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Abilities
Topic Started: Nov 12 2008, 03:44 PM (2,491 Views)
[-Cloud-]
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Apocalypse (Lv4)
Magic Related

Spellbound
Description: Haste, Barrier, MBarrier, Wall and Regen are among many spells which have great temporary advantages. This abiltiy, makes them a little less temporary.
Requirements: 40 Casting, 30 Intelligence, 30 Spirit
Effect: Increases the time positive stat boosts are in effect by two posts.
Cost: None

MP Attack
Description: Tired of your attacks being basic? Add a bit of magical force behind them. What force? Your own!!
Requirements: 20 Magic 20 Strength 20 Intelligence
Effect: Makes attacks that do not cost MP cost MP to do more damage; Spent MP = Extra damage.
Cost: None

Magic Evade
Description: Your mind and body react to spells with desperate movements. You find yourself able to avoid the powers of magic easier than you would be able to dodge anything else.
Requirements: 30 Agility 30 Speed 20 Spirit
Effect: Able to dodge magic easier; increases your Speed and Agility by 10% when Spells are cast at you.
Cost: None

Turbo MP
Description: Want your boom to go BOOM? Well, you found the correct path. This ability packs a major punch to every spell you could throw. But, it also packs a major punch to your MP.
Requirements: 30 Casting; MP costs cannot be reduced by abilities.
Effect: Doubles MP cost to double the base component of the dice formula for spells. For most Magic Materia, for example, the Casting value

Damage > MP
Description: Protected by the magical force within you, your MP depletes before your HP does when damage hits you. For your HP to start depleting your MP has to be at 0.
Requirements: 150 HP 30 Intelligence, 30 Spirit
Effect: Damage is sent to MP instead of HP
Cost: None

Elementalist
Description: Mages of great prowess are able to utilize their magic better than others by using the very terrain around them. A mage who uses fire can cast their spell at the trees above to make the spell all the more damaging if the target is caught in it.
Requirements: 40 Intelligence; 20 Spirit
Effect: If the terrain calls to enhance the element of the magic you are using it's damage is increased by 20%. (EX: If in woods, fire is increased; if in water thunder and ice is increased, etc.)
Cost: None

Float
Description: After reaching a certain level of Magistry, floating becomes an option from exerting your power. This can become useful in many situations including ones that involve Earth Quakes.
Requirements: 200 MP
Effect: You can float a foot off of the ground from your Magical prowess.This cuts Earth damage in half when floating.
Cost: 5 per turn floating

Teleport
Description: At a certain Magic and Casting level, one can simply teleport where it is they want to go. You still teleport at your Speed stat and it is possible to be hit during teleportation since you are still moving from one place to another, just broken down into many molecules and put back together.
Requirements: 90 Magic 90 Intelligence 40 Speed
Effect: Move from one place to another without actually moving your body. You can only move as fast as your speed stat. This is not instant.
Cost: 10 per Teleport

Reflect-Null
Description: Your spells are too craft and refined to be reflected by the Spell Reflect. You're just that good.
Requirements: 50 Casting
Effect: Your spells cannot be reflected
Cost: None

Charge
Description: "Ka... me... ha... me.." wait... wrong series. Basically, charge your spell for a post to increase it's damage. It will look cooler too! It will increase in size and be fiercer.
Requirements: 40 Casting 40 Magic 70 MP
Effect: You may begin to Cast a spell and hold it for an extra post for it to get an extra dice roll. Must start the spell charge in one post and fire it the next.
Cost: None

Copycat
Description: Like to do what other people have already done and do it slightly better? Someone must be a fanboy of a certain clan of red eyed people from an anime about a ninja boy who wears orange.
Requirements: None
Effect: If you cast the same spell someone else did just before then you can (If you are able to cast the spell) cast that spell for half the MP cost.
Cost: None

Magical Diversion
Description: Due to the intense magic constantly radiating within and around you, attacks come off as less accurate due to the force of magic they have to go through.
Requirements: 50 Magic
Effect: Accuracy of attacks aimed at you are reduced by 10%.
Cost: 2 MP every post

Absorb MP
Description: When you are hit with a spell, you absorb 25% the MP used to cast it.
Requirements: 40 Magic, 40 Casting
Effect: Absorbs 25% of the MP used to cast spells that hit you.
Cost: None

