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| [Pre-Dice]Matthias Kensly's Requests; Sarge's Failed Expirment | |
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| Tweet Topic Started: Mar 30 2009, 12:14 PM (276 Views) | |
| Sarge | Mar 30 2009, 12:14 PM Post #1 |
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Tonberry King
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Pending Abilities Pending Techniques Pending Limit Breaks Pending Items --- Approved Abilities Approved Techniques Other Worldly Council Description:Matthias can talk and see spirits. This technique allows him to use them to help with his challenges. They don't cause him to see perfectly, but point him in the right direction so his other senses can help him from there. Requirements:Must start with, have Spirit summoning Effect: summons a helpful spirit that allows allows Matthias to fight effectively against things he can not normally see. Meaning androids, undead (though he can see them slightly), machines, etc. accuracy of attacks against these targets is lowered by 25% Cost: 3 for initial +1 for each post after. Drain Soul Description:Matthias can see the enemy's connection to the life stream this translates in CoC terms as MP. Because he can see this in people he knows where to take it from. He can summon a minor, mindless spirit to drain the enemy of their magical energy and transfer it to him. Requirements: Blind Seer, Spirit summoning, Spirit: 60 Effect: Drains an amount of target MP equal to 15% Spirit stat and give it to the user. This does not work on androids or other lifeless things (still works on undead, but at 10% spirit instead of 15%). accuracy for this attack is (Spirit+Casting)/2. Cost: 3 Approved Limit Breaks Summon: Murderous Redcap [Level 1] Description:With more concentration/desperation Matthias can summon more powerful spirits. This particular spirit is that of a fey known as a Red Cap. It is about half the size of a goblin and just as ugly. On its head is a dome like hat made of dried blood. The creature lunges at the enemy with a scythe. If the attack hits the spirit takes the blood from the scythe and whips it on his cap. Requirements: Ability to use Level 1 Limit Breaks Effect:Effect: Summons a Redcap for 3 posts. The summon's stats are as follow: Dodge and Accuracy is equal to Spirit, and Damage is equal to Spirit/2 as well. Damage done this way is not blocked by armor or partial dodging. Approved Traits Spirit Summoning Description: Your basic Spirit appears to be nothing more than a typical ghost except a blueish green. They can take other forms if the summoner wishes. These spirits can be sent to attack the enemy as well with accuracy equal to (Spirit+Intelligence+ Casting)/3 Requirements: Be Subject IX Effect: can summon different spirits and allows a basic attack based around the spirits. 1 spirit can be summoned for every 20 you have in the spirit stat and deals damage equal to Spirit stat*.5. This damage is unpreventable by armor. If the partial dodging condition is met (meaning that Dodge>Accuracy by 19% or less) then the attack still does full damage as it is pure Mako radiation. Cost: 3 per Spirit. Minor Mako Poisoning Description: When the human body is exposed to high amounts of Mako energy the body begins to shut down. Because of the nature of the experiment and because it was in a controlled environment the mako poisoning did not do any real damage. In this minor case it simply causes the body to run less efficient, causing the body to become drained of energy by simple movement. Because of the Mako deposits in his body, Subject IX has a slightly harder time breathing, but the mako deposits do increase his magical potential slightly. Requirements: Be Subject IX Effect: 5% MP drain per post, takes a -5% to accuracy, dodge and power of physical attacks. -5% starting HP and +10% starting MP Cost: Blind Seer Description:Though blind, Subject IX is directly connected to the life stream through the experiments done on him and the Cetra DNA that was injected into him. He is able to see in a complete 250 foot radius sphere around him, but he can not see anything that is not connected to the life stream. The world to him looks to be different shades of blueish green with black where there is no life or magic. Requirements: Be Subject IX Effect: Can see all around him unless the object is dead or was never alive, such as iron, and steel. He can see Spirits and super natural phenomenons. Can still see magical items and materia. Materia seem to be the same color as they normally are (Summoning materia seem red, Support are still bright blue, Magic is still green, Command are still yellow,etc) he can still dodge normally, after the penalties for Minor Mako Poisoning, stated above. While dodging a weapon he can see that the enemy is in a stance as though holding a sword and can dodge based upon their movements, but can not judge where the blade begins or ends. Cost: Magic Savant Description: Between the minor Mako poisoning and the Cetra DNA the subject is able to use magic much better than any other. Sadly though the mako poisoning does effect the physical body to the point where they are unable to use physical attacks efficiently Requirements: Be Subject IX Effect: can use Magic Materia at -25% MP cost and -25% casting requirement Cost: One with the Life stream Description: Because he is injected with Cetra DNA Subject IX is able to use magic more effectively. Requirements:Be Subject IX Effect: +10 to Spirit, Magic, and Intelligence Approved Items Ghost's Tear Description: Click Me This magical item is a black teardrop shaped necklace. Its origin is unknown, but it is said that the item is a ghost's tear and thus is connected to the life stream, giving its user some of the energy of the life stream. Weight: 1 Effect: 2% of total MP recovered each post. Cost: 150 Gil Edited by Sarge, Apr 15 2009, 05:42 AM.
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| Panda Bard | Mar 30 2009, 12:50 PM Post #2 |
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Shining Finger!!!
