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Locked Topic
[Pre-Dice]Jewel Elemen; Elemental Lenine
Topic Started: Jul 5 2009, 02:06 AM (124 Views)
Seenter
Dynamite
Pending Abilities

Pending Techniques

Pending Limit Breaks

Pending Items

---

Approved Abilities
Nature Scent
Description: The Elemen tribe have learned to comune with nature on a higher level than normal Leonine. In fact, their connection with nature have given them a unique sense of smell. It allows them to actually smell elements from up to 30ft away, and can even seperate the smells and pinpoint them. This also gives the Elemen tribe the unique ability to sense what Materia a creature is holding just by smelling it from a distance.
Requirement: Leonine, Elemen Tribe
Effect: Allows a Leonine from the Elemen tribe to detect elements and Materia close by.
Cost: None

Alternate Form (Race here)
Description: After seperating from the main Leonine tribe, the Elemen tribe has come to comune with nature more. As such, they have developed an ability through several years of training to assume the form of another race; allowing them to communicate with other races without causing alarm. The form isn't a copy of another creature, but the appearance of what the Leonine would have looked like had he/she been born of that race. After a little practice, the children of the generation that created it are able to assume one form at a young age. If the Leonine experiences a great stress, he/she reverts back to his/her original form. However with rest the Leonine can reassume the form again.
Requirement: Leonine, Elemen Tribe
Effect: Allows a Leonine to take on the form of another race. That race is chosen as soon as this ability is acquired, and can't be changed. If the Leonine's HP or MP ever get below 10, they automatically revert back to their Leonine form.
Cost: None

Novice Element
Description: By living and practicing so close to nature, you have found a way to direct elements by simply using your energy. With light pushes and pulls of your hands and feet, you can direct a soft element to do your will. The element control is a form of martial arts, movements similar to a dance that allows control of an element. With constant practice you are beginning to master the art of controling the element in both a defense and a weapon. The more you practice, the more you can control. The more you control, the more dangerous you can be.
Requirement: 25 Hand-to-Hand, 25 Magic
Effect: You can control a gallon of a soft element equal to your Magic/5, and the amount of control is your Hand-to-Hand/5. Soft elements you can control (fire, wind, water, lightning). Control only 1 element at a time. Accuracy is (Magic+Hand-to-Hand)/2
Cost: 2MP per gallon/post

Intermediate Element
Description: You have practiced with elements for a long time, learning to control the flow and bend them to your will. You have become strong in your shift from offense to defense, and have learned there is much more. Harder elements are calling to you, and through force of will you can form these elements similar to the softer elements you have controled. The movements are a little more rigid, but the strength in both offense and defense are considerably greater.
Requirement: Novice Element, 50 Hand-to-Hand, 50 Magic
Effect: You can control a gallon of a hard element equal to your Magic/10, and the amount of control is your Hand-to-Hand/10. Hard elements you can now control (earth, wood, and ice). Control only 1 element at a time. Accuracy is (Magic+Hand-to-Hand)/2
Cost: 4MP per gallon/post

Expert Element
Description: Your control of the elements has become greater still, even the most solid of the elements bends to your will. The strong elements of the land have given you strength and practice to deal with the solid elements. These elements are considered to be the ultimate in element training, allowing you to take on a student in order to pass on your knowledge. But you can't help but feel there's another step beyond this one....
Requirement: Intermediate Element, 100 Hand-to-Hand, 100 Magic
Effect: You can control a gallon of a solid element equal to your Magic/20, and the amount of control is your Hand-to-Hand/20. Solid elements you can now control (metal and gems). Control only 1 element at a time. Accuracy is (Magic+Hand-to-Hand)/2
Cost: 8MP per gallon/post

Master Element
Description: There is no element on the planet that can't bend to your will. This is the absolute master of all the elements, and supreme power with all. Elements too strong to bend before, are now under your control and power. The sheer strength you now possess is beyond the understanding of normal magic users, and as such you are considered a god by the lesser makers of magic.
Requirement: Expert Element, Dual Element, 200 Hand-to-Hand, 200 Magic
Effect: You can control a gallon of the ultimate element equal to your Magic/40, and the amount of control is your Hand-to-Hand/40. The ultimate element you control, energy itself. Accuracy is (Magic+Hand-to-Hand)/2
Cost: 16MP per gallon/post

Dual Element
Description: After practicing with elements for so long, you have found a way to control a second element at the exact same time. Your focus is divided between the two elements, and as such your control is divided as well. But your capabilities is much stronger, and your effective power is double. Many consider this to be impossible, but to others who believe in the impossible show you great respect.
Requirements: Intermediate Element, 75 Hand-to-Hand, 75 Magic
Effect: You can now control two elements at the same time. The amount you control and your actual control is divided in half between them.
Cost: Amount per element

Approved Techniques
Form of Water
Description: By channeling her energy into one of water's basic forms, Jewel can change it into another form at will. She can take a ball of water and change it into either a cloud of steam or a ball of ice. Through constant practice she has been able to do this quickly, though changing steam directly into ice is still beyond her grasp.
Requirement: Novice Element, 50 Hand-to-Hand, 50 Magic, steam/water/ice
Effect: Jewel can change water's form by one stage (Steam<>Water<>Ice)
Cost: Novice Element + 2MP per gallon

Water Shield
Description: By focusing her energy into a body of water she can control, Jewel can create a shield to block against most attacks. This shield engulfs Jewel in a dome of water or a large shield of water, generally protecting her from attacks for a short time. If an attack is strong enough to break through, the shield softens the blow before it breaks through.
Requirement: Novice Element, 25 Hand-to-Hand, 25 Magic, 4 gallons of water
Effect: Creates a shield of water with a durability equal Magic/5. Durability increases by 10% for every extra gallon used.
Cost: Novice Element + 2MP per extra gallon

