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| [Pre-Dice]Qattes' Customs | |
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| Tweet Topic Started: Sep 22 2009, 04:04 PM (264 Views) | |
| Galileo | Sep 22 2009, 04:04 PM Post #1 |
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Getting too old for this shit.
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Take your time with the techniques, I won't be learning any of them for awhile. Pending Abilities Pending Techniques Sparkling Rain Description: You cause an oddly steamy and sparkling enchanted rain to fall. Requirements: 100 Magic, 100 Spirit, 100 Intelligence, and Water Materia Effect: Negates and prevents Field and non-damage Spirit stat related effects if the (Spirit + Intelligence) of any who use or try using them is less than the power of the spell used. This effect lasts 5 posts per activation. This can be used with Water, Watera, or Wataga. Cost: Spell Cost Heat of Battle Description: You raise the heat around your enemy, burning them badly if they aren‘t quick enough to escape. Requirements: 100 Magic, 100 Casting, 100 Spirit, Fire Materia. Effect: If this hits and your Spirit is higher than the target’s Spirit, it reduces your target’s stats and skills by 20% of the power of the spell used for three posts. This technique can only be used once every four posts and cannot be used in conjunction with Far Below Freezing. Can be used with Fire, Fira, or Firaga. Cost: Spell Cost*1.5 Energy Drink Description: You pour a nice ice-cold drink of water in an cup literally made of ice. Imbuing the drink with magical properties, the consumer will feel strangely reenergized. Requirements: 100 Magic, 100 Casting, Water Materia, Ice Materia. Effect: Restores the drinker’s MP by the user’s magic stat. Cannot be used more than once every three posts and the user may not attack on the post it is used. Cost: 12 MP Conducting Magic Description: Enemies with weapons and armor will find themselves in tremendous trouble against your lightning based attacks. Requirements: 100 Magic, 100 Casting, Thunder Materia. Effect: Deals thunder damage equal to the power of the spell used that ignores the durability of metal weapons, armor, and machines. The accuracy of these spells increase by 25% when used against an opponent wielding a metal weapon or wearing metal armor. Can be used with Thunder, Thundara, or Thundaga. Cost: Spell Cost*1.4 Far Below Freezing Description: You drastically reduce the temperature around an enemy, nearly freezing them to the spot if they aren’t quick enough to escape. Requirements: 100 Magic, 100 Casting, 100 Spirit, Ice Materia. Effect: If this hits and your Spirit is higher than the target’s Spirit it will Paralyze the target for three posts and inflict ice damage equal to 40% of the power of the spell used for three posts. This technique can only be used once every four posts and cannot be used in conjunction with Heat of Battle. Can be used with Blizzard, Blizzara, or Blizzaga. Cost: Spell Cost*1.5 Hurricane Wind Description: You create a powerful gust of wind around you that literally blows away the competition. Requirements: 100 Magic, 100 Casting, Aero Materia. Effect: Deflects and negates any attack that has an accuracy less than the user’s magic accuracy. Melee attackers receive damage equal to the power of the spell used. Can be used with Aero, Aerora, or Aeroga. Cost: Spell Cost*1.2 Pending Limit Breaks Pending Items --- Approved Abilities High Spirited Mage Description: You’re energetic, passionate about what you do, and magically endowed. You’re powerful spirit is virtually unbreakable and you benefit greatly from it. Requirements: 100 Intelligence, 100 Magic, and 100 Spirit. Effect: Increases your magic speed by Spirit/2 and you’re MP=Intelligence + Magic + Spirit before other reductions/boosts. Cost: None Approved Techniques Stone Armor Description: Sticks and stones protect your bones so that none may ever hurt you. Well, maybe not sticks, but it’s just not as catchy without mentioning them. Requirements: 100 Magic, 100 Casting, Earth Materia Effect: Covers the user with flat rocky plates that have an overall weight of one-tenth of the user’s magic stat. The armor can take damage equal to the power of the spell used before vanishing. Each time this technique is used, the new armor replaces the old armor. Can be used with Fissure, Fissura, or Fissuraga. Cost: Spell Cost Approved Limit Breaks Vulcan's Defect [Limit Break Level 1] Description: A bolt of lightning strikes Qattes from an unknown source with seemingly tremendous force. It recharges him, but at a cost that takes less of a toll on him with more experience. Electricity crackles around his body for a short time for an added dramatic effect. Requirements: Thunder Materia Effect: Restores 65% of Qattes' MP. Cost: 10 HP Mercury's Flight [Limit Break Level 1: II] Description: Qattes cuts his losses and uses his magical prowess to teleport himself out of battle. Requirements: 100 MP Effect: Leave the thread you are in and/or avoid all attacks, spells, and damage for one post via teleportation. Cost: None Approved Items Edited by Galileo, Oct 3 2009, 10:57 PM.
