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| [Pre-Dice]Gal's Beastly Demands...err...Requests | |
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| Tweet Topic Started: Jul 29 2009, 08:39 AM (380 Views) | |
| Galileo | Jul 29 2009, 08:39 AM Post #1 |
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Getting too old for this shit.
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Pending Traits Pending Abilities Pending Techniques Effects: Imbues the user with the ability to manipulate the flow of water and direct its movement. This also increases the accuracy of the user’s water-based materia, abilities, and techniques by 30%. In order to control the water of an opponent's water-based attack, ability, technique, and/or trait, the user's Magic must exceed both the opponent's intelligence and magic stats individually and the user's Intelligence must also exceed the opponent's magic and intelligence stats individually. This technique cannot be ignored, nulled, negated, cancelled, reflected, redirected, removed, etcetera unless the user does so himself. Requirements: 50 Magic, 50 Intellligence, and Strong Rain Cost: 2 MP per post to control water. Pending Limit Breaks Pending Items --- Approved Abilities Approved Techniques Approved Limit Breaks Don’t Injure What You Can’t Kill [Limit Break: Level 1] Description: A beast who has suffered enough damage to cause worry may draw upon extra physical reserves for the sole purpose of their own survival. Requirements: Level 1 Limit Break Access. Must be a beast. Effect: Strength, Speed, and Agility are increased by 30% of their base amounts each. The boosted stats each lose 6% of their base amounts per post afterward until the boosts provided by this limit break wear off. Like most other limit breaks, this one cannot be activated again until after the limit gauge has been filled again, but also the boosts provided by it must wear off before an additional activation is made. Cost: None Instant Escape [Limit Break Level 1: II] Description: After having received a steady supply of damage from a supremely fast opponent, you know victory is impossible. When your life is on the line in such situations, all you can think about is escaping. Think hard enough and the wonderful life energy remaining inside of you may just take you somewhere else for your own safety. Effect: Teleports you and whatever and whoever you wish to take with you to safety, instantly avoiding all attacks aimed toward you for one post. Base HP*0.1 = number of meters in distance that you may teleport away from your current location. You must be touching whatever and whoever you wish to take with you in order for this limit break to teleport them as well. Cost: None Approved Items Approved Traits Accelerated Healing Description: Some beasts heal at a faster rate than that of humans and other races. It is not uncommon for some to heal from injuries that would be fatal to a human. Requirements: Be a beast. Effect: Restores HP by 10% of its base amount per post. This loses its effectiveness by 1 HP restored per 1 HP restored by a different source (Returns to full effectiveness at the start of each post). Cost: None Physical Advantages Description: Many among the beast races receive various physical advantages or genetic traits. Some have singularly highly apparent attributes while others don’t appear quite as one-sided. Requirements: Be a non-intimidating beast. Effect: Grants 35 extra points to divide among stats (not skills). Cost: None Description: Conceived and born underwater, you are literally a denizen of the deep with aquatic features and benefits to match. Requirements: Be an aquatic beast. Effect: Enables indefinite above water and underwater travel without a machine and halves all water based damage. Cost: None Water Affinity Description: You prefer water over land. You probably even spent your entire childhood underwater, right? Requirements: Be an aquatic beast. Effect: Halves the MP cost of all water based materia, abilities, and techniques. Cost: None Edited by Galileo, Sep 8 2009, 12:03 PM.
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| Takeru | Jul 29 2009, 08:43 AM Post #2 |
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The White Mage
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For the second, would 'water-based' include Ice as well, or just Water? |
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| Galileo | Jul 29 2009, 08:45 AM Post #3 |
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Getting too old for this shit.
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Just water. |
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| Takeru | Jul 29 2009, 08:54 AM Post #4 |
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The White Mage
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Approved for both then. |
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| Galileo | Jul 30 2009, 01:35 PM Post #5 |
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Getting too old for this shit.
