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| [Pre-Dice]Zander Requests; Mark II | |
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| Tweet Topic Started: Sep 23 2009, 10:23 AM (1,861 Views) | |
| Takeru | Sep 23 2009, 10:23 AM Post #1 |
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The White Mage
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Approved Items/Accessories: Shin-ra Flight Boots [ACQUIRED] Description: Created to help combat the ever-growing number of aerial menaces, these boots are wired with propulsion systems that allow the wearer to fly at amazing speeds. They are powered by the use of a Thunder Materia. Effect: Allows the user to fly. Speed in the air is equal to the Power of the Spell. Agility in the air is equal to the user's Agility. Weight: 3 Cost: 1,500 Gil; Spell Cost per turn to use Featherlight Bag Description: A small leather bag that attaches to a belt with ease, this item seems to weigh nothing at all. Effect: Up to 15 Items/Accessories/Materia can fit within this bag. While the bag itself has a definite Weight, the objects within it have their Weight negated. Weight: 1 Cost: 3,000 Gil Approved Abilities: Essence of the Lifestream [LEARNED] Description: Zander's connection to the Lifestream allows him to use his magic to sense things around him, to an extent. Expanding upon that and his existing expertise in spell casting, he is able to detect the flow of magic in his own spells and maintain efficiency while lowering MP consumption. This replaces Magical Mastery. Effect: Lowers cost of User's Materia usage by 20% of the User's functional Spirit. Cannot be lower than one. Requirements: Lifestream Senses, Magical Mastery, 65 Spirit, 100 Casting Cost: None Lifestream Senses [LEARNED] Description: Those infused with Mako possess a greater connection to the Planet than the average human. By flaring their magic, such a person can emit an invisible field (somewhat like a radar pulse) to detect anything around them. Requirements: 50 Spirit, 50 Intelligence Effect: Emits a pulse of magical energy that can be used to scout out an area for (Magic Stat) feet in all directions. It can also be used to deflect incoming airborne (Projectiles, Bullets, Spells, etc.) attacks within that range, provided the power is less than the user's ((Spirit + Magic)/2). If the power is more than that, then it is reduced by that amount (Attack Power - Pulse Power). Cost: 2 MP per use, + 6 MP if deflecting an attack (for a total of 8 MP). Master of...Something [LEARNED] Description: While Zander is no longer a man in balance, some aspects of that period of his life have remained even after all of the changes. Requirements: Be Zander, 100 Magic, 65 Spirit, 50 Endurance Effect: When Zander drops below 25% of his maximum HP, his old boosts try to fight to the surface. All stats are increased by 30% for four turns. Cost: None Comrades in Arms [LEARNED] Description: While members of SOLDIER must be capable of working solo, the actions of members like Zack and Angeal show that they often work better in groups. Requirements: Be in SOLDIER (not Sentry or Turks), at least two stats at or above 100, must have this Ability to be affected Effect: When you are in a thread with other PC SOLDIERs, all Techniques of yourself and others with this Ability will be twice as powerful/effective. Those techniques will cost twice as much as a result (before any possible reductions). This Ability makes Techniques that originally have no cost have a cost of 7 MP per turn used. If one SOLDIER is KO'd, this remains working for the other(s). Cost: None Choice Target [LEARNED] Description: By zoning in on a single target, you are able to channel your focus and your power into bringing them even more pain than normal. This ability replaces Focus. Requirements: Focus, 100 Strength, 100 Spirit Effect: If you are at full HP, then attacks to Single Targets cause 40% more damage than normal. Attacks that effect more than one Target do the normal amount of damage. Cost: None Unlocking Potential [LEARNED] Description: By digging deep down into himself, Zander has discovered seemingly literal blocks upon his power. Despite knowing that these are natural limitations meant to protect him, he has devised a way to force past them to grant himself even greater power...but at a great physical cost. This replaces Master of Something. Requirements: 100 Strength, 100 Speed, 100 Endurance, Master of Something Effect: Allows Zander to unlock the Inner Gates. When in an unlocked state, he is not able to heal himself with anything other than Items. He may still be healed by the Magic of others, however. Only one Gate may be opened per post. Cost: Varies Complete Warrior Description: You are the total package...the best of both worlds in one. You have both the tough body and the confidence of a seasoned veteran. Requirements: 150 Spirit, 150 Endurance, 450 HP, 150 MP Effect: Natural Magic Defense is now 50% of the Spirit stat, and Natural Physical Defense is now 50% of the Endurance stat. Cost: None Approved Techniques: Kaotic Movements [LEARNED] Description: By carefully channeling the electrical