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Okay so we have: Good thing Mostly bad thing kinda good thing good thing good thing doesn't seem balanced to me, but others may see it differently. |
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| Sarge | Mar 30 2009, 01:24 PM Post #3 |
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Tonberry King
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mmm i knew someone would bring that up, but the way i see it is that you are allowed 1 free minor good thing (in my case i used it for the "One With the Life Stream" which is a copy of "Mako Boost"). Other people may not agree with that statement, but still that is how i see it. Mako poisoning for an obvious magic user is absolutely horrible -5% of your main mode of function gone each post meaning that there are only 20 posts IF you do nothing at all, but with the obvious way this character is going to function his MP is not going to last that long. My thoughts is that aspect of it cancels out the spirit summoning trait. the -5% to physical things i feel cancel's out "Magic Savant" Blind Seer is as you said a kinda good thing, and it cancels itself out i feel because of how machines, undead, anything that is not connected to the life stream can easily be garbled up by things that he can see. the only way they would appear as anything to him is if they had materia in them or if they were right on the edge of his line of sight where there would be no "back ground noise" to cover them up in which case they would appear as black masses. I should make that more clear, but does that make sense? so the Distribution i see is: Good Thing Really Bad Thing Neutral Thing Minor Good thing Free be now if you would rather i was thinking of increasing the penalty to dodge, physical attack, and so on to -10%. do you think that would be more appropriate? |
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| [-Cloud-] | Mar 31 2009, 12:38 PM Post #4 |
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Apocalypse (Lv4)
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Change Magic Servant so the reduce costs and requirements are only Magic Materia. That way you can't get a benefit from Command Materia even though your trait is magic based. |
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| Sarge | Mar 31 2009, 12:41 PM Post #5 |
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Tonberry King
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ok edited anything else? |
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| [-Cloud-] | Mar 31 2009, 01:07 PM Post #6 |
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Apocalypse (Lv4)
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I just noticed something that's broken.
I could have sworn it used to be only armor. I was fine with only armor... but spells and stats should reduce the damage still. Especially spells that are designed for blocking damage since it's... magic. I can understand Armor not doing it since it's a physical matter, but spells aren't. |
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| Sarge | Mar 31 2009, 01:24 PM Post #7 |
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Tonberry King
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it was originally, but it was a typo that i noticed later on and what i meant was the "armor, spells, stats, etc" that you mentioned. so that was me fixing a typo that i forgot to mention. sorry if it made it look like i was trying to be underhanded. I edited it in the first post though to just armor and partial dodging. |
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| [-Cloud-] | Mar 31 2009, 08:25 PM Post #8 |
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Apocalypse (Lv4)
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It looks fine to be now. I give my approval. |
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| Sarge | Apr 1 2009, 10:36 PM Post #9 |
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Tonberry King
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ok thanks. i put up some new stuff too. its in the first post.
Edited by Sarge, Apr 4 2009, 10:42 PM.
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| Sarge | Apr 4 2009, 07:17 PM Post #10 |
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Tonberry King
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BUMP (though i know it has been about 2 and a half days instead of 3). But, i am going to be leaving for my trip in about 12 hours and wanted to get this done before i left. there needs to my allot of discussion about my limit break i know but i need the techniques to be approved (at least Other Worldly Council) before i put up the character. EDIT: added something new
Edited by Sarge, Apr 5 2009, 06:45 AM.
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| Sarge | Apr 7 2009, 09:10 PM Post #11 |
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Tonberry King
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BUMP |
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| Takeda | Apr 7 2009, 09:50 PM Post #12 |
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Hyper Hobo
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OWC and Drain Soul are APPROVED The price for Ghost's tear is 150, unless there are arguments from any other mod. |
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| Kenny | Apr 8 2009, 11:28 PM Post #13 |
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Meteorain (Lv3)
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Second Opinion: perfect. Approved. |
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| Sarge | Apr 9 2009, 10:54 AM Post #14 |
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Tonberry King
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ok thanks kenny. what about the red cap? EDIT: Work in progress, writing down the notes i have before i forget.
Edited by Sarge, Apr 9 2009, 12:03 PM.
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| Kenny | Apr 10 2009, 01:25 AM Post #15 |
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Meteorain (Lv3)
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We'll try to keep this simple, and do away with the HP and Limit Break maths. The main thing I have a gripe with is that this lasts for Limit Break/10 and has HP. I'd prefer a simple 'lasts X posts.' For a Level 1 Limit Break, you have rougly 1.5*stat worth of things to spend here. What I'd suggest is:
How's that sound? :D Edited by Kenny, Apr 10 2009, 01:26 AM.
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| Sarge | Apr 10 2009, 06:35 AM Post #16 |
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Tonberry King
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mmm ok...3 turns sounds reasonable, but i would prefer something that makes my summons last longer, i can get an accessory that does that though if it becomes a problem. the summon's HP though is needed though because of the fact that it is a killable creature. if someone kills it then it does nothing. |
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| Kenny | Apr 11 2009, 10:44 PM Post #17 |
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Meteorain (Lv3)
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You're only short changing yourself if you want HP on it ._. You're creature would die in two sword strikes from only a moderately strong person. This won't make the thing invincible, because when they get hit they'll still get hurt (roleplay it), but this way they can recover and attack again. Edited by Kenny, Apr 11 2009, 10:50 PM.
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| Sarge | Apr 12 2009, 08:16 AM Post #18 |
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Tonberry King
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ahhhh...point taken. ok changed in first post. |
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| Final Riku | Apr 12 2009, 08:21 AM Post #19 |
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Dynamite
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if I must... 1/4 approved |
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| Sarge | Apr 13 2009, 07:51 PM Post #20 |
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Tonberry King
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ok 1 down 3 to go! |
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| Kenny | Apr 14 2009, 05:42 AM Post #21 |
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Meteorain (Lv3)
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1/2 from me. 1/4 to go. |
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| Gin | Apr 14 2009, 11:44 PM Post #22 |
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Ikorose, Shinsou
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Why not? Approved |
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| Takeru | Jan 13 2010, 03:07 PM Post #23 |
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The White Mage
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[Brought to you by Reid who designed the dice system] NO DICE! |
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| [-Angeles-] | May 12 2011, 02:30 PM Post #24 |
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Ex-Turk
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Fare thee well Children of Crisis, we will miss you |
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