“I will never be a memory…”
“Those words still haunt me, even to this day. The unforgettable legacy of what he almost managed to achieve - the complete annihilation of all life on this planet. Though we stopped him, the price was high. All the pain that he inflicted, the lives that he manipulated, and all the futures that he stole ... none of it can ever be forgotten. I thought that he would remain a simple memory.
I was wrong."
- Cloud Strife
"The planet knew of the danger, had broken down his very essence into three distinct remnants, yet even this was not enough to stop his Will from controlling them, from re-forging part of his essence through the use of Kadaj and the remaining Jenova cells. What none of us knew then was that this was only the opening stage of his plan. Back then, just before Cloud had defeated him, Sephiroth managed to conceal his partly re-forged spirit deep within Kadaj’s soul. When that soul was returned into the life-stream, Jenova’s power shielded it, allowing it to remain whole and escape the degradation process.
Since that day, he has siphoned the remaining remnants of his essence from all corners of the planet’s core, and has finally achieved his true rebirth. What was once a memory is that no longer … Sephiroth has returned."
- Vincent Valentine
"His return is the herald of a disaster beyond our comprehension. As Jenova infected the life-stream like a cancer, so has Sephiroth. He has gained a deeper knowledge and understanding of it's workings, and has managed to gain control of it's flow. With it, he has turned the very planet against us - and twisted a new breed of Weapons to his cause.
A war is looming on the horizon. We fight not only for our lives, but for the salvation of all human-kind..."
- Red XIII
Endless Cry
Final Fantasy VII
Final Fantasy VII
The Concept
Set within the Final Fantasy VII universe, Endless Cry is a role-playing experience that combines standard role-playing and story progression along with a defined stats and battle system. Player created characters will have set attributes, along with personal inclusions, with which to battle the opponents that they encounter during the course of the role-play. Players will take on the roles of new Avalanche members, and journey across the world in an attempt to put a stop to Sephiroth and his army of converted Weapons.
The Combat System
When the game-master initiates an encounter, play will switch to the combat system. The stats of all parties involved will be displayed, and then the battle will commence. The main stats involved within the combat system are as follows:
HP [Health Points – the life capacity of a player or opponent]
AP [Action Points – the capacity to act]
Attack [Physical strength]
Vitality [Protection against physical attacks]
Magic [Mental strength]
Spirit [Protection against magical attacks]
EXP [Experience Points – the level of growth for a character]
SP [Special Points – the level of growth used for Materia]
Solo Combat:
Action Points [AP] is the unit cost for the available actions that a player can use during combat. For example, using an attack command costs 25 AP. However, players are not restricted to issuing one command per turn, players can issue as many commands as they have AP for in a single turn.
AP is restored by 50 points at the start of a player’s next post, or through the use of an Item or a Limit Break. Once players have written all the commands for their turn, then the opponent will act, and so on, until either the player or the opponent is defeated.
Party Combat:
In combat within a party, players can post at any time following another player’s post (so in keeping with no double-posting) – allowing for combat to be more free flowing and exciting, as well as not on the waiting of another player in the party as with a standard turn-based playing gauge. Stats will be re-calculated, and the opponent’s actions delivered, periodically by the games-master.
Defeating opponents, in either modes of combat, earns the player(s) with EXP, SP, Items and Gil.
Combat Commands and Etiquette
There are five main commands that can be used during combat, however, as many of these commands can be used in a single turn as long as the player has the sufficient AP or cost to initiate them. The commands that can be used are:
Attack [25 AP cost] Use your weapon to physically attack an opponent
Materia [Various costs] Use an attached Materia spell
Item [50 AP cost] Use an Item from your inventory [1]
Limit Break [Stock cost] Use a personal Limit Break
Weapon Switch [No AP cost] Switch to your sub-weapon, or back to your main weapon
[1] AP recovery items can only be used once per post
More commands can become available through the use of Command materia.
Though combat in Endless Cry is based on a set system, players will adhere to the role-playing standard set by the forum. Posts MUST NEVER consist of a player posting ‘attack, attack and use Potion’ during combat mode. Ever. Player’s doing this will be warned, and upon further infractions, will be highlighted to a Mod and booted out of the role-play. Combat etiquette will be the same as standard role-playing, but with the commands highlighted for ease of the games-master.
For example:
“Cloud breathed out hard, stunned by the previous slash of the creature’s claws that had caught him across his chest. It didn’t strike deep, but enough to cause him a moment of discomfort. He turned, tightening the grip onto his blade, before dashing towards the creature in order to catch it off guard, slashing it’s unprotected skin with a powerful sidewards swing. In mid-strike, he suddenly brought it back, twisting the blade’s edge in order to cause further damage. He finally pulled out the blade with all the force that he could muster, before retreating to a safe distance. As the creature cried out in pain, Cloud used the opening to flip the lid off of a crystal-coloured bottle, and gladly gulped down a Potion in order to restore some of his fatigue.”
To recap, all posts at any time - ESPECIALLY in combat – must maintain the same high role-playing standards set by the forum and this game itself.
