units.

Warrior - Focuses on locking down troops.

Mender - Focuses on healing and repairing.

Vampire - Focuses on taking health and endurance from opposing deck users and opposing troops.

Harvester - Focuses on gathering resources.

Consumer - Focuses on removing resources from opposing deck users.

Conqueror - Focuses on taking over territory.

God - Focuses on removing territory from opposing deck users control.

Geomancer - Focuses on taking advantage of the unique effects of the environment.

Polluter - Focuses on making the environment useless.

Seer - Focuses on letting friendly units do stuff when they enter play.

Rogue - Focuses on disabling opposing units.

Achiever - Focuses on working towards objectives.

Protester - Focuses on keeping opposing deck users from completing objectives.

Cheerleader - Focuses on improving friendly morale.

Insulter - Focuses on lowering opposing morale.

Bomber - Focuses on effects that splash from target.

Preserver - Focuses on effects that avoid targets.

Binder - Focuses on getting additional options by allowing units to possess oneself.

Possessor - Focuses on controlling units and bypassing command refusals.

Mime - Focuses on creating new cards to use by studying units.

Eraser - Focuses on causing opposing cards to cease to exist.

Thief - Focuses on taking items from opposing units.

Suppler - Focuses on giving items to friendly units.

Gambler - Focuses on chance.

Engineer - Focuses on consistency.

Bard - Focuses on music.

Librarian - Focuses on silence.

Actor - Focuses on getting better command responds.

Blackmailer - Focuses on making it harder for opposing deck users to respond to commands.

Sentinel - Focuses on units that are more effective at low health and low endurance.

Promoter - Focuses on units that are more effective at full health and full endurance.

Designer - Focuses on making the friendly side look good.

Desolater - Focuses on making the opposing side look terrible.

Hacker - Focuses on breaking into systems.

Programmer - Focuses on protecting systems.

s*** - Focuses on getting units to have sex.

Koek - Focuses on stopping units from having sex and preventing units from having sex.

Racer - Focuses on speeding up processes.

Tormentor - Focuses on doing stuff over time.

Scorer - Focuses on attaining points.

Dumper - Focuses on causing opposing deck users to lose points.

Lich - Focuses on making sacrificial decisions.

Warlord - Focuses on punishing opposing deck users when they refuse to make sacrificial decisions.

Duplicator - Focuses on copying.

Advertiser - Focuses on uniqueness.

Judge - Focuses on taking advantage of having an empty hand.

Collector - Focuses on taking advantage of having a full+ hand.

Coach - Focuses on sets.

Protester - Focuses on redirecting effects and bonuses.

Drunk - Focuses on taking advantage of being under the different status conditions.

Ghost - Focuses on avoiding status conditions.

Survivalist - Focuses on taking advantage of the late game.

Barbarian - Focuses on taking advantage of the early game.

Master - Focuses on waiting for stuff to happen.

Dictator - Focuses on micromanagement.

Card receive for completing tutorial

Spammer - Draft Board - basic action - cost 0 - Conjure 5 Fresh Recruits.

Star - Biological Backlash - quick action - cost 2 - Everybody takes 1 point of damage per troop that respective character controls.

Accountant - Minor Cost Reduction - quick action - cost 0 - Next card you play costs 1 less.

Underdog - Emergency Magic Shield - quick permanent spell - cost 0 - You have 1 armor per cost that a unit you control costs over what curve says it should.

Freelancer - Mix Up - basic action - cost 0 - Shuffle deck of target deck user.

Guerrilla - Instant Stealth - quick spell - cost 1 - Target friendly unit becomes the colors of the surrounding environment as seen from the opposite direction.

Showoff - Dangerous Taunt - basic action - cost 0 - Until your next turn: each opposing deck user and opposing unit that doesn't target you when they can takes 1 damage.

Brute - Adrenaline Rush - instant - cost 1 - All damage you and your units do is increased by 1.

Guard - Group Shield - artifact - cost 1 - Target friendly deck user and that deck user's units have 1 armor.

Ranger - Rush Attack - quick action - cost 2 - Target friendly unit moves up to its move speed to target opposing unit. The former hits the latter than retreats up to move speed - distanced moved by this action so far away from that spot.

Lobbyist - Friendly Petrifaction - quick action - cost 0 - Target friendly unit becomes an invincible, indestructible, unchangeable statue until end of turn.

Technician - Random Curse - quick spell - cost 0 - Put a random bane into target opposing deck user's deck.

Enchanter - Power Ups - constant - cost 0 - When a friendly unit enters play than that units gets a random boon.

Maker - Building Factory - building - cost 0 - At the start of your turn, conjure a random building up to the cost of your current available resources.

Demolisher - Random Removal - basic action - cost 1 - Destroy a random opposing unit.

Economist - Bonus Check - material - cost 0 - If this is in your hand when you win a match than you get 50% more money during the reward phase.

Trader - Buy Up - basic action - cost 0 - Spend 100 diamonds per cost of target opposing unit to that unit's controller so you can take control of that unit.

Scientist - Sneak Peek - quick action - cost 0 - Look at the top card of every deck.

Cultist - Blind Trust - quick constant - cost 0 - Deploy: Shuffle your hand into your deck.
The first card you draw each turn is played automatically without paying any of its requirements.

Diplomat - Distracting Offer - quick action - cost 0 - Target opposing deck user chooses a card to take from your hand than must do something for you other than give that card back.

Assistant - Loan Card - basic action - cost 0 - Hand over card of your choice in your hand to target friendly deck user.

Saboteur - Weaken - spell - cost 1 - Target opposing unit loses 1 in each stat.

Enchanter - Buff - spell - cost 1 - Target friendly unit gains 1 in each stat.

Empath - Receive Pain - quick action - cost 0 - Target a friendly deck user or friendly unit that is being negatively affected by an opposing deck user or opposing unit to also take on that effect.

Politician - All Mine - interrupt - cost 2 - Target positive effect on the chain is applied to you instead of its intended target.

Corrupter - Reverse Flow - quick spell - cost 0 - Effects on target card become the mirror version.

Restorer - Base Form - spell - cost 1 - Revert target unit.

Kineticist - Extended Claim - psychic power - cost 1 - Target friendly troop searches and takes stuff from container that is from 1 + search distance to move speed + search distance away without moving.

Gladiator - Eternal Battle - curse - cost 0 - Target friendly unit and target opposing unit attack each other until 1 is destroyed with neither able to move, be removed, be moved, or do anything else.

Pacifist - Peaceful Resistance - goal - cost 0 - Play this for free when you draw it. If you or a friendly deck user is attacked by 10 or more opposing units at once and nobody defends against them than your team wins.

Fighter - Surviving Instinct - aura - cost 2 - Target friendly unit is healed by the damage it does and the damage it takes.

Wizard - Speed Promoter - quick troop - cost 0 - Has 0 in every stat expect for 1 health. Other wizard class troops you control have +1 in each speed stat.

Chosen - Laser Grid - trap - cost 0 - Deal 2 damage to every other unit in play at the start of your start.
If this is the only friendly unit in play than it has invincible, indestructible, and unchangeable expect by friendly units and friendly deck users.

Hunter - Stasis Field - trap - cost 2 - Other units that enter this unit's location are unable to do anything.

Janitor - Send Back - quick spell - cost 1 - All units on target location are return to the respective controller's hand.

Necromancer - Exist Again - spell - cost 2 - Target friendly troop in a void is return to the field.

Assassin - Opportune Blow - basis action - cost 2 - Destroy target opposing deck user with vulnerable tokens equal to at least 1/4 that user's remaining health.

Sniper - Specialized Gravity - curse - cost 2 - Opposing units can't get the slightest bit off the ground while at target coordinates.

Marshal - Instant Wings - spell - cost 0 - Target friendly unit gets flying.

Archer - Stasis Lock - quick spell - cost 1 - Target opposing unit that is moving by riding a mount is locked in place so the mount moves along without it.

Rider - Stack Up - basic action - cost 0 - Place 1st target friendly unit on and not in 2nd target friendly unit.

Wrecker - Siphon Fuel - quick action - cost 2 - Take up to 5 liters of primary means of running target opposing controlled vehicle and add it to your hand in the form of a card.

Mechanic - Tow Truck - vehicle - cost 2 - This is design to pick up broken down friendly vehicles and take them to a repair shop with the stats to support the action.

Mage - Replacement Craze - blessing - cost 0 - Cards played from target hand have "Draw a card."

Antibody - Second Wind - blessing - cost 0 - Target friendly troop can do full range of actions again.

Cartographer - Scouting Report - artifact - cost 0 - Friendly deck users always know what is about 3 feet around target coordinates.

Security - Dust Attack - quick action - cost 0 - Opposing deck users randomly lose from 6 inches to 6 feet of map radius view.

Transformer - Alt Mode - quick blessing - cost 0 - Target friendly unit takes on target alternate form that it has.

Warrior - Change Malfunction - quick curse - cost 0 - Target opposing unit is struck in its current form as long as it remains in play.

Mender - Basic Restoration - spell - cost 1 - Target friendly deck user or friendly troop is healed for 10 health.

Vampire - Blood Drain - basic action - cost 1 - Deal up to 6 damage to target opposing deck user or opposing troop. Gain back 1/2 health rounded down of damage inflected this way.

Harvester - Refined Method - constant - cost 2 - All resources you obtained by all means are doubled.

Consumer - Locust Swarm - instant - cost 1 - Each opposing deck user permanently loses 1 of each type of resource.

Conqueror - Lay Claim - quick action - cost 0 - Target clearly not owned territory becomes yours.

God - Force Reset - curse - cost 2 - Target opposing base is destroyed and its controller loses control of that location.

Geomancer - Study Terrain - basic action - cost 0 - Determines what the known environment is able to do.

Polluter - Scorch Earth - basic action - cost 0 - Target coordinates lose all value for everybody.

Seer - Sweet Entry - blessing - cost 0 - Next unit that enters play from target friendly deck user's hand doesn't get summoning sickness or its equivalent.

Rogue - Harsh Wait - quick curse - cost 0 - Target opposing troop gets summoning sickness.

Achiever - Focused Creation - spell - cost 0 - Conjure a random unit that meets 1 of the current objectives.

Protester - Move Goalpost - quick action - cost 0 - Opposing deck users must add 1 to each requirement of each objective.

Cheerleader - Cheer Up - action - cost 0 - Target friendly unit gets +5 morale points.

Insulter - Bad Review - action - cost 2 - Target opposing deck user gives -3 morale points to units brought to field from hand during their next turn.

