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[Pre-Dice]Nex's Requests
Topic Started: Nov 16 2008, 06:31 PM (2,308 Views)
Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Pending Abilities



Pending Traits


Pending Limit Breaks






Pending Techniques




Pending Machinery




---

Approved Abilities



Moogle Power
Description: When one is alone, one is less powerful. When one is with friends, they obtain greater strength and will. This ability does nothing by itself, but when the user is with another with this ability, they gain +15% to all damage. If three people, +30%. If four people, +50%. No further can be reached.
Requirements: None
Cost: None

Sharp Magic Eyes (ABILITY)
Description: After having a long experience using magic and spells, one's accuracy with them increases greatly.
Requirements: 100 Magic.
Effect: Accuracy rating of magic spells is increased by 30%
Cost: None

Moogle Magic Eyes (ABILITY)
Description: After having a long experience using magic and spells, one's accuracy with them increases greatly. After even longer, they become even greater. Replaces Sharp Magic Eyes
Requirements: 150 Magic, 150 Casting
Effect: Accuracy rating of magic spells is increased by 60%
Cost: None


Moogle Magic Bolstering
Description: Nex enjoys having speedy and powerful magical attacks, so he developed a way to increase their speed and power through conservation of magic and potent magic attacks.
Requirements: Moogle, 75 Magic, 75 Intelligence, 75 Casting.
Effect: Increases all base damage of magic by 20%. Also increases the speed of the magical attack (Int+Magic)/2 by 50%.
Cost: None

Raw Justice And Chivalrous Bravery
Description: One who is true with the passion of justice and bravery has an indomitable spirit and will to enact said justice. When they reach 0 HP, instead of being KO'd, they are brought back with 50% of their HP. Additionally, their max HP can not exceed 50% for the rest of the thread unless the user is KO'd and then brought back up somehow. When someone is downed, their limit break remains the same as they get up. This ability only works once per thread, however.
Requirements: 150 Spirit, 150 Intelligence, MUST LOVE JUSTICE
Cost: None


Approved Traits

Approved Limit Breaks


Moogle Magic Barrage [Limit Break Level 1]
Description: Using his magical powers, Nex unleashes a barrage of weak non-elemental magic blasts. Each of these blasts deal Magic/5 in damage. There are Magic/5 blasts released. These are fired in a "shotgun" like pattern. All of them do not go the same direction. Out of 10 that are fired, 5 might hit. Higher levels mean higher chance of more hitting.
Requirements: Limit Break Level 1 Access, 30 Magic.
Cost: none

Moogle Poison Blaster [Limit Break(2) Level 1]
Description: Using his magical powers, Nex unleashes a barrage magic at an opponent that can deal poisonous damage to the opponent. There are Magic/10 poisonous blasts released. Each blast deals Magic/10 damage, however, if the opponent is hit by a magic blast they are poisoned. These are fired in a "shotgun" like pattern.
Requirements: Limit Break Level 1 (2) Access, 40 Magic
Cost: none

Charge Beam [Limit Break Level 2]
Description: To do this technique, Nex spins his staff with both hands until it is at a speed that the naked eye cannot perceive. (This cannot be used offensively unless the opponent is stupid and walks into it) Then, using Thunder Materia and magical prowess, he launches thunderbolts so fast it looks like an electric beam of energy is flying at the opponent. This does Magic*1.7 in damage, and causes the opponent's agility and speed to be cut in half for three posts.
Requirements: Limit Break Level 2, 50 Magic, Thunder Materia
Cost: none


Recovery Time! [Limit Break(2) Level 2)]
Description: Using the magics inside of himself, Nex summons upon his energies, and replenishes his Magic Pool. A faint red light appears over Nex during this. This gives him 75% of his total MP back.
Cost: None
Requirements: Limit Break Level 2(2)


Category 4[Limit Break Level 3]
Description: Using this technique, Nex summons a huge tornado around him and his opponent. The tornado is Nex’s magic stat*2 in yards. In this tornado, all who are inside suffer Nex’s Magic*2 damage. Also, after the tornado ends, the opponent will suffer bleeding damage equal to Nex’s Magic*.2 per turn for 8 turns. If the opponent has better endurance than Nex’s magic, then this does not occur.
Cost: None
Requirements: Limit Break Level 3, 100 Magic, Aero Materia.

