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[Pre-Dice]Tak's Requests
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Topic Started: Nov 14 2008, 10:19 PM (3,562 Views)
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[-Angeles-]
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Sep 17 2009, 01:28 PM
Post #326
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Ex-Turk
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+1/2 to featherlight bag.
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Bowwy
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Sep 17 2009, 05:20 PM
Post #327
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MOOGLE AWWWWAAAAYYYY!!!
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Just so you know it takes a post to switch accessories...if that's even legal...
My 1/2 is on it.
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Takeru
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Sep 17 2009, 08:27 PM
Post #328
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The White Mage
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This isn't an Accessory. It's an Item.
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Bowwy
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Sep 17 2009, 08:43 PM
Post #329
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MOOGLE AWWWWAAAAYYYY!!!
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I know, but you can put accessories inside of the bag.
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Takeru
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Sep 17 2009, 09:12 PM
Post #330
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The White Mage
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Oh, right. Okay. ^_^;;
*Moves it to the approved section, then teleports everyone over to Mr. Anderson's Requests*
:P
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Takeru
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Sep 20 2009, 07:53 PM
Post #331
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The White Mage
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Custom Revision/Editing Time! New versions of my stuff are posted below. If something isn't there, then it means that I haven't changed it and the old version will still be in use.
Abilities (Including a new request at the end):
- Quote:
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Essence of the Lifestream 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 maintain efficiency while lowering MP consumption. This replaces Magical Mastery. Effect: Lowers cost of User's Materia usage by 20% of the User's functional Spirit. Cannot be lower than one. Requirements: Lifestream Senses, Magical Mastery, 65 Spirit, 100 Casting Cost: None
Lifestream Senses 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). If the power is more than that, then it is reduced by that amount (Attack Power - Pulse Power). Cost: 2 MP per use, + 6 MP if deflecting an attack (for a total of 8 MP).
Mako-Fueled Intimidation 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 functional Spirit is lower than Zander's. Can only be used on one opponent at a time (Single Target). Cost: 5 MP to activate the effect.
Lone Warrior Description: You are a singularity, one that stands out from the crowd and is above the rabble. Those around you can see this, and will not be swayed by the powers of others either. Requirements: 50 Intelligence, 50 Spirit, 100% Alignment Effect: Projects an anti-Field Effect/Ability Aura. Any other auras with a power less than Zander's functional Spirit are negated. This continues to work if Zander is KO'd, but not if he dies. Cost: None
And Techniques:
- Quote:
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Complete Confidence Description: As time has passed, Zander has come to realize that the effects of Materia...other than 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 new found 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/status effect to somehow alter Zander's capabilities, 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
Hideko's Blessing Description: By liberally using the wind to push you along, 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 User's functional Speed for the rest of the post. This does not directly alter the Speed stat, so balance is still preserved. Cost: Spell Cost * 1.5
Hinotana's Revenge Description: The user of this technique calls upon the power of the Fire Materia to aid their armed and unarmed 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 a physical attack's power (User). Cost: Spell Cost (per attack).
Intense Belief 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 User's functional Intelligence stat to User's Spirit when defending against Magic ((Intelligence + Spirit) * 0.1) or Field Effects (Intelligence + Spirit). When being targeted by a status ailment (Slow, Stop, Stone, Poison, etc.) or mental imposition (mind-reading, mind control, memory reading, etc.) that is not caused by a Materia, a direct comparison is made of the opponent's functional ((Intelligence + Spirit) / 2) and Zander's functional (Intelligence + Spirit). If Zander's total is higher, the effect does not work on him. Other formula are disregarded in favor of this one. Requirements: 65 Intelligence, 65 Spirit, Thick-Headed, Lone Warrior Cost: None
Intention Analysis 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. Requirements: 65 Intelligence, 65 Agility, Lifestream Senses, Jack of All Trades or higher Effect: Changes Zander's Dodge formula to (Speed + Agility + Intelligence) /2. Cost: None
Magical Minimalist 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 negate the Weight of objects so that he is not as inhibited in battle. Requirements: 70 Strength, 70 Magic, 70 Intelligence, Thick-Headed, Essence of the Lifestream Effect: Zander can channel magic into objects he owns to negate their Weight. Only works on objects in Zander's possession. Cost: 15 MP
Momentum Shift 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. Effect: If you are attacking physically, User's functional Speed/2 is added to the damage formula. Does not effect Magic damage. Requirements: 50 Strength, 50 Speed, 50 Weapon Skill, Jack of All Trades or higher Cost: None
And an unlearned Limit Break:
- Quote:
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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 is aligned with Zander, they are healed by an amount equal to (Zander's Magic * 1.7). If a character is Zander's enemy, or is somehow undead, then (Zander's Magic * 1.7) is dealt in Holy damage. Cost: None
Let's do this.
