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[Pre-Dice]Tak's Requests
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Topic Started: Nov 14 2008, 10:19 PM (3,568 Views)
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Bag o Bones
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Aug 5 2009, 11:09 PM
Post #176
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Meteorain (Lv3)
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Eh, even with the non-moogle-ness, I'll finish off approval.
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Takeru
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Aug 6 2009, 08:35 AM
Post #177
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The White Mage
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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 Zande's functional Intelligence to his Machine Operation stat when using advanced technology. Cost: None
New Ability.
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Shin Draven
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Aug 6 2009, 10:21 AM
Post #178
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The People's Champion
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I'd say 1/2 of Intelligence to MO skill. All of intelligence is a bit steep at with no disadvantage to you...
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Galileo
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Aug 6 2009, 11:13 AM
Post #179
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Getting too old for this shit.
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No, just no.
If you listed that the boost cannot exceed Zander's MO, then I'd have no problems with it.
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Bowwy
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Aug 6 2009, 05:37 PM
Post #180
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MOOGLE AWWWWAAAAYYYY!!!
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Gotta agree with Draven. 1/2 seems more suitable.
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Takeru
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Aug 6 2009, 08:23 PM
Post #181
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The White Mage
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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. Cost: None
Edited.
Edited by Takeru, Aug 6 2009, 08:25 PM.
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Galileo
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Aug 6 2009, 08:30 PM
Post #182
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Getting too old for this shit.
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I'm insisting that the boost cannot be more than his actual MO. Zander already has a major stat boosting ability and you being allowed to do this allows Zander to improve a skill drastically while still retaining a boosted stat.
Your version: Let's say Zander's intelligence is 150 boosted and he only has 30 MO. That's a boost of 75 to his MO, granting him 105 MO instead of 30.
My Version: Zander's MO is 30 and it cannot be boosted beyond 60.
Edited by Galileo, Aug 6 2009, 08:36 PM.
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Bowwy
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Aug 6 2009, 08:45 PM
Post #183
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MOOGLE AWWWWAAAAYYYY!!!
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That's a good idea. <___<
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Shin Draven
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Aug 6 2009, 09:14 PM
Post #184
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The People's Champion
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good idea...follow Gal's theory n we can work with it.
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Takeru
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Aug 6 2009, 09:19 PM
Post #185
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The White Mage
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...damn it.
- Quote:
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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
Edited.
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Galileo
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Aug 6 2009, 09:36 PM
Post #186
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Getting too old for this shit.
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- Takeru
- Aug 6 2009, 09:19 PM
...damn it. - Quote:
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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
Edited. Better, +1/4 approval
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KurisuMurei
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Aug 6 2009, 09:38 PM
Post #187
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Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
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Approval Complete.
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Takeru
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Aug 12 2009, 07:46 PM
Post #188
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The White Mage
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- Quote:
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Electrical Pulse 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 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 (Magic/15) turns. Machinery can be turned on after one turn if the opponent's Machine Operation is greater than the user's Magic stat. Only works on PC machines if the machine's HP is at 50% or lower. Cost: Spell Cost * 1.2
New tech.
Edited by Takeru, Aug 12 2009, 08:14 PM.
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Kenny
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Aug 14 2009, 01:15 AM
Post #189
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Meteorain (Lv3)
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- Takeru
- Aug 12 2009, 07:46 PM
- Quote:
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Electrical Pulse 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 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 (Magic/15) turns. Machinery can be turned on after one turn if the opponent's Machine Operation is greater than the user's Magic stat. Only works on PC machines if the machine's HP is at 50% or lower. Cost: Spell Cost * 1.2
New tech. Too much. 150 Magic, and you have a bot closed down for 10 whole posts. Even if the opponent's Machine Operation is 149, you got them.
Maybe, "Zander's Magic/Opponent's MO"? I'd also lower the cost to just the cost of the spell with that suggestion. But you might have to add a cooldown period of 1 post. Otherwise, it is just... *freeze bots* *they are alive again!* *freeze them straight away once again* Machine Operator: :'(
Edited by Kenny, Aug 14 2009, 01:16 AM.
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Galileo
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Aug 14 2009, 12:44 PM
Post #190
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Getting too old for this shit.
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This to me sounds like an auto-hit and you've already went ahead and used this technique in our thread without having first acquired approval.
This is something that should only affect machines if their pilot's MO is less than Zander's magic. I like Kenny's idea, of Zander's Magic/Opponent's MO = Number of posts a machine is out. However, the result should be rounded DOWN, but I'd also require that this can only be used once per machine per thread.
Edited by Galileo, Aug 14 2009, 12:47 PM.
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Takeru
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Aug 14 2009, 08:38 PM
Post #191
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The White Mage
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I'm going to be learning it in our thread, since some version of it will end up being approved, Gal. Don't be so quick to attack.
- Quote:
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Electrical Pulse 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
New version.
Edited by Takeru, Aug 14 2009, 08:39 PM.
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Bowwy
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Aug 14 2009, 08:41 PM
Post #192
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MOOGLE AWWWWAAAAYYYY!!!
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That's okay IMO but just as an FYI don't start learning stuff before it's approved. You should know that, Tak. <__<
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Takeru
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Aug 14 2009, 08:50 PM
Post #193
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The White Mage
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Eh, I knew some version of it would be approved. And even so, what I did in the thread was just turn off lights, not stop something like the Mooglebot, lol.
So I've gt 0.5 Approval, just need 0.5 more.
