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[Pre-Dice]Tak's Requests
Topic Started: Nov 14 2008, 10:19 PM (3,561 Views)
Takeru
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The White Mage
Accepted Items/Accessories/Machines:

Shin-ra Flight Boots [ACQUIRED]
Description: Created to help combat the ever-growing number of aerial menaces, these boots are wired with propulsion systems that allow the wearer to fly at amazing speeds. They are powered by the use of a Thunder Materia.
Effect: Allows the user to fly. Speed in the air is equal to the Power of the Spell. Agility in the air is equal to the user's Agility.
Weight: 3
Cost: 1,500 Gil; Spell Cost per turn to use

Featherlight Bag
Description: A small leather bag that attaches to a belt with ease, this item seems to weigh nothing at all.
Effect: Up to 15 Items/Accessories/Materia can fit within this bag. While the bag itself has a definite Weight, the objects within it have their Weight negated.
Weight: 1
Cost: 3,000 Gil

Accepted Abilities:

Eyes of Mako [LEARNED]
Description: Glowing blue-green eyes are synonymous with SOLDIER, who are known for their strength and skill. When certain opponents see these eyes, the inherent intimidation can cause them to falter in battle.
Requirements: Mako-Induced Human
Effect: Decreases the highest stat of the opponent by 10% for the duration of the thread. If there is a tie, then the user decides which is reduced. Not effective on other Mako-Induced Humans or Clones (Genesis, Angeal or Sephiroth).
Cost: None

Mako-Fueled Intimidation [LEARNED]
Description: Zander's use of the Eyes of Mako ability has grown in potency over time. He has found that by flaring his aura and channeling energy into his eyes at the same time, he is able to intimidate and reduce the combat efficiency of almost anyone. This ability replaces Eyes of Mako.
Requirements: 65 Spirit, Eyes of Mako
Effect: Decreases the highest stat of the opponent by 25% for the duration of the thread. If there is a tie, then the opponent's player decides which is reduced. Only effective if the target's Spirit is lower than Zander's. Can only be used on one opponent at a time.
Cost: 5 MP to activate the effect.

Magical Mastery [LEARNED]
Description: After working with Magic and Materia for a while, one can modify their casting to achieve maximum effects by expending less energy.
Requirements: 30 Intelligence, 30 Magic, 15 Casting
Effect: Lowers MP cost of Spells by 20% (2 if below 10, cannot be lower than 1). This only effects Spells, not Summons or Command Materia.
Cost: None

Essence of the Lifestream [LEARNED]
Description: Zander's connection to the Lifestream allows him to use his magic to sense things around him, to an extent. Expanding upon that and his existing expertise in spell casting, he is able to detect the flow of magic in his own spells and make them more efficient by having them have the same effects while costing less energy. This replaces Magical Mastery.
Effect: Lowers cost of all Materia usage by 20% of the Spirit stat. Cannot be lower than one.
Requirements: Lifestream Senses, Magical Mastery, 65 Spirit, 100 Casting
Cost: None

Lifestream Senses [LEARNED]
Description: Those infused with Mako possess a greater connection to the Planet than the average human. By flaring their magic, such a person can emit an invisible field (somewhat like a radar pulse) to detect anything around them.
Requirements: 50 Spirit, 50 Intelligence
Effect: Emits a pulse of magical energy that can be used to scout out an area for (Magic Stat) Feet in all directions. It can also be used to deflect incoming attacks within that range, provided the power is less than the user's ((Spirit + Magic)/2).
Cost: 2 MP per use, + 6 MP if deflecting an attack.