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Added a technique I plan on using as a base for Marvin's other techniques. |
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| Kenny | Jul 31 2009, 02:50 AM Post #6 |
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Meteorain (Lv3)
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Add that you can't control an opponents water abilities in mid-use. You can control the spillage afterwards though, unless you have some kind of sum of Your Magic vs. Opponents Magic to control their water attacks. |
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| Galileo | Jul 31 2009, 03:23 AM Post #7 |
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Getting too old for this shit.
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Updated |
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| Kenny | Jul 31 2009, 03:42 AM Post #8 |
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Meteorain (Lv3)
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Looks good. 1/2 approved by me. |
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| Galileo | Aug 1 2009, 05:19 PM Post #9 |
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Getting too old for this shit.
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I'm scrapping the aquatic and going with something a litttle more basic. |
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| Takeru | Aug 1 2009, 05:55 PM Post #10 |
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The White Mage
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Healing seems okay, but I don't think it should work on turns when the beast is being healed by some other source (Item, Accessory or Materia). Resident, no. I could see 5 per stat, maybe 10. Maybe. But 20 per stat is an extra 140 points for doing absolutely nothing. No way. |
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| Galileo | Aug 1 2009, 06:57 PM Post #11 |
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Getting too old for this shit.
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Changed tthem both. |
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| Takeru | Aug 1 2009, 07:03 PM Post #12 |
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The White Mage
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Healing is fine. Approved. For Resident, define the cities for me. Like, would this work in Cosmo Canyon? There is a village there. What about Nibelheim? You need to specify where it doesn't work, and then we can just presume that it does work everywhere else. |
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| Galileo | Aug 1 2009, 07:38 PM Post #13 |
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Getting too old for this shit.
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I've decided to go with something a little different. |
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| Takeru | Aug 1 2009, 07:49 PM Post #14 |
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The White Mage
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Fair enough. Approved. |
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| Galileo | Aug 8 2009, 12:14 AM Post #15 |
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Getting too old for this shit.
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New request. |
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| Bag o Bones | Aug 8 2009, 12:17 AM Post #16 |
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Meteorain (Lv3)
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To make things easier to read, just say requires a loss of 35% HP instead of 30%, if you please. |
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| Galileo | Aug 8 2009, 12:20 AM Post #17 |
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Getting too old for this shit.
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It rises each time. 30%, 35%, 40%, etc. |
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| Bowwy | Aug 8 2009, 06:34 AM Post #18 |
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MOOGLE AWWWWAAAAYYYY!!!
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Too much of a downside IMO. <__< |
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| Galileo | Aug 8 2009, 09:02 AM Post #19 |
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Getting too old for this shit.
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Changed it. |
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| Takeru | Aug 9 2009, 07:43 PM Post #20 |
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The White Mage
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I only take issue with the words "HP loss". It seems...wrong, somehow. I'd prefer if you'd put that 'each successive use requires 5% more Limit Gauge to activate', or something along those lines. It would put my mind at ease. |
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| Galileo | Aug 9 2009, 07:56 PM Post #21 |
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Getting too old for this shit.
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Uh, no. Why? Because my version is easier to understand and means the same thing. Come up with a better reason to have the wording edited other than "I don't know, it just doesn't sound right" or "I'm a mod". |
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| Gin | Aug 9 2009, 07:58 PM Post #22 |
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Ikorose, Shinsou
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Because its easier to understand Takeru's way /thread |
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| Galileo | Aug 9 2009, 08:00 PM Post #23 |
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Getting too old for this shit.
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Unless someone has a problem with something other than the wording, I'm not editing it. |
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| Takeru | Aug 9 2009, 08:02 PM Post #24 |
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The White Mage
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Okay, how about this. First LB access requires 30% loss of HP. With the way you have it worded, you only need to lose an additional 5% after that to get it to activate again, provided you don't get healed in-between. Anyone else would need to lose an additional 30% of their base HP. So change it. |
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| KurisuMurei | Aug 9 2009, 08:13 PM 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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Basically, reword it so that it says it's the Limit Gauge requirement that goes up by 5% each activation. |
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