Post by Zef Naaiers on Apr 11, 2020 6:18:58 GMT
Characters that participate in combat in FFVII Reunion have an archetype that defines their capabilities. The two basic archetypes are Fight and Magic. You can also take a special feature that modifies the way your character works. Not intended to be a hard system, archetypes are a simple way to help inform the narrative and to make settling disputes easier for both staff and members.
Fight
Magic
Special Feature
You get 4 points to distribute between the archetypes. To purchase a higher tier you must purchase the tier(s) below it.
• You can spend 500 gil to unlock a fifth archetype point, you can do this at creation and we just deduct it from your starting gil. 5 archetype points total remains the cap.
• You can purchase an item that will allow you to refund one tier or special feature.
• You can choose to save archetype points.
Fight
Determines the power of non-magical attacks and the overall speed and toughness of a character.
Magic
Determines the level of power a character can draw from materia to directly cast spells. It also accounts for a character's overall resistance to magic. Characters with no investment in magic cannot directly cast spells from materia, but may benefit from materia that enhances their equipment.
Special Feature
Ranged Weapon: Your character has a ranged weapon that allows them to Fight from far away.
Reinforcement: Your character gets a a pet or a reinforcement with two archetype points. Note: A reinforcement has no limit breaks, it cannot take transformation. Reinforcements cannot take reinforcements. If you want the pet to have materia you have to buy slots for it.
Transformation: Your character gains +2 to fight and Magic is set to 0 when they transform. They gain an elemental attack and weakness when transformed based on an element chosen when this feature is picked ( [attr="class","fas fa-fire"] Fire [attr="class","fas fa-long-arrow-alt-right"] [attr="class","fas fa-snowflake"] Ice [attr="class","fas fa-long-arrow-alt-right"] [attr="class","fas fa-bolt"] Lightning [attr="class","fas fa-long-arrow-alt-right"] [attr="class","fas fa-tint"] Water [attr="class","fas fa-long-arrow-alt-right"] [attr="class","fas fa-fire"] Fire). They can use their element to cast spells as if they were a magic 1. They lose any benefit from materia and cannot use items. The transformation lasts until there are no foes remaining or if the character is incapacitated. You may also choose to have your transformation have the ability special feature instead of taking the +2 to fight.
This feature requires expending limit break slots to use, your first transformation costs one limit break slot, adding additional forms will cost two limit slots. Using a transformation counts as using a limit break in a thread.
Ability: The ability special feature grants a customized ability similar to a limit break. Unlike a limit break it costs 2 ATB to use and can be repeated. You do not gain ATB on a turn that you use this ability. Alternately passive abilities like flight can be taken.
Healer: Your character is gifted in the use of restorative magic. They are treated a level higher when using curative materia like restore and esuna.
You get 4 points to distribute between the archetypes. To purchase a higher tier you must purchase the tier(s) below it.
Fight
Tier 1: 1 point
Tier 2: 1 point
Tier 3: 2 points
Magic
Tier 1: 1 point
Tier 2: 2 points
Tier 3: 1 point
All Special Features cost 1 point.
• You can spend 500 gil to unlock a fifth archetype point, you can do this at creation and we just deduct it from your starting gil. 5 archetype points total remains the cap.
• You can purchase an item that will allow you to refund one tier or special feature.
• You can choose to save archetype points.