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Command Materia
Topic Started: Nov 24 2008, 03:32 PM (829 Views)
Grendel
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Waterkick (Lv2)
Accessory Shot [Accessory Shot: 0 AP] Level 1
Description: [None] Like the armor shot, this can aide you in ridding yourself from your opponents pesky Accessory. You simply aim and hope for the best.
Requirements: 50 Weapon Skill
Effect: If your (2d(Weaponskill)) is higher than the targets speed stat then you can damage the Accessory and make it unusable.
Cost: None

Armor Shot [Armor Skill : 0 AP] Level 1
Description: [None] Armor annoying you? Figured. If your skilled enough you might be able to fix that. With the correct aim you could easily break the armor by targeting it's weak point, which all armor has. This would make the armor unable to be worn.
Requirements: 40 Weapon Skill
Effect: If your (1d(Weapon Skill)) is higher than the targets speed and the damage you deal is higher than the armor's durability by at least 5 points you can make the armor fall from their body and be unwearable.
Cost: None

Assualt Twister [Assualt Twister: 0 AP] No Level
Description: [Every 100 AP increases Speed and Agility by 10% it stops at 50%] With this command materia, if gives you the knowledge of a secret technique. This technique needs one to spin around twice with their weapon extended out to hit their opponent two times. Speed is increased during the spinning strike, but damage sadly does not increase. But the odds are with you in hitting them twice.
Requirements: 30 Skill in a weapon
Effect: Every 100 AP increases Speed and Agility by 10%, the increase stops at 50%. Increase only happens during the technique.
Cost: None

Blast Wave [Blast Wave : 0 AP] Level 1
Description: [Deflects Attacks weaker than AP/10] By utilizing the Magic within a person, one can slam their weapon into the ground and send a slight thrust of magic out around them in a circle. It creates a light gust of wind powered by the Wind element that can deflect attacks and throw people back. Damage from the attack isn't very high.
Requirements: 50 Weapon Skill
Effect: Damage in five foot radius (1d(Magic)) determines damage. If the attack is weaker than Blast Waves total AP/10 then the attack can be deflected if a projectile or magic. You can deflect people if their (2d(Strength + Endurance)) is lower than the AP/10.
Cost: 10

Costly Punch [Costly Punch: 0 AP] None
Description: [None] Unlike the other punches, this one drains from the very life within the user. This attack deals out extra damage depending on the amount of HP sacrificed in the punch.
Requirements: 50 Hand to Hand
Effect: Damage is (2d(Strength)) + X where X is equal to the amount of HP used.
Cost: X HP

Darkness [Darkness: 0 AP] None
Description: [None] A Command Materia that inflicts damage upon the user to send a wave of darkness towards a target. The wave is large and just about unavoidable by normal means (Walls, Shields, Large objects, etc. Will protect you from it).
Requirements: None
Effect: Exchange HP to send a wave of dark energy towards a target dealing that much damage if impacted. Since it is a mist cloud it cannot be dodged but it can be blocked.
Cost: None

Energy Shot [Energy Shot: 0 AP] None
Description: [One Extra Missile every 100 AP. Max of 5] A unique Command Materia that allows one to fire a small ball of energy from their hand. The energy shot looks much like a oval shaped ball with a trail of energy flowing behind it. This Materia does two unique things. Every 100 AP will add an extra missile you fire in one use. They bend their path but cannot turn around. The second unique thing is that they will pick up an element of any Materia they are linked to. So if they are linked to Fire, they will look and burn like Fire.
Requirements: 30 Casting
Effect: (1d(1/2 Magic)) Damage each shot. Max of five shots in one go, will pick up elements if linked to a Materia with an element.
Cost: 10

Hammer Punch [Hammer Punch: 0 AP] None
Description: [None] Hammer punch utilizes motion and brute force to increase damage significantly. Sadly, it decreases the speed of the attack in the process.
Requirements: 50 Hand to Hand
Effect: Cuts Speed in Half and adds that to Strength for this punch. Uses standard damage formula.
Cost: None