Bomber - Undead Virus - disease - cost 0 - Target unit becomes a zombie. Any unit within 3 feet of that unit that isn't a zombie becomes a zombie.  And so forth.

Preserver - Clean Sweep - basic action - cost 2 - Any unit that doesn't share a trait with target friendly unit is voided.

Binder - Free Shot - basic action - cost 0 - Until your next turn: up to 1 other deck user can have you be possess by up to 1 unit from hand.

Possessor - Force Attack - basic action - cost 0 - Target opposing unit must attempt to hit nearest to it of another opposing unit within your view.

Mime - Observe - quick action - cost 0 - Can only be played during your ready phase. Skip your turn to watch target unit to see what it does in hopes of being able to make a 0 cost card.

Eraser - Destructive Nature - constant - cost 2 - Opposing cards that would go from hand to the respective discard pile instead cease to be.

Thief - Pick Pocket - quick action - cost 0 - You may get something from target opposing unit's inventory.

Suppler - Life Vest - equipment - cost 0 - Add this to target friendly unit's inventory. Has 2 endurance all around and lets user float in water.

Gambler - Desperate Invite - risk - cost 1 - Conjure 0 - 2 Paddies.

Engineer - Power Regulator - equipment - cost 2 - All attacks of troop equipped with this will always deal 5 damage no matter the changes to damage.

Bard - Lullaby - song - cost 0 - Puts target unit and those near the unit to sleep.

Librarian - Shh - quick action - cost 0 - Sounds in from the 60 dB to the 70 dB range are shut down.

Actor - Delay Input - quick action - cost 0 - You get double the time to respond to each command.

Blackmailer - Random Demands - instant - cost 0 - Target opposing deck user has -5 seconds per card in hand to respond to commands this turn. That user can get each of the 5 seconds for the decision making back by discarding the respective card.

Sentinel - Adjust Life - basic action - cost 0 - Target troop you control gives away 3 of its health to target friendly troop you don't control.

Promoter - Future Star - troop - cost 2 - Has 1 in every stat expect for 4 health. If fully healed than all its stats are doubled.

Designer - Privacy Shades - decoration - cost 0 - Target friendly building gets curtains.

Desolater - Invert Pattern - spell - cost 0 - Colors of target opposing unit become their respective opposite.

Hacker - Vulnerability Virus - disease - cost 2 - Target unit loses a layer of security at the beginning of each of its controller's turns.

Programmer - Install Antivirus - quick action - cost 0 - Target unit becomes immune to viruses for a full turn cycle.

s*** - New Interest - curse - cost 0 - Random unit gets a random fetish.

Koek - Chastity Belt - equipment - cost 0 - Equip target troop with this. Takes at least 5 extra seconds to get off. Keeps reproduction organs from coming out.

Racer - Masturbation Relief - quick action - cost 0 - Target friendly troop gets +1 in all speed stats. An obstacle of cum is placed in front of that unit.

Tormentor - Unwarranted Stop - quick action - cost 2 - Target opposing unit is stunned than takes 6 damage spread between its controller's next 3 ready phases.

Scorer - High Value - instant - cost X - Receive from 5 to 10 points per cost spent playing this card.

Dumper - Discouragement Layer - quick spell - cost 1 - Any points that an opposing deck user would gain by attacking target friendly unit are lost instead.

Lich - Choice Draw - basic action - cost 0 - Pay 5 health. Look at top 5 cards of your deck. Put 1 in your hand than the other 4 back on top of your deck in the same order.

Warlord - Bully Early - basic action - cost 2 - Target opposing deck user has to choose between discarding each card in hand or losing 1 health to keep that respective card in hand.

Duplicator - Fear Gas - quick curse - cost 0 - A copy of a random bane in a random opposing deck user's deck is put into that deck.

Advertiser - Trolling Patent - spell - cost 1 - Target not unique unit becomes unique.

Judge - Force Play - basic action - cost 2 - Target card in target opposing deck user's hand is used as if it was yours.

Collector - Hand Refresh - basic action - cost 0 - Draw cards till your hand is full.

Coach - Svninvien Helmet - equipment - cost 1 - Equip target friendly troop with this. Gives +1 defense in all defense stats. Gives an additional +1 defense in all defense stats for each other Svninvien piece of equipment that troop is wearing. Gives bonus +10 defense in all defense stats when that troop is wearing the full Svninvien set.

Protester - Misdirect Flow - basic action - cost 2 - Bonuses from sets used by target opposing unit are applied to target friendly unit instead.

Drunk - Forgotten Travel - basic action - cost 0 - Must be under the Drunk status condition to use. End up at a random point on the map(s).

Ghost - Minimal Density - quick blessing - cost 0 - Become insubstantial but not invisible.

Survivalist - Charging Burst - basic action - cost 1 - Deals damage to target opposing unit or target opposing deck user equal to your current turn.

Barbarian - Enraged Destruction - quick action - cost 2 - Target opposing deck user loses amount of each resource they have equal to the number of cards still in your deck.

Master - Meta Nerf - curse - cost 0 - All opposing units and opposing deck users permanently lose 1 maximum possible health at the beginning of their respective controller's or their respective turn as long as this card is in your hand.

Dictator - Stack Deck - basic action - cost 0 - Look at all remaining cards in target deck user's deck. Put them back in the exact order of your choice.
Game is a combination of Action, Adventure, Board Game, Card Game, Fighting Game, Platformer, Puzzle, Racing Game, RPG, Rhythm Game, Simulation, Strategy Game, and Tactics Game.

102 training points earning in the base game. Up to 10404 training points in full game.

Each class has at least 102,000 class cards you can get somehow while playing a member of that class in the base game. With 102 of those being able to be learned in order by members of other classes if a training point is spent on learning it. Freelancer ends up with more cards than the other classes since it switches between play styles.

A total of 102,000 neutral cards everybody is giving that are not as good as what the classes their play style or even the Freelancer weaker versions are like nor are they as good as the Freelancer cards for switching between the play styles. Divided into 1,000 cards in each of the nonFreelancer play styles which are giving out just prior to when you need the card of that play style in case the player was actively avoiding those types of cards so the player doesn't get unnecessary stuck.

Maximum amount of cards and number of cards that can be started with is determined by deck equipped on that character. If a card preference is associated with the deck than it will be to the class cards of the class that can equip that deck or to neutral cards if can be equipped by all classes.

Party limit at the Player level is 103 per team.

The class trainers and class teachers only begrudgingly are tolerant of each other because of the major bad guys in the game and because the admin of the school keeps them in check.

Will only ever sell training point resets, expansions, and memberships for real money.

Classes

Spammer - Focuses on getting out a lot of troops.

Star - Focuses on having advantages by having little to no troops in play.

Accountant - Focuses on using above curve units.

Underdog - Focuses on getting benefits through below curve units.

Freelancer - Baseline to make sure the other classes are in line with their respective intended design. Has no strengths, weaknesses, or focus.

Guerrilla - Focuses on the element of surprise.

Showoff - Focuses on drawing attention to oneself and the deck user's units.

Brute - Focuses on raw power.

Guard - Focuses on resisting damage.

Ranger - Focuses on hit and run tactics.

Lobbyist - Focuses on keeping things stationary.

Technician - Focuses on giving nasty special abilities.

Enchanter - Focuses on applying boons.

Maker - Focuses on building things very quickly.

Demolisher - Focuses on destroying units on the field.

Economist - Focuses on getting bonuses.

Trader - Focuses on spending money, resources, and materials to get stuff from opposing deck users.

Scientist - Focuses on research.

Cultist - Focuses on achieving ignorance.

Diplomat - Focuses on getting others to do your work.

Assistant - Focuses on providing help to teammates.

Saboteur - Focuses on crippling others.

Enchanter - Focuses on improving others.

Empath - Focuses on caring about others.

Politician - Focuses on putting yourself first.

Corrupter - Focuses on making a mockery of cards and units.

Restorer - Focuses on reversion.

Kineticist - Focuses on doing stuff at a distance.

Gladiator - Focuses on doing stuff up close.

Pacifist - Focuses on achieving new noncombat means of victory.

Fighter - Focuses on prolonging the battle.

Wizard - Focuses on synergy.

Chosen - Focuses on units and cards that work better solo.

Hunter - Focuses on setting traps and ambushes.

Janitor - Focuses on cleaning up the environment.

Necromancer - Focuses on bringing back lost troops.

Assassin - Focuses on killing troops and finishing off opposing deck users.

Sniper - Focuses on keeping opposing units from flying.

Marshal - Focuses on having friendly units flying.

Archer - Focuses on keeping opposing units unmounted.

Rider - Focuses on having friendly units mounted.

Wrecker - Focuses on keeping opposing deck users from using vehicles.

Mechanic - Focuses on keeping vehicles running for friendly deck users.

Mage - Focuses on effects on areas.

Antibody - Focuses on specific target effects.

Cartographer - Focuses on revealing the map(s) to friendly deck users.

Security - Focuses on hiding the map(s) from opposing deck users.

Transformer - Focuses on changing up units.

Warrior - Focuses on locking down troops.

Mender - Focuses on healing and repairing.

Vampire - Focuses on taking health and endurance from opposing deck users and opposing troops.

Harvester - Focuses on gathering resources.

Consumer - Focuses on removing resources from opposing deck users.

Conqueror - Focuses on taking over territory.

God - Focuses on removing territory from opposing deck users control.

Geomancer - Focuses on taking advantage of the unique effects of the environment.

Polluter - Focuses on making the environment useless.

Seer - Focuses on letting friendly units do stuff when they enter play.

Rogue - Focuses on disabling opposing units.

Achiever - Focuses on working towards objectives.

Protester - Focuses on keeping opposing deck users from completing objectives.

Cheerleader - Focuses on improving friendly morale.

Insulter - Focuses on lowering opposing morale.

Bomber - Focuses on effects that splash from target.

Preserver - Focuses on effects that avoid targets.

Binder - Focuses on getting additional options by allowing units to possess oneself.

Possessor - Focuses on controlling units and bypassing command refusals.

Mime - Focuses on creating new cards to use by studying units.

Eraser - Focuses on causing opposing cards to cease to exist.

Thief - Focuses on taking items from opposing units.

Suppler - Focuses on giving items to friendly units.

Gambler - Focuses on chance.

Engineer - Focuses on consistency.

Bard - Focuses on music.

Librarian - Focuses on silence.

Actor - Focuses on getting better command responds.

Blackmailer - Focuses on making it harder for opposing deck users to respond to commands.

Sentinel - Focuses on units that are more effective at low health and low endurance.

Promoter - Focuses on units that are more effective at full health and full endurance.

Designer - Focuses on making the friendly side look good.