Jack of All Trades [LEARNED]
Description: SOLDIERs are trained to be good not just in one aspect of combat, but in all of them. When a warrior is in perfect balance, a synergistic effect takes place that makes him or her better in every way.
Effect: If all Stats (Not Skills, just Stats) are equal in value, then Strength, Magic, Speed and Agility each receives a 25% boost. Once the balance is broken, whether that be by status effects, enemy techniques, spells or simply leveling up, the boost is lost until the next time equilibrium is reached.
Requirements: Mako-Induced Human, At Least 2nd Class SOLDIER, > 75% Alignment
Cost: None

Master of Self [LEARNED]
Description: Zander has taken the concept of self-balance to a whole new level since his exposure to S-Cells. What formerly seemed to be purely physical has since expanded into all aspects of himself thanks to his more focused connection to the Lifestream.
Effect: If all Stats (Not Skills, just Stats) are equal in value, then they all receive a 50% boost. Once the balance is broken, the boost is lost until the next time equilibrium is reached. This Ability replaces Jack of All Trades.
Requirements: Be Zander, Jack of All Trades, at least 60 in all Stats
Cost: None

Transference
Description: By concentrating heavily, Zander is able to transfer a portion of his physical stamina directly into his energy reserves.
Effect: For every 2 HP sacrificed, Zander receives 1 MP. He cannot exceed his maximum MP amount in this way.
Requirements: 300 HP, 100 MP, 50 Endurance
Cost: X HP to make (X/2) MP

Applied Knowledge
Description: While Zander may not have the most practical experience with operating machinery, he has spent a good deal of time researching the theoretical aspects of it. So much so in fact that he finds himself capable of applying that knowledge to real-world scenarios.
Requirements: 30 Machine Operation, 70 Intelligence
Effect: Adds half of Zander's functional Intelligence to his Machine Operation stat when using advanced technology. Can only be boosted to double the base Machine Operation stat, no farther (ex. MO = 30 and Int = 100. MO can only be boosted to 60.)
Cost: None

One for All [LEARNED]
Description: Maintaining balance is a difficult thing, and sometimes sacrifices must be made in order to keep things on the level. Because you understand this, you can reap both the benefits and the disadvantages of staying in balance.
Requirements: 75 Base Stats, Master of Self
Effect: Anything that changes a stat (aside from applying grades) is averaged out to all stats, rounded to the nearest whole number. For example, if something reduces Speed by 35%, then that is split out to a 5% reduction to all stats in order to maintain balance. The same applies to static changes, so if an Accessory boosts Strength by 15, then all stats would be increased by 2 instead. In the event of multiple boosts/reductions, only the largest would be used. Counteracting alterations would go by the difference between them. All changes effect base stats, before Master of Self takes effect. This only effects Stats, not Skills.
Cost: None


Accepted Limit Breaks:

Magus Slice [Limit Break Level 1] [LEARNED]
Description: Zander focuses his internal magical power and channels that energy into his weapon. This empowers his weapon with the strength of his magic.
Requirements: Limit Break Level 1 Access
Effect: Adds (Magic Stat) to Radius' Strength/Durability for two of Zander's turns.
Cost: None

Rising from the Ashes [Limit Break Level 1] [LEARNED]
Description: Zander's magic courses through his body, refreshing it to peak physical performance. His aura flares when this occurs, making it difficult to use in a stealthy manner.
Requirements: Limit Break Level 1 Access
Effect: Restores HP by (Magic Stat * 1.5).
Cost: None

Halo Blast [Limit Break Level 2]
Description: Zander's aura emerges, shining brightly in a dazzling display of white light. A moment later he flares that aura, unleashing a blast of holy energy.
Requirements: Limit Break Level 2 Access
Effect: Sends out a pulse of Holy energy that extends for (Magic*2) feet in all directions. If a character's alignment is at or above 50%, they are healed by an amount equal to (Zander's Magic * 1.7). If a character's alignment is below 50%, or is somehow undead, then (Zander's Magic * 1.7) is dealt in Holy damage.
Cost: None


Accepted Techniques:

Hideko's Blessing [LEARNED]
Description: By liberally using the wind to aid you, you can increase the pace of your movements by the force of the air. This is chiefly used for unidirectional movement, since this increases Speed but not Agility.
Requirements: Aero Materia, 40 Magic, 40 Intelligence, 40 Spirit
Effect: Adds the power of the spell to one's Speed for the rest of the post.
Cost: Spell Cost * 1.5