Half MP
Description: You use your energy more efficiently, achieving the same results at half of the cost.
Requirements: 50 Spirit, 50 Magic
Effect: Cuts the cost of all Magic Materia and Techniques based upon Magic Materia in half.
Cost: None
Edited by Bag o Bones, Feb 16 2010, 08:42 PM.
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Apocalypse (Lv4)
Element Oriented

Fire Fiend
Description: Some have a natural affinity for elements giving them a strange weakness for other elements. People who hold this ability are among those.
Requirements: 150 HP; 30 Spirit
Effect: Fire damage you receive is cut in half, but Ice damage is doubled
Cost: None

Thunder Fiend
Description: Some have a natural affinity for elements giving them a strange weakness for other elements. People who hold this ability are among those.
Requirements: 150 HP; 30 Spirit
Effect: Thunder damage you receive is cut in half, but Water damage is doubled
Cost: None

Ice Fiend
Description: Some have a natural affinity for elements giving them a strange weakness for other elements. People who hold this ability are among those.
Requirements: 150 HP; 30 Spirit
Effect: Ice damage you receive is cut in half, but Fire damage is doubled
Cost: None

Earth Fiend
Description: Some have a natural affinity for elements giving them a strange weakness for other elements. People who hold this ability are among those.
Requirements: 150 HP; 30 Spirit
Effect: Earth damage you receive is cut in half, but Wind is doubled
Cost: None

Wind Fiend
Description: Some have a natural affinity for elements giving them a strange weakness for other elements. People who hold this ability are among those.
Requirements: 150 HP; 30 Spirit
Effect: Wind damage you receive is cut in half, but Earth is doubled
Cost: None

Water Fiend
Description: Some have a natural affinity for elements giving them a strange weakness for other elements. People who hold this ability are among those.
Requirements: 150 HP; 30 Spirit
Effect: Water damage you receive is cut in half, but Thunder is doubled
Cost: None

Fiend of Light
Description: Some have a natural affinity for elements giving them a strange weakness for other elements. People who hold this ability are among those.
Requirements: 150 HP; 30 Spirit; 60% Alignment or higher
Effect: Holy damaged received is cut in half while Dark damage is doubled
Cost: None

Fiend of Darkness
Description: Some have a natural affinity for elements giving them a strange weakness for other elements. People who hold this ability are among those.
Requirements: 150 HP; 30 Spirit; 40% Alignment or lower
Effect: Dark damage is cut in half while Holy damage is doubled
Cost: None

The Holy One
Description: Your actions are so pure that you radiate with a holy light that protects you from the darkness.
Requirements: 100% Alignment
Effect: Causes a faint white glow around you that prevents Blind, Halves Dark Element, Prevents Poison. If one has Float it increases their speed when floating by 10%.
Cost: None

The Dark One
Description: Your actions are so evil that your body is radiating with a black glow that protects you.
Requirements: 0% Alignment
Effect: Causes a faint black glow around you that prevents Sleep Status, Halves Holy Element, Prevents Berserk. If one has Float it increases their speed when floating by 10%.
Cost: None

Edited by Cloud, Sep 20 2009, 07:47 PM.
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Apocalypse (Lv4)
Stat Alteration

Blur
Description: Projectiles are quick, much quicker than most people can move. You're not most people and because of this your speed and movement increase dramatically when fired upon by a projectile.
Requirements: 50 Speed and 50 Agility
Effect: Able to dodge projectiles better; increases Speed and Agility by 20% when fired upon by a projectile.
Cost: None

Last Haste
Description: Desperate... again? Well, desperation is a powerful thing as we know. The TRULY desperate can gain an even sharper edge in a fight if they are in need of it. Use that desperation to get the results you're looking for.
Requirements: 120 HP
Effect: Increase Speed by 20% if HP drops below half
Cost: None

Reflex
Description: Desperation is a mighty thing, when the desperate are hurt and need power to call upon, they may find that they just might get the boost they need to escape certain death.
Requirements: 120 HP
Effect: Agility is increased by 30% when HP drops below half
Cost: None