Edited by Takeru, Sep 20 2009, 07:58 PM.
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Final Riku
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Sep 20 2009, 08:07 PM
Post #332
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Dynamite
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- Takeru
- Sep 20 2009, 07:53 PM
Custom Revision/Editing Time! New versions of my stuff are posted below. If something isn't there, then it means that I haven't changed it and the old version will still be in use. Abilities (Including a new request at the end): - Quote:
-
Essence of the Lifestream 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 maintain efficiency while lowering MP consumption. This replaces Magical Mastery. Effect: Lowers cost of User's Materia usage by 20% of the User's functional Spirit. Cannot be lower than one. Requirements: Lifestream Senses, Magical Mastery, 65 Spirit, 100 Casting Cost: None
Lifestream Senses 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). If the power is more than that, then it is reduced by that amount (Attack Power - Pulse Power). Cost: 2 MP per use, + 6 MP if deflecting an attack (for a total of 8 MP).
Mako-Fueled Intimidation 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 functional Spirit is lower than Zander's. Can only be used on one opponent at a time (Single Target). Cost: 5 MP to activate the effect.
Lone Warrior Description: You are a singularity, one that stands out from the crowd and is above the rabble. Those around you can see this, and will not be swayed by the powers of others either. Requirements: 50 Intelligence, 50 Spirit, 100% Alignment Effect: Projects an anti-Field Effect/Ability Aura. Any other auras with a power less than Zander's functional Spirit are negated. This continues to work if Zander is KO'd, but not if he dies. Cost: None
And Techniques: - Quote:
-
Complete Confidence Description: As time has passed, Zander has come to realize that the effects of Materia...other than 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 new found 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/status effect to somehow alter Zander's capabilities, 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
Hideko's Blessing Description: By liberally using the wind to push you along, 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 User's functional Speed for the rest of the post. This does not directly alter the Speed stat, so balance is still preserved. Cost: Spell Cost * 1.5
Hinotana's Revenge Description: The user of this technique calls upon the power of the Fire Materia to aid their armed and unarmed 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 a physical attack's power (User). Cost: Spell Cost (per attack).
Intense Belief 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 User's functional Intelligence stat to User's Spirit when defending against Magic ((Intelligence + Spirit) * 0.1) or Field Effects (Intelligence + Spirit). When being targeted by a status ailment (Slow, Stop, Stone, Poison, etc.) or mental imposition (mind-reading, mind control, memory reading, etc.) that is not caused by a Materia, a direct comparison is made of the opponent's functional ((Intelligence + Spirit) / 2) and Zander's functional (Intelligence + Spirit). If Zander's total is higher, the effect does not work on him. Other formula are disregarded in favor of this one. Requirements: 65 Intelligence, 65 Spirit, Thick-Headed, Lone Warrior Cost: None
Intention Analysis 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. Requirements: 65 Intelligence, 65 Agility, Lifestream Senses, Jack of All Trades or higher Effect: Changes Zander's Dodge formula to (Speed + Agility + Intelligence) /2. Cost: None
Magical Minimalist 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 negate the Weight of objects so that he is not as inhibited in battle. Requirements: 70 Strength, 70 Magic, 70 Intelligence, Thick-Headed, Essence of the Lifestream Effect: Zander can channel magic into objects he owns to negate their Weight. Only works on objects in Zander's possession. Cost: 15 MP
Momentum Shift 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. Effect: If you are attacking physically, User's functional Speed/2 is added to the damage formula. Does not effect Magic damage. Requirements: 50 Strength, 50 Speed, 50 Weapon Skill, Jack of All Trades or higher Cost: None
And an unlearned Limit Break: - Quote:
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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 is aligned with Zander, they are healed by an amount equal to (Zander's Magic * 1.7). If a character is Zander's enemy, or is somehow undead, then (Zander's Magic * 1.7) is dealt in Holy damage. Cost: None
Let's do this. I approve all by 1/4... except for lone warrior cause I don't remember seeing that on your original sheet... but maybe I missed it?
