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Author Topic: Final Fantasy VII: Midgar Chronicles  (Read 9387 times)

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Offline Revenent

Re: Final Fantasy VII: Midgar Chronicles
« Reply #150 on: October 31, 2012, 10:30:05 AM »
Speaking of, since everyone's using Materia of some kind, should I start Leo off with higher-level stuff (i.e. Fira, Blizzara, Thundara), or just imply he can use the same spells more effectively?

Offline TheHangedMan

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Re: Final Fantasy VII: Midgar Chronicles
« Reply #151 on: October 31, 2012, 10:35:02 AM »
And done. Killer and his knife can both slot one, his bracer (part of his off duty clothing of choice) has two slots.  Also added a brief note explaining that he doesn't like Materia, pretty much because he doesn't understand it, and he's wary of things he doesn't understand.

Offline FlorenceTopic starter

Re: Final Fantasy VII: Midgar Chronicles
« Reply #152 on: October 31, 2012, 11:21:38 AM »
Speaking of, since everyone's using Materia of some kind, should I start Leo off with higher-level stuff (i.e. Fira, Blizzara, Thundara), or just imply he can use the same spells more effectively?

He'll get more materia slots, and due to his training, have more skill casting them. The spells will be a little more powerful (though a Fira from one of the others will still be more powerful than a Fire from him), and he'll have more stamina when casting. (Basically, he gets more Materia Slots, a higher MAG, and a higher Max MP :U)

I'm thinking:

Melee: Med MAG, Low MP, 3-4 Materia Slots (2 linked)

Marksman: Med MAG, Low MP, 3-4 Materia Slots (2 linked)

Demo: Low MAG, Med MP, 3-4 Materia Slots (2 Linked)

Hacker: High MAG, Low MP, 4-5 Materia Slots (2 Linked)

Heavy: Low MAG, Low MP, 2-3 Materia Slots (2 Linked)

Mighty Grunt: Low MAG, Low MP, 2-3 Materia Slots (0 Linked)

Medic: High MAG, Med MP, 4-5 Materia Slots (4 linked)

Mage: High MAG, High MP, 8 Materia Slots (6 Linked)

Command: Med MAG, Med MP, 4 Materia Slots (4 Linked)

I put a little variation in most of them, so its not too restrictive. This IS freeform, and not system after all. I just think sticking to those parameters will help keep things relatively balanced.

Simply put, Low MAG means your spells will be weaker than average, Demo has Low Mag but Med MP because I can imagine there would be uses for magic in demolitions (set off explosives with a fire spell, for example) but they wouldn't generally be casting said spells AT enemies, so wouldn't be trained to deal heavy direct damage with them.

Low MP means you'll be tired out by casting sooner. Melee and Marksman have Low MP but Med MAG because they'd be trained to rely more on their weapons, but would be given SOME training on utilizing magic in a pinch, so they'd be trained to make what little magic they cast count.

Heavy and Mighty Grunt are both... well... pitiful with magic, because they spend so much time focusing on their gear. Because the Heavy is expected to fight on foot, while the Mighty Grunt isn't, however, they are given two linked slots, while the Mighty Grunt isn't. Linked slots, in case you don't remember from FF7, allow materia to be linked with support materia for added effects (HP Absorb, MP Absorb, Quadra Magic, All, MP Turbo, etc.)

Medic has High MAG and Med MP, because they have to use restorative materia as part of injury treatment. However, being primarily support in that regard, and not offensive, they're not expected to be throwing magic around constantly, and thus don't have the same stamina as Mage does for it.

Mage has high MAG, MP and the most materia slots, and the most linked, making them the most skilled with magic in all regards.

Command is balanced as they're expected to be adaptable, and capable of leading by example. They can't hold a candle to Mage or Medic, but are better at it than the others. In exchange, Command also lacks the specialized skills of each other others, or their gear. As a result, Command is basically a jack-of-all-trades type character, able to fill in for the others until they can get back on their feet.

I'll also post up a list of materia shortly. Any questions or comments, suggestions to any lapse in logic I may have had?

EDIT: Hacker has high MAG, but Low MP, as they are not intended to engage in prolonged direct combat. They do train to hit hard, however, that way, when they MUST use a spell, they make it count. Thunder spells could also be used to disrupt electronics, and aid in their hacking, status spells would also assist in swiftly incapacitating.
« Last Edit: October 31, 2012, 01:10:03 PM by Finn MacKenna »

Offline TheHangedMan

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Re: Final Fantasy VII: Midgar Chronicles
« Reply #153 on: October 31, 2012, 11:24:40 AM »
Sounds fair and makes sense, too.