Magnetic Vibe
Description: Due to the slight magnetism that all metals have and your new found reception to it, you move slightly faster when you are wielding armor made from a metal. The explanations are gritty and unneeded, just know that you move faster when you wear Iron, Steel, Bronze and Adamantium.
Requirements: Wear an armor made of Iron, Steel, Bronze or Adamantium
Effects: Increases User Speed by 10% when wearing Iron, Steel, Bronze or Adamantium
Cost: None

Tailwind
Description: You seem to move faster in the air, this could be a good things one would say. But why not try walking around a bit more... you may enjoy it!
Requirements: 30 Agility; Flight of some kind.
Effect: Increases speed when Flying or Floating by 20%
Cost: None

Enhanced Flight
Description: Tired of having to walk, ride boats or Chocobos? With this ability you can now fly all of those places without worry. You are no longer bound to travel threads or to one area. You can fly to any location you want whenever you want.
Requirements: Tailwind; 40 Endurance and 30 Strength
Effect: If you know Tailwind, your flight has become well enough to fly anywhere you need.
Cost: None

Valued Ally
Description: The people around you seem to be precious to you. Their lives are important enough that you would put yours before theirs. When you see them in harms way, you tend to get stronger and are suddenly more able to defend them.
Requirements: Alignment 45% or higher.
Effect: If an allies HP drops below 40% in a thread you are in, your Speed and Strength will increase by 20%.
Cost: None
Edited by Cloud, Sep 20 2009, 07:50 PM.
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Apocalypse (Lv4)
Damage Increases

Focus
Description: Not hurt yet? Then this ability will cause you to hurt others even more. Just keep yourself at top condition or else this will be a useless ability.
Requirements: None
Effect: Damage is increased by 20% when at full HP.
Cost: None

Critical Moment
Description: By storing the strength behind your attack, you are able to dramatically increase damage from attacks that truly matter.
Requirements: None
Effect: Physical Damage you dish out is cut in half while damage from Limit Breaks is increased by 50% (Do not apply the cut in half to Limit Breaks).
Cost: None

Give All
Description: After learning how to receive more damage, you are prone at it and can now dish out more damage than usual. You are an expert at getting hurt and hurting others.
Requirements: Take All
Effect: Doubles all damage given after dice formula
Cost: None

Fists of the Monk
Description: After training with one's fist for so long, one is able to harness their inner Strength and bring it out in battle to match those who choose to hide behind their weapons.
Requirements: 30 Hand to Hand
Effect: Damage from Hand to Hand Combat increased by 20% so long as no weapon is equipped at the start of battle
Cost: None

Pierce
Description: Your strikes are far too fierce and perfect to be halted by barriers. No barrier can stop your strike. However, your magic spells are not powered by this. Be weary when against MBarrier.
Requirements: 200 HP
Effect: Attack damage not effected by barriers
Cost: None

Take All
Description: When learned, all attacks received tend to do more damage as your guard tends to be down when hit. This is a required step in learning how to dish out the maximum amount of damage.
Requirements: 30 Endurance
Effect: Doubles all damage received
Cost: None

Power Throw
Description: You must have thrown a lot of things as a child. It seems it paid off though, you can hurl objects much harder than you can swing them! Somehow that didn't make sense.
Requirements: 40 Strength
Effect: When an item is thrown it's damage is increased by 10%
Cost: None

Man Eater
Description: Hate people? Yea. I know how it feels. You probably are harsher on them than non-Humans, right? I thought so.
Requirements: 40% Alignment or lower
Effect: Deal 10% more damage when fighting a Human (Mako Induced Humans and Cyborgs count)
Cost:

Monster Slayer
Description: Hate Moogles and Leonine like creatures? What about other intelligent creatures that just aren't human? You would probably harm them beyond repair if you could. Wouldn't you?
Requirements: 55% Alignment or lower
Effect: Deal 10% more damage when fighting a Monster (Leonine or Moogle)
Cost: None

Devil Killer
Description: Clones, Failed Experiments and other monstrosities... they are just all out there ruining this world. Genesis, Sephiroth and those damned Failed Experiments of Hojo. They deserve to die. In your eyes at least.
Requirements: 60% Alignment or higher
Effect: Deal 10% more damage when fighting a non-Human (Excluding Moogle or Lenonine)
Cost: None

