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[Pre-Dice]Edgar's Requests
Topic Started: Jan 25 2009, 04:17 AM (515 Views)
Gin
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Ikorose, Shinsou
In Kenny's defense he made the idea, I made my ability, then he decided it was an awesome idea and made his own version. TECHNICALLY SPEAKING I copied him. As such, I will not give any approval for it being that I would technically be giving myself a 1/2 approval. But yeah, I just wanted to point that out.
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Kenny
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Meteorain (Lv3)
Quote:
 
Extension of the Kusanagi
Description: From garnering the ability to connect with the infamous Kusanagi Sword, Edgar has learned to extend himself through the blade and extend and retract its length through his own force of spirit. The blade is only to retract one foot in length, but is able to extend itself a kilometre into the distance, moving with speed only rivalled by the users’ soul. Of course this makes the sword hard to control, and only those with the keenest of eyes are able to use this ability to its’ fullest potential.
Requirements: 100 Spirit, 50 Kusanagi Sword Skill, Enhanced Sight
Effect: Able to retract and extend the Kusanagi Sword at X Speed. X equal to Edgar’s Spirit.
Cost: 5 MP per Extension and Retraction

~ Has half approval so far (from Gin). Needs half more.
Made the changes you requested.

Quote:
 
Change of Luck
Description: Edgar has always been a bit of a clutz, not to mention all the drama he has faced in life, but his luck just might be changing. Well, with the help of changing everybody elses' luck while he's at it!
Requirements: 65 Spirit
Effect: Abilities that reduce or increase anything by a percentage are switched around, doing the opposite of of what they were originally intended to do (to good or bad). This doesn't effect Edgar, and only those in a thread with him.
Cost: N/A

And yeah, I made it (the effect was my idea). Gin was scared of your big 50% boost, so I suggested that. And he was all, "OMG!" Then I had a thinker, and figured, "that actually is a pretty good idea."
Edited by Kenny, May 9 2009, 09:35 AM.
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Takeru
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The White Mage
I'm immune to it now unless you hella raise Intelligence and Spirit, soooo...

Both are approved.
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Kenny
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Meteorain (Lv3)
New tech:

Quote:
 
Trifling Chill
Description: As the wind blows coolly and envelops everybody except Edgar within the vicinity, they can't help but let go of their defences and will-power, and are weakened by the cold. No matter how one may try, they can't help but feel numb within the harshness of Autumn's Chill. But among some, the kicked down and out, they may rise up and take back what is theirs: the warmth of victory!
Requirements: Autumn's Chill Active, Change of Luck, Ice Materia, 50 Spirit
Effect: Causes everybody within the vicinity of Autumn's Chill to have all defences lowered by the Spirit Stat. As an added bonus, Change of Luck will also take effect, now magically infused with the power of a Materia to aid it. These effects act as status ailments, and only lasts as long as one is within Autumn's Chill vicinity.
Cost: 6 MP per Post
Edited by Kenny, May 14 2009, 08:11 AM.
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Gin
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Ikorose, Shinsou
You went well above and beyond with this one. 1/2 Approval
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
I can see a sudden rise in the purchase of the status-healing Materia with this technique. Even then, it's going to take some time to get those to perform Resist. Esuna...will it even have effect against these ailments at all, even for the turn it is cast?
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Takeru
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The White Mage
It would have to. If it is classified as a status ailment, then Esuna can negate it. That's just how it works.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Let's just go with "Esuna negates these effects for the turn that it is cast" for this one, since Edgar has to pay by the turn, it's somewhere along the lines of a status ailment that lasts for one turn.
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Takeru
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The White Mage
Makes sense. He'd have to restart it after that and pay the cost again, which would require another casting of Esuna. In the end, it would come down to who had more MP, I guess.
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Kenny
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Meteorain (Lv3)
Exactly. Any approvals?
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Takeru
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The White Mage
Hmm....well, as long as someone is more than 50 feet away from you, this won't effect them I think. However, I do have one concern.