Desolater - Focuses on making the opposing side look terrible.

Hacker - Focuses on breaking into systems.

Programmer - Focuses on protecting systems.

s*** - Focuses on getting units to have sex.

Koek - Focuses on stopping units from having sex and preventing units from having sex.

Racer - Focuses on speeding up processes.

Tormentor - Focuses on doing stuff over time.

Scorer - Focuses on attaining points.

Dumper - Focuses on causing opposing deck users to lose points.

Lich - Focuses on making sacrificial decisions.

Warlord - Focuses on punishing opposing deck users when they refuse to make sacrificial decisions.

Duplicator - Focuses on copying.

Advertiser - Focuses on uniqueness.

Judge - Focuses on taking advantage of having an empty hand.

Collector - Focuses on taking advantage of having a full+ hand.

Coach - Focuses on sets.

Protester - Focuses on redirecting effects and bonuses.

Drunk - Focuses on taking advantage of being under the different status conditions.

Ghost - Focuses on avoiding status conditions.

Survivalist - Focuses on taking advantage of the late game.

Barbarian - Focuses on taking advantage of the early game.

Master - Focuses on waiting for stuff to happen.

Dictator - Focuses on micromanagement.

Card receive for completing tutorial

Spammer - Draft Board - basic action - cost 0 - Conjure 5 Fresh Recruits.

Star - Biological Backlash - quick action - cost 2 - Everybody takes 1 point of damage per troop that respective character controls.

Accountant - Minor Cost Reduction - quick action - cost 0 - Next card you play costs 1 less.

Underdog - Emergency Magic Shield - quick permanent spell - cost 0 - You have 1 armor per cost that a unit you control costs over what curve says it should.

Freelancer - Mix Up - basic action - cost 0 - Shuffle deck of target deck user.

Guerrilla - Instant Stealth - quick spell - cost 1 - Target friendly unit becomes the colors of the surrounding environment as seen from the opposite direction.

Showoff - Dangerous Taunt - basic action - cost 0 - Until your next turn: each opposing deck user and opposing unit that doesn't target you when they can takes 1 damage.

Brute - Adrenaline Rush - instant - cost 1 - All damage you and your units do is increased by 1.

Guard - Group Shield - artifact - cost 1 - Target friendly deck user and that deck user's units have 1 armor.

Ranger - Rush Attack - quick action - cost 2 - Target friendly unit moves up to its move speed to target opposing unit. The former hits the latter than retreats up to move speed - distanced moved by this action so far away from that spot.

Lobbyist - Friendly Petrifaction - quick action - cost 0 - Target friendly unit becomes an invincible, indestructible, unchangeable statue until end of turn.

Technician - Random Curse - quick spell - cost 0 - Put a random bane into target opposing deck user's deck.

Enchanter - Power Ups - constant - cost 0 - When a friendly unit enters play than that units gets a random boon.

Maker - Building Factory - building - cost 0 - At the start of your turn, conjure a random building up to the cost of your current available resources.

Demolisher - Random Removal - basic action - cost 1 - Destroy a random opposing unit.

Economist - Bonus Check - material - cost 0 - If this is in your hand when you win a match than you get 50% more money during the reward phase.

Trader - Buy Up - basic action - cost 0 - Spend 100 diamonds per cost of target opposing unit to that unit's controller so you can take control of that unit.

Scientist - Sneak Peek - quick action - cost 0 - Look at the top card of every deck.

Cultist - Blind Trust - quick constant - cost 0 - Deploy: Shuffle your hand into your deck.
The first card you draw each turn is played automatically without paying any of its requirements.

Diplomat - Distracting Offer - quick action - cost 0 - Target opposing deck user chooses a card to take from your hand than must do something for you other than give that card back.

Assistant - Loan Card - basic action - cost 0 - Hand over card of your choice in your hand to target friendly deck user.

Saboteur - Weaken - spell - cost 1 - Target opposing unit loses 1 in each stat.

Enchanter - Buff - spell - cost 1 - Target friendly unit gains 1 in each stat.

Empath - Receive Pain - quick action - cost 0 - Target a friendly deck user or friendly unit that is being negatively affected by an opposing deck user or opposing unit to also take on that effect.

Politician - All Mine - interrupt - cost 2 - Target positive effect on the chain is applied to you instead of its intended target.

Corrupter - Reverse Flow - quick spell - cost 0 - Effects on target card become the mirror version.

Restorer - Base Form - spell - cost 1 - Revert target unit.

Kineticist - Extended Claim - psychic power - cost 1 - Target friendly troop searches and takes stuff from container that is from 1 + search distance to move speed + search distance away without moving.

Gladiator - Eternal Battle - curse - cost 0 - Target friendly unit and target opposing unit attack each other until 1 is destroyed with neither able to move, be removed, be moved, or do anything else.

Pacifist - Peaceful Resistance - goal - cost 0 - Play this for free when you draw it. If you or a friendly deck user is attacked by 10 or more opposing units at once and nobody defends against them than your team wins.

Fighter - Surviving Instinct - aura - cost 2 - Target friendly unit is healed by the damage it does and the damage it takes.

Wizard - Speed Promoter - quick troop - cost 0 - Has 0 in every stat expect for 1 health. Other wizard class troops you control have +1 in each speed stat.

Chosen - Laser Grid - trap - cost 0 - Deal 2 damage to every other unit in play at the start of your start.
If this is the only friendly unit in play than it has invincible, indestructible, and unchangeable expect by friendly units and friendly deck users.

Hunter - Stasis Field - trap - cost 2 - Other units that enter this unit's location are unable to do anything.

Janitor - Send Back - quick spell - cost 1 - All units on target location are return to the respective controller's hand.

Necromancer - Exist Again - spell - cost 2 - Target friendly troop in a void is return to the field.

Assassin - Opportune Blow - basis action - cost 2 - Destroy target opposing deck user with vulnerable tokens equal to at least 1/4 that user's remaining health.

Sniper - Specialized Gravity - curse - cost 2 - Opposing units can't get the slightest bit off the ground while at target coordinates.

Marshal - Instant Wings - spell - cost 0 - Target friendly unit gets flying.

Archer - Stasis Lock - quick spell - cost 1 - Target opposing unit that is moving by riding a mount is locked in place so the mount moves along without it.

Rider - Stack Up - basic action - cost 0 - Place 1st target friendly unit on and not in 2nd target friendly unit.

Wrecker - Siphon Fuel - quick action - cost 2 - Take up to 5 liters of primary means of running target opposing controlled vehicle and add it to your hand in the form of a card.

Mechanic - Tow Truck - vehicle - cost 2 - This is design to pick up broken down friendly vehicles and take them to a repair shop with the stats to support the action.

Mage - Replacement Craze - blessing - cost 0 - Cards played from target hand have "Draw a card."

Antibody - Second Wind - blessing - cost 0 - Target friendly troop can do full range of actions again.

Cartographer - Scouting Report - artifact - cost 0 - Friendly deck users always know what is about 3 feet around target coordinates.

Security - Dust Attack - quick action - cost 0 - Opposing deck users randomly lose from 6 inches to 6 feet of map radius view.

Transformer - Alt Mode - quick blessing - cost 0 - Target friendly unit takes on target alternate form that it has.

Warrior - Change Malfunction - quick curse - cost 0 - Target opposing unit is struck in its current form as long as it remains in play.

Mender - Basic Restoration - spell - cost 1 - Target friendly deck user or friendly troop is healed for 10 health.

Vampire - Blood Drain - basic action - cost 1 - Deal up to 6 damage to target opposing deck user or opposing troop. Gain back 1/2 health rounded down of damage inflected this way.

Harvester - Refined Method - constant - cost 2 - All resources you obtained by all means are doubled.

Consumer - Locust Swarm - instant - cost 1 - Each opposing deck user permanently loses 1 of each type of resource.

Conqueror - Lay Claim - quick action - cost 0 - Target clearly not owned territory becomes yours.

God - Force Reset - curse - cost 2 - Target opposing base is destroyed and its controller loses control of that location.

Geomancer - Study Terrain - basic action - cost 0 - Determines what the known environment is able to do.

Polluter - Scorch Earth - basic action - cost 0 - Target coordinates lose all value for everybody.

Seer - Sweet Entry - blessing - cost 0 - Next unit that enters play from target friendly deck user's hand doesn't get summoning sickness or its equivalent.

Rogue - Harsh Wait - quick curse - cost 0 - Target opposing troop gets summoning sickness.

Achiever - Focused Creation - spell - cost 0 - Conjure a random unit that meets 1 of the current objectives.

Protester - Move Goalpost - quick action - cost 0 - Opposing deck users must add 1 to each requirement of each objective.

Cheerleader - Cheer Up - action - cost 0 - Target friendly unit gets +5 morale points.

Insulter - Bad Review - action - cost 2 - Target opposing deck user gives -3 morale points to units brought to field from hand during their next turn.

Bomber - Undead Virus - disease - cost 0 - Target unit becomes a zombie. Any unit within 3 feet of that unit that isn't a zombie becomes a zombie.  And so forth.

Preserver - Clean Sweep - basic action - cost 2 - Any unit that doesn't share a trait with target friendly unit is voided.

Binder - Free Shot - basic action - cost 0 - Until your next turn: up to 1 other deck user can have you be possess by up to 1 unit from hand.

Possessor - Force Attack - basic action - cost 0 - Target opposing unit must attempt to hit nearest to it of another opposing unit within your view.

Mime - Observe - quick action - cost 0 - Can only be played during your ready phase. Skip your turn to watch target unit to see what it does in hopes of being able to make a 0 cost card.

Eraser - Destructive Nature - constant - cost 2 - Opposing cards that would go from hand to the respective discard pile instead cease to be.

Thief - Pick Pocket - quick action - cost 0 - You may get something from target opposing unit's inventory.

Suppler - Life Vest - equipment - cost 0 - Add this to target friendly unit's inventory. Has 2 endurance all around and lets user float in water.

Gambler - Desperate Invite - risk - cost 1 - Conjure 0 - 2 Paddies.

Engineer - Power Regulator - equipment - cost 2 - All attacks of troop equipped with this will always deal 5 damage no matter the changes to damage.

Bard - Lullaby - song - cost 0 - Puts target unit and those near the unit to sleep.

Librarian - Shh - quick action - cost 0 - Sounds in from the 60 dB to the 70 dB range are shut down.

Actor - Delay Input - quick action - cost 0 - You get double the time to respond to each command.

Blackmailer - Random Demands - instant - cost 0 - Target opposing deck user has -5 seconds per card in hand to respond to commands this turn. That user can get each of the 5 seconds for the decision making back by discarding the respective card.