Leg's of the Dragoon
Description: Jumping has become a past time for you. Roof to roof, canyon to canyon and even avoiding the Midgar Zolen!! Are you a ninja?
Requirements: 40 Agility 30 Speed
Effect: Your ability to leap has become quite outstanding. You can reach high places that others can only look at in awe. All techniques and Limit Breaks that involve you to jump are increased damage wise by 30%. You may also leap across the Midgar Zolem in a swift six jumps. This allows you to do a travel thread of leaping across alone. You can also leap across the rivers in the West Continent with ease.
Cost: None

Sharpshooter
Description: Due to one's increased skill in using projectiles, they've learned to target very specific areas to increase damage.
Requirements: 40 Weapon Skill
Effect: Aim for a specific part of the body (Head, Heart, etc) that is vital and receive a 20% damage increase. This only works with Projectiles and the user must be still when using it.
Cost: None
Edited by Bag o Bones, Feb 16 2010, 08:43 PM.
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Apocalypse (Lv4)
Item Oriented

Monkey Grip
Description: After achieving great strength, one is able to utilize weapons in ways others cannot. This puts them at a unique advantage when facing off against many opponents.
Requirements: 100 Strength
Effect: You can wield weapons that normally require two hands with one (Projectile weapons excluded).
Cost: None

Maintenance
Description: Keep inventory on your stuff? Good. Doing so will help you make sure the things you are equipping wont be broken and things on you wont be stolen. Keep up doing a good job on not getting stuff stolen.
Requirements: 20 Agility 20 Intelligence
Effect: Prevents items from being stolen and items wielded from being broken.
Cost: None

Item Lore
Description: Love your items? Love the things they do? Then you'll love them even more if you get this ability.
Requirements: None
Effect: Healing items effectiveness is increased by 50% (Things that normally healed 100 now heal 150).
Cost: None

Dual Wield
Description: Have two weapons? Want to use them at the same time? This ability will allow such a feat. Why do you need an ability for it? It evens out the playing field when it comes to Materia slots.
Requirements: 20 Weapon Skill 20 Strength. If the two weapons are not the same weapon (Like a Rapier and a short sword) you would have to have 20 Weapon Skill in both kinds.
Effect: Allows one to wield two weapons at once
Cost: None

Leather Rebel
Description: Everything about leather is appealing to you. To wear anything else would be a crime. To that end, whenever you create customized equipment from leather, it's stronger than your average armor and weighs less as well.
Requirements: None
Effect: Able to add +5 to durability on any customized leather armor at the standard cost. The +5 does not increase the weight
Cost: None

Magus Fiend
Description: Normal clothing is the way to go. You make it look epic and make it feel nice and silky. In fact, when you wear it, it increases it's durability and the whatnot!!
Requirements: None
Effect: Able to add +5 to durability on any customized cloth armor at the standard cost. The +5 does not increase the weight
Cost: None

Glass Prisoner
Description: You love glass. The shine, the color, the texture, everything. As a result, you can create stronger and lighter glass weaponry than anyone else could.
Requirements: None
Effect: Able to add +5 to strength on any customized glass weapon at the standard cost. The +5 does not increase the weight.
Cost: None

Wicker Man
Description: Even though it's not that special, everything about wood is yours to command. Making custom weapons and armor out of wood is your specialty.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made wood equipment at the standard cost. The +5 does not increase the weight, can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Cast In Bronze
Description: The brown metal that's so cool, you have to have all of it. You have to wear it, you have to wield it, and you definitely have to craft it. Anything you make with this material is better than the rest.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made bronze equipment at the standard cost. The +5 does not increase the weight, can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Iron Man/Iron Maiden
Description: It's cold, it's cruel, it's just your style. Making things out of iron is your purpose for living.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made iron equipment at the standard cost. The +5 does not increase the weight, can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Stone Free
Description: Rock on, granite is your material of choice. Any customized piece of granite equipment you make is stronger and weighs less than your average equpiment.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made granite equipment at the standard cost. The +5 does not increase the weight., can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Steel Pulse
Description: It's made of two different metals, but you'd love it if it was made from dried animal carcasses. Making items from steel is your lifelong passion.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made steel equipment at the standard cost. The +5 does not increase the weight., can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Crystal Knight
Description: You maintain dominion over gems, and making things out of them is second nature to you, giving you the edge when it comes to crafting those items.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made crystal equipment at the standard cost. The +5 does not increase the weight, can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Mithril Star
Description: It's a legendary metal, sure, but you own it like no one else can. Crafting items from mithril is a cinch for you.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made mithril equipment at the standard cost. The +5 does not increase the weight, can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Weapon X
Description: It's nearly indestructible, it's rarer than it should be, and it's got an annoying name, but you live for nothing else. Adamantium is your material of choice.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made adamantium equipment at the standard cost. The +5 does not increase the weight, can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Dead Tree
Description: The power of wood compells you, especially the spiritual undead wood of Damien. It's black finess makes you feel empowered when you grip it.
Requirements: None
Effect: Adds an unlinked Materia slot to any Damien Wood weapon or armor.
Cost: None