Justice, Bring me Strength! [Limit Break Level 3(2)]
Description: Nex shudders for a moment, and then his fur stands up on end! Justice has deemed him a harbinger of itself, and those who stand for good and non-evil need assistance when facing large tasks of valiance! Or, they just want to beat more ass! This doubles Nex's Magic, Speed, and Agility for three posts. MP and HP do not increase during this.
Requirements: Limit Break Level 3 (2) Access
Cost: none

Approved Techniques


Thunderstorm
Description: By utilizing flight and the Thunder materia, someone may use them both together to create an area of effect attack that causes lightning to drop down and deal damage. The Area of effect is the Magic stat in yards. Lightning will drop down and attack everyone except the user, so friendly fire is an issue.
Requirements: Thunder Materia, Flight
Effect: See Thunder Materia for Damage. May replace Thunder with Thundara or Thundaga to increase damage and range. Area covered is: 20 foot radius for Thunder, 40 foot radius for Thundara and 80 foot radius for Thundaga.
Cost: Magic cost



Thunderjolt
Description: By utilizing the Thunder materia, one with skill can send out a small jolt of electricity to cause the opponent's materia to become overloaded for a moment, causing them to not be able to use materia for five posts.
Requirements: Thunder Materia
Effect: See Thunder Materia for Damage. If Magic stat is above opponent's Magic stat and they are hit, they cannot use materia for five posts.
Cost: Magic Cost +5

Thunder Sting
Description: By utilizing the Thunder materia, one with skill can send out a "sharp" jolt of electricity that cracks towards the opponent. This crack of electricity can pierce armor and weapons, and if they touch the opponent's weapon or armor it sends an electric pulse throughout their body, dealing regular damage depending on what level of Thunder the user performed. This cannot be blocked simply with a weapon/ an ability that uses only a weapon.
Requirements: Thunder Materia, 50 Magic.
Effect: See Thunder Materia for Damage. Pierces armor/blocking with weapons, and deals regular magic damage. If hits opponent's body, regular magic damage is dealt. Basically, bypasses armor and forms of defense that utilize melee weapons.
Cost: Magic Cost*1.3


Earth Shield
Description: By utilizing Magic and the Earth materia, one can summon a large earth barrier that forms up in front of the user like a large plate. This barrier blocks the same amount of damage that the regular magic attack would. It is about 10 feet tall for Fissure, and covers attacks from one side. It is about 20 feet tall for Fissara, and also covers attacks at 180 degrees. It is 30 feet tall for Fissaga, and covers 360 degrees of defense for the user.
Requirements: Earth Materia
Effect: See Earth materia for defense. Fissure defends what Fissure can assault. Same with Fissara and Fissaga.
Cost: Magic cost


Sonic Boom
Description: By Utulizing Magic and the Aero materia, one can send out a large flurry of wind, more spread out than the regular Aero materia. This blast of wind can send many things flying depending on the level used. The basic level (Aero) can send average weight people (150-200) pounds flying several feet back. The second level (Aera) can send heavier things flying (300-600) pounds flying several feet back and blast lower weight things back farther. The third level (Aeraga) can send really heavy things back (1000+) flying back several feet back and anything else back a lot. Damage is normal.
Requirements: Aero Materia, Flight
Effect: See Aero Materia for Damage. Higher level of magic, heavier things can be launched. If opponent is launched, hit by the wind, or is hit by something that was launched, damage is normal. This can be used to block attacks that can be stopped by wind.
Cost: Magic cost

Freeze Ray
Description: By Utilizing Magic and the Ice materia, one can send out a cold freeze ray that can cause the opponent's body to slow down from the cold. This comes out as a regular attack, except when it hits the opponent, it can lower speed and agility.
Requirements: Ice Materia
Effect: See Ice Materia for Damage. Higher level of magic, more agility and speed slow down. Level 1 lowers speed and agility by 20%. Level 2 lowers speed and agility by 50%. Level 3 lowers speed and agility by 75% This effect lasts three posts.
Cost: Magic cost*1.4

Static Charge
Description: Being able to launch electricity is a blessing, but being a part of the element itself is even better. With this technique, Nex can charge himself with electricity for a short while, making his melee attacks deal more damage.
Requirements: 75 Magic, Thunder Materia
Effect: For Level 1, lasts one post. Level 2, 2 posts, Level 3, Three posts. This ability adds Nex's magic stat to his melee damage.
Cost: Magic cost *1.2