and I think you could get by with making your LB do x1.75 holy damage if you got picky (or at least that's how much I'd request for)
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Takeru
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Sep 20 2009, 08:09 PM
Post #333
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The White Mage
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Lone Warrior is new, to handle the change in targeting that specifies Field effects.
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Drathmar
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Sep 20 2009, 08:10 PM
Post #334
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Vampiric Bitch
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I think Lone Warrior is the new one.
On it does it effect only auras that would have a negative effect on zander or his allies? The way its worded makes it seem like it wouldn't affect an aura that has only a positive effect on the user.
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Takeru
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Sep 20 2009, 08:14 PM
Post #335
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The White Mage
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It basically will negate all Field Abilities weaker than itself, whether they be positive or negative or anything in between.
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Drathmar
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Sep 20 2009, 08:20 PM
Post #336
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Vampiric Bitch
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Needs higher requirements in my opinion then. If it negates any field abilities weaker than Zanders spirit, it needs to be like 150 in each. Thats a very powerful ability.
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Takeru
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Sep 20 2009, 08:26 PM
Post #337
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The White Mage
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*Blinks*
...you do realize that it itself is a Field Effect, correct? And that its purpose is to oppose other Field Effects, such as Kyosuke's Calm Aura...which has a single requirement (that being that he only needs to have 100% Alignment).
It also would oppose Neutralize, which has the single require of 50% Alignment. This ability as both an Alignment req AND stat reqs, which I think is more than fair.
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Bowwy
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Sep 20 2009, 08:27 PM
Post #338
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MOOGLE AWWWWAAAAYYYY!!!
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But this doesn't give you any effect, it just negates their effects. logic states that you should have to work harder to make THEIR stuff not work than to simply make stuff of your own
does that make sense?
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Drathmar
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Sep 20 2009, 08:30 PM
Post #339
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Vampiric Bitch
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Yes, I agree with Bowwy. Both neutralize and calm aura have a SINGLE effect.
This negates ALL effects from field abilities/aura's.
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Takeru
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Sep 20 2009, 08:34 PM
Post #340
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The White Mage
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I could always reword it to something like:
Effect: Maintains the status-quo by opposing the Field Effects/Abilities of others with an aura of normality. Effects/abilities with a power less than Zander's functional Spirit no longer work. This continues to work if Zander is KO'd, but not if he dies.
So that instead of just making other people's stuff not work, it instead makes it so that Zander's Field Effect is to challenge that of other Field Effects. The whole thing is a spiritual battle, really.
Edit: Thoughts on the rest of my stuff?
Edited by Takeru, Sep 20 2009, 08:36 PM.
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Drathmar
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Sep 20 2009, 08:40 PM
Post #341
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Vampiric Bitch
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Except it becomes your spirit + intelligence to negate field effects becuase of intense belief.
Either way, if it completely negates other field effects, not matter how, its a very powerful ability.
If it only stops them from affecting Zander, then it's not so bad.
Edited by Drathmar, Sep 20 2009, 08:40 PM.
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Takeru
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Sep 20 2009, 08:43 PM
Post #342
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The White Mage
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That was my original plan, but Cloud said that the only way to resist a Field Effect is to have a Field Effect of your own.
