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Mystic Moogle


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PostSubject: Site Suggestions   Tue Sep 08, 2009 4:55 pm

If you have something you think would improve the site, post it here. Discuss the idea and what you think of other's ideas in an OOC discussion thread as to not clog this board, please.

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PostSubject: Re: Site Suggestions   Wed Sep 09, 2009 1:31 am

Kyro should update the calendar to Spring time since it's already over a week into September. I've been waiting on the snow to melt! Thank you.

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PostSubject: Re: Site Suggestions   Wed Sep 09, 2009 11:34 am

got it

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PostSubject: Re: Site Suggestions   Wed Sep 09, 2009 3:38 pm

I'm still confused. Also, no one has touched on the fact that the site states that bullets move at Supreme Rate. The description sets Supreme to be like "DBZ Epic Battle Speed" and bullets don't seem to really fit into that category b/c the fact remains that if the description holds then a 3 round burst sounds like it would automatically kill anyone b/c you won't be able to defend against the attack b/c it moves too fast.

Also, it would be stating that if someone has a small concealable pistol, it deals the same damage as a sniper rifle unless the sniper rifle specifically has something to modify it's power. This just doesn't seem logical. One that a tiny, "normal" bullet has the same damage capacity as Valley of the Clasm or Cyclone Cutter with no stamina drawback, limited miss factor (due to supreme rate of travel), and safe distance allowance. If assault rifles have the effective range of modern assault rifles, they can pretty much stay a 1/4 to a 1/3 of a mile away from the target and effectively hit and kill them. I just think it's a bit overpowered with no real drawback and this can be accomplished in how long... 2 days. I create an augmented Expir and give them Pistol Play as their free tech. I learn Dual Wield and Advtargetting and I should be able to kill people pretty easily.

Still, rappers get shot several times and they survive, but here if we get shot by three and can't defend against them, that 225% damage... aka Death.

Suggestion:
Bullets dmg is reduced to Strong or based on the weapon package
Pistol = Average
Rifle = Strong
Shotty = Fierce

Speed would be:
Pistol = Strong
Rifle = Strong
Shotty = Average

Personally that seems far more reasonable b/c the sad reality is that it doesn't take much energy/stamina to fire a gun... maybe when you're running from place to place but that's from the movement, not the firing of a gun and even concentrating to pull off a trick shot doesn't take much energy either. So it would be very hard to place stamina drawbacks on the gun system.

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PostSubject: Re: Site Suggestions   Wed Sep 09, 2009 7:46 pm

>_> well here it is again, lols

" I has an idea and I not sure where to put it at. I was thinking the other day and a new type of possession came to ind. This new type is Elemental Possession, the person becomes possessed by a form of elemental. The elemental types are like the natural elements, Earth, Wind, Water, Fire, etc. And could include other types of elements if you wish, such as metal, and all that other stuff. The possessions abilities would be centered around attacks based on there element, fire elemental would have fire spells, and so forth. They would also be able to cast spells from the tech pages with out chanting (this is optional). Another thing, and this is a draw back, is the elemental weakness, it would also play a part in it, though I am not sure what would be weak to do, an example would be Fire being weak to Earth and thus, if a fire possessed person and a earth possessed person were to battle, the one with the earth elemental would have the upper hand and the one with the fire would be a ta disadvantage, however, as a draw back, you could have it so that the earth elemental couldn't be stronger then a fire elemental if there techs where higher rank, however, they would still be stronger if they were the same rank... And if I think of any more I'll add it... "

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PostSubject: Re: Site Suggestions   Sat Oct 17, 2009 9:04 am

I think the density idea should be carried over so that body armor isn't worthless and an idea can be placed on how tough an object is (i.e. how many licks does it take to get to the center of the armored car). Let's review weapon density:

● Weapon Density
Normal weapons have a density damage limit of 5, meaning that they can take 5 points of damage per RP assuming that you maintain your weapons after each fight. If you try to block a destructive attack with a normal weapon, it will break.

Now let's change this to:

● Density
Normal weapons and armor have a density damage limit of 5, meaning that they can take 5 points of damage per RP. It is assumed that you repair or maintain your weapons or armor after each fight thus restoring its density. During an RP, if you try to block a destructive attack with a normal weapon or take that damage with armor, it will break or the portion of armor affected will fail. There are special weapons and armor with greater densities which are noted in the weapon's description if it applies. If a weapon or armor breaks completely or fails in an RP, then it is ruined and can no longer be used, ever.

Now armor is no longer worthless let's continue onto more important matters. Since Div12 is the only store I care about, let's apply this to the Military Exchange. I've also added items since Division 12 doesn't seem to be as technologically advanced as the storyline would portray it to be. There's no way to request "spy gadgets" like in 007 as we should, since we should have a VERY active site ran R&D department. Also, since Division 12 had data on all types of spirits and have recorded data on spirit types, there should be anti-type equipment available to counter obvious threats. The most obvious example are elemental types. It seems dumb know that the people who go to hunt down spirits and demons much stronger than them have to do so with a gun and armor that doesn't do anything. Cannon fodder?