Electric Moogle Bullet
Description: Two is better than one. Character A grabs Character B and begins to swing them. A then activates assault twister and spins, hurling B towards the target. B then cloaks himself with electricity, smashing into the foe with extra damage.
Requirements: (A: 100 Strength, Assault Twister. B: 100 Magic, Thunder Materia, Static Charge Technique)
Effect: (A's strength+B's magic damage) *1.25
Cost: Regular cost to each for said spell

Moogle Acidic Ejaculation
Description: Using the powers of electric stimulation, Nex sends impulses throughout Lini's genitalia, causing stimulation. This stimulation causes ejaculation within one or two seconds, however, the electric stimulation causes the semen shot out to be acidicly charged and painful. If someone is hit, they take (Nex's magic damage+Lini's spirit) *.75 in damage. They also suffer from Blindness and Slow for 2 turns.
Requirements: Nex must have Thunder materia, and 125 Magic. Lini must have 75 Spirit.
Effect: (Nex's magic+Lini's spirit) *.75 in damage. Blindness and slow (-30% Speed and agility) for 2 turns. (NOTE: Lini cannot perform in this technique more than his (Spirit+Endurance) /10 times.
Cost: Magic cost *1.5 for Nex. None for Lini.

On the Job Fix
Description: By using knowledge of one's machinery, one can do on the job fixing (and that means mid combat) to heal their machine's HP equal to their machine operation, however, it takes up an entire post.
Requirements: 50 Machine operation
Effect: Heals a machine equal to user's MO
Cost: One post


Magic Force
Description: Knowing that magic is a primary form of his combat style, Nex created a technique that he can rely on which involves the use of Turbo MP. Using the concept of Turbo MP, and potent energy, Nex can "recharge" his magical abilities, traits, techniques, etc, anything with MP. This, however, needs a source of energy, which happens to be Nex's HP.
Requirements: Turbo MP, 80 Magic.
Effect: Reenables magical abilities in case they have been disabled in any way.
Cost: 10% of maximum HP


Thunderclap
Description: Nex charges his hands with electricity and then slams them together, generating a blasting sound that echos around him in every direction. This does no damage but cannot be dodged for it is sound. Anyone within 100 yards of Nex has silence for two turns.
Requirements: Thunder Materia, 150 magic
Effect: Causes silence but deals no damage.
Cost: Regular Magic Cost.



Kupo Quake
Description: This technique is only usable while Nex and Lini are combined in Moogle fusion form. This technique allows the two fused together to slam a punch into the ground, sending out a shockwave of power. This attack does regular physical punch damage, but anybody attempting to dodge it must have 50% more dodge than Lex's (Strength+Magic/2) to completely dodge it. If they have 20%-49%, they take regular damage. If they have 20% or lower, they take regular damage and have their speed and agility lowered by 50% for two turns. The range of this attack is Strength in feet.
Requirements: Must be in FUSION FORM. 150 Strength and Magic.
Effect: Stated above.
Cost: 15 MP in FUSION FORM.


Finesse Based Mechanical Combat
Description: One with this technique does not use skill and speed when piloting a machine, they use skill and mechanical grace. One with this technique recognizes that his own skill will always be able to outsmart and defeat raw mechanical power. However, this may be triggered off and on depending on what the user is doing.
Requirements: 150 Machine Operation, a Machine
Effect: When calculating accuracy for a machine, instead of (Speed+Skill)/2 it is (Agility+Skill)/2
Cost: None



Things I haven't learned yet

Engine Charge
Description: By using Thunder materia and one's knowledge of Machinery and Magic, one can charge an electric engine and get a machine to work off of it.
Requirements: 50 Magic, 50 Machine Operation
Effect: Charges an engine, gets it to work.
Cost: 7 MP per turn.

MP Squirt
Description: Using the concept of Turbo MP, Nex concentrates Magical energies into his testicles to make his semen magically charged. If this magically charged semen makes it's way into someone's body whether it be anally, orally, or vaginally, they instantly have an orgasm and then have the urge to have sex over and over again for a period of time up to three hours. If Nex chooses, the charged semen may also have a very high chance of causing pregnancy in not only females but males as well (98.5%)
Requirements: Turbo MP, Be Nex
Effect: Damage is 1/4 of Magic Stat if used offensively. Both parties must be okay with this being used before it is even attempted.
Cost: 2 MP



