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| [Pre-Dice]Stilz Kupo; Engineer Moogle | |
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| Tweet Topic Started: Mar 16 2009, 06:00 PM (649 Views) | |
| Seenter | Mar 16 2009, 06:00 PM Post #1 |
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Dynamite
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Pending Abilities Pending Techniques Pending Limit Breaks Pending Items --- Approved Abilities Name: Charge Shot Description: Stilz can focus his energy into the chamber of his Caster Gun, effectively doubling the power behind the magic shots. These enhanced bullets require some time to charge, as such Stilz can only fire one at a time. However the damage done by each shot is double that of normal, and at times break through an enemy's protective armor. Requirements: Caster Gun; 50 Casting Effect: Doubles the effect of any magic bullet. Can only be used once per post. Cost: Double the cost of the bullet being fired. Name: Multiple Shot Description: Stilz practiced focusing his energy into the chamber of his Caster Gun so much, that he can charge two or more chambers at once without wasting time. This allows him to fire the shots in rapid succession, without having to wait for twice as long or more to charge his gun. It's most useful when needing to spread the attack against multiple enemies. Requirements: Charge Shot; Caster Gun; 100 Casting Effect: Doubles the effect of as many magic bullets as the Caster Gun can hold. Can only be used once per post. Cost: Double the cost of the bullets being fired. Name: Calculating Mind Description: You have spent so much time around creatures and computers, that you can actually calculate the creature's movements and actions. This has given you a leg up in battle, allowing you to predict where a creature will be and how/when it will attack. It takes some time for you to actually perform the calculations, but once you have a perfect understanding on the creature's movements you are rarely defeated. Requirements: Intelligence 50 Effect: Provides a bonus of 20% of your intelligence to your accuracy and dodge for every post you 'calculate' your opponent. Must spend the entire post calculating for it to work. Maximum is 100%. Cost: None Approved Techniques Name: Poison Shot Description: Stilz can focus and change the magic bullet inside his caster gun, effectively changing the shape and abilities of said bullet. He can change the shape into that of a green, needle like projectile. When fired, it traveles to the target and 'injects' it with a very corrosive energy that eats away at the target's life force. Requirements: Intelligence 50, Gun 50 Effect: If shot would do damage, instead causes Poison Cost: 5mp Name: Silence Shot Description: Stilz can focus and change the magic bullet inside his caster gun, effectively changing the shape and abilities of said bullet. He can change the shape into a very small ring of golden energy. When fired it traveles to the target and surrounds the target's throat like a choker, cutting off the ability to speak or use energy. Requirements: Intelligence 50, Gun 50 Effect: If shot would do damage, instead causes Silence Cost: 5mp Name: Blind Shot Description: Stilz can focus and change the magic bullet inside his caster gun, effectively changing the shape and abilities of said bullet. He can change the shape into that of a pitch black ball. When fired it traveles to the target and strikes the target in the eyes, causing the black energy to form a lens. Requirements: Intelligence 50, Gun 50 Effect: If shot would do damage, instead causes Blind Cost: 5mp Name: Sleep Shot Description: Stilz can focus and change the magic bullet inside his caster gun, effectively changing the shape and abilities of said bullet. He can change the shape into a ball of white cotton. When fired, it traveles to the target and causes a powder like effect that makes the target drowzy. Requirements: Intelligence 50, Gun 50 Effect: If shot would do damage, instead causes Sleep Cost: 5mp Name: Confuse Shot Description: Stilz can focus and change the magic bullet inside his caster gun, effectively changing the shape and abilities of said bullet. He can change the shape into a disc with a swirl pattern in the middle. When fired it traveles to the target and into their mind, causing their memories and thought patterns to swirl and become confusing. Requirements: Intelligence 50, Gun 50 Effect: If shot would do damage, instead causes Confusion Cost: 5mp Name: Berserk Shot Description: Stilz can focus and change the magic bullet inside his caster gun, effectively changing the shape and abilities of said bullet. He can change the shape into that of a red paintball like projectile. When fired it traveles to the target hits very hard, splattering the energy and cause the target to 'see red'. Requirements: Intelligence 50, Gun 50 Effect: If shot would do damage, instead causes Berserk Cost: 5mp Name: Shadow Bind Shot Description: Stilz turns the 'magic bullet' into a needle like form, changing the color to a smoky color. Stilz then tries to shoot the target's shadow, not the target. If the new 'bullet' hits the target's shadow, the target is then frozen in place for a short time. It's can't move, but it can still think. After a time, the target can then struggle to break free from the limit. Requirements: Intelligence 75, Gun 75 Effect: If shot would do damage, instead causes Stop for 1 post and Slow for 2 post after. Cost: 10mp Name: Flare Storm Shot Description: Stilz places a fire and an aero Materia in the two chambers of a Caster Gun v2 or higher. He then focuses his energy into both chambers, charging them up both at the same time and storing the energy. He can then fire the magic simultaneously, causing them to mix together as soon as they emerge from the