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[Pre-Dice]Moe's Wishlist
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Topic Started: Jul 19 2009, 10:11 AM (2,337 Views)
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Galileo
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Jul 19 2009, 10:11 AM
Post #1
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Getting too old for this shit.
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- None, I never got into it.
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Pending Shit
Strikethrough On Indefinite Hold
Abilities
Techniques
Limit Breaks
Items
Approved Shit * Obtained
Abilities *Packrat Description: You like collecting things and you can’t stand to throw anything out. You also feel the need to pack heavy unlike other travelers. Effect: The user can only carry around 3/4 of their strength in weight, but may wear one accessory for every five strength they have. The user is allowed to wear up to five accessories Requirements: None Cost: None
*Healing Phantoms Description: You have become innocent and pure to the point that your body has become a welcoming vessel for the energy that flows through the Life Stream. It’s as though the remains of those who have perished are attracted to you somehow and wish to aid you in your fight against evil and INJUSTICE! Requirements: 100% Alignment, The Holy One, and Purity. Effect: Restores HP by 10% of its base amount per post and visibly repairs the body including regenerating lost limbs in extreme cases. This effect stops working if your HP falls below 1. Cost: None
*Purity Description: Pure life energy flows through you and provides protection against the negative intentions of others. Requirements: The Holy One and 300 HP. Effect: Excluding HP and MP, the user’s stats, skills, dodge, and accuracy are immune to enemy effects aside from materia guided status ailments. An enemy cannot bypass or affect this ability or its effect with anything if their base HP is less than the base HP of the user. Cost: None
*Dexterous Strikes Description: Your movements are fluent and controlled. You apply your dexterity to your combat beautifully for improved attack accuracy. Requirements: 65 Speed, 65 Agility, and 65 Hand to Hand. Be Moe or taught by Moe. Effect: As long as base Speed, Agility, and Hand to Hand are the same, Hand to Hand Accuracy = (Speed + Agility + Hand to Hand)*0.6. Cost: None
All Brawn Description: You tend to think on a basic level and most of your actions are based on your emotions. You boast little in the self control department, but you understand that you have a powerful body that can make people hurt if they try doing something that you neither like nor understand. Requirements: 75 Strength and 75 Speed. Your (Base Intelligence + Base Spirit) cannot exceed your base strength or base speed. Effect: Mind altering, mind reading, mind controlling, memory reading, memory controlling, memory altering, and influence/persuasion type effects fail against you if your (Strength + Speed)*0.5 exceeds the (Spirit + Intelligence)*0.5 of anyone who attempts to use them on you. This ability and its effect are immune to enemy and friendly effects unless the person targeting this ability and/or its effect has a base HP that is higher than your base HP. Cost: None
Techniques *System Restore Description: Moe knows enough about operating machines as well as crashing them to know how to get one going in the event of a mechanical malfunction. Requirements: 50 Machine Operation, 25 Intellience, and must own at least one machine. Be Moe. Effect: If a machine Moe is operating stops functioning for any reason other than complete loss of HP, he can reactivate it. This technique also restores 10% of the machine’s base HP. Cost: None
*Contact Description: Not only are you capable of bypassing barriers with your attacks, but also your damage cannot simply be ignored or drastically reduced. Requirements: 400 HP, Pierce, and Be Moe or taught by Moe. Effect: Attack damage is not affected by immunities or reductions outside of the protection that normal blocking, armor, and the endurance and spirit stats naturally provide. Cost: None
