Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
- Posts:
- 1,919
- Group:
- Civilians
- Member
- #851
- Joined:
- June 19, 2007
- Favorite Final Fantasy:
- Any of the SNES ones.
|
Pending Techniques
Quadruple Barrier Description: Barriers are good for saving yourself against strong opponents, but there are situations where one barrier won't stop enough of the attack. This technique gives four layers of protection against harm, making even the most devastating attacks bearable. Requirements: Barrier Lv.4, 200 Casting Effect: Gives the benefit of four Barriers at once for one turn, resulting in a total damage reduction of 76%. However, the Barrier Materia is rendered unusable for two turns afterward. Cost: 30 MP if covering one damage type (Physical or Magic), 50 MP if covering both.
Alluring Quadruple Barrier Description: A modification of the Quadruple Barrier technique, which uses the Aero Materia to draw opponents in and the injure them, giving this technique both offensive and defensive capabilities. Requirements: Quadruple Barrier, Aero Materia Effect: Same as Quadruple Barrier, with the added ability of drawing the nearest opponent towards it and damaging him/her on contact with the barrier. The target must have a Speed of at least half of the Aero spell's power to escape unharmed. Otherwise, the target is hit with the power of the Aero spell. Cost: Quadruple Barrier + Aero
Pending Abilities
Pending Limit Breaks
Pending Items
---
Spoiler: click to toggle Approved Techniques
Name: Diving Phoenix Description: Chris jumps at his opponent, and at the top of his jump, generates a fiery aura as he dives at his opponent. The aura becomes more impressive with higher levels of Fire used. Requirements: Fire materia, Jump materia, 75 Agility, 50 Spirit, 50 Weapon Skill, 50 Casting Effect: A powerful diving attack for (Basic Melee Attack)x(Fire multiplier)x(Jump multiplier) physical fire damage. Cost: Fire Level cost x2, Cooldown for Jump level + 1 turn
Exploding Ice Dome Trap Description: Chris encases one enemy in a dome of ice, then uses a fire spell to build air and steam pressure inside the dome until it bursts, spreading ice shrapnel to strike nearby opponents...half the time. The other outcome is an expanding fireball that will engulf the ice and anyone nearby. Requirements: Fire Materia, Ice Materia, 50 Casting. Effect: Encases one opponent in an ice dome, dealing (Magic/2) Ice damage and (Magic/2) Fire damage if it is successful (Success determined by a normal Spell Accuracy vs. Dodge check. The target must dodge the attack completely to avoid capture.) The explosion will deal (Magic/2) damage to all enemies nearby, including the one encased, regardless of the result, in Fire damage if Chris's current HP is even, or in Ice damage if it's odd. Those outside the dome may be able to avoid the explosion with the standard dodge calculation, but the one inside will not be able to escape at all. Cost: 15 MP
Name: Guardian Tree Description: Chris combines the powers of Water and Earth to create and induce the rapid growth of a tree front of him, serving as cover against attacks. Requirement: Capability of casting Watega and Fissaga, 100 Magic, 100 Casting Effect: Creates a tree that would serve as cover against attacks. The tree has a natural defense against all attacks equal to (Magic/10) and has an HP equal to Magic. This takes up a full turn to perform. Cost: 80 MP, Can only be performed once every 10 turns, and only after the previous tree is destroyed.
Name: Personal Antigravity Field Description: Using the power of the Gravity Materia, Chris can manipulate the force of gravity acting upon him, allowing him to hover above the ground, or at higher levels of skill fly through the air, using minute changes to gravitational pull in both direction and force to move around. Requirements: -Hover: Gravity Materia with enough AP for level 2, 60 Casting -Flight: Gravity Materia with enough AP for level 3, 120 Casting Effect: -Hover: Able to float two feet above the ground. Effects are the same as the Float ability, including 50% resistance to Earth attacks. Can cross rivers, but not the Zolom Swamp or oceans. -Flight: Allows full flight ability and immunity to Earth attacks. Can cross rivers and the Zolom Swamp, but not oceans due to the amount of energy needed to go that far. In both cases, movement speed is (Speed + Magic)/2. Cost: Hover: 8 MP/turn; Flight: 15 MP/turn.
