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[Pre-Dice]Zander Requests; Mark II
Topic Started: Sep 23 2009, 10:23 AM (1,865 Views)
Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
This could let you get a really, really big hit...but...<__<

I'm not sure. I see your point, but I'd like another opinion before I do anything.
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Gin
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Ikorose, Shinsou
I'd be willing to approve it at 1.7x damage. 1.8 seems a bit high when you take into account the other effect it has to it.
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Takeru
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The White Mage
New Ability:

Quote:
 
Unlocking Potential
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.
Cost: Varies


And the adjoining Techs. These are all part of a chain, allowing me to bypass the 3-request limit.

Quote:
 
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 15 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 20 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 30 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 35 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 45 per user post


Haven't thought of anything for 6-8 yet. Spirit/20 is derived from base Spirit, not the boosted stat. If Spirit/20 equals 10, for example, then Zander can only stay in his Unlocked State for a maximum of 10 posts, regardless of how many Gates he unlocks. If he is in First Gate for eight posts and enters Second Gate on the ninth post, he only has the ninth and tenth posts...the counter does not restart.

Thoughts?
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
no

it costs way too little
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Takeru
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The White Mage
By the time the Fifth Gate is unlocked, Zander will have used 90 MP (cannot be reduced) in addition to whatever he has used with spells and techniques and abilities.

I could increase the HP drain though. Maybe...20, 40, 55, 70, 85?
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Drathmar
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Vampiric Bitch
HP drain should be a percentage, not static, first off. That way it always has something of a cost no matter how high your HP is. That and I got abilities denied when I tried to make static HP costs way back when, so consistency says you would need percentage HP drain.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
so you have to do each one in order to get the next one?

okay but make it so you can't reduce it with your stupid technique
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Takeru
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The White Mage
Yes, you have to open the First in order to open the Second, and so on. And yes, it cannot be reduced since it isn't the result of a Materia...just like how Magical Minimalist and Lifestream Senses cannot be reduced.

And I could change it to percentages, I suppose.

3%, 5%, 7%, 9%, 11% sound okay? At his current stats, Fifth Gate would drain roughly 83 HP per turn that way.
Edited by Takeru, Oct 20 2009, 08:16 PM.
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Drathmar
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Vampiric Bitch
That seems fine to me, with those percentages it would have my 1/4.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
sounds good to me too
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Takeru
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The White Mage
Takeru
Oct 19 2009, 10:32 PM
Quote:
 
Unlocking Potential
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.
Cost: Varies


Quote:
 
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 3% 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 5% 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 7% 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 9% 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 11% per user post
Just to clarify, these all now have 3/4 approval.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
wait, I has question. If you unlock gate 5, does that mean you get all of the boosts from the other stuff as well?
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Takeru
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The White Mage
Yes. Since one of the requirements of each Gate is being able to unlock the previous one, each must be activate. You cannot open 3 without having 1 and 2 active, but you can open 1 without going any further.

The Fifth Gate is a doubler. Instead of boosts of 30%, 35%, and 40%, they change to 60%, 70% and 80%. By that point the drain is at such a level that it'll only last one or two posts anyways though, probably.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
I'm not so sure then...can you only do 1 gate per post?
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Takeru
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The White Mage
That was the intention, yeah. I just didn't think to actually write it down.

Maybe that you can only safely do one per post, and that if you do more then each successive one costs like...1.5x the MP to do.
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Tada!
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Thoughts in Chaos
I refuse to accept this unless it turns your hair yellow.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
No, I like 1 per post.

It makes it so you have to use a lot of your HP to keep proceeding.

1/2
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[-Cloud-]
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Apocalypse (Lv4)
I agree with Bowwy, 1 per post. That way you can't go all super saiyan, I mean Rock Lee in just one post. It'll take 6 posts which will allow people time to stop you.

I also agree with Drath on the it should be percentage drains. Those HP drains will mean nothing at higher levels. 45 will end up being like 1% of your HP after a while, ya know?

Start it at: 6%, 8%, 10%, 12%, 14%, 16%, etc.

Go up by 2% each level. That way at the higher levels it will actually do something. Feel free to try a different method, but static HP loss at that level will only be effective at lower HP levels.
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Takeru
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The White Mage
Quote:
 
Unlocking Potential
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


Quote:
 
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


Final edited versions, hopefully.
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[-Cloud-]
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Apocalypse (Lv4)
*Equips his Approve Materia, linking it to his All Materia"

APPROVED!
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Takeru
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The White Mage
New techs:

Quote:
 
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 objects being used to attack (weapons, bullets, etc.) are drawn toward Zander's gauntlets. Range is ((Spirit/10) + (Spell Power/10)) in feet.
Cost: Spell Cost

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) + (Magic Stat/10)) in feet.
Cost: 5 per turn active
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[-Cloud-]
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Apocalypse (Lv4)
I'll give a 1/2 approval. I may be overlooking something.
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Grey
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Did you know that L's love donuts?
Magnetic Attraction: Meeeh, i think a person would be able to resist the pull if they were strong enough. Add in some kind of resistance formula to balance it out and I'll add my 1/4

Mystical Pull: Does Zander still take damage from said spells if they're strong enough? Hmm, that and I think it should cost at least 10 MP.
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Takeru
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The White Mage
All it does is redirect attacks, so that instead of hitting his head or legs, they'd hit his arms or chest. I don't get why that would necessitate resistance for the first or an MP cost for the second.

Also, a new Ability created after hours of painstaking research and mathematical formulae:

Quote:
 
Force Smash
Description: Physics dictates that Force is equal to Mass multiplied by Acceleration. Zander takes that to a whole new level.
Requirements: 100 Speed, 100 Strength
Effect: Damage per melee strike is now calculated by (((Weight Carried * 26.1) * ((Speed - Weight Carried) --> (Conversion Calculation for mph to m/s^2) + Strength + Weapon Strength).
Cost: None


Normal members...don't even touch this one. Only staffers have access to the information necessary to make sense of this at the current time. If accepted, this will replace Focus/Choice Target and will render Momentum Shift obsolete.
Edited by Takeru, Oct 26 2009, 01:43 AM.
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Grey
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Did you know that L's love donuts?
Well the way the first one is worded makes it seem like when ever you use it everything made of metal will fly to you. This has the potential to not only disarm everyone within range but also allow you to take what ever you want from anyone near you. That and magnetism is a force, forces can be resisted. But that's just my humble opinion.

And the reason I bring up cost for the second one is simply the fact that it gives Zander the power to divert every spell cast is a turn. I just think it'd make it a bit more fair. And its not like you can't spare an extra 5 MP.

...i hate physics. >_>
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