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PostSubject: Site Edits   Wed Mar 04, 2009 1:52 pm

changes to the main site are listed here


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PostSubject: Re: Site Edits   Wed Mar 04, 2009 1:53 pm

affinity clarified on the breakdown page, texp conversion set up.

"TEXP is a time based bin type of EXP gathered and rewards daily activity! Basically, everyday that you RP with the site performing an RP that lasts at least 3 posts or 250 words, you get a point accumulated to your TEXP that you can request to be added to that character's bio at the end of the day or at the end of the week. You must spend your TEXP in order to use it. If something requires 5 TEXP and you get it, you lose 5 TEXP. If you get 5 TEXP points consecutively (i.e. RP'd five days in a row) then you may request a bonus TEXP point. A member is allowed to trade 2,500 EXP points for 1 TEXP point once a week."

"● Affinity
Affinity techniques are destined abilities that a character has. These abilities cost half TEXP to learn and half stamina by default. If an technique costs 1 TEXP normally, then it would be 0 TEXP if it is in a character's affinity. For odd numbers, round down."


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PostSubject: Re: Site Edits   Thu Mar 05, 2009 2:12 pm

stealing page updated to add the process for stealing and what you can steal, etc.
http://h2h.site90.com/stealing.html
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PostSubject: Re: Site Edits   Sat Mar 07, 2009 1:56 pm

yup yup. its the first week, so of course there's gonna be a few changes xD

* Train something a level once a week, get rid of TEXP
ok, basically it dun cost texp to train something a level ne more. so now, it won't be like 25 TEXP to master just 1 technique. so yeah, yay, you save texp. got a few ppl masting techs on the first week so this is basically a calibration change. by now the highest lvl something can be is honed since we're starting week 2. the ppl who have already trained their techs get their texp back. if you trained something past honed, you can get double exp for the words you used in training for compensation.
* Boost possession techs to 1500 exp
typo i noticed. exp is x2 wc prettymuch always. not a big change, just a few hundred exp.
* starting gear cannot be something in limited quantity
i'm not gonna take away items from ppl, so this is starting now. human's starting gear can't be somethin that has a limited quantity.
* You cannot request a quest if you're in a quest. If you sign up for a quest, you have wait to see if you get that quest (or if you get it, finish it) before you can apply for another one.

i'll try to catch stuff i dun like early on. i'll keep yall posted. pages affected was techniques, breakdown, and human i think. updated quest page too.


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PostSubject: Re: Site Edits   Tue Mar 10, 2009 3:16 pm

yo, made two edits:
possession page edited. you can learn 2 possession techs a week instead of 2 a day. reason for this is oversight. it only takes a week to learn all 10. so that's kinda bogus. i won't take techs away from ppl tho, so if you've already learned the techs by now, u can keep em. just put off learning more for a week per pair u got.

breakdown page edited. got rid of max EXP 1000 per post.

thats all for today
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PostSubject: Re: Site Edits   Fri Mar 20, 2009 1:50 pm

possession ppl cannot learn adv magics (magixal page iii). dun think this affects anyone. if it does, they get the stuff back they used t'learn x1.5.
made introductory quests 500 words instead of 750. this way, it's 3000 even to type it out instead of 3250 which is an ugly numbre.
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PostSubject: Re: Site Edits   Fri Mar 27, 2009 10:58 am

tweak stealing rules: A thief can attempt to steal up to $5,000 worth of items within his/her job quests (5 per week). Crime and Civil Safety job types are able to attempt to steal twice a week. People with other jobs are able to attempt to steal once a week.
added detective jobs: swapped sarg/cap, added p.i., gave sergants the ability to interrogate and added specialist. good compromise.
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PostSubject: Re: Site Edits   Wed Apr 15, 2009 6:30 pm

i was gonna post everything at once, but addin stuff is takin me longer than i thought it would so i'll just post what i've done so far. some of yall might have already noticed some things.