Name: Gravity Press Description: Using the power of the Gravity Materia, Chris manipulates gravity around one opponent, making it feel like his/her armor is collapsing into him/her. It doesn't actually damage the armor, but it still hurts. Requirements: Gravity Materia, 75 Casting Effect: Crushes one opponent for Magic x (total material weight of target's non-leather/cloth armor / 20 (or / 30 if the target has abilities that halve the weight load)) damage. Cost: 15 MP
Lancet Description: A common technique amongst spear-wielders. This drains energy from the target and gives it to the user. Requirements: 50 Spear (or similar weapon) Skill, Drain Materia Effect: Adds a drain effect to basic physical attacks. The attack does a percentage of normal damage based on the level of Drain (50% x the level used). The user gains HP equal to damage dealt and steals MP equal to 10% of the damage, but no more than the target has of either. Cost: Drain x 1.2
Parrying Roll Description: DO A BARREL ROLL! One of the great weaknesses of flying machines is the lack of defensive options aside from hoping that the armor can reduce the damage enough to not have the attack affect the machine's structural integrity. This is one way to get around it. Requirements: 50 Machine Operation, Flight-capable machine Effect: Performs a quick spinning move to deflect ranged attacks (projectile and Magic) with less power than half of the operator's Machine Operation stat. All moves above that are reduced by 25% of the Machine Operation Stat. Because of the risk of the pilot getting dizzy or worse, this cannot be performed on consecutive turns. Cost: None
Create Energy Drink Description: The first in Chris's new line of 'Magic Drinks'. This one, formed using the Restore Materia as an 'ingredient', serves as a potion of sorts. Requirements: Materia Chemistry, Restore Materia Effect: Creates an 'Energy Drink' item. The Energy Drink has a label after the name denoting its effectiveness, denoted by a number. The number is equivalent to half the power of a direct use of that level of the Restore Materia. If Regen is used, then the label has an R in front of the number. Regen duration is five turns. Turbo MP doubles the healing value and the Restore Materia component's cost. Cost: 6 + Cure Spell Cost MP
Gravity Driver Description: With the power of Gravity at his command, Chris can manipulate his own weight in the middle of a jump, allowing him to come down on his opponent faster and harder. Requirements: Gravity Materia, Jump Materia, 50 Casting, 50 Spear Skill, 50 Strength Effect: Increases gravity around Chris to increase the speed and damage of a Jump attack or Jump-based technique. For this attack, Speed increases by 5 and Jump damage bonus increases by 50% (Which translates to a 10%-30% damage bonus overall, depending on the Jump level used) for each level of Gravity used. However, for the turn after, his equipment increases in weight as if he was hit by the level of Gravity used. Cost: Gravity Cost x 1.5
Create Uplifting Drink Description: The second in Chris's line of 'Magic Drinks'. This one, formed using the Aero Materia as an ingredient, causes whoever drinks it to feel lighter. Requirements: Materia Chemistry, Aero Materia Effect: Creates an 'Uplifting Drink' item. No special labelling is required since unlike the Energy Drink, the quality is not dependent on Chris's ability. Turbo MP has no effect with this technique. Cost: 12 MP
Alpha Strike Description: A very powerful, but extremely draining 'desperation' attack that sends a wave of fire all around the user, burning pretty much everything in sight distance. Requirements: Fire Materia, 100 Magic, 100 Spirit, 100 Casting Effect: Uses all MP that the user has to deal Magic x (MP used / 50) fire damage to all others, friend or foe, in the thread. Due to amount of area covered, it is almost impossible to avoid the attack by standard evasive maneuvers. Only if sufficient cover is available and the target's Speed is higher than Chris's Magic can one avoid damage. Cost: All MP, minimum 50 needed to execute
Mog Sky Bomber Description: Fastball Special, anyone? Well, at least it's somewhat easier to toss a Moogle at the target than a human. However, Chris is not content with just that. He'd rather deliver damage from above...and with extra heat. Not to worry: No harm will come to the thrown Moogles. Requirements: -Chris: Fire Materia, Jump Materia, 50 Magic, 50 Strength -Thrown Moogle(s): 50 Spirit Only Chris needs to know the technique to use it. Effect: Chris uses any number of willing Moogle PCs as throwing weapons, thrown at mid-jump. Thrown Moogles fly at (Chris's Strength + Speed)/2 speed, have an accuracy of (Thrown Speed + Chris's Magic)/2, and a power of Chris's Magic + Moogle's unmodified equipment weight + (Moogle's Strength + Endurance / 10), dealt as physical fire damage. The next turn, Chris may use his Jump attack as normal, but no other jump-based techniques. Cost: 15 MP per thrown Moogle
Power Bounce Description: Once one gets skilled with jumping attacks, one of the tricks that can be done is to bounce off the target in such a way to allow landing on the target again. Those very skilled can potentially land several hits in one Jump attack. Requirements: Lv. 2 Jump Materia, 100 Agility, 75 Speed, 75 Weapon Skill Effect: After landing a Jump Attack, this technique allows followup attacks on the same enemy at 25% the damage of the Jump attack used. These attacks bypass Armor and Endurance, but not Barriers or abilties, techniques, or Limit Breaks that function like barriers. The extra attacks are 10% less accurate than the attack before it (instead of the normal 20% slower), and the limit of followup attacks is (Agility / 50), or when Accuracy falls below the target's Dodge ability, whichever comes first. This can only be used with a regular Jump attack and not with any Jump-based techniques. Cost: 4/8/12 turn cooldown based on the level of Jump attack used.