Obsidian Pillar
Description: You know it better than you know your loved ones. Crafting items from obsidian is your specialty, and no one else comes close to your skill.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made obsidian equipment at the standard cost.The +5 does not increase the weight, can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Crazy Diamond
Description: The hardest substance known to man is all yours. You know how to make it better than anyone else. No one can touch your skill.
Requirements: None
Effect: Able to add +5 to strength/durability onto any custom made diamond equipment at the standard cost. The +5 does not increase the weight, can only be applied to one piece of equipment at any given time (ie, you can only carry one piece of equipment created with this bonus; once you sell/discard that item, you can create another piece)
Cost: None

Fanatic
Description: You love Accessories? Capes, Rings, Talismans, Vests.. all of them. They suit you well, don't they? Well now you can have them suit you even more!!!
Requirements: 200 HP
Effect: Able to Equip a Second Accessory
Cost: None

Two Hands
Description: Have a weapon that you wield with one hand but can wield with two? Want to make that weapon just a bit cooler? Yea. You know where I'm going with this.
Requirements: 40 Intelligence; 20 Weapon Skill
Effect: Hold a one handed weapon with two hands to increase it's damage by 5 and cut it's weight in half. (Increase in power doesn't raise weight and this cannot be used with Monkey Grip).
Cost: None

Mix
Description: Have two grenades? Want to make that grenade even more powerful? Mix 'em together. I bet you're wondering how you'd do that with a grenade. Well, you get some rope or string (From anywhere no need to buy that) and you tie it together. You pull both pins, throw and Taa DAa!! One explosion with twice the power/damage. Liquid items can actually be mixed together.
Requirements: 30 Intelligence
Effect: Able to mix two items into one Item that has both effects. Item is only good for that thread. Cannot be undone or sold.
Cost: None

Fuel Efficient
Description: You can make machine's purr like a kitten. In fact, you've probably built a machine that looks like a kitten! Well, maybe not. But you've probably thought about it!!
Requirements: 25 Machine Operation 20 Intelligence
Effect: Cut down the amount of Fuel you spend a thread by a Gallon (Cannot be reduced below half a Gallon spent a thread)
Cost: None
Edited by Cloud, May 5 2009, 09:34 PM.
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Apocalypse (Lv4)
Body Enhancers

Full Tide
Description: This ability allows their body to undergo the limit break process much quicker than normal. They are able to reach their limit and exceed it easier and slightly quicker than some.
Requirements: 120 HP total; 30 Intelligence; 20 Spirit.
Effect: Achieve limit breaks at a -5% rate (Limit Break Level One is achieved at 25% loss rather than 30%, Level Two at 45% rather than 50%, etc.)
Cost: None

Full Tide Level Two
Description: After adapting to breaking one's limits quicker, one can progress even further and achieve that state even faster without harming the body. This puts the user at a unique advantage.
Requirements: 300 HP total; 90 Intelligence; 50 Spirit; Full Tide.
Effect: Achieve Limit Breaks at another -5% rate. Requires Full Tide Level One.
Cost: None

Enhanced Hearing
Description: Hearing the footsteps of your opponent as they sneak up behind you is not an easy task for normal people. With this ability, you wont be among those normal people. Hearing a person's quite steps becomes part of your everyday norm. Although your hearing is not enhanced to be super-human, but it is enhanced enough to notice things others would have never heard.
Requirements: 10 Spirit
Effect: Hearing is increased, able to hear things one normally could not.
Cost: None