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| [-Angeles-] | Sep 22 2009, 04:09 PM Post #2 |
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Ex-Turk
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Looks good. 1/2 approval. |
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| KurisuMurei | Sep 22 2009, 04:16 PM Post #3 |
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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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Dang, beat me to it, even though my version didn't put in any spell speed boosts. Approved. |
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| Galileo | Sep 23 2009, 03:16 PM Post #4 |
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Getting too old for this shit.
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A New Series of Techs Heat of Battle Description: You raise the heat around your enemy, burning them badly if they aren‘t quick enough to escape. Requirements: 100 Casting, 100 Magic, Fire Materia. Effect: Reduces your opponent’s stats and skills by 20% of the power of the spell used for three posts. This technique can only be used once every four posts and cannot be used in conjunction with Far Below Freezing. Cost: Spell Cost*1.2 Energy Drink Description: You pour a nice ice-cold drink of water in an cup literally made of ice. Imbuing the drink with magical properties, the consumer will feel strangely reenergized. Requirements: 100 Magic, 100 Casting, Water Materia, Ice Materia. Effect: Restores the drinker’s MP by the user’s magic stat. Cost: 6 MP Conducting Magic Description: Enemies with weapons and armor will find themselves in tremendous trouble against your lightning based attacks. Requirements: 100 Magic, 100 Casting, Thunder Materia. Effect: Deals thunder damage equal to the power of the spell used that ignores the durability of metal weapons, armor, and machines. The accuracy of these spells increase by 25% when used against an opponent wielding a metal weapon or wearing metal armor. Cost: Spell Cost*1.2 Far Below Freezing Description: You drastically reduce the temperature around an enemy, nearly freezing them to the spot if they aren’t quick enough to escape. Requirements: 100 Magic, 100 Casting, Ice Materia. Effect: Paralyzes an opponent for three posts and inflicts ice damage equal to 40% of the power of the spell used for three posts. This technique can only be used once every four posts and cannot be used in conjunction with Heat of Battle. Cost: Spell Cost*1.3 Hurricane Wind Description: You create a powerful gust of wind around you that literally blows away the competition. Requirements: 100 Magic, 100 Casting, Aero Materia. Effect: Deflects and negates any attack that has an accuracy less than the user’s magic accuracy. Melee attackers receive damage equal to the power of the spell used. Cost: Spell Cost*1.2 Rock Armor Description: Sticks and stones protect your bones so that none may ever hurt you. Well, maybe not sticks, but it’s just not as catchy without mentioning them. Requirements: 100 Magic, 100 Casting, Earth Materia Effect: Covers the user with flat rocky plates that have an overall weight of one-tenth of the user’s magic stat. The armor can take damage equal to the power of the spell used before vanishing. Each time this technique is used, the new armor replaces the old armor. Cost: Spell Cost Edited by Galileo, Sep 23 2009, 03:25 PM.
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| KurisuMurei | Sep 23 2009, 04:40 PM Post #5 |
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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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Heat of Battle: This one does a total amount of stat damage equal to 1.4-2.4 x your Magic stat (which can quickly increase to severely damaging levels. At minimum, 20 to each stat and skill) for only 7 MP, and with only Dodge to determine success or failure. I'll say 1.5x cost, and to have an opposing check of Spirit to resist as well. Energy Drink: Top-level Osmose only gives back about half that amount, for 4 MP more. At the very least, 12 MP cost for this one, as if it was part of my Materia Chemistry set. That and I wouldn't be confident that anything involving self-regenerating MP (at least to this scale) would be accepted at all. Conducting Magic: Armor pierce AND +25% Accuracy vs Metal equipment? I'd say 1.5x cost. Far Below Freezing: Half Accuracy and Dodge, Item Lock, and Magic x .4 ongoing damage for three turns...like Heat of Battle, 1.5x cost, and add an opposed Spirit check to resist. Hurricane Wind: Hmm...I'm not sure about this one. I'll give someone else judgement. Rock Armor: This one's okay, since it's similar to casting Restore in general effect, only it prevents damage instead of repairing it, so it doesn't go to your Limit gauge. Edited by KurisuMurei, Sep 23 2009, 04:42 PM.