Offline SargentToughie

Re: Final Fantasy VII: Midgar Chronicles
« Reply #154 on: October 31, 2012, 11:30:33 AM »
Um... So where does that put me? I didn't see hacker on that list.

Online Zaer Darkwail

Re: Final Fantasy VII: Midgar Chronicles
« Reply #155 on: October 31, 2012, 11:36:28 AM »
Sounds fair and makes sense. I can only imagine that following list support materias would make sense for Heavy; Added cut (if get some non-mp using materia like deathblow or throw), Added Effect (great for both offense and defense depending which slot has link; weapon or armor), Counter (deathblow and throw again), Elemental (same as Added Effect), HP Absorb (same as Added Cut/Counter).

I think demolition could have throw materia (makes sense). Deathblow, altough not so accurate, can have promising heavy impact when done by heavy.

Online Zaer Darkwail

Re: Final Fantasy VII: Midgar Chronicles
« Reply #156 on: October 31, 2012, 11:48:01 AM »
Another idea; All+Barrier. True heavy guy has not much 'mana' nor magic. But barrier is not affected what magic skills you have, only asks mana activate. I would imagine heavy is using All materia so he can form barrier of force on himself plus anyone with him. But he has enough mana to pull the barrier up only once or twice in a fight/battle. So even if he gets master level barrier he would need choose what barrier to apply.

Edit; Also Enemy Lure materia would be good. If we assume it does not increase encounter number but rather increases how well said characther pulls attention of enemies in operations (as said heavy is armored and has trained to have most HP besides mighty grunt which excells even more in that field).
« Last Edit: October 31, 2012, 11:52:02 AM by Zaer Darkwail »

Offline FlorenceTopic starter

Re: Final Fantasy VII: Midgar Chronicles
« Reply #157 on: October 31, 2012, 12:46:19 PM »
Um... So where does that put me? I didn't see hacker on that list.

xD!! Oh, sorry! I KNEW I was forgetting one of you.

I've edited in information for Hacker.

Offline SargentToughie

Re: Final Fantasy VII: Midgar Chronicles
« Reply #158 on: October 31, 2012, 12:47:52 PM »
awesome, thanks for the added info.

Offline AidenWhite

Re: Final Fantasy VII: Midgar Chronicles
« Reply #159 on: October 31, 2012, 12:49:33 PM »
It'd be cool for the Melee to be able to embed Materia into their sword or fists for a supercharged non-limit attack.

Offline Revenent

Re: Final Fantasy VII: Midgar Chronicles
« Reply #160 on: October 31, 2012, 12:51:21 PM »
That makes it sound like I'm just slightly better at magic than everyone else, though, and they'll all have a few spells to fling around, anyway. So I might as well say my character can also utilize bazookas and chains guns and sniper rifles and can hack stuff, but just a little worse than given specialists.

Offline FlorenceTopic starter

Re: Final Fantasy VII: Midgar Chronicles
« Reply #161 on: October 31, 2012, 01:05:26 PM »
That makes it sound like I'm just slightly better at magic than everyone else, though, and they'll all have a few spells to fling around, anyway. So I might as well say my character can also utilize bazookas and chains guns and sniper rifles and can hack stuff, but just a little worse than given specialists.

Well, your character would also be given a much greater allotment of materia. (You can have more materia than slots, as you pick up more in the rp, but you can't swap and cast in the same post, I'll have the magic rules explained in the first post of the OOC thread.) They would also have more linked slots than anyone else, allowing them to have boost their spells with things like All and MP Turbo.

That said, I think I will boost it up to 8 for Mage, with the last two slots unlinked, they can be used for MP+ and MAG+ if you wish, making your character even more of a magic-blasting canon, or additional spells, to add even more to your arsenal.

Also, whenever more materia is granted, mage will be given priority with any offensive spells, and secondary priority after medic with restorative spells. (At first, materia will be granted by Shinra command, after that, Yuge as commander of the squad will see to the distribution of it, and there may perhaps be other ways to find it.)

It'd be cool for the Melee to be able to embed Materia into their sword or fists for a supercharged non-limit attack.