places (earth) edited (content/info/map added. read!): http://h2h.site90.com/placesI.html
people edited (mostly corporation stuff): http://h2h.site90.com/people.html
gameplay edited (game mode added... send to main updates to change. default is advanced): http://h2h.site90.com/breakdown.html
toot added more inventory
military shop added: http://h2h.site90.com/milshop.html
quests added/updated: http://h2h.site90.com/quests.html

yall shoulda noticed the general/omni board now and its articles. it's t'help ppl keep up w/the site storyline and progress it etc. got some more stuff i'm workin on .
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PostSubject: Re: Site Edits   Fri Jun 05, 2009 9:23 pm

edited high school student
added university scholarship student
updated quests
edited passive definition

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PostSubject: Re: Site Edits   Fri Jun 05, 2009 9:37 pm

edited calendar

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PostSubject: Re: Site Edits   Fri Jun 26, 2009 10:40 am

http://h2h.site90.com/bigmoney.html

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PostSubject: Re: Site Edits   Fri Jun 26, 2009 10:43 am

http://h2h.site90.com/personnel.html

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PostSubject: Re: Site Edits   Fri Jun 26, 2009 10:53 am

http://h2h.site90.com/lifepaths.html

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PostSubject: Re: Site Edits   Fri Jul 17, 2009 11:07 am

real estate values tweaked / can be done once a week now
http://h2h.site90.com/bigmoney.html

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PostSubject: Re: Site Edits   Thu Feb 04, 2010 2:35 pm

i added some stuff (2 things i think) to the forrest shop. one thing to the oni shop
some stuff to the tech page for that CTL. we'll only do def and atk ctl's for right now
think i did some other stuff, but forgot... >.> nah, i think that's it

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PostSubject: Re: Site Edits   Sun Mar 14, 2010 1:57 pm

added some new forum features
quick reply added
first posts of threads now stick at the top (this is good for posting quest/thread descriptions, stats for fights, etc)
last three posts will spill over to new pages when they're made. you dun have to go back to the previous page to view recent posts
annoucements added to all pages and will be updated
prolly added more stuff and forgot xD if i remember i'll post em

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PostSubject: Re: Site Edits   Mon Mar 22, 2010 9:26 am

breakdown page updated under fighting section
life path updated w/new paths
shops updated w/gauntlets & clarified that forest shop can be shopped from in the past
rules page updated w/new or edited rules
all pages w/march 2010 have been updated
how to section coming soon to make things easier to understand around here

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PostSubject: Re: Site Edits   Fri Apr 02, 2010 1:56 pm

edited past realm page
shinny value added for resources
bumped up the price for stuff

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PostSubject: Re: Site Edits   Thu Apr 08, 2010 12:27 pm

- Entertainment -

» Professional Athlete
This encompasses anybody who professionally plays a sport such as baseball, basketball, football, runs the track, etc on a professional level.
Class: High
Pay: $3,000

» Professional Fighter
From MMA to Boxing, all societies get entertainment from fighting. Trained fighting machines, picking a fight with one is a surefire way to get a black eye.
Class: Middle
Pay: $3,000

- Press -

» Photographer
A press Photographer’s job is to get pictures of special events, places, and news stories. Sometimes they also work as cameramen and women for reporters. Here you can sell your photos to the news corporation to be used or you can be payed for the photos to keep them away from the public.
Class: Middle
Pay: $1,000 + Bonuses for special photos (roll for deal 1-100 x $10)

» Freelance/Independent Reporter
In a city where the corporation censors the media, this is a type of illegal front line reporting. They are underpaid, overdressed people you get to watch in some of the worst situations humanly imaginable, but they risk their necks for the to bring the truth and news to the public via underground means.
Class: Middle
Pay: $1,500

» ElGoog Reporter
This is a reporter who works for the corporation who controls and delegates media to the population. This person would be assigned to report various situations following the information given to them from the corporation.
Class: Middle
Pay: $2,500