Item Shot [Item Shot: 0 AP] Level 1
Description: [None] If your skill and speed is great enough, you can strike at an opponents items when they begin to use it. If successful you will destroy the item making it useless.
Requirements: 50 Weapon Skill
Effect: If your (1d(Weapon Skill)) is higher than the speed of the person using the item you will successfully destroy the item. Note that you can only do it immediately after they use the item (Following post).
Cost: None

Jump [Jump, High Jump and Spear: 0 AP] Level 1
Description: [1,000 AP Level 2: 2,000 AP Level 3: 0 AP] When using Jump, one leaps high into the air and hurls their weapon towards their opponent only to fall down where the weapon did and retrieve it.
Requirements: 10 Weapon Skill in some melee weapon that fits for Level 1; 50 Weapon Skill for Level 2; 100 Weapon Skill for Level 3.
Effect: Normal Melee dice faces increased by 20% for Jump may use once every two posts; Increased 40% for High Jump may use once every five posts; Increased 60% for Spear may use once every eight posts. Uses normal damage formula.
Cost: None

Libra [Libra : 0 AP] No Level
Description: [May Only Scan those whose max HP is less than your AP total] This support materia is unique compared to the others. It allows you to sense how much more damage a person can take before they are finished. It also tells you how many more spells they can use and what elements they may be weak to. It gives you a sixth sense ability. There's a catch. You can only sense them if their total Max HP is lower than the AP of your Libra Materia.
Requirements: None
Effect: Sense the HP, MP and Elemental Weakness/Resistance of a target if their Max HP is lower than the AP total of this Materia.
Cost: None

Magical Punch [Magical Punch: 0 AP] None
Description: [None] Magical punch utilizes unused MP to increase damage.
Requirements: 30 Hand to Hand
Effect: Every 1 MP used increases dice face by 3.
Cost: X MP

Materia Shot [Materia Shot : 0 AP] Level 1
Description: [None] This move is one of the most tricky in the lot. Not all Materia is visible so this one takes a bit of MP unlike the other Command Materia. You first have to know what the Materia (Meaning you'd have to see them use it) and then figure out where it is. After that, it's all about aim and the skill of this Materia.
Requirements: 50 Weapon Skill
Effect: Can only hit the location of your (1d(Weapon Skill)) is higher than the targets speed. It will only knock a Materia out and disable that Materia if this Materia's total AP is higher than the Materia targeted.
Cost: Cost of the Materia knocked out (If it is X then it costs nothing, if it has more than one Level then do the Level 1 Cost)

Steal [Steal; Mug : 0 AP] Level 1
Description: [1,000 AP Level 2] Steal is a materia that grants one the knowledge of the thief. This Materia will allow one to steal gil or items from a PC character. You can steal things they are not using or wielding.... but if you're lucky enough you might just get something useful.
Requirements: None
Effect: If your (1d(Agility + Speed)) is higher than theirs you can steal 5% of their Gil or an item they are not wielding or using that they brought with them. If you lose the fight or are KO'd everything stolen will be returned.
Cost: None

Weapon Shot [Weapon Shot: 0 AP] Level 1
Description: [None] A unique Command Materia that aims at the weapon a target is wielding. By aiming precisely you can disarm and possibly destroy a weapon you target.
Requirements: 40 Weapon Skill
Effect: If your (1d(Weapon Skill)) is greater than the (1d(Weapon skill)) of the target it will knock their weapon out of their hand. If the AP/5 of this Materia and your Skill is higher than their skill the weapon will break.
Cost: None
Edited by Cloud, Jan 13 2010, 03:36 PM.
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[-Cloud-]
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Apocalypse (Lv4)
Next Generation:

Rend Power [Rend Power: 0 AP] Level 1
Description: [None] By focusing energy into your fists, you can lower the strength of a target by sending that energy into them. This cannot be done through a weapon of any kind.
Requirements: Hand to Hand 30; Magic 30
Effect: Lowers a target's strength by 25% of your Hand to Hand Skill. The attack costs X MP where X is equal to the amount you lowered their stat by.
Cost: X