Lightning Rod
Description: Focusing her energy into the electrons that are flowing through the air, Jewel can gather them together at a specific point nearby. A slight sinlge spark is the only indication of the location, and has no harm on anything organic. Any lightning based attack, whether melee or magic, is drawn to strike that spot for one post. If a creature is in that spot, it will be struck by the lightning as if it took the attack.
Requirement: Novice Element, 25 Hand-to-Hand, 25 Magic
Effect: Jewel creates a lightning rod at a location in the air. All lightning based attacks that are up to twice her Magic stat are drawn to that spot for 1 post.
Cost: 5MP + Novice Element

Ice Shield
Description: Through practice with the shield of water, Jewel can change the properties of the water quickly into that of ice. This increases the strength of the shield to withstand even stronger attacks, though it makes it harder for Jewel to dodge out of the way if it breaks. A strong enough attack can still break through, but it's harder to break through than normal. She can also make it out of ice if ice is available, which is easier but a bit weaker.
Requirements: Novice Element, Intermediate Element, Form of Water, 50 Hand-to-Hand, 50 Magic, water or ice
Effect: Increases the effect of water shield by an extra 20%.
Cost: Water Shield + 5MP per extra gallon

Flame Shot
Description: Gathering the heat from the surrounding area, Jewel can create a ball made of fire in her hand. She can then throw this ball at a target, and direct it slightly according to her hand motions. This ball of fire speds off at a fast speed, as fast as a spell of the same kind being cast. If it hits the target, the flame breaks and causes damage.
Requirements: Novice Element, 25 Hand-to-Hand, 25 Magic, heat source
Effect: Shoots a fireball equal to 20% of Magic stat per gallon used with +10% accuracy
Cost: Novice Element

Elemental Counter
Description: After training with the elements for so long, Jewel has come up with a way to counter them to protect herself. She can call forth the same element from the environment in order to deter an elemental attack of the same element away from herself. This tends to require split second timing and fast reflexes, plus the element itself needs to be nearby.
Requirements: Intermediate Element, required element
Effect: Redirects an elemental attack if Jewel's magic stat is 3/4 the opposing primary attack for the technique (usually magic). If Jewel's magic stat is equal, she can cancel the attack. If her magic stat is 1.5x higher, she can send the attack right back. Increase her magic stat by 10% for every gallon of the element beyond 10.
Cost: Novice Element + 5MP per gallon beyond 10.

Approved Limit Breaks

Approved Items
Edited by Seenter, Jul 8 2009, 08:21 PM.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Why is it as the levels get higher the division gets bigger? <__<
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Seenter
Dynamite
Because as the level gets higher, the elements in control gets harder. Air and water are easier to manipulate because they flow easily. With a simple wave of your hand you can send ripples in a pond or fan yourself with your hand. Soft elements are things you can literally cut easily with a butter knife.

The harder elements, like earth and ice, are thicker, more dense. You have to chisle at ice to break it or a lot of strength to shatter a rock. That's why it progressively gets more difficult with higher levels of elements. They are harder to control because they tend to become more stubborn at higher levels.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
I was expecting lower numbers so you would have bigger stats but w/e

<__<


1/2 on all this stuff.
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Seenter
Dynamite
You mean the ability to control more of a solid element such as rock and less of an element such as air? The higher abilities make up for it, as they do more damage with the techniques than the lower ones do. For example, as you see that an ice shield can sustain more damage before breaking than a water shield. A stone wall technique (will be made later) will be Magic stat in durability. At the level Jewel can bring it out, it would be stronger than the best armor. Granted it doesn't move with Jewel, but another technique in the future would allow her to move the earth around it so it will move. Yes the abilities cost more, and Jewel can control less of a harder element than a softer element. But the technique are much stronger depending on the element used.

Example: Fire shot can only damage the person, not the armor or anything else. However the metal spikes technique, if the armor durability is less than Jewel's magic stat/5 then it will break. At the level Jewel would be able to learn metal spikes, any armor with a durability of 20 or less would be destroyed by this technique.

Oh, and made a slight edit.
Edited by Seenter, Jul 5 2009, 12:39 PM.
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Kenny
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Meteorain (Lv3)
This won't be used to cancel out other peoples' attacks, right?

Like, *casts Firaga - canceled by your elemen manipulation mastery doohickey*
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Seenter
Dynamite
I hadn't made it yet, but there is now a technique she can learn that will allow her to deflect/cancel/control an enemy's elemental based attack. It's a higher level technique, so it will be a while before she can learn it. She needs some protection if she's going to be using elements.

But as for the ultimate ability, the Master Element, there is a technique that will make her the boon to any spell caster. But no, she can't take control of an attack coming at her and use it for her own. Example of what she can't do: "Target casts Firaga at her. She begins to bend the element of fire to her will, drawing it into a ball and firing it back at the target." She CAN NOT do this. If she uses the new Elemental Counter techniqe and her magic stat is higher, then she could send the attack back. But she can't directly control an element used against her.

Edit: I edited some of the techniques to reflect 'gallons'.
Edited by Seenter, Jul 6 2009, 08:15 PM.
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Kenny
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Meteorain (Lv3)
If a Technique is needed to reflect or counter a persons' elemental magic, then I see no problem with these abilities. All looks fair and has my approval.
Edited by Kenny, Jul 7 2009, 12:33 AM.
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Bag o Bones
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Meteorain (Lv3)
Alright, it looks good to me as well.

By the power of Necromancy, these requests are 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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