It says it lowers defenses...how? Does it decrease Endurance? Decrease Spirit? Reduce the durability of armor? You'll need to be more specific.
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Kenny
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Meteorain (Lv3)
Quote:
 
Trifling Chill
Description: As the wind blows coolly and envelops everybody except Edgar within the vicinity, they can't help but let go of their defences and will-power, and are weakened by the cold. No matter how one may try, they can't help but feel numb within the harshness of Autumn's Chill. But among some, the kicked down and out, they may rise up and take back what is theirs: the warmth of victory!
Requirements: Autumn's Chill Active, Change of Luck, Ice Materia, 50 Spirit
Effect: Causes everybody within the vicinity of Autumn's Chill to have any of their comparisons/sums of success reduced by Edgar's Spirit Stat. As an added bonus, Change of Luck will also take effect, now magically infused with the power of a Materia to aid it. These effects act as status ailments, and only lasts as long as one is within Autumn's Chill vicinity.
Cost: 6 MP per Post


fix'd
Edited by Kenny, May 14 2009, 08:12 AM.
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Bag o Bones
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Meteorain (Lv3)
Looks good to me now.

Approved.
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Kenny
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Meteorain (Lv3)
New Ability requests:

Immunity to Winter Chill
Description: The cold is a beautiful blessing that seems to never hurt this wanderer.
Requirements: 30 Spirit, Winter Chill
Effect: Winter Chill and all derivatives have no effect on the user. Any Ice damage against the user is reduced by 100%, but all Fire damage against the user is increased by 200%.
Cost: None.

Unsupported Cold
Description: As the cold sets in, all those within the range of Winter Chill will have their powers deteriorate.
Requirements: Winter Chill (in effect)
Effect: All person’s stats caught within Winter Chill are reduced by the sum: [(User’s Magic) – (Opponent’s Endurance)] per post, to a minimum of 1.
Cost: None.

Frostbite’s Insanity
Description: As the cold sets in, all those within the range of Winter Chill will have their minds deteriorate from frostbite.
Requirements: Winter Chill (in effect)
Effect: All characters with a Spirit Stat lower than the user’s Magic Stat will be affected. They will suffer from a stacking Poison ailment and be put under Berserk and Confusion Status.
Cost: None.

Ruler of the Berserk
Description: Having a cool attitude causes those to not feel angry with them, cooling opponents down as well, but also to stay calm themselves.
Requirements: Winter Chill (in effect)
Effect: Those under Berserk status instead avoid attacking the user as they feel content towards them, and will instead just fight among themselves. Berserk status is impossible for the user to fall under.
Cost: None.

Great Coldness
Description: A great icy storm will explode from the user, causing the area to fall into trifling conditions for all those around.
Requirements: Winter Chill (in effect)
Effect: Causes everybody within the vicinity of Winter Chill to have any of their comparisons/sums of success reduced by the user’s Magic Stat. They will be put under a stacking Poison ailment.
Cost: None.
Edited by Kenny, Sep 22 2009, 09:50 PM.
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Galileo
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Getting too old for this shit.
Immunity to Winter Chill
Description: The cold is a beautiful blessing that seems to never hurt this wanderer.
Requirements: 30 Spirit, Winter Chill
Effect: Winter Chill and all derivatives have no effect on the user. Any Ice damage against the user is reduced by 100%, but all Fire damage against the user is increased by 200%.
Cost: None.

+1/4

Unsupported Cold
Description: As the cold sets in, all those within the range of Winter Chill will have their powers deteriorate.
Requirements: Winter Chill (in effect)
Effect: All person’s stats caught within Winter Chill are reduced by the sum: [(User’s Magic) – (Opponent’s Endurance)] per post, to a minimum of 1.
Cost: None.

I think this should have a Magic and Spirit requirement of probably 50-60 each and the reduction to stats is too great, especially for no cost. Change it to all stats of anyone caught within Winter Chill are reduced by 20% of the user’s magic and I will have no problems with it.

