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    Requip System

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    Enzeru Metsuki



    Posts : 23
    Join date : 2015-11-04
    Age : 23

    Requip System

    Post by Enzeru Metsuki on Wed Nov 11, 2015 9:20 am

    What is Requip? Well here is what wikia has to say, "This Magic allows the users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. However, there is a limit to how much the pocket dimension can store. Requip can be used for simple or combat-related purposes. Some users may just choose to use it to change their clothing. More skilled users are able to Requip different weapons in battle, and it is even possible to Requip armors in the midst of battle, although the only Mages to ever do this are Erza Scarlet and Coordinator."  Now looking at this we can already confirm two things, Requip requires weapons and armors to work and it is also an ability to store things.  So with this in mind I have a way to make Requip work via RP.

    Requip Magic System

    All users that wish to be Requip mages will have three preset perks for their magic that cannot be changed unless the Requip is an exception and doesn't use one or more of the perks, in which case the perk can be replaced, but then that perk cannot be part of your Requip in any way, shape, or form. The three perks will be as such: Dimensional Pocket, Elemental Affinity, and Quick Change. Dimensional Pocket is a perk which will store the armor, weapons, clothes or what have you; all Requip mages will most likely have this perk. Elemental Affinity is a perk will allow them to correspond any given element to their armor or weapons so long as they have it unlocked; some Requip mages will have this perk. Quick Change is a perk which allows the Requip user to switch out their battle gear in the midst of battle; all Requip mages will most likely have this perk.

    All Requip users will start off with three items which they will have to make, these items can be anything from armor, to weapons to a miscellaneous item. These items will be made in the weapons template or item template and will be equal to or lower than the Requip user's magic's current rank. These items will be their starting items which they will be able to switch from with the Quick Change perk starting at C-Rank. They will also be able to incorporate their items with their Requip spells depending on the armor.

    Information on the Perks:

    Dimensional Pocket: This perk allows the user to store and place armor, weapons, and items, even clothes, of their choosing for later use.  The Dimensional pocket has limited space per rank, and once filled up, will have to be emptied to make more space.  Dimensional pocket has both combat use and non combat use. This can not be used to store people, only inanimate objects.

    D Rank Space: Up to 6 Items
    C Rank Space: Up to 8 Items
    B Rank Space: Up to 10 Items
    A Rank Space: Up to 12 Items
    S Rank Space: Up to 14 Items
    SS Rank Space: Up to 16 Items
    X Rank Space: Up to 18 Items

    Side Note: If you die with your items stored in the dimensional pocket they are lost for good as the dimensional pocket was owned by that character who died and each dimensional pocket can only be accessed by the one who created it.




    Elemental Affinity: This Perk allows the Requip user to store an element inside of a weapon or piece of armor. The first three items the Requip user will have will be able to have one element, other elements will have to be achieved through missions or implanting lacrima into the weapons. The process of storing an element into a weapon is the process of slaying monsters via missions and using their hide, venom or what have you and forging it into a weapon which will store an element inside of the weapon. Each weapon can only have one elemental affinity but Requip user's can have unlimited elements to use if and only if they have the weapons with the element. With elemental affinity, Requip users can adapt their magical power to the given element of the current weapon they are using. This perk is only for Requips that have elemental aspects, and can be replaced with a different perk if the armors won't be elemental.




    Quick Change: This perk allows the user to switch armor and weapons in the midst of battle, this ability must be unlocked as it is a difficult ability to master.  The user needs to be of at least B rank to learn Quick Change.
    Quick change requires a 1.5k WC to unlock and allows the user to switch out armor and weapons in the midst of battle, Quick change does have a cool down and limit of times it can use per battle dependent on the rank of the user.

    D-Rank can't use Quick Change yet.
    C-B Rank has a cool down of 3 posts.
    A-S Rank has a cooldown of 2 posts.
    SS-X Rank has a cooldown of 1 post.
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    Selenia



    Posts : 760
    Join date : 2015-10-11
    Age : 22

    Re: Requip System

    Post by Selenia on Wed Nov 11, 2015 2:36 pm

    Overall, I think this is a great idea. It seems to have been thought out very well and I just have some questions and a few things to say and discuss possibly changing.

    @Enzeru Metsuki wrote:
    All users that wish to be requip mages will only be allowed to be a requip mage with no secondary magic, this will be due to the fact they will get three perks much like slayer magic do with their two hidden perks.  The three perks will be as such: Dimensional pocket which will store the armor, weapons, clothes or what have you. Elemental affinity, which will allow them to correspond any given element to their armor or weapons so long as they have it unlocked. Quick Change, which allows the Requip user to switch out their battle gear in the midst of battle.  Then in the Magic Template they will also have the three custom perks the user so chooses to have.  
    I am totally against restricting Requip users from being able to have a secondary magic. I believe the solution to this is that we set out exactly what their perks are (the three you mentioned) so that all Requip users will only have three and it will be those. If someone happens to use a type of Requip that doesn't have one or more of these perks, they can choose to replace the ones they don't have; it will be up to the grader in that case. However, I in no way support keeping anyone other than Slayers from obtaining a secondary magic. If you'd like, you could give them the option to make their own perks in exchange for not having a second magic, but I don't know why anyone would want to. The logical option is just to set these three perks as the perks for all Requip users in my opinion.

