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[Pre-Dice]Creature Requests
Topic Started: Sep 30 2009, 04:24 PM (298 Views)
Mattox
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Eternal Legacy
Alright, I wasn't sure about this, but I figure I may want to tweak these after all, so I'm going to see how well I can balance this.


Pending Traits

Pending Abilities



Pending Techniques



Pending Limit Breaks

Pending Items

---
Approved Traits

Genetic Mimicry
Description: A blank slate cannot remain as such. As the creature evolves emotionally, so too will it evolve physically. As time progresses, the creature will begin to adopt physical and mental characteristics of those it comes into contact with. Some will leave a larger imprint than others, but all will leave a mark.
Requirements: One new trait may be gained depending on the HP of the user. The first becomes available at 25, then 50, then 100, and so on, continually doubling. The process takes 1-3 posts, in which time the creature is both vulnerable and in agony as the transformation takes place. This trait cannot be used on the same person twice in a row.
Effect: The creature will absorb and adopt a trait of any creature, be it a player character, an NPC or a beast and permanently be added to the character sheet. The creature cannot control which trait is adopted, it simply happens once physical contact is made. Which trait is adopted is determined by a moderator, who determines it using some form of random chance. If the trait is extremely foreign, the creature’s body will adapt; be it to gain wings, fangs, a tail or god knows what else. However, the creature may only develop into a humanoid form, and as such could not completely become a dragon. The creature cannot gain traits affecting non-organic things, as the adaptation is organic in nature. The creature has no defined limit on traits, save that it cannot exceed the HP limit for this trait.

The creature will, more passively, also adopt traits from anything it touches much less painfully and more gradually. Eventually, it will adopt hair, eye and skin colors from those it comes into contact with, along with speech patterns and voice, intents, thought patterns and even a gender.
Cost: Half of current HP is depleted, but reduces the creature to 1 HP if less than half remains.

Biological Mimicry
Description: Much as the creature will gradually gain genetic material from other sources, it’s physical attributes will in turn develop much the same. The creature will not develop physically on it’s own, but rather will adopt and absorb from those around it, gaining power through an entirely different method.
Requirements: Can be used once per thread or once every 3 posts, which ever comes first. However, it cannot be used on the same creature in a row or in the same thread.
Effect: The Creature cannot have it’s stats invested in directly once approved. Instead, whenever the creature makes physical contact with another creature, be it PC, NPC or monster, it will temporarily adopt one half of their strongest stat into the same stat. This stat will last for three turns, after which it will rapidly decline by 10% per post every post until it reaches 20% of the original gain, thus 10% of the copied stat. This power, much as all the creature’s powers, cannot be controlled. Thus, The creature gains no stat points after a thread save those gained via this method.
Cost: 25% of current HP

Motive Mimicry
Description: As the creature develops, it will need tools in order to survive. Rather than provide it with them, whatever it was that created the creature merely gave it the means to obtain them itself. Each person leaves an imprint, one way or another.
Requirements: Can only be used on each PC or Monster Variant once. Ever.
Effect: The creature, rather than obtaining skills on it’s own, will instead gain eight points the first time it comes into contact with any individual player character, or five for every monster species. Absorbing knowledge and instincts, it will develop these skills for unarmed combat; an amalgam of all It has absorbed, while not truly resembling anything.
Cost: 5% of current HP


The Curse of Science
Description: The Creature was created as a tool of science, outside of the life stream. As such, it is both resistant and crippled by it’s development. As a creature born outside of the life stream, it is resistant to it’s effects, but because this is not a voluntary action, the creature is not able to receive the benefits from the life stream either. Because of this, Any materia and magic overall is limited in it’s effectiveness when directed at or applied to the creature. So while the creature is less effected by magical fireballs, the creature is equally “resilient” against such helpful spells as Cure or Revive.
Requirements: Be the Creature
Effect: Any spell, be it a hostile magical attack or a cure spell will only do 1/3 of it’s intended effect. Any status-afflicting and alleviating spells are virtually non-functional; Materia based poison won’t work, but neither will a materia designed to cure him of a beast’s poison. Likewise, items of a magical nature are ineffective. A Phoenix Down will only restore 2% of the creature’s max Hp rather than 10%, much the same as any other magical items. Finally, The Creature is unable to use materia. At all. It cannot use them inside a weapon, armor, or it’s arms. It cannot summon, cure, shoot fireballs or anything of the sort. Materia has no response to it, for boon or ilk. If the creature adopts a materia related trait, reroll.
Cost: None

Machine Incompatibility
Description: The Creature, despite being a creation of advanced science, does not adapt well to other scientific creations. As such, it is unable to get a firm grasp on the operation of machinery.
Requirements: Be the Creature
Effect: Machinery skills are non-existent and can never be improved upon. The creature is incapable of developing the neural pathways necessary to develop piloting nor mechanical skills. Ever. If the creature adopts a trait reflecting machinery, re-roll.
Cost: None