energies from the Thunder Materia, Zander can increase the speed of his fast-twitch muscle fibers and grant himself increased speed. Requirements: Thunder Materia, 40 Magic, 40 Speed, 40 Spirit Effect: Increases Zander's Speed stat by the power of the spell. Cost: Spell Cost * 1.3 (Before reductions) Hideko's Leverage [LEARNED] Description: Zander carefully channels the winds to his aid, using them to augment his own physical power. Requirements: Aero Materia, 50 Strength, 50 Spirit, 50 Endurance Effect: Increases Zander's Strength stat by the power of the spell Cost: Spell Cost * 1.3 (Before reductions) Omega Burst [LEARNED] Description: Zander stabs his weapon into the ground and unleashes a wave of magical energy in all directions. Anything and anyone caught in the range of this attack is in danger of being hit. If a Materia with an Element/Status Effect is equipped, then this technique can be used in conjunction to spread that Materia's attack in a radial manner. Since Zander is at the origin of the blast, he is immune to its effects. Requirements: Any Magic Materia, 50 Magic, 50 Weapon Skill or 50 Hand-to-Hand Skill Effect: Range of attack is equal to (Magic * 2) feet in all directions. Power of attack is equal to (Normal Spell Power * 1.5). Speed of attack is Magic speed. Accuracy is normal magical accuracy. Can only be dodged if the opponent's Dodge is 25% higher than the attack's accuracy. Targets all within range, unless they are within two feet of Zander himself. Cost: Spell Cost * 1.5 (Before reductions) Magical Minimalist [LEARNED] Description: Tired of being burdened with his various belongings, Zander has devised an effective way to handle his problem. By exercising his Magic and utilizing his above-average will-power, Zander is able to negate the Weight of objects so that he is not as inhibited in battle. Requirements: 70 Strength, 70 Magic, 70 Intelligence, Essence of the Lifestream, Alignment above 70% Effect: Zander can channel magic into objects he owns (Items/Accessories/Weapons/Armor/Materia) to negate their Weight. Only works on objects in Zander's possession. Cost: 15 MP Momentum Shift [LEARNED] Description: When using techniques that enhance speed and strength, there can occasionally be some 'crossed wires', so to speak. It was during one of these instances that Zander figured out how to channel his speed to enhance his attack power. Requirements: Kaotic Movements, Hideko's Leverage, 100 Speed, 100 Strength Effect: ((Boosted Speed)/2) is added to Strength during physical attacks. Does not effect magical attacks/techniques. Does not effect un-boosted attacks. Cost: None Curative Countermeasures [LEARNED] Description: By utilizing a form of restorative magic as an attack is being leveled against you or an ally, you are able to decrease the amount of damage taken by the power of your healing abilities. Requirements: Restore Materia, 100 Magic, 100 Spirit Effect: Decreases damage taken by the power of the spell(s) used. Cost: Spell Cost Magnetic Attraction Description: When this technique is activated, physical assaults made using metallic objects or weaponry are caught in a magnetic field and drain in toward Zander's Gauntlets. Requirements: Thunder Materia, Gauntlets, 50 Spirit, 100 Magic Effect: Creates a Field Effect where metal (Iron, Bronze, Steel or Adamantium) objects being used to attack (weapons, bullets, etc.) are drawn toward Zander's gauntlets. Range is (Spirit/10) in feet. Cost: 6 MP per turn active Mystical Pull Description: By utilizing the unique combination of the All and Elemental Materia, Zander is able to create a sort of field that draws all magical spells that enter it toward the armor in which the two Materia are equipped. Requirements: All Materia, Elemental Materia, 100 Magic, Materia must be linked Effect: Creates a Field Effect where spells being used to attack/heal are drawn toward Zander's torso armor. Range is (Spirit/10) in feet. Cost: 6 MP per turn active Pledge of Allegiance Description: After sending out a pulse of his magic, Zander is able to sense whether the people within his range are good or evil overall. This perspective also allows him to determine where he lies amongst those around him. Requirements: Lifestream Senses, 100 Spirit Effect: Can sense the 'good' and 'evil' in those around him, and can change his own alignment as well. This change does not last beyond the end of the thread. Cost: 1 MP per 5% shift in either direction Materia Drain Description: As time has passed, Zander has learned more and more about how to use his various gifts and tools to his advantage. Even products of the Planet are now his to use and exploit as he sees fit. Requirements: 100 Magic, 100 Spirit, Lifestream Senses Effect: Converts the AP in a Materia to MP for Zander in an 8:1 ratio (8 AP for 1 MP). If a Materia's AP lowers below a level usage, that ability is blocked (Fire Materia with less than 500 AP cannot use Fira or Firaga). AP is restored to normal at the end of the thread. Can only be used on one Materia per thread. Cost: None First Gate: Unlock Description: Zander channels some of his magic into his mind and unlocks the first