Frostbite’s Insanity
Description: As the cold sets in, all those within the range of Winter Chill will have their minds deteriorate from frostbite.
Requirements: Winter Chill (in effect)
Effect: All characters with a Spirit Stat lower than the user’s Magic Stat will be affected. They will suffer from a stacking Poison ailment and be put under Berserk and Confusion Status.
Cost: None.

Too many ailments and I don’t think it is possible to be berserk and confused at the same time, I could be wrong though. I would prefer a normal poison ailment, stacking is just too much especially if you cause berserk and/or confusion, making it damn near impossible for them to cure themselves. So, normal poison and choose between confusion OR berserk. I’d also like to see a Spirit and Magic requirement of 40 each.

Ruler of the Berserk
Description: Having a cool attitude causes those to not feel angry with them, cooling opponents down as well, but also to stay calm themselves.
Requirements: Winter Chill (in effect)
Effect: Those under Berserk status instead avoid attacking the user as they feel content towards them, and will instead just fight among themselves. Berserk status is impossible for the user to fall under.
Cost: None.

Considering this is just a super powered immunity against berserk, I’ll accept it with the requirements of 40 Spirit and 40 Intelligence.

Great Coldness
Description: A great icy storm will explode from the user, causing the area to fall into trifling conditions for all those around.
Requirements: Winter Chill (in effect)
Effect: Causes everybody within the vicinity of Winter Chill to have any of their comparisons/sums of success reduced by the user’s Magic Stat. They will be put under a stacking Poison ailment.
Cost: None.

Again, I do not like the stacking poison effect. The reduction to comparisons is too great. I’d accept a max of reducing them by 50% of your Magic stat and that’s only if you include a 90-100 Spirit and 90-100 Magic stat requirement.
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Kenny
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Meteorain (Lv3)
Revisions:

Quote:
 
Immunity to Winter Chill
Description: The cold is a beautiful blessing that seems to never hurt this wanderer.
Requirements: 30 Spirit, Winter Chill
Effect: Winter Chill and all derivatives have no effect on the user. Any Ice damage against the user is reduced by 100%, but all Fire damage against the user is increased by 200%.
Cost: None.

Cheers! 3/4s to go.

Quote:
 
Unsupported Cold
Description: As the cold sets in, all those within the range of Winter Chill will have their powers deteriorate.
Requirements: Winter Chill (in effect), 50 Spirit, 60 Magic
Effect: All characters with an Endurance Stat lower than the user’s Magic Stat will be affected. All person’s stats caught within Winter Chill are reduced by 5% of the user's Magic per post, to a minimum of 1. This has no effect on a person's HP and MP.
Cost: None.

Changes in bold. Added some extra details that I thought were skipped over. Compromise: The way I see it, Poison reduces HP by 5% per post. Modeled after that, this should take equal to 5% stats per post as well. Sound good?

Quote:
 
Frostbite’s Insanity
Description: As the cold sets in, all those within the range of Winter Chill will have their minds deteriorate from frostbite.
Requirements: Winter Chill (in effect), 40 Spirit, 40 Magic
Effect: All characters with a Spirit Stat lower than the user’s Magic Stat will be affected. They will suffer from the Poison ailment and be put under Berserk Status.
Cost: None.

Deal. Changes in bold.

Quote:
 
Ruler of the Berserk
Description: Having a cool attitude causes those to not feel angry with them, cooling opponents down as well, but also to stay calm themselves.
Requirements: Winter Chill (in effect), 40 Spirit, 40 Magic
Effect: Those under Berserk status instead avoid attacking the user as they feel confused towards them, and will instead just fight amongst themselves. Berserk status is impossible for the user to fall under. All those under Berserk status will also be put under Confusion.
Cost: None.

Thanks, and changes in bold again.