The 4 Talents Description: When skill, dexterity, power, and speed, the four elements of a physical attack, converge harmoniously, the result is devastating. Requirements: 120 Strength, 120 Speed, 120 Agility, 120 Hand to Hand, and Dexterous Strikes. Be Moe or taught by Moe. Effect: You consciously improve your Hand to Hand attack damage by (Current Attack Speed + Agility + Hand to Hand)/3 per attack executed with this technique. This effect only works if your base Strength, Speed, Agility, and Hand to Hand are equal. Cost: None
Deflecting Punch Description: Utilizing things you’ve learned about control and combating magic, you can throw a fist into an attack whether its magical or physical in hopes of negating it. Requirements: The 4 Talents and Contact. Be Moe or taught by Moe Effect: When faced by an attack you may negate it with a punch if your strength exceeds the highest determining stat for the attack’s damage and (Your Accuracy > Attacker’s Accuracy). In case of a tie, then the averaged amount of the determining stats for the attack’s damage is compared to your strength instead. When this technique is used, its effect cannot be ignored or replaced. This technique cannot be used against bullets. This technique is treated as an attack and inflicts no damage of its own. Cost: None
Self-Defensive Art: Rejection Description: Martial arts possesses many offensive tactics, but its modern day practice is geared toward self defense. You have taken what you have learned about combating various enemies and use your skills to employ your own effective defenses against them. Requirements: 90 Speed, 90 Agility, 90 Hand to Hand, Contact, and Dexterous Strikes. Be Moe or taught by Moe. Effect: Allows you to block an incoming attack be it magical or physical if your (Current Dodge + Hand to Hand)*0.75 is greater than 70% of the attacker's accuracy whenever this technique is used. Cost: None
Self-Defensive Art: Resistance Description: Your self-defense techniques have improved drastically. You can now redirect the force of your opponent’s attacks more effectively using a balance of skill, dexterity, speed, and power. Requirements: 135 Strength, 135 Speed, 135 Agility, 135 Hand to Hand, Self-Defensive Art: Rejection, and The 4 Talents. Be Moe or taught by Moe. Effect: When used, this technique increases the amount of damage you block by (Current Dodge + Hand to Hand)*0.5 if your base Strength, Speed, Agility, and Hand to Hand are equal. Cost: None
Limit Breaks *Rock, Paper, Scissors [Limit Break Level 1] Description: After mastering the game of rock, paper, scissors, Moe has taken what he learned and applies it to combat. He executes a series of attacks beginning by poking his opponent in the eyes with two well-aimed fingers (Scissors). He then delivers a powerful punch into the target’s gut (Rock) and finishes the combo with a swift karate chop to their neck (Paper). Effect: Scissors: Causes blindness and inflicts strength*0.1 in damage Rock: Inflicts strength*1 in damage Paper: Inflicts strength*0.4 in damage Cost: None
*Nap Time [Limit Break Level 1: II] Description: “My body hurts, I’m tired, I’m going to go to sleep now!” After suffering enough punishment, Moe decides to fall asleep, in the middle of a battle! Bad idea, right? But sleep is so tempting and just hearing him snore contentedly makes a worn enemy want to get down and rest his/hers/its eyes for a bit. Effect: Causes sleep status on Moe and a single enemy whose current HP is lower than Moe’s current HP. Immunities against sleep do not work against the sleep status caused by this limit break and it can only be cured after one post of being affected has passed. Moe heals 25% of his base HP per post he remains asleep. Cost: None
*The Double Deuce! [Limit Break Level 2] Description: Moe jumps above his opponent and brings both fists down onto their shoulders for a highly damaging and debilitating attack. Effect: Deals Strength*1.8 in damage. If the hit is successful, the target cannot wield weapons, deliver punches, or use their arms for two posts. Cost: None