Military Exchange
Last Updated: October 17, 2009

Servicing the policing forces of Sai City. This shop is exclusive to the Sai City Police force and all of its divisions. It is not a civilian shop, and it doesn't have civilian access. Police and Division 12 officers receive starting equipment of one P90 pistol and a bullet proof vest instead of their first paycheck. If you do not have a Police job or are a part of Division 12, you cannot shop from here.

● Physical Armor Accessories

Full Body Armor
A versatile black ops suit with plated armor that protects the chest, neck, lungs and vital organs.
Cost: $300

Riot Shield
Large clear full body bulletproof barriers that arm attached to the arm and used for raids or crowd control.
Cost: $150

Bullet Proof Vest
Plated torso armor that protects the chest and back area from bullet penetration.
Cost: $100

DesertCoat
A bulky double layered body covering that resists intense heat allowing the wearer to withstand fierce heat.
Cost: $500

ArcticCoat
An insulated heavy coat meant to cover and protect the body from fierce cold.
Cost: $500

Hardhats
Dense, composite hard-plastic armored helmets that protect the head. They come with optional attachments. It can have a laser-guided pointer attached to the helm for aiming; it can have a flash-light attached to the helm for lighting dark places; or it can have a SpirVision visor attached to it that allows humans to see spirits in with night vision type visuals and track their presence from up to ten yards.
Cost: $25, + $25 for either Flashlyte or Laser Pointer, +$100 for SpirVision (Division 12 only)

● Anti Magix and Restraints

LASN Pendant
The pinnacle of SpiritNet technology which creates a Local Area SpiritNet field around the user, buffering them from fierce magixal attacks. It consists of a generator, which is a small box normally worn at the small of the back, or on a belt, and the amplifier, a small crystal that must be on the user's personage. It's viewable as an odd greenish tint to spirit types and those who can see spirits. It only works on those without magixal techniques as that energy interferes with it.
Cost: $10,000

SpiritCuffs
A pair of handcuffs that negate the magical powers of those whom they are attached to make possessed humans and spirits easier to transport.
Cost: $4,000

NeckBrace
An energy powered large metallic collar with blade like protrusions that prevents a demon in humanoid form from transforming to another form, be a larger or smaller form.
Cost: $5,000

Recalibration Chamber
A small compartment that can be placed in most Division 12 mobile units (Vans) or rooms that assists in repairing the 'damaged' memories of unauthorized personnel who witness supernatural events. With this, memories of an event (less than an 3 hours in length) can be temporarily replaced by 'nicer' memories whereas the older memories feel almost like a dream to the victim later.
Cost: $25,000

● Weapons

SpiritTayZ
A small box like electronic device that shoots out a small needle like probe at a target and acts like a taser for spirit based beings. It will be ineffective on humans, but if a human is possessed or tainted by a spirit, it too will be momentarily paralyzed. Good for 1 shot.
Cost: $25 (Division 12 only)

P90
Standard issue semi automatic pistol that is lightweight and reliable.
Cost: $1,000

SG25
Standard issue double barrel shot gun that is compact with a shortened barrel to make it easy to equip at the hip or allow easier running when equipped on the back.
Cost: $500

AR69
Standard issue black automatic rifle used for major conflicts, drug raids or street cleaning. It shoots out around a 50 rounds per minute in semi auto mode or 100 rounds per minute in 3 round burst. Good for suppression fire and illegal for use in the city unless clearance is issued.
Cost: $4,000
Bayonet: $50
LaserAim: $25
Grenade Launcher Attachment: $1,000
Ammo: $500 (magazine of 100 rounds)

SRX01
A high velocity, high caliber sniper rifle loadable with 10 round magazines with dual barrel springs. The gun’s destructive ability gives it the ability to make one-shot kills without hitting the target (within 5 feet). It comes with a x2/x5/x10/x100 scope. Dependable, reliable well made and illegal for use in the city unless clearance is issued. Cannot be used with a silencer.
Cost: $5,000
Ammo: $500 (magazine of 10)

● Demo
Usage approved only for Div12 Lt. levels and up

Grenade
A small round projectile that explodes close range (within 10 ft) with a destructive explosion and mid range (within 50 feet) with fierce damage three seconds after being armed.
Cost: $500

MystGrenade
A small round projectile that explodes with a passive explosion covering mid range (within 50 feet) with a static field that lingers for three posts. Its properties interfere with the ability of magic to be used reducing magix to novice level until the fog dissipates.
Cost: $250