ThunderQuake
Description: By utilizing the Thunder and Earth materia, and flight, one can create an earthquake with electrical properties. To perform the technique, the user flies into the air, and then dives headfirst down at the ground. On the way down, they cloak themselves with electricity. Upon hitting the ground, an electrical shockwave and earthquake erupts, sending electricity and rock shards straight up. This can level buildings at lower levels, and probably an entire street block at higher ones.
Requirements: Thunder Materia, Earth Materia, 50 Magic Lv 1, 100 Magic Lv 2, 150 Magic Lv 3.
Effect: Level 1 is Magic*1.3 in damage in a 50 foot radius. Level 2 is Magic*1.75 in a 100 foot radius. Level 3 is magic *2.3 in a 150 foot radius.
Cost: Lv 1=10 Lv 2=16 Lv 3=27


Water Armor
Description: By utilizing the water materia, one can create a layer of water around one's self that can reduce enemy attacks without interfering with the user's attacks at all. With each level of the Water materia, one takes less damage with this water armor.
Requirements: Water Materia
Effect: For level 1, all damage towards the user is reduced by 15% of the magic stat. For level 2, 30%. For Level 3, 50%. This lasts two posts.
Cost: Magic cost *1.4

Moogle Magic Destroy
Description: If one has immense magical powers and knowledge of the lifestream, then they can use this power in order to destroy the magical energies of others. One with this ability can make his or her opponents lose MP at the same rate they do. However, this can only work if the user has greater magic than his opponent.
Requirements: Magic 150, Turbo MP, must have a total of at least 5,000 gained AP from materia(s).
Cost: X MP can be spent for X MP that opponent loses. This can only be used on one person at a time. This cannot be in the form of techniques/abilities, it is simply wasted MP.




Electric Death
Description: By utilizing the Thunder Materia, one can unleash a devilishly charged amount of electricity. This electricity is so potent it requires extremely close contact with the target, almost touching. When this is used, it causes extremes amounts of pain and incredible nerve damage. It is known to cause bleeding out of the mouth, ears, eyes, and nose.
Requirements: Thunder Materia, 200 Magic, 200 Intelligence
Effect: Magic damage*3. The attack causes the opponent to suffer bleed damage which is 10% of their HP per turn. 2 for Thunder, 3 for Thundara, 4 for Thundaga. If the user heals at all, the bleeding damage halts after that turn. It also causes agility and speed to be cut to 50% because of nerve damage for 5 posts.
Cost: 30 base cost, not affected by any increases/decreases(Except Turbo MP), +spell cost for level 1, 2, or 3.


Electric Moogle Blade
Description: By charging a large amount of energy into one’s hand, and by using the other hand as a source of speed, one can develop and launch an attack that focuses on electric friction and raw energy. When using this technique, Nex uses his right hand as the offensive end, and his left as the support end. The technique starts with the right hand on the ground, and then the user uses their aero materia as a source of speed, which gets them going. After a few moments at this top speed, the user then thrusts their right arm at the foe, dealing major damage.
Requirements: Thunder Materia, Aero Materia, 250 Magic, 250 Intelligence.
Effect: Magic damage *2. The speed of this attack is increased by the user’s magic stat, or double the user’s magic stat if they have Turbo MP. (Speed+Magic, or Speed+ Magic*2) is the speed of the attack.
Cost: Magic cost *2


Poison Body (TECHNIQUE)
Description: After getting accustomed to the Bio materia, one learns the art of poison and how it works. This technique allows the user to be immune to the poison status, and for 8 MP, the user can cause him or herself to be poisonous for a few moments. During these moments, if anyone touches the user, they are poisoned for 2 turns. If anyone tries to steal/drain from them, anything they would have gained is turned to a negative (EX: 100 HP drain is actually -100 HP)
Requirements: Bio Materia with 500 AP, 75 Magic
Effect: Stated above
Cost: 8 MP

Lock-On
Description: Using the power of keen magical accuracy and good knowledge, one can focus their magical energies and make a shot that much more accurate.
Requirements: Moogle Magic Eyes, 100 Intelligence
Effect: By adding 30% to the total cost of a magic attack, one can increase the accuracy of the attack by 50%
Cost: Magic Cost*1.3


Spirit Lock
Description: Using the concept of improved accuracy and marksmanship, Nex has found that tying his magical and spiritual energies together can make his shot much, much better.
Requirements: Turbo MP, Moogle Magic Eyes, 150 Magic
Effect: Adds the spirit stat to casting when calculating magical accuracy.
Cost: None

The Uber-Moogle Charge
Description: After becoming quite good at using a cure materia, Nex has found that when he heals someone, a special ingredient of health is released into the air, and he has learned how to use this ingredient to help him. For every 50 MP Nex spends on curing other people, he can perform an Uber Moogle Charge. This Uber Moogle Charge lasts one post, and for that one post, whoever is charged glows with a bright, green light. All damage is reduced by 50%, and their stats are doubled. After Nex performs a charge, he must do another 50 MP of healing for another.
Requirements: The Drum Solo of Life, Be a Moogle.
Effect: Stated above.
Cost: Performing the Charge costs 25 MP, and is not effected by Turbo MP.