Weapons and Equipment
All players will have a slot within their inventory for their weapons, armour and an accessory. The weapon can be chosen by the player upon character creation, and it can be upgraded during the course of the role-play. Armour and accessories can be bought in various Shops around the world. Both weapons and armour have a set number of slots that can be used to place Materia. Materia can be used to cast various spells during combat. A sub-weapon can also be chosen for use in combat. [1]
Weapons work on a range system, as opponents can place themselves within close or long-range radiuses. Short range weapons will not be able to reach opponents at long-range, though have the chance of going critical, whereas long-range weapons can attack opponents at either range, but will never attain a critical hit. Players can switch between their main and sub-weapon at will during combat. This tactic will prove highly useful since weapons can degrade with use.
Degradation occurs with every hit used by a weapon. At certain points, the weapon will begin to lose it’s power, and sub-weapons degrade at an even faster rate than main weapons. All weapons can be restored at Weapon Shops located throughout the world, or through the use of specific Items.
[1] Sub-weapons will rettain the same attached Materia as a player’s main weapon, so there is no fear of losing important Materia, spells and attributes by switching weapons during crucial combat segments
Materia
There are five main types of Materia within the Final Fantasy VII universe. They are:
Magic [Green Materia. The casting of various spells]
Command [Yellow Materia. Adds additional commands to the player]
Support [Blue Materia. Supports other Materia]
Independent [Purple Materia. Boosts and supports the player]
Summon [Red Materia. The summoning of powerful creatures into combat]
Materia must be placed within the equipment slots of weapons and armour in order to be used during combat. All Materia has it’s own AP cost, strength and terms of use, and can be powered-up by attaining SP through combat. Materia can also be connected in a variety of different ways, depending on if the player has linked slots in their equipment, and on the connection Materia, increasing the options and variety of usage.
Limit Breaks
Limit Breaks are special techniques that are inherent to each character. During combat, attacking an opponent, or being attacked, will fill a player’s Limit Break Gauge (LBG). As this gauge reaches a certain level, then the player can unleash a powerful Limit Break. Limit Breaks are created by players during the sign-up phase, and through the course of the role-play itself. The stronger a single Limit Break is made, the longer the LBG needs to fill in order to use it. Limit Breaks can also be increased in power upon levelling up.
Endless Cry Sign Up
Players MAY NOT create characters that have any major connections or relationships to any of the main game protagonists. You may however create characters who have been affected by certain circumstances from the compilation (i.e, a refugee from Mideel, an ex-Soldier, etc...)
General Information
Name:
Age:
Gender:
Hometown:
Personality:
Short Bio:
Combat
Weapon Name:
Weapon Range: [1]
Weapon Description:
Sub-Weapon Name:
Weapon Range: [1]
Sub-Weapon Description:
[1] A weapon can be either short or long-range. As detailed in the ‘weapons and equipment section’, short range weapons have a chance of going critical, but can not harm opponents at long-range, whereas long-range weapons can attack opponents from any range, but will never attain a critical hit.
Stat Alignment
Strong:
Neutral:
Weak:
Players must chose two stats which they are strong in, two that they are neutral in, and two others that they are the most weakest in. These choices will form the base statistics for the character during combat. A reminder of the main stats are: HP, AP, Attack, Vitality, Magic and Spirit.
Elemental Affinity
Strong:
Weak:
Players can also choose the elemental affinity that their character is most attuned with. Elementals include: Fire, Ice, Thunder, Water, Earth, Air, Darkness and Holy.
Limit Breaks
Limit Break #1 Name:
Limit Break #1 Description:
Limit Break #1 Effects:
Limit Break #2 Name:
Limit Break #2 Description:
Limit Break #2 Effects:
Players have complete freedom in designing their own Limit Break techniques, allowing them to bring in specific character abilities or traits that they have in their normal role-playing profiles and situations. However, players must be warned that the stronger they make their Limit Break, the higher the Limit Break Gauge will be before it can be used. An example of using the template would be:
Limit Break Name: Heaven’s Wrath
Limit Break Description: The clouds part overhead as several rays of piercing white light strike down with godly force, blasting a single opponent three times. The resulting explosive shockwave has a secondary healing effect on the player
Limit Break Effects: A holy-elemental magic attack x3 + Player Cure
Players need not worry about having to make a weak, and so more usable, Limit Break to start with. Limit Breaks, as explained previously, can be upgraded and powered up over the course of the role-play. So it is in a player's best interest for the starting Limit Breaks to not be too strong, and so, making them more usable earlier on.
First Steps
Once a profile has been accepted, the games-master will then add their profile to the main topic, and the player can begin participating within Endless Cry. Players will begin in Cosmo Canyon, having just newly joined Avalanche in order to protect the planet. The games-master will guide players through the opening stages, including every concept used within Endless Cry, so there is no worry if a player does not absorb all of this presented information all at once.
Any questions at all, both about the concepts used here, play discussion, as well as any major OOCs, can be posted here.
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