PkgBomb
A compact remote explosive that has to be set up prior to arming. It can be armed and detonated from up to 100 ft. away and deals a wide area destructive level explosion.
Cost: $1,000

RPG
A single load rocket launcher that provides a destructive level strike to an area that covers a blast radius of the size of an an average two story house.
Cost: $7,500
Ammo: $1,000 (per rocket)

MystRPG
A rocket projectile that explodes with a strong levels strike that covers a mid range (within 50 feet) area with a static field that lingers for three posts. Its properties interfere with the ability of magic to be used reducing magix to novice level until the fog dissipates.
Cost: $250

SignatureRocket
A rocket projectile that is programmed to follow, with limited hone, the magixal signature of an entity and provides a destructive level strike to an area that covers a blast radius of the size of an an average two story house on impact.
Cost: $1,500

● Vehicles
Vehicle costs are deducted from each paychecks. They include GPS so not only you, but your organization will know where you are. They are returned if you leave. If you take the vehicle with you, like steal it… it’s not good.

Cruiser
Standard issue sedan with the logo of the police district on the side of the vehicle and emergency lights on the dashboard.
Cost: $200

Unmarked Car
Normal cars that are unmarked without any police icons on them used for under cover operatives.
Cost: $200

Surveillance Van
An unmarked van that is usually ordinary or is disguised as a power company or courier van, etc. It includes audio and video surveillance equipment networked with city surveillance. For Division 12 vans, it includes localized SpiritNet capabilities letting it create small spirit blocking barriers (10 yards in diameter) or track spirits or possessions within a blocks range.
Cost: $500

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PostSubject: Re: Site Suggestions   Thu Oct 22, 2009 4:08 am

I thought about just keeping this to myself but you asked for suggestions so....
Remove Master's Call from the quest list. This is every miss leading and personal I think gimps the hell out of the human character. Those are just my thoughts on the matter the class does has some good points but the cost is to high. It is good for storyline though and if you're playing the demon it doesn't do anything for you other then storyline which you could do without it. ie: Mariko's character Moskau, a possession character with two spirit characters that do whatever they are told... yeah she can't summon them or anything like that but why would you need too when they are around you all the time. So after some thinking why should it be two character? Lets just ball it all up into one and give it a skill set like a possession character has. So here would be my fix.


Spirit Master
Attributes: Weak (Human), Average (Spirit)
Artifact bearing humans who do not merge with a Shouchouare able to exorcise their Artifact and manifest his/hers Artifact into a spirit entity or angel. (Follows the same rules as Possessions) These entities most common take an angelic form of the person that manifest it and is attached to their master's back. The Spirit has its own set of attributes, and is made up of one chosen element (Earyth, Iyce, Fyre, Watyr, Lytning). The Master can only learn Magical Techniques from his/hers spirits element (advanced magic cannot be chosen)and the spirit must be called forth to use magical techniques. If the spirit's or master's hp should reach zero then spirit is OKed and returns to the masters body.

Summon Spirit (Passive)
Calls forth ones inter spirit.
Effect: Transformation drain

Enhanced Attributes (Passive)
Unlocks the spirits inner strength, increasing the spirits attributes to Strong.

Elemental Rush
A Trail of element runs along ground at opponent and circles around then shoots up from all sides.
Effect: damage is Strong

Elemental Beam
Spirit projects a rush of molten element to a target.
Effect: damage is Strong

Elemental Binding
Spirit blasts out elemental energy at a target to cover it and hinder movement.
Effect: binding Strength is Medium

Wing Guard
Spirit uses its wings as a shield to guard from an attack.
Effect: Strong guard

Elemental Wave
Spirit creates a large wave of element that splashes over an area covering it with that element.
Effect: damage is Fierce

Elemental Weapon
Spirit creates a weapon made of its element.
Effect: Weapon damage + elemental stats (Slow, Frozen, Burn, Poison, Stun)

Rest
Spirit returns to the master's body to restore health and stamina while the master is inactive.
Effect: +2% HP and STA per post per level of control

Endurance
Increases the amount of health and stamina of a spirit.
Effect: +10% HP and STA per control level

I tried to keep it in line with the other possessions and I do think this would be the only one where there is a drain on STA for using it but I think that will off set the having two sets of HP and STA. I'm not really sure about the enhanced attributes may be over doing it but could replace it with hmm fly or something maybe. But all these are based on something that someone all ready has.

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PostSubject: Re: Site Suggestions   Mon Oct 26, 2009 11:45 am

good input so far, keep the suggestions rolling. worst thing that can happen is i not use it xD
be that squeaky wheel...


be that squeaky wheel...

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PostSubject: Re: Site Suggestions   Thu Oct 29, 2009 9:16 am

lol, okay, i'll push a lil...
(less than 10 days til the update hits)

demon chars, what type of weapons/items would you like to see?

