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[Pre-Dice]Tak's Requests
Topic Started: Nov 14 2008, 10:19 PM (3,563 Views)
Gin
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Ikorose, Shinsou
The cuffs mention in the effect "If they remain intact". I am willing to assume because of this that they can be broke. Not only that but Zander is a SOLDIER, I'm fairly sure their main objective is for use in arresting criminals and turning them in to Shin-Ra. I could be wrong of course though so lets see what Tak has to say.
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Takeru
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The White Mage
They would be taken off at the end of the thread, one way or another. And look at the description...they cannot be removed by the wearer's own magic (since it is suppressed) or by any sort of brute strength.

Someone else's magic could get them off, but it would likely cause some severe damage to the wearer in the process. The Key is the only way to get them off without some sort of collateral damage.
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Drathmar
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Vampiric Bitch
If you wanted to add they had to be off by the end of the thread (or threads if it's multi-part due to them being taken to another location or needing to, or whatever, as long as its part of the same chain) I think it would end up looking much better.
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Takeru
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The White Mage
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 safely with the Key. Cuffs must be removed at the end of the thread/story arc. 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 safely with the Key. Cuffs must be removed at the end of the thread/story arc. 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


Better?
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Drathmar
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Vampiric Bitch
Thanks. +1/4
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Galileo
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Getting too old for this shit.
Skyes
Sep 15 2009, 01:50 PM
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.
Exactly. I'm not trying to attack you, Tak and I'm not trying to deny these. I just want you to give people a fighting chance to get out of them.
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Takeru
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The White Mage
Takeru
Sep 15 2009, 02:07 PM
They would be taken off at the end of the thread, one way or another. And look at the description...they cannot be removed by the wearer's own magic (since it is suppressed) or by any sort of brute strength.

Someone else's magic could get them off, but it would likely cause some severe damage to the wearer in the process. The Key is the only way to get them off without some sort of collateral damage.
Read.

I can create a durability for them if you want, so that there is a scale of how strong someone else's spell needs to be to break them. But know that anything that strong is gonna hurt the wearer quite a bit as well.
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Skyes
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Rush Assualt
Well, the thing is, if you create a durability, it would have to follow the material system. I don't agree with something that powerful without any escape or cost to you to use it except to buy it, because given enough, you could easily destroy someone that way.
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Galileo
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Getting too old for this shit.
Nevermind, I'm going to reserve judgment until after Tak's next post.
Edited by Galileo, Sep 15 2009, 03:01 PM.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Best course of action: Have there be a minimum AP value, say, 1000, on an Accessory Shot to break it. However, as a failsafe measure, have it do a certain amount of damage, unreducible, to both whoever is wearing it and whoever breaks it.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
It seems improbable that this could disable magic on ANY person. There has to be some sort of way they can break out with their magic if it's a certain point, etc. Right now, these are just an item that say "NO YOU CAN'T DO THIS!" and if they were that strong, they would probably be quite rare and cost more.

tl;dr IMO give the prisoner more ways to break free.
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Takeru
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The White Mage
Let's break this down then.

- The Cuffs stop the wearer from using their own magic.
- The Cuffs cannot be broken/removed by either the wearer's magic or any sort of brute strength (ripping them off, cutting them off, etc.).
- The Cuffs can be broken/removed either with the Key or with an external application of magic (someone uses a Fire spell on them, for example).
- The purpose of the Cuffs is to bind someone so they can be taken into custody.
- If the wearer is still within the Cuffs at the end of a thread/story arc, then at the beginning of the next thread they are gone, and the player can have some sort of explanation of how they were removed so long as the owner of the Cuffs agrees with it.

Here's an example of how they would be used:

Zander manages to defeat Angel. He clamps on the Cuffs to prevent Angel from using magic to escape. After placing Angel in a secure anti-magic cell, he removes the Cuffs.

...or alternately...

Zander manages to slap on the Cuffs in mid-battle with Nex. J uses an Aero spell to slice off the Cuffs, doing some damage to Nex in the process. The Cuffs are broken, and Zander will need to pay to get new ones.

...or...

Zander slaps the Cuffs on Lini, but Lini gets away and the thread ends. At the beginning of the next thread, Lini is Cuff-less, and the backstory shows that he had Nex help remove them. The Cuffs are broken and Zander will need to get new ones.

Multiple scenarios.
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Skyes
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Rush Assualt
Yes, but here's the thing Tak.

You are effectively making an item that no matter how high their magic power is or how high their strength is, they can't break it. That makes no sense. I could understand it lowering their magic power to a point and if they're too weak, that point is 0, and having a hard time being broken...

But if someone has 1,000 strength, those cuffs will get smashed. No amount of 'runes' (which is kinda bullshit btw and you know it, there is a material system for that very reason) will change that fact.

If someone has 1,000 magic... Ya, good luck containing that.

I can understand it limiting it. But not negating it completely to be an ultimate item that cannot be beaten no matter how strong you are and that completely nullifies your magic no matter how much you have.