Create Uplifting Drink DX Description: After studying the effects of one of his creations, he decided to create an 'alternate' version of it, this time focusing on the 'uplifting' effects rather than simple weight reduction. Requirements: Materia Chemistry, Create Uplifting Drink, Aero Materia Level 2 Effect: Creates an 'Uplifting Drink DX' item. Turbo MP has no effect with this technique. Cost: 18 MP
Gravity Crusher Description: Machines are designed to withstand greater amounts of gravitational force than a living creature would. However, they're not without their structural weak points. Normally, stronger parts of the machine take the pressure off of these points, but this technique puts additional pressure on those points, causing them to break down. Requirements: Gravity Materia Effect: Puts an increase of pressure on the base of a machine, reducing its ability to carry the rest of the machine. For each level of Gravity used, the machine's HP-to-Weight ratio is reduced by 1 HP per Weight unit, without actually reducing the machine's maximum HP, resulting in the machine's weight increasing. If this causes the machine's weight to exceed the base's capacity, the machine breaks down and is rendered unusable for the remainder of the thread, or until fixed. Otherwise, it inflicts a 10% per level penalty to the machine's Agility stat for three turns. Cost: Gravity Cost.
Bubble Wrap Description: The user of this technique conjures up a bubble using Water and Barrier energies and sends it off in one direction. The first living or constructed being that makes contact with the bubble is swiftly entrapped into it, and is for the most part left at the mercy of those outside, with some exceptions. Requirements: Water Materia, Barrier Materia, 50 Casting Effect: Creates a bubble and sends it in a direction, trapping the first character, monster, or machine that touches it in any way. The bubble does no damage upon trapping someone, but the trapped character can't evade attacks from or deliver physical attacks to anyone outside the bubble. The bubble can be broken from outside by any physical attack, and such attack does damage to the one inside the bubble as if it hit directly. However, the trapped character may, starting from the turn after (s)he gets trapped, attempt to break out of the bubble him/herself. This takes (power of Water attack used in forming the bubble)/(trapped character's Strength) turns (round up). Upon a successful escape, the escapee gains Limit power as if he was hit by a Water attack of that strength, without the damage. Magical attacks, except for those of Earth, Ice, and Thunder, can freely go into and out of the bubble without damaging it.
If the trapped character has either of the component Materia, then (s)he is not entirely helpless. One cast of Barrier can be used to reinforce the bubble so that it has the same durability against external physical attacks at it does against escape. Either one will weaken the bubble for the purpose of both acts, and the final effect depends on who delivers the attack that reduces the bubble's durability to 0. The Water Materia allows the one inside the bubble to move it around, effectively using it as a vehicle for flight with a Speed and Agility of (Magic/(4 - level of Water spell used)). The MP cost of controlling the bubble this way is equal to casting a Water spell of that level per turn.
A bubble only holds one person, and if it doesn't entrap anyone, it lingers for three turns before fading. The caster may target him/herself with this, and by doing so, (s)he can get the Barrier bonus at no additional MP cost.
