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Post by Regris Kallen on Feb 6, 2005 21:01:18 GMT -5
Seeing as I'm being lazy and relatively uncreative, 1000 PCs will go to whoever wants a customization!
The catch? I have to like it, so get to posting cool ideas!
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Post by Sigfried on Feb 6, 2005 21:35:22 GMT -5
Original Statistics: GP-01Fb ZephyranthesStatistics: HP: 30, EN: 10, IS: 3, Move: G, Size: M Weapons: Vulcan- 2 damage, 20 rounds Beam Gun (B)- 6 damage, 8 rounds Beam Saber (BM)- 8 damage Beam Rifle (B)- 10 damage, 10 rounds Long Beam Rifle (B)- 30 damage, 12 rounds Inherent Abilities: 1) Usable by anyone 2) Shield 3) Countercut 4) Countershoot: Vulcan, Beam Rifle, Long Beam Rifle 5) Vernier Thrusters: Dodge Cost -5 6) Core Block System (FF-XII-Fb Core Fighter II)Replacement Cost: 75 PCs
*Replace GP-01 with this unit after the cost is paid.[/size][/color] Omake: GP-00B Blossom FF-XII-Fb Core Fighter IIStatistics: HP: 10, EN: 8, IS: 3, Move: F, Size: SWeapons: Vulcan- 2 damage, 20 rounds Beam Gun (B)- 4 damage, 8 roundsInherent Abilities: 1) Dodge Cost is 5 2) Countershoot: Vulcan, Beam GunPurchasing Costs: Not Applicable. To acquire this unit, GP-01Fb must be destroyed or you choose to separate.Dandy Zephyr and DZ007 Zephyr Core: A sign of British ingenuity, this mecha has been copied from designs of yore, and modified to fit the times. Primarily used by an unknown gentleman, he has decided to go for a native feel, thus the sword cane design as opposed to a normal saber. Because of the bulk involving the sword cane and the ability to kick, ammo on guns and vulcans will probably need to be reduced. To compensate, however, the vulcans will probably need to be (V). As with most customizations, HP and EN may need to be reduced/increased. This is a Crossbone Gundam-era suit, so thrusters should probably be Flexible. Move may or may not be the same. The ultimate attack for this mecha is "Expel". It is a kick, then a sword stab, with the sword being quickly removed. It is a two part attack, and both attacks are melee, so it should probably be (M). Rank should be Sergeant, but lower or higher may be decied on. Projectile weaponry should probably be weaker, but not too much. To compensate for that, melee should be stronger. The primary purpose of this design is for my entertainment, as well as something for newer members to look forward to if they wish to purchase a GP-01. Ability to Omake will be removed from this suit as per R&D Moderator orders. This ends my somewhat wishy-washy and submissive design of the Dandy Zephyr, a match made in heaven for those who love to slash and kick.
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Post by Yanbetari on Feb 6, 2005 23:01:14 GMT -5
Well, I'd be working on this anyway, and a few extra PCs to help with a customization of this level always helps. God GundamStatistics: HP: 75, EN: 60, IS: 2, Move: F/G, Size: MWeapons: Vulcan- 2 damage, 20 rounds Machine Cannon- 5 damage # 2, 8 rounds Martial Arts (MR)- 9 damage/2 PCs God Slash (BM)- 12 damage x 2 God Slash Typhoon (BSV)- 15 damage/2 PC God Field Dash (SV)- 10 damage/EN Bakunetsu God Slash (V)- 60 damage, 3 EN/attack. Requires Hyper Mode to execute. Bakunetsu God Finger- 80 damage, 5 EN/attack Sekiha Tenkyouken (S)- 250 damage, 15 EN/attack. Requires Hyper Mode to execute. Bakunetsu Tenkyou God Finger- DESTROY:L2, 20 EN/attack. Requires Hyper Mode to execute.
MAP Attacks: Choukyuu Haou Deneidan (I:5)- DESTROY:L1, 15 EN/attack. Requires Hyper Mode to execute.
