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[Pre-Dice]Chris's Customs
Topic Started: Nov 21 2008, 04:20 PM (2,090 Views)
Gin
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Ikorose, Shinsou
1/2 approval all
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Takeda
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Hyper Hobo
Approved

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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Two more techniques, one of which is a multi-character technique.

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.
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
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Kenny
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Meteorain (Lv3)
Quote:
 
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.
Cost: All MP, minimum 50 needed to execute

~ Cost is way too high. Say you had 200 MP, used this, and for that 200 MP you did Magic*4 in damage -- hardly sounds worth it. That wouldn't even be a situation of desperation though, seeing you have 200 MP lol

Hm. Unless this is a insta-hit tech?

Quote:
 
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

~ 1/2 approval.
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Gin
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Ikorose, Shinsou
Quote:
 
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

Approved

Quote:
 
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.
Cost: All MP, minimum 50 needed to execute

So if you had 50 Magic and used this with the minimum would I be right in saying it would do 2500 damage? It seems a bit extreme considering one only needs like 400 HP and 100 MP to cast it.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
@ Gin: No. At bare minimum (50 MP), it will only do as much as a level 1 spell (That is, straight Magic stat, no multipliers), thus, at the bare minimum Magic needed, it'll do 100 damage. Basically, the rate is (2% of Magic) damage per MP.

@ Kenny: Added a bit of information that states the evasion calculation. Yes, it will be difficult to dodge, especially out in the open.
Edited by KurisuMurei, May 31 2009, 11:44 AM.
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Gin
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Ikorose, Shinsou
Oh, I missread, sorry about that Kurisu. 1/2 approval then
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Kenny
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Meteorain (Lv3)
Quote:
 
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

~ Perfect. Fully approved.

Quote:
 
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

~ Fully approved as well.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
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
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Gin
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Ikorose, Shinsou
1/2 to both, I never even thought of it before.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
It's a good idea with fair requirements. 1/2 to full approved.
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Gin
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Ikorose, Shinsou
Boppy, you mean to say approved, 1/2 + 1/2 = 1/1 = Approved xP
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
...that's what I said.

<___<
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Gin
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Ikorose, Shinsou
O I C what you did thar. I thought you were saying 1/2 more until it was approved =x. Forgive my incompetence.
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Bag o Bones
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Meteorain (Lv3)
One quick thing before approval, are these abilites or techniques?
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Abilities.
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Bag o Bones
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Meteorain (Lv3)
Okay. Approval stands.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
And another technique. This one should be relatively familiar.

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.
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Kenny
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Meteorain (Lv3)
1/2 approval.

Nice idea. Sort of like a flurry jump?
Edited by Kenny, Jun 10 2009, 02:16 AM.
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Bag o Bones
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Meteorain (Lv3)
Approved.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
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.
Cost: 18 MP

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
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Gin
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Ikorose, Shinsou
I think I'm going to 1/2 this, oh wait, I am!
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Bag o Bones
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Meteorain (Lv3)
approval finished
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
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.
Edited by KurisuMurei, Jul 12 2009, 11:49 PM.
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Kenny
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Meteorain (Lv3)
For each level of Gravity used, the machine's HP-to-Weight ratio is reduced by 1 HP per Weight unit, resulting in the machine's weight increasing.

Just a little confused about the above. Could you tell me how this increases the Weight of the machine in another way?
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