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Equipment And Materia
Topic Started: Apr 28 2012, 02:34 PM (198 Views)
Vaz
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I'm the boss.
One of the core elements of most RPs is Equipment, and Midgar Memories is no exception. Like a great many RP sites out there, our items range from the simplest, D, to the greatest and most powerful at S. All items come with Materia slots, except for D-Rank, and from these Materia slots they get their magical powers. Without equipping Materia your weapons will gain no magic whatsoever, unless it is part of your own magic. Some weapons are too weak to handle the power of certain greater Materia. Materia slots can be linked, but this requires a statement in the weapon, and will increase the price.

Pricing
RankMateria SlotsMateria LevelsPrice Min in GilPrice Max in Gil
D0-100,000500,000
C11400,0001,000,000
B121,500,0005,000,000
A237,500,00015,000.00
S3420,000,00030,000,000


Materia Levels indicate the Maximum level of Materia that the piece of equipment can hold.

You can only carry as much weaponry as your character can wield in one battle. You can be in the possession of more, but these cannot be equipped. Your character normally does not carry this weapon around, see it like they did in the original FFVII for Cloud, or what they do in Dissidia. The weapons are summoned into the user's hand on the start of the battle, and you can do the same with armor, helmets, shields, and accessories.

No matter what a piece of equipment is made of, its toughness is determined by rank. This means cloth is also capable of stopping weapons. How heavy it is, is what determines its capabilities within the rank. Of course a cloth cap won't stop weapons like a full helm would. We trust you, as members, to keep it reasonable. Cloth won't be able to stop trauma damage, though, and because it is lighter, will cost more, unless you state that it gives less defense.

Now, there are several other points that you need to know. The first is that guns and bows have unlimited ammo, but guns are still limited to clip size and bows to one arrow at a time (unless a technique is used). The second is that we also have magical weapons; rods, scepters, staves, wands, all such weapons take on magical properties in the hand of a trained mage class. In the hands of an elemental mage, they fire the mage's element of choice, but in the hands of other people, they fire shots of pure magical energy, unless stated otherwise in the item itself. The damage of these magical weapons is regulated by the user's Magic stat, and of course, the weapon's class. Also, White Mages do more damage with these weapons because they are their only offensive power.


Materia. They are what gives your weapons magic. Materia can also be linked for extra effects. Materia have several levels, ranging from 1 to 4, with higher levels having higher power than lower ones, but of course they are also more expensive. Materia slots can be linked in weapons, meaning that you can put another effect on the original Materia. A pair of linked Materia consists of the base Materia (the standard attack) and the support Materia (the one that adds effects).

  • Level 1 Materia will be things such as low-level buffs, weak spells, mostly cosmetic stuff that isnt'really combat-useful.
  • Level 2 Materia will be things such as mediocre spells, and magic that is combat-useful, but will barely scratch the more powerful opponents and bigger monsters.
  • Level 3 Materia will be things such as buffs that make you considerably stronger, healing magic that will heal bigger wounds, offensive magic that is capable of wreaking havoc on weak opponents and cause quite some damage against stronger ones.
  • Level 4 Materia is the strongest of the strongest magic that can be put on weapons. Because there is a secondary conduit between human and lifestream, the weapon, a level four Materia will never be as strong as the most powerful human mages, but with other support materia in linked slots, they can come closer.

Materia Pricing
Materia LevelMateria Min Price in GilMateria Max Price in Gil
1250,0002,500,000
22,500,00010,000,000
37,500,00015,000,000
415,000,00025,000,000



Classes are limited to certain weapons with which they have trained. But, if you don't think the weapons listed for your class fit with the character, what do you do? This is where Weapon Mastery trainings come in.

Weapon Mastery trainings are threads that are moderated threads, similar to missions, that will span several days, sometimes weeks, of your character learning to handle a certain type of weapon from a master. Keep in mind that these learned weapons need to be specific. You can't just say 'one-handed weapons' since there is a lot of balance and weight difference between weapon classes.

A Weapon Mastery thread needs to be at least four pages long. They gain no extra rewards except for the thread rewards and the Weapon Mastery.
Edited by Vaz, Apr 29 2012, 08:38 PM.
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