Combo Attacks: Double Shining Finger (S)- 75 damage x 2, 7 EN/attack Double God Finger (S)- 85 damage x 2, 7 EN/attack Double Darkness Finger (S)- 95 damage x 2, 7 EN/attack Super Choukyuu Haou Deneidan (S)- DESTROY:L1 x 2, 25 EN/attack. Requires Hyper Mode to execute. Sekiha Love Love Tenkyouken (S)- DESTROY:L2, 15 EN/attack. Requires Hyper Mode to execute. Kyuukyoku Sekiha Tenkyouken (S)- DESTROY:L2, 15 EN/attack. Requires Hyper Mode to execute. Shuffle Doumei Ken (S)- DESTROY:L3, 20 EN/attack. Requires Hyper Mode to execute.Inherent Abilities: 1) Mobile Fighter; Usable by Lieutenants or higher 2) Countercut 3) Countershoot: Vulcan 4) Hyper Mode 5) God Shadow 6) Double Shining Finger: Requires an allied Shining Gundam to execute. 7) Double God Finger: Requires an allied Nobel Gundam or Nobel Gundam Mk-II to execute. 8) Double Darkness Finger: Requires an allied Master Gundam (any variant) to execute. 9) Double Choukyuu Haou Deneidan: Requires an allied Master Gundam (any variant) in Super Mode to execute. 10) Sekiha Love Love Tenkyouken: Target's Dodge Cost +10. Requires an allied Shining Gundam in Super Mode or Rising Gundam to execute. 11) Sekiha Kyuukyoku Tenkyouken: Target's Dodge Cost +10. Requires an allied Master Gundam (Any variant) in Super Mode to execute. 12) Shuffle Doumei Ken: Target's Dodge Cost +20. Requires allied Gundam Maxter, Gundam Rose, Dragon Gundam and Bolt Gundam all in Super Mode to execute.After the end of the 13th Gundam Fight, and the defeat of the Devil Gundam, the other members of the Shuffle Alliance were upgraded to compete with the Domon's God Gundam, and it's Hyper Mode. The results were amazingly successful, bringing them not only par with it, but even surpassing it. Suddenly, it became clear that God Gundam would have to be improved to maintain it's place as the weapon of the King of Hearts, and the leader of the Shuffle Alliance. Studying Domon's fighting style, they found that God's ranged weapons were almost unused, and generally too ineffective in relation to it's other attacks. Instead of futilely trying to improve them, they were removed for weight and space concerns. Also to this end, studying combat data, they found many of the suit's techniques to be redundant. With this data in hand, they began. First, God's Beam Sabers, being the basis of other abilites, were improved with an enhanced focusing apparatus, generating a reduction in wasted ambient power, and an efficiency increase of approximately 50%. Next, the God Slash Typhoon, God Field Dash, and Bakunetsu God Slash were combined, creating the Bakunetsu Typhoon Slash. By routing power from the reactor through the enhanced sabers, this resulting attack was more efficient than any of other techniques, now made obsolete. In addition, the reduced ambient power allowed the sabers to recover more quickly from a strike, and allowed a series of strikes in rapid sucession in the form of Deus Slash Tempest. This power routing also served to improve the suit's hand to hand attacks, improving both God Finger (Now Deus Finger) and Sekiha Tenkyouken. However, a practical limit to the routing system was reached there, leaving Bakunetsu Tenkyou Deus Finger and Choukyuu Haou Deneidan relatively unaffected. However, after these power increases, it was found using most of it's techniques in tandem was no longer feasible without substantial improvement to the other units. The notable exception being Shuffle Doumei Ken, as the other suits had already been upgraded, creating the amazingly powerful Neo Shuffle Doumei Ken. Also a flaw with these upgrades was that when the weapons routed the power needed, the reactor would lose power quickly, putting the pilot at risk incase of a sudden shut down. To solve this, they replaced the larger aging reactor, with a pair of smaller more power dense reactors. These were then interlinked so that one could provide a boost to the other, and keep the reaction steady. The increased weight of the weapons and reactors cascaded into another problem, pushing the weight tolerances of the frame past the safety factor. Thus, the skeleton of the suit was removed, and the titanium frame reinforced with an alloy shell and core, then coated with ceramics for added protection. While these weapons and ehancements were indeed impressive, and would probably have been enough to match the other Neo Shuffle Alliance suits, the engineers decided that further improvements would be nessecary for a true leader's role. As the other Neo Shuffle Alliance suits were not designed with the Hyper Mode system, and were retrofitted with it, the design innovations in power and area were of use to the Deus Gundam team, and attempted to apply those same modifications to the Deus Gundam, in hopes of improving the Hyper Mode, though if they were successful remains untested at the time of the suits completion. Also added was a large flag battle standard. While seeming a meerly cosmetic addition, it also served as a complex antenna array, allowing the Deus to improve the capabilites his allies in combat, as a true leader is meant to do. Summary: - Dump Vulcans and Machine Cannon, thus losing Countershoot. - Damage boost on God Slash, Bakunetsu God Finger, and Sekiha Tenkyouken - Scrap God Slash Typhoon, God Field Dash, Bakunetsu God Slash, and replace with Bakunetsu Slash Typhoon, and improved version of the 3. - Also add Deus Slash Tempest, fast God Slash multi-hit. - Toss all combos except Shuffle Alliance Fist, which gets renamed Neo and set to use Neo Shuffle Alliance. - Slightly Boosted HP/EN, maybe EN Regen ^_^ - Improved Hyper Mode, maybe. Not really critical. Other stuff takes precedence. - Some sort of boost to allies. Ideally, it'd be like Flase Sun from Daybreak in the test, but if that's too strong something else could work. Also could be made to only work on allies in Super/Hyper mode, representing it's link to the Shuffle Alliance.