Leg Shot [Leg Shot : 0 AP] Level 1
Description: [None] With great precision comes great reward. By aiming your shot/strike carefully you can take out a most important limb of an opponent; the leg. They can easily cure this problem with a Restore Materia, or other means
Requirements: 70 Weapon Skill
Effect: If your Accuracy is greater than the Dodge of the target you can paralyze one of their legs, cutting their Agility by 1/4th. They will not be able to use that leg unless they mend it by some means.
Cost: None

Blackout [Blackout: 0 AP] Level 1
Description: [Causes Blind status if 15% of AP is higher than target's Spirit] By targeting an opponents eyes with your attack, one can cause the blind status if it hits dead on. If the target dodges in the least, then Blind status will not go into effect. If the opponent has their back to you, blind status will not go into effect.
Requirements: 30 Weapon Skill
Effect: Stated Above; does regular damage.
Cost: None

Air Render [Air Render: 0 AP] Level 1
Description: [Distance is 20% of AP in feet] By focusing the wind elements in your body, one can launch them from any point (Weapon, Gun, Fists, etc) and launch razor sharp blades of wind to a target. The wind is visible and does take on the wind element property.
Requirements: 30 Spirit; 30 Magic
Effect: Allows one to hit a foe from a distance. Does (1d(Magic + Spirit)) in damage. This Command Materia may be used every post as it has an MP cost.
Cost: 10

Doubleshot [Doubleshot: 0 AP] Level 1
Description: [May be used once per thread every 100 AP; stopping at 5] When firing a gun or shooting an arrow, the bullet or arrow has a dopple ganger made of magic following directly behind it. If the shot hits, it will do it as if hitting twice. If the target was wearing armor and the first bullet broke the armor, the second one isn't effected by that armor. If the target's armor defense was greater than the first bullets damage, then the second bullet stacks onto the damage done to that last part. EX: If armor is 20 and the two bullets do 14 each. The first bullet would be blocked while the dopple ganger would treat that spot as if the durability was the difference between the bullet and armor.
Requirements: 40 in Weapon Skill
Effect: Stated above, may only use once every three posts.
Cost: 10

Dispel Blade [Dispel Blade: 0 AP]
Description: [None] Enchants a weapon for a single attack to dispel any buffers an opponent has. This disables any stat boosts, damage reducers. It cannot reduce buffs from Accessories or buffs that increase Accuracy, Dodge or Damage.
Requirements: 40 Skill in Weapon
Effect: Dispels certain buffs that give less than (AP/10 + Weapon Skill)/2
Cost: 20

Enemy Skill [Enemy Skill: 0 AP ] Level 1
Description: [300 AP Level 2; 600 AP Level 3; 900 Level 4; 1200 Level 5] By utilizing the art of the Blue Mage, one can harness the power of monsters and transfer the monsters techniques into this Materia. Once can only contain one Monster move per level.
Requirements: Blue Mage ability; Link to possible Monster Techniques.
Effect: List names of Monster Techniques, separated by semi-colons.
Cost: X

Holy Arrow [Holy Arrow: 0 AP]
Description: [One extra arrow every 500 AP] Creates a telekenetic bow and a Holy arrow made of magic, launching the arrow at a target. At higher levels, more arrows can be shot at one time. This does not count as a Spell; even though magic is used, it is an act of the mind.
Requirements: 100 MP; 100 Casting; Non-Beast Race.
Effect: Power of the Bow is represented by Int; power of the arrow is represented by the Magic stat. Accuracy is determined by the user's current MP. Damage is (1d(Int + Magic)). Accuracy does not lower per shot in a post; one may only fire one arrow per post initially and may do more when more AP is gained.
Cost: 5 MP to form the Bow; 20 MP per shot
Edited by Cloud, Jan 13 2010, 03:37 PM.
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