chambers. The result is a flaming wind tunnel that quickly surrounds the target, causing damage and preventing them from moving for a short time. Requirements: Multiple Shot; Caster Gun v2 or higher; Fire Materia; Aero Materia Effect: Deals fire/wind damage equal to a Fire/Aero spell and stuns for one post, Fira/Aeroa damage and stuns for one post, Firaga/Aeroaga damage and stuns for one post. Cost: MP of both spells Approved Limit Breaks Approved Items Caster Gun V.1 Description: An experimental gun designed to tap into the user's magic and elemental Materia. It can fire normal bullets, however it has the unique function of drawing a small amount of magic from the user in order to fire magic bullets. These bullets do the same amount of damage as normal bullets, however the damage is magical instead of physical (Barrier won't reduce it but Shell would). It can also change the property of the magic bullet into the elemental Materia slot on the back of the gun. Consumes 2 MP per magic bullet shot. [Hands:1 Sized for a Moogle] Strength/Durability: 16 Materia Slots: O Material: Iron Weight: 4 Cost: $1000 Electric Shield Description: A small shield strapped to the user's arm of choosing. When not in use, the shield is closed in such a way that it only looks like a small arm band with a coaster like device attached. It's activated by a button that's positioned between the user's index finger and thumb. A simple press opens the shield into a buckler, and a nother press returns it to its' closed state. [Hands:1 Sized for a Moogle] Strength/Durability: 4 Materia Slots: None Material: Iron Weight: 1 Cost: $150 Energy Amplifier [Machine Part] Description: A special kind of device that amplifies MP or Artificial MP, effectively doubling it. It only doubles the MP itself, it can not increase the amount of damage or any other stat associated with the casting of magic. If 10mp is put into the machine, 20mp comes out the other end. It is effectively able to cut MP consumption in half. Effect: Able to cut MP consumption for a machine by 50%. Cost: 2,500 Gil Electrical Materia Engine - Mark One [Engine] Description: An electrical engine that relys on no outside energy source. It's entirely self-sufficient. By using the power of a Lightning Materia located in the center of the engine, the user reaches in and supplies the 'start up' MP. This MP causes the Lightning Materia to discharge in a blast of Lightning, since there's no need to direct it anywhere because of the two wires that's connected to it. Half the electricity is channeled through the Energy Converter built inside, turning it into an artificial MP source to power the machine. The other half is used purely to power whatever the engine is hooked up to. Stat Bonus: +50 Strength Requirements: 50 Machine Operation Effect: Rank S for Fuel Use and creates an MP pool for the machine equal to Materia AP/50. Holds 10MP, 6MP that the machine uses. Cost: 5,000 Gil Electrical Energy Converter [Machine Part] Description: This handy device is able to convert electricity into an energy with the same wave length and biometric of a human. It's so similar that it can be used as an artifical power source for Materia, though it has no control and it can't direct the artificial MP like a human casting spells. It can only be used to power the Materia. Effect: Creates Artificial MP by absorbing electricity. The amount of MP gained is equal to Materia AP/20. Cost: 2,800 Gil MP Storage V1[Machine Part] Description: This device is similar in design to a tank used to hold liquids. However various markings on the sides, as well as the reflective interior suggests it holds something other than normal fuel. This device is designed to hold the artificial MP generated by the Materia Engine series and the Electrical Energy Converter. Effect: Stores 20MP to be used later. Cost: $500 Name: Caster Shell Description: Using the principle designs behind the MP Storage, Stilz has developed a much smaller version that can be fit into a gun like a bullet. These shell like devices are made of an iron material on the outside, but like the MP Storage they are hollow with the strange markings along the inside. The end holds a special tip that's made of a crystal like substance that acts like the detonator, or explosive head like a missile. This shell can house one magic spell put into it, which then changes the attributes of the projectile. Once the shell is used, it is used for good. Requirements: Magic 50; Casting 50; Machine Operation 50 Effect: A magic bullet that can be used to transfer a magic spell with the accuracy and speed of a bullet. It can't be Reflected. Power of bullet is set at the time the bullet is made. Cost: $500-$1,500 Example
This is repeated for all of the element spells, changing the element according to the spell used. Name: Caster Cannon Shell Description: Using the principle designs behind the Caster Shell, Stilz has developed a much larger version about the size of a MP Storage device. These cannon shells are made of an iron material on the outside, but like the MP Storage and the Caster Shells they are hollow with the strange markings along the inside. The end holds a special tip that's made of the same crystal like substance that acts like the detonator. This shell can house one magic spell put into it, which then changes the attributes of the projectile and amplifies the spell radius. Unlike the Caster Shell, the metal casing for the Caster Cannon Shell can be reused as long as the crystal tip is replaced. Requirements: Magic 50; Casting 50; Machine Operation 75 Effect: A magic cannon shell that can be used to transfer a magic spell with the accuracy and speed of a cannon. It can't be Reflected. Power of cannon shell is set at the time the bullet is made. Cost: $700-$2,000 Example
Edited by Seenter, Sep 12 2009, 05:21 PM.