Sentinel - Adjust Life - basic action - cost 0 - Target troop you control gives away 3 of its health to target friendly troop you don't control.

Promoter - Future Star - troop - cost 2 - Has 1 in every stat expect for 4 health. If fully healed than all its stats are doubled.

Designer - Privacy Shades - decoration - cost 0 - Target friendly building gets curtains.

Desolater - Invert Pattern - spell - cost 0 - Colors of target opposing unit become their respective opposite.

Hacker - Vulnerability Virus - disease - cost 2 - Target unit loses a layer of security at the beginning of each of its controller's turns.

Programmer - Install Antivirus - quick action - cost 0 - Target unit becomes immune to viruses for a full turn cycle.

s*** - New Interest - curse - cost 0 - Random unit gets a random fetish.

Koek - Chastity Belt - equipment - cost 0 - Equip target troop with this. Takes at least 5 extra seconds to get off. Keeps reproduction organs from coming out.

Racer - Masturbation Relief - quick action - cost 0 - Target friendly troop gets +1 in all speed stats. An obstacle of cum is placed in front of that unit.

Tormentor - Unwarranted Stop - quick action - cost 2 - Target opposing unit is stunned than takes 6 damage spread between its controller's next 3 ready phases.

Scorer - High Value - instant - cost X - Receive from 5 to 10 points per cost spent playing this card.

Dumper - Discouragement Layer - quick spell - cost 1 - Any points that an opposing deck user would gain by attacking target friendly unit are lost instead.

Lich - Choice Draw - basic action - cost 0 - Pay 5 health. Look at top 5 cards of your deck. Put 1 in your hand than the other 4 back on top of your deck in the same order.

Warlord - Bully Early - basic action - cost 2 - Target opposing deck user has to choose between discarding each card in hand or losing 1 health to keep that respective card in hand.

Duplicator - Fear Gas - quick curse - cost 0 - A copy of a random bane in a random opposing deck user's deck is put into that deck.

Advertiser - Trolling Patent - spell - cost 1 - Target not unique unit becomes unique.

Judge - Force Play - basic action - cost 2 - Target card in target opposing deck user's hand is used as if it was yours.

Collector - Hand Refresh - basic action - cost 0 - Draw cards till your hand is full.

Coach - Svninvien Helmet - equipment - cost 1 - Equip target friendly troop with this. Gives +1 defense in all defense stats. Gives an additional +1 defense in all defense stats for each other Svninvien piece of equipment that troop is wearing. Gives bonus +10 defense in all defense stats when that troop is wearing the full Svninvien set.

Protester - Misdirect Flow - basic action - cost 2 - Bonuses from sets used by target opposing unit are applied to target friendly unit instead.

Drunk - Forgotten Travel - basic action - cost 0 - Must be under the Drunk status condition to use. End up at a random point on the map(s).

Ghost - Minimal Density - quick blessing - cost 0 - Become insubstantial but not invisible.

Survivalist - Charging Burst - basic action - cost 1 - Deals damage to target opposing unit or target opposing deck user equal to your current turn.

Barbarian - Enraged Destruction - quick action - cost 2 - Target opposing deck user loses amount of each resource they have equal to the number of cards still in your deck.

Master - Meta Nerf - curse - cost 0 - All opposing units and opposing deck users permanently lose 1 maximum possible health at the beginning of their respective controller's or their respective turn as long as this card is in your hand.

Dictator - Stack Deck - basic action - cost 0 - Look at all remaining cards in target deck user's deck. Put them back in the exact order of your choice.
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(Content hidden until thread is closed!)
(Content hidden until thread is closed!)
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Affected by 'Laziness Syndrome'

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08-09-17 10:38 PM
| ID: 1346287 | 119 Words

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Your stories are assumed to be exaggerations, made up, and/or stolen from others according to everybody you tell them to since there is quite a range of them that occur in such a little time.  Only for 1 day that all your enemies and allies come out of the wood works at once which prove to your unwilling audience that your stories are true, lacking in important details, totally from your point of view, and the reason for being able to be part of such a range within that time frame is because you also time traveled, space traveled, dimension hopped, reality hopped, universe hopped, been to other multiverses, and been to that which is outside the time-space continuum.
Your stories are assumed to be exaggerations, made up, and/or stolen from others according to everybody you tell them to since there is quite a range of them that occur in such a little time.  Only for 1 day that all your enemies and allies come out of the wood works at once which prove to your unwilling audience that your stories are true, lacking in important details, totally from your point of view, and the reason for being able to be part of such a range within that time frame is because you also time traveled, space traveled, dimension hopped, reality hopped, universe hopped, been to other multiverses, and been to that which is outside the time-space continuum.
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Affected by 'Laziness Syndrome'

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07-01-17 05:25 PM
| ID: 1342248 | 27 Words

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The hot dogs themselves are not sandwiches.  The hot dog buns themselves are not sandwiches.  However, a hot dog in a hot dog bun is a sandwich.
The hot dogs themselves are not sandwiches.  The hot dog buns themselves are not sandwiches.  However, a hot dog in a hot dog bun is a sandwich.
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06-03-17 01:54 AM
| ID: 1339186 | 77 Words

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The problem with those searches is that you can't use a means to cancel out results you clearly don't want like putting " around a desired search like turning Phantasy Star into "Phantasy Star" used to.

Right now, Phantasy Star gives about 53 pages of results with most of them having nothing to do with Phantasy Star whereas "Phantasy Star" used to only return results relating to Phantasy Star which resulted in about 4 pages of results.
The problem with those searches is that you can't use a means to cancel out results you clearly don't want like putting " around a desired search like turning Phantasy Star into "Phantasy Star" used to.

Right now, Phantasy Star gives about 53 pages of results with most of them having nothing to do with Phantasy Star whereas "Phantasy Star" used to only return results relating to Phantasy Star which resulted in about 4 pages of results.
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06-01-17 01:45 AM
| ID: 1338928 | 46 Words

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The Retro Game Room search isn't finding any results for the search terms "Phantasy", "Phantasy Star", or "Star" in both the capitalized or lowercase versions when if you looked through the game list by name through the Ps has Phantasy Star games from page 53 -57.
The Retro Game Room search isn't finding any results for the search terms "Phantasy", "Phantasy Star", or "Star" in both the capitalized or lowercase versions when if you looked through the game list by name through the Ps has Phantasy Star games from page 53 -57.
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04-23-17 09:49 AM
| ID: 1336164 | 257 Words

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I already see this system causing there to be no music being played.

What is really going to happen here is that trolls and the overly easily annoyed are going to have the first set of music that they don't want anybody to listen to ban without the slightest good explanation.  Than people are going to counter with having stuff the first group wants heard ban out of reflex as well as anything the staff likes since there votes are weighted so much out of reflex.  This reflex action will continue until there is no music able to be played anymore as 100% will be ban.

The only way to avoid this is if there is a requirement to explain why the song should be vetoed/banned for even the staff where the explanation is showed but whom made the explanation is never shown with bad explanations and no explanation votes for banning/vetoing counting as if they weren't made at all.

And than there are the people whom would think the ban/veto button is the skip button so that they can go to the next song either because they simply need a break from the song or want to get through the voting as quick as possible since they go right to the radio to listen to music without coming to threads like this to see the purpose of the new features.

The only way to deal with that group is to have the differences between the skip option and the ban/veto option explain right on the radio.
I already see this system causing there to be no music being played.

What is really going to happen here is that trolls and the overly easily annoyed are going to have the first set of music that they don't want anybody to listen to ban without the slightest good explanation.  Than people are going to counter with having stuff the first group wants heard ban out of reflex as well as anything the staff likes since there votes are weighted so much out of reflex.  This reflex action will continue until there is no music able to be played anymore as 100% will be ban.

The only way to avoid this is if there is a requirement to explain why the song should be vetoed/banned for even the staff where the explanation is showed but whom made the explanation is never shown with bad explanations and no explanation votes for banning/vetoing counting as if they weren't made at all.

And than there are the people whom would think the ban/veto button is the skip button so that they can go to the next song either because they simply need a break from the song or want to get through the voting as quick as possible since they go right to the radio to listen to music without coming to threads like this to see the purpose of the new features.

The only way to deal with that group is to have the differences between the skip option and the ban/veto option explain right on the radio.
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04-22-17 10:18 PM
| ID: 1336116 | 34 Words

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I feel that the current best answer to this question would be the Retro Freak since it allows for hard copies of games from the most systems while having the lowest drop in quality.
I feel that the current best answer to this question would be the Retro Freak since it allows for hard copies of games from the most systems while having the lowest drop in quality.
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04-21-17 01:57 PM
| ID: 1335965 | 25 Words

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Actually, there are prototypes given out to some people whom weren't in the company or working on it otherwise like the guy in this video.
Actually, there are prototypes given out to some people whom weren't in the company or working on it otherwise like the guy in this video.
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04-20-17 09:40 AM
| ID: 1335843 | 20 Words

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I thought that you guys should know about the All Controller before it goes to Kickstarter hence the thread title.
I thought that you guys should know about the All Controller before it goes to Kickstarter hence the thread title.
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03-28-17 02:08 PM
| ID: 1333547 | 23 Words

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https://www.vizzed.com/boards/thread.php?id=98838

And the reason I copied that address is that I'm considering seeing how those in the infinite loops handle such a controller.
https://www.vizzed.com/boards/thread.php?id=98838

And the reason I copied that address is that I'm considering seeing how those in the infinite loops handle such a controller.
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03-28-17 01:42 PM
| ID: 1333544 | 280 Words

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Since the 4th generation of the series has equines playing arcade games, I figure why not come up with a controller that would be designed for a home console with them in mind.

Sphere holographic display of whatever game the equine decides to play.

A 360 directional pad around where the equine puts the front of his/her/hir/its muzzle.

A holographic select button that stays above the equine's left ear in such a way that it can intentional be used by the equine without being able to be accidentally pressed by the equine.

A holographic start button that stays above the equine's right ear in such a way that it can intentional be used by the equine without being able to be accidentally pressed by the equine.

A scanner spot at where each of the equine's 4 hooves should go to help to determine the size, weight, and strength of the equine using the controller.

8 buttons around each of the respective scanner spots that can move in and out to lower the risk of accidentally pressing them when the equine doesn't want to while increasing the chances of the buttons being pressed when the equine wants to.  Multiple of the buttons can be pressed at once.  And if the equine jumps straight up than up 32 buttons should get press at once.

A home button a little ways in front of 360 directional pad so that the equine will have to use his/her/hir/its tongue to push it while in a neutral position.