of his limitations. Requirements: Unlocking Potential, 100 Spirit Effect: Increases Intelligence, Magic and MP by 30% of their base amounts. Boost lasts for up to Spirit/20 user posts. Cost: 10 MP to unlock; drains 6% of max HP every user post it is kept active Second Gate: Unlock Description: Zander channels even more power into his mind, activating specific parts of it to forcibly increase muscle power. Requirements: First Gate: Unlock, 125 Spirit Effect: Increases Strength, Speed, and Agility by 35% of the base amounts. Boost lasts for up to Spirit/20 user posts, but cannot exceed length of First Gate. Cost: 15 MP to unlock; increases HP drain to 8% per user post Third Gate: Unlock Description: Pumped full of adrenaline, Zander focuses his energy to the base of his neck and unlocks the third of his limitations to increase his body's natural defenses. Requirements: Second Gate: Unlock, 150 Spirit Effect: Increases Spirit and Endurance by 40% of their base amounts. Boosts last up to Spirit/20 user posts, but cannot exceed length of the prior Gates. Cost: 20 MP to unlock; increases HP drain to 10% per user post Fourth Gate: Unlock Description: Not wishing to be impeded, Zander unlocks the fourth limitation (located behind the sternum) and cleanses his body of all unwanted alterations. Requirements: Third Gate: Unlock, 175 Spirit Effect: Negates any and all status effects, status ailments, and negative alterations already in effect, and provides immunity to them for the duration of this technique. Lasts for Spirit/20 user posts, but cannot exceed the duration of the prior Gates. Cost: 25 MP to unlock; increases HP drain to 12% per user post Fifth Gate: Unlock Description: The fifth limit is broken, allowing Zander access to even more of his hidden power. Requirements: Fourth Gate: Unlock, 200 Spirit Effect: Doubles all boosts currently in effect (30% becomes 60% but does not stack, etc.). Lasts for Spirit/20 user posts, but cannot exceed the duration of prior Gates. Cost: 30 MP to unlock; increases HP drain to 14% per user post Approved Limit Breaks: Magus Fortification [Limit Break Level 1] [LEARNED] Description: Zander focuses his internal magical power and channels that energy into his weapons. This empowers his weapons with the strength of his magic. Requirements: Limit Break Level 1 Access Effect: Adds (Magic Stat) to Weapon Strength/Durability for two of Zander's turns. Cost: None Rising from the Ashes [Limit Break Level 1] [LEARNED] Description: Zander's magic courses through his body, refreshing it to peak physical performance. His aura flares when this occurs, making it difficult to use in a stealthy manner. Requirements: Limit Break Level 1 Access Effect: Restores HP by (Magic Stat * 1.5). Cost: None Edited by Takeru, Jan 9 2010, 12:47 PM.
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| Takeru | Sep 23 2009, 10:41 AM Post #2 |
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The White Mage
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New and Improved Techniques/Abilities (3 at a time, because Tobi is a good boy):
Go for it. |
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| Galileo | Sep 23 2009, 10:50 AM Post #3 |
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Getting too old for this shit.
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How long do Kaotic Movements and Hideko's Leverage last each? As for Master, is it 1 time use per thread? |
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| Takeru | Sep 23 2009, 11:01 AM Post #4 |
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The White Mage
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The techs are per-post. Master is something that activates whenever HP is that low, kind of like Last Haste or Reflex. |
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| Galileo | Sep 23 2009, 11:15 AM Post #5 |
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Getting too old for this shit.
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+1/4 |
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| Bowwy | Sep 23 2009, 04:29 PM Post #6 |
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MOOGLE AWWWWAAAAYYYY!!!
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Ugh...1/2 on the first two, but the last seems like...a bit much...I know the requirements are there, but +30% to all stats?...Sheesh... |
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| Final Riku | Sep 23 2009, 04:33 PM Post #7 |
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Dynamite
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1/4, so these 2 are fully approved |
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| Takeru | Sep 23 2009, 05:18 PM Post #8 |
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The White Mage
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It's less than the +50% to everything I had before. Still, I'd be willing to take it down to +30% to Strength, Speed and Agility. |
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| Bowwy | Sep 23 2009, 05:22 PM Post #9 |
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MOOGLE AWWWWAAAAYYYY!!!