Approved Abilities

Explosive Reaction
Description: The Creature tends to have adverse effects to the Life Stream, especially when condensed into Materia. As such, occasionally materia tends to malfunction or even explode violently when it comes into contact with it.
Requirements: Be the Creature, 50 Spirit, 50 Magic
Effect: Any time the Creature comes into contact with materia or an object directly linked to Materia(such as armor, a weapon or an arm), roll a d20. If the result is a 18, 19 or 20, the materia in question is temporarily disabled and will not function properly for the remainder of the thread. If the result is a 20, the materia explodes violently with magical energy, resulting in damage equal to 1/4 of the AP within the materia to the user of the materia. This roll must be made for each individual materia each time The Creature comes into contact with it. This power cannot be controlled and will activate even if the creature does not will it, and as such will effect allies as well. Any materia affected by this ability is restored by the beginning of the next thread.
Cost: None

Enhanced Metabolism
Description: Due to the Creature's unique physiology, it has developed a strange quirk in it's metabolism, allowing it to process helpful items such as potions and herbs much more efficiently. However, because of this, adverse effects like poison also are more effective.
Requirement: Be the Creature, 200 HP
Effect: The creature receives a 120% increase to the effects of any consumable items, such as food or potions. However, when the creature is inflicted with poison the damage is doubled.
Cost: None


Approved Techniques

Beastial Mimicry
Description: Though The Creature is unable to use Materia, thanks to it's unique physiology, the creature is able to emulate creatures directly, circumventing the use of a "Enemy Technique Materia".
Requirements: Blue Mage Ability
Effect: Emulates the effect of "Enemy Skill" materia. The user is able to utilize any techniques copied from a monster using the "Blue Mage" ability. At first, the Creature may only possess one copied techique at a time, but for every 300 "AP" gained once this ability is learned, an additional slot becomes open. Monster techniques which are learned will be listed below:
AP Gained:
Cost: None

Approved Limit Breaks

Approved Items
Edited by Mattox, Oct 3 2009, 10:58 PM.
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[-Angeles-]
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Ex-Turk
Wow. K.

Quote:
 
Genetic Mimicry
Description: A blank slate cannot remain as such. As the creature evolves emotionally, so too will it evolve physically. As time progresses, the creature will begin to adopt physical and mental characteristics of those it comes into contact with. Some will leave a larger imprint than others, but all will leave a mark.
Requirements: One new trait may be absorbed for every 50 HP the FE gains. The process takes 1-3 posts, in which time the creature is both vulnerable and in agony as the transformation takes place. This trait cannot be used on the same person twice in a row.
Effect: The creature will absorb and adopt a trait of any creature, be it a player character, an NPC or a beast and permanently be added to the character sheet. The creature cannot control which trait is adopted, it simply happens once physical contact is made. Which trait is adopted is determined by a moderator, who determines it using some form of random chance. If the trait is extremely foreign, the creature’s body will adapt; be it to gain wings, fangs, a tail or god knows what else. However, the creature may only develop into a humanoid form, and as such could not completely become a dragon. The creature cannot gain traits affecting non-organic things, as the adaptation is organic in nature. The creature has no defined limit on traits, save that it cannot exceed the HP limit for this trait.

The creature will, more passively, also adopt traits from anything it touches much less painfully and more gradually. Eventually, it will adopt hair, eye and skin colors from those it comes into contact with, along with speech patterns and voice, intents, thought patterns and even a gender.
Cost: Half of current HP is depleted, but reduces the creature to 1 HP if less than half remains.


The amount of HP gained before a new trait can be gained must be higher, at least one hundred, and will need a limit of traits I believe. If there is no limit, increase the HP between gains even more, like 500.

Biological Mimicry means that... The Creature's stats start as 0 and can't be brought up by grading?

Motive Mimicry is like Biological Mimicry except for skills instead of stats?

Curse of Science and Machine Compatibility have 1/2
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Final Riku
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Dynamite
Quote:
 
The Curse of Science
Description: The Creature was created as a tool of science, outside of the life stream. As such, it is both resistant and crippled by it’s development. As a creature born outside of the life stream, it is resistant to it’s effects, but because this is not a voluntary action, the creature is not able to receive the benefits from the life stream either. Because of this, Any materia and magic overall is limited in it’s effectiveness when directed at or applied to the creature. So while the creature is less effected by magical fireballs, the creature is equally “resilient” against such helpful spells as Cure or Revive.
Requirements: Be the Creature
Effect: Any spell, be it a hostile magical attack or a cure spell will only do 1/3 of it’s intended effect. Any status-afflicting and alleviating spells are virtually non-functional; Materia based poison won’t work, but neither will a materia designed to cure him of a beast’s poison. Likewise, items of a magical nature are ineffective. A Phoenix Down will only restore 2% of the creature’s max Hp rather than 10%, much the same as any other magical items. Finally, The Creature is unable to use materia. At all. It cannot use them inside a weapon, armor, or it’s arms. It cannot summon, cure, shoot fireballs or anything of the sort. Materia has no response to it, for boon or ilk. If the creature adopts a materia related trait, reroll.
Cost: None

Machine Incompatibility
Description: The Creature, despite being a creation of advanced science, does not adapt well to other scientific creations. As such, it is unable to get a firm grasp on the operation of machinery.
Requirements: Be the Creature
Effect: Machinery skills are non-existent and can never be improved upon. The creature is incapable of developing the neural pathways necessary to develop piloting nor mechanical skills. Ever. If the creature adopts a trait reflecting machinery, re-roll.
Cost: None


1/4 approve to these 2... some major downsides to hardly any benefits

I don't really understand the mimicry thing...
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Mattox
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Eternal Legacy
I was wondering about that first one, yeah. Maybe have it start at 25 and have it double each time? Like 25, 50, 100, 200, 400 etc?