You can use support materia to add elemental damage to your weapon if you wish.

Offline Revenent

Re: Final Fantasy VII: Midgar Chronicles
« Reply #162 on: October 31, 2012, 01:24:10 PM »
That's reasonable. I just want to make sure people won't encroach on my character's entire function, much like I'm sure Aiden wouldn't want people whipping out swords all the time or whatever.

Online Zaer Darkwail

Re: Final Fantasy VII: Midgar Chronicles
« Reply #163 on: October 31, 2012, 01:39:53 PM »
I think you have no worries for heavy encroach your territory :P. Even if he is given green materia he is crappy in using it. Mage overall trumps down everyone both in input and sustain when it comes delivering magic.....and they can have more variety which is key thing. As my case if I have All+Bolt materia, it means my materia choices are useless if facing electricity immune mobs where you can have 2 or even 3 elements usable in given encounter (and we can expand utility of said elements; fire to trigger explosives, ice to prevent explosives detonating or bolt to cause electric failure on security).

Offline Rachubka

Re: Final Fantasy VII: Midgar Chronicles
« Reply #164 on: October 31, 2012, 05:37:54 PM »
Yeaaaaah, I don't intend on having the MEDIC as a crazy spell caster aside from support or healing stuff. I just like the universe and the potential for a few romps in it, bahaha!

Offline TheHangedMan

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Re: Final Fantasy VII: Midgar Chronicles
« Reply #165 on: October 31, 2012, 06:28:58 PM »
I can't even see Clive using magic for anything (unless he's cornered by something resistant to physical attacks). He'll probably just slot some support stuff.

Edit: Added a picture of what Killer, Clive's rifle, looks like.
« Last Edit: October 31, 2012, 06:57:55 PM by TheHangedMan »

Offline FlorenceTopic starter

Re: Final Fantasy VII: Midgar Chronicles
« Reply #166 on: October 31, 2012, 11:26:35 PM »
Just an update, the materia list IS in progress. It's just taking a bit longer than I expected because I'm trying to combine the materia from the existing games and... just generally make it all workable.

Offline TheHangedMan

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Re: Final Fantasy VII: Midgar Chronicles
« Reply #167 on: November 04, 2012, 07:06:18 AM »
So, what's happenin', folks?

Online Zaer Darkwail

Re: Final Fantasy VII: Midgar Chronicles
« Reply #168 on: November 04, 2012, 01:52:51 PM »
Just waiting Finn suppose.

Offline Revenent

Re: Final Fantasy VII: Midgar Chronicles
« Reply #169 on: November 04, 2012, 02:02:26 PM »
With as much damage as that storm did, even out here in the Midwest (Clevelander here, many places were without power for the whole week), I just hope Finn didn't get it too hard.

Online Zaer Darkwail

Re: Final Fantasy VII: Midgar Chronicles
« Reply #170 on: November 04, 2012, 02:03:20 PM »
Yeah, I heard the storm was nasty in NYC. In level and what I heard NYC had not faced this sort crisis before.

Offline TheHangedMan

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Re: Final Fantasy VII: Midgar Chronicles
« Reply #171 on: November 04, 2012, 03:43:14 PM »
Shit. I hope he's alright, too. Up in my neck of the woods, we only got a little more than a foot of rain, and some righteous winds that knocked down a few trees, but no infrastructural damage.

Offline FlorenceTopic starter

Re: Final Fantasy VII: Midgar Chronicles
« Reply #172 on: November 05, 2012, 09:09:02 AM »
Not to worry you all! The hurricane didn't get me! It has been throwing some distractions my way, but I'll get that materia list up by tonight or tomorrow if possible.

Edit: Aaaand I just found out we're getting a Nor'easter hitting around Wed. :\

If I wind up losing my net or power, that might put another delay on this, but I promise I'll work on getting it up and running ASAP.
« Last Edit: November 05, 2012, 02:55:31 PM by Finn MacKenna »

Offline FlorenceTopic starter

Re: Final Fantasy VII: Midgar Chronicles
« Reply #173 on: November 08, 2012, 05:54:44 PM »
Alright, the nor'easter is passed and time to get things back on track. I apologize for the delays, and if there's another damn storm in the next month, I'm fucking moving xD

Offline AidenWhite

Re: Final Fantasy VII: Midgar Chronicles
« Reply #174 on: November 08, 2012, 06:36:02 PM »
Lol, I would as well.