» ElGoog Forecaster / Co Anchor
An in building job where you are given one of the less special reports of the news station, and usually aren’t quite as memorable. Here you report the weather, the sports, or any small segment of the actual news program.
Class: Middle
Pay: $2,250

» ElGoog Anchorman/Woman
Requires: Elgoog Forecaster / Co Anchor @ 15 JC or Reporter @ 20
With this you have a nice warm desk, a flunky to grab anything you need or want, and all you have to do is work like a pretty little puppet for a fat salary in front of the cameras reporting what comes over the teleprompter. Isn’t life grand?
Class: High
Pay: $3,500

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PostSubject: Re: Site Edits   Thu Apr 08, 2010 1:27 pm

- Possession -

Nagual
Attributes: Average
This possession turns a human into a guardian of the wild. Their possession will urge them to seek to the protection of the wilderness and all natural non conscious spirits such as lower level spirit animals or some types of yokai. Though not necessarily as strong as other possessions, their abilities tie them to the natural world around them and they can be skilled changelings. These are not demons and as a pure unmixed possession, they will not be classified as unholy, making immune to certain anti-spirit barriers designed specifically to nullify or destroy demonic presences.

Special Techniques:

» Acute Senses (Passive)
Nagual’s senses are sharper than a normal humans, though not so much so as other species. With this, the user's senses increase through training.
Effect: all senses increase 40% per level as compared to a human

» Natural Melee
Specialty and sophistication level of using animal/human hybrid techniques using slashing, swiping based techniques with claws and teeth in combat as well as charging, bashing and ramming techniques.
Effect: damage based on Strength attribute

» Natural Commune (Passive)
Naguals are guardians of the wild, and part of protecting the wild is speaking to the wild. Nagual may commune with any beast in its natural language, regardless of what it is. This does not apply to humans or anything of an order equal to or above the human race’s lingual complexity.
Effect: natural translation accuracy increases 20% per level

» Instinctual Reflexes (Passive)
The first step to bonding with nature is trusting nature. Nagual are incredibly fleet of foot and sure of their steps, giving them increased abilities to jump distances, agility, and maneuverability per level of this ability.
Effect: x1 leaping/maneuverability per level as compared to humans

» Thousand Faces
This allows one to take any other roughly humanoid form on will. Shapeshifting takes one full turn to perform and can be anywhere from a simple scar to completely different bodily structure.
Effect: able to change up to 10% of bodily features per level

» Animal Form
A trained nagual gains the ability to take on the form of any other mammalian beast at will. At mastered, nagual may take on aquatic, reptilian, and avian forms. At perfected, they may take on the form of any creature of any size.
Requires: Thousand Faces
Effect: gives user animal form of a size equal to their normal mass

» Hypnotic Gaze
On a successful roll, the user can use their gaze to put a target to sleep though eye contact. After the target wakes, it will have no recollection of how or why they went to sleep.
Effect: chances of hypnotising another = 20% per level

» Claws of the Guardian
Nagual may use natural powers they have learned in the form of a claw attack. Claw attack gains elemental damage of fire, lightning, water, or earth while this is active and only one element may be active at a time. They can only use elements of packages that the nagual has learned.
Restriction: Requires the elemental package you want to use for use
Effect: adds +1 elemental damage to Natural Melee

» Illusory Camouflage
Nagual may appear to vanish into any natural zone. This mimics the invisibility spell, but only works in the presence or contact of trees or any natural zone (such as in the forest). Trees need not be touched if in a natural zone.
Effect: blends 10% per level in a forrest/natural environment

» Guardian Form
Guardian form may be humanoid, animal, or a cross between the two, though it often has glowing portions of the body, glowing eyes, abnormal size, or something offsetting from the norm about it. It increases the attributes of the user and allows them to perform magix attacks without chanting.
Effect: increases attributes to Strong, spell rate of speed decreases +1

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PostSubject: Re: Site Edits   Tue May 18, 2010 2:20 pm

updated/ing
- taintings
- possession (2 i think)
- startjobs 2 ( i think)
- starter jobs 1
- places III (past)