Approved Machinery

Electric Engine
Description: An electric engine. Runs of off electricity.
Strength/Durability: (See Material Rule)
Requirements: 45 Machine Operation
Material: (May not be Wood or Glass)
Effect: Adds the magic stat of the charger to strength, if Engine Charge is used. If Batteries are used, add 10 strength and use Fuel Rank A.
Cost: 1500 Gil.

Semen Engine
Description: A semen engine. Runs off of semen
Strength/Durability: (See Material Rule)
Requirements: 75
Material: (May not be Wood or Glass)
Effect: Adds 7 to strength. Semen is an unlimited fuel. Rank is D.
Cost: 50 gil

Battery
Description: A large red battery.
Weight: 4
Effect: Place into electric engine. Counts as 8 Gallons. Uses A fuel rank.
Cost: 150 gil


Custom Minigun MoogleBot Bullets BOX
Description: A "box" of custom Minigun Mooglebot Bullets BOX. These bullets are designed to pierce armor and defense. They come in clips of 250. You simply clip the box into the Minigun. Reloads require the operator to get out and reload the gun.
Weight: 4
Effect: 250 Bullets. Each bullet does 1 damage, but they pierce endurance, armor, etc, etc, things like that.
Cost: 400 Gil.

Moogle Chopper Minigun BOX
Description: A "box" of custom Minigun Bullets for the Mog Chopper. Each bullet does 6 base piercing damage. You must simply clip the box into the gun. They come in clips of 500, and require the user to manually reload.
Weight: 5
Effect: 500 Bullets. Each bullet does 6 damage, but they pierce endurance, armor, etc, etc, things like that.
Cost: 3500 gil

Scatterbombs
Description: A missile type weapon. Appears as a regular missile when launched, but when it explodes, along with the base explosion, scrap metal is sent flying to hit those "quicker" opponents.
Weight: 5
Effect: Ten missiles, base damage is 40. Dodge must be 60% above accuracy to completely dodge. If it is between 1% and 59%, half damage is taken.
Cost: 1400 gil


Accessory Adapter
Description: A special machinery part that allows a machine to have one accessory equipped to it. This accessory only effects the machine.
Weight: 2
Effect: Allows a machine to have 1 accessory.
Cost: 2500 gil








stuff
Edited by Bowwy, Jan 1 2010, 10:17 PM.
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Sarge
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Tonberry King
one of the super neat things about limit breaks is that they don't cost any MP....unless boss changed it for this game
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Takeda
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Hyper Hobo
Flight Fighting: APPROVED (cool idea btw)

Moogle Magic Saving: Look at a few of the other request threads to get some ideas... I'm pretty sure there are one or two similar to this.

Moogle Magic Barrage: I'm unsure about this, because in CoC scores are much bigger than back on NSL. Things go up much higher so Magic/2 blasts is a whole lot.
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Sarge
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Tonberry King
I does math on the barrage. it does ~ 5x normal damage! that is even higher than what a max level spell is supposed to do! try the math again.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Takeda
Nov 16 2008, 09:31 PM
Flight Fighting: APPROVED (cool idea btw)

Moogle Magic Saving: Look at a few of the other request threads to get some ideas... I'm pretty sure there are one or two similar to this.

Moogle Magic Barrage: I'm unsure about this, because in CoC scores are much bigger than back on NSL. Things go up much higher so Magic/2 blasts is a whole lot.

For Moogle magic saving, I did, it has the same cost reduction as the others. >_>


For the other one, lowered it down a lot. If I'm right, that's Magic*2 if EVERY single blast hits. Which isn't likely. <_<
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Sarge
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Tonberry King
now you are cheating yourself boppy. that will give you -20% normal damage.

how about Each of these blasts deal Magic/5 in damage. There are Magic/5 blasts released.

that will give you ~ +60% damage, but as you said not all are going to hit.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
okay

<_<

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Sarge
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Tonberry King
-.- sorry boppy I am useless most of the time but i can at least do maths...now wait for a mod to approve this whatever
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Grendel
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Waterkick (Lv2)
Moogle Magic Saving
Description: Nex likes having his magic powers, so he decided to invent a way to conserve MP while doing so. This lowers the MP costs of spells by 20%, or 2 if under 10.
Requirements: Moogle, 30 Magic, 20 Intelligence, 20 Casting
Effect: Lowers cost of spells by 20% of 2 if under 10.
Cost: None

I'd say that Casting should be raised by about 5, only because Tak's version had an extra drawback on his. Other than that, approved for now.