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Drew says: ...time to make something that boosts my defense against Field stuff. Cloud- Pineapple says: Only possible way to resist field abilities is to have a field ability that resists field abilities. Drew says: XD Cloud- Pineapple says: Meaning it would literally be Aura vs Aura So Spirit vs. Spirit Drew says: Isn't that the normal calc? Cloud- Pineapple says: Hm? Drew says: Isn't Spirit vs. Spirit the normal calculation? Or is that only with an ability that resists field abilities? Cloud- Pineapple says: Only if you have an ability that resists field abilities
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Drathmar
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Sep 20 2009, 08:46 PM
Post #343
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Vampiric Bitch
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Yes, but yours isn't resisting a field. Resisting a field would mean it only doesn't work on the person resisting it.
You are completely negating the effects of it, not just resisting it.
You could word it:
Zander has an aura in a short distance around himself that stops any aura whose power is less than his [Spirit] from affecting him.
Edited by Drathmar, Sep 20 2009, 08:48 PM.
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Takeru
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Sep 20 2009, 08:50 PM
Post #344
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The White Mage
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- Quote:
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Drew says: Gotcha. Lone Warrior Description: You are a singularity, one that stands out from the crowd. Things that seem to easily reel in or effect others are easier for you to rebel against. To be frank, you are above the rabble. Requirements: 50 Intelligence, 50 Spirit, 100% Alignment Effect: Provides you with a defense against Field Targeting Abilities/Techniques/Traits/Items/Accessories. Standard comparison is (User's Spirit vs. Opponent's Spirit), but this can be supplemented if possible. Cost: None I'm tossing that in with my revisions as a new request. Cloud- Pineapple says: It wouldn't provide just you It would NULL out other field abilities when you're around Drew says: Hmm...k. Changing. So it would be that Zander's mere presence would make it so no one could be effected by the other abilities? Sweet. Cloud- Pineapple says: Only the field ones, yes. Which, that could make him bad to have around too.
My only other thought was to have Zander emit a limited Field Effect that essentially created a time/space 'hole' in which he was immune to the effects of other Field Effects so long as he had a greater Spirit than the character emitting the Field.
...which is essentially the same thing. There are only so many ways to do this that fit within the specified rules.
...and I still need some feedback on my revisions. Riku is the only one to say anything about them. Once they are taken care of, then we can focus solely on Lone Warrior. :P
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[-Cloud-]
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Sep 20 2009, 10:12 PM
Post #345
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Apocalypse (Lv4)
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To help justify this, the field effects he's neutralizing are not neutralized until he does.
Meaning, if Zander were in a thread with someone who had Neutralize (Ability) his BASE spirit would have to beat their spirit as his boost wouldn't work. The second their ability was neutralized, his boosts would work again.
So their field effects would take place until he comes into the area.
Also note that he cannot turn this off. Meaning if he has an ally that has a field effect that benefits both he and Zander and his spirit stat is higher than theirs, he screws his ally over.
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Takeru
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Sep 21 2009, 09:03 PM
Post #346
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The White Mage
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With Cloud's explanation in mind, could we move on to passing judgment not only on Lone Warrior, but on the various revisions as well, please?
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Final Riku
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Sep 22 2009, 06:03 AM
Post #347
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Dynamite
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1/4 approved
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[-Angeles-]
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Sep 22 2009, 03:00 PM
Post #348
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Ex-Turk
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So much for screwing everyone over, eh Cloud?
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Takeru
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Sep 22 2009, 05:24 PM
Post #349
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The White Mage
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He made the new Abilities knowing full well that a number of characters would find their own ways to counteract them. There can be no all-encompassing Ability or Attack, for if there was then there would be no point in having anything else. All characters would be the same.
So I currently have +1/4.
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Gin
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Sep 22 2009, 06:02 PM
Post #350
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Ikorose, Shinsou
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As far as I'm concerned Cloud already re approved his stuff. That being said I'm giving the official approval on everything. Should I have been wrong or another mod digresses they can say something about it. I think I just died a little in the inside.
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