Plus a tracking device in the back for any additional command the other controls don't allow.  And it defaults to recognizing the equine tail while ignoring everything else.
Since the 4th generation of the series has equines playing arcade games, I figure why not come up with a controller that would be designed for a home console with them in mind.

Sphere holographic display of whatever game the equine decides to play.

A 360 directional pad around where the equine puts the front of his/her/hir/its muzzle.

A holographic select button that stays above the equine's left ear in such a way that it can intentional be used by the equine without being able to be accidentally pressed by the equine.

A holographic start button that stays above the equine's right ear in such a way that it can intentional be used by the equine without being able to be accidentally pressed by the equine.

A scanner spot at where each of the equine's 4 hooves should go to help to determine the size, weight, and strength of the equine using the controller.

8 buttons around each of the respective scanner spots that can move in and out to lower the risk of accidentally pressing them when the equine doesn't want to while increasing the chances of the buttons being pressed when the equine wants to.  Multiple of the buttons can be pressed at once.  And if the equine jumps straight up than up 32 buttons should get press at once.

A home button a little ways in front of 360 directional pad so that the equine will have to use his/her/hir/its tongue to push it while in a neutral position.

Plus a tracking device in the back for any additional command the other controls don't allow.  And it defaults to recognizing the equine tail while ignoring everything else.
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03-23-17 08:43 PM
| ID: 1333220 | 562 Words

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Does either Hasbro's Permission to Use Form or Hasbro Gaming Lab suggest to you that Hasbro would give permission to use their stuff without going through a process like this first to make sure the request is clear?

I went with the Nintendo Switch over any other as its default screen + left joycon + right joycon give more options for default input than any other base control combination hence far more potential options for leadership skills.

Seargent Dempsey is where he is because of his leadership skill as I needed somebody for the initial run through when the controls for the game are first taught.  In fact, when I picked the Perfect Vision leadership skill for Mirror Mirror of the g1 ponies than I realized that would have to be the leadership skill of the first character you play as since most people wouldn't understand why it is on par with the other leadership abilities otherwise.

Coming up the stat systems for a rpg that has leadership skills before having all the leadership skills in tend to cause people to be way too cautious of said skills creating something like Sensei Characters in Naruto Shippuden: Ultimate Ninja 5 instead of interesting stuff that is truly leader related which may inspired new mechanics.

Pinkamena Diane Pie's leadership skill has to be named Toon Travel as a shortcut to show that the accessing is more like something from a Looney Tunes cartoon than a My Little Pony cartoon as her grasp of physics is closer to the former than the latter.

The word passive before leadership skill means that leadership skill is automatically used rather than the player be able to actively use it or having to actively use it.

With Persuasive Bartering, you are assuming the game will have exactly 1 way of making money and 2 ways of losing money.  And the best way to show why Money Suave can't be replaced by Persuasive Bartering is to see what happens when you gamble money.  If the Money Suave leadership skill when gambling with money whether you win or lose the bet than money will be more in your favor by winning more money or losing less money, respectively.  But if the Persuasive Bartering leadership skill is used when gambling with money than the amount of money you win or lose is the same as if you didn't have the skill.

The number of battle systems the game will use will depend on the leadership abilities of the various characters.  Most of the characters will use the simple rpg battle format as only a very limited amount of characters make sense to change the battle format for their respective leadership skill.

Shining Armor has soldiers under his command that would never work as a leader.

And you shouldn't be allowed to just be able to return to the tutorial whenever you want.  It is being able to quickly access the controls list for the game, which shouldn't be mistaken for a tutorial, that you should be allowed to do whenever you want.  In fact, the tutorial to this game would be closer to that of The Legend of Zelda: Breath of the Wild than most any other game as it should be huge and safer than the rest of the game but still hardly be noticed within the game as a whole.
Does either Hasbro's Permission to Use Form or Hasbro Gaming Lab suggest to you that Hasbro would give permission to use their stuff without going through a process like this first to make sure the request is clear?

I went with the Nintendo Switch over any other as its default screen + left joycon + right joycon give more options for default input than any other base control combination hence far more potential options for leadership skills.

Seargent Dempsey is where he is because of his leadership skill as I needed somebody for the initial run through when the controls for the game are first taught.  In fact, when I picked the Perfect Vision leadership skill for Mirror Mirror of the g1 ponies than I realized that would have to be the leadership skill of the first character you play as since most people wouldn't understand why it is on par with the other leadership abilities otherwise.

Coming up the stat systems for a rpg that has leadership skills before having all the leadership skills in tend to cause people to be way too cautious of said skills creating something like Sensei Characters in Naruto Shippuden: Ultimate Ninja 5 instead of interesting stuff that is truly leader related which may inspired new mechanics.

Pinkamena Diane Pie's leadership skill has to be named Toon Travel as a shortcut to show that the accessing is more like something from a Looney Tunes cartoon than a My Little Pony cartoon as her grasp of physics is closer to the former than the latter.

The word passive before leadership skill means that leadership skill is automatically used rather than the player be able to actively use it or having to actively use it.

With Persuasive Bartering, you are assuming the game will have exactly 1 way of making money and 2 ways of losing money.  And the best way to show why Money Suave can't be replaced by Persuasive Bartering is to see what happens when you gamble money.  If the Money Suave leadership skill when gambling with money whether you win or lose the bet than money will be more in your favor by winning more money or losing less money, respectively.  But if the Persuasive Bartering leadership skill is used when gambling with money than the amount of money you win or lose is the same as if you didn't have the skill.

The number of battle systems the game will use will depend on the leadership abilities of the various characters.  Most of the characters will use the simple rpg battle format as only a very limited amount of characters make sense to change the battle format for their respective leadership skill.

Shining Armor has soldiers under his command that would never work as a leader.

And you shouldn't be allowed to just be able to return to the tutorial whenever you want.  It is being able to quickly access the controls list for the game, which shouldn't be mistaken for a tutorial, that you should be allowed to do whenever you want.  In fact, the tutorial to this game would be closer to that of The Legend of Zelda: Breath of the Wild than most any other game as it should be huge and safer than the rest of the game but still hardly be noticed within the game as a whole.
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03-20-17 12:43 AM
| ID: 1332883 | 3369 Words

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The current plans is for this to be a Nintendo Switch game with a campaign mode that allows for anywhere from 1 player to 8 players and a versus mode that allows for anywhere from 2 players to 16 players.  Every player would need to have a Switch console as each player looks at their respective Switch screen while playing, a Left Joycon, and a Right Joycon but only 1 game cartage needed between all players.

In addition, planning on the game cartage to be about the size of the part of the Switch you take out of the charging dock with a special back stand to support player 1's screen so that Switch can charge while playing the game.

As for the back story of the game: The game's main bad guy wants to prevents being from ever coming about at the conceptual level so that not even nothing would have ever been around in the first place.  Something about Equestria is preventing the guy from accomplishing said goal.  So in retaliation, the guy sets out to fully eliminate Equestria first.  Seargent Dempsey finds out about "the plan".  Seargent Dempsey goes somewhere to make sure he is ready for what needs to be done to protect Equestria.

As for why I started this thread: would anyone be willing to help come up with the respective leadership skill for each character with a direct connection to My Little Pony: Friendship is Magic that would attempt to help prevent Equestria from being destroyed as well as attempt to restore Equestria should it be destroyed. The rules for the leadership skills are:

1. Must work in a rpg.
2. Must be a natural extension of the character it belongs to.
3. Must be something that can't be done if not leading or not appropriate to do if not leading or not practical to do if not leading.
4. Must be of equal worth in comparison to the other leadership skills.
and 5. Must have little to no cross over with the function of any other leadership skills.

Before going on, I must thank Al-1701 on the MLP Arena forums for coming up with some of the leadership skills for g1 characters which I adapted for here.

Here is the list of those that I was able to come up with:

Seargent Dempsey

passive leadership skill: Perfect Vision - All conversions are seen the way they are meant to be imagined through the use of Dempsey's magic hand mirror.

Twilight Sparkle

leadership skill: Royal Decree - Gain possible support of those loyal to the Equestrian system.

Pinkie Pie

leadership skill: Toon Travel - Allows party to move along otherwise inaccessible territory.

Applejack

leadership skill: Herding Nature - The party is capable of rounding up all but the most stubborn of creatures.

Rainbow Dash

passive leadership skill: Wonderbolt Manoeuvres - All active party members get additional commands.

Rarity

passive leadership skill: Money Suave - Lose less money anytime money is lost and gain more money anytime money is gained.

Fluttershy

leadership skill: Gentle Request - Allows for the asking of permission to otherwise denied creature territories including personal homes.

Spike

passive leadership skill: Royal Connections - High society creatures will treat your party more favorably.

Iron Will

passive leadership skill: Encouragement Wall - All active party members get a bonus turn after every single enemy turn.

Big Macintosh

passive leadership skill: Tough Customer - Get more of a type of supply that you can have more than 1 of when picking up that supply by any means.

Time Turner

leadership skill: Tactical Withdrawal - Leaves battle to be able to come back to it more prepared later.

Zecora

leadership skill: Spiritual Journey - Allows party to travel within the land of spirits.

Octavia Melody

passive leadership skill: Determined Lot - Causes all active party members to start every battle under a Reraise status.

Vinyl Scratch

passive leadership skill: Speedy Exchange - Gain access to the party storage that isn't the party inventory in additional spots to those that are predesignated for it.

Shining Armor


leadership skill: Equestrian Army - Calls in the soldiers under Captain Shining Armor's command to change the battle from a simple rpg battle to a war strategy battle.

Derpy Hooves

passive leadership skill: Fastest Route - All general shortcuts are open for the party.

Apple Bloom

leadership skill: Contractor's Spirit - Party is able to rebuild complex structures like buildings.

Scootaloo

passive leadership skill: Blazing Scooter - Party moves faster outside of battles.

Celestia


passive leadership skill: Equal Worth - All party members get as equal share of the experience as possible as if part of the active party unless maxed out in experience.

Cheerilee

passive leadership skill: Field Lesson - Active party members get additional experience.

Pumpkin Cake

leadership skill: Faze Bypass - The party is able to pass through thin solid objects as if they weren't there.

Spitfire

leadership skill: Swap Out - The active party is temporary switched with Wonderbolt members but no experience is gained while those members are out.

Soarin

passive leadership skill: Celebrity Credit - Most stores will sell additional items.

Granny Smith


leadership skill: Humble Beginnings - Party can return to the tutorial area for practice.

Braeburn

leadership skill: Sight Seeing - Instantly return to any tourist spot that was visited in the current town.