Because even a rock can be destroyed by lightning, and it doesn't normally conduct electricity. Try to run a spark through it? Won't work. Run millions of volts? Ya, it will be forced.

It isn't fair to have a be-all end-all item that only costs you money, has no upper limits and pretty much, once on, reduces a person completely to being useless depending on their build.

You're also assuming that people only cast through their arms. If they cast a materia through leg armor, would these affect them? Or does this create a complete nullification effect on whatever they touch?

What is powering these things to have this kind of power? To power a force field or a negation device, you need energy.
Edited by Skyes, Sep 15 2009, 03:24 PM.
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Galileo
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Getting too old for this shit.
Quote:
 
then at the beginning of the next thread they are gone, and the player can have some sort of explanation of how they were removed so long as the owner of the Cuffs agrees with it.


As long as you agree with it? Uh, no. Do you think people will agree with having their entire magic rendered useless and their arms immobilized, making it quite difficult to fight and use weapons?

Quote:
 
Zander manages to defeat Angel. He clamps on the Cuffs to prevent Angel from using magic to escape. After placing Angel in a secure anti-magic cell, he removes the Cuffs.


One of the scenaros you listed makes me think you plan on using these to detain PC's long term.
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Takeru
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The White Mage
Yes, because it isn't like Angel has allies that will break him out....like Alecto or Angeles. Right. *Rolls eyes*

But okay Will, I see your point. How about this...

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's MP is reduced by 250. Cuffs can only be removed safely with the Key. If the Cuffs are removed without the Key (which can only be achieved with a force of 500 or more), then damage equal to the wearer's remaining MP is dealt to both the wearer and the remover. Cuffs must be removed at the end of the thread/story arc. 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's MP is reduced by 250. Cuffs can only be removed safely with the Key. If the Cuffs are removed without the Key (which can only be achieved with a force of 500 or more), then damage equal to the wearer's remaining MP is dealt to both the wearer and the remover. Cuffs must be removed at the end of the thread/story arc. 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


Thoughts?
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Skyes
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Rush Assualt
Other than you could probably make one set (since this will most likely cost more than 3K) and have it adjustable to multiple different sizes, at least now you have some basics that make it less "Instant win" and more "Fighting chance".

So I'm not going to approve as I really don't know the system well enough, but I'll stop fighting as now I'm out of comfortable territory.

In other words, you pretty much made me happy in the sense that they're now not perfect.
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Takeru
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The White Mage
One last edit...

Quote:
 
Magic Restricting Cuffs
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 beyond normal limits.
Effect: While worn, the being's MP is reduced/blocked by 250. Cuffs can only be removed safely with the Key. If the Cuffs are removed without the Key (which can only be achieved with a force of 500 or more), then damage equal to the wearer's remaining MP is dealt to both the wearer and the remover. Cuffs must be removed at the end of the thread/story arc. 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.
Weight: 0
Cost: 300 Gil


Okay, let's do this.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Uh...

I like this idea a lot better. Still not sure, though.
Edited by Bowwy, Sep 15 2009, 09:58 PM.
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Takeru
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The White Mage
Quote:
 
Magic Restricting Collar
Description: These thick leather collar is engraved with magical runes that block the wearer's access to the magical energies within them. The runes also strengthen the material of the collar beyond normal limits.
Effect: While worn, the being's MP is reduced/blocked by 50%. Collar can only be removed safely with the Key. If the Collar is removed without the Key (which can only be achieved with a force of 500 or more), then damage equal to the wearer's Magic Stat is dealt to both the wearer and the remover. This damage cannot be reduced. Collar must be removed at the end of the thread/story arc. If it remains intact, the collar can be used multiple times.
Weight: 2
Cost: 3,000 Gil

Collar Key
Description: A small silver key engraved with several magical runes.
Effect: When placed in the lock on a Collar, the two sets of runes sync up with each other and unlock the Magic Restricting Collar.
Weight: 0
Cost: 300 Gil


Editssssss.
Edited by Takeru, Sep 15 2009, 10:10 PM.
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Takeru
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The White Mage
Screw that stuff. I'll come back to it later...maybe. New Item.

Quote:
 
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
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Galileo
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Getting too old for this shit.
Takeru
Sep 17 2009, 10:08 AM
Screw that stuff. I'll come back to it later...maybe. New Item.

Quote:
 
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
200 Gil per item/accessory it can hold, reducing the combined weight of the them to 0. Seems about right. I just need to confirm that items and accesories inside the bag cannot be used until taken out. I think you could get away with making the bag itself weight 0, but that's just my opinion.
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Takeru
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The White Mage
Yeah, once something is in there, it can't be used until taken out. And I set it to 1 Weight just to be fair.
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Galileo
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Getting too old for this shit.
Well, I'll give it my +1/4
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Skyes
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Rush Assualt
So it can't hold equipment?
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Takeru
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The White Mage
It cannot hold Armor or Weapons, correct.
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