Enhanced Sight
Description: Seeing the arrow as if it moved slightly slower could give you a unique advantage. Normally they are not able to be seen, but you are not normal... now are you? Things seem to travel several meters per second slower than they did before. This doesn't help you dodge them, but would give you a nice heads up on peoples movements and seeing things coming before it gets out of hand.
Requirements: 10 Spirit
Effect: Sight is increased, able to see things normal people could not.
Cost: None

Enhanced Taste and Smell
Description: What a strange ability? Who would want to taste things better? I can understand smell... but taste? I'm sure it has it's uses. But with this ability you can smell a person from ten feet away when you could normally only smell them when they were directly in front of you. Stick your tongue out, cause I'm sure you can taste them from that far too.
Requirements: 10 Spirit
Effect: Smell and Taste increased, able to smell and taste things people normally could not.
Cost: None

Immunity
Description: This ability grants you immunity to poison of all forms, keeping you from sustaining damage from the horrid status effect.
Requirements: 30 Endurance; 25 Spirit
Effect: Immune to Poison Status Effect
Cost: None

Bright Eyes
Description: Your eyes are so bright, even if they may be a dull color. You can probably see really well with those eyes, can't you? Bright bright eyes.
Requirements: 30 Endurance; 20 Spirit
Effect: Immune to Blind
Cost: None

Insomniac
Description: Have trouble sleeping? Yea, me too. You probably couldn't be put to sleep even if someone tried to make you. Most likely.
Requirements: 20 Endurance; 30 Spirit
Effect: Immune to Sleep
Cost: None

Jelly
Description: Your body is kind of... limber and jiggly in some places. Almost like Jelly. Isn't that weird? It's like nothing can make it harder. Nothing at all..
Requirements: 40 Endurance; 20 Spirit
Effect: Immune to Petrification/Stone
Cost: None

All You
Description: You like being you, don't you? You're just full of you and yourself. I bet if someone asked you if you would be Sephiroth you would say no. Right? RIGHT!?
Requirements: 30 Intelligence 20 Endurance; 40 Spirit
Effect: Immune to Toad/Mini
Cost: None

Loudmouth
Description: You're a loud one aren't you? You probably could talk for hours. I could tell, I heard you from here.
Requirements: 30 Endurance; 30 Spirit
Effect: Immune to Silence
Cost: None

Clear Headed
Description: Calm and kind. You think about your actions very carefully without making any rash decisions. Nothing could change that about you, could it? You're just that clear headed.
Requirements: 30 Intelligence 30 Endurance 30 Spirit
Effect: Immune to Berserk/Confuse
Cost: None

Locomotion
Description: You can't stop moving, can you? You're just everywhere. Nothing's going to slow you down!!
Requirements: 30 Endurance 25 Spirit
Effect: Immune to Slow and Stop
Cost: None

Monk's Magic
Description: Once one has mastered the Body and Fists of the Monk they can acquire the final secret of the Monks and that is their way of the Magic. Few know how they do it, in fact few who can do it really know why they can. Just one day they can suddenly put materia into their body with ill effects.
Requirements: Body of the Monk and Fist of the Monk.
Effect: If you know Body of the Monk and Fists of the Monk you may put a single unlinked Materia in both arms.
Cost: None

Tank
Description: After wearing armor for such long periods of time, they have become lighter for you. All armor's weight is reduced by half for you. This ONLY applies to armor. It does not apply to Materia, items or weapons being held by the armor.
Requirements: 30 Endurance 30 Strength
Effect: Armor weight is cut in half.
Cost: None

Spirit of the Warrior
Description: One is in touch with their own spiritual abilities, causing their Spirit Stat to reduce more damage from magic based attacks.
Requirements: 50 Spirit; 50 MP
Effect: Spirit now blocks 50% of the Spirit stat when applied to Magic damage.
Cost: None

Body of the Warrior
Description: One's body is hardened, controlled and toned. Their body can halt many weaker attacks as if they were nothing.
Requirements: 50 Endurance; 200 HP
Effect: Endurance now blocks 50% of the Endurance stat when applied to Physical damage.
Cost: None
Edited by Cloud, Nov 23 2009, 04:09 PM.
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Apocalypse (Lv4)
Other

Magic Defense Up
Description: Being an atoned Magic user, your resistance against the spells flung at you has increased greatly.
Requirements: 50 Magic 50 Spirit
Effect: Decreases damage from Magic by 10%
Cost: None