Snips

passive leadership skill: Live Bait - Automatically lure living obstacles at the risk of harm to the party.

Snails

passive leadership skill: Simplified Choices - Any in battle commands are minimized to 2 to 4 choices if they are not a command that doesn't change options when selected by different active party members.

Diamond Tiara


passive leadership skill: Willful Force - Party members are less likely to attack their own party when confused and more likely to be freed from control by the enemy.

Berry Punch

passive leadership skill: Protective Instinct - If any party member other than Berry Punch is attacked than Berry Punch may take the attack for that party member or move that party member out of the way of the attack.

Mr. Greenhooves

passive leadership skill: Taste Tester - The odds of other party members getting poisoned by the party's own inventory items is decreased.

Blossomforth

passive leadership skill: Internal Clock - Time based information is revealed.

Wild Fire

passive leadership skill: Risky Travel - Use vehicles to near instantly move from point A to point B at the risk of injury.

Luna

leadership skill: Dream Walking - Party is able to go into what is being imagined by those asleep.

Mi Amore Cadenza

passive leadership skill: Babysitter's Pride - Anytime a party member attacks a member of the party that attacker takes damage than is restored to that creature's senses than the creature that caused the situation receives even greater damage.

Discord

passive leadership skill: Chaotic Start - Each active party member starts with a random buff and each starting enemy starts with a random debuff at the beginning of each battle.

Gilda

passive leadership skill: Sharp Sight - Traps don't do as much damage to the party.

Trixie Lulamoon

passive leadership skill: Flashy Distraction - Every action preformed by a party member may confuse enemies or cause them to lose their next respective turn.

Silver Spoon

passive leadership skill: True Respect - Some npcs will heal the party instead of attacking it when they are talked to.

Chrysalis

leadership skill: Action Gambit - Able to decide all party members actions that will occur until Chrysalis's next turn at once instead of having to wait for each party member's turn.

Featherweight

passive leadership skill: Alert Edge - Regular normal battles becomes surprise battles in the party's favor while regular surprise battles in the enemy's favor become normal battles.

Lightning Dust

passive leadership skill: Enemy Storage - Able to use stuff from the enemy's inventory list.

Lauren Faust

passive leadership skill: Mirror Lead - Lauren Faust picks up the leadership skill of the leader of the enemy group and keeps it until the end of the battle.

Jim the Cave Troll


passive leadership skill: Additional Playtime - Extra mini-games are open up.

Compass Rose

passive leadership skill: Internal Compass - Keeps direction travelling in and current location information from being hidden plus will reveal that type of information that was hidden from you if don't do anything for awhile.

Cloudy Sunrise

passive leadership skill: Information Seeker - Gain access to additional side quests.

Nyx

passive leadership skill: Dark Presents - Enemies are more likely to run away as well as some of the more gullible enemies being able to be commanded in battle.

Babs Seed

passive leadership skill: Slight Imitation - Enemies start with a little lower stats across the board at the beginning of the battle.

Sweetie Drops

passive leadership skill: Vocal Whiplash - Enemies start each battle out confused.

Lyra Heartstrings

passive leadership skill: Strange Obsessions - Allows the readings of otherwise unreadable text.

Minuette

passive leadership skill: Stealth Mode - Party disappears from view of enemies and npcs making encounters less likely.

Pound Cake

passive leadership skill: Resist Gravity - Falls do less damage.

Mayor Mare

passive leadership skill: Political Faith - McGruffins may be more effective than normal.

Peppermint Twist

passive leadership skill: Prebattle Treat - Active party members gain bonus Energy Points at the beginning of battle.

Sweetie Belle

passive leadership skill: Tight Bonds - Active party members gain bonus Friendship Points at the beginning of battle.

Carrot Cake


passive leadership skill: Sneaky Trick - When a consumable is used from the inventory that item may be kept in addition of the effect occurring.

Cup Cake

passive leadership skill: Wise Usage - Non-special inventory items are more effective.

Pipsqueak

passive leadership skill: Chance Control - If any enemy's luck value is greater than any active party member's luck value at the beginning of the battle than all luck values are rerolled.

Carrot Top

passive leadership skill: Friendly Assist - Criticals are more likely for all actions of all party members.

Daring Do


passive leadership skill: Compare Histories - Each relic has at least 1 additional usable action.

Wiggles

passive leadership skill: Diary Entry - Allows for saving wherever and whenever outside of battle, dialogue, and cut scenes as long as that save wouldn't be highly likely to lead to immediate or almost immediate full party wipe out.

Buck Biceps

passive leadership skill: Team Spirit - Every action a party member makes is more likely to actually work and has a slight chance to be more useful.

Cherry Berry

passive leadership skill: Cool Manipulation - All hot air balloons the party uses will be easier to control.

Blueblood

leadership skill: Pass Responsibility - Give the current turn to another member in the party. When that party member uses the turn, up to Blueblood's worth of stats may be added unto the action as a bonus.

Bed Head

leadership skill: Dream Creation - Put together imaginations for others that are napping and/or sleeping.

Bronze Buckler

passive leadership skill: Royal Descent - Zebras and Zebroids treat your party more favorably especially from his late father's former followers.

Samuel John Beckett (from Quantum Leap)

passive leadership skill: Random Leap - May end up as playing as any other character with a weird fusion of Samuel John Beckett's and that character's capabilities without the leadership skill, however, can't switch out leaders until this skill decides to end. If end up playing as somebody in the relative past than actions may cause retroactive changes where as if end up playing as somebody in the relative future than may change the difficulty you may be dealing with when you get there properly within game.

Rough Diamond

leadership skill: Impossible Theft - Steal almost anything that can't otherwise be stolen.

Cassie

leadership skill: Obedience Song - High chance of being able to give a command to each target. Targets entire current active enemy group.

Imp

leadership skill: Disguise - Party has a 50% chance of avoiding detection. However, Party cannot use any active abilities without losing this bonus. Once detected or dropping disguise, party must go undetected for 2 turns before they can go under disguise again.

Kibitz

passive leadership skill: Automatic Sort - All lists are changed as soon as possible to the default order and kept that way even when new information is learned and/or items picked up.

Loop De Loop

passive leadership skill: Fast Talker - Most of the party's dialogue is sped up. (Loop De Loop's personal non-leader dialogue is always under this effect.)

Gardenia Glow

passive leadership skill: Growing Guide - Gardenia Glow will reveal the next step to properly take care of the garden that is being interacted with no matter how unusual the garden.

Sunset Shimmer

passive leadership skill: Lore - Party's detection range of secrets is doubled. (Sunset Shimmer gives a +50% detection range when active but not leader.)

Ahuizotl

leadership skill: Lighter Swap Out - The active party other than Ahuizotl is temporary switched with Ahuizotl's henchcats whom Ahuizotl can always get harmonious actions with but no experience is gained while those members are out but the experience for those rounds is still calculated as if they were in to split the experience up.

Maud Pie

passive leadership skill: Dullify - Chance of putting just about any character interacted with to sleep including several that are otherwise immune to the sleep status condition.

Star Swirl the Bearded

leadership skill: True Teleportation - Party travels from current spot in space and time to select spot in space and time without going through any spots between. All party members take double the damage they would from all possible sources both from where they end up at and going from even if that damage would have normally been split between them or randomized to see which of them takes the damage as well as the full backlash from the travel. This skill is fully effected by anything that would effect other types of teleportation skills.

Scratched Disk

leadership skill: Full Synchro - The party is able to become the characters of those within the game being played within the game but only within that inter game.

Marisa Ariel Dempsey


passive leadership skill: Truest Friend - Any emotion based debuff applied to a party member is immediately cleanse and any npc that the party talks to may have a sunny disposition. (Any emotion based debuff applied to an active party member is immediately cleanse when Marisa Ariel Dempsey is an active party member but not the leader.)

Sheath

passive leadership skill: Forewarning - Receive the list of actions the npc enemy party will take during the turn sequence at the beginning of each turn sequence.



And now for the list of Al-1701's and my leadership skills that I don't have matched up to an appropriate character for the above list with <> indicating that a term needs to go there as simple spelling/grammar changes wouldn't be enough of a change to work it for the above list:

passive leadership skill: Immoral Manipulation - The enemy party will have a smaller list of actions to chose from.

passive leadership skill: Sneaky Exchange - Active party's debuffs may switched with the active enemy party's buffs once per turn sequence.

leadership skill: Rash Command - Can give commands to any active party member before should be able to in hopes of doing the action before the corresponding turn comes up at the risk of backlash damage to that party member as long as that party member isn't in the middle of an action or already giving an action.

leadership skill: Home Turf - Near instantly return to or any place the party owns.

passive leadership skill: Logical Risk - The odds for each action being the 1 that provides the best results are shown next to the respective action including switching to a different leader.

passive leadership skill: Crashing Pass - Party clips through minor barriers.

leadership skill: Army - All not in the active party get a turn during the next turn sequence while any in the active party other than get double regular turns during the next turn sequence.

passive leadership skill:  Superior Navigation - Party can see the terrain map of a region before entering.  (Range of knowledge of surroundings are doubled when is an active party member but not the leader.)

passive leadership skill: Intuition - Party has a 50% chance of learning of an ambush one turn before it happens.  ( has a 25% chance of learning of an ambush early when an active party member but not the leader.)

passive leadership skill: Multichance - Every time a treasure chest is reopened, a item or set of items may be added into your inventory instead of getting the message, "There is nothing left in there."

passive leadership skill: Special Glasses - Screen will appear as if you are on hallucinogens expect for menus and may reveal hidden stuff.

passive leadership skill: Pony Sense - Get a list of party members in serious danger as well as near by npcs that need help at the beginning of each turn sequence and each step taken outside of battle.  (Randomly get alerted of party member(s) in serious danger but not be specified which one(s) when is an active party member but not the leader.)

leadership skill: Quick Crossing - The party may return to the entrance or exit of any kingdom they been to.

passive leadership skill: Emergency Rotation - When another active party member becomes a liability in battle, that party member is swapped out with the next non liability party member you have in line as long as isn't under any status effect.

passive leadership skill: Cooperative Sailing - Party moves freely with the wind while on the water's surface as long as the party is actively trying to move in any direction.

passive leadership skill: Over Equip - Party members use all possible wield/wear slots instead of just the proper ones for the respective character.  ( is able to use all possible wield/wear slots when is an active party member but not the leader.)

passive leadership skill: Feather Bed - Party can sleep anywhere.

passive leadership skill: Sleep Master - All party members always benefit from rest no matter what status effects they are under.

leadership skill: Funky Tracks - Call on 's train to safely travel on railroads as well as get into places the train fits without clipping as long as there is a logical way to get the train back onto the railroads plus travel in the air by launching off rainbows, however, can't use shortcuts or pass obstacles while the train is out.

leadership skill: The Munchy Touch - Turn any nonconsumable nonspecial item in your inventory into a consumable item.

passive leadership skill: Clean-up Dance - Debris moves out of the party's way.

passive leadership skill: Share Barren - If can safely lower the cost of another party member's action cost than will do so with a lower amount of the same type of price as the cost is being lowered by, however, the cost is never lowered to free.  (If can safely lower the cost of another active party member's action cost than will do so with a lower amount of the same type of price as the cost is being lowered by, however, the cost is never lowered to free when is an active party member but not the leader.)

passive leadership skill: Brave Act - Party is able to set traps and attempt to lure enemies, Home Alone style.

passive leadership skill: Popularity Scam - Creatures that give the party stuff multiple times will give the party better stuff at a decrease rate.

passive leadership skill: Draw Attention - Enemies focus even less on the other party members and more on .

passive leadership skill: Fair Share - Party members gain experience based on how well they helped in the fight rather than the experience being divided as evenly as possible among the active party members.
The current plans is for this to be a Nintendo Switch game with a campaign mode that allows for anywhere from 1 player to 8 players and a versus mode that allows for anywhere from 2 players to 16 players.  Every player would need to have a Switch console as each player looks at their respective Switch screen while playing, a Left Joycon, and a Right Joycon but only 1 game cartage needed between all players.