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Post by Tavish on Feb 7, 2005 10:20:32 GMT -5
Behold, for you shall see madness. DoppStatistics: HP: 5, EN: 5, IS: 4, Move: F, Size: SWeapons: Vulcan- 1 damage, 20 rounds Missile Launcher (PG)- 2 damage, 6 roundsInherent Abilities: 1) Usable by anyone 2) Countershoot: Vulcan 3) Dopp can't be used in space.Purchasing Cost: 10 PCsEvolution: Garma's Custom DoppWild Mecha Chocobo [/li][li] Background Report[/b] What are the origins of the chocobo? Why would you want to make a mechanical one? What's their purpose in life? Were they bred to ride? Why didn't horses evolve in worlds that have chocobos? What is chocobo life like outside the stable? To answer all of these questions, the Mecha Chocobo Project was formed. It succeeded in addressing absolutely none of them. However, it did create an impressively curious design. To simulate the chocobo within an artificial shell, several measures had to be taken. The first of which was a direct brainscan of wild chocobos, which had been captured and taken back to the lab. This formed the basis of the AI. Rumor has it that the original machines were powered by mako energy, in order to most closely simulate the "living" essence. Other variants on this have been contrived, and more refined AIs have taken their place, but these designs are uniformly... quirky. That's what you get when you put a chocobo in a robot. Mechanical joints were designed, of course, with all of the standard hydraulics. Generally most prototypes were designed with flight in mind, and analysis of the "mountain climbing" potentials of the more rare chocobo breeds also had its effects on the final design. The sum effect is that mecha chocobos are quite nimble in all atmospheric environments. Mountain goats have nothing on them, and there are those who have taken up a new, adrenaline-pumping sport of waterskiing behind mecha chocobos who race along the current. Those who try to compete against a mecha chocobo, generally find the terrain turned against them. The mecha chocobo is not just for recreational purposes, however. It's demonstrated some rather impressive combat capabilities, some more inherent to chocobos than others. As a standard "Choco Attack," all of them will attempt to use their dangerous, mythril-plated beaks to dent or pierce the enemy's armor. The "Choco Ball" weapons system was also created to aid in combat, hurling yellow balls, much like their predecessors can summon, at their enemy. Finally, in a bizarre turn of events, during testing the mecha chocobo also demonstrated other new abilities. Apparently as a side effect of their intelligent AI and the general use of life-associated power sources, the data for casting the dangerous spell, Meteor, was found in their AI. ... however, in trial runs, the "Choco Meteor" attack proved to be much less effective than was hoped, and certainly nothing to compare to the world-destroying magics wielded by previous casters. Nevertheless, it was dangerous enough to be a useful attack, capable of conjuring small (but substantial) Meteor attacks to strike a single target, which garnered it some respect in combat. Also, other seemingly magical effects were found in "wild" mecha chocobos. They proved to be capable of effecting automatic repairs to themselves and their allies through the "Choco Cure." Also, many, but not all degenerative status effects were cleansed from ally circuits using "Choco Esuna." Generally, wild mecha chocobos are AI driven, although very bold people have attempted to ride them. Only the best can do so, and even then they are subject to the wild chocobo's peculiar temperament. Odd sightings of mecha chocobos displaying dangerous capabilities on the field of combat have led some to question whether the creation of them was wise, and some seem to have acquired human levels of intelligence... [/li][li] Data Report[/b] Wild Mecha Chocobo's have a quirky design. Quirky AI. Maybe they should have an inherent to reflect that. They are also very capable in atmospheric terrains, and at the very least are both terrestrial and flying creatures. Drop all Dopp attacks, instead Wild Mecha Chocobo's gain new ones... Choco Attack is a standard melee attack. A peck, really, though a nasty peck it is. Choco Ball is a ranged physical attack, in Tactics, generally a bit stronger than Choco Attack, but mostly useful for the range. Choco Meteor is an immediate magical attack, and actually packs a bit of a punch. Although it's nothing compared to actual spells, it's generally the strongest weapon in the chocobo's repertoire in Tactics, for those who have it. Other effects include... Choco Cure is... well, what it sounds like. HP restore. Choco Esuna restores status effects. Although generally that's a property of Repair, something special might be warranted here. This should remain a fairly weak machine, but it might actually have some use!