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| Galileo | Sep 23 2009, 04:58 PM Post #6 |
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Getting too old for this shit.
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Description: You raise the heat around your enemy, burning them badly if they aren‘t quick enough to escape. Requirements: 100 Magic, 100 Casting, 100 Spirit, Fire Materia. Effect: If this hits and your Spirit is higher than the target’s Spirit, it reduces your target’s stats and skills by 20% of the power of the spell used for three posts. This technique can only be used once every four posts and cannot be used in conjunction with Far Below Freezing. Can be used with Fire, Fira, or Firaga. Cost: Spell Cost*1.5 Energy Drink Description: You pour a nice ice-cold drink of water in an cup literally made of ice. Imbuing the drink with magical properties, the consumer will feel strangely reenergized. Requirements: 100 Magic, 100 Casting, Water Materia, Ice Materia. Effect: Restores the drinker’s MP by the user’s magic stat. Cannot be used more than once every three posts and the user may not attack on the post it is used. Cost: 12 MP Conducting Magic Description: Enemies with weapons and armor will find themselves in tremendous trouble against your lightning based attacks. Requirements: 100 Magic, 100 Casting, Thunder Materia. Effect: Deals thunder damage equal to the power of the spell used that ignores the durability of metal weapons, armor, and machines. The accuracy of these spells increase by 25% when used against an opponent wielding a metal weapon or wearing metal armor. Can be used with Thunder, Thundara, or Thundaga. Cost: Spell Cost*1.4 (Since Conducting Magic only pierces metal and only grants accuracy against metal, I’ll compromise and say Cost*1.4) Far Below Freezing Description: You drastically reduce the temperature around an enemy, nearly freezing them to the spot if they aren’t quick enough to escape. Requirements: 100 Magic, 100 Casting, 100 Spirit, Ice Materia. Effect: If this hits and your Spirit is higher than the target’s Spirit it will Paralyze the target for three posts and inflict ice damage equal to 40% of the power of the spell used for three posts. This technique can only be used once every four posts and cannot be used in conjunction with Heat of Battle. Can be used with Blizzard, Blizzara, or Blizzaga. Cost: Spell Cost*1.5 This one is still pending judgment. Hurricane Wind Description: You create a powerful gust of wind around you that literally blows away the competition. Requirements: 100 Magic, 100 Casting, Aero Materia. Effect: Deflects and negates any attack that has an accuracy less than the user’s magic accuracy. Melee attackers receive damage equal to the power of the spell used. Can be used with Aero, Aerora, or Aeroga. Cost: Spell Cost*1.2 Disregard, cocks, oral, etc. Edited by Galileo, Sep 25 2009, 09:54 PM.
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| Galileo | Sep 25 2009, 08:03 AM Post #7 |
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Getting too old for this shit.
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Forget the techs for now. Those can wait, I'd like my Limit Breaks taken care of first. Vulcan's Defect [Limit Break Level 1] Description: A bolt of lightning strikes Qattes from an unknown source with seemingly tremendous force. It recharges him, but at a cost that takes less of a toll on him with more experience. Electricity crackles around his body for a short time for an added dramatic effect. Requirements: Thunder Materia Effect: Restores Qattes’ MP by 50% of its base amount. The amount of MP restored doubles if Qattes has Turbo MP. Cost: 10 HP (20 HP with Turbo MP) Mercury's Flight [Limit Break Level 1: II] Description: Qattes cuts his losses and uses his magical prowess to teleport himself out of battle. Requirements: 100 MP Effect: Leave the thread you are in or avoid all attacks, spells, and damage for one post via teleportation. If you choose to leave a Death Match, a Saga, or an Epic with this Limit Break, you will not receive a grade, you will not receive a prize if one exists, you will not pass Go, and you will not collect 200 dollars. Cost: None Edited by Galileo, Sep 25 2009, 10:34 PM.