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PostSubject: Re: Site Suggestions   Thu Oct 29, 2009 12:14 pm

ShinTre_Admin wrote:
lol, okay, i'll push a lil...
(less than 10 days til the update hits)

demon chars, what type of weapons/items would you like to see?


Unholy Gun
A gun thats Demonic in appearance and uses energy from the Onikonjou to do greater damage to Kamikonjou while still in human form.
Effect: Strong dmg to Kamikonjou//Avg drain for Onikonjou user//only be fired three times per thread

Unholy Sword
Same as the Unholy gun except it is stronger cause of the close range
Effect: Fierce dmg to Kamikonjou//High drain to Onikonjou// Only be used twice per thread


I have a pretty simple mind so I cant do much better than that lol
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PostSubject: Re: Site Suggestions   Thu Oct 29, 2009 5:06 pm

Shouldn't Demon character be able to have like claws and stuff? Or body attachments that they can use.

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PostSubject: Re: Site Suggestions   Thu Oct 29, 2009 5:07 pm

I think there should be more options for onikonjou/kamikonjou in beast form, since they lose access to a lot of skills, but don't really gain anything in return (i.e. techs, weapons for beast form, some sort of buff...)
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PostSubject: Re: Site Suggestions   Thu Oct 29, 2009 5:18 pm

btw the stuff I posted was for Demons in human form...
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PostSubject: Re: Site Suggestions   Thu Oct 29, 2009 8:21 pm

I need a portable toilet that I can carry around in a briefcase that can be easily opened while handcuffing a demonic spirit. It's going to need to be dunk accessible. Due to the increase it would have to take in size, spatial technology may have to be used.

And of course, the MIB flashy thing and shades.

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PostSubject: Re: Site Suggestions   Mon Nov 02, 2009 10:27 am

all items have been considered except kyros
the service patch is comin as soon as my siSTAR finishes the bannar
last minute requests go hurr

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PostSubject: Re: Site Suggestions   Mon Nov 02, 2009 1:28 pm

hmmm Military Exchange and Toot's firearms should have knockdown on them. That is just something that popped into my head

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PostSubject: Re: Site Suggestions   Mon Nov 02, 2009 4:45 pm


Let the awesomeness commence!
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PostSubject: Re: Site Suggestions   Mon Nov 02, 2009 7:08 pm

-points at banner- Damn she good
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PostSubject: Re: Site Suggestions   Mon Nov 02, 2009 7:28 pm

Impressive.

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PostSubject: Re: Site Suggestions   Mon Nov 02, 2009 10:38 pm

Awh, shucks. Thanks guys -^.^-
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PostSubject: Re: Site Suggestions   Tue Nov 03, 2009 12:27 am

Use it. =|

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PostSubject: Re: Site Suggestions   Thu Nov 05, 2009 12:31 pm

Very lovely Mariko-chan.

My suggestion is a

Demonic Pet Shoppe.
Here you get a companion spirit. Spend your TEXP to buy techniques for them and help them master those abilities and make them a perfect help for combat!

Stats would depend on the creature, I suppose.

"Welcome to my pet shop. Tonight, you shall find something you desire. Our motto here is to sell Love, Dreams, and Hope. Oh, yes! Before you leave with your new pet, be sure to read all the sales terms and sign your name. In the event that any of these terms are breached, we cannot assume any responsibility for the consequences. But don't worry. This is where the pet you buy, turns out to be everything you deserve."

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PostSubject: Re: Site Suggestions   Thu Nov 05, 2009 3:47 pm

DarkKnightCecil wrote:
Very lovely Mariko-chan.

My suggestion is a

Demonic Pet Shoppe.
Here you get a companion spirit. Spend your TEXP to buy techniques for them and help them master those abilities and make them a perfect help for combat!

Stats would depend on the creature, I suppose.

"Welcome to my pet shop. Tonight, you shall find something you desire. Our motto here is to sell Love, Dreams, and Hope. Oh, yes! Before you leave with your new pet, be sure to read all the sales terms and sign your name. In the event that any of these terms are breached, we cannot assume any responsibility for the consequences. But don't worry. This is where the pet you buy, turns out to be everything you deserve."


-Seconds that-
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PostSubject: Re: Site Suggestions   Thu Nov 05, 2009 6:17 pm

It may prove helpful to offer some insight to the type of person who would sell demonic pets as well as some examples. If you're going to suggest, you might as well go 100% like Rekoa did. As I've been watching a lot of Naruto, this seems like the frog summoning jutsu to me.

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PostSubject: Re: Site Suggestions   Yesterday at 4:15 pm

@rekwon - hmm...
@dat - i kno, rye xD
@darkK - okay, this could work... let's take it a lil further. expand on this idea... like do the entire thing. i'll give ya 3 texp for fleshing this out fully. i'll edit what i like/don't like and probably use it

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