***Materia. It has the possibility to be abused and in a bad way. Thus I’m going to cut that short before it even begins. This will be strictly enforced as well, as I do not want characters using these sources of power against others without reason. You may have no more than 5 Materia to start out with, if you desire more, clear it with one of the Mods. Also if you want your Materia to be ‘Mastered’ it must be cleared with a Mod. You must explain how your character mastered (as in, ‘my character has had the materia for years and used it constantly in traveling’ or ‘it was inherited from a grandparent/parent’ etc. etc.) the Materia. Long and short of it, a materia can’t just be bought mastered unless your character has a good source of income or you explain why the character was able to have acquired such a valuable resource.

One other point, SUMMONING Materia will be scarce; this means not everyone who may want one will be able to get their hands on it. If you choose to attempt buying one, expect to pay out the ass for it, but feel free to try your luck at stealing one. Just be aware that the original owner may track you down to take it back from you.

This also goes for any Magic-Command type of Materia such as Mime or Manipulate. You cannot start out with a SUMMON Materia or any other Command Materia without mod-approval for it, as well as an explanation of how your character gained possession of it.

Next up, there will be side effects when you use Materia too much. The first is only concerning Magic Materia, mainly the Restore & Heal Materia. If you use them in excess, your character’s natural healing rate will be reduced. This means that if your character is injured after months of using a Restore Materia for every little cut and scrape, then finds himself or herself injured and without means to rely upon that materia, they’re going to take twice as long to heal as they should have. Moderators will be watching this throughout the game and will contact a player if they need to put this “hindered-healing” disadvantage into play.

This means that before using a healing Materia, the character needs to decide if the cause is necessary; broken bones…yes, if your character has to move quickly from one place to another or has been crippled by the pain, but a matter like a sprained ankle or a flesh-wound, it might be better for the character to visit a healer, take a few painkillers (potions) and man up.

The second side effect is much more dangerous, there will be tainted Materia in this game. Use of these Materias, or prolonged exposure to them, can result in infection of the plague-variety. The only way to cure yourself or attempt to halt the illness is to find a Healer or find a Cetra to cure you. Further, when and if you contract this illness you will not be able to use any Materia. Period. If you do, you will taint that Materia and your character’s condition will worsen. Some people may be able to survive this illness for a great length of time despite their continued use of Materia, but those reasons would have to be explained and have moderator-approval before being brought into play.

The same goes for those few people immune to this illness; you must explain how your character is immune. Cetra’s are effectively immune but they still grow weak when they are exposed to it, as are characters exposed to Jenova-cells or influence can make one immune to it, pending moderator approval. Players who decide to use the Jenova-clause to exempt their characters from susceptibility to the plauge need to be aware that, at some point, Jenova may wish to act upon your character. Moderators will contact you if this disadvantage is to come into play.
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