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| [Pre-Dice]Nex's Requests | |
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| Tweet Topic Started: Nov 16 2008, 06:31 PM (2,312 Views) | |
| Kenny | Apr 15 2009, 01:47 AM Post #101 |
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Meteorain (Lv3)
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Approved. |
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| Bowwy | Apr 20 2009, 04:20 PM Post #102 |
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MOOGLE AWWWWAAAAYYYY!!!
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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 15% of their HP per turn. 2 for Thunder, 3 for Thundara, 4 for Thundaga. It also causes agility and speed to be cut to 50% because of nerve damage for the rest of the thread. Cost: Magic cost*2 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 yey for techniques that are super powered. Edited by Bowwy, Apr 20 2009, 04:29 PM.
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| KurisuMurei | Apr 20 2009, 05:31 PM Post #103 |
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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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Perhaps too super-powered. Electric Death: Maybe slow down the bleeding damage, or have be reducible/fixable via Cure, Heal, or potions. And pump up the MP cost to like a good amount, maybe a fixed minimum (Maybe 30) and then add the usual Materia cost for the level used to determine the ongoing damage. You get half that amount of damage for that amount of MP if Thunder is used, and no on-going damage or speed penalty. Electric Moogle Blade: *CoughChidoriCough* Ahem...anyway, for that, you're just adding a speed boost to the normal Electric damage for that cost. Unless there's an objection, I'll semi-approve this one. Range won't be much of a factor due to the fact that you can hold down an opponent with Freeze Ray. Edited by KurisuMurei, Apr 20 2009, 05:36 PM.
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| Bowwy | Apr 20 2009, 06:08 PM Post #104 |
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MOOGLE AWWWWAAAAYYYY!!!
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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 the rest of the thread. Cost: Magic cost *2.5, minimum of 30 k? 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 *1.4 lowered the cost on this a bit. Edited by Bowwy, Apr 20 2009, 06:09 PM.
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| KurisuMurei | Apr 20 2009, 06:17 PM Post #105 |
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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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Not exactly what I had in mind for Electric Death. What I had in mind was that 30 MP would go to the initial damage part, and then Normal Spell Cost (maybe a little more than that) for the ongoing damage and Speed debuff. However, 10%/turn will be good. And for Electric Blade, what I was thinking was you're dealing Thundaga (24 MP) damage for the cost of Thunder (6) + Aero (6) times two (6 + 6 = 12 x 2 = 24.) The Speed boost will cover the sky-high requirement part. Edited by KurisuMurei, Apr 20 2009, 06:19 PM.
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| Bowwy | Apr 20 2009, 06:21 PM Post #106 |
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MOOGLE AWWWWAAAAYYYY!!!
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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 the rest of the thread. Cost: 30 base cost, not affected by any increases/decreases(Except Turbo MP), +spell cost for level 1, 2, or 3. EH? 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 Edited by Bowwy, Apr 20 2009, 06:52 PM.
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| KurisuMurei | Apr 20 2009, 06:44 PM Post #107 |
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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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There we go. +1/2 approval for both. |
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| Kenny | Apr 21 2009, 01:55 AM Post #108 |
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Meteorain (Lv3)
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Electric Death Quote: "It also causes agility and speed to be cut to 50% because of nerve damage for the rest of the thread." Can this be 'Healed' or 'Cured'? Electric Moogle Blade ~Approved. |
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| Bowwy | Apr 21 2009, 03:17 PM Post #109 |
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MOOGLE AWWWWAAAAYYYY!!!
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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. Made it 5 posts. |
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| Takeda | Apr 21 2009, 04:00 PM Post #110 |
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Hyper Hobo
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Unless there are any arguments for Electric Death; Cuz I'm fine with it. THUMBS APPU! |
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| Kenny | Apr 23 2009, 04:02 AM Post #111 |
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Meteorain (Lv3)
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Perfect. |
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| Bowwy | Apr 26 2009, 08:53 PM Post #112 |
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MOOGLE AWWWWAAAAYYYY!!!
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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 |
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| Takeda | May 1 2009, 05:20 PM Post #113 |
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Hyper Hobo
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Hurrah! Thumbs APPU for Moogle Power! |
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| Bowwy | May 2 2009, 06:56 PM Post #114 |
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MOOGLE AWWWWAAAAYYYY!!!
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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 |
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| Takeru | May 3 2009, 11:16 PM Post #115 |
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The White Mage
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Speed of the projectile character is that of the throwing character's Strength - the Weight the projectile is carrying. Approved. |
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| Bowwy | May 6 2009, 08:29 PM Post #116 |
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MOOGLE AWWWWAAAAYYYY!!!
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new ability and technique 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 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 5 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: 5 MP Edited by Bowwy, May 6 2009, 08:29 PM.
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| Gin | May 6 2009, 08:44 PM Post #117 |
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Ikorose, Shinsou
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1/2 Approval |
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| KurisuMurei | May 7 2009, 10:40 AM Post #118 |
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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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Hmm...5 MP/turn for posion immunity, poison contact (Probably only an issue for hand-to-hand fighters) and drain reversal. ...Hmm...maybe a bit more MP used, like 8? |
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| Bowwy | May 7 2009, 04:57 PM Post #119 |
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MOOGLE AWWWWAAAAYYYY!!!
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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 alright, boosted it up. |
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| Gin | May 7 2009, 05:10 PM Post #120 |
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Ikorose, Shinsou
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re 1/2 approval |
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| KurisuMurei | May 7 2009, 05:28 PM Post #121 |
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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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| Bowwy | May 15 2009, 06:42 PM Post #122 |
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MOOGLE AWWWWAAAAYYYY!!!
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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. Requirements: 150 Magic, 150 Casting Effect: Accuracy rating of magic spells is increased by 60% Cost: None |
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| Bag o Bones | May 17 2009, 05:31 PM Post #123 |
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Meteorain (Lv3)
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Approved. |
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| Bowwy | May 18 2009, 05:13 PM Post #124 |
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MOOGLE AWWWWAAAAYYYY!!!
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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 forgot the replacement part Edited by Bowwy, May 18 2009, 05:20 PM.
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| Bag o Bones | May 18 2009, 05:14 PM Post #125 |
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Meteorain (Lv3)
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Still approved. |
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