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| Bag o Bones | Sep 27 2009, 06:37 PM Post #8 |
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Meteorain (Lv3)
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Limit breaks don't have to have requirements if you don't want them. And if you have Turbo MP, isn't that just a 100% MP restorer? As for the other one, have it so that you can still receive a grade if you leave the thread. No work should go unrewarded. |
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| Galileo | Sep 27 2009, 06:51 PM Post #9 |
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Getting too old for this shit.
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I like the requirements. It's not like they're going to be hard to get. Vulcan's Defect will fully restore MP with turbo MP, but at a 20 HP cost. When and if Qattes has 400 base HP, 20 will be 5% of his HP. On top of that, it's only full restoration with an ability. Characters are limited to a maximum of ten abilities. Not to mention that Turbo MP doubles MP costs. Edit on Mercury's Flight Mercury's Flight [Limit Break Level 1: II] Description: Qattes cuts his losses and uses his magical prowess to teleport himself out of battle. Requirements: 100 MP Effect: Leave the thread you are in and/or avoid all attacks, spells, and damage for one post via teleportation. Cost: None Edited by Galileo, Sep 27 2009, 06:52 PM.
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| Bag o Bones | Sep 27 2009, 07:04 PM Post #10 |
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Meteorain (Lv3)
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Well, if you insist. Approved. |
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| Gin | Sep 27 2009, 08:53 PM Post #11 |
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Ikorose, Shinsou
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Forgive me but I cannot let that be approved. It's clearly level 3 Material or ABSOLUTELY stretching it a level 2. Disapproved. |
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| KurisuMurei | Sep 27 2009, 09:01 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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Level 2 is worth 75% of Max MP, as a standard. Remove the whole "100% if Turbo MP is known." and we'll let this one go as a level 1. Turbo MP, in a way, actually HALVES the cost of certain spells. Level 3 elemental spell: 2 x Magic damage = 24 MP. Turbo'd level 1 elemental spell: 2 x Magic damage = 12 MP. Edited by KurisuMurei, Sep 27 2009, 09:04 PM.
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| Galileo | Sep 27 2009, 09:25 PM Post #13 |
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Getting too old for this shit.
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Will this work? Vulcan's Defect [Limit Break Level 1] Description: A bolt of lightning strikes Qattes from an unknown source with seemingly tremendous force. It recharges him, but at a cost that takes less of a toll on him with more experience. Electricity crackles around his body for a short time for an added dramatic effect. Requirements: Thunder Materia Effect: Restores 60% of Qattes' MP. Cost: 10 HP |
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| Takeru | Sep 27 2009, 09:28 PM Post #14 |
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The White Mage
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Seriously, the HP thing is totally unnecessary. |
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| Galileo | Sep 27 2009, 09:35 PM Post #15 |
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Getting too old for this shit.
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I like having that in there because he's getting hit by lightning. Do you think I could get a higher MP restoration from losing 10 HP? Like this? Vulcan's Defect [Limit Break Level 1] Description: A bolt of lightning strikes Qattes from an unknown source with seemingly tremendous force. It recharges him, but at a cost that takes less of a toll on him with more experience. Electricity crackles around his body for a short time for an added dramatic effect. Requirements: Thunder Materia Effect: Restores 65% of Qattes' MP. Cost: 10 HP Edited by Galileo, Sep 27 2009, 09:36 PM.
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| [-Angeles-] | Sep 28 2009, 10:10 AM Post #16 |
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Ex-Turk
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Limit Breaks can be more powerful if they have a cost. So Yeah 1/2 approved. |
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| Galileo | Sep 28 2009, 01:28 PM Post #17 |
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Getting too old for this shit.
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Alright, I have 1/2 on this. Anyone want to finish off the approval? Vulcan's Defect [Limit Break Level 1] Description: A bolt of lightning strikes Qattes from an unknown source with seemingly tremendous force. It recharges him, but at a cost that takes less of a toll on him with more experience. Electricity crackles around his body for a short time for an added dramatic effect. Requirements: Thunder Materia Effect: Restores 65% of Qattes' MP. Cost: 10 HP |
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| Galileo | Oct 1 2009, 01:46 PM Post #18 |
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Getting too old for this shit.
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:Bump |
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| Takeru | Oct 3 2009, 10:55 PM Post #19 |
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The White Mage
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Approved. |
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| Takeru | Jan 13 2010, 03:06 PM Post #20 |
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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, 02:31 PM Post #21 |
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Ex-Turk
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Fare thee well Children of Crisis, we will miss you |
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