In addition, planning on the game cartage to be about the size of the part of the Switch you take out of the charging dock with a special back stand to support player 1's screen so that Switch can charge while playing the game.

As for the back story of the game: The game's main bad guy wants to prevents being from ever coming about at the conceptual level so that not even nothing would have ever been around in the first place.  Something about Equestria is preventing the guy from accomplishing said goal.  So in retaliation, the guy sets out to fully eliminate Equestria first.  Seargent Dempsey finds out about "the plan".  Seargent Dempsey goes somewhere to make sure he is ready for what needs to be done to protect Equestria.

As for why I started this thread: would anyone be willing to help come up with the respective leadership skill for each character with a direct connection to My Little Pony: Friendship is Magic that would attempt to help prevent Equestria from being destroyed as well as attempt to restore Equestria should it be destroyed. The rules for the leadership skills are:

1. Must work in a rpg.
2. Must be a natural extension of the character it belongs to.
3. Must be something that can't be done if not leading or not appropriate to do if not leading or not practical to do if not leading.
4. Must be of equal worth in comparison to the other leadership skills.
and 5. Must have little to no cross over with the function of any other leadership skills.

Before going on, I must thank Al-1701 on the MLP Arena forums for coming up with some of the leadership skills for g1 characters which I adapted for here.

Here is the list of those that I was able to come up with:

Seargent Dempsey

passive leadership skill: Perfect Vision - All conversions are seen the way they are meant to be imagined through the use of Dempsey's magic hand mirror.

Twilight Sparkle

leadership skill: Royal Decree - Gain possible support of those loyal to the Equestrian system.

Pinkie Pie

leadership skill: Toon Travel - Allows party to move along otherwise inaccessible territory.

Applejack

leadership skill: Herding Nature - The party is capable of rounding up all but the most stubborn of creatures.

Rainbow Dash

passive leadership skill: Wonderbolt Manoeuvres - All active party members get additional commands.

Rarity

passive leadership skill: Money Suave - Lose less money anytime money is lost and gain more money anytime money is gained.

Fluttershy

leadership skill: Gentle Request - Allows for the asking of permission to otherwise denied creature territories including personal homes.

Spike

passive leadership skill: Royal Connections - High society creatures will treat your party more favorably.

Iron Will

passive leadership skill: Encouragement Wall - All active party members get a bonus turn after every single enemy turn.

Big Macintosh

passive leadership skill: Tough Customer - Get more of a type of supply that you can have more than 1 of when picking up that supply by any means.

Time Turner

leadership skill: Tactical Withdrawal - Leaves battle to be able to come back to it more prepared later.

Zecora

leadership skill: Spiritual Journey - Allows party to travel within the land of spirits.

Octavia Melody

passive leadership skill: Determined Lot - Causes all active party members to start every battle under a Reraise status.

Vinyl Scratch

passive leadership skill: Speedy Exchange - Gain access to the party storage that isn't the party inventory in additional spots to those that are predesignated for it.

Shining Armor


leadership skill: Equestrian Army - Calls in the soldiers under Captain Shining Armor's command to change the battle from a simple rpg battle to a war strategy battle.

Derpy Hooves

passive leadership skill: Fastest Route - All general shortcuts are open for the party.

Apple Bloom

leadership skill: Contractor's Spirit - Party is able to rebuild complex structures like buildings.

Scootaloo

passive leadership skill: Blazing Scooter - Party moves faster outside of battles.

Celestia


passive leadership skill: Equal Worth - All party members get as equal share of the experience as possible as if part of the active party unless maxed out in experience.

Cheerilee

passive leadership skill: Field Lesson - Active party members get additional experience.

Pumpkin Cake

leadership skill: Faze Bypass - The party is able to pass through thin solid objects as if they weren't there.

Spitfire

leadership skill: Swap Out - The active party is temporary switched with Wonderbolt members but no experience is gained while those members are out.

Soarin

passive leadership skill: Celebrity Credit - Most stores will sell additional items.

Granny Smith


leadership skill: Humble Beginnings - Party can return to the tutorial area for practice.

Braeburn

leadership skill: Sight Seeing - Instantly return to any tourist spot that was visited in the current town.

Snips

passive leadership skill: Live Bait - Automatically lure living obstacles at the risk of harm to the party.

Snails

passive leadership skill: Simplified Choices - Any in battle commands are minimized to 2 to 4 choices if they are not a command that doesn't change options when selected by different active party members.

Diamond Tiara


passive leadership skill: Willful Force - Party members are less likely to attack their own party when confused and more likely to be freed from control by the enemy.

Berry Punch

passive leadership skill: Protective Instinct - If any party member other than Berry Punch is attacked than Berry Punch may take the attack for that party member or move that party member out of the way of the attack.

Mr. Greenhooves

passive leadership skill: Taste Tester - The odds of other party members getting poisoned by the party's own inventory items is decreased.

Blossomforth

passive leadership skill: Internal Clock - Time based information is revealed.

Wild Fire

passive leadership skill: Risky Travel - Use vehicles to near instantly move from point A to point B at the risk of injury.

Luna

leadership skill: Dream Walking - Party is able to go into what is being imagined by those asleep.

Mi Amore Cadenza

passive leadership skill: Babysitter's Pride - Anytime a party member attacks a member of the party that attacker takes damage than is restored to that creature's senses than the creature that caused the situation receives even greater damage.

Discord

passive leadership skill: Chaotic Start - Each active party member starts with a random buff and each starting enemy starts with a random debuff at the beginning of each battle.

Gilda

passive leadership skill: Sharp Sight - Traps don't do as much damage to the party.

Trixie Lulamoon

passive leadership skill: Flashy Distraction - Every action preformed by a party member may confuse enemies or cause them to lose their next respective turn.

Silver Spoon

passive leadership skill: True Respect - Some npcs will heal the party instead of attacking it when they are talked to.

Chrysalis

leadership skill: Action Gambit - Able to decide all party members actions that will occur until Chrysalis's next turn at once instead of having to wait for each party member's turn.

Featherweight

passive leadership skill: Alert Edge - Regular normal battles becomes surprise battles in the party's favor while regular surprise battles in the enemy's favor become normal battles.

Lightning Dust

passive leadership skill: Enemy Storage - Able to use stuff from the enemy's inventory list.

Lauren Faust

passive leadership skill: Mirror Lead - Lauren Faust picks up the leadership skill of the leader of the enemy group and keeps it until the end of the battle.

Jim the Cave Troll


passive leadership skill: Additional Playtime - Extra mini-games are open up.

Compass Rose

passive leadership skill: Internal Compass - Keeps direction travelling in and current location information from being hidden plus will reveal that type of information that was hidden from you if don't do anything for awhile.

Cloudy Sunrise

passive leadership skill: Information Seeker - Gain access to additional side quests.

Nyx

passive leadership skill: Dark Presents - Enemies are more likely to run away as well as some of the more gullible enemies being able to be commanded in battle.

Babs Seed

passive leadership skill: Slight Imitation - Enemies start with a little lower stats across the board at the beginning of the battle.

Sweetie Drops

passive leadership skill: Vocal Whiplash - Enemies start each battle out confused.

Lyra Heartstrings

passive leadership skill: Strange Obsessions - Allows the readings of otherwise unreadable text.

Minuette

passive leadership skill: Stealth Mode - Party disappears from view of enemies and npcs making encounters less likely.

Pound Cake

passive leadership skill: Resist Gravity - Falls do less damage.

Mayor Mare

passive leadership skill: Political Faith - McGruffins may be more effective than normal.

Peppermint Twist

passive leadership skill: Prebattle Treat - Active party members gain bonus Energy Points at the beginning of battle.

Sweetie Belle

passive leadership skill: Tight Bonds - Active party members gain bonus Friendship Points at the beginning of battle.

Carrot Cake


passive leadership skill: Sneaky Trick - When a consumable is used from the inventory that item may be kept in addition of the effect occurring.

Cup Cake

passive leadership skill: Wise Usage - Non-special inventory items are more effective.

Pipsqueak

passive leadership skill: Chance Control - If any enemy's luck value is greater than any active party member's luck value at the beginning of the battle than all luck values are rerolled.

Carrot Top

passive leadership skill: Friendly Assist - Criticals are more likely for all actions of all party members.

Daring Do


passive leadership skill: Compare Histories - Each relic has at least 1 additional usable action.

Wiggles

passive leadership skill: Diary Entry - Allows for saving wherever and whenever outside of battle, dialogue, and cut scenes as long as that save wouldn't be highly likely to lead to immediate or almost immediate full party wipe out.

Buck Biceps

passive leadership skill: Team Spirit - Every action a party member makes is more likely to actually work and has a slight chance to be more useful.

Cherry Berry

passive leadership skill: Cool Manipulation - All hot air balloons the party uses will be easier to control.

Blueblood

leadership skill: Pass Responsibility - Give the current turn to another member in the party. When that party member uses the turn, up to Blueblood's worth of stats may be added unto the action as a bonus.

Bed Head

leadership skill: Dream Creation - Put together imaginations for others that are napping and/or sleeping.