*Soul Cut [Limit Break Level 2: II] Description: Moe charges toward a single target and punches them once and swiftly while continuing to run, making it appear as though he passed directly through his enemy. He stops several feet behind the victim who, by that time, will begin to experience the nauseating sensation of having their magic sabotaged by the attack in a unique and unwelcoming way. Effect: Deals Strength*1.8 in damage. For three posts, the victim can only cast magic once per post and can only spend up to 9MP per post. Cost: None
Unsheathed [Limit Break Level 3] Description: A dormant and mysterious power deep within Moe will temporarily awaken whenever his need is dire. It will bestow upon him almost unimaginable strength, speed, and maneuverability. During this time, his skin and hair will appear to generate a blindingly bright white non-burning flame, which is a visible physical manifestation of this wondrous power. It may last longer in certain situations compared to others depending on the severity of Moe’s need for it. Requirements: None Effect: For two posts, Moe’s Speed, Strength, and Agility each receive a 100% boost. If Moe’s Limit Gauge is 84%-98% filled prior to this Limit Break’s activation, this effect will last three posts instead of two. If Moe’s Limit Gauge is 99%-100% filled prior to this Limit Break’s activation, this effect will last four posts instead of two. Cost: None
Accessories Moogle Earring Description: A gold hoop earring with strange markings on it. It can be worn by moogles or humans. Effect: Turns a human wearer into a moogle until removed. While worn, the wearer obtains all moogle traits while retaining the Full of Life trait. The wearer’s equipped armor, accessories, and weapons change in size and shape to fit their new body until this accessory is removed. This accessory cannot be used to learn moogle exclusive abilities. Weight: 1 Cost: 2,000 Gil
*Adjustable Protective Belt Description: A black belt made from a heavy thick material. It is embroidered with golden runes of a near-forgotten and almost certainly dead language, which provide a certain kind of protection to whoever wears it. It doesn’t have to be worn at the waist and it can fit just about anyone whether they’re a human, moogle, beast, failed experiment, etc. Weight: 10 Effect: Provides immunity to all status ailments. Due to its weight, this accessory counts as two accessories. Cost: 2,000 Gil
*Weightless Scarf Description: A long white scarf that flows gently in the breeze, providing its wearer with warmth and an unusual amount of comfort. Weight: 0 Effect: Reduces total weight carried and equipped by 90%. This effect fails if the weight carried by and/or equipped to the wearer before reductions exceeds their strength. Cost: 3,000 Gil
Armor *Gauntlet of Maintenance Location: Right Hand and Wrist Material: Crystal Weight: 11 Strength/Durability: 33 Materia Slots: None Effect: The wearer’s weapons, armor, items, materia, and accessories including this gauntlet cannot be stolen, broken, or sabotaged. Cost: 2,800 Gil
*Gauntlet of Vitality Location: Left Hand and Wrist. Material: Crystal Weight: 11 Strength/Durability: 33 Materia Slots: O Effect: Makes the wearer immune to static damage. This effect doesn't cover self-inflicted damage. Cost: 2,950 Gi
Kupo Craft - Code:
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[b]Name:[/b] The Kupo Craft
[u][b]Base Stats[/b][/u]
[b]HP:[/b] 80 [b]Fuel:[/b] 4/4 [b]Engine Rank:[/b] D
[b]Weight Limit:[/b] 10/10
[u][b]Machine Material Information[/b][/u]
[b]Material:[/b] Iron [b]Durability/Strength:[/b] 10 [b]Weight:[/b] 2 [b]Materia Slots:[/b] None [b]Cost:[/b] 200
[u][b]Machine Stats[/b][/u]
[b]Intelligence:[/b] 5 [b]Strength:[/b] 15 [b]Endurance:[/b] 5 [b]Magic:[/b] 5 [b]Speed:[/b] 30 [b]Agility:[/b] Y = (Machine Skill)
[b]Parts:[/b]
Small Aerodynamic Base Description: [Able to hold 10 Weight in total] Stat Bonus: +20 HP; +10 to Weight Limit. Requirements: 10 Machine Operation Effect: Every 1 added to Weight Limit requires the same amount in Machine Operation. Cost: Multiplies material cost by one.
