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[Pre-Dice]Chris's Customs
Topic Started: Nov 21 2008, 04:20 PM (2,087 Views)
KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Okay. New item, inspired by my current Mog Squad thread.

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
Edited by KurisuMurei, Oct 8 2009, 10:11 PM.
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Drathmar
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Vampiric Bitch
I would say it also increases weight of items by 100% as well, so you would take double the speed penalty from larder items as well as the 33% dodge bonus.

Also make a note that you can only mix too, so someone can't drink like 5 and get a 500% boost (i know the reductions stack but that could be gotten around.)
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
As with the others, the effects don't stack in terms of percentage boosts: The highest boost takes effect. Maybe I should clarify this fact on them all.

Also, I was thinking of modifying the other Materia Chemistry-based techniques to account for Turbo MP.

Quote:
 
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

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

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

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

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 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. Turbo MP has no effect with this technique.
Cost: 12 MP


Modifications are bolded
Edited by KurisuMurei, Oct 8 2009, 10:28 PM.
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Drathmar
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Vampiric Bitch
The bolded changes all have my 1/4.

However for the new one:

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

Thats what I meant for put that it can't be mixed more than once so it only stacks once.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
I don't think already-mixed items can be mixed with anything else.

It doesn't say so in Mix's description, though.
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Drathmar
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Vampiric Bitch
Alright, then I'll give it my tentative 1/4th for now.
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Bag o Bones
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Meteorain (Lv3)
I'll finish it off.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Incoming big technique!

Wooden Figure
Description: A complex technique requiring the combined abilities of several Materia. Chris first conjures up a large block of wood around him with the Earth and Water Materia. While in this block, Chris miniaturizes himself to allow for a greater variety of forms the block can be shaped into. Then the Aero Materia cuts around the block and shapes it to the desired form. The end result seems at first to be a transformation of sorts, but a close look into its eyes reveals that it is actually a puppet of sorts, with Chris inside controlling it.
Requirements: Earth Lv.3, Water Lv. 3, Aero Lv. 2, Transform Lv.1, 150 Magic, 150 Casting
Effect: Conjures up a wooden figure to serve as a layer of protection around Chris. As Chris goes into Mini form as he creates the figure, it can be as small as 1 foot tall, or as large as ten feet tall, and may take any reasonable form. The figure has a Durability of (Chris's Magic/10), Magus Offense type. Its HP is equal to Chris's Magic, it's Strength equal to Chris's own plus the figure's Durability, its Speed and Agility are both half of Chris's respective stat, and it's skill in the attacking method of choice equal to half of Chris's Casting stat.

The figure may use any Magic Materia in Chris's possession, but no Summon Materia, items, or Limit Breaks, and only Energy Shot for Command Materia, and nothing that requires a Materia Link to function. It may not rebuild itself through the Restore Materia. The figure is as skilled in Magic as Chris is, and benefits from it's material's reduction in casting cost. It is immune to all statuses except Slow, Stop, Poison, and Stone. Poison only affects the figure, and Stone doesn't completely immobilize it, but changes the figure's material to stone, increasing its Durability by 50%, changing the material type to Berserk Offense, and halving its speed and agility, making them 25% of Chris's own.

A figure may be ground-based, or flight-capable. Flight-capable figures require more MP to create, but they move faster, with a flight speed and agility being 75% of Chris's Speed and Agility stats. Stone Status, however, renders its flight capabilities unusable.

Chris may not abandon the figure for one turn and come back later: As soon as he leaves, the figure vanishes. It also disappears five turns after it is created, or if its HP falls to 0. If it disappears before the five-turn limit, then Chris remains in Mini status for the remaining turns.

Cost: 100 MP (land)/125 MP (flying)
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Gin
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Ikorose, Shinsou
So...its like a shield?
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Although it doesn't sound that way, it is when it is brought down to its simplest terms.

I'll probably have to get rid of it anyway. It's almost as complicated as trying to bring Terran physics into this Planet.

And now for something simpler.

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
Edited by KurisuMurei, Oct 26 2009, 12:01 PM.
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Takeda
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Hyper Hobo
I'll 1/4th it (Defensive Stance)
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Gin
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Ikorose, Shinsou
So you don't attack and only defend during the post? Seems perfectly fair to me, approved.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Maybe something to throw here, given how Turbo MP seems to be an "always on" ability according to how Nex's actions are treated in the epic.

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
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Bag o Bones
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Meteorain (Lv3)
This a tech or ability?
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Ability.
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Gin
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Ikorose, Shinsou
I'll approve this one unless someone has a problem
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Okay, I need to put two of my requests back up due to rule changes.

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

Boosted the power of the missiles as the 'catastropic' projectiles did 15 more damage for the same price and 70% less weight. (Catas come in 20-packs for 900 and have three weight, this one came in 10-packs for 450 and have 5 weight, so two 10-packs of missiles would be 900 and 10 weight.)

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

Since you could boost these to 50% at about the same (if not less) stats as this one boosted it to 15% before...
Edited by KurisuMurei, Nov 27 2009, 01:07 PM.
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Takeru
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The White Mage
Seems okay to me, so unless another staffer takes issue...approved.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
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

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. 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

For the sampling calculation, using the Bandersnatch as an example, it's 10 to find it, and its total stats are (120 + 20 + 35 + 45 + 30 + 20) = 270, or 2.7 paragraphs for each sample, rounding up to total amount. Stronger monsters will natually take longer.

It IS possible to sample a 'boss' monster if enough effort is put into it, but since it is usually encountered once, and with high stats, there is usually enough for only one potion, and no chance for more. If the boss's stats were kept hidden, then it will be up to the guy running the epic/saga to post and say whether the person wrote enough paragraphs to sample the monster.
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Gin
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Ikorose, Shinsou
So, except for Sagas, Chris would need to be able to kill the monster himself or with his close ally's in order to procure a sample of the monster?
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Pretty much, though you can substitute 'Chris' with whoever is in possession of a blank potion.
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Gin
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Ikorose, Shinsou
I'm 1/2ing it then because it seems fair and all but the saga monster transformation is a scary thought due to how many people it usually takes to defeat them despite.
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Takeru
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The White Mage
You also have to take into account that Chris/whomever probably wouldn't have an easy time at all when attempting to procure a sample from a boss. Cost/benefit ratio declares that these are approved.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
"Great idea, Thomas." (As if I didn't take enough moves from the Touhou Project games...)

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
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Takeru
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The White Mage
So the damage for the Alluring 4x Barrier would be the same as the power of the Aero spell, right?
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