Cost: Water casting cost + 10
Create MassBooster Description: The next in Chris's 'Magic Drink' line. Armed with the knowlege that a creature's size can be manipulated quite easily through magic, most of the time in the direction of reduction, Chris developed this product as both an antidote to such minimization spells and possibly a way to grant one a temporary boost of size and strength. Requirements: Materia Chemistry, Earth Materia Effect: Allows the creation of 'MassBooster' items. These come in four sizes, the largest of which can only be created with the Turbo MP ability, based on the level of Earth Materia used. When calculating the requirements of keeping such items, multiply the normal value by the item's weight. Turbo MP increases the technique's effective level by 1 and the additional casting cost effects only the Earth component. Cost: Earth Spell + 6 MP
Kappa Geyser Description: The user of this technique charges power for the Earth and Water Materias, then either pounds the ground with one extremity or thrust his weapon into the ground. The result is several spikes of Earth popping up under targets of the user's choice, which then shoot pressurized blasts of water upward to strike those who weren't already knocked away. Requirements: Water Materia, Earth Materia, 75 Casting Effect: Can attack multiple opponents with a combination Earth/Water attack. Those on the ground are hit for Earth damage, and those in the air take Water damage. The accuracy is the same as a normal spell, and the power is equal to a spell of the level used. Both Materia must be used at the same level for this technique. The maximum number of targets are 2 for level 1, 3 for level 2, and 4 for level 3. Cost: 18 MP for level 1, 36 MP for level 2, 72 MP for level 3.
Positive Energy Field Description: The user creates a temporary field of light in an area of his or her choosing. Those inside the field will be healed over time as if Regen was cast upon them. However, there seems to be a strange effect, in that the field doesn't stop 'feeding' energy to someone who is at 'full' vitality, but continues to give energy beyond what the subject in the field naturally generates and stores by resting. This can become uncomfortable to someone who stays in for too long. Requirements: Level 3 Restore Materia, 100 Casting Effect: Creates an energy field with dimensions ranging from five to twenty feet in any given dimension, which heals Magic x.5 per turn to up to four people inside. If there are more than four, then the four with the most HP lost will be healed. While in the field, a person can temporarily exceed his or her maximum HP. The limit of how much 'Extra' HP a person can hold is equal to his or her Endurance + Spirit.
Once a person inside begins to absorb energy beyond his/her normal limit, he or she will feel his/her body begin to swell up, but it won't be visible to others or restrictive to the person inside until he/she goes beyond half of the 'extra' limit, at this point the person's Speed and Agility is reduced by 10%. When completely 'full', this penalty increases to 20%. The extra HP lasts until used to replace HP lost by damage, or after three turns outside of a Positive Energy Field. Only one field may be active at any one time. Cost: 8 MP x the number of turns the field is set to last.
Perfect Reflect Description: Normally, a Reflect barrier is somewhat limited in its reflective ability, and is usually too weak for when you need it most desperately. However, by focusing enough energy, it's power can be amplified to bounce any spell back. Requirements: Lv.3 Barrier Materia, 120 Casting, 100 Magic Effect: Creates a special reflective barrier that is strong enough to return any one spell thrown at it. However, the stronger the spell it has to reflect, the more MP it consumes. If the user doesn't have enough MP to power the barrier, the spell will break through and hit, and along with having to take the damage of the spell, the user would have used up all his remaining MP in the attempt. Additionally, after using this, any active Barrier or MBarrier provided by the Barrier Materia will fall, and the Barrier Materia cannot be used again for 2 + (Reflected Spell's power / User's Magic stat) turns, rounded up to the nearest turn. Cost: 10 * (Reflected Spell's power / User's Magic stat) MP, rounded up to nearest 10.