Steam Engine Description: A basic Steam Engine, water is the fuel source. There must be exausts for steam to shoot out from. Stat Bonus: +10 Strength Requirements: 10 Machine Operation Effect: Rank D for Fuel Use Cost: 200 Gil
Small Tank Description: [Can hold up to 4 Gallons] A Small-sized fuel tank. Requirements: None Effect: Holds 4 Gallons Cost: 200 Gil
[u]Extras[/u]
Propellers [Air Transport] Stat Bonus: +25 to Speed Requirements: 20 Machine Operation Effect: Allows your machine to travel in the air. Every 1 added to this X Bonus, costs 10 extra Gil. Cost: 650 Gil
[u]Boosters[/u] None
[b]Weaponry, Items and Armour:[/b] None
M.A.M.M.A. - Code:
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[b]Name:[/b] M.A.M.M.A. (Moe’s Abominable Mechanical Monster of Awesomeness)
[u][b]Base Stats[/b][/u]
[b]HP:[/b] 325 [b]Fuel:[/b] 6/6 [b]Engine Rank:[/b] D
[b]Weight Limit:[/b] 38.5/40
[u][b]Machine Material Information[/b][/u]
[b]Material:[/b] Steel [b]Durability/Strength:[/b] 24 [b]Weight:[/b] 6 [b]Materia Slots:[/b] None [b]Cost:[/b] 600
[u][b]Machine Stats[/b][/u]
[b]Intelligence:[/b] 75 [180] [b]Strength:[/b] 75 [180] [b]Endurance:[/b] 75 [180] [b]Magic:[/b] 5 [12] [b]Speed:[/b] 75 [180] [b]Agility:[/b] Y = (Machine Skill)
[b]Parts:[/b]
[u]Basic Parts[/u]
Base Description: [Able to hold X Weight in total] A dome-like base capable of comfortably seating up to four adult-sized people. The top-half of the base is also able to swivel for easier navigation in stressful situations. Stat Bonus: +20 HP; +40 to Weight Limit. Requirements: 40 Machine Operation Effect: Every 1 added to Weight Limit requires the same amount in Machine Operation. Cost: Multiplies cost of Material by 4.
Steam Engine Description: A basic Steam Engine, water is the fuel source. There must be exausts for steam to shoot out from. Stat Bonus: +10 Strength Requirements: 10 Machine Operation Effect: Rank D for Fuel Use Cost: 200 Gil
Medium Tank Description: [Can hold up to 6 Gallons] A Medium-sized fuel tank. Requirements: None Effect: Holds 6 Gallons Cost: 300 Gil
[u]Important Add Ons[/u]
Treaded Wheels [Land Transport] Descriptions: Treaded wheels on either side of the bottom of the base. Stat Bonus: +35 to Speed Requirements: 10 Machine Operation Effect: Allows your machine to travel on land. Every 1 added to this X Bonus, costs 10 extra Gil. Cost: 500 Gil
Rocket Set [Air Transport] Description: Adjustable rocket thrusters; two attached to the front, two attached to the back, and four arranged on the bottom of the base for navigable aerial movement. Stat Bonus: +35 to Speed Requirements: 20 Machine Operation Effect: Allows your machine to travel in the air. Every 1 added to this X Bonus, costs 10 extra Gil. Cost: 750 Gil
A Pair of Arms [Limb] Description: Large metallic limbs human-like in design and devastating in damage they can deal. Stat Bonus: +60 to Strength Requirements: 10 Machine Operation Effect: Every 1 added to this X Bonus, costs 10 extra Gil. Cost: 650 Gil
[u]Extras[/u]
Plating Stat Bonus: +70 to Endurance Requirements: 10 Machine Operation Effect: Every 1 added to this X Bonus, costs 20 extra Gil. Cost: 1,400 Gil
Recognition Chip Stat Bonus: +30 to Intelligence Requirements: 10 Machine Operation Effect: Allows the machine to recognize commands, allies, enemies, and follow orders. Every 1 added to this X Bonus, costs 5 extra Gil. Cost: 250 Gil
Brawler's Chip Stat Bonus: +40 to Intelligence Requirements: 20 Machine Operation Effect: Allows the machine to use hand-to-hand combat equal in skill to its Intelligence Stat. Every 1 added to this X Bonus, costs 5 extra Gil. Cost: 500 Gil
[u]Boosters[/u] None
[b]Weapons, Items, and Armor:[/b] None
Total Cost: 6.950 Gil
Edited by Galileo, Oct 14 2009, 05:36 PM.
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KurisuMurei
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Jul 19 2009, 10:27 AM
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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Approved, Approved, Approved, and Approved, so long as you realize that by default, you may only have one on at a time.
Of course, there's nothing that says you can't request an ability to fix that up.
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Galileo
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Jul 19 2009, 10:40 AM
Post #3
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Getting too old for this shit.
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Advice taken.
Edited by Galileo, Jul 19 2009, 10:41 AM.
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KurisuMurei
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Jul 19 2009, 10:58 AM
Post #4
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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'd suggest putting in a conderable Strength requirement. I'll take it with a 60 Strength requirement.