Quote:
 
Great Coldness
Description: A great icy storm will explode from the user, causing the area to fall into trifling conditions for all those around.
Requirements: Winter Chill (in effect), 90 Spirit, 100 Magic
Effect: Causes everybody within the vicinity of Winter Chill to have any of their comparisons/sums of success reduced by half of the user’s Magic Stat. They will be put under a stacking Poison ailment as well, damage per turn incrementing until the user's Magic/2 is reached, where it will max.
Cost: 5 MP per post active.

Added your requirements. But what if I also added an MP cost? Would that allow a stacking poison and my nerfer?
Edited by Kenny, Sep 23 2009, 06:39 PM.
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Galileo
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Getting too old for this shit.
Kenny
Sep 23 2009, 06:36 PM
Revisions:

Quote:
 
Immunity to Winter Chill
Description: The cold is a beautiful blessing that seems to never hurt this wanderer.
Requirements: 30 Spirit, Winter Chill
Effect: Winter Chill and all derivatives have no effect on the user. Any Ice damage against the user is reduced by 100%, but all Fire damage against the user is increased by 200%.
Cost: None.

Cheers! 3/4s to go.

Quote:
 
Unsupported Cold
Description: As the cold sets in, all those within the range of Winter Chill will have their powers deteriorate.
Requirements: Winter Chill (in effect), 50 Spirit, 60 Magic
Effect: All characters with an Endurance Stat lower than the user’s Magic Stat will be affected. All person’s stats caught within Winter Chill are reduced by 5% of the user's Magic per post, to a minimum of 1. This has no effect on a person's HP and MP.
Cost: None.

Changes in bold. Added some extra details that I thought were skipped over. Compromise: The way I see it, Poison reduces HP by 5% per post. Modeled after that, this should take equal to 5% stats per post as well. Sound good?

Quote:
 
Frostbite’s Insanity
Description: As the cold sets in, all those within the range of Winter Chill will have their minds deteriorate from frostbite.
Requirements: Winter Chill (in effect), 40 Spirit, 40 Magic
Effect: All characters with a Spirit Stat lower than the user’s Magic Stat will be affected. They will suffer from the Poison ailment and be put under Berserk Status.
Cost: None.

Deal. Changes in bold.

Quote:
 
Ruler of the Berserk
Description: Having a cool attitude causes those to not feel angry with them, cooling opponents down as well, but also to stay calm themselves.
Requirements: Winter Chill (in effect), 40 Spirit, 40 Magic
Effect: Those under Berserk status instead avoid attacking the user as they feel confused towards them, and will instead just fight amongst themselves. Berserk status is impossible for the user to fall under. All those under Berserk status will also be put under Confusion.
Cost: None.

Thanks, and changes in bold again.

Quote:
 
Great Coldness
Description: A great icy storm will explode from the user, causing the area to fall into trifling conditions for all those around.
Requirements: Winter Chill (in effect), 90 Spirit, 100 Magic
Effect: Causes everybody within the vicinity of Winter Chill to have any of their comparisons/sums of success reduced by half of the user’s Magic Stat. They will be put under a stacking Poison ailment as well, damage per turn incrementing until the user's Magic/2 is reached, where it will max.
Cost: 5 MP per post active.

Added your requirements. But what if I also added an MP cost? Would that allow a stacking poison and my nerfer?
They all sem fine except Unupported Cold. Poison can be cured, Unsupported Cold cannot unless someone has a custom to counter it.
Edited by Galileo, Sep 23 2009, 07:15 PM.
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Kenny
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Meteorain (Lv3)
Yeah, but a person can have a higher Endurance or leave Winter Chill's vicinity. And because it is an ailment, a person need just apply Resist status to their character and be fine.
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Bag o Bones
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Meteorain (Lv3)
Eh, I'll take your word for it. These be approved.
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Takeru
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The White Mage
[Brought to you by Reid who designed the dice system] NO DICE!
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[-Angeles-]
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Ex-Turk
Fare thee well Children of Crisis, we will miss you
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