Melee Defense Up
Description: After beating things around for so long, your body grew atoned to taking damage from Melee attacks of all kinds.
Requirements: 50 Strength 50 Endurance
Effect: Decreases damage from Melee by 10%
Cost: None

Range Defense Up
Description: After using Projectiles or being around them an unknown time, your resilience to deflect them has become quite handy.
Requirements: 50 Agility 50 Endurance
Effect: Decreases damage from Range by 10%
Cost: None

Catch
Description: Being fast is one thing, but being agile can do so much more for you. Acting swiftly and before the projectile is fired upon you... you're able to catch it before impact and do with it as you please.
Requirements: 40 Agility 40 Speed 30 Intelligence
Effect: If your Agility is higher than the speed of the (non Bullet) projectile heading at you, you can catch it.
Cost: None

Walk on Water
Description: Being stealthy is cool, it lets you do all sort of nifty things. I mean, who wouldn't want to be able to walk on water at all times?
Requirements: 50 Agility 40 Speed 20 Magic
Effect: Allows one to step and walk on water without a problem. This halves water damage when on water.
Cost: 1 per turn on water

Steal Heart
Description: You can now steal their heart along with their purse! Being a thief has never felt so good.
Requirements: 40 Agility; 60% Alignment or lower.
Effect: Causes confuses if you successfully use Steal on the opposite gender
Cost: None

Body of the Monk
Description: Wearing no armor has made you strong, far stronger than you should be. This has caused you to bring down the damage of attacks by not wearing armor.
Requirements: No Armor; 50% Alignment or Higher; 40 Endurance
Effect: Lowers damage by 10%
Cost: None

Shopkeeper's Favorite
Description: Shop Keepers seem to like you more than others. Because of this they tend to give you a discount at shops.
Requirements: 40 Spirit; Alignment of 55% or higher
Effect: When selling to NPC shops you get 60% instead of 50%.
Cost: None

Repeat
Description: You are so good at utilizing an ability that you've gained the ability to be even BETTER at it!! Or something...
Requirements: 30 Intelligence
Effect: Learn the same ability twice. This means you may have the same ability known twice (Trade-Out, Full Tide and Full Tide Level Two are exceptions). The effects are counted twice. EX: If you have two Spellbound it will increase the number posts a positive stat boost for four posts rather than two. This can only be done for ONE ability. You cannot use this for Repeat and if you choose to unlearn Repeat then you only count the effect of the two abilities once rather than twice. This does not work with Custom abilities.
Cost: None

Trade-Out
Description: Your body seems to get stronger, faster than anyone elses. The odd part is you seem to have trouble getting money and hunting down specific items.
Requirements: 300 HP Total
Effect: Grades you get are increased by 2 points. But money you receive from grades is cut in half and requirements for paragraphs when questing for items is increased by 3.
Cost: None

Summoner
Description: Unlike most Materia in the world, Summon materia require the body to be able to host the Power within it. When Summoners, call on a Summon, they literally become that Summon for a short period of time. In that time the Summon is able to unleash it's power and return to the Life Stream.
Requirements: 30 Casting, 30 Spirit, 30 Magic
Effect: Allows the Use of Summoning Materia
Cost: None

Thick Headed
Description: Due to one's own stubborness, they're able to resist the mind controlling abilities of others more than most. Their influence has half the effect on you than it would other people.
Requirements: 30 Spirit and 30 Intelligence
Effect: Halves the power of mind controlling/altering or memory controlling Abilities/Techniques/Limit breaks/Traits of others when used on you.
Cost: None

Resistant to Evil
Description: Due to your rightous distaste towards those of a corrupt heart, you have gained the ability to avoid them.
Requirements: 60% Alignment or higher.
Effect: Those with an alignment lower than 40% have their damage reduced by 20% when they harm you.
Cost: None

Conquerer of the Just
Description: Due to your insane taste to harm those of good will, you're ability avoid them has increased in order to do so.
Requirements: 40% Alignment or lower
Effect: Those with an alignment higher than 60% have their Dodge reduced by 20% when they try to avoid your attacks
Cost: None

Innocence
Description: Being young has its advantages. If under the age of 14 and you have an alignment of 65% or higher, all damage done to you is reduced by 15% due to the opponent not being able to use their full force. This is nulled if their alignment is 35% or lower or if their Spirit is higher than yours.
Requirements: Be Age 14 or lower with a 65% Alignment or higher.
Effect: Damage you take is reduced by 15%. This is nulled if their Spirit is higher than yours or if their Alignment is lower than 36%
Cost: None

