Here is a big update, I ask you all read.
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Familiar: Because I'm changing the summoning up, everyone get's one. First come first serve, you can be creative. However, you start with just ONE. You get one to two additional magic types. One Resistance/ absorbance. And a passive. List the strengths it gives you, as well as the passive. Nothing stupidly powerful please.
Familiar Abilities: What the familiar gives you. Strengths and weaknesses.
Movement Type: Is it Stationary like a sentry? Does it fly? Or does it walk and run?
Familiar Size: Tiny (Like a mouse or Rat), Very Small (Puppy to kitty.), Medium (Human height.), Large (Somewhat close to a Behemoth.) Very Large. (Basically impossible to miss at this point.)
Relic Weapons: These appear when summoning the familiar, they will give it to you, and these are unbreakable, and only get stronger as the familiar gets stronger. These are tailored to your character. Meaning if someone gets gauntlets, it does not mean you will as well.
Relic Armors: Pretty much the same thing as above. Tailored to your character.
Note, these do effect the trances as well to some degree.
- That degree being that these items will get buffed up to some degree.
- These however do not disrupt your default trance.
Flat State. (Your standard CS reflects this already.)
- This basically means when your familiar is inactive. Relic gear disappears until that familiar is active.
- It also means your attributes return to base value. Meaning no buffs or debuffs to compensate.
Relic Items.
- These are unbreakable, but because of that they at times will not be as strong as the items you craft.
- These however are items that do get stronger as your familiar bonds with you in battle.
- In short, good alternatives to not destroying your gear. These are not required to be used when the familiar is summoned, but if you do not wish to use them, you can have the familiar handle it.
- These don't override your gear. Though Relic armors or robes will either go over your current attire, or under based on if you are wearing Knight like armor or not.
- However, if you wish for your clothing to shift to reflect your style, that is fine. But you should state what is overrides if you wish it to.
Familiar Sizes and movement types.
- Just basically gives me a way to gauge how they fight, move and function.
- The sizes basically mean how likely they are to draw attention or stay hidden.
- And how far they may or may not reach.
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Example.
Familiar: Ifrit
Familiar Abilities: Grants fire and heat immunity, Fire Glyph. Lowers water defense. Slightly raises agility.
Movement Type: Ground, walks and runs, has wide reach.
Familiar Size: Large, slightly sluggish when moving.
Relic Weapons: Flaming clawed Gauntlets.
Relic Armors: Gives Cassius a red tint to his attire to reflect his heat immunity, as well as to reflect he has Ifrit active. The gauntlets also extend over the forearms to shield them.