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| KurisuMurei | Mar 27 2009, 08:56 PM Post #2 |
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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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You're also going to need a price for all of these. However, I'm not great at that. |
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| Seenter | Apr 5 2009, 10:02 AM Post #3 |
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Dynamite
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Alright, Ill try this again. I made alterations to my starting weapon and even included my starting armor. I hope this will be acceptable for specialized starting items, and hope that a higher up can tell me if it's accepted soon or not. |
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| Jingasa_Tha_One | Apr 5 2009, 10:31 AM Post #4 |
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Seal Evil
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Did you calculate how much it would cost? |
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| Seenter | Apr 5 2009, 10:41 AM Post #5 |
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Dynamite
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I didn't see anything in the Weapon forum or other places that would show how much extra features would cost. I was actually going to have my character build the gun and the shield, however I didn't know if that would retract from the cost or what. If you can show me how much the extra features would cost, I'll recalculate them. |
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| Bag o Bones | Apr 5 2009, 11:00 AM Post #6 |
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Meteorain (Lv3)
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Extra features on weapons and armor add onto the cost of the weapon and armor base cost. So if you had one that would normally cost 1000 Gil, but had extra stuff on it, it would cost more then 1000 Gil. The extra cost is determined by a mod of sorts. Now, since you say you're building the items yourself, that puts the scenario in quest situation, where it would take (price/20) paragraphs to build. That being said, I'm terrible at determining extra costs. I'll bring this to someone else who's better at that type of things attention. |
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| Seenter | Apr 6 2009, 05:02 PM Post #7 |
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Dynamite
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I agree with that. I was actually hoping that I could reduce the cost a little, primarily since it is going to be my starting weapon and I can buy the materials and general shape with my starting weapon money. I could spend the $650 to buy the metal and the shape of the gun, then 'quest' my character making the gun for the remaining amount needed for the gun. I'd just need to know the amount for the entire gun to know how much work I need to put into it. |
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| Kenny | Apr 8 2009, 11:21 PM Post #8 |
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Meteorain (Lv3)
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~With bolded changes, you have my 1/2 approval.
~ 1/2 Approval. |
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| Seenter | Apr 9 2009, 04:57 PM Post #9 |
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Dynamite
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Alright, thank you. Now I'd just need another 1/2 approval and I'll be able to start making my character. |
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| KurisuMurei | Apr 9 2009, 05:57 PM Post #10 |
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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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Go for it. Starting Equipment: Approved! |
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| Seenter | Apr 9 2009, 08:10 PM Post #11 |
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Dynamite
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Thanks. |
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| Seenter | May 26 2009, 09:05 PM Post #12 |
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Dynamite
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Alright, added the things needed to create possibly the first Rank S engine. |
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| Bowwy | May 27 2009, 02:05 PM Post #13 |
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MOOGLE AWWWWAAAAYYYY!!!
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This might be a Cloud exclusive to decide, although Kenny would be good here too. I'm guessing that each of these items will cost 5000+ gil, just because of the end result you attain. Nice idea. |
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| Seenter | May 27 2009, 10:55 PM Post #14 |
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Dynamite
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So a total of 15,000+ gil per engine? Dang, that's one expensive engine. But I guess I see the point. It would be the first of its kind, but some of the stuff my character would make himself. Most of it, the materials and such, he'll get someone else to make. |
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| Bowwy | May 28 2009, 05:20 PM Post #15 |
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MOOGLE AWWWWAAAAYYYY!!!
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Well, I'm just a regular member, so don't take anything I say TOO seriously. Personally, I'd just wait for a mod. |
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| Kenny | May 31 2009, 12:10 AM Post #16 |
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Meteorain (Lv3)
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~ There you go. 1/2 approval for the above.
~ There we go. 1/2 approval for the above.
~ I'm not too sure what this does exactly. I know it creates an Artificial MP, but the biggest unexplained problems are: how, how much, for how long, etc.? Edited by Kenny, Jun 2 2009, 03:49 AM.
