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[Pre-Dice]Chris's Customs
Topic Started: Nov 21 2008, 04:20 PM (2,089 Views)
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.

Added on the bolded statement for clarification, maybe. And while my creativity is running, here's another technique (that could probably use some abbreviation in the effect description.)

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
Edited by KurisuMurei, Jul 14 2009, 12:27 PM.
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Kenny
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Meteorain (Lv3)
1/2 approved for both.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Spirit Sunglasses
Description: These shades do a decent job of protecting the wearer's eyes, but the triangular lenses go to such extreme lengths that wearing them is considered a mark of courage. Comes in a variety of colors.
Weight: 1
Effect: Protects against Blind, +10 Spirit
Cost: 600 Gil
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
600 gil isn't enough for both effects.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
750, then? (And what about the two techniques?)
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
1/2 on the techs. Bones has an accessory that protects against blind OR gives +10 to Machine Operation and costs 750 gil, so I'd imagine this being more around 1250
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Okay, so that means those two are approved fully.

So an extra 500 just to save an ability slot? (An accessory that blocks Blind is 250, and one that gives a +5 to a stat falls in the 200-250 range)

Oh, and a new technique.

Overgrowth
Description: With a sufficent mastery of Earth and Water magic, one can manipulate the form of wooden armor to cover his or her entire body, fusing the pieces together to form a strong armor with virtually no gaps or weak points. However, the focus required to maintain and be able to move in the armor makes it difficult to do anything else with Magic.
Requirements: Three pieces of Wood or Damien Wood armor (All three must be the same type), Level 2 Earth Materia, Level 2 Water Materia, 100 Casting
Effect: Combines the three pieces of armor into one full-body suit, covering all areas of the body, even those that none of the original three pieces cover. The Durability of the armor is half of the sum of the three pieces used, and the weight is equal to their combined weight. While this technique is in use, the user's effective Casting stat is reduced by 100 for other uses of Materia and techniques. If Damien Wood is used, then the effects of poison status and HP recovery are reversed. This technique can only be used once per thread, but this use can be as long as the user dedicates MP to it. After the end of this technique, the durability of the armor pieces is reduced to two per weight unit for the remainder of the thread.
Cost: 20 MP per post.
Edited by KurisuMurei, Jul 27 2009, 05:37 PM.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Time for a bump, and time for an epic quest reward in the making.

Di Mazmagog
Description: [One- or Two-handed weapon] A black spear once owned by Tso Lan, a young SOLDIER and ally in Chris's battle against the Wood Dragon that threatened Kalm. The handle is five feet long, and the head, two feet in length, is split down the middle. Time and the various interactions of energy between the spear and the tree that it was encased in weakened the weapon to near its bare minimum to be classified as a proper weapon. Only one Materia slot remained intact due to the Ice Materia that was found within.

The weapon was said to be originally owned by an evil man who managed to temporarily corrupt the Lifestream so many years ago. Some of his power still remains in the weapon, which manifests in a faint dark aura around the spear. The tale also says that someone will eventually purify the weapon. If the legend is true, will Chris be the one to purify it?
Strength: 3
Materia Slots: O (Will be found with Ice Materia)
Material: Reinforced Obsidian
Weight: 1
Questing Value: 3550 Gil (3000 (Reinforced Obsidian) + 100 (Weight) + 150 (Materia Slot) + 300 (Ice Materia)) (3550 / 20 = 178 paragraphs overall?)
Edited by KurisuMurei, Jul 27 2009, 05:50 PM.
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Gin
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Ikorose, Shinsou
Quote:
 
Di Mazmagog
Description: [One- or Two-handed weapon] A black spear once owned by Tso Lan, a young SOLDIER and ally in Chris's battle against the Wood Dragon that threatened Kalm. The handle is five feet long, and the head, two feet in length, is split down the middle. Time and the various interactions of energy between the spear and the tree that it was encased in weakened the weapon to near its bare minimum to be classified as a proper weapon. Only one Materia slot remained intact due to the Ice Materia that was found within. The weapon was said to be originally owned by an evil man who managed to temporarily corrupt the Lifestream so many years ago. Some of his power still remains in the weapon, which manifests in a faint dark aura around the spear. The tale also says that someone will eventually purify the weapon. If the legend is true, will Chris be the one to purify it?
Strength: 3
Materia Slots: O (Will be found with Ice Materia)
Material: Reinforced Obsidian
Weight: 1
Questing Value: 3550 Gil


Approved, I do wonder though, is this what Tso Lan used? If so it should be free shouldn't it? As for Overgrowth I would approve it but I have to wonder what its actual purpose is. When you take damage all your armor counts as damage redactors so you don't need to combine them.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
I'll have to ask Pigge about it. As it stands right now, it's encased in a tree with a barrier of 1000 HP and 200 damage reduction to everything, and immunity to any sort of ongoing damage presumably.