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Post by MaullarMaullar on Feb 8, 2005 20:55:47 GMT -5
Harrison's Customized Gundam F91 Statistics: HP: 55, EN: 40, IS: 2, Move: F/G, Size: M Weapons: Vulcan- 4 damage, 20 rounds Mega Machine Cannon- 12 damage, 8 rounds Beam Saber (BM)- 14 damage Beam Rifle (B)- 18 damage, 8 rounds Beam Launcher (B)- 30 damage, 1 EN/shot VSBR (BSV)- 10 damage x 2/EN Inherent Abilities: 1) Usable by Ensigns or higher 2) Beam Shield 3) Countercut 4) Countershoot: Vulcan, Mega Machine Cannon, Beam Rifle, Beam Launcher, VSBR 5) Damage Received -15% 6) Biocomputer (System) 7) Bunshin (2/4)Omake Requirement: 5 Evo Points (Gundam F91)
Hangar Resale Value: 250 PCs Years after the conflict with the Jupiter Empire, the Earth Federation's forces became more and more outdated as the nature of military technology changed. A part of the EF realized this and commissioned an upgrade to their mass-produced Gundam F91, which had seen use in the most recent war. Mao Industries won the bid. Mao Industries' goal in this project was to retain the concept of a light, agile, high-performance MS while incorporating their own technologies. To that end, they retained the MP F91's strengthened frame and Biocomputer system. The beam shields and unique after-image ability remained as well. However, virtually all the Gundam's weaponry was removed, with the exception of the VSBR, in favor of newer Mao Industries technology. In place of the standard vulcans, saber and rifle, the more powerful twin vulcans (the ones mounted on the Huckbein line of units), Roshe Saber and a Graviton Rifle were substituted. With the removal of various solid-shell and beam weaponry, the prototype's frame could support the weight of a complement of Micro Missiles. The unit was also equipped with a Gravity Wall generator to complement its defense. Finally, a powerful G-Impact Cannon was stored on the weapon mount for heavy firepower. Various cosmetic enhancements left the unit still recognizable as a Gundam F91, but with a considerably distinct flair. Unfortunately, as the Earth Federation settled into complacency and demilitarized, the project lost its funding, and only a few units were produced. --- -=Summary=--Add a G-Wall -Remove all weapons except VSBR -Add Roshe Saber, Graviton Rifle, Micro Missiles, G-Impact Cannon, Twin Vulcan
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Post by Tavish on Feb 12, 2005 18:47:59 GMT -5
So much for making a serious custom... Nobel GundamStatistics: HP: 50, EN: 30, IS: 3, Move: G, Size: MWeapons: Vulcan- 2 damage, 20 rounds Nobel Strike (MR)- 7 damage/2 PCs Nobel Hula-Hoop (BM)- 20 damage Beam Ribbon (BSV)- 18 damage/EN Berserker Rush (V)- 30 damage/EN. Berserker System Only.
