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| [Pre-Dice]Chris's Customs | |
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| Tweet Topic Started: Nov 21 2008, 04:20 PM (2,091 Views) | |
| Mitsuhide | Apr 21 2009, 08:34 PM Post #51 |
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Dice
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I like it XD +1/4 Approval for the Missiles... XDDD |
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| Panda Bard | Apr 22 2009, 01:20 PM Post #52 |
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Shining Finger!!!
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missiles are fine, but limits scare me. *stamps approval on them* |
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| KurisuMurei | Apr 22 2009, 07:28 PM Post #53 |
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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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(The below request will probably not be used for Chris.) Spoiler: click to toggle
Edited by KurisuMurei, May 9 2009, 02:08 PM.
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| KurisuMurei | May 5 2009, 06:11 PM Post #54 |
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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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(The below requests will probably not be used by Chris.) Spoiler: click to toggle
Edited by KurisuMurei, May 9 2009, 02:09 PM.
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| Gin | May 5 2009, 06:35 PM Post #55 |
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Ikorose, Shinsou
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Seeing as how 50 times transformed is a huge amount, especially with how little people use status effects on here, I'm giving 1/2 approval to both techniques. |
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| KurisuMurei | May 5 2009, 06:43 PM Post #56 |
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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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Actually, it's 50 turns, so riding out, for example, Role Reversal for its full duration will be worth four points to this (four turns). Even then, I'd have to get Lini to 50% limit a total of 13 times to master the ability. (Of course, there's also 'studying' in the Massive Forest, as well.) Edited by KurisuMurei, May 5 2009, 06:44 PM.
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| Gin | May 5 2009, 07:29 PM Post #57 |
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Ikorose, Shinsou
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13 Is still a Huge number though Kurisu. SOLDIER's need to do 10, which is less then 13, missions just to become 2nd class xD. |
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| Takeda | May 6 2009, 08:21 AM Post #58 |
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Hyper Hobo
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I Agree with Gin, 13 Seems Like a lot, 8 - 10 would be more like it. |
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| KurisuMurei | May 6 2009, 08:38 AM Post #59 |
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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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Okay, reduced the number of turns needed for mastery to 30. How does that sound? |
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| Gin | May 6 2009, 09:40 AM Post #60 |
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Ikorose, Shinsou
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Still approved =D |
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| Bag o Bones | May 6 2009, 08:12 PM Post #61 |
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Meteorain (Lv3)
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Just thought I'd bring this up. <.< >.> |
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| KurisuMurei | May 7 2009, 10:43 AM Post #62 |
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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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Noted. However, in the future, I'll have a technique that would change the effects of Mini to less of a total debuff and more of a trade-off. It'll be more if I need to get out of a particular form before the duration is set to end. ...Actually, you know what, I'll take Chris a different direction altogether. I might use these for another character, though. Edited by KurisuMurei, May 9 2009, 02:05 PM.
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| KurisuMurei | May 9 2009, 03:23 PM Post #63 |
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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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Okay, I decided to take Chris a whole different direction. The three previous requests will probably go to a new character, but (maybe) not for Chris...then again, when your best friends are half rabbit, half bat, and the personality of both halves (Mischievous AND vengeful)... Anyway, maybe some...simpler techniques. 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 be 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 Edited by KurisuMurei, May 15 2009, 06:53 PM.
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| Bag o Bones | May 15 2009, 05:38 PM Post #64 |
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Meteorain (Lv3)
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Give Lancet a bit of a cost, since regular Drain can't take MP. As for the barrel roll, it deflects it, but you still take damage. Is this used to like make it hit something else after it hits the flying machine? |
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| KurisuMurei | May 15 2009, 06:52 PM Post #65 |
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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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Lancet: Bumped up the cost to 1.2x Parrying Roll: Changed it to be less 'all-or-nothing', but it basicly negates weak attacks. And with my head bouncing all over the place with various inspirations, I might have something I can actually stick with. 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 --- Now, I don't plan to break the economy with this, as the products (which will be unveiled after 'request slots' open up) cannot be sold to NPCs. |
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| Bag o Bones | May 15 2009, 07:00 PM Post #66 |
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Meteorain (Lv3)
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Okay, Lancet and Parrying Roll are approved. I would like an example of something that would be made with Materia Chemistry before I make a judgment on it. |
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| KurisuMurei | May 15 2009, 07:21 PM Post #67 |
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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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Okay, here we go... 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. Cost: 6 + Cure Spell Cost MP Energy Drink (X) Description: An 'Energy Drink' created by Chris Murray. In actuality, it's just 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. |
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| Bag o Bones | May 15 2009, 07:47 PM Post #68 |
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Meteorain (Lv3)
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Hmmmmmm.... The chemistry thing is a Tech, right? |
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| KurisuMurei | May 15 2009, 07:56 PM Post #69 |
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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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I can make it an Ability if it seems a bit much for a Technique. |
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| Bag o Bones | May 15 2009, 07:58 PM Post #70 |
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Meteorain (Lv3)
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I think having it as an ability, and the different things that you can make being techs based off of it would be the best idea. |
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| KurisuMurei | May 15 2009, 08:17 PM Post #71 |
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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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Yeah. That was actually (close to) my plan. |
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| Bag o Bones | May 15 2009, 08:21 PM Post #72 |
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Meteorain (Lv3)
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Alright, so edit it so that it's an ability, and I'll give it my approval. |
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| KurisuMurei | May 15 2009, 08:23 PM Post #73 |
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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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One step ahead of you there. The examples that I showed you are also up as a technique and an item respectively. |
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| Bag o Bones | May 15 2009, 08:24 PM Post #74 |
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Meteorain (Lv3)
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Eh, sure. Approved there as well unless there are any objections. |
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| KurisuMurei | May 18 2009, 02:20 PM Post #75 |
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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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No objections then? Next batch, then. 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. Cost: 12 MP 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. 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 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 |
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