As for Overgrowth...Each piece of armor only covers a specific area, and an opponent can easily aim an attack to a specific area, usually one not armored (and will often succeed in doing so if the attack is fast and accurate enough for the target to be unable to move away in time.) With this, all three pieces can contribute to the defense of an attack, regardless of the location. If you or someone else feels that it should be stronger, say so.
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Gin
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Ikorose, Shinsou
Honestly? I clearly think it should be stronger seeing as how Kyosuke has a haori and armor, the haori of which is a overcoat of sort and covers his under armor. This being said if you attack him damage is reduced by both pieces of armor. With what you are doing it doesn't give you any real sort of protection like it should in my opinion.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
So should I boost the defensive factor some? Because as it is right now, using it with three maxed Damien armor pieces gives defensive values comparable to one maxed Crystal armor piece (45 Durability = 22.5 Physical defense and 54 Magic defense), with somewhere alone the lines of triple the weight, giving that arrangement the only advantage of 5 extra Materia slots (Probably with Support and Command Materia, as Magic is difficult to use with this technique.)

So my best options for this would be either:
-Increase the defensive value from half the sum of the parts to all of it
-Reduce armor weight (and thus increase speed) during the technique

Then again, I might scrap this one altogether since I plan to use a different material of armor...once Uber either gets DQed for inactivity or he actually posts and gets pwned. (Since I put 2k on Nex)
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Gin
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Ikorose, Shinsou
Both sound good to me either way so take your time
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
I'm just going to put these here for consideration.

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 three sizes, 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.
Cost: Earth Spell + 6 MP

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% 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% 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% 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
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Bag o Bones
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Meteorain (Lv3)
I likey.

Numbers add up too.

Approved by the power of necromancy.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
New Technique

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.
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Galileo
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Getting too old for this shit.
Increase the cost to 45 for a level 2.

18 for Level 1
18+27=45 for Level 2
45+27=72 for Level 3

27 extra MP per extra target seems fair enough.
Edited by Galileo, Aug 12 2009, 08:23 PM.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Keep in mind that each level does more damage as well as more targets. As it is now, it's basically 3x the normal cost of simply firing a single spell of the same level.
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Bag o Bones
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Meteorain (Lv3)
I'm agreeing with Kurisu on this one. He can pretty much get the same effect from an All Materia, except its 2 possible spells, just changing based on where the target it.

Since no one is really dealing with elements and nulls and absorbs and all that, this tech is...

...

Approved via the power of necromancy.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Okay, here's the next one.

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 those inside. 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. If the extra HP exceeds his or her Endurance, then he or she becomes visibly swollen with energy and suffers a 20% penalty to Speed and Agility. 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.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Uhhh...make it a max of four people and I'll be k with it
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
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. If the extra HP exceeds his or her Endurance, then he or she becomes visibly swollen with energy and suffers a 20% penalty to Speed and Agility. 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.
Edited by KurisuMurei, Aug 22 2009, 09:41 PM.
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Galileo
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Getting too old for this shit.
KurisuMurei
Aug 22 2009, 09:40 PM
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. If the extra HP exceeds his or her Endurance, then he or she becomes visibly swollen with energy and suffers a 20% penalty to Speed and Agility. 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.
+1/4
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Gin
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Ikorose, Shinsou
Approved but I have to ask why does a character become bloated if the extra health goes above their endurance when max health can be endurance + spirit?
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
> Endurance: The body can hold in a little bit more, but it's already being stuffed significantly beyond its normal limit, resulting in the body being expanded into an awkward shape.

Endurance + Spirit: The body cannot safely expand further to hold any more, no matter how much he or she tries.

Maybe I should change the effect description a bit.

Revised version
 
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.
Edited by KurisuMurei, Aug 25 2009, 08:43 PM.
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