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PostSubject: Re: Site Edits   Tue May 18, 2010 3:46 pm

odd jobs

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PostSubject: Re: Site Edits   Tue May 18, 2010 3:54 pm

oni shoppe

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PostSubject: Re: Site Edits   Wed Jun 09, 2010 1:37 pm

updated breakdown
slightly simplified it
added new dice roll system for techs

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PostSubject: Re: Site Edits   Fri Jul 02, 2010 12:19 pm

Learning Techniques
You learn techniques by: 1) doing solo training RPs, 2) doing group training RPs, or 3) Trading in EXP
You can only learn techniques in packages that you've UNLOCKED
You can learn multiple techniques in a thread, so long as you meet all requirements.
WC = word count

:: Solo Training Requirements

Unlocking a New Technique Package costs:
+ 5 TEXP
+ 2,000 WC
* This is where you learn about a package. It does not reward techniques from the package.

Learning a New Technique from a package that you've Unlocked costs:
+ Required TEXP (varies per technique)
+ 750 WC

Training a Technique costs:
* Novice: 200 WC per star
* Trained: 300 WC per star
* Honed: 400 WC per star
* Mastered: 500 WC per star
* It takes 5 stars to move to the next level, you start with 0 stars.
* Each technique can be leveled once (5 stars) per 7 day period.

:: Group Training Requirements

Unlocking a New Technique Package costs:
+ 5 TEXP
+ 2,500 WC
* This is where you learn about a package. It does not reward techniques from the package.

Learning a New Technique from a package that you've Unlocked costs:
+ Required TEXP (varies per technique)
+ 1000 WC

Training a Technique costs:
* 350 WC per star
* It takes 5 stars to move to the next level, you start with 0 stars.
* Each technique can be leveled once (5 stars) per 7 day period.

:: EXP Trade Requirements

» Unlocking a new Technique Package requires:
+ 5 TEXP
+ 5,000 EXP
* This is where you learn about a package. It does not reward techniques from the package.

» Learning a new Technique from a Package that you already have requires:
+ Required TEXP (varies per technique)
+ 2,000 EXP

» Training a Technique that you have requires:
+ 1,000 EXP per star
* You may train a technique 1 level (5 stars) per 7 day period.
* It takes 5 stars to move to the next level, you start with 0 stars.
* Each technique can be leveled once (5 stars) per 7 day period.

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PostSubject: Re: Site Edits   Fri Jul 02, 2010 12:20 pm

solo trainings cost less now
everything else pretty much stayed the same
discuss in site ooc

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PostSubject: Re: Site Edits   Wed Jul 07, 2010 3:12 pm

clarified the hitorinji thing where ppl didn't know if you had to activate it of if it was passive. questions go to one of the ooc threads
added dark scrolls (vague) to shin shop

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PostSubject: Re: Site Edits   Wed Jul 07, 2010 3:18 pm

upped ascended mode to 25% replenish from 10%

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PostSubject: Re: Site Edits   Wed Jul 07, 2010 3:21 pm

clarified omega rolls on shields (def/den)

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PostSubject: Re: Site Edits   Wed Jul 07, 2010 3:27 pm

fixed magi past job thingee

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PostSubject: Re: Site Edits   Wed Jul 07, 2010 3:31 pm

restricted critical drives to 3 usages per week

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PostSubject: Re: Site Edits   Wed Jul 07, 2010 4:08 pm

added exorcism rules to breakdown

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PostSubject: Re: Site Edits   Thu Jul 15, 2010 4:27 pm

free tech with package unlock (up to 2 texp in cost)
edited acrobatics, heightened senses, beast weaponry
nobility allots units per checkpoint
mode added to roll descript in breakdown
regenerai spelling correction
edited O'grr Pow'a

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PostSubject: Re: Site Edits   Thu Jul 15, 2010 4:49 pm

added affinity seal to shinshop

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PostSubject: Re: Site Edits   Mon Jul 26, 2010 4:35 pm

edited break down to include dmg over 5
edited militia for the weapon price thingee

