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[Pre-Dice]Tak's Requests
Topic Started: Nov 14 2008, 10:19 PM (3,564 Views)
Takeru
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The White Mage
Alright. Gin provided an alternative method, which I shall now employ.

Quote:
 
One for All
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


How's that?
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
So basically, this makes it so boosts are less, but so are reductions?

...uh...kay?
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Galileo
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Getting too old for this shit.
Takeru
Aug 31 2009, 07:40 PM
Alright. Gin provided an alternative method, which I shall now employ.

Quote:
 
One for All
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


How's that?
I find this acceptable. +1/4
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[-Angeles-]
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Ex-Turk
*nails my 1/2 approval in to place* and stay there this time!
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Takeru
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The White Mage
*Moves it*
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Shin Draven
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The People's Champion
and no negative effect? Just splits to make all stats even? How can you say something about making sacrifices in the description but no negative can be identified in its effect?

-1/2 Approval.
Edited by Shin Draven, Aug 31 2009, 09:11 PM.
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Takeru
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The White Mage
Look at the old version and then look at this version.

This is fine.
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Takeru
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The White Mage
Eliminated my old Lvl 2-1 LB, and making this new one instead since I never learned the old one.

Quote:
 
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 stat. 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


Thoughts?
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Gin
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Ikorose, Shinsou
How come it only heals 50% Alignment or above for Zander's magic stat? I assumed the ability would do a static amount that either healed or hurt. Then again, just my thoughts on it.
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Bag o Bones
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Meteorain (Lv3)
He needed something to battle my ghosts in the monster contest. XD

...

Actually, the sad thing is that I can't tell if I'm joking or not.


Anyway, is this base magic stat, or Zander's boosted magic stat?
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Takeru
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The White Mage
His functional/boosted Magic stat, Bones. In the future, if I mean Base, I'll put Base. :P

And Gin, I just didn't want it to seem overpowered. If you'd allow (Magic * Whatever) for both, then I'll change it to that.
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[-Angeles-]
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Ex-Turk
*super glues 1/2 approval onto LB*
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Galileo
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Getting too old for this shit.
Takeru
Sep 1 2009, 10:00 PM
Eliminated my old Lvl 2-1 LB, and making this new one instead since I never learned the old one.

Quote:
 
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 stat. 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


Thoughts?
I'll give it my +1/4 because you'd have to be very careful on how you used it. It can be extremely useful in some situations and utterly useless in others.
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Gin
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Ikorose, Shinsou
I myself would allow both seeing as how it would make more sense to me, but as I just said, thats just my opinion.
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Takeru
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The White Mage
Okay, I guess I'll try it Gin's way.

Quote:
 
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
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Gin
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Ikorose, Shinsou
approved
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Takeru
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The White Mage
New Items:

Quote:
 
Magic Restricting Cuffs (Adult)
Description: These thick leather cuffs are engraved with magical runes that block the wearer's access to the magical energies within them. The runes also strengthen the material of the cuffs so that no amount of brute strength can break them.
Effect: While worn, the being cannot use any sort of Magic, whether it be via a Trait, Ability, Technique, Item, or Accessory. Cuffs can only be removed with the Key. If they remain intact, cuffs can be used multiple times.
Weight: 2
Cost: X Gil

Magic Restricting Cuffs (Child/Moogle)
Description: These thick leather cuffs are engraved with magical runes that block the wearer's access to the magical energies within them. The runes also strengthen the material of the cuffs so that no amount of brute strength can break them. These cuffs are smaller, to allow them to be used on children, Moogles, Leonine, etc.
Effect: While worn, the being cannot use any sort of Magic, whether it be via a Trait, Ability, Technique, Item, or Accessory. Cuffs can only be removed with the Key. If they remain intact, cuffs can be used multiple times.
Weight: 2
Cost: X Gil

Cuff Key
Description: A small silver key engraved with several magical runes.
Effect: When placed in the lock on a pair of cuffs, the two sets of runes sync up with each other and unlock the Magic Restricting Cuffs. Works for both Adult and Child/Moogle sizes.
Weight: 0
Cost: x Gil


Go for it.
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Drathmar
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Vampiric Bitch
Hmmm, seems like Zander is gonna be a bounty hunter or something similar >>.

I would probably think around 3k per pair of cuffs, and like 300 gil for the key. The cuffs should be expensive as they are powerful, Imo, but I doubt you would be able to attach them in the middle of battle to someone easily.
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[-Angeles-]
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Ex-Turk
All three items are 1/2 approved.
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Takeru
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The White Mage
Yeah, the Cuffs are mainly meant as either a surprise or for when an enemy is already defeated.

Quote:
 
Magic Restricting Cuffs (Adult)
Description: These thick leather cuffs are engraved with magical runes that block the wearer's access to the magical energies within them. The runes also strengthen the material of the cuffs so that no amount of brute strength can break them.
Effect: While worn, the being cannot use any sort of Magic, whether it be via a Trait, Ability, Technique, Item, or Accessory. Cuffs can only be removed with the Key. If they remain intact, cuffs can be used multiple times.
Weight: 2
Cost: 3,000 Gil

Magic Restricting Cuffs (Child/Moogle)
Description: These thick leather cuffs are engraved with magical runes that block the wearer's access to the magical energies within them. The runes also strengthen the material of the cuffs so that no amount of brute strength can break them. These cuffs are smaller, to allow them to be used on children, Moogles, Leonine, etc.
Effect: While worn, the being cannot use any sort of Magic, whether it be via a Trait, Ability, Technique, Item, or Accessory. Cuffs can only be removed with the Key. If they remain intact, cuffs can be used multiple times.
Weight: 2
Cost: 3,000 Gil

Cuff Key
Description: A small silver key engraved with several magical runes.
Effect: When placed in the lock on a pair of cuffs, the two sets of runes sync up with each other and unlock the Magic Restricting Cuffs. Works for both Adult and Child/Moogle sizes.
Weight: 0
Cost: 300 Gil


With the suggested prices.
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Drathmar
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Vampiric Bitch
+1/4
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Galileo
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Getting too old for this shit.
These are a lot stronger than any status ailment on the board except for perhaps stone and death. Include that a person can escape from them after three posts of wearing them in case you ever resort to using them in a fight.
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Takeru
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The White Mage
...it's glorified Silence, Gal.

So no. I've got 3/4 approval...or 1/2 after you announce your earth-shattering - 1/4. I'll just wait.

Although I have to wonder if Nex's tech that lets him defeat Silence would work against these Cuffs. I would think not, but...*Shrugs*
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Skyes
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Rush Assualt
So they're completely unbreakable... That's not really fair in the least Tak. There has to be SOME way for someone to get out of them. If you manage to knock someone out, put these on them, viola, they're fucked for the rest of their time on this board.
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Drathmar
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Vampiric Bitch
Ehh, I gave my 1/4 on them figuring it would just be for turning them into Shinra taking people in for bounties and such.

Though Skye is right, maybe make it so they have to be off of the end of that thread, or the next thread you do with that person (which should be taking them in if it's not all in one thread.) I don't see a problem with them not being able to get out of them without some create use of non-magic though, as it would be kinda hard to use in battle.
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