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| Gin | May 31 2009, 09:19 AM Post #17 |
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Ikorose, Shinsou
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I agree with Kenny, 1st 2 are approved but the last remains as is for I don't understand what it really does or how it works. |
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| Seenter | Jun 2 2009, 12:26 AM Post #18 |
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Dynamite
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Well it channels electricity into the machines, which then converts it into MP depending on the amount channeled. However, I have no idea how much electricity a Lightning Materia generates. I've asked the question before, but no one has been able to give me an answer that I can use to measure the amount of electricity needed to make 1 MP. It's primary use is to be used solely with the Materia Engine, as well as a few other future devices that are powered by the Materia Engine. The initial thought for the device was to allow the Materia engine to resupply itself, with the help of the Energy Amplifier. Half the electricity generated by the Materia Engine would be channeled to the Energy Converter, which would then convert it into half the MP needed to repower the Materia. Then by channeling it through the Energy Amplifier, it would be enough MP to fully power the Lightning Materia to start the process over again. Another aspect of the device would be to allow a machine to create a magical effect, since for now machines themselves can't cast magic. An example of the magical effect would be an Aero Materia and a Fire Materia in a cannon with one side sealed. Using the Energy Converter, electricity would power both Materia to the point of self casting (an explosion of energy without any direction). This would cause both the fire and air energy to mix violently and be forced out the other end in a powerful flamethrower. That's effectively the use of what the Energy Converter is for. It's pretty much only used in machines, to give them self casting without actually giving them the ability to cast magic. On a different note, thanks for the approvals. Edited by Seenter, Jun 2 2009, 12:26 AM.
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| Kenny | Jun 2 2009, 03:57 AM Post #19 |
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Meteorain (Lv3)
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Okay, I get what you mean. This is what I came up with... ~ 'Electrical Materia Engine - Mark One' will basically make the fuel use null and create an MP pool for your machine. ~ 'Electrical Energy Converter' will allow your machine to absorb all thunder damage and convert it into MP, allowing you to cast a simple Thunder on your machine and therefore increase its MP pool by the amount of damage nullified. ~ 'Energy Amplifier' will decrease MP use for machine's by 50%. Together, these will get the exact effect I assume you are looking for... I did update each one, so you might want to update your currently approved ones so this idea works (mostly the edit I made about your engine creating a MP for your machine). Thoughts? Edited by Kenny, Jun 2 2009, 03:59 AM.
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| Seenter | Jun 2 2009, 05:18 PM Post #20 |
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Dynamite
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Close, very close. But ya, that's the general idea for the Energy Converter. However additional Energy Converters will have to be put in place in order to create the weapons that have magic effects. The Materia Engine Mark 1 shouldn't have the capabilities to have a MP pool. Now the Materia Engine Mark 2 could have that option.... |
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| KurisuMurei | Jun 2 2009, 07:37 PM Post #21 |
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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'm tempted to say something like 25 Lightning Damage to generate 1 MP. That would mean a power level of (maybe) 150 (75 if the Energy Amplifier comes into play) to break even |
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| Seenter | Jun 2 2009, 09:43 PM Post #22 |
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Dynamite
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No one actually answered that question, how much energy does a Materia generate compared to the energy needed to use it. |
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| Kenny | Jun 4 2009, 02:21 AM Post #23 |
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Meteorain (Lv3)
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I agree. Electrical Energy Converter [Accessory] Description: This handy device is able to convert electricity into an energy with the same wave length and biometric of a human. It's so similar that it can be used as an artifical power source for Materia, though it has no control and it can't direct the artificial MP like a human casting spells. It can only be used to power the Materia. Effect: Creates Artificial MP by absorbing and nullifying all electrical damage. The amount of MP gained is equal to the damage the machine would of suffered divided by twenty-five (Damage/25). Cost: 2,800 Gil or... Considering that you want to use an actual Materia to power the machine, rather than any actual 'electricity' but more of the Materia itself, you could use the Materia AP as a reference. Like, 'AP/10 = MP pool for machine.' Hm? Edited by Kenny, Jun 4 2009, 02:22 AM.
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| Seenter | Jun 6 2009, 06:15 PM Post #24 |
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Dynamite
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I made a few edits for the machines. I hope these work.
Well, what do you think? Edited by Seenter, Jun 6 2009, 06:16 PM.
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| KurisuMurei | Jun 8 2009, 06:41 AM Post #25 |
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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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Hmm...AP/10 may be a bit high. Nex can fill up even the biggest storage unit you had planned in one go. Maybe somewhere around 20 or 25? |
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