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PostSubject: Re: Site Edits   Thu Jul 29, 2010 12:54 pm

unedited added edited additions xD

Elyf Possession
Elves are a branch of spiritual forest dwelling human hybrids. They are not simply in tuned with the forest, but are also expert users off all kinds of weapons: swords, spears, shields, bow and arrows. Their image is similar to normal humans, but they are pale, thin (their muscles are bound within allow them the illusion), they have pointy ears compared to humans and have an unnatural beauty. They are rare due to the lack of remaining forested communities and have nearly died out. One is not aware that they are possessed by the spirit of the Elyf until they perfect a weapon style. At the height of their weapon ability, they possession manifests. Elyfs are said to be pure, unlike their darker cousins, the Dro’ryw.
Restriction: Must be a human (non Hitorinji). Requires perfected weapon style.

» Weapon Enhancement (Passive)
Coming in contact with a weapon channels and amplifies strength within you and alters your appearance slightly causing you to become Elyf-like.
Effect: +1 Strength attribute when actively using a Weapon Melee, increases to +2 at Perfected

» Elyfin Grace (Passive)
When wielding a perfected weapon style, Elyfs move as though in a dance increasing their dexterity. This assists in evasion and attacking swiftly.
Effect: +40% to dexterity per level when using a perfected weapon style (up to +2 at Perfected)

» Elyf Ranged Weapon Specialty (Passive)
Elves are adept at using ranged weapon. They are very skilled at firing while on the move and can fire arrows and project non mechanical weapon at greater speed than normal archers.
Effect: +40% projectile speed on ranged weapons (up to +2 at Perfected)

» Focus
The Elyf possession increases the concentration ability of the user allowing them to Drown out external distractions to focus. This allows them to ward off external stimuli with relative ease when a distraction technique is used against them.
Effect: decreases the probability of being charmed or placed under an illusion based on roll, can negate charms and illusions at Perfected

» Mend
Using a mixture of elements, an Elyf is able to channel a green glowing healing power into their hands. They can use this to administer first aide to themselves or others, heal damage and repair wounds using a mixture of magic and natural mysticism. In order to utilize this, the user must have at least 3 elemental packages unlocked.
Effect: can heals up to 10% HP per level, at perfected it can revive a downed target as well as heal.

» Double Swipe
This ability allows an Elyf to perform two swift slashes in the time it normally takes to do one. The speed of the swipes causes a wind extension that lengthens the range of this attack.
Effect: Invisible blade extension 20% the blade’s length per level

» Stealth
This helps one become one with the forest and visually blend into their surroundings even when an opponent is looking right at you. It normally only works in forest settings, but when trained to perfection it can be used in almost any environment. This does not mask sound or touch.
Effect: user blends into background +20% per level.

» Elyf Eyes (Passive)
Eyes of the elf, those with great sight, give their wielders the edge in ranged fighting: they can see clearly over long distances so that their arrows or other ranged weapons fly true.
Effect: vision increases x1 per level (when compared to a human), increases ability to track a target or in aiming

» Flighty Movements (Passive)
Due to their compacted muscles, Elyfs have a great potential to increase their speed potential allowing them to travel over distances very quickly.
Effect: +60% MOV per level, up to +3 at Perfected

»Elemental Empathy
Being pure and naturally based, Elyf’s have a propensity for using elemental attacks, meaning they are less likely to mess up an elemental spell than others.
Effect: gives the user the ability to double roll Magix II technique and choose the higher result

- - -

» Dro’ryw Possession
Dro’ryw possessions existed as long as Elyfs have, acting as a more destructive force then their more passive 'cousins'. They are not 'good' people, though. The Dro’ryw have gray skin, though their ears are similar to a Elyf and their eyes change to a shade of purple or crimson. They, however, do gain in muscles structure as opposed to their cousin’s muscles. They are different from their cousins in that they have developed spells to fight and specialize in melee weapons, using Darkness as their guide for their spells. They are said to only inhabit the souls of the truly wicked and because of that, they can sometimes be mistaken for Onikonjou.
Restriction: Must be a human (non Hitorinji)