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Galileo
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Jul 19 2009, 11:02 AM
Post #5
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Getting too old for this shit.
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I do plan on increasing Moe's strength. Edited.
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Bag o Bones
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Jul 19 2009, 09:27 PM
Post #6
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Meteorain (Lv3)
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What exactly do you mean by up to 10 items on? You mean accessories/armor or something different?
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Galileo
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Jul 19 2009, 10:14 PM
Post #7
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Getting too old for this shit.
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I changed it a little and reworded it.
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Bag o Bones
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Jul 19 2009, 10:19 PM
Post #8
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Meteorain (Lv3)
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Ah, ok. That looks good then. Good effect, but dang that's one hell of a downside.
So, barring the objections of others, approved.
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Galileo
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Jul 19 2009, 10:32 PM
Post #9
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Getting too old for this shit.
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Your comment on the downside made me reconsider the ability. I changed it a little.
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Bag o Bones
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Jul 19 2009, 10:34 PM
Post #10
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Meteorain (Lv3)
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Still approved.
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Galileo
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Jul 20 2009, 12:53 PM
Post #11
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Getting too old for this shit.
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My first limit break is up.
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KurisuMurei
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Jul 20 2009, 01:35 PM
Post #12
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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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Those kind of numbers put that one squarely in the Level 3-Level 4 range. Try to bring the total amount of damage in the 1.2x-1.5x range if you intend to have that one as a level 1.
Better. Approved unless there are objections.
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Galileo
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Jul 24 2009, 01:13 PM
Post #13
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Getting too old for this shit.
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More requests posted.
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Takeru
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Jul 24 2009, 01:46 PM
Post #14
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The White Mage
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Magnifying Glass is approved.
For the Tickling, *0.7 seems like a bit much...I mean, right now that would drain someone of 70 MP, and for a Level 1? I'd like it better if it were lower to *0.5.
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Galileo
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Jul 24 2009, 02:43 PM
Post #15
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Getting too old for this shit.
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A level 1 is allowed to do *1.5 damage and I'm not even doing HP damage. Only those who rely on MP would have to worry about this limit break. Lastly, it only does 70 for a level one because I invested 100 of my 120 starting points in speed and agility. Your reasoning is like telling someone who started out with 50 strength, "Your limit break cannot do *1.5 damage because that'd be 75 damage."
Edit: Also, this is not equal to a stat*1.4 damage move. It requires that I keep two stats raised to make it effective.
Edited by Galileo, Jul 24 2009, 02:45 PM.
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Gin
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Jul 24 2009, 07:08 PM
Post #16
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Ikorose, Shinsou
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You forget that this would hurt ANYONE who uses MP and not just mages as they would have more then enough MP for this not to bother them much. Not only that but two stats govern how much MP a character has where as six govern ones health. That being said one also cannot directly attack another characters directly as it requires an Ability or Materia of some sort. This is not to be a jerk but I honestly have to side with Takeru on this one.
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Galileo
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Jul 24 2009, 07:22 PM
Post #17
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Getting too old for this shit.
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Changed it.
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Takeru
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Jul 24 2009, 08:27 PM
Post #18
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The White Mage
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Better. Approved.
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Galileo
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Aug 1 2009, 10:52 AM
Post #19
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Getting too old for this shit.
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New request is up. Bones helped me with it.
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Gin
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Aug 1 2009, 10:54 AM
Post #20
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Ikorose, Shinsou
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Very nicely made, approved
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Galileo
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Aug 3 2009, 09:07 AM
Post #21
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Getting too old for this shit.
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According to my chats with Kenny, my machine should cost me 1450 gil total.
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Max
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Aug 3 2009, 11:58 AM
Post #22
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God of the Fourth Graders
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You have the base on there twice and no tank...
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Galileo
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Aug 3 2009, 12:06 PM
Post #23
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Getting too old for this shit.
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Thanks for pointing that out, it's fixed.
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Bag o Bones
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Aug 3 2009, 06:22 PM
Post #24
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Meteorain (Lv3)
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Alright, looks good then.
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Galileo
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Aug 9 2009, 01:34 AM
Post #25
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Getting too old for this shit.
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Going for a different limit break other than the feather.
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