Create Uplifting Drink X Description: Another version of the Uplifting Drink. This one fixes one of the problems of the previous variant: Its short effect duration. However, in fixing that problem, another one comes up: It's very difficult to end its effects early. Requirements: Materia Chemistry, Create Uplifting Drink DX, Aero Materia Level 3 Effect: Creates an 'Uplifting Drink X' item. Turbo MP has no effect with this technique. Cost: 30 MP
Create Steam Bottle Description: Chris's initial attempts to mix the Fire element weren't all that successful in creating anything consumable. However, there were still some uses for the combination. Requirements: Materia Chemistry, Fire Materia Effect: Creates a 'Steam Bottle' item. Cost: 12 MP
Create Bottled Lightning Description: This will give someone a jolt of energy when they'll need it most. Requirements: Materia Chemistry, Thunder Materia Effect: Creates a 'Bottled Lightning' item. Cost: 12 MP
Create Polyform Potion Description: After mastering the art of playing with people's shapes, Chris eventually developed a sort of a 'do it yourself' kit for one way of doing it. Monster DNA not included. Requirements: Materia Chemistry, Transform Materia with at least 2000 AP, 200 Casting Effect: Creates a 'Polyform Potion' item. No effect with Turbo MP. Cost: 50 MP
Approved Abilites
Name: Iron Will Description: Some people are unwilling to fall and admit defeat, especially in a close battle. These people tend not to stay down, even against attacks that would finish off others. Effect: When HP falls below 50%, the defense given by Endurance and Spirit are increased by 10% for each 50 of that stat. (I.E. 50-99 Spirit = natural defense against Magic is 20% of Spirit), capped at an increase of 50%. (Resulting in a maximum of 100% alongside Spirit of the Warrior and Body of the Warrior) Requirements: 300 HP, 50 Endurance, 50 Spirit
Last Stand Description: Getting knocked out in one move...heck, simply getting knocked out is a pain in many ways, and Chris has had first-hand experience in that. Chris doesn't particularly like going down just like that, either. That and standing firm against an attack that would knock out just about anyone else is just plain epic. Requirements: Iron Will, 75 Spirit Effects: Once per thread, if an attack is to knock Chris out, Chris will survive the attack with 1 HP remaining. Ongoing damage effects will be suspended for the turn which this takes effect. Cost: None
Second Chance Description: Getting knocked out in one move...heck, simply getting knocked out is a pain in many ways, and Chris has had first-hand experience in that. Chris doesn't particularly like going down just like that, either. Chris's strong spirit gives him a reserve of energy that he can tap into as he is about to fall, giving him a chance to recover or deliver a final attack. Requirements: Last Stand, 100 Spirit Effects: Once per thread, if an attack is to knock Chris out, Chris will get back up with HP equal to 25% of his Spirit. Ongoing damage effects will be suspended for the turn which this takes effect. This replaces Last Stand. Cost: None
Materia Chemistry Description: After discovering that, when used outside of simply attacking opponents, the water from the Water Materia is not much different from water from any other source, except for the lack of impurities. Chris got the idea that by mixing this water with other elements, he could create potions with various effects. Requirements: Water Materia, 50 Intelligence, 50 Casting Effect: Serves as a prerequisite for techniques involving the creation of 'Magic Drinks', formed with the power of the Water Materia and another Magic Materia. Suitable containers are not needed as a seperate inventory item, so long as there is a reasonable explanation for finding the container (usually recycled Potion containers are used), but items created through this must be recorded in the Finished Topic form if they are not used in the same thread. Keeping items at the end of a thread is considered equivalent to questing for a 100-gil item per item. Cost: None
Defensive Stance Description: Sometimes, going all-out offensive doesn't work against your opponent. Knowing when to back off and defend might make the difference in a battle. Requirements: A weapon and 50 Skill in that weapon. Effect: The user spends his turn preparing to block against an attack. When such preparations are made, the defender's calculations on whether he/she can block the attack, and the amount of damage reduced by blocking, are doubled. This stance works against melee and Magic attacks, but not ranged weapons. Cost: None
Controlled Magic Boost Description: There are some cases where using Turbo MP, even with a first-level spell, is a bit too much for the situation. However, it's not worth unlearning and relearning Turbo MP for these situations. At a certain degree of Magic mastery, one has enough control of his/her energy usage to choose whether or not to turbocharge a spell. Requirements: Turbo MP, 75 Casting Effects: The user may choose whether to use Turbo MP or not when casting a spell. Cost: None
Approved Limit Breaks
Storm Fang [Lv. 1] Description: Chris channels energy into his weapon (or his hand, if no weapon is equipped) and strikes the ground with it, sending an energy wave towards one enemy. The wave's damage is (basic attack damage + (Magic / 3)) non-elemental magic type, and its speed is (weapon skill + Magic). The wave is too short heightwise to strike flying targets. Requirement: Level 1 Limit Break access Cost: None (aside from Limit gauge.)