» Weapon Enhancement (Passive)
Coming in contact with a certain weapon channels and amplifies strength within you and alters your appearance slightly causing you to become Dro’ryw-like.
Effect: +1 Strength attribute when actively using a Bladed, Mace or Hammer type Weapon, increases to +2 at Perfected

» Dark Blinding
Allows the user to summons a dark orb around their opponent's head that lasts a short time.
Effect: +Blinds for 12 seconds per level

» Sinister Weapon Stryke
This ability makes is so that the Dro’ryw can create their own weapon during a basic physical weapon melee attack. During the attack, the weaponless user creates shadow weapon that manifests for the length of that attack. The strength of the weapon grows with their skill of the skill.
Effect: weapon dmg and den = 1 per level

» SWS Combine
This ability makes it so that the Dro’ryw is able to perform techniques out of the Physical Weapon Melee package with Sinister Weapon Stryke. This makes it so that they no longer need to carry around a physical weapon unless they want to.
Effect: success of combined attack depends on roll

» Sinister Armor Block
This ability makes it so that the Dro’ryw can create their own armor while being attacked. The armor forms from their inner darkness and covers their body and retreats after the attack is over.
Effect: armor density = 1 per level, drain based on level.

» Dewl’ling (Passive)
The Dro’ryw possession enables the user to be masters of the duel, giving them insight in one on one battles against an actively weapon wielding opponent. This helps them in dodging and countering attacks.
Effect: +1 Dexterity when dueling, increases to +2 at Perfected

» Dark Eyes (Passive)
The color of the Dro’ryw eyes isn’t just for show. Their eyes let them see in any type of darkness depending on how trained they are.
Effect: clarity in dark +20% per level

» Dark Association
Due to their darker alliances, the Dro’ryw are have a greater aptitude for Black Magix. This makes them less likely to snuff a Black Magix technique than others.
Effect: gives the user the ability to double roll a Magix technique categorized as “Black” and choose the higher result

» Weapon Resistance
The Dro’ryw are tough cookies when it comes to weapon combat. Because of their synthesis, their skin is very resilient when it comes to bladed and piercing edges. They will still take damage as normal, but their skin will resist cutting. A cutting attack has to be greater than the Dro’ryw’s skin resistance in order to slice.
Effect: reduced critical strikes, skin resistance = 1 per level, negates stun on weapon attacks

» Massive Dark Blinding (Passive)
This ability expands on Dark Blinding creating a dark orb that surrounds an area and negates sight, sound and smell. The dark orb can be placed in a single area to affect multiple targets, or it can be set to follow a single target’s movements to keep them in the center.
Effect: +blinds, drain is fierce, requires Dark Blinding at Mastered, lasts 1 post per level, radius increases +10 feet per level.

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PostSubject: Re: Site Edits   Tue Aug 24, 2010 2:28 pm

onitoshi page editeded

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PostSubject: Re: Site Edits   Mon Oct 11, 2010 3:40 pm

tossing out tax/vehicle subtractions from salary
you get full $ value from your job

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PostSubject: Re: Site Edits   Thu Dec 02, 2010 3:48 pm

character dmg cap set to destructive+
cap can be broken by collaborative attacks
http://h2h.site90.com/0_breakdown.html

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PostSubject: Re: Site Edits   Wed Dec 08, 2010 4:41 pm

docks added to east city

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PostSubject: Re: Site Edits   Thu Dec 09, 2010 3:01 pm

Soulline Facts
* You can have 1 Soulline per character.
* Each Soulline has a SoulMode that unlocks that soulline's abilities.
* You cannot create custom techniques based off of your Soulline.

SoulMode Information
* SoulMode is the activation of Soulline Powers.
* SoulModes invoke a mode for usage.

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