Combo Attacks: Double God Finger (S)- 85 damage x 2, 7 EN/attackInherent Abilities: 1) Mobile Fighter; Usable by Sergeants or higher 2) Countercut 3) Countershoot: Vulcan 4) Berserker System (System) 5) Double God Finger: Requires an allied God Gundam (any variant) to execute.Purchasing Cost: 300 PCsNobel Flash Gundam The Nobel Gundam saw quite a bit of action in its multiple incarnations, and its various systems were given a thorough examination by Alenby. Using compiled battle data from both it and other, related mecha, as well as "test type" machines, the Nobel Gundam "Lightning Flash" Type was created. The primary aim of this mecha is to enhance the combat capabilities of the original Gundam model, expanding its limited attack modes to a diverse array of assaults. It is one of several prototypes undergoing review as a possible contender in the next Gundam Fight, although Sweden's officials have said nothing. Naturally, they would not wish to disclose anything about their latest weapon in the Fight. Of course, they have already lost their element of surprise, as the potential of their deceptively-fashioned machines is well known. The primary feature of the Nobel Gundam Lightning Flash Type, or Nobel Flash Gundam, would be the Lightning Generators. Capable of emitting everything from dazzling bursts of light in radiant halos, to hardware-disabling electromagnetic pulses, and even producing what were described as "Thor-like thunderbolts" to tear through opponents, they are the most fearsome addition. Several considerations, however, were made to implement them. Firstly, the Gundam had to be designed so as to adequately insulate the pilot and their delicate electrochemical balance from the shocking displays around them, including elevating the cockpit relative to the rest of the frame. Secondly, the ability to conduct this electricity is limited, as a lot of its power is lost in the process. To this point, the trademark feature of the Nobel Gundam, it's bizarre "sailor outfit" design, was examined as a possibility for enhancing the mecha's lightning-based attacks. By manufacturing a seifuku using experimental materials, the composite weave which is hereafter referred to as "Flash Fabric," the electrical output was magnified. However, it was still deemed somewhat inefficient to move power from the main generators, located in the torso of the mecha, into extremities which were used on the attack, such as the hands or feet. To this end, not as much could be done. However, encounters with other mecha brought up an interesting line of solution. The aesthetics of the Nobel Gundam were altered, on the same premise as the Divine Crusaders "Valcione" unit was made to appear, and throughout the frame, a superconductor was used to allow the electricity to pass through without resistance, with the qualities of the "armor-skin" altered accordingly. Though, a more metallic "Platinum Nobel Flash" has been produced, for some reason the design favored consistently remains the more humanoid-looking Nobel, which gained a unique set of assets due to the installment of the twin Lightning Generators. The final result of this was demonstrated in the series of attacks it gains, greatly increasing the diversity of its offense. By channeling the electrical power to the machine's gloves or boots, it could deliver the devastating "Flash Uppercut," as well as using this to enhance its normal martial arts manuevers. By drawing the opponent into a grapple, a persistent electromagnetic pulse can keep lesser mecha disabled, as well as damaging the enemy with the "Flash Aura," intensifying the electric field. The real attacks, however, include the "Lightning Flash," which charges the generators and delivers their power, almost directly, through the Flash Fabric ribbon on the mecha's chest, doubling the reaction which is emitted in a powerful lightning wave or concentrated bolt. An observer remarked that it "looked like Mazinger-Z's Breast Fire... only electric... and somehow much more wrong." Also, the Flash Kicks became available, a manuever which involves the mecha leaping and emitting a high-powered, stunning electromagnetic pulse through what anyone versed in clothing would identify as women's underwear, before following up with a devastating series of hammering kicks on the disabled robot. A female engineer objected to this use of the machine, and test pilots have had varying opinions of it, but the tactic nonetheless was kept in the standard reservoir of techniques, on the insistence of several members of staff that "sacrifices must be made to ensure victory, and no technique can be entirely overlooked." Of course, the installment and adaptations of the Lightning Generators were not the only articles of interest. The Berserker System was a topic of hot debate. Although it brought out the desire to fight, the rationale behind it was lost, as will was overpowered by sheer instinct. The effectiveness of the mecha was compromised by it, and later, the sabotage of the mecha by DG Cells exacerbated the issue. Finally, it was decided to instead use a competing archetype, a