Bronze Buckler

passive leadership skill: Royal Descent - Zebras and Zebroids treat your party more favorably especially from his late father's former followers.

Samuel John Beckett (from Quantum Leap)

passive leadership skill: Random Leap - May end up as playing as any other character with a weird fusion of Samuel John Beckett's and that character's capabilities without the leadership skill, however, can't switch out leaders until this skill decides to end. If end up playing as somebody in the relative past than actions may cause retroactive changes where as if end up playing as somebody in the relative future than may change the difficulty you may be dealing with when you get there properly within game.

Rough Diamond

leadership skill: Impossible Theft - Steal almost anything that can't otherwise be stolen.

Cassie

leadership skill: Obedience Song - High chance of being able to give a command to each target. Targets entire current active enemy group.

Imp

leadership skill: Disguise - Party has a 50% chance of avoiding detection. However, Party cannot use any active abilities without losing this bonus. Once detected or dropping disguise, party must go undetected for 2 turns before they can go under disguise again.

Kibitz

passive leadership skill: Automatic Sort - All lists are changed as soon as possible to the default order and kept that way even when new information is learned and/or items picked up.

Loop De Loop

passive leadership skill: Fast Talker - Most of the party's dialogue is sped up. (Loop De Loop's personal non-leader dialogue is always under this effect.)

Gardenia Glow

passive leadership skill: Growing Guide - Gardenia Glow will reveal the next step to properly take care of the garden that is being interacted with no matter how unusual the garden.

Sunset Shimmer

passive leadership skill: Lore - Party's detection range of secrets is doubled. (Sunset Shimmer gives a +50% detection range when active but not leader.)

Ahuizotl

leadership skill: Lighter Swap Out - The active party other than Ahuizotl is temporary switched with Ahuizotl's henchcats whom Ahuizotl can always get harmonious actions with but no experience is gained while those members are out but the experience for those rounds is still calculated as if they were in to split the experience up.

Maud Pie

passive leadership skill: Dullify - Chance of putting just about any character interacted with to sleep including several that are otherwise immune to the sleep status condition.

Star Swirl the Bearded

leadership skill: True Teleportation - Party travels from current spot in space and time to select spot in space and time without going through any spots between. All party members take double the damage they would from all possible sources both from where they end up at and going from even if that damage would have normally been split between them or randomized to see which of them takes the damage as well as the full backlash from the travel. This skill is fully effected by anything that would effect other types of teleportation skills.

Scratched Disk

leadership skill: Full Synchro - The party is able to become the characters of those within the game being played within the game but only within that inter game.

Marisa Ariel Dempsey


passive leadership skill: Truest Friend - Any emotion based debuff applied to a party member is immediately cleanse and any npc that the party talks to may have a sunny disposition. (Any emotion based debuff applied to an active party member is immediately cleanse when Marisa Ariel Dempsey is an active party member but not the leader.)

Sheath

passive leadership skill: Forewarning - Receive the list of actions the npc enemy party will take during the turn sequence at the beginning of each turn sequence.



And now for the list of Al-1701's and my leadership skills that I don't have matched up to an appropriate character for the above list with <> indicating that a term needs to go there as simple spelling/grammar changes wouldn't be enough of a change to work it for the above list:

passive leadership skill: Immoral Manipulation - The enemy party will have a smaller list of actions to chose from.

passive leadership skill: Sneaky Exchange - Active party's debuffs may switched with the active enemy party's buffs once per turn sequence.

leadership skill: Rash Command - Can give commands to any active party member before should be able to in hopes of doing the action before the corresponding turn comes up at the risk of backlash damage to that party member as long as that party member isn't in the middle of an action or already giving an action.

leadership skill: Home Turf - Near instantly return to or any place the party owns.

passive leadership skill: Logical Risk - The odds for each action being the 1 that provides the best results are shown next to the respective action including switching to a different leader.

passive leadership skill: Crashing Pass - Party clips through minor barriers.

leadership skill: Army - All not in the active party get a turn during the next turn sequence while any in the active party other than get double regular turns during the next turn sequence.

passive leadership skill:  Superior Navigation - Party can see the terrain map of a region before entering.  (Range of knowledge of surroundings are doubled when is an active party member but not the leader.)

passive leadership skill: Intuition - Party has a 50% chance of learning of an ambush one turn before it happens.  ( has a 25% chance of learning of an ambush early when an active party member but not the leader.)

passive leadership skill: Multichance - Every time a treasure chest is reopened, a item or set of items may be added into your inventory instead of getting the message, "There is nothing left in there."

passive leadership skill: Special Glasses - Screen will appear as if you are on hallucinogens expect for menus and may reveal hidden stuff.

passive leadership skill: Pony Sense - Get a list of party members in serious danger as well as near by npcs that need help at the beginning of each turn sequence and each step taken outside of battle.  (Randomly get alerted of party member(s) in serious danger but not be specified which one(s) when is an active party member but not the leader.)

leadership skill: Quick Crossing - The party may return to the entrance or exit of any kingdom they been to.

passive leadership skill: Emergency Rotation - When another active party member becomes a liability in battle, that party member is swapped out with the next non liability party member you have in line as long as isn't under any status effect.

passive leadership skill: Cooperative Sailing - Party moves freely with the wind while on the water's surface as long as the party is actively trying to move in any direction.

passive leadership skill: Over Equip - Party members use all possible wield/wear slots instead of just the proper ones for the respective character.  ( is able to use all possible wield/wear slots when is an active party member but not the leader.)

passive leadership skill: Feather Bed - Party can sleep anywhere.

passive leadership skill: Sleep Master - All party members always benefit from rest no matter what status effects they are under.

leadership skill: Funky Tracks - Call on 's train to safely travel on railroads as well as get into places the train fits without clipping as long as there is a logical way to get the train back onto the railroads plus travel in the air by launching off rainbows, however, can't use shortcuts or pass obstacles while the train is out.

leadership skill: The Munchy Touch - Turn any nonconsumable nonspecial item in your inventory into a consumable item.

passive leadership skill: Clean-up Dance - Debris moves out of the party's way.

passive leadership skill: Share Barren - If can safely lower the cost of another party member's action cost than will do so with a lower amount of the same type of price as the cost is being lowered by, however, the cost is never lowered to free.  (If can safely lower the cost of another active party member's action cost than will do so with a lower amount of the same type of price as the cost is being lowered by, however, the cost is never lowered to free when is an active party member but not the leader.)

passive leadership skill: Brave Act - Party is able to set traps and attempt to lure enemies, Home Alone style.

passive leadership skill: Popularity Scam - Creatures that give the party stuff multiple times will give the party better stuff at a decrease rate.

passive leadership skill: Draw Attention - Enemies focus even less on the other party members and more on .

passive leadership skill: Fair Share - Party members gain experience based on how well they helped in the fight rather than the experience being divided as evenly as possible among the active party members.
Member

Affected by 'Laziness Syndrome'

Registered: 12-11-11
Last Post: 484 days
Last Active: 101 days
invinible
Level: 19

POSTS: 44/59
POST EXP: 14984
LVL EXP: 30573
CP: 1266.5
VIZ: 61906

Vanelan :

All the emulators are working right, again.

Only game that worked before that doesn't look like it is working now is Neutopia for the Turbo Grafx system.  But that seems to be more because of the way that game's page is set up than any problem with the emulators themselves.
Vanelan :

All the emulators are working right, again.

Only game that worked before that doesn't look like it is working now is Neutopia for the Turbo Grafx system.  But that seems to be more because of the way that game's page is set up than any problem with the emulators themselves.
Member

Affected by 'Laziness Syndrome'

Registered: 12-11-11
Last Post: 484 days
Last Active: 101 days
invinible
Level: 19

POSTS: 43/59
POST EXP: 14984
LVL EXP: 30573
CP: 1266.5
VIZ: 61906

Vanelan: 

The Anti-virus problem that is running on my computer is Total Defense Security Center UNLIMITED which has been running the entire time I was able to use the other emulators on the site and hasn't had an update to it for at least a little bit for the problems started showing up.

Using Windows 10 and the version of the plug in that I'm using is VizzedRgrPlugin-2.41.msi.

Currently defaulting to the Google Chrome browser.

Only knew to try force starting
Vizzed Helper Service because of trying to see if could get the games to load by something other than NESbox through the Microsoft Edge browser.
Vanelan: 

The Anti-virus problem that is running on my computer is Total Defense Security Center UNLIMITED which has been running the entire time I was able to use the other emulators on the site and hasn't had an update to it for at least a little bit for the problems started showing up.

Using Windows 10 and the version of the plug in that I'm using is VizzedRgrPlugin-2.41.msi.

Currently defaulting to the Google Chrome browser.

Only knew to try force starting
Vizzed Helper Service because of trying to see if could get the games to load by something other than NESbox through the Microsoft Edge browser.
Member

Affected by 'Laziness Syndrome'

Registered: 12-11-11
Last Post: 484 days
Last Active: 101 days
invinible
Level: 19

POSTS: 42/59
POST EXP: 14984
LVL EXP: 30573
CP: 1266.5
VIZ: 61906

The only emulator that works right now is NESbox which won't saves games at all.

And getting the error message: 'Vizzed Retro Game Room Service Loader exiting unexpectedly' if try fixing the problem on the user side.
The only emulator that works right now is NESbox which won't saves games at all.

And getting the error message: 'Vizzed Retro Game Room Service Loader exiting unexpectedly' if try fixing the problem on the user side.
Member

Affected by 'Laziness Syndrome'

Registered: 12-11-11
Last Post: 484 days
Last Active: 101 days
invinible
Level: 19

POSTS: 41/59
POST EXP: 14984
LVL EXP: 30573
CP: 1266.5
VIZ: 61906

Final Fantasy XIII so that the game isn't at least 66 2/3 made up of strict tutorial.

A tutorial is suppose to teach you how to play a game rather than play the game for you.
Final Fantasy XIII so that the game isn't at least 66 2/3 made up of strict tutorial.

A tutorial is suppose to teach you how to play a game rather than play the game for you.
Member

Affected by 'Laziness Syndrome'

Registered: 12-11-11
Last Post: 484 days
Last Active: 101 days

07-06-13 03:21 PM
| ID: 838122 | 24 Words

invinible
Level: 19

POSTS: 40/59
POST EXP: 14984
LVL EXP: 30573
CP: 1266.5
VIZ: 61906

While you are trying to fix that, could you get it so we can actually play the games on a Linux based computer too?
While you are trying to fix that, could you get it so we can actually play the games on a Linux based computer too?
Member

Affected by 'Laziness Syndrome'

Registered: 12-11-11
Last Post: 484 days
Last Active: 101 days

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