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| Equipment And Materia | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Tweet Topic Started: Apr 28 2012, 02:34 PM (198 Views) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Vaz | Apr 28 2012, 02:34 PM Post #1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
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I'm the boss.
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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.
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).
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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2:01 AM Jul 11
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2:01 AM Jul 11