Casting SpellsMateria is not as simple as 'point and shoot', in an RP, it would actually take a few seconds to prepare, aim, and cast, a single spell. To determine how much damage your spell might inflict (There is still a chance your target might evade the spell) you first need to calculate the Base Damage.
BaseMagicDamage = 6 x (Your Level + MAG). Then, multiply your BMD by the power level of the Spell, to determine the
Spell Strength. There are four power levels: low, moderate, high, and heavy.
Now, you need to keep in mind that your target might be vulnerable, or immune, to the element of the spell you're using. If they are Immune, your Spell Damage drops to 0. If they are Weak, your Spell Damage is 200%. If they are resistant, your Spell Damage is 50%. If they Absorb that element, then your Spell Strength is added to their current HP.
HP cannot exceed Max HP through Absorption of Magic Spells.Critical Hits / One-Hit KillIt
is possible to do far more damage to a target than your stats indicate, if used properly. It all depends on where you hit someone. In reality, you won't be hitting your target every time, and they won't be hitting you all the time. A 'normal' attack is a basic maneuver that could be used by anyone who picked up the weapon. The stats are there more to keep you from godmodding, than to reflect your actual damage. If a hit is a graze or blocked, it will deal 'normal' damage, if it is crippling, it'll deal double or triple damage depending on the location. If it's a lethal or KO move, keep it real, please. We'll be watching.
StealingStealing is a bit complicated, and requires a Staff Confirmation before you can use the item in question. The first to determine is your Steal Success Rate. This is Your Level + Your Spirit - Target Level. If this is positive, you are almost guaranteed to succeed. A Staff Member will determine the Rarity of the Items and make a chance roll against each one from rarest to most common, the first Success Roll will be the Item you receive. If you are using the Sneak Gloves, you will receive a bonus of 25% on top of your score. Thus, if you're using a Mastered Materia and the Sneak Gloves, you have a 50% chance of getting a Very Rare Item, a 75% chance of getting a Rare Item, and a 100% chance at getting Uncommon and Common Items. Remember, even if
you know you will or won't succeed, your character does not, so play accordingly!
Item Rarity | Lv1 Success Rate | Lv2 Success Rate | Lv3 Success Rate |
Very Rare | 1/256(003.9%) | 1/16(6.25%) | 1/4(25%) |
Rare | 1/16(6.25%) | 1/4(25%) | 1/2(50%) |
Uncommon | 1/4(25%) | 1/2(50%) | 100% |
Common | 100% | 100% | 100% |
MorphingA Morph spell is worth a tenth of your current ATK, if that is enough to kill it, you can morph it into an item. If the enemy is not Morphable, it will fail. If your Morph materia is mastered, you can 'attack' with half your normal ATK, making it far easier to obtain Morph Items.
Dropped ItemsLike with Stealing, Item Drops must be confirmed by a Staff Member. In addition, you CANNOT receive a drop from a Target you successfully stole from. Each Drop Item has a Base Chance of 1/64. A Staff Member will then randomly generate a number between 1 and 63 for each possible drop and add it to the base chance. They will then Roll Chance for each item
as listed in order on the applicable Bestiary Table. The first successful roll will be the Item Dropped. You can only receive One Item from each target, and must RP your character
obtaining the item to collect it. So, if your character doesn't like looking for dropped items, don't bother requesting a Chance Calculation.
Leveling Up MateriaUnless otherwise stated (and approved by an assigned Staff Member) any materia you obtain will be newborn, lacking any AP. To earn AP, you need to have the materia equipped (you will receive Double/Triple Growth when equipped to applicable items). Whenever you get in a fight, you will earn AP, if you actually
cast a spell, the materia used will receive Once Again the original AP (Double becomes Triple, Triple becomes Quadruple) of the enemy the spell was used on. Petition AP Growth to the Assigned Staff Member, and include a citation of the applicable posts.
Once a Materia is Mastered, you must mention the birth in some way in your RP to confirm what you do with it (Switch it out? Give it someone? Trade it to another Fighter Character? Sell it? Place it in your inventory?). Remember, Civilian characters can possess and use materia, as while they might not seek out fights, they can still end up in them.
Limit BreaksAll fighting characters have Limit Breaks, but not only do you have to get them approved, you have to
earn them. However, if your base level is 10 or higher, you automatically obtain your first Limit Break, with additional points towards your next Limits. This is set to 10 for First Breaks, and 1 for Second Breaks. The numbers listed below are the defaults, depending on what your Limits actually do, the requirements may be increased or decreased. Remember that your Limits should be organized in order of power.
Limit Level | Order | Requirement |
One | First | Base Level 10 or 100 kills |
One | Second | Base Level 18 or 8 uses of First Break |
Two | First | 200 kills |
Two | Second | 7 uses of Level 2 First Break |
Three | First | 300 kills |
Three | Second | 6 uses of Level 3 First Break |
Four | Only | Obtain Special Item |
Using Limit Breaks in BattleInstead of limiting you to the original way of using a Limit, we use four methods on Revo: Damage, Frustration, Trained, and Involuntary. In addition, there are two Status effects that can alter the strength of your Limit Breaks. Fury doubles any damage dealt, where-as Sadness halves it, this is reversed for Healing-type Limits.
Damage - This is the ONLY method allowed when using non-RP training. Each of your Limits will be assigned a 'Damage Received Quota' which must be filled before you can use a Limit. Using this method, you must 'Activate' a specific Limit you have already unlocked out-of-battle and can only use that Limit during a any fights until changing it.
Frustration - Most Limits can be harnessed using the Frustration method, except for Involuntary ones which require specific emotional states. As implied by the name, your character needs to be in a less than calm emotional state, and should be feeling such emotions as frustration, anger, or strong annoyance with the subject of the Limit. Limits that are more healing oriented require a slightly different emotional state, a mix of concern and either fear or frustration.
Trained - A Limit that has been authorized as Trained can be used at will with a level of concentration. To be authorized, the character in question must have used the Limit enough times that he or she has learned to harness it without being in a specific emotional state. This could be anywhere from 50 uses to 200 uses depending on the complexity and strength of the Limit. As such, usually only Level 1 Limits can reach 'Trained' status.
Involuntary - These are rather particular Limits, and next to impossible to Train as they are more instinctual than other Limits. Each one has a specific Trigger, which might be just a particular emotional state, but more commonly the emotional state requires a specific environmental condition. The emotional state is quite strong, and would include such intense emotions as panic, fear, or fury.
Limit | Damage Requirement |
Level 1 - 1st | 500 damage dealt |
Level 1 - 2nd | 700 damage dealt |
Level 2 - 1st | 1500 |
Level 2 - 2nd | 1800 |
Level 3 - 1st | 2000 |
Level 3 - 2nd | 2500 |
Level 4 Break | 3000 |
OfficializingBefore you can use an obtained item, or participate in a spar/fight with another player's character, or participate in an Official Mission, you
must get your fights documented. When a fight is documented, your items will be added to your inventory, your EXP will be applied to you, and your AP will be applied to the materia you had on you. At that time, you also request changes in your equipped gear.