Fly Fighting (UNIQUE)
Description: Having a good amount of experience in flying, a Moogle can now fight while flying.
Requirements: Moogle, 30 Agility
Effect: Can fight while flying
Cost: None

Ok. Approved
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Sarge
Nov 18 2008, 12:38 AM
-.- sorry boppy I am useless most of the time but i can at least do maths...now wait for a mod to approve this whatever

my bad, that stupid <_< smiley covering up what I usually use.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Moogle Poison Blaster [Limit Break(2) Level 1]
Description: Using his magical powers, Nex unleashes a barrage magic at an opponent that can deal poisonous damage to the opponent. There are Magic/10 poisonous blasts released. Each blast deals Magic/10 damage, however, if the opponent is hit by a magic blast they are poisoned.However, this poison is fast acting, and deals 50% damage to the opponent in only 3 turns instead of 10.
Requirements: Limit Break Level 1 (2) Access, 40 Magic
Cost: none
Edited by Bowwy, Dec 15 2008, 06:40 PM.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Rawr approve my limit break
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Bag o Bones
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Meteorain (Lv3)
So instead of 5% for 10 turns, it's 17% for 3? This in addition to base damage from the blasts...

Well, the numbers add up. It's basically poison, except it goes faster. Sooo...meh.

Approved.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Thunderstorm
Description: By utilizing flight and the Thunder materia, someone may use them both together to create an area of effect attack that causes lightning to drop down and deal damage. The Area of effect is the Magic stat in yards. Lightning will drop down and attack everyone except the user, so friendly fire is an issue.
Requirements: Thunder Materia, Flight
Effect: See Thunder Materia for Damage. May replace Thunder with Thundara or Thundaga to increase damage and range. Area covered is: 20 foot radius for Thunder, 40 foot radius for Thundara and 80 foot radius for Thundaga.
Cost: Magic cost
Edited by Bowwy, Dec 18 2008, 05:08 PM.
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Grendel
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Waterkick (Lv2)
I'll allow that technique.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
:D thanks Pigge
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Thunderjolt
Description: By utilizing the Thunder materia, one with skill can send out a small jolt of electricity to cause the opponent's materia to become overloaded for a moment, causing them to not be able to use materia for five posts.
Requirements: Thunder Materia
Effect: See Thunder Materia for Damage. If Magic stat is above opponent's Magic stat and they are hit, they cannot use materia for five posts.
Cost: Magic Cost +5
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Charge Beam [Limit Break Level 2]
Description: To do this technique, Nex spins his staff with both hands until it is at a speed that the naked eye cannot perceive. (This cannot be used offensively unless the opponent is stupid and walks into it) Then, using Thunder Materia and magical prowess, he launches thunderbolts so fast it looks like an electric beam of energy is flying at the opponent. This does Magic*1.7 in damage, and causes the opponent's agility and speed to be cut in half for 3 posts.
Requirements: Limit Break Level 2, 50 Magic, Thunder Materia
Cost: none


: D
Edited by Bowwy, Jan 2 2009, 08:26 PM.
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Bag o Bones
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Meteorain (Lv3)
The ones that are not yet approved are now hereby approved.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Semen Engine
Description: A semen engine. Runs off of semen
Strength/Durability: (See Material Rule)
Requirements: 75
Material: (May not be Wood or Glass)
Effect: Adds 7 to strength. Semen is an unlimited fuel. Rank is D.
Cost: 50 gil


cloud said I could make this
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Bag o Bones
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Meteorain (Lv3)
God help us all, but I was with Cloud when he said yes, so here it is just formally.
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Gin
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Ikorose, Shinsou
I can't believe this is real...
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Final Riku
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Dynamite
1/4 approval on this thing.

I wonder what happens if a girl happens to want to use this thing :P
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Gin
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Ikorose, Shinsou
It's already approved Riku, it was only placed here in respect for everyone so they can see he made it.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
no, it's not approved, Cloud only gave me permission to make it.
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