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New Materia and a Higher Level
#1
I am running a final fantasy 7 campaign that takes place 45 years in the future and I have come up with more materia then there is listed. Tell me what you think. Also I made some epic materia that levels a bit different since its well epic. its level progression is LV1= 5,000, LV2= 10,000, LV3= 20,000, Master= 40,000

Magic=Spell
Skill=Ability
Independant
Summon
Support


Final Attack-Support-Epic
LV1 able to do a full round attack before dying
LV2 Can use paired/grouped materia before dying
LV3 Able to do all of above including a limit break
Master

Deathblow-Skill-Legendary
LV1 increases threat range by 1
LV2 increases threat range by +1
LV3 increases threat range by +1
Master

Speed Boost-Indepenadant- Rare
LV1 +10' Climb, Movement and Swim/ +20' Mount movement speed.
LV2 +30' Climb, Movement and Swim/ +60' Mount movement speed.
LV3 +50' Climb, Movement and Swim/ +100' Mount movement speed.
Master

Jump-Skill-Rare
LV1 Able to jump 10' and are able 20' running jump.
LV2 Able to jump 20' and are able 40' running jump.
LV3 Able to jump 40' and are able 80' running jump.
Master

Turbo HP-Independant-Epic
LV1 +10% HP
LV2 +10% HP (20% total)
LV3 +1 additional Hit dice when leveling up (when removed hit die is also lost)
Master

W-Summon-Skill-Legendary
LV1 n/a
LV2 n/a
LV3 Able to cast x2 more summons in same turn/action (still have to use MP for both)
Master

W-Magic-Skill-Legendary
LV1 n/a
LV2 n/a
LV3 Able to cast x2 more magic in same turn/action (still have to use MP for both)
Master

HP Plus-Independant-Uncommon
LV1 +5% HP
LV2 +5% HP (Total 10%)
LV3 +5% HP (Total 15%)
Master

Materia EXP Boost-Support (Paired Materia Only)-Legendary
LV1 +2% MXP
LV2 +3% MXP (5%)
LV3 +5% MXP (10%)
Master

Zombie-Independant-Rare
LV1 Gives user undead Status
LV2 +5 DR
LV3 Fast Poison 2 (Fast Healing for undead)
Master

Manipulate-Magic-Legendary
LV1 Cast Charm Animal
LV2 Cast Charm Humanoid
LV3 Cast Charm Monster
Master

HP <-> MP-Independant-Epic
LV1 n/a
LV2 n/a
LV3 Swap HP with MP (Hit die only. Do not include modifiers)
Master

Evolution Materia-Support-Legendary
LV1 Forces Paired Materia to level beyond level 3 (DM discretion)
LV2 If in armour grants a +2 AC/If in weapon grants a +2 to hit.
LV3 Increases damage die by 1 dice with grouped materia & equiped weapon.
Master

Returning-Skill-Common (Excellent for unbreakable ranged weapons/ammo)
LV1 Quick Draw
LV2 Call to Hand 10'
LV3 Returning
Master
LV4 Richoette (only with Evolution Materia)

Enemy Skill-Magic-Legendary
LV1 Able to learn Blue Mage Spells but only the enemy skills such as Blood Drain, Goblin Punch, Phoenix Tear, etc,. Cannot learn other spells like Thunder, Fire, Water (One Enemy Skill materia CAN NOT learn spells from another Enemy Skill materia).
Master- When all spells are aquired

All-Support (Paired Materia only not grouped)- Legendary
LV1 Targets all targets including user within 30' range from user.
LV2 Targets up to 3 user within a 30' range from user.
LV3 Targets up to 3 user +1 for every 1 caster level in a 60' range from user.
Master

I have more but atm im still working on them.
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#2
Moved your post to the correct forum. But, I like what you have. I have planned for more Materia, especially HP and MP materia. Just haven't gotten around to it.
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#3
What's a "Running Jump"?

I'm not sure how the last level of Turbo HP works. Does that mean that every level gained gives you a total of 2 HD? And when you take Turbo HP off it's lost forever?

What's a "Paired Materia"?

Fast Healing functions just as well on undead as anyone else, so renaming it fast poison is unnecessary.

HP <-> MP: This is an epic materia that's as much a gamble as it is a boon, and the "Hit Die only" complicates it. You should get rid of the HD only line.

Evolution Materia is interesting. It needs a 3rd level Armor counterpart (DR +1?)

Enemy Skill: You should divide it by levels; if you have a level one Enemy Skill Materia, you can learn and cast up to 3rd level spells. 2nd level materia, up to 6th level spells. 3rd level materia, can learn all blue mage spells (minus thunder, fire, etc).

What does All do? It just says it targets a bunch of people


Also, since Power Attack has a materia, I figure it's fair that Deadly Aim gets a materia too.
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#4
(01-18-2013, 10:27 PM)Nihilarian Wrote: What's a "Running Jump"?

I'm not sure how the last level of Turbo HP works. Does that mean that every level gained gives you a total of 2 HD? And when you take Turbo HP off it's lost forever?

you gain an additional hit die, when you take the materia off you loose that additional hit die. My original idea was gain hit die equal to all level gained and an additional hit for each new level.

What's a "Paired Materia"?

Like Final Fantasy VII there are some materia that are linked like two materia support each other like support + magic = better magic. I developed linked materia to up to 3 linked slots.

Fast Healing functions just as well on undead as anyone else, so renaming it fast poison is unnecessary.

in final fantasy fast healing hurts the undead but poison heals so i figured it would be just.

HP <-> MP: This is an epic materia that's as much a gamble as it is a boon, and the "Hit Die only" complicates it. You should get rid of the HD only line.

Evolution Materia is interesting. It needs a 3rd level Armor counterpart (DR +1?)

That sounds fine.

Enemy Skill: You should divide it by levels; if you have a level one Enemy Skill Materia, you can learn and cast up to 3rd level spells. 2nd level materia, up to 6th level spells. 3rd level materia, can learn all blue mage spells (minus thunder, fire, etc).

Oh sorry we are using MP in our system thats why im said this

What does All do? It just says it targets a bunch of people

Its an iffy materia for me

Also, since Power Attack has a materia, I figure it's fair that Deadly Aim gets a materia too.
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#5
(01-18-2013, 09:24 PM)InsaneCosplayer Wrote: Zombie-Independant-Rare
LV1 Gives user undead Status
LV2 +5 DR
LV3 Fast Poison 2 (Fast Healing for undead)
Master

Lvl 3 can just be Fast Healing 2
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