Deductive Analyzation
Description: By analyzing an opponent's blocking or attacking method, you can find the flaws and reduce it's effectiveness by exploiting them effeciently.
Requirements: 50 Intelligence
Effect: Lowers attack damage from an opponent by 10% of your Intelligence stat and lowers their blocking by 10%.
Cost: None

Tiny Body
Description: By having a small frame or body, one is much more agile than someone who would say, have a larger body. But, that's only if the ones with a tiny body learn to utilize it.
Requirements: Be a Moogle, Leonine, Goblin or someone who is 5 ft or shorter in height.
Effect: If the character is under 5 ft or under, their Agility has a constant 15% increase.
Cost: None

Blue Mage
Description: An ability revealing the ancient art of the Blue Mage. This ability allows one to transfer the knowledge from monsters into the Materia Enemy Skill. One must have the technique used on them and slay the monster for it to be effective.
Requirements: None
Effects: Allows the ability to place monster attacks in the Enemy Skill Materia
Cost: None

Con-Artist
Description: Your charisma and silver tongue make everything seem so much more than it actually is. You are almost able to sell an item for as much as it is worth, if not more to shop keepers.
Requirements: 30 Spirit 20 Intelligence
Effect: When something comes into your possession it's value for whatever reason is much higher than normal. All objects increase in value by 10% when in your hands.
Cost: None
Edited by Cloud, Sep 20 2009, 09:56 PM.
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Apocalypse (Lv4)
Field Abilities

The range of all field abilities are 10% of the Spirit stat in feet unless stated otherwise in Effects.

Strong Rain
Description: Water is your friend, you love water. You love water so much that it tends to rain when you get involved with water. Why is that? That's weird. Stop that.
Requirements: 30 Magic
Effect: When using any Water based attack, spell or limit break rain will begin to fall.
Cost: None

Strong Winds
Description: It tends to get really windy when your around, not the bad kind of wind. Just don't wear a hat or things will get annoying for you.
Requirements: 30 Magic
Effect: When using any Wind based attack, spell or limit break the wind will pick up heavily.
Cost: None

Winter Chill
Description: Make sure to wear a jacket as you seem to bring winter with you everywhere you go.
Requirements: 30 Magic
Effect: When using any Ice based attack, spell or limit break the area will get dramatically colder.
Cost: None

Summer's Heat
Description: Like the sun in the Summer, you bring the heat with you wherever you go. When you use fire techniques, you bring the heat with you. You might not be that popular because of that.
Requirements: 30 Magic
Effect: When using any Fire based attack, spell or limit break the area will get dramatically hotter.
Cost: None

Grounded
Description: By utilizing the powers of darkness and wind, one can ground all those with flight. This makes any abilities, techniques or traits that grant flight nulled out.
Requirements: 40 Magic and 50% Alignment or lower.
Effect: Nulls out others ability to fly.
Cost: 2 MP every post

Negative Vibe
Description: Your vibes are very low, down and angry. Because of this all those around you who are wearing metal seem to have trouble moving. You lower the speed of all those around you who wear metal armor, weapons or clothing by a decent amount.
Requirements: 40% Alignment or lower; 30 Magic; 30 Spirit
Effects: Decreases Everyone's Speed by 20% when wearing Iron, Steel, Bronze or Adamantium
Cost: None

Charm
Description: You're a pretty one aren't you? You can Charm almost anyone who may have a keen eye for you. They wouldn't want to hurt you, would they? Okay, maybe a little. But at least they wont hurt you too badly!!
Requirements: 10 Spirit; Character must be at least 18.
Effect: People of the opposing Gender deal 10% less damage to you
Cost: None

Appealing
Description: There is something appealing about you, an aura of some kind. It's hard to tell, but people seem to be attracted to you or at least have their guard down around you. That is, until you start doing something that scares them.
Requirements: 40 Spirit
Effect: Until the post after you attack, characters Dodge and Accuracy when applied to you are reduced by 30%.Thus you usually catch people off guard.
Cost: None
Edited by Cloud, Oct 20 2009, 11:13 PM.
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