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I'd prefer that... Wait, are you dropping all of the Master of Self stuff? If so, 30% to all stats was okay, I was just concerned about another "stacking" incident. |
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| Takeru | Sep 23 2009, 05:26 PM Post #10 |
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The White Mage
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Yeah, I'm tired of people's constant complaining about it and the other stuff, so I'm switching Zander up. No more Master of Self. No more techniques that should be abilities or things that are purposely vague. I'm gonna tell you exactly what I'm gonna do, and then be powerful enough that you can't avoid it even when you know it's coming. Balanced Zander was at least trying to do the right thing. Unbalanced Zander is gonna fuck you all up. ...anyways, this version is good then?
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| Bowwy | Sep 23 2009, 05:29 PM Post #11 |
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MOOGLE AWWWWAAAAYYYY!!!
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yeah, I 1/2 that one. |
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| Takeru | Sep 23 2009, 05:30 PM Post #12 |
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The White Mage
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Mmk, then I just need a 1/4 for it to be done. |
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| Kenny | Sep 23 2009, 06:44 PM Post #13 |
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Meteorain (Lv3)
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1/2 from me. You evil man :P what's with the 2 MP per post (after reductions), super magic buff? lol btw, tell me when your character is all prepped and ready. I want Zander in my epic. Edited by Kenny, Sep 23 2009, 06:46 PM.
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| Takeru | Sep 23 2009, 07:55 PM Post #14 |
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The White Mage
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Zander will be busy in Bones' next Zombie Epic first. Of course, he won't be quite what everyone expects him to be once I rework his stats and such. Speaking of which...
I realized that having the physical portion of the Lifestream Senses block a melee attack didn't make much sense, so I changed the wording a bit to specify. Edited by Takeru, Sep 23 2009, 07:56 PM.
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| Drathmar | Sep 23 2009, 08:01 PM Post #15 |
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Vampiric Bitch
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+1/4 to revision of lifestream senses. The other one... not sure sure about. It can reach up to your magic *2.5 in damage, has a large range, and they need higher dodge than normal, so I think it needs slightly higher requirements. Mainly because its basically increasing spell damage by another .5. This is almost like making a 4th level spell, plus the dodge increase. I would say something around 150 total requirements would be fine (75 in both). Edited by Drathmar, Sep 23 2009, 08:05 PM.
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| Takeru | Sep 23 2009, 08:06 PM Post #16 |
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The White Mage
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How about...75 Magic instead of 50, and I add in a '60 Spirit' requirement as well? |
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| Drathmar | Sep 23 2009, 08:08 PM Post #17 |
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Vampiric Bitch
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Hmm, That sounds good. +1/4 on both then. |
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| Galileo | Sep 23 2009, 08:49 PM Post #18 |
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Getting too old for this shit.
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Omega Burst is not a tech because it is not a variation of anything. |
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| Drathmar | Sep 23 2009, 08:53 PM Post #19 |
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Vampiric Bitch
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Actually Gal, if you read it, it's a variation of any spell he uses. |
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| Takeru | Sep 23 2009, 08:53 PM Post #20 |
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The White Mage
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Ah, I forgot to put that one requirement back in there.
What it says is what it means. Magic Materia, not Command or Support or Summon. So a shockwave of Fire or Thunder or Ice or Bio or whatever. Edited by Takeru, Sep 23 2009, 08:53 PM.
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| Galileo | Sep 23 2009, 08:54 PM Post #21 |
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Getting too old for this shit.
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Omega Burst and Lifestream Senses have my +1/4 |
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| Takeru | Sep 23 2009, 09:06 PM Post #22 |
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The White Mage
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Excellent. Just need an additional 1/2 on each. And since I only have two up, I can add a third for no extra charge.
Tis an ability. Edited by Takeru, Sep 23 2009, 09:09 PM.
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| Final Riku | Sep 23 2009, 09:10 PM Post #23 |
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Dynamite
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same with me so they need 1/4 left and for comerades in arms... would the techniques give double the downsides AND upsides? or just the upsides? |
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| Takeru | Sep 23 2009, 09:12 PM Post #24 |
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The White Mage
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Double to both. |
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| Final Riku | Sep 23 2009, 09:19 PM Post #25 |
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Dynamite
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1/4 approved so 3/4 left |
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