As for the biological one, no I'd still be getting the same starting points as anyone else. Obviously I can't start at 0 since the minimum is 5, and that would also put my HP at 0 which wouldn't work.

Same with Motive.
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[-Angeles-]
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Ex-Turk
The double thing seems fair. Edit that in please.

And please explain to me how the other two work then, I'm confused, and numbers are not my forte >.>
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
How exactly will a mod roll for your random traits?

<__<
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Mattox
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Eternal Legacy
Okay, I made the necessary edits on the first one.

The other two work on two similar yet different principles.

For the first one, any time the creature touches another being, be it a player character or a monster, the creature gains 50% of whatever the other PC or monster's strongest stat is(save HP/etc) to the creatures own stat. This stat improvement remains for a time, then gradually decreases until it rests at 20% of the original value. For instance, if The Creature touched Angeles, it would suddenly gain 84 points to it's Spirit stat, which would gradually deplete by 10% (of the total, not 10% of it each time) until it went down to 20% of the gained value. So the creature would gain 84 points, then it would go down until it ended up with only a 17 point bonus. However, that bonus is permanent. It stays forever. That's how the creature gains stat points.

However, I just had a revelation about it, so I'm going to be making some minor adjustments. These should coincide this post.

The second skill in question works on the same premise, only much simpler. Any time the creature touches an individual PC, established NPC or monster, it gains 8 or 5 points permanently to it's unarmed combat skill. However, it only works on each individual PC once, and it only works on each species of monster once.
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Mattox
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Eternal Legacy
Bowwy
Sep 30 2009, 06:49 PM
How exactly will a mod roll for your random traits?

<__<
I don't know. Angeal Clones have the same setup, it would seem.
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[-Angeles-]
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Ex-Turk
With that in mind... I can' find anything wrong with them, but they still seem overpowered... 1/2 to them for now but I want more staff's opinions on this.
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Mattox
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Eternal Legacy
Okay, cool. One down, one to go.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Okay, so, if you were to touch Nex, for example, you would get +200 to magic, which would eventually become +40?

...

wat

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Mattox
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Eternal Legacy
No, I'd gain +103 magic, which would eventually become 20.

Though that'd be kind of useless in the long run.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Oh.

...

That makes much more sense. Even if you got some from Lini, you'd still only be getting around +20 strength.
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Mattox
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Eternal Legacy
Yeah, in the long run. And I couldn't keep touching him over and over to gain power either.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
You've got my support then. However, waiting for a mod is what we do now because this is differenter than normal stuff.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Just one question for Biological Mimicry: Is the stat gained based off of the base stat of the copied person, or the entire modified-with-accessories-and-Materia stat?
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Remember that you can't get more than 25 points a thread
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Mattox
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Eternal Legacy
It's copied off of the base stat. The entire point is that it copies the generic material, yeah? Naturally those kinds of enhancements aren't natural and don't affect your genes, so it wouldn't affect the creature. That and of course the creature is immune to magic, so those buffs wouldn't do anything even if they were absorbed and became a part of it's physiology.

And no, for those of you trying to find my dirty, underhanded scheme in this, it doesn't mean that I'd be immune to enemy buffs. They'd still work the same.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Just checking. It's all ready to go, then.
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Mattox
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Eternal Legacy
Awesome. Thanks.
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Skyes
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Rush Assualt
So wait, what if you touch like 10 people in a thread? Do they stack? And what if you gain more than 25 points in a thread?
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Mattox
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Eternal Legacy
Can't. I believe Bowwy already mentioned that. I didn't think it was worth writing into the effect because it's already a rule.

Yes, they do stack, but the max is still 25. So even if I was to touch some beefcake with 600 strength, and then later in the thread I touch another beefcake with 500 spirit, I might have 300 strength and 250 spirit bonuses for a while, but after the thread was over I'd still only have a max of 25 points to show for it.

Unless it was a saga and I could get more or something, I guess. But that would be different circumstances.
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Skyes
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Rush Assualt
Methinks, approved or not, this is something that bypasses the system in such a way that Cloud should be approving this one.

You mods can say I'm full of it, but it is COMPLETELY bypassing the entire grading system upon which this game is built...

So I think that counts as Cloud needs to have his say on it.

Of course, I am but a humble member, so my say means nothing. Just a suggestion. ^.~
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Mattox
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Eternal Legacy
I put some custom abilities up for approval. Hopefully they're interesting.
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Bag o Bones
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Meteorain (Lv3)
If it explodes that Materia, does it destroy it forever, or just disable it for that thread?
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