    @Enzeru Metsuki wrote:
    All Requip users will start off with Three Items which they will have to make, these items can be anything from Armor, to weapons to a miscellaneous item. These Items will be made in the weapons template or item template and will be equal to or lower than the Requip user's current rank.  These items will be their start off items which they will be able to switch from with the Quick Change perk. They will also be able to incorporate their items with their Requip Spells which might include elemental affinity or a magical slice of some sort or what have you. 
    I think this is okay. My only question is whether Requip users are allowed to use a sword for one armor set while wearing the armor of another, like Erza did during Pandemonium in the Grand Magic Games and has done since.

    @Enzeru Metsuki wrote:
    Dimensional Pocket: This perk allows the user to store and place armor, weapons, and items, even clothes, of their choosing for later use.  The Dimensional pocket has limited space per rank, and once filled up, will have to be emptied to make more space.  Dimensional pocket has both combat use and non combat use. This can not be used to store people, only inanimate objects.


    D Rank Space: Up to 6 Items
    C Rank Space: Up to 8 Items
    B Rank Space: Up to 10 Items
    A Rank Space: Up to 12 Items
    S Rank Space: Up to 14 Items
    SS Rank Space: Up to 16 Items
    X Rank Space: Up to 18 Items
    I think this is fine. They can store any situational armors in their Vault if need be.

    @Enzeru Metsuki wrote:
    Side Note: If you die with your items stored in the dimensional pocket they are lost for good as the dimensional pocket was owned by that character who died and each dimensional pocket can only be accessed by the one who created it.
    This makes sense. However, we could always have the option to use a spell to retrieve things from their Dimensional Space if we need to; we could have an NPC for this purpose who sells a dead Mage's items in the black market or something like that, totally up for discussion.

    @Enzeru Metsuki wrote:
    Elemental Affinity: This Perk allows the Requip user to store an element inside of a weapon or piece of armor.  The first three items the Requip user will have will be able to have one element, other elements will have to be achieved through missions or implanting lacrima into the weapons.  The process of storing an element into a weapon is the process of slaying monsters via missions and using their hide, venom or what have you and forging it into a weapon which will store an element inside of the weapon.  Each weapon can only have one elemental affinity but Requip user's can have unlimited elements to use if and only if they have the weapons with the element.  With elemental affinity, Requip users can adapt their magical power to the given element of the current weapon they are using.
    Just a minor note: Some users might not have Elemental Requips; they're not common, but I have seen them before. An example would be a themed Requip or something like that. In any case, people will have the option to switch this perk out for another if they wish, but in that case they won't be able to use Elemental spells. Otherwise, I think this is good.

    @Enzeru Metsuki wrote:
    Quick Change: This perk allows the user to switch armor and weapons in the midst of battle, this ability must be unlocked as it is a difficult ability to master. The user needs to be of at least B rank to learn Quick Change. Quick change requires a 1.5k WC to unlock and allows the user to switch out armor and weapons in the midst of battle, Quick change does have a cool down and limit of times it can use per battle dependent on the rank of the user.


    B Rank: cool down of 5 posts, Twice per battle
    A Rank: cool down of 4 posts, Three times per battle
    S Rank:cool down of 3 posts, four times per battle
    SS Rank:cool down of 2 posts, five times per battle
    X Rank:cool down of 1 post, six times per battle

    I don't believe we should force people to write a word count. I also don't think we should limit the amount of times people are allowed to Requip during battle. However, if we do force people to write word counts to unlock this, we definitely shouldn't limit them to how many times they can Requip, but either way I don't think we should restrict them. Also, the cool down for this is insane. Battles can change in one post, and the ability for Requip users to react to changing battle conditions is their strongest point. Without versatility, there is no point to most Requip magics.

    I suggest this instead:

    D-Rank can't use Quick Change yet.
    C-B Rank has a cool down of 3 posts.
    A-S Rank has a cooldown of 2 posts.
    SS-X Rank has a cooldown of 1 post.

    Another thing I wanted to add is: What happens if an armor is destroyed in combat? Erza lost her Armadura Fairy.
    SPOILER ALERT:
    But she got it back recently. What are we deciding on what happens in someone's Requip is destroyed in battle?

    Thanks for hearing me out Zed, I really like this idea! Please let me know what you think of what I said, I appreciate it ^^

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    Ean Sableheart



    Posts : 238
    Join date : 2015-03-17

    Re: Requip System

    Post by Ean Sableheart on Wed Nov 18, 2015 6:27 am

    Seals hit the nail on the head for most of this.


    Whatever changes she recommended should be made.

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