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Posted: Sun Aug 31, 2008 10:13 pm
Al-righty everybody! I hope you're all feeling creative!
Welcome to the Ability Creation Thread! Here you can create your own abilities! You will likely have to create an Item to go with the ability, but there's a thread for that too! So no worries! Let the creative juice flow!
Please post all ideas in this format!
Quote: Name – Steal: Shoes (Who remembers hypnocrown’s question of the week?) Job – Thief Description – Steals shoes off the enemy’s feet! AP Required – 300 AP Learned From – Shoe Stealer (I have no imagination if I’m calling it that!) Other – N/A
Feel free to add in any extra comments you have in parentheses. And you can use your own game for reference!
Please bear with us, however, as myself or my beloved Judges may ask you to make changes or even not accept it. We have to be fair! We can't have Uber Abilities! It's just not fair to the other players! We will have to be VERY harsh with abilities. With Items, Mission Items and Missions, we can be lighter. But not with Abilities.
Remember! Wonderful things await the person who creates Abilities! If you create an ability and race is compatible with the job you created it for, your character will be given the ability MASTERED! If your race is not compatible with the ability you created...well guess what? You're Immune to it. No excuses, that ability will have no effect on you, unless it is a beneficial ability. If, however, you create a very powerful ability and we accept it, you may not be allowed to have the ability mastered. You may receive the Item that teaches it or be allowed to take the Misson that gives the Item.
Happy creating!
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Posted: Mon Sep 08, 2008 10:51 am
Name – Runic
Job – Templar
Description – Absorbs MP of incoming attack instead of taking damage.
AP Required – 500 AP
Learned From – Aura Spear ((if this exists I'll change it))
Other –
I wanted to keep the description short, but here's what the ability does. Like it says, it acts like absorb MP, but it negates the damage as well, and if it's an area effect, it protects your allies as well! It's makes summoners and illusionists think twice about AoE blasting everything. Of course, to get true use out of this ability, you basically have to turn one character into a lightning rod, and even then a good tactician can maneuver around it, so I don't feel like it's too overpowered. Do you all think it should be a status, like astra, where it absorbs the next spell thrown, and not just stay active until the end of the templar's turn? And are there any jobs that would fit this ability better? I felt like the templar was a good fit, but if you all can think of any others by all means, toss them at me!
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Posted: Mon Sep 22, 2008 4:45 pm
Name - Transmute items
Job - Alchemist
Description - Takes two items from inventory and mixes them together to form something new (more later if accepted).
AP required - 300
MP used to cast - 25
Learned from - Cactus Mace
Other - I'll edit this later...
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Posted: Sat Oct 04, 2008 6:51 pm
Hmm. For "Runic", my suggestion would be for the part where allies are protected. If no one it around, then it will protect the caster, but if there are allied around, then only the allies will be protected. Or if enemies are next the the caster, then they are protected too. Something like that. It does seem to be a bit overpowered.
XD I shoulda known an ability like this was coming. I love! biggrin We'll have to fine tune it and create a recipe list, but I like it! My only suggestion would be that instead of a cactus staff, maybe a made-up staff. :3 Whatcha say?
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Posted: Mon Oct 20, 2008 9:48 am
Thanks Marth-chan! I always thought that alchemists in this game are nothing like they can be in FMA. What's the point of being an alchemist if you can't transmute stuff? I also thought of an ability that could let you transform enemies into gold but, that would require some serious thought so that it wouldn't be too powerful like, I was thinking that maybe you had to spend 3 turns making things happen, kind of the same way a character turned to stone on FF7 thanks to some sort of counter (1, 2, 3, 4, 5, etc), or even doomed, you know? If the alchemist is knocked out, stoned, put to sleep or berserked (or alike), then the process would stop and you'd be able to save yer ally. I think that if the unit that was turned to gold could be attacked, it could break up and you could earn gil. Alas, the unit would be lost forever as if it died in a Jagd. What do you think?
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Posted: Fri Mar 06, 2009 11:05 pm
Hmm. Perhaps an ability with a low chance of hitting. I suppose it'd be an instant kill, but would give you gil equal to the target's HP perhaps? Or, turn the target to gold ("Gold" status) which will act like the "Stone" status minus the Defense gain and only lasts for two turns. And the team the user is on must deplete the targets MP and receive gil equal to the targets level times either 100 or 1000, but that the user of the spell cannot aid in depleting the target HP. How about those? I was -er- also thinking about removing the Jagd's. Mainly because, who wants to kill their character. I'm giving them the option to change their race if they really want to. And they can always scrap their character and lose EVERYTHING if they want to.
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Posted: Tue Mar 24, 2009 3:45 pm
Yeah, you get what I was trying to say there, huh? If you like, do something with my idea of turning a character into gold. I think it would be very interesting to be able to use that on an RP. 3nodding
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Posted: Wed Mar 25, 2009 9:10 pm
Already done! I had to edit one of the Alchemists abilities so I made it that. :3
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Posted: Thu Mar 26, 2009 1:50 pm
So, which ability did you make? The one that combines items or the one to make an opponent into gold?
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