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Bowwy
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Aug 14 2009, 08:54 PM
Post #194
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MOOGLE AWWWWAAAAYYYY!!!
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I guess that's okay, but be careful with that stuff, alright? >___>
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Takeru
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Aug 14 2009, 09:04 PM
Post #195
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The White Mage
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It's not something I make a habit of, and with some of my more controversial requests I am sure not to hint at things like that. This is fairly basic though, so I felt no reservations about it. :P
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Galileo
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Aug 14 2009, 09:14 PM
Post #196
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Getting too old for this shit.
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- Takeru
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Electrical Pulse 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
+1/4 approval from me.
Edited by Galileo, Aug 14 2009, 09:15 PM.
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KurisuMurei
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Aug 14 2009, 09:27 PM
Post #197
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Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
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It'll probably be your best chance against Nex...or not. His machine is more so that he can attack large groups of minions while saving MP for the Boss.
Oh, yeah, and approved.
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Takeru
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Aug 16 2009, 10:11 PM
Post #198
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The White Mage
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Okay, so I got rid of some of my approved stuff, since I no longer plan on using it. If need be, I'll just get it re-approved. One of my many new ideas can be found below. If you see something that doesn't look stock, then it's a requested component. My 'Engine' and 'Battery' have already been approved.
- Quote:
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Name: Shin-ra Technologies Aerial Combat and Kinetics Alias: S.T.A.C.K.
Base Stats
HP: 280/280 Fuel: 6/6, Refillable Engine Rank: A
Weight Limit: 33/40
Machine Material Information
Material: Iron Durability/Strength: 20 Weight: 5 Materia Slots: O O Cost: 650
Machine Stats
Intelligence: 5 (10) Strength: 15 (30) Endurance: 5 (10) Magic: 5 (10) Speed: 250 (500) Agility: Y = (Machine Skill)
Parts:
Basic Parts
Abdominal Casing [Base] Description: [Able to hold X Weight in total] This layer of metal is worn beneath Zander's regular armor. It's silver coloring shows through the crystalline nature of the protection. Stat Bonus: +20 HP; +40 to Weight Limit. Requirements: 40 Machine Operation Effect: Every 1 added to Weight Limit requires the same amount in Machine Operation. Cost: Multiplies cost of Material by Weight Limit/10.
Environmental Drainage Interface [Lifestream Engine] Description: An advanced engine that draws upon the ambient magical energies of the planet. Energy is absorbed from the environment and processed purely, or can be derived from the operator's MP. It is attached to the base on Zander's back. Stat Bonus: +10 Strength Requirements: 10 Machine Operation Effect: Rank A for Fuel Use Cost: 500 Gil
Arc Reactor [Magical Battery] Description: [Can hold up to 6 'Gallons'] A small device that takes the place of a typical fuel tank. It allows ambient magical energy and MP to be converted into 'fuel', which is then distributed directly to the machine. It is attached to the base on Zander's back, beneath the Environmental Drainage Interface. Requirements: 200 MP, 100 Magic, 50 Machine Operation Effect: Converts magic into 'fuel'. At the start of each thread, this will have converted 6 'Gallons' from the environment. Every 10 MP sacrificed will then produce an additional half-gallon as needed, but the battery can only hold 6 'Gallons' at maximum. Cost: 1,600 Gil
Important Add Ons
Repulsion-Stabilized Rocket Propulsion [Air Transport] Description: This allows the user to fly via the use of small thrusters that emit from the soles of the feet. Stat Bonus: +245 to Speed Requirements: 20 Machine Operation Effect: Allows your machine to travel in the air. Every 1 added to this X Bonus, costs 10 extra Gil. Cost: 2,850 Gil
Extras
Neural Interface Chip Description: This chip is implanted into the back of the operator's neck. Together, they allow Zander to control STACK's functions by thought. Stat Bonus: None Requirements: 60 Machine Operation Effect: Allows the user to operate STACK with thoughts in lieu of more traditional controls. Agility is still determined by Zander's Machine Operation stat, but there are no physical controls. Cost: 700 Gil
Circuitry Insulation Description: This is a thin layer of material applied to every component of STACK. It protects the machine from Zander's own Electrical Pulse technique. Stat Bonus: None Requirements: 60 Machine Operation Effect: Prevents Electrical Pulse and similar techniques from effecting STACK. Cost: 1,100
Boosters
Second Gear [Large Speed Booster] Description: This overdrive function is already built into the propulsion units, which are now part of Zander's boots. Requirements: 30 Machine Operation Effect: +50% Speed per 1/2 Gallon of fuel used. Cost: 500 Gil
Weaponry, Items and Armour:
None
Cost: (650 * 4) = 2,600 + 500 + 1,600 + 2,850 + 700 + 1,100 + 500 = 9,850 Gil
...I think. Go.
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Galileo
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Aug 16 2009, 10:31 PM
Post #199
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Getting too old for this shit.
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-1/4 Approval until the boosters for machines have been appropriately reworked.
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Takeru
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Aug 17 2009, 10:12 AM
Post #200
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The White Mage
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Ugh, nevermind. Further thought has revealed too many complications there. Instead, let's go with this:
- Quote:
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Shin-ra Flight Boots 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 (Power of the Spell + User's Speed). Agility in the air is equal to ((Power of the Spell/2) + User's Agility). Weight: 3 Cost: 1,500 Gil; Spell Cost per turn to use
Thoughts? And yes, this is an Accessory.
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