Name: Heat Haze [Lv. 1] Description: Chris focuses his energy, and what appears to be a red aura surrounds him. When Chris moves in to attack, a red afterimage (or up to three) trail behind him. As Chris makes his attack, the afterimages catch up and repeat the attack, doing a small amount of additional damage. This lasts for one attack. Requirements: Level 1 Limit Break Access Effect: For every 30% in the limit gauge, this creates one afterimage that performs a followup attack at 20% of the damage of Chris's next physical attack. If any other action is used on that turn, then this technique has no effect and is lost. Cost: Limit Gauge
Name: Double Attack [Lv. 2] Description: Chris focuses his energy, and what appears to be a blue aura surrounds him. This is actually a 'shadow clone' that mirrors all of his motions with a brief delay (but otherwise equal Speed and Agility). Any damaging technique that Chris uses, the shadow clone uses shortly after, with a reduced effect. (Spells that the clone uses are also tinted blue.) The clone stays for three turns. Requirements: Level 2 Limit Break Access Effect: Creates a clone that mirrors Chris's actions, dealing an extra hit of ((Limit% /2) + 10) percent of the attack's power for each of Chris's next three turns. This affects offensive spells and basic attacks, but not summons, non-direct-damage spells, and items. Cost: Limit gauge
Name: Critical Breaker [Lv. 2] Description: Chris charges energy into his spear until it glows a scarlet red, then throws it at his opponent. The spear is propelled by the charged energy to fly faster. Requirement: Level 2 Limit Break Access Effect: Chris throws a magic-charged spear at one opponent, piercing through him/her/it. The spear flies at a speed of (Strength+Speed)\2 + Magic and deals 1.5X the normal thrown weapon damage. The spear then reappears in Chris's hand. Cost: Limit Gauge.
Name: Star Aura [Lv. 3] Description: Chris focuses his energy, which then manifests into a gold aura which temporarily protects Chris from almost any sort of attack, and also damages opponents that try to attack at close range. Requirement: Level 3 Limit Break Access Effect: Chris creates an energy barrier that protects from all forms of harm, and deals (Magic/2) damage to opponents who attack him with a physical close range attack. Lasts one turn. Cost: Limit Gauge
Name: Sky Spark Cannon [Lv. 3] Description: Chris jumps up into the air and delivers a sweeping beam of rainbow death at the enemies. Requirements: Level 3 Limit Break Access Effect: Chris attacks all opponents with an energy beam. Attack damage is (Magic + Spirit), without an element, and the accuracy and evasion calculations are the same as a standard attack spell. Cost: Limit Gauge.
Name: Eight Branches [Lv. 4] Description: Chris makes a series of quick dashes that makes it seem like there are eight of him. All eight then rush in and converge on one enemy and each one delivers a quick attack, each with a different element on that enemy, with 'opposing' elements on opposite ends of the circle. (I.E. the fire attack is directly across the ice attack) Requirements: Level 4 Limit Break Access Effect: Chris delivers eight attacks at one enemy. Each attack does half the normal attack damage, and each one uses an element. (Fire, Ice, Lightning, Water, Earth, Wind, Light, and Darkness are all used, in random order.) Cost: Limit Gauge. Approved items Missiles Description: Ammuntion for the missile launcher Chris installed on his machine. They pack a punch, but due to their weight, there's room for only a few of them. Effect: Pack of 10 missiles, each one with a power of 50. Weight: 5 Cost: 450 Gil
Energy Drink (X) Description: An 'Energy Drink' created by Chris Murray. In actuality, it's only water...infused with energy from a Restore Materia. It still works reasonably well in getting whoever drinks it 'back in the game', though. Effect: Restores X HP upon consumption, where X is the 'labelled' number in the item's name, which is set upon creation. Labels starting with 'R' give a 5-turn Regen effect. Weight: 1 Cost: No value to shopkeepers.
Uplifting Drink Description: Feeling weighed down by all the worries of the world? This will serve as an effective pick-me-up. Side effects of excessive consuption include varying degrees of bloating based on how much is consumed. Effect: Upon consumption, dispels one level of Gravity effect, or if not under the effects of increased gravity, gives a special Float status, which reduces damage from Earth attacks by 10% and reduces Speed and Agility by 5% for each turn remaining in the effect, for three turns, extendable by two turns for each additional one consumed while under this effect, capped at 5 turns. Weight: 1 Cost: No value to shopkeepers.