neural induction system that allowed the pilot to more accurately control the machine using thought patterns in addition to standard techniques. The conventional Mobile Trace System was outmoded in favor of this, often considered a superior design, making it a simpler matter to use, and allowing for the pilot to exert a finer control over the mecha's powerful weaponry. However, it retained an "override mode," which allowed the pilot to plunge even deeper into the interface with the Nobel Flash Gundam, using the supercomputer of the human mind to handle it with superb ability, at the obvious risk of causing potential harm to the pilot. Also, obstensibly for protective reasons, most pilots wear a suit to safeguard against harmful electric shocks, as well as permit the interface. Typical Nobel Gundam weaponry remained. In the interests of retaining a diverse array of attacks, the beam hoop capabilities and beam ribbon armament remained, although diverting supplementary power from the Lightning Generators improved their effectiveness to some degree, as well as allowing for a more refined control with the neural induction system. Apocryphal accounts remain of an overload technique which shorts out the beam ribbon's normal abilities for a devastating "lightning ribbon" attack, but generally investigation into this is discouraged, as this means disabling the beam ribbon's functionality for the rest of the match, and after being studied a few times, proves to be damn expensive to repair to boot. Vulcans remained, of course, with an additional low-power beam rifle added, mounted between them. In some designs, this appears to be fired from a tiara. Design SummaryChassis Modifications [/li][li] It looks cuter. Fear. This new composition also means it is sturdier and can weather more hits before backing down. [/li][li] Because it, uh, gains more talent with the installment of the twin Lightning Generators, it has an increased energy output. [/li][li] The thing is practically a superconductor, albeit a carefully controlled superconductor. This affects it significantly. System Modifications [/li][li] Berserker System is dropped in favor of a neural induction system, which pilots via thought. Some sort of "overdrive" mode requested, where the human brain is turned into the computer as well as the pilot for the mecha, making unit and pilot one but at a cost... [/li][li] This also results in a loss of the Mobile Fighter trait, due to not using Mobile Trace. Weaponry Modifications [/li][li] The Lightning Generators improve most existing attacks slightly. [/li][li] Gains a mostly low-output beam rifle in addition to the vulcans. Should be countershoot-enabled. [/li][li] Berserker Rush goes bye-bye with its System. [/li][li] Gains Flash Uppercut, which is an electrically powered "I punch you dead" attack. Possibly typeless, definitely close-range, taxes the generators, generally not a friendly thing to do to someone. [/li][li] Possible Flash Pulse Grapple and/or Flash Aura attack(s). You know you want to see Nobel Gundam wrestling. [/li][li] Lightning Flash is, as stated, modeled on Breast Fire from Mazinger-Z in terms of effects, except seifuku-powered. [/li][li] The Flash Kicks paralyze the enemy because of, uh... the EMP. Honest. And then kick him around hard. Possibly just make it as seperate attacks, in which case the opening EMP is the Flash Pulse Special. [/li][li] Possible one(?)-shot "Lightning Ribbon Overload" hissatsu, with aforementioned consequences... damages the weapon, making it hard to use twice, to say the least. Mean, possibly even MAP?
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Post by MaullarMaullar on Feb 12, 2005 19:28:55 GMT -5
Galva FX-IIStatistics: HP: 30, EN: 10, IS: 4, Move: F, Size: SWeapons: 20mm Vulcan- 2 damage, 20 rounds Missile (PGR)- 5 damage, 15 rounds Beam (B)- 8 damage, 1 EN/shotInherent Abilities: 1) Usable by anyone 2) Countershoot: 20mm Vulcan, Beam 3) Dodge Cost -5 4) Repair 5) ResupplyPurchasing Cost: 150 PCsSuper AM Wars Pilot Slots: 2 Kyoshiro is angry. Angry at his lack of special equipment! Seeing Camille give the Zeta Gundam a Rocket Punch, Kyoshiro decides to take matters into his own hands... After "borrowing" some spare Valkyrie parts (they wouldn't be missed), the '70s-dressed swordsman travels to the future of SRW and borrows a fine sword for his use. The result: A great new unit, that Kyoshiro can be proud to use! ...but it was left in storage. --- -=Summary=--Add Punch from a Valkyrie -Add Gerbera Straight and Countercut
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Post by Regris Kallen on Feb 13, 2005 20:37:02 GMT -5
After reviewing each of the entries carefully, I've come upon a decision.
Each and every one of these customs seemed really cool, and I based each of them off uniqueness, originality, and other variable factors, and it came really really close in some cases!
But, there can only be one winner, and that winner is...!
Tavish's Mecha Chocobo customization!
Congrats, and collect your 1000 PCs and get to submitting!
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