Momentum Shift [LEARNED]
Description: Zander is a warrior in balance, with all parts of him working perfectly in tune with one another. By embracing that aspect of himself and learning to allow himself to achieve synergy, he can augment his performance by allowing his body to aid him fully in combat. For example, if he is moving while attacking, he is able to use his increased speed to add force to his blows.
Effect: If you attack physically while on the move, your Speed/2 is added to the damage formula.
Requirements: 50 Strength, 50 Speed, 50 Weapon Skill, Jack of All Trades
Cost: None

Hinotana's Revenge [LEARNED]
Description: The user of this technique calls upon the power of the Fire Materia to aid their physical and armed combat. When on the offensive, they can tap into this power to strengthen their blows by the heat of the flames.
Requirements: Fire Materia, 40 Magic, 40 Intelligence, 40 Weapon Skill
Effect: Adds the power of the spell to an attack's power.
Cost: Spell Cost

Magical Duplications [LEARNED]
Description: Zander is well aware that by maintaining a physical and mental equilibrium, he is both increasing his usefulness and decreasing his overall power simultaneously. To overcome this flaw, he has created a way to increase his numbers: magical duplication. By channeling his magic in a precise way, he is able to create temporary clones.
Effect: Creates clones. Each clone has half of Zander's base stats (HP, MP and Stats), but equal skills (Weapon Skills, Hand to Hand, Casting, etc.) as the original. When a clone is destroyed (or dispels itself), all that it has learned/experienced is transferred back to the original Zander. Clones can use all of Zander's Abilities and Techniques. Weapons and Armor are duplicated, but Materia, Accessories and Items are not.
Requirements: 60 Magic, 60 Intelligence, 85 Casting, Jack of All Trades, Magical Mastery or Higher, 300 HP
Cost: 35 MP per clone

Intention Analysis [LEARNED]
Description: Zander has been gifted with the ability to detect incoming objects and attacks. Expanding upon this, when he knows an attack is coming at him he is able to figure out the most efficient way to avoid it. In other words, he figures out the intent of the attack and then nimbly dodges.
Effect: Adds Intelligence stat to Agility when calculating Dodge.
Requirements: 65 Intelligence, 65 Agility, Lifestream Senses, Jack of All Trades or higher
Cost: None

Intense Belief [LEARNED]
Description: Although Zander is not always confident about his motivations or his emotions, he does know what he is capable of. This conviction in regards to his abilities and powers, the knowledge of his might, makes his fighting spirit that much more potent and makes that of other pale in comparison.
Effect: Adds Intelligence stat to Spirit when defending against Magic ((Intelligence + Spirit) * 0.1). When being targeted by a Mind-Altering or Body-Altering effect other than a Materia-guided status ailment, a direct comparison is made of the opponent's ((Intelligence + Spirit) / 2) and Zander's (Intelligence + Spirit). If Zander's is higher, the effect does not work on him.
Requirements: 65 Intelligence, 65 Spirit, Thick-Headed
Cost: None

Hyperflexion Defense
Description: Zander is a hardened warrior...hardened by his experiences and by the elements of battle. Over time, his body has trained itself to respond automatically to incoming threats by tensing the muscles in the area of the incoming blow so as to help minimize damage.
Effect: Adds Strength stat to Endurance when defending against physical attacks ((Strength + Endurance) * 0.1).
Requirements: 65 Strength, 65 Endurance, Jack of All Trades or higher.
Cost: None

Magical Minimalist [LEARNED]
Description: Tired of being burdened with his various belongings, Zander has devised two separate but effective ways to handle his problem. By exercising his Magic and utilizing his above-average will-power, Zander is able to either negate the Weight of objects or shrink them down so as to take up less space. He cannot do both at once, however.
Requirements: 70 Strength, 70 Magic, 70 Intelligence, Thick-Headed, Essence of the Lifestream
Effect: When objects are full-sized, Zander can channel magic into them to negate their Weight. He can also channel magic into them to shrink them down to 5 inches in height and reduce their Weight to 1. In either case, Strength/Durability remain the same. Only works on objects in Zander's possession. Objects cannot be used/wielded when in shrunken form
Cost: 15 MP to negate all Weight on Zander, 2 MP to shrink an object, 2 MP to enlarge an object

Electrical Pulse [LEARNED]
Description: By combining his Lifestream Senses with a Thunder Materia, Zander emits a pulse of electrical energy that turns off all machinery within range of his magic.
Requirements: Lifestream Senses, Thunder Materia
Effect: Turns off all machines/cybernetic components/electronics within range of the pulse. Range is dependent on the level of spell used (Thunder = Magic in feet, Thundara = Magic * 1.5 in feet, Thundaga = Magic * 2 in feet). Duration of downtime is (Zander's Magic/Opponent's Machine Operation) turns. If an opponent's MO is higher than Zander's Magic, then this technique has no effect on their machine. Machines can be turned back on before the full amount of turns if the opponent has some ability to repair machinery, but at least one full turn of downtime is still required. This technique can only be used once every five posts at maximum.
Cost: Spell Cost

Path of Least Resistance [LEARNED]
Description: While flying, Zander is able to use his Aero Materia to neutralize the air friction and resistance within his flight path. This allows him to travel much faster than he would normally be capable of.
Requirements: Shin-ra Flight Boots, Aero Materia, 75 Endurance
Effect: Increases Speed while flying by the Power of the Spell he uses. Cannot be used in conjunction with Hideko's Blessing.
Cost: Spell Cost * 1.6 (Before reductions)

Thermal Updrafts [LEARNED]
Description: When moving at his maximum speed, Zander is capable of taking that final step...capable of going even further beyond. By heating up the air behind him and exciting the molecules, he can use them to push his body even faster. This also allows him to fly higher than he would otherwise be capable of. Unfortunately, such heat and speeds can be very damaging to the body, and so using this technique is enough to cause serious harm. It must be used sparingly.
Requirements: Shin-ra Flight Boots, Path of Least Resistance, Fire Materia, 75 Spirit, 75 Endurance
Effect: Increases flight speed by the power of the spell used. Can only be used once every four posts, or the Boots will malfunction and not work for the rest of the thread. Every post this is active, Zander loses 5% of his max HP for the remainder of the thread (if he has 1,000 HP, one use lowers it to 950, and it cannot rise above that for the remainder of the thread). His maximum resets at the end of every thread. Cannot be used in conjunction with Hideko's Blessing.
Cost: Spell Cost (Cannot be reduced)

Complete Confidence [LEARNED]
Description: As time has passed, Zander has come to realize that the effects of Materia...other that simple damage...could be quite harmful to him in his quest to remain balanced and just. To amend this, he has doubled his internal focus and is able to use that newfound confidence to shirk off many of those negative effects.
Requirements: 100 Spirit, Intense Belief, Master of Self
Effect: When attempting to use a Materia-guided assault to somehow impair Zander, a comparison is made of the Materia's (AP/12) and Zander's ((Intelligence + Spirit)/2). If Zander's total is higher, then the effect does not take hold. This ability disregards other all other formula in favor of its own comparison.
Cost: None
Edited by Takeru, Sep 17 2009, 09:15 PM.
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Sarge
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Tonberry King
I think the limit break is too much. if you look at the example cloud put up in the rules it only gives +20% damage for a single attack. your's on the other hand has the potential to do allot more than that and for more rounds. just too powerful for a first level limit break
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Takeru
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The White Mage
Point. Edited. ^_^
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Sarge
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Tonberry King
better now lets both wait for a mod
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Takeda
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Hyper Hobo
Trait: APPROVED
Ability: I'd like a second opinion... but I'm ok with it :)
LB: APPROVED

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Takeru
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The White Mage
Bwahahahahahaha....I mean...*Moves them*
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Grendel
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Waterkick (Lv2)
Quote:
 
Level One Magical Mastery
Description: After working with Magic and Materia for a while, one can modify their casting to achieve maximum effects by expending less energy.
Requirements: 30 Intelligence, 30 Magic, 15 Casting
Effect: Lowers MP cost of Spells by 30% (3 if below 10, cannot be lower than 1)
Cost: None


I would say that it might be lowered, but most MP costs are quite low anyway. I'll approve it for now.
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Takeru
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The White Mage
Sweeeeeet.

*Moves it*
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UberKidd
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Ubby-Kun!
I dunno if I agree with that one...

It should lower the cost by a much smaller amount, considering most of our stuff only costs 6 MP at first. ._.

And if it is accepted, it should be put into boardwide.

But lawdie, that is way too much of a decrease for such mediocre stats.

.__________.
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Takeru
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The White Mage
Hmm...I can change it to 20% and 2. I think I will, actually.

*Does so*
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Takeru
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The White Mage
Quote:
 
Wordless Casting
Description: Once one has managed to master a certain materia, they find that they no longer need to speak the incantation for the spell to work. While this does increase the potential for use, it has the unfortunate side-effect of increasing the amount of magic necessary for the spell to work.
Requirements: 75 Magic, 50 Spirit, At least one Mastered materia
Effect: Allows spells to be cast silently. This renders Silence useless, but makes all spells cast in this manner cost an extra 3 MP (after all other reductions/increases).
Cost: 3 MP per use


That's my new one. I also tweaked the wording of Magical Mastery a bit, so if the new version could be put in Zander's profile I would appreciate it.
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Sarge
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Tonberry King
"Rules"
 
Loudmouth
Description: You're a loud one aren't you? You probably could talk for hours. I could tell, I heard you from here.
Requirements: 30 Endurance; 30 Spirit
Effect: Immune to Silence
Cost: None


we already have this though. how is this different/better?
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Jingasa_Tha_One
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Seal Evil
Allow me to interject if I may. it's better because it's chantless magic. All about element of surprise.
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[-Cloud-]
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Apocalypse (Lv4)
I didn't know you had to chant to cast spells in Final Fantasy VII o.o;;

I don't remember Zack or Vincent chanting/saying anything when I blasted people away with Thundaga.

>.>
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Jingasa_Tha_One
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Seal Evil
0.0;;
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Takeru
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The White Mage
I figured that was the whole...bah. Nevermind. Can I get the new version of Magical Mastery edited into my sheet then?
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Takeru
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The White Mage
I retooled my old accepted Limit Break and put it back up in Pending. Thoughts, everyone?
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Drathmar
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Vampiric Bitch
Hmmm, It's pretty much a limit break version of the ability that adds X damage for X mp spent. However thats only for 1 attack, this is for 3 posts, which is 3x as great as the ability, when 1st level LB's, as I understand, are suppose to be only slightly greater than regular abilities and techs. Imo, it should be reduced to 2 posts because of that, even though thats double the effectiveness for the same mp, but your forced to use half which helps reduce that down. Thats just my opinion on it however.
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Gin
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Ikorose, Shinsou
I don't know why but it seems rather strong you would only need 100 MP to make a Diamond weapon more then 2x as powerful which has the potential to become REALLY powerful. Maybe that's just me though but this feels like its for a limit higher then level 1 but that's just me. If you get enough 1/2 or 3/4 approval ill give my 1/2.
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Takeru
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The White Mage
Yeah, it's meant to be something of a double-edged sword, so to speak. I'll lower it to two turns though, to be fair.
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Drathmar
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Vampiric Bitch
Alright, at 2 turns i/ll give my 1/4
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Takumi
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The First Leo Harashiki of The New World Order of Enlightenment
Wow, that LB is going to kill it when you get like 200 MP.
But I like it, so +1/4 approval.
PS: you're going to blast everyone away...
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Gin
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Ikorose, Shinsou
As I promised in my last post, if you got 1/2 Approval id add my 1/2 and as such




APPROVED
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Takeru
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The White Mage
Three new abilities and a Limit Break are up and awaiting approval.
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Takumi
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The First Leo Harashiki of The New World Order of Enlightenment
If you're allowed to do the ability-replacing, then I give 1/4 approval point to all new requests.
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