Uplifting Drink DX Description: A 'modified' version of Chris Murray's Uplifting Drink. With all that Aero power in it, it isn't a stretch to say that those who drink this soon feel like they can fly...In fact, they can for a short while. However, all that Aero power will cause noticible bloating all over the body. Not so much to overstretch the user's outfit, though. And don't worry too much about it giving out while you're flying high: It will leave enough of its effect to ensure a safe landing. Effect: Grants the user a temporary flight ability for two turns for each one used, with a maximum capacity of five turns. If the user does not have any innate flight capabilities, his/her Speed is halved for the duration, while those with such an ability gains a 20% Speed boost while flying using those abilities. The user cannot 'land' while under the item's effect, and if it expires while the user is in midair, the user will descend at a slow enough rate to constitute a safe landing. Weight: 1 Cost: No value to shopkeepers
MassBooster Description: A 'growth potion' of sorts. This chocolate-colored drink can be used one of two ways: To reverse the effects of miniturization, or to make the user bigger and stronger (but not necessarily faster, however.) The size boost isn't too great, but even an extra six inches can silence ridicule about one's height. Effects: When in Mini status, partially dispels such status, halving the size reduction and stat changes involved if one is used, and fully dispels status if two are used (either through Mix or if two are used seperately). If not in Mini status, increases the user's size by 10% of his/her unmodified size and his/her weight by a proportional factor, resulting in a 10% Strength boost at the expense of a 5% Dodge penalty, for five turns or until effected by Mini. In the case of the latter, the two cancel each other out. If this is less than the user's current growth factor, then the size remains unchanged, and extends the current effect by one turn, to no more than five. If two of this or other MassBooster items are Mixed and used, combine the growth factors of both drinks. The user's equipment grows along with the user while it remains worn or carried, but the only effect this has is to maintain its usability to fit the user's increased size. Weight: 1 Cost: No value to shopkeepers
MassBooster Plus Description: A 'growth potion' of sorts. This chocolate-colored drink can be used one of two ways: To reverse the effects of miniturization, or to make the user bigger and stronger (but not necessarily faster, however.) This one has more to it, and grants a greater boost, easily more than a foot for a human. However, the extra mass might make it hard to get off the ground, even if you wanted to. Effects: When in Mini status, returns the user to full size. If not in Mini status, increases the user's size by 25% of his/her unmodified size and his/her weight by a proportional factor, resulting in a 25% Strength boost at the expense of a 10% Dodge penalty, for five turns or until effected by Mini. In the case of the latter, the two cancel each other out. If this is less than the user's current growth factor, then the size remains unchanged, and extends the current effect by two turns, to no more than five. If two of this or other MassBooster items are Mixed and used, combine the growth factors of both drinks. The extra mass restricts winged flight, nulling all abilities regarding the improvement of such flight, and Magic-based flight costs 50% more. The user's equipment grows along with the user while it remains worn or carried, but the only effect this has is to maintain its usability to fit the user's increased size. Weight: 2 Cost: No value to shopkeepers
MassBooster MAX Description: A 'growth potion' of sorts. This chocolate-colored drink can be used one of two ways: To reverse the effects of miniturization, or to make the user bigger and stronger (but not necessarily faster, however.) This one has a lot to to it, and grants an even greater boost, allowing for such things as human-sized Moogles, as an example. However, such Moogles are as groundbound as humans are due to the extra weight, as well. It is advised not to use this in an enclosed space unless you wish to break out of the enclosure. Effects: When in Mini status, returns the user to full size. If not in Mini status, increases the user's size by 50% of his/her unmodified size and his/her weight by a proportional factor, resulting in a 50% Strength boost at the expense of a 20% Dodge penalty, for five turns or until effected by Mini. In the case of the latter, the two cancel each other out. If this is less than the user's current growth factor, then the size remains unchanged, and extends the current effect by two turns, to no more than five. If two of this or other MassBooster items are Mixed and used, combine the growth factors of both drinks. The extra mass makes winged flight impossible, and Magic-based flight costs 100% more. The user's equipment grows along with the user while it remains worn or carried, but the only effect this has is to maintain its usability to fit the user's increased size. Weight: 3 Cost: No value to shopkeepers
Uplifting Drink X Description: an 'upgraded' version of Chris Murray's Uplifting Drink series. This one is more powerful and has a more dramatic effect, effectively turning the user into a living balloon for long enough to be useful as a form of travel. However, there isn't much of a way to end the effects early, and you won't be in any shape to do much else, so use it only if you are actually planning to travel for some distance. Otherwise, you'll be stuck floating around without much to do. Effect: Grants the user a temporary flight ability for several hours, long enough to fly from one continent to another nearby if he or she wishes. However, while this is active, the user is only capable of using Magic if he/she is in combat. The user cannot 'land' while under the item's effect, and if it expires while the user is in midair, the user will descend at a slow enough rate to constitute a safe landing. This cannot be mixed with anything. Weight: 1 Cost: No value to shopkeepers
Steam Bottle Description: Caution: Contents under pressure. Do not point at your own face. Effect: By itself, it can be thrown to deal 25 Fire damage to opponents in a small area. Mixed with another liquid item (Potions, Ethers, etc), the steam cloud does no damage, but instead takes the property of the other item. If the item has a numerical effect (HP/MP recovery, growth factor, etc), then all in the cloud take half that amount. If the item has only a duration effect with no numerical effect (status effects), then its duration is halved. If it has neither, then the mixed item's effects are still in full effect. Weight: 1 Cost: No value to shopkeepers.
Bottled Lightning Description: A collaberative effort between Chris Murray and his friend Nex, this blue drink turbocharges the user's reactions. However, drinking too many in a short period of time is really, really bad for your health...or at least that of those nearby. Effect: Increases the user's Speed and Agility by 10% for the duration of a thread. Can be stacked up to three uses, but attempting to use a fourth in a thread causes a burst of lightning to emanate from the user, dealing all characters within 10 feet except for the user 120 damage, and dispelling the bonuses of the previous three uses. Weight: 1 Cost: No value to shopkeepers.
MassBooster TurboMAX Description: Research done by the Mog Squad discovered an even more powerful formula, taking the potion's growing power to new heights. Just be careful: It may increase your strength greatly, but it doesn't help you in terms of resisting damage, and as a bigger target you'll probably end up taking most of what is thrown your way, you'll have to be able to crush your enemy quickly to avoid falling down yourself. Effects: When in Mini status, returns the user to full size. If not in Mini status, increases the user's size by 100% of his/her unmodified size and his/her weight by a proportional factor, resulting in a 100% Strength boost at the expense of a 33% Dodge penalty, for five turns or until effected by Mini. In the case of the latter, the two cancel each other out. If this is less than the user's current growth factor, then the size remains unchanged, and extends the current effect by two turns, to no more than five. If two of this or other MassBooster items are Mixed and used, combine the growth factors of both drinks. The extra mass makes winged flight impossible, and Magic-based flight costs 200% more. The user's equipment grows along with the user while it remains worn or carried, but the only effect this has is to maintain its usability to fit the user's increased size. Weight: 5 Cost: No value to shopkeepers
Polyform Potion Description: The ultimate in transmutation technology...or pretty close to it. The way to use this is relatively simple: Find a monster you wish to transform into, get a sample of it, a few hairs, scales, feathers, drops of blood, whatever you can get, put it into a 'blank' potion, wait several hours, and drink. Its color determines whether it is blank (purple) or if it is ready to use. (Generally whatever colors are associated with that monster.) Effect: Allows the user to transform into a monster temporarily. When it is initially created, it is 'blank' and has no effect. To use it, the user must first hunt down and gather a sample of the monster he/she wishes to transform into. This takes 10 paragraphs to find the monster (Reducible by Enemy Lure) and another paragraph for every 100 monster's total stat points (Max HP, Max MP, Strength, Magic, Evasion, and Accuracy combined) multiplied by the number of Polyform Potions to be prepared to gather a sample that monster, (Rounded up). Incorporeal, mechanical, summoned, and simulated monsters may not be sampled, and only monsters listed in the bestiary or serving as the boss of an epic or saga may be sampled. The prepared potions are not considered ready to use until the thread in which the samples are gathered is graded and saved.
While assuming the form of a monster, the user is statistically equal to that monster, except for Max HP and Max MP, which are the lesser of the user's or the monster's. If the user's remaining HP and/or MP exceeds the monster's maximum, the extra amount is 'set aside' for when the user returns to his/her normal form. While transformed, the user has access to the monster's skills, but none of the abilities, traits, or equipment of his/her normal form. The transformation lasts for the thread, unless dismissed, cancelled, or enough damage is sustained that the monster form's HP is reduced to 0. Upon returning to normal form, the 'set aside' HP and MP is added back into the user's reserves. If HP is still 0 after that point, the user remains KOed.
This potion may not be mixed with any other item. If the monster is listed in the bestiary, then the label of the readied potion may be of just the monster's name. Otherwise, it needs to be labelled with its stats, attacks, resistances, and